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Update Mobs Redo to version 1.40
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5 changed files with 969 additions and 180 deletions
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@ -1,5 +1,5 @@
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MOB API (13th July 2017)
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MOB API (18th October 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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@ -30,12 +30,13 @@ This functions registers a new mob as a Minetest entity.
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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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'nametag' string containing name of mob to display above entity
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'physical' same is in minetest.register_entity()
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'collisionbox' same is in minetest.register_entity()
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'visual' same is in minetest.register_entity()
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'visual_size' same is in minetest.register_entity()
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'textures' same is in minetest.register_entity()
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although you can add multiple lines for random textures {{"texture1.png"},{"texture2.png"}},
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although you can add multiple lines for random textures {{"texture1.png"},{"texture2.png"}},
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'gotten_texture' alt. texture for when self.gotten value is set to true (used for shearing sheep)
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'child_texture' texture of mod for when self.child is set to true
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'mesh' same is in minetest.register_entity()
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@ -74,9 +75,7 @@ This functions registers a new mob as a Minetest entity.
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'fall_damage' will mob be hurt when falling from height
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'fall_speed' maximum falling velocity of mob (default is -10 and must be below -2)
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'fear_height' when mob walks near a drop then anything over this value makes it stop and turn back (default is 0 to disable)
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'on_die' a function that is called when the mob is killed the parameters are (self, pos)
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'floats' 1 to float in water, 0 to sink
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'on_rightclick' its same as in minetest.register_entity()
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'pathfinding' set to 1 for mobs to use pathfinder feature to locate player, set to 2 so they can build/break also (only works with dogfight attack)
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'attack_type' the attack type of a monster
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'dogfight' follows player in range and attacks when in reach
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@ -88,8 +87,8 @@ This functions registers a new mob as a Minetest entity.
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'dogshoot_count2_max' number of seconds before switching back to shoot mode.
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'custom_attack' when set this function is called instead of the normal mob melee attack, 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 an explosion happens near mob when using TNT functions, parameters are (object, damage) and returns (do_damage, do_knockback, drops)
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'explosion_radius' radius of explosion attack (defaults to 1)
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'explosion_timer' number of seconds before mob explodes while still inside view range.
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'arrow' if the attack_type is "shoot" or "dogshoot" then the entity name of a pre-defined arrow is required, see below for arrow definition.
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'shoot_interval' the minimum shoot interval
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'shoot_offset' +/- value to position arrow/fireball when fired
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@ -105,6 +104,19 @@ This functions registers a new mob as a Minetest entity.
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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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Custom mob functions inside mob registry:
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'on_die' a function that is called when the mob is killed the parameters are (self, pos)
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'on_rightclick' its same as in minetest.register_entity()
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'on_blast' is called when an explosion happens near mob when using TNT functions, parameters are (object, damage) and returns (do_damage, do_knockback, drops)
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'on_spawn' is a custom function that runs on mob spawn with 'self' as variable, return true at end of function to run only once.
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'after_activate' is a custom function that runs once mob has been activated with the paramaters (self, staticdata, def, dtime)
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'on_breed' called when two similar mobs breed, paramaters are (parent1, parent2) objects, return false to stop child from being resized and owner/tamed flags and child textures being applied.
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'on_grown' is called when a child mob has grown up, only paramater is (self).
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'do_punch' called when mob is punched with paramaters (self, hitter, time_from_last_punch, tool_capabilities, direction), return false to stop punch damage and knockback from taking place.
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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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@ -135,6 +147,7 @@ can be added to the mob definition under pre-defined mob animation names like:
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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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'shoot_start', 'shoot_end', shoot_speed' when mob shoots
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'die_start', 'die_end', 'die_speed' when mob dies
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'*_loop' bool value to determine if any set animation loops e.g (die_loop = false)
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defaults to true if not set
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@ -346,7 +359,7 @@ mobs:register_mob("mob_horse:horse", {
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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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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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684
mods/ENTITIES/mobs/api_new.txt
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684
mods/ENTITIES/mobs/api_new.txt
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Mobs Redo API (last updated 18th Oct 2017)
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==========================================
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Welcome to the world of mobs in minetest and hopefully an easy guide to defining
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your own mobs and having them appear in your worlds.
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Registering Mobs
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----------------
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To register a mob and have it ready for use requires the following function:
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mobs:register_mob(name, definition)
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The 'name' of a mob usually starts with the mod name it's running from followed
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by it's own name e.g.
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"mobs_monster:sand_monster" or "mymod:totally_awesome_beast"
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... and the 'definition' is a table which holds all of the settings and
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functions needed for the mob to work properly which contains the following:
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'nametag' contains the name which is shown above mob.
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'type' holds the type of mob that inhabits your world e.g.
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"animal" usually docile and walking around.
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"monster" attacks player or npc on sight.
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"npc" walk around and will defend themselves if hit first, they
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kill monsters.
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'hp_min' has the minimum health value the mob can spawn with.
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'hp_max' has the maximum health value the mob can spawn with.
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'armor' holds strength of mob, 100 is normal, lower is more powerful
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and needs more hits and better weapons to kill.
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'passive' when true allows animals to defend themselves when hit,
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otherwise they amble onwards.
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'walk_velocity' is the speed that your mob can walk around.
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'run_velocity' is the speed your mob can run with, usually when attacking.
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'walk_chance' has a 0-100 chance value your mob will walk from standing,
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set to 0 for jumping mobs only.
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'jump' when true allows your mob to jump updwards.
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'jump_height' holds the height your mob can jump, 0 to disable jumping.
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'step_height' height of a block that your mob can easily walk up onto.
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'fly' when true allows your mob to fly around instead of walking.
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'fly_in' holds the node name that the mob flies (or swims) around
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in e.g. "air" or "default:water_source".
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'runaway' if true causes animals to turn and run away when hit.
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'view_range' how many nodes in distance the mob can see a player.
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'reach' how many nodes in distance a mob can attack a player while
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standing.
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'damage' how many health points the mob does to a player or another
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mob when melee attacking.
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'knockback' when true has mobs falling backwards when hit, the greater
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the damage the more they move back.
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'fear_height' is how high a cliff or edge has to be before the mob stops
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walking, 0 to turn off height fear.
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'fall_speed' has the maximum speed the mob can fall at, default is -10.
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'fall_damage' when true causes falling to inflict damage.
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'water_damage' holds the damage per second infliced to mobs when standing in
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water.
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'lava_damage' holds the damage per second inflicted to mobs when standing
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in lava or fire.
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'light_damage' holds the damage per second inflicted to mobs when it's too
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bright (above 13 light).
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'suffocation' when true causes mobs to suffocate inside solid blocks.
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'floats' when set to 1 mob will float in water, 0 has them sink.
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'follow' mobs follow player when holding any of the items which appear
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on this table, the same items can be fed to a mob to tame or
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breed e.g. {"farming:wheat", "default:apple"}
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'reach' is how far the mob can attack player when standing
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nearby, default is 3 nodes.
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'docile_by_day' when true has mobs wandering around during daylight
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hours and only attacking player at night or when
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provoked.
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'attacks_monsters' when true has npc's attacking monsters or not.
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'attack_animal' when true will have monsters attacking animals.
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'owner_loyal' when true will have tamed mobs attack anything player
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punches when nearby.
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'group_attack' when true has same mob type grouping together to attack
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offender.
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'attack_type' tells the api what a mob does when attacking the player
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or another mob:
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'dogfight' is a melee attack when player is within mob reach.
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'shoot' has mob shoot pre-defined arrows at player when inside
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view_range.
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'dogshoot' has melee attack when inside reach and shoot attack
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when inside view_range.
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'explode' causes mob to explode when inside reach.
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'explosion_radius' has the radius of the explosion which defaults to 1.
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'explosion_timer' number of seconds before mob explodes while still
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inside view range.
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'arrow' holds the pre-defined arrow object to shoot when
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attacking.
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'dogshoot_switch' allows switching between attack types by using timers
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(1 for shoot, 2 for dogfight)
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'dogshoot_count_max' contains how many seconds before switching from
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dogfight to shoot.
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'dogshoot_count_max2' contains how many seconds before switching from shoot
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to dogfight.
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'shoot_interval' has the number of seconds between shots.
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'shoot_offset' holds the y position added as to where the
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arrow/fireball appears on mob.
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'specific_attack' has a table of entity names that mob can also attack
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e.g. {"player", "mobs_animal:chicken"}.
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'blood_amount' contains the number of blood droplets to appear when
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mob is hit.
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'blood_texture' has the texture name to use for droplets e.g.
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"mobs_blood.png".
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'pathfinding' set to 1 for mobs to use pathfinder feature to locate
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player, set to 2 so they can build/break also (only
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works with dogfight attack).
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'immune_to' is a table that holds specific damage when being hit by
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certain items e.g.
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{"default:sword_wood", 0} -- causes no damage.
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{"default:gold_lump", -10} -- heals by 10 health points.
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{"default:coal_block", 20} -- 20 damage when hit on head with coal blocks.
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'makes_footstep_sound' when true you can hear mobs walking.
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'sounds' this is a table with sounds of the mob
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'distance' maximum distance sounds can be heard, default is 10.
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'random' random sound that plays during gameplay.
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'war_cry' what you hear when mob starts to attack player.
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'attack' what you hear when being attacked.
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'shoot_attack' sound played when mob shoots.
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'damage' sound heard when mob is hurt.
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'death' played when mob is killed.
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'jump' played when mob jumps.
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'explode' sound played when mob explodes.
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'drops' table of items that are dropped when mob is killed, fields are:
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'name' name of item to drop.
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'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc.
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'min' minimum number of items dropped.
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'max' maximum number of items dropped.
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'visual' holds the look of the mob you wish to create:
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'cube' looks like a normal node
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'sprite' sprite which looks same from all angles.
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'upright_sprite' flat model standing upright.
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'wielditem' how it looks when player holds it in hand.
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'mesh' uses separate object file to define mob.
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'visual_size' has the size of the mob, defaults to {x = 1, y = 1}
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'collision_box' has the box in which mob can be interacted with e.g.
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{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
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'textures' holds a table list of textures to be used for mob, or you
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could use multiple lists inside another table for random
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selection e.g. { {"texture1.png"}, {"texture2.png"} }
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'child_texture' holds the texture table for when baby mobs are used.
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'gotten_texture' holds the texture table for when self.gotten value is
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true, used for milking cows or shearing sheep.
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'mesh' holds the name of the external object used for mob model
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e.g. "mobs_cow.b3d"
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'gotten_mesh" holds the name of the external object used for when
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self.gotten is true for mobs.
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'rotate' custom model rotation, 0 = front, 90 = side, 180 = back,
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270 = other side.
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'double_melee_attack' when true has the api choose between 'punch' and
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'punch2' animations.
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'animation' holds a table containing animation names and settings for use with mesh models:
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'stand_start' start frame for when mob stands still.
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'stand_end' end frame of stand animation.
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'stand_speed' speed of animation in frames per second.
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'walk_start' when mob is walking around.
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'walk_end'
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'walk_speed'
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'run_start' when a mob runs or attacks.
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'run_end'
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'run_speed'
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'fly_start' when a mob is flying.
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'fly_end'
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'fly_speed'
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'punch_start' when a mob melee attacks.
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'punch_end'
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'punch_speed'
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'punch2_start' alternative melee attack animation.
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'punch2_end'
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'punch2_speed'
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'shoot_start' shooting animation.
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'shoot_end'
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'shoot_speed'
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'die_start' death animation
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'die_end'
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'die_speed'
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'die_loop' when set to false stops the animation looping.
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Using '_loop = false' setting will stop any of the above animations from
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looping.
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'speed_normal' is used for animation speed for compatibility with some
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older mobs.
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Node Replacement
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----------------
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Mobs can look around for specific nodes as they walk and replace them to mimic
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eating.
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'replace_what' group of items to replace e.g.
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{"farming:wheat_8", "farming:carrot_8"}
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or you can use the specific options of what, with and
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y offset by using this instead:
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{
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{"group:grass", "air", 0},
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{"default:dirt_with_grass", "default:dirt", -1}
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}
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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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'on_replace(self, pos, oldnode, newnode)' is called when mob is about to
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replace a node.
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'self' ObjectRef of mob
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'pos' Position of node to replace
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'oldnode' Current node
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'newnode' What the node will become after replacing
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If false is returned, the mob will not replace the node.
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By default, replacing sets self.gotten to true and resets the object
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properties.
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Custom Definition Functions
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---------------------------
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Along with the above mob registry settings we can also use custom functions to
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enhance mob functionality and have them do many interesting things:
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'on_die' a function that is called when the mob is killed the
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parameters are (self, pos)
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'on_rightclick' its same as in minetest.register_entity()
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'on_blast' is called when an explosion happens near mob when using TNT
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functions, parameters are (object, damage) and returns
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(do_damage, do_knockback, drops)
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'on_spawn' is a custom function that runs on mob spawn with 'self' as
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variable, return true at end of function to run only once.
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'after_activate' is a custom function that runs once mob has been activated
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with these paramaters (self, staticdata, def, dtime)
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'on_breed' called when two similar mobs breed, paramaters are
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(parent1, parent2) objects, return false to stop child from
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being resized and owner/tamed flags and child textures being
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applied. Function itself must spawn new child mob.
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'on_grown' is called when a child mob has grown up, only paramater is
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(self).
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'do_punch' called when mob is punched with paramaters (self, hitter,
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time_from_last_punch, tool_capabilities, direction), return
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false to stop punch damage and knockback from taking place.
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'custom_attack' when set this function is called instead of the normal mob
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melee attack, parameters are (self, to_attack).
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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 every tick while mob is
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active and which has access to all of the self.* variables
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e.g. (self.health for health or self.standing_in for node
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status), return with 'false' to skip remainder of mob API.
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Internal Variables
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------------------
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The mob api also has some preset variables and functions that it will remember
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for each mob.
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'self.health' contains current health of mob (cannot exceed
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self.hp_max)
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'self.texture_list' contains list of all mob textures
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'self.child_texture' contains mob child texture when growing up
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'self.base_texture' contains current skin texture which was randomly
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selected from textures list
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'self.gotten' this is used for obtaining milk from cow and wool from
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sheep
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'self.horny' when animal fed enough it is set to true and animal can
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breed with same animal
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'self.hornytimer' background timer that controls breeding functions and
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mob childhood timings
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'self.child' used for when breeding animals have child, will use
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child_texture and be half size
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'self.owner' string used to set owner of npc mobs, typically used for
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dogs
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'self.order' set to "follow" or "stand" so that npc will follow owner
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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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Spawning Mobs in World
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----------------------
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mobs:register_spawn(name, nodes, max_light, min_light, chance,
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active_object_count, max_height, day_toggle)
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mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval,
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chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
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These functions register a spawn algorithm for the mob. Without this function
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the call the mobs won't spawn.
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'name' is the name of the animal/monster
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'nodes' is a list of nodenames on that the animal/monster can
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spawn on top of
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'neighbors' is a list of nodenames on that the animal/monster will
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spawn beside (default is {"air"} for
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mobs:register_spawn)
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'max_light' is the maximum of light
|
||||
'min_light' is the minimum of light
|
||||
'interval' is same as in register_abm() (default is 30 for
|
||||
mobs:register_spawn)
|
||||
'chance' is same as in register_abm()
|
||||
'active_object_count' number of this type of mob to spawn at one time inside
|
||||
map area
|
||||
'min_height' is the minimum height the mob can spawn
|
||||
'max_height' is the maximum height the mob can spawn
|
||||
'day_toggle' true for day spawning, false for night or nil for
|
||||
anytime
|
||||
'on_spawn' is a custom function which runs after mob has spawned
|
||||
and gives self and pos values.
|
||||
|
||||
A simpler way to handle mob spawns has been added with the mobs:spawn(def)
|
||||
command which uses above names to make settings clearer:
|
||||
|
||||
mobs:spawn({name = "mobs_monster:tree_monster",
|
||||
nodes = {"group:leaves"},
|
||||
max_light = 7,
|
||||
})
|
||||
|
||||
|
||||
For each mob that spawns with this function is a field in mobs.spawning_mobs.
|
||||
It tells if the mob should spawn or not. Default is true. So other mods can
|
||||
only use the API of this mod by disabling the spawning of the default mobs in
|
||||
this mod.
|
||||
|
||||
|
||||
Making Arrows
|
||||
-------------
|
||||
|
||||
mobs:register_arrow(name, definition)
|
||||
|
||||
This function registers a arrow for mobs with the attack type shoot.
|
||||
|
||||
'name' is the name of the arrow
|
||||
'definition' is a table with the following values:
|
||||
'visual' same is in minetest.register_entity()
|
||||
'visual_size' same is in minetest.register_entity()
|
||||
'textures' same is in minetest.register_entity()
|
||||
'velocity' the velocity of the arrow
|
||||
'drop' if set to true any arrows hitting a node will drop as item
|
||||
'hit_player' a function that is called when the arrow hits a player;
|
||||
this function should hurt the player, the parameters are
|
||||
(self, player)
|
||||
'hit_mob' a function that is called when the arrow hits a mob;
|
||||
this function should hurt the mob, the parameters are
|
||||
(self, player)
|
||||
'hit_node' a function that is called when the arrow hits a node, the
|
||||
parameters are (self, pos, node)
|
||||
'tail' when set to 1 adds a trail or tail to mob arrows
|
||||
'tail_texture' texture string used for above effect
|
||||
'tail_size' has size for above texture (defaults to between 5 and 10)
|
||||
'expire' contains float value for how long tail appears for
|
||||
(defaults to 0.25)
|
||||
'glow' has value for how brightly tail glows 1 to 10 (default is
|
||||
0 for no glow)
|
||||
'rotate' integer value in degrees to rotate arrow
|
||||
'on_step' is a custom function when arrow is active, nil for
|
||||
default.
|
||||
|
||||
|
||||
Spawn Eggs
|
||||
----------
|
||||
|
||||
mobs:register_egg(name, description, background, addegg, no_creative)
|
||||
|
||||
This function registers a spawn egg which can be used by admin to properly spawn in a mob.
|
||||
|
||||
'name' this is the name of your new mob to spawn e.g. "mob:sheep"
|
||||
'description' the name of the new egg you are creating e.g. "Spawn Sheep"
|
||||
'background' the texture displayed for the egg in inventory
|
||||
'addegg' would you like an egg image in front of your texture (1 = yes,
|
||||
0 = no)
|
||||
'no_creative' when set to true this stops spawn egg appearing in creative
|
||||
mode for destructive mobs like Dungeon Masters.
|
||||
|
||||
|
||||
Explosion Function
|
||||
------------------
|
||||
|
||||
mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead
|
||||
|
||||
mobs:boom(self, pos, radius)
|
||||
'self' mob entity
|
||||
'pos' centre position of explosion
|
||||
'radius' radius of explosion (typically set to 3)
|
||||
|
||||
This function generates an explosion which removes nodes in a specific radius
|
||||
and damages any entity caught inside the blast radius. Protection will limit
|
||||
node destruction but not entity damage.
|
||||
|
||||
|
||||
Capturing Mobs
|
||||
--------------
|
||||
|
||||
mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
|
||||
force_take, replacewith)
|
||||
|
||||
This function is generally called inside the on_rightclick section of the mob
|
||||
api code, it provides a chance of capturing the mob by hand, using the net or
|
||||
lasso items, and can also have the player take the mob by force if tamed and
|
||||
replace with another item entirely.
|
||||
|
||||
'self' mob information
|
||||
'clicker' player information
|
||||
'chance_hand' chance of capturing mob by hand (1 to 100) 0 to disable
|
||||
'chance_net' chance of capturing mob using net (1 to 100) 0 to disable
|
||||
'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to
|
||||
disable
|
||||
'force_take' take mob by force, even if tamed (true or false)
|
||||
'replacewith' once captured replace mob with this item instead (overrides
|
||||
new mob eggs with saved information)
|
||||
|
||||
|
||||
Feeding and Taming/Breeding
|
||||
---------------------------
|
||||
|
||||
mobs:feed_tame(self, clicker, feed_count, breed, tame)
|
||||
|
||||
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.
|
||||
|
||||
'self' mob information
|
||||
'clicker' player information
|
||||
'feed_count' number of times mob must be fed to tame or breed
|
||||
'breed' true or false stating if mob can be bred and a child created
|
||||
afterwards
|
||||
'tame' true or false stating if mob can be tamed so player can pick
|
||||
them up
|
||||
|
||||
|
||||
Protecting Mobs
|
||||
---------------
|
||||
|
||||
mobs:protect(self, clicker)
|
||||
|
||||
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.
|
||||
|
||||
'self' mob information
|
||||
'clicker' player information
|
||||
|
||||
|
||||
Riding Mobs
|
||||
-----------
|
||||
|
||||
Mobs can now be ridden by players and the following shows its functions and
|
||||
usage:
|
||||
|
||||
|
||||
mobs:attach(self, player)
|
||||
|
||||
This function attaches a player to the mob so it can be ridden.
|
||||
|
||||
'self' mob information
|
||||
'player' player information
|
||||
|
||||
|
||||
mobs:detach(player, offset)
|
||||
|
||||
This function will detach the player currently riding a mob to an offset
|
||||
position.
|
||||
|
||||
'player' player information
|
||||
'offset' position table containing offset values
|
||||
|
||||
|
||||
mobs:drive(self, move_animation, stand_animation, can_fly, dtime)
|
||||
|
||||
This function allows an attached player to move the mob around and animate it at
|
||||
same time.
|
||||
|
||||
'self' mob information
|
||||
'move_animation' string containing movement animation e.g. "walk"
|
||||
'stand_animation' string containing standing animation e.g. "stand"
|
||||
'can_fly' if true then jump and sneak controls will allow mob to fly
|
||||
up and down
|
||||
'dtime' tick time used inside drive function
|
||||
|
||||
|
||||
mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation)
|
||||
|
||||
This function allows an attached player to fly the mob around using directional
|
||||
controls.
|
||||
|
||||
'self' mob information
|
||||
'dtime' tick time used inside fly function
|
||||
'speed' speed of flight
|
||||
'can_shoot' true if mob can fire arrow (sneak and left mouse button
|
||||
fires)
|
||||
'arrow_entity' name of arrow entity used for firing
|
||||
'move_animation' string containing name of pre-defined animation e.g. "walk"
|
||||
or "fly" etc.
|
||||
'stand_animation' string containing name of pre-defined animation e.g.
|
||||
"stand" or "blink" etc.
|
||||
|
||||
Note: animation names above are from the pre-defined animation lists inside mob
|
||||
registry without extensions.
|
||||
|
||||
|
||||
mobs:set_animation(self, name)
|
||||
|
||||
This function sets the current animation for mob, defaulting to "stand" if not
|
||||
found.
|
||||
|
||||
'self' mob information
|
||||
'name' name of animation
|
||||
|
||||
|
||||
Certain variables need to be set before using the above functions:
|
||||
|
||||
'self.v2' toggle switch used to define below values for the
|
||||
first time
|
||||
'self.max_speed_forward' max speed mob can move forward
|
||||
'self.max_speed_reverse' max speed mob can move backwards
|
||||
'self.accel' acceleration speed
|
||||
'self.terrain_type' integer containing terrain mob can walk on
|
||||
(1 = water, 2 or 3 = land)
|
||||
'self.driver_attach_at' position offset for attaching player to mob
|
||||
'self.driver_eye_offset' position offset for attached player view
|
||||
'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1}
|
||||
|
||||
|
||||
External Settings for "minetest.conf"
|
||||
------------------------------------
|
||||
|
||||
'enable_damage' if true monsters will attack players (default is true)
|
||||
'only_peaceful_mobs' if true only animals will spawn in game (default is
|
||||
false)
|
||||
'mobs_disable_blood' if false blood effects appear when mob is hit (default
|
||||
is false)
|
||||
'mobs_spawn_protected' if set to false then mobs will not spawn in protected
|
||||
areas (default is true)
|
||||
'remove_far_mobs' if true then mobs that are outside players visual
|
||||
range will be removed (default is false)
|
||||
'mobname' can change specific mob chance rate (0 to disable) and
|
||||
spawn number e.g. mobs_animal:cow = 1000,5
|
||||
'mob_difficulty' sets difficulty level (health and hit damage
|
||||
multiplied by this number), defaults to 1.0.
|
||||
'mob_show_health' if false then punching mob will not show health status
|
||||
(true by default)
|
||||
|
||||
Players can override the spawn chance for each mob registered by adding a line
|
||||
to their minetest.conf file with a new value, the lower the value the more each
|
||||
mob will spawn e.g.
|
||||
|
||||
mobs_animal:sheep_chance 11000
|
||||
mobs_monster:sand_monster_chance 100
|
||||
|
||||
|
||||
Rideable Horse Example Mob
|
||||
--------------------------
|
||||
|
||||
mobs:register_mob("mob_horse:horse", {
|
||||
type = "animal",
|
||||
visual = "mesh",
|
||||
visual_size = {x = 1.20, y = 1.20},
|
||||
mesh = "mobs_horse.x",
|
||||
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4},
|
||||
animation = {
|
||||
speed_normal = 15,
|
||||
speed_run = 30,
|
||||
stand_start = 25,
|
||||
stand_end = 75,
|
||||
walk_start = 75,
|
||||
walk_end = 100,
|
||||
run_start = 75,
|
||||
run_end = 100,
|
||||
},
|
||||
textures = {
|
||||
{"mobs_horse.png"},
|
||||
{"mobs_horsepeg.png"},
|
||||
{"mobs_horseara.png"}
|
||||
},
|
||||
fear_height = 3,
|
||||
runaway = true,
|
||||
fly = false,
|
||||
walk_chance = 60,
|
||||
view_range = 5,
|
||||
follow = {"farming:wheat"},
|
||||
passive = true,
|
||||
hp_min = 12,
|
||||
hp_max = 16,
|
||||
armor = 200,
|
||||
lava_damage = 5,
|
||||
fall_damage = 5,
|
||||
water_damage = 1,
|
||||
makes_footstep_sound = true,
|
||||
drops = {
|
||||
{name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
|
||||
},
|
||||
sounds = {
|
||||
random = "horse_neigh.ogg",
|
||||
damage = "horse_whinney.ogg",
|
||||
},
|
||||
|
||||
do_custom = function(self, dtime)
|
||||
|
||||
-- set needed values if not already present
|
||||
if not self.v2 then
|
||||
self.v2 = 0
|
||||
self.max_speed_forward = 6
|
||||
self.max_speed_reverse = 2
|
||||
self.accel = 6
|
||||
self.terrain_type = 3
|
||||
self.driver_attach_at = {x = 0, y = 20, z = -2}
|
||||
self.driver_eye_offset = {x = 0, y = 3, z = 0}
|
||||
self.driver_scale = {x = 1, y = 1}
|
||||
end
|
||||
|
||||
-- if driver present allow control of horse
|
||||
if self.driver then
|
||||
|
||||
mobs.drive(self, "walk", "stand", false, dtime)
|
||||
|
||||
return false -- skip rest of mob functions
|
||||
end
|
||||
|
||||
return true
|
||||
end,
|
||||
|
||||
on_die = function(self, pos)
|
||||
|
||||
-- drop saddle when horse is killed while riding
|
||||
-- also detach from horse properly
|
||||
if self.driver then
|
||||
minetest.add_item(pos, "mobs:saddle")
|
||||
mobs.detach(self.driver, {x = 1, y = 0, z = 1})
|
||||
end
|
||||
|
||||
end,
|
||||
|
||||
on_rightclick = function(self, clicker)
|
||||
|
||||
-- make sure player is clicking
|
||||
if not clicker or not clicker:is_player() then
|
||||
return
|
||||
end
|
||||
|
||||
-- feed, tame or heal horse
|
||||
if mobs:feed_tame(self, clicker, 10, true, true) then
|
||||
return
|
||||
end
|
||||
|
||||
-- make sure tamed horse is being clicked by owner only
|
||||
if self.tamed and self.owner == clicker:get_player_name() then
|
||||
|
||||
local inv = clicker:get_inventory()
|
||||
|
||||
-- detatch player already riding horse
|
||||
if self.driver and clicker == self.driver then
|
||||
|
||||
mobs.detach(clicker, {x = 1, y = 0, z = 1})
|
||||
|
||||
-- add saddle back to inventory
|
||||
if inv:room_for_item("main", "mobs:saddle") then
|
||||
inv:add_item("main", "mobs:saddle")
|
||||
else
|
||||
minetest.add_item(clicker.getpos(), "mobs:saddle")
|
||||
end
|
||||
|
||||
-- attach player to horse
|
||||
elseif not self.driver
|
||||
and clicker:get_wielded_item():get_name() == "mobs:saddle" then
|
||||
|
||||
self.object:set_properties({stepheight = 1.1})
|
||||
mobs.attach(self, clicker)
|
||||
|
||||
-- take saddle from inventory
|
||||
inv:remove_item("main", "mobs:saddle")
|
||||
end
|
||||
end
|
||||
|
||||
-- used to capture horse with magic lasso
|
||||
mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)
|
||||
end
|
||||
})
|
|
@ -155,8 +155,8 @@ function mobs.attach(entity, player)
|
|||
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)
|
||||
--player:set_look_yaw(entity.object:get_yaw() - rot_view)
|
||||
player:set_look_horizontal(entity.object:get_yaw() - rot_view)
|
||||
end
|
||||
|
||||
|
||||
|
@ -166,7 +166,7 @@ function mobs.detach(player, offset)
|
|||
|
||||
mcl_player.player_set_animation(player, "stand" , 30)
|
||||
|
||||
local pos = player:getpos()
|
||||
local pos = player:get_pos()
|
||||
|
||||
pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
|
||||
|
||||
|
@ -212,7 +212,6 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
|
|||
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
|
||||
|
@ -290,7 +289,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
|
|||
end
|
||||
|
||||
-- Set position, velocity and acceleration
|
||||
local p = entity.object:getpos()
|
||||
local p = entity.object:get_pos()
|
||||
local new_velo = {x = 0, y = 0, z = 0}
|
||||
local new_acce = {x = 0, y = -9.8, z = 0}
|
||||
|
||||
|
@ -344,7 +343,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
|
|||
end
|
||||
else
|
||||
if math.abs(velo.y) < 1 then
|
||||
local pos = entity.object:getpos()
|
||||
local pos = entity.object:get_pos()
|
||||
pos.y = math.floor(pos.y) + 0.5
|
||||
entity.object:setpos(pos)
|
||||
velo.y = 0
|
||||
|
@ -355,7 +354,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
|
|||
end
|
||||
end
|
||||
|
||||
new_velo = get_velocity(v, entity.object:getyaw() - rot_view, velo.y)
|
||||
new_velo = get_velocity(v, entity.object:get_yaw() - rot_view, velo.y)
|
||||
new_acce.y = new_acce.y + acce_y
|
||||
|
||||
entity.object:setvelocity(new_velo)
|
||||
|
@ -389,7 +388,6 @@ 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
|
||||
|
||||
|
@ -420,7 +418,7 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
|
|||
-- firing arrows
|
||||
if ctrl.LMB and ctrl.sneak and shoots then
|
||||
|
||||
local pos = entity.object:getpos()
|
||||
local pos = entity.object:get_pos()
|
||||
local obj = minetest.add_entity({
|
||||
x = pos.x + 0 + dir.x * 2.5,
|
||||
y = pos.y + 1.5 + dir.y,
|
||||
|
@ -431,7 +429,6 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
|
|||
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)
|
||||
|
|
|
@ -22,6 +22,9 @@ Lucky Blocks: 9
|
|||
|
||||
|
||||
Changelog:
|
||||
- 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work.
|
||||
- 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob
|
||||
- 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage
|
||||
- 1.37- Added support for Raymoo's CMI (common mob interface) mod: https://forum.minetest.net/viewtopic.php?f=9&t=15448
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- 1.36- Death check added, if mob dies in fire/lava/with lava pick then drops are cooked
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- 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack
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Reference in a new issue