VoxeLibre/mods/ENTITIES/mobs_mc/skeleton.lua

156 lines
3.5 KiB
Lua

--MCmobs v0.2
--maikerumine
--made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes
--dofile(minetest.get_modpath("mobs").."/api.lua")
mobs:register_mob("mobs_mc:skeleton", {
type = "monster",
hp_min = 30,
hp_max = 30,
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
pathfinding = true,
group_attack = true,
visual = "mesh",
mesh = "mobs_skeleton.x",
textures = {
{"mobs_skeleton.png"}
},
makes_footstep_sound = true,
sounds = {
random = "skeleton1",
death = "skeletondeath",
damage = "skeletonhurt1",
},
walk_velocity = 1.2,
run_velocity = 2.4,
damage = 1,
armor = 200,
drops = {
{name = "mcl_throwing:arrow",
chance = 1,
min = 0,
max = 2,},
{name = "mcl_mobitems:bone",
chance = 1,
min = 0,
max = 2,},
},
animation = {
speed_normal = 30,
speed_run = 60,
stand_start = 0,
stand_end = 23,
walk_start = 24,
walk_end = 49,
run_start = 24,
run_end = 49,
hurt_start = 85,
hurt_end = 115,
death_start = 117,
death_end = 145,
shoot_start = 50,
shoot_end = 82,
},
drawtype = "front",
lava_damage = minetest.registered_nodes["mcl_core:lava_source"].damage_per_second,
-- TODO: Mob should burn only in direct sunlight
light_damage = 1,
view_range = 16,
attack_type = "dogshoot",
arrow = "mcl_throwing:arrow_entity",
shoot_interval = 2.5,
shoot_offset = 1,
--'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
--'dogshoot_count_max' number of seconds before switching above modes.
dogshoot_switch = 1,
dogshoot_count_max =3,
})
mobs:register_spawn("mobs_mc:skeleton", {"group:solid"}, 7, -1, 5000, 4, 31000)
mobs:register_mob("mobs_mc:skeleton2", {
type = "monster",
hp_max = 60,
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
pathfinding = true,
group_attack = true,
visual = "mesh",
mesh = "mobs_skeleton.x",
textures = {
{"mobs_skeleton2.png"}
},
makes_footstep_sound = true,
sounds = {
random = "skeleton1",
death = "skeletondeath",
damage = "skeletonhurt1",
},
walk_velocity = 1.2,
run_velocity = 2.4,
damage = 3,
armor = 200,
drops = {
{name = "mcl_core:coal_lump",
chance = 1,
min = 0,
max = 1,},
{name = "mcl_mobitems:bone",
chance = 1,
min = 0,
max = 2,},
{name = "mcl_heads:wither_skeleton",
chance = 40,
min = 1,
max = 1,},
},
animation = {
speed_normal = 30,
speed_run = 60,
stand_start = 0,
stand_end = 23,
walk_start = 24,
walk_end = 49,
run_start = 24,
run_end = 49,
hurt_start = 85,
hurt_end = 115,
death_start = 117,
death_end = 145,
shoot_start = 50,
shoot_end = 82,
},
drawtype = "front",
water_damage = 1,
lava_damage = 0,
light_damage = 0,
view_range = 16,
attack_type = "dogshoot",
arrow = "mcl_throwing:arrow_entity",
shoot_interval = 0.5,
shoot_offset = 1,
--'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
--'dogshoot_count_max' number of seconds before switching above modes.
dogshoot_switch = 1,
dogshoot_count_max =6,
})
mobs:register_spawn("mobs_mc:skeleton2", {"group:solid"}, 7, -1, 5000, 4, -3000)
local arrows = {
{"mcl_throwing:arrow", "mcl_throwing:arrow_entity" },
}
-- compatibility
mobs:alias_mob("mobs:skeleton", "mobs_mc:skeleton")
-- spawn eggs
mobs:register_egg("mobs_mc:skeleton", "Spawn Skeleton", "spawn_egg_skeleton.png")
mobs:register_egg("mobs_mc:skeleton2", "Spawn Wither Skeleton", "spawn_egg_wither_skeleton.png")
if minetest.setting_get("log_mods") then
minetest.log("action", "MC Skeleton loaded")
end