--MCmobs v0.4 --maikerumine --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes local S = minetest.get_translator("mobs_mc") --################### --################### GHAST --################### mobs:register_mob("mobs_mc:ghast", { type = "monster", spawn_class = "hostile", group_attack = true, hostile = true, hp_min = 10, hp_max = 10, rotate = 270, xp_min = 5, xp_max = 5, reach = 20, eye_height = 2.5, collisionbox = {-2, 0, -2, 2, 4, 2}, visual = "mesh", mesh = "mobs_mc_ghast.b3d", textures = { {"mobs_mc_ghast.png"}, }, visual_size = {x=12, y=12}, sounds = { shoot_attack = "mobs_fireball", death = "mobs_mc_zombie_death", attack = "mobs_fireball", random = "mobs_eerie", distance = 16, -- TODO: damage -- TODO: better death }, walk_velocity = 1.6, run_velocity = 3.2, drops = { {name = mobs_mc.items.gunpowder, chance = 1, min = 0, max = 2, looting = "common"}, {name = mobs_mc.items.ghast_tear, chance = 10/6, min = 0, max = 1, looting = "common", looting_ignore_chance = true}, }, animation = { stand_speed = 50, walk_speed = 50, run_speed = 50, stand_start = 0, stand_end = 40, walk_start = 0, walk_end = 40, run_start = 0, run_end = 40, }, fall_damage = 0, view_range = 28, attack_type = "projectile", arrow = "mobs_mc:fireball", floats=1, fly = true, makes_footstep_sound = false, fire_resistant = true, shoot_arrow = function(self, pos, dir) -- 2-4 damage per arrow local dmg = math.random(2,4) mobs.shoot_projectile_handling("mobs_mc:fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg) end, --[[ do_custom = function(self) if self.firing == true then self.base_texture = {"mobs_mc_ghast_firing.png"} self.object:set_properties({textures=self.base_texture}) else self.base_texture = {"mobs_mc_ghast.png"} self.object:set_properties({textures=self.base_texture}) end end, ]]-- }) mobs:spawn_specific( "mobs_mc:ghast", "nether", "ground", { "Nether" }, 0, minetest.LIGHT_MAX+1, 30, 18000, 2, mobs_mc.spawn_height.nether_min, mobs_mc.spawn_height.nether_max) -- fireball (projectile) mobs:register_arrow("mobs_mc:fireball", { visual = "sprite", visual_size = {x = 1, y = 1}, textures = {"mcl_fire_fire_charge.png"}, velocity = 15, collisionbox = {-.5, -.5, -.5, .5, .5, .5}, hit_player = function(self, player) if rawget(_G, "armor") and armor.last_damage_types then armor.last_damage_types[player:get_player_name()] = "fireball" end --[[ player:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = 6}, }, nil) ]]-- --mobs:boom(self, self.object:get_pos(), 1, true) mcl_explosions.explode(self.object:get_pos(), 1,{ drop_chance = 1.0 }) end, hit_mob = function(self, mob) mob:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = 6}, }, nil) --mobs:boom(self, self.object:get_pos(), 1, true) mcl_explosions.explode(self.object:get_pos(), 1,{ drop_chance = 1.0 }) end, hit_node = function(self, pos, node) --mobs:boom(self, pos, 1, true) mcl_explosions.explode(self.object:get_pos(), 1,{ drop_chance = 1.0 }) end }) -- spawn eggs mobs:register_egg("mobs_mc:ghast", S("Ghast"), "mobs_mc_spawn_icon_ghast.png", 0)