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Update to Mobs Redo 1.35
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11 changed files with 1635 additions and 727 deletions
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@ -1,5 +1,5 @@
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MOB API (28th September 2016)
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MOB API (12th May 2017)
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The mob api is a function that can be called on by other mods to add new animals or monsters into minetest.
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@ -12,7 +12,7 @@ The mob api is a function that can be called on by other mods to add new animals
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'remove_far_mobs' if true then mobs that are outside players visual range will be removed (default is false)
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'mobname' can change specific mob chance rate (0 to disable) and spawn number e.g. mobs_animal:cow = 1000,5
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'mob_difficulty' sets difficulty level (health and hit damage multiplied by this number), defaults to 1.0.
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'mob_show_health' if false then punching mob will not show health status (true by default)
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mobs:register_mob(name, definition)
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@ -25,8 +25,9 @@ This functions registers a new mob as a Minetest entity.
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'docile_by_day' when true, mob will not attack during daylight hours unless provoked
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'attacks_monsters' usually for npc's to attack monsters in area
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'group_attack' true to defend same kind of mobs from attack in area
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'owner_loyal' when true owned mobs will attack any monsters you punch
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'attack_animals' true for monster to attack animals as well as player and npc's
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'attack_specific' has a table of entity names that monsters can attack {"player", "mobs_animal:chicken"}
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'specific_attack' has a table of entity names that monsters can attack {"player", "mobs_animal:chicken"}
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'hp_min' minimum health
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'hp_max' maximum health (mob health is randomly selected between both)
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'physical' same is in minetest.register_entity()
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@ -42,14 +43,13 @@ This functions registers a new mob as a Minetest entity.
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'makes_footstep_sound' same is in minetest.register_entity()
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'follow' item when held will cause mob to follow player, can be single string "default:apple" or table {"default:apple", "default:diamond"}
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'view_range' the range in that the monster will see the playerand follow him
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'walk_chance' chance of mob walking around
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'jump_chance' chance of mob jumping around, set above to 0 for jumping mob only
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'walk_chance' chance of mob walking around, set above to 0 for jumping mob only
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'walk_velocity' the velocity when the monster is walking around
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'run_velocity' the velocity when the monster is attacking a player
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'runaway' when true mob will turn and run away when punched
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'stepheight' minimum node height mob can walk onto without jumping (default: 0.6)
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'jump' can mob jump, true or false
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'jump_height' height mob can jump, default is 6
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'jump_height' height mob can jump, default is 6 (0 to disable jump)
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'fly' can mob fly, true or false (used for swimming mobs also)
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'fly_in' node name that mob flys inside, e.g "air", "default:water_source" for fish
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'damage' the damage per second
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@ -82,8 +82,9 @@ This functions registers a new mob as a Minetest entity.
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'shoot' shoots defined arrows when player is within range
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'explode' follows player in range and will flash and explode when in reach
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'dogshoot' shoots arrows when in range and one on one attack when in reach
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'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
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'dogshoot_count_max' number of seconds before switching above modes.
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'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
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'dogshoot_count_max' number of seconds before switching to dogfight mode.
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'dogshoot_count2_max' number of seconds before switching back to shoot mode.
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'custom_attack' is a function that is called when mob is in range to attack player, parameters are (self, to_attack)
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'double_melee_attack' if false then api will choose randomly between 'punch' and 'punch2' attack animations
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'on_blast' is called when TNT explodes near mob, function uses (object, damage) and returns (do_damage, do_knockback, drops)
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@ -102,29 +103,31 @@ This functions registers a new mob as a Minetest entity.
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'jump' sound when jumping
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'explode' sound when exploding
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'distance' maximum distance sounds are heard from (default is 10)
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'animation' a table with the animation ranges and speed of the model
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'stand_start' start frame of stand animation
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'stand_end' end frame of stand animation
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'walk_start' start frame of walk animation
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'walk_end' end frame of walk animation
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'run_start' start frame of run animation
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'run_end' end frame of run animation
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'punch_start' start frame of punch animation
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'punch_end' end frame of punch animation
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'punch2_start' start frame of alt.punch animation
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'punch2_end' end frame of alt.punch animation
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'shoot_start' start frame of shoot animation
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'shoot_end' end frame of shoot animation
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'speed_normal' normal animation speed
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'speed_run' running animation speed
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'speed_punch' punching animation speed
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'speed_punch2' alternative punching animation speed
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'speed_shoot' shooting animation speed
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Mobs can look for specific nodes as they walk and replace them to mimic eating
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'replace_what' group if items to replace e.g. {"farming:wheat_8", "farming:carrot_8"}
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'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
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'replace_rate' how random should the replace rate be (typically 10)
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'replace_offset' +/- value to check specific node to replace
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The 'replace_what' has been updated to use tables for what, with and y_offset e.g.
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replace_what = { {"group:grass", "air", 0}, {"default:dirt_with_grass", "default:dirt", -1} }
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Mob animation comes in three parts, start_frame, end_frame and frame_speed which
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can be added to the mob definition under pre-defined mob animation names like:
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'animation' a table with the animation ranges and speed of the model
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'stand_start', 'stand_end', 'stand_speed' when mob stands still
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'walk_start', 'walk_end', 'walk_speed' when mob walks
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'run_start', 'run_end', 'run_speed' when mob runs
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'fly_start', 'fly_end', 'fly_speed' when mob flies
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'punch_start', 'punch_end', 'punch_speed' when mob attacks
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'punch2_start', 'punch2_end', 'punch2_speed' when mob attacks (alternative)
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'die_start', 'die_end', 'die_speed' when mob dies
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also 'speed_normal' for compatibility with older mobs for animation speed (deprecated)
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The mob api also has some preset variables and functions that it will remember for each mob
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@ -133,8 +136,9 @@ The mob api also has some preset variables and functions that it will remember f
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'self.child' used for when breeding animals have child, will use child_texture and be half size
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'self.owner' string used to set owner of npc mobs, typically used for dogs
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'self.order' set to "follow" or "stand" so that npc will follow owner or stand it's ground
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'self.nametag' contains the name of the mob which it can show above
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'on_die' a function that is called when mob is killed
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'do_custom' a custom function that is called while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node status), return with 'false' to skip remainder of mob API.
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'do_custom' a custom function that is called every tick while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node status), return with 'false' to skip remainder of mob API.
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mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
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@ -151,7 +155,7 @@ These functions register a spawn algorithm for the mob. Without this function th
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'interval' is same as in register_abm() (default is 30 for mobs:register_spawn)
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'chance' is same as in register_abm()
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'active_object_count' mob is only spawned if active_object_count_wider of ABM is <= this
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'min_height' is the maximum height the mob can spawn
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'min_height' is the minimum height the mob can spawn
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'max_height' is the maximum height the mob can spawn
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'day_toggle' true for day spawning, false for night or nil for anytime
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'on_spawn' is a custom function which runs after mob has spawned and gives self and pos values.
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@ -191,6 +195,9 @@ This function registers a arrow for mobs with the attack type shoot.
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'tail' when set to 1 adds a trail or tail to mob arrows
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'tail_texture' texture string used for above effect
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'tail_size' has size for above texture (defaults to between 5 and 10)
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'expire' contains float value for how long tail appears for (defaults to 0.25)
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'glow' has value for how brightly tail glows 1 to 10 (default is 0, no glow)
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'rotate' integer value in degrees to rotate arrow
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'on_step' is a custom function when arrow is active, nil for default.
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@ -226,12 +233,12 @@ This function is generally called inside the on_rightclick section of the mob ap
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'chance_net' chance of capturing mob using net (1 to 100) 0 to disable
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'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to disable
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'force_take' take mob by force, even if tamed (true or false)
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'replacewith' once captured replace mob with this item instead
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'replacewith' once captured replace mob with this item instead (overrides new mob eggs with saved information)
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mobs:feed_tame(self, clicker, feed_count, breed)
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This function allows the mob to be fed the item inside self.follow be it apple, wheat or whatever a set number of times and be tamed or bred as a result.
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This function allows the mob to be fed the item inside self.follow be it apple, wheat or whatever a set number of times and be tamed or bred as a result. Will return true when mob is fed with item it likes.
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'self' mob information
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'clicker' player information
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@ -242,7 +249,7 @@ This function allows the mob to be fed the item inside self.follow be it apple,
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mobs:protect(self, clicker)
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This function can be used to right-click any tamed mob with mobs:protector item, this will protect the mob from harm inside of a protected area from other players.
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This function can be used to right-click any tamed mob with mobs:protector item, this will protect the mob from harm inside of a protected area from other players. Will return true when mob right-clicked with mobs:protector item.
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'self' mob information
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'clicker' player information
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@ -257,3 +264,184 @@ Useful Internal Variables
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'self.gotten' true when sheep have been sheared or cows have been milked, a toggle switch which can be used for many functions
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'self.child' true when mob is currently a child (when two mobs have bred and current mob is the outcome)
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'self.hornytimer' background timer that controls breeding functions and mob childhood timings
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Mobs can now be ridden by players and the following shows the functions and usage:
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mobs:attach(self, player)
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This function attaches a player to the mob so it can be ridden.
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'self' mob information
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'player' player information
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mobs:detach(player, offset)
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This function will detach the player currently riding a mob to an offset position.
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'player' player information
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'offset' position table containing offset values
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mobs:drive(self, move_animation, stand_animation, can_fly, dtime)
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This function allows an attached player to move the mob around and animate it at same time.
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'self' mob information
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'move_animation' string containing movement animation e.g. "walk"
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'stand_animation' string containing standing animation e.g. "stand"
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'can_fly' if true then jump and sneak controls will allow mob to fly up and down
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'dtime' tick time used inside drive function
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mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation)
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This function allows an attached player to fly the mob around using directional controls.
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'self' mob information
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'dtime' tick time used inside fly function
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'speed' speed of flight
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'can_shoot' true if mob can fire arrow (sneak and left mouse button fires)
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'arrow_entity' name of arrow entity used for firing
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'move_animation' string containing movement animation e.g. "walk"
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'stand_animation' string containing movement animation e.g. "stand"
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Certain variables need to be set before using the above functions:
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'self.v2' toggle switch
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'self.max_speed_forward' max speed mob can move forward
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'self.max_speed_reverse' max speed mob can move backwards
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'self.accel' acceleration speed
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'self.terrain_type' integer containing terrain mob can walk on (1 = water, 2 or 3 = land)
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'self.driver_attach_at' position offset for attaching player to mob
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'self.driver_eye_offset' position offset for attached player view
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'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1}
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Here is an example mob to show how the above functions work:
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-- rideable horse
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mobs:register_mob("mob_horse:horse", {
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type = "animal",
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visual = "mesh",
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visual_size = {x = 1.20, y = 1.20},
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mesh = "mobs_horse.x",
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collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4},
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animation = {
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speed_normal = 15,
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speed_run = 30,
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stand_start = 25,
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stand_end = 75,
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walk_start = 75,
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walk_end = 100,
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run_start = 75,
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run_end = 100,
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},
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textures = {
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{"mobs_horse.png"},
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{"mobs_horsepeg.png"},
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{"mobs_horseara.png"}
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},
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fear_height = 3,
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runaway = true,
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fly = false,
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walk_chance = 60,
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view_range = 5,
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follow = {"farming:wheat"},
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passive = true,
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hp_min = 12,
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hp_max = 16,
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armor = 200,
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lava_damage = 5,
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fall_damage = 5,
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water_damage = 1,
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makes_footstep_sound = true,
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drops = {
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{name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
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},
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do_custom = function(self, dtime)
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-- set needed values if not already present
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if not self.v2 then
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self.v2 = 0
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self.max_speed_forward = 6
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self.max_speed_reverse = 2
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self.accel = 6
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self.terrain_type = 3
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self.driver_attach_at = {x = 0, y = 20, z = -2}
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self.driver_eye_offset = {x = 0, y = 3, z = 0}
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self.driver_scale = {x = 1, y = 1}
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end
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-- if driver present allow control of horse
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if self.driver then
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mobs.drive(self, "walk", "stand", false, dtime)
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return false -- skip rest of mob functions
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end
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return true
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end,
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on_die = function(self, pos)
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-- drop saddle when horse is killed while riding
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-- also detach from horse properly
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if self.driver then
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minetest.add_item(pos, "mobs:saddle")
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mobs.detach(self.driver, {x = 1, y = 0, z = 1})
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end
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end,
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on_rightclick = function(self, clicker)
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-- make sure player is clicking
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if not clicker or not clicker:is_player() then
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return
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end
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-- feed, tame or heal horse
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if mobs:feed_tame(self, clicker, 10, true, true) then
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return
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end
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-- make sure tamed horse is being clicked by owner only
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if self.tamed and self.owner == clicker:get_player_name() then
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local inv = clicker:get_inventory()
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-- detatch player already riding horse
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if self.driver and clicker == self.driver then
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mobs.detach(clicker, {x = 1, y = 0, z = 1})
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-- add saddle back to inventory
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if inv:room_for_item("main", "mobs:saddle") then
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inv:add_item("main", "mobs:saddle")
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else
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minetest.add_item(clicker.getpos(), "mobs:saddle")
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end
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-- attach player to horse
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elseif not self.driver
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and clicker:get_wielded_item():get_name() == "mobs:saddle" then
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self.object:set_properties({stepheight = 1.1})
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mobs.attach(self, clicker)
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-- take saddle from inventory
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inv:remove_item("main", "mobs:saddle")
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end
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end
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-- used to capture horse with magic lasso
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mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)
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end
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})
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@ -1,6 +1,6 @@
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mcl_core
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mcl_sounds
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mcl_hunger
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mcl_sounds
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invisibility?
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intllib?
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lucky_block?
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@ -4,11 +4,14 @@ local path = minetest.get_modpath("mobs")
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-- Mob API
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dofile(path .. "/api.lua")
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-- Rideable Mobs
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dofile(path .. "/mount.lua")
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-- Mob Items
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dofile(path .. "/crafts.lua")
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-- Mob Spawner
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-- moved into other mod (MCL2 change)
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-- MCL2 has its own spawners in mcl_mobspawners
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-- Lucky Blocks
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dofile(path .. "/lucky_block.lua")
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@ -21,7 +21,7 @@ Enter name: = Namen eingeben:
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Rename = Umbenennen
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#crafts.lua
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Name Tag = Namensschild
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Nametag = Namensschild
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Leather = Leder
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Raw Meat = Rohes Fleisch
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Meat = Fleisch
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@ -30,9 +30,9 @@ Net (right-click animal to put in inventory) = Netz (Rechtsklick auf Tier,\num e
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Steel Shears (right-click to shear) = Stahlschere (Rechtsklick zum Scheren)
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#spawner.lua
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Monster Spawner = Monsterspawner
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Mob Spawner = Mobspawner
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Mob MinLight MaxLight Amount PlayerDist = Mob MinLicht MaxLicht Menge SpielerEntfng
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Spawner Not Active (enter settings) = Spawner nicht aktiv (Einstellungen eintragen)
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Spawner Active (@1) = Spawner aktiv (@1)
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Mob Spawner settings failed! = Mobspawnereinstellungen gescheitert!
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> name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10] = Name min. Licht[0-14] max. Licht[0-14] max. Mobs in Gebiet[0 zum deaktivieren] Entfernung zum Spieler[1-20] Höhe[-10 bis 10]
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> name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10] = Name min. Licht[0-14] max. Licht[0-14] max. Mobs in Gebiet[0 zum deaktivieren] Entfernung zum Spieler[1-20] Höhe[-10 bis 10]
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@ -21,7 +21,7 @@ Enter name: = Insira um nome:
|
|||
Rename = Renomear
|
||||
|
||||
#crafts.lua
|
||||
Name Tag = Etiqueta
|
||||
Nametag = Etiqueta
|
||||
Leather = Couro
|
||||
Raw Meat = Carne crua
|
||||
Meat = Carne
|
||||
|
@ -30,7 +30,7 @@ Net (right-click animal to put in inventory) = Net (clique-direito no animal par
|
|||
Steel Shears (right-click to shear) = Tesoura de Aço (clique-direito para tosquiar)
|
||||
|
||||
#spawner.lua
|
||||
Monster Spawner =
|
||||
Mob Spawner = Spawnador de Mob
|
||||
Mob MinLight MaxLight Amount PlayerDist = Mob LuzMinima LuzMaxima Valor DistJogador
|
||||
Spawner Not Active (enter settings) = Spawnador Inativo (configurar)
|
||||
Spawner Active (@1) = Spawnador Ativo (@1)
|
||||
|
|
|
@ -19,7 +19,7 @@ Enter name: =
|
|||
Rename =
|
||||
|
||||
#crafts.lua
|
||||
Name Tag =
|
||||
Nametag =
|
||||
Leather =
|
||||
Raw Meat =
|
||||
Meat =
|
||||
|
@ -28,9 +28,9 @@ Net (right-click animal to put in inventory) =
|
|||
Steel Shears (right-click to shear) =
|
||||
|
||||
#spawner.lua
|
||||
Monster Spawner =
|
||||
Mob Spawner =
|
||||
Mob MinLight MaxLight Amount PlayerDist =
|
||||
Spawner Not Active (enter settings) =
|
||||
Spawner Active (@1) =
|
||||
Mob Spawner settings failed! =
|
||||
> name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10] =
|
||||
> name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10] =
|
39
mods/ENTITIES/mobs/locale/tr.txt
Normal file
39
mods/ENTITIES/mobs/locale/tr.txt
Normal file
|
@ -0,0 +1,39 @@
|
|||
# Türkçe çeviri by Admicos
|
||||
# Turkish translation by Admicos
|
||||
|
||||
# Son düzenleme: 26 Nisan 2017
|
||||
# Last edit: 26 April 2017
|
||||
|
||||
#init.lua
|
||||
[MOD] Mobs Redo loaded = [MOD] Mobs Red yüklendi
|
||||
|
||||
#api.lua
|
||||
[MOBS] mod profiling enabled, damage not enabled = [MOBS] profilleme açık, zarar kapalı
|
||||
lifetimer expired, removed @1 = Can zamanlayıcısı bitti, @1 silindi
|
||||
[Mobs Redo] @1 has spawning disabled = @1 yaratılması kapandı
|
||||
[Mobs Redo] Chance setting for @1 is now @2 = [Mobs Redo] @1'in şans ayarı şimdi @2
|
||||
[mobs] @1 failed to spawn at @2 = @1, @2'de yaratılamadı
|
||||
Not tamed! = Evcil değil!
|
||||
@1 is owner! = Sahibi @1!
|
||||
Missed! = Kaçırdın!
|
||||
@1 at full health (@2) = @1 tam canında (@2)
|
||||
@1 has been tamed! = @1 tamamen evcilleştirilmiştir!
|
||||
Enter name: = İsim gir:
|
||||
Rename = Yeniden adlandır
|
||||
|
||||
#crafts.lua
|
||||
Nametag = İsim etiketi
|
||||
Leather = Deri
|
||||
Raw Meat = Çiğ et
|
||||
Meat = Et
|
||||
Magic Lasso (right-click animal to put in inventory) = Sihirli kement (hayvana sağ tıklayarak envantere koy)
|
||||
Net (right-click animal to put in inventory) = Ağ (hayvana sağ tıklayarak envantere koy)
|
||||
Steel Shears (right-click to shear) = Çelik makas (sağ tıklayarak kes)
|
||||
|
||||
#spawner.lua
|
||||
Mob Spawner = Canavar Yaratıcı
|
||||
Mob MinLight MaxLight Amount PlayerDist = Mob MinIşık MaxIşık Miktar OyuncuMesafesi
|
||||
Spawner Not Active (enter settings) = Yaratıcı aktif değil (ayarlara gir)
|
||||
Spawner Active (@1) = Yaratıcı aktif (@1)
|
||||
Mob Spawner settings failed! = Yaratıcı ayarları uygulanamadı.
|
||||
> name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10] = > isim min_isik[0-14] max_isik[0-14] alandaki_max_canavar_sayisi[kapatmak icin 0] mesafe[1-20] y_cikinti[-10 ve 10 arası]
|
|
@ -2,7 +2,14 @@
|
|||
if minetest.get_modpath("lucky_block") then
|
||||
|
||||
lucky_block:add_blocks({
|
||||
{"dro", {"mobs:meat_raw"}, 5},
|
||||
{"dro", {"mobs:meat"}, 5},
|
||||
{"dro", {"mobs:nametag"}, 1},
|
||||
{"dro", {"mobs:leather"}, 5},
|
||||
{"dro", {"mobs:net"}, 1},
|
||||
{"dro", {"mobs:magic_lasso"}, 1},
|
||||
{"dro", {"mobs:shears"}, 1},
|
||||
{"dro", {"mobs:protector"}, 1},
|
||||
{"lig"},
|
||||
})
|
||||
end
|
||||
|
|
437
mods/ENTITIES/mobs/mount.lua
Normal file
437
mods/ENTITIES/mobs/mount.lua
Normal file
|
@ -0,0 +1,437 @@
|
|||
|
||||
-- lib_mount by Blert2112 (edited by TenPlus1)
|
||||
|
||||
local enable_crash = true
|
||||
local crash_threshold = 6.5 -- ignored if enable_crash=false
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
|
||||
--
|
||||
-- Helper functions
|
||||
--
|
||||
|
||||
local function node_is(pos)
|
||||
|
||||
local node = minetest.get_node(pos)
|
||||
|
||||
if node.name == "air" then
|
||||
return "air"
|
||||
end
|
||||
|
||||
if minetest.get_item_group(node.name, "lava") ~= 0 then
|
||||
return "lava"
|
||||
end
|
||||
|
||||
if minetest.get_item_group(node.name, "liquid") ~= 0 then
|
||||
return "liquid"
|
||||
end
|
||||
|
||||
if minetest.get_item_group(node.name, "walkable") ~= 0 then
|
||||
return "walkable"
|
||||
end
|
||||
|
||||
return "other"
|
||||
end
|
||||
|
||||
|
||||
local function get_sign(i)
|
||||
|
||||
i = i or 0
|
||||
|
||||
if i == 0 then
|
||||
return 0
|
||||
else
|
||||
return i / math.abs(i)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local function get_velocity(v, yaw, y)
|
||||
|
||||
local x = -math.sin(yaw) * v
|
||||
local z = math.cos(yaw) * v
|
||||
|
||||
return {x = x, y = y, z = z}
|
||||
end
|
||||
|
||||
|
||||
local function get_v(v)
|
||||
return math.sqrt(v.x * v.x + v.z * v.z)
|
||||
end
|
||||
|
||||
|
||||
local function force_detach(player)
|
||||
|
||||
local attached_to = player:get_attach()
|
||||
|
||||
if not attached_to then
|
||||
return
|
||||
end
|
||||
|
||||
local entity = attached_to:get_luaentity()
|
||||
|
||||
if entity.driver
|
||||
and entity.driver == player then
|
||||
|
||||
entity.driver = nil
|
||||
end
|
||||
|
||||
player:set_detach()
|
||||
mcl_player.player_attached[player:get_player_name()] = false
|
||||
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
|
||||
mcl_player.player_set_animation(player, "stand" , 30)
|
||||
player:set_properties({visual_size = {x = 1, y = 1} })
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
|
||||
minetest.register_on_leaveplayer(function(player)
|
||||
force_detach(player)
|
||||
end)
|
||||
|
||||
minetest.register_on_shutdown(function()
|
||||
local players = minetest.get_connected_players()
|
||||
for i = 1, #players do
|
||||
force_detach(players[i])
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.register_on_dieplayer(function(player)
|
||||
force_detach(player)
|
||||
return true
|
||||
end)
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
function mobs.attach(entity, player)
|
||||
|
||||
local attach_at, eye_offset = {}, {}
|
||||
|
||||
entity.player_rotation = entity.player_rotation or {x = 0, y = 0, z = 0}
|
||||
entity.driver_attach_at = entity.driver_attach_at or {x = 0, y = 0, z = 0}
|
||||
entity.driver_eye_offset = entity.driver_eye_offset or {x = 0, y = 0, z = 0}
|
||||
entity.driver_scale = entity.driver_scale or {x = 1, y = 1}
|
||||
|
||||
local rot_view = 0
|
||||
|
||||
if entity.player_rotation.y == 90 then
|
||||
rot_view = math.pi/2
|
||||
end
|
||||
|
||||
attach_at = entity.driver_attach_at
|
||||
eye_offset = entity.driver_eye_offset
|
||||
entity.driver = player
|
||||
|
||||
force_detach(player)
|
||||
|
||||
player:set_attach(entity.object, "", attach_at, entity.player_rotation)
|
||||
mcl_player.player_attached[player:get_player_name()] = true
|
||||
player:set_eye_offset(eye_offset, {x = 0, y = 0, z = 0})
|
||||
|
||||
player:set_properties({
|
||||
visual_size = {
|
||||
x = entity.driver_scale.x,
|
||||
y = entity.driver_scale.y
|
||||
}
|
||||
})
|
||||
|
||||
minetest.after(0.2, function()
|
||||
mcl_player.player_set_animation(player, "sit" , 30)
|
||||
end)
|
||||
|
||||
--player:set_look_yaw(entity.object:getyaw() - rot_view)
|
||||
player:set_look_horizontal(entity.object:getyaw() - rot_view)
|
||||
end
|
||||
|
||||
|
||||
function mobs.detach(player, offset)
|
||||
|
||||
force_detach(player)
|
||||
|
||||
mcl_player.player_set_animation(player, "stand" , 30)
|
||||
|
||||
local pos = player:getpos()
|
||||
|
||||
pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
|
||||
|
||||
minetest.after(0.1, function()
|
||||
player:setpos(pos)
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
|
||||
|
||||
local rot_steer, rot_view = math.pi/2, 0
|
||||
|
||||
if entity.player_rotation.y == 90 then
|
||||
rot_steer, rot_view = 0, math.pi/2
|
||||
end
|
||||
|
||||
local acce_y = 0
|
||||
local velo = entity.object:getvelocity()
|
||||
|
||||
entity.v = get_v(velo) * get_sign(entity.v)
|
||||
|
||||
-- process controls
|
||||
if entity.driver then
|
||||
|
||||
--print ("---velo", get_v(velo))
|
||||
|
||||
local ctrl = entity.driver:get_player_control()
|
||||
|
||||
-- move forwards
|
||||
if ctrl.up then
|
||||
|
||||
entity.v = entity.v + entity.accel / 10
|
||||
|
||||
-- move backwards
|
||||
elseif ctrl.down then
|
||||
|
||||
if entity.max_speed_reverse == 0 and entity.v == 0 then
|
||||
return
|
||||
end
|
||||
|
||||
entity.v = entity.v - entity.accel / 10
|
||||
end
|
||||
|
||||
-- fix mob rotation
|
||||
-- entity.object:setyaw(entity.driver:get_look_yaw() - entity.rotate)
|
||||
entity.object:setyaw(entity.driver:get_look_horizontal() - entity.rotate)
|
||||
|
||||
if can_fly then
|
||||
|
||||
-- fly up
|
||||
if ctrl.jump then
|
||||
velo.y = velo.y + 1
|
||||
if velo.y > entity.accel then velo.y = entity.accel end
|
||||
|
||||
elseif velo.y > 0 then
|
||||
velo.y = velo.y - 0.1
|
||||
if velo.y < 0 then velo.y = 0 end
|
||||
end
|
||||
|
||||
-- fly down
|
||||
if ctrl.sneak then
|
||||
velo.y = velo.y - 1
|
||||
if velo.y < -entity.accel then velo.y = -entity.accel end
|
||||
|
||||
elseif velo.y < 0 then
|
||||
velo.y = velo.y + 0.1
|
||||
if velo.y > 0 then velo.y = 0 end
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-- jump
|
||||
if ctrl.jump then
|
||||
|
||||
if velo.y == 0 then
|
||||
velo.y = velo.y + entity.jump_height
|
||||
acce_y = acce_y + (acce_y * 3) + 1
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- if not moving then set animation and return
|
||||
if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
|
||||
|
||||
if stand_anim then
|
||||
set_animation(entity, stand_anim)
|
||||
end
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
-- set moving animation
|
||||
if moving_anim then
|
||||
set_animation(entity, moving_anim)
|
||||
end
|
||||
|
||||
-- Stop!
|
||||
local s = get_sign(entity.v)
|
||||
|
||||
entity.v = entity.v - 0.02 * s
|
||||
|
||||
if s ~= get_sign(entity.v) then
|
||||
|
||||
entity.object:setvelocity({x = 0, y = 0, z = 0})
|
||||
entity.v = 0
|
||||
return
|
||||
end
|
||||
|
||||
-- enforce speed limit forward and reverse
|
||||
local max_spd = entity.max_speed_reverse
|
||||
|
||||
if get_sign(entity.v) >= 0 then
|
||||
max_spd = entity.max_speed_forward
|
||||
end
|
||||
|
||||
if math.abs(entity.v) > max_spd then
|
||||
entity.v = entity.v - get_sign(entity.v)
|
||||
end
|
||||
|
||||
-- Set position, velocity and acceleration
|
||||
local p = entity.object:getpos()
|
||||
local new_velo = {x = 0, y = 0, z = 0}
|
||||
local new_acce = {x = 0, y = -9.8, z = 0}
|
||||
|
||||
p.y = p.y - 0.5
|
||||
|
||||
local ni = node_is(p)
|
||||
local v = entity.v
|
||||
|
||||
if ni == "air" then
|
||||
|
||||
if can_fly == true then
|
||||
new_acce.y = 0
|
||||
end
|
||||
|
||||
elseif ni == "liquid" or ni == "lava" then
|
||||
|
||||
if ni == "lava" and entity.lava_damage ~= 0 then
|
||||
|
||||
entity.lava_counter = (entity.lava_counter or 0) + dtime
|
||||
|
||||
if entity.lava_counter > 1 then
|
||||
|
||||
minetest.sound_play("default_punch", {
|
||||
object = entity.object,
|
||||
max_hear_distance = 5
|
||||
})
|
||||
|
||||
entity.object:punch(entity.object, 1.0, {
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy = entity.lava_damage}
|
||||
}, nil)
|
||||
|
||||
entity.lava_counter = 0
|
||||
end
|
||||
end
|
||||
|
||||
if entity.terrain_type == 2
|
||||
or entity.terrain_type == 3 then
|
||||
|
||||
new_acce.y = 0
|
||||
p.y = p.y + 1
|
||||
|
||||
if node_is(p) == "liquid" then
|
||||
|
||||
if velo.y >= 5 then
|
||||
velo.y = 5
|
||||
elseif velo.y < 0 then
|
||||
new_acce.y = 20
|
||||
else
|
||||
new_acce.y = 5
|
||||
end
|
||||
else
|
||||
if math.abs(velo.y) < 1 then
|
||||
local pos = entity.object:getpos()
|
||||
pos.y = math.floor(pos.y) + 0.5
|
||||
entity.object:setpos(pos)
|
||||
velo.y = 0
|
||||
end
|
||||
end
|
||||
else
|
||||
v = v * 0.25
|
||||
end
|
||||
end
|
||||
|
||||
new_velo = get_velocity(v, entity.object:getyaw() - rot_view, velo.y)
|
||||
new_acce.y = new_acce.y + acce_y
|
||||
|
||||
entity.object:setvelocity(new_velo)
|
||||
entity.object:setacceleration(new_acce)
|
||||
|
||||
-- CRASH!
|
||||
if enable_crash then
|
||||
|
||||
local intensity = entity.v2 - v
|
||||
|
||||
if intensity >= crash_threshold then
|
||||
|
||||
--print("----------- crash", intensity)
|
||||
|
||||
entity.object:punch(entity.object, 1.0, {
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy = intensity}
|
||||
}, nil)
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
entity.v2 = v
|
||||
end
|
||||
|
||||
|
||||
-- directional flying routine by D00Med (edited by TenPlus1)
|
||||
|
||||
function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
|
||||
|
||||
local ctrl = entity.driver:get_player_control()
|
||||
local velo = entity.object:getvelocity()
|
||||
local dir = entity.driver:get_look_dir()
|
||||
-- local yaw = entity.driver:get_look_yaw()
|
||||
local yaw = entity.driver:get_look_horizontal() + 1.57 -- offset fix between old and new commands
|
||||
local rot_steer, rot_view = math.pi / 2, 0
|
||||
|
||||
if entity.player_rotation.y == 90 then
|
||||
rot_steer, rot_view = 0, math.pi / 2
|
||||
end
|
||||
|
||||
if ctrl.up then
|
||||
entity.object:setvelocity({
|
||||
x = dir.x * speed,
|
||||
y = dir.y * speed + 2,
|
||||
z = dir.z * speed
|
||||
})
|
||||
|
||||
elseif ctrl.down then
|
||||
entity.object:setvelocity({
|
||||
x = -dir.x * speed,
|
||||
y = dir.y * speed + 2,
|
||||
z = -dir.z * speed
|
||||
})
|
||||
|
||||
elseif not ctrl.down or ctrl.up or ctrl.jump then
|
||||
entity.object:setvelocity({x = 0, y = -2, z = 0})
|
||||
end
|
||||
|
||||
entity.object:setyaw(yaw + math.pi + math.pi / 2 - entity.rotate)
|
||||
|
||||
-- firing arrows
|
||||
if ctrl.LMB and ctrl.sneak and shoots then
|
||||
|
||||
local pos = entity.object:getpos()
|
||||
local obj = minetest.add_entity({
|
||||
x = pos.x + 0 + dir.x * 2.5,
|
||||
y = pos.y + 1.5 + dir.y,
|
||||
z = pos.z + 0 + dir.z * 2.5}, arrow)
|
||||
|
||||
local ent = obj:get_luaentity()
|
||||
if ent then
|
||||
ent.switch = 1 -- for mob specific arrows
|
||||
ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding
|
||||
local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6}
|
||||
-- local yaw = entity.driver:get_look_yaw()
|
||||
local yaw = entity.driver:get_look_horizontal()
|
||||
obj:setyaw(yaw + math.pi / 2)
|
||||
obj:setvelocity(vec)
|
||||
else
|
||||
obj:remove()
|
||||
end
|
||||
end
|
||||
|
||||
-- change animation if stopped
|
||||
if velo.x == 0 and velo.y == 0 and velo.z == 0 then
|
||||
|
||||
set_animation(entity, stand_anim)
|
||||
else
|
||||
-- moving animation
|
||||
set_animation(entity, moving_anim)
|
||||
end
|
||||
end
|
|
@ -22,7 +22,9 @@ Lucky Blocks: 9
|
|||
|
||||
|
||||
Changelog:
|
||||
|
||||
- 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack
|
||||
- 1.34- Added function to fly mob using directional movement (thanks D00Med for flying code)
|
||||
- 1.33- Added functions to mount ride mobs (mobs.attach, mobs.detach, mobs.drive) many thanks to Blert2112
|
||||
- 1.32- Added new spawn check to count specific mobs AND new minetest.conf setting to chance spawn chance and numbers, added ability to protect tamed mobs
|
||||
- 1.31- Added 'attack_animals' and 'specific_attack' flags for custom monster attacks, also 'mob_difficulty' .conf setting to make mobs harder.
|
||||
- 1.30- Added support for invisibility mod (mobs cant attack what they cant see), tweaked and tidied code
|
||||
|
|
Loading…
Reference in a new issue