mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-04 23:31:05 +01:00
1478960b7f
* ghast fireballs can now hit the shooter (used to just fly through) * improved ghast aim * increased ghast fireball lifetime * mob projectile lifetime is now counted in seconds (was in ticks) * improved variable naming * improved default mob projectile deflecting (applies to ghast fireball)
577 lines
18 KiB
Lua
577 lines
18 KiB
Lua
--MCmobs v0.4
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--maikerumine
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--updated by Herowl
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--made for MC like Survival game
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--License for code WTFPL and otherwise stated in readmes
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local S = minetest.get_translator("mobs_mc")
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing", true)
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local follow_spawner = minetest.settings:get_bool("wither_follow_spawner", false)
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local w_strafes = minetest.settings:get_bool("wither_strafes", true)
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local anti_troll = minetest.settings:get_bool("wither_anti_troll_measures", false)
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local WITHER_INIT_BOOM = 7
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local WITHER_MELEE_COOLDOWN = 3
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local function atan(x)
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if not x or x ~= x then
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return 0
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else
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return math.atan(x)
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end
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end
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--###################
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--################### WITHER
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--###################
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local function wither_unstuck(self)
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local pos = self.object:get_pos()
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if mobs_griefing then -- destroy blocks very nearby (basically, colliding with)
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local col = self.collisionbox
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local pos1 = vector.offset(pos, col[1], col[2], col[3])
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local pos2 = vector.offset(pos, col[4], col[5], col[6])
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for z = pos1.z, pos2.z do for y = pos1.y, pos2.y do for x = pos1.x, pos2.x do
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local npos = vector.new(x,y,z)
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local name = minetest.get_node(npos).name
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if name ~= "air" then
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local ndef = minetest.registered_nodes[name]
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if ndef and ndef._mcl_hardness and ndef._mcl_hardness >= 0 then
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local drops = minetest.get_node_drops(name, "")
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if minetest.dig_node(npos) then
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for _, item in ipairs(drops) do
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if type(item) ~= "string" then
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item = item:get_name() .. item:get_count()
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end
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minetest.add_item(npos, item)
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end
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end
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end
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end
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end end end
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end
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mcl_mobs.mob_class.safe_boom(self, pos, 2)
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end
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local function get_dim_relative_y(pos)
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if (pos.y >= mcl_vars.mg_realm_barrier_overworld_end_max) then
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return pos.y
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elseif (pos.y <= mcl_vars.mg_nether_max + 200) then
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return (pos.y - mcl_vars.mg_nether_min - 20)
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else
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return (pos.y - mcl_vars.mg_end_min - 50)
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end
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end
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mobs_mc.wither_count_overworld = 0
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mobs_mc.wither_count_nether = 0
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mobs_mc.wither_count_end = 0
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mcl_mobs.register_mob("mobs_mc:wither", {
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description = S("Wither"),
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type = "monster",
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spawn_class = "hostile",
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hp_max = 300,
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hp_min = 300,
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xp_min = 50,
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xp_max = 50,
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armor = {undead = 80, fleshy = 100},
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-- This deviates from MC Wiki's size, which makes no sense
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collisionbox = {-0.9, 0.4, -0.9, 0.9, 2.45, 0.9},
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visual = "mesh",
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mesh = "mobs_mc_wither.b3d",
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textures = {
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{"mobs_mc_wither.png"},
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},
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visual_size = {x=4, y=4},
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view_range = 50,
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fear_height = 4,
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walk_velocity = 2,
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run_velocity = 4,
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strafes = w_strafes,
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sounds = {
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shoot_attack = "mobs_mc_ender_dragon_shoot",
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attack = "mobs_mc_ender_dragon_attack",
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-- TODO: sounds
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distance = 60,
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},
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jump = true,
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jump_height = 10,
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fly = true,
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makes_footstep_sound = false,
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dogshoot_switch = 1, -- unused
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dogshoot_count_max = 1, -- unused
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can_despawn = false,
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drops = {
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{name = "mcl_mobitems:nether_star",
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chance = 1,
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min = 1,
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max = 1},
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},
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lava_damage = 0,
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fire_damage = 0,
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attack_type = "custom",
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explosion_strength = 8,
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dogshoot_stop = true,
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arrow = "mobs_mc:wither_skull",
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reach = 5,
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shoot_interval = 1,
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shoot_offset = -0.5,
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animation = {
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walk_speed = 12, run_speed = 12, stand_speed = 12,
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stand_start = 0, stand_end = 20,
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walk_start = 0, walk_end = 20,
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run_start = 0, run_end = 20,
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},
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harmed_by_heal = true,
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is_boss = true,
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extra_hostile = true,
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attack_exception = function(p)
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local ent = p:get_luaentity()
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if p:is_player() then return false end
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if not ent or not ent.is_mob or ent.harmed_by_heal or string.find(ent.name, "ghast") then return true
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else return false end
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end,
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do_custom = function(self, dtime)
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if self._spawning then
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-- "loading" bar while spawning
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if not self._spw_max then self._spw_max = self._spawning end
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self._spawning = self._spawning - dtime
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local bardef = {
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color = "dark_purple",
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text = "Wither spawning",
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percentage = math.floor((self._spw_max - self._spawning) / self._spw_max * 100),
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}
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local pos = self.object:get_pos()
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for _, player in pairs(minetest.get_connected_players()) do
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local d = vector.distance(pos, player:get_pos())
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if d <= 80 then
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mcl_bossbars.add_bar(player, bardef, true, d)
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end
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end
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-- turn around and flash while spawning
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self.object:set_yaw(self._spawning*10)
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local factor = math.floor((math.sin(self._spawning*10)+1.5) * 85)
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local str = minetest.colorspec_to_colorstring({r=factor, g=factor, b=factor})
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self.object:set_texture_mod("^[brighten^[multiply:"..str)
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-- when fully spawned, explode
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if self._spawning <= 0 then
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if mobs_griefing and not minetest.is_protected(pos, "") then
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mcl_explosions.explode(pos, WITHER_INIT_BOOM, { drop_chance = 1.0 }, self.object)
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else
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mcl_mobs.mob_class.safe_boom(self, pos, WITHER_INIT_BOOM)
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end
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self.object:set_texture_mod("")
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self._spawning = nil
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self._spw_max = nil
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else
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return false
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end
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end
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-- passive regeneration
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self._custom_timer = self._custom_timer + dtime
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if self._custom_timer > 1 then
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self.health = math.min(self.health + 1, self.hp_max)
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self._custom_timer = self._custom_timer - 1
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end
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-- anti-troll measures
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if anti_troll then
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if self._spawner then
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local spawner = minetest.get_player_by_name(self._spawner)
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if follow_spawner and spawner then
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self._death_timer = 0
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local pos = self.object:get_pos()
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local spw = spawner:get_pos()
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local dist = vector.distance(pos, spw)
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if dist > 60 then -- teleport to the player who spawned the wither
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local R = 10
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pos.x = spw.x + math.random(-R, R)
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pos.y = spw.y + math.random(-R, R)
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pos.z = spw.z + math.random(-R, R)
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self.object:set_pos(pos)
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end
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else -- despawn automatically after set time
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-- HP changes impact timer: taking damage sets it back
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self._death_timer = self._death_timer + self.health - self._health_old
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if self.health == self._health_old then self._death_timer = self._death_timer + dtime end
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if self._death_timer > 100 then
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self.object:remove()
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return false
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end
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self._health_old = self.health
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end
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end
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-- count withers per dimension
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local dim = mcl_worlds.pos_to_dimension(self.object:get_pos())
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if dim == "overworld" then mobs_mc.wither_count_overworld = mobs_mc.wither_count_overworld + 1
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elseif dim == "nether" then mobs_mc.wither_count_nether = mobs_mc.wither_count_nether + 1
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elseif dim == "end" then mobs_mc.wither_count_end = mobs_mc.wither_count_end + 1 end
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end
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-- update things dependent on HP
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local rand_factor
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if self.health < (self.hp_max / 2) then
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self.base_texture = "mobs_mc_wither_half_health.png"
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self.fly = false
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self._arrow_resistant = true
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rand_factor = 3
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else
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self.base_texture = "mobs_mc_wither.png"
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self.fly = true
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self._arrow_resistant = false
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rand_factor = 10
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end
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if not self.attack then
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local y = get_dim_relative_y(self.object:get_pos())
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if y > 0 then
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self.fly = false
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else
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self.fly = true
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local vel = self.object:get_velocity()
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self.object:set_velocity(vector.new(vel.x, self.walk_velocity, vel.z))
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end
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end
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self.object:set_properties({textures={self.base_texture}})
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mcl_bossbars.update_boss(self.object, "Wither", "dark_purple")
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if math.random(1, rand_factor) < 2 then
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self.arrow = "mobs_mc:wither_skull_strong"
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else
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self.arrow = "mobs_mc:wither_skull"
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end
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end,
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attack_state = function(self, dtime)
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local s = self.object:get_pos()
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local p = self.attack:get_pos() or s
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p.y = p.y - .5
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s.y = s.y + .5
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local dist = vector.distance(p, s)
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local vec = {
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x = p.x - s.x,
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y = p.y - s.y,
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z = p.z - s.z
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}
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local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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if p.x > s.x then yaw = yaw +math.pi end
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yaw = self:set_yaw( yaw, 0, dtime)
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local stay_away_from_player = vector.zero()
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--strafe back and fourth
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--stay away from player so as to shoot them
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if dist < self.avoid_distance and self.shooter_avoid_enemy then
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self:set_animation( "shoot")
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stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
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end
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if self.fly then
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local vel = self.object:get_velocity()
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local diff = s.y - p.y
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local FLY_FACTOR = self.walk_velocity
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if diff < 10 then
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self.object:set_velocity({x=vel.x, y= FLY_FACTOR, z=vel.z})
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elseif diff > 15 then
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self.object:set_velocity({x=vel.x, y=-FLY_FACTOR, z=vel.z})
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end
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for i=1, 15 do
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if minetest.get_node(vector.offset(s, 0, -i, 0)).name ~= "air" then
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self.object:set_velocity({x=vel.x, y= FLY_FACTOR, z=vel.z})
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break
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elseif minetest.get_node(vector.offset(s, 0, i, 0)).name ~= "air" then
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self.object:set_velocity({x=vel.x, y=-FLY_FACTOR/i, z=vel.z})
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break
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end
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end
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end
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if self.strafes then
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if not self.strafe_direction then
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self.strafe_direction = 1.57
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end
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if math.random(40) == 1 then
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self.strafe_direction = self.strafe_direction*-1
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end
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local dir = vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction)
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local dir2 = vector.multiply(dir, 0.3 * self.walk_velocity)
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if dir2 and stay_away_from_player then
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self.acc = vector.add(dir2, stay_away_from_player)
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end
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else
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self:set_velocity(0)
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end
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if dist > 30 then self.acc = vector.add(self.acc, vector.direction(s, p)*0.01) end
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local side_cor = vector.new(0.7*math.cos(yaw), 0, 0.7*math.sin(yaw))
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local m = self.object:get_pos() -- position of the middle head
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local sr = self.object:get_pos() + side_cor -- position of side right head
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local sl = self.object:get_pos() - side_cor -- position of side left head
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-- height corrections
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m.y = m.y + self.collisionbox[5]
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sr.y = sr.y + self.collisionbox[5] - 0.3
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sl.y = sl.y + self.collisionbox[5] - 0.3
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local rand_pos = math.random(1,3)
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if rand_pos == 1 then m = sr
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elseif rand_pos == 2 then m = sl end
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-- melee attack
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if not self._melee_timer then
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self._melee_timer = 0
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end
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if self._melee_timer < WITHER_MELEE_COOLDOWN then
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self._melee_timer = self._melee_timer + dtime
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else
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self._melee_timer = 0
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local pos = table.copy(s)
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pos.y = pos.y + 2
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local objs = minetest.get_objects_inside_radius(pos, self.reach)
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local obj_pos, dist
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local hit_some = false
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for n = 1, #objs do
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objs[n]:punch(objs[n], 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 4},
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}, pos)
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local ent = objs[n]:get_luaentity()
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if objs[n]:is_player() or (ent and ent ~= self and (not ent._shooter or ent._shooter ~= self)) then
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mcl_util.deal_damage(objs[n], 8, {type = "magic"})
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hit_some = true
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end
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mcl_mobs.effect_functions["withering"](objs[n], 0.5, 10)
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end
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if hit_some then
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mcl_mobs.effect(pos, 32, "mcl_particles_soul_fire_flame.png", 5, 10, self.reach, 1, 0)
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end
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end
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if dist < self.reach then
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self.shoot_interval = 3
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else
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self.shoot_interval = 1
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end
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if self.shoot_interval
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and self.timer > self.shoot_interval
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and not minetest.raycast(vector.add(m, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
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and math.random(1, 100) <= 60 then
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self.timer = 0
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self:set_animation( "shoot")
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-- play shoot attack sound
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self:mob_sound("shoot_attack")
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-- Shoot arrow
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if minetest.registered_entities[self.arrow] then
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local arrow, ent
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local v = 1
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if not self.shoot_arrow then
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self.firing = true
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minetest.after(1, function()
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self.firing = false
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end)
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arrow = minetest.add_entity(m, self.arrow)
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ent = arrow:get_luaentity()
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if ent.velocity then
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v = ent.velocity
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end
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ent.switch = 1
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ent.owner_id = tostring(self.object) -- add unique owner id to arrow
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-- important for mcl_shields
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ent._shooter = self.object
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ent._saved_shooter_pos = self.object:get_pos()
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end
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local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
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-- offset makes shoot aim accurate
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vec.y = vec.y + self.shoot_offset
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vec.x = vec.x * (v / amount)
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vec.y = vec.y * (v / amount)
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vec.z = vec.z * (v / amount)
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if self.shoot_arrow then
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vec = vector.normalize(vec)
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self:shoot_arrow(m, vec)
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else
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arrow:set_velocity(vec)
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end
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end
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end
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end,
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do_punch = function(self, hitter, tflp, tool_capabilities, dir)
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if self._spawning or hitter == self.object then return false end
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local ent = hitter:get_luaentity()
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if ent and self._arrow_resistant and (string.find(ent.name, "arrow") or string.find(ent.name, "rocket")) then return false end
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wither_unstuck(self)
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return true
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end,
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deal_damage = function(self, damage, mcl_reason)
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if self._spawning then return end
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if self._arrow_resistant and mcl_reason.type == "magic" then return end
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wither_unstuck(self)
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self.health = self.health - damage
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end,
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on_spawn = function(self)
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minetest.sound_play("mobs_mc_wither_spawn", {object=self.object, gain=1.0, max_hear_distance=64})
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self._custom_timer = 0.0
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self._death_timer = 0.0
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self._health_old = self.hp_max
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self._spawning = 10
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return true
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end,
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})
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local wither_rose_soil = { "group:grass_block", "mcl_core:dirt", "mcl_core:coarse_dirt", "mcl_nether:netherrack", "group:soul_block", "mcl_mud:mud", "mcl_moss:moss" }
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local function spawn_wither_rose(obj)
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local n = minetest.find_node_near(obj:get_pos(),2,wither_rose_soil)
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if n then
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local p = vector.offset(n,0,1,0)
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if minetest.get_node(p).name == "air" then
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if not ( mobs_griefing and minetest.place_node(p,{name="mcl_flowers:wither_rose"}) ) then
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minetest.add_item(p,"mcl_flowers:wither_rose")
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end
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end
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end
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end
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mcl_mobs.register_arrow("mobs_mc:wither_skull", {
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visual = "cube",
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visual_size = {x = 0.3, y = 0.3},
|
|
textures = {
|
|
"mobs_mc_wither_projectile.png^[verticalframe:6:0", -- top
|
|
"mobs_mc_wither_projectile.png^[verticalframe:6:1", -- bottom
|
|
"mobs_mc_wither_projectile.png^[verticalframe:6:2", -- left
|
|
"mobs_mc_wither_projectile.png^[verticalframe:6:3", -- right
|
|
"mobs_mc_wither_projectile.png^[verticalframe:6:4", -- back
|
|
"mobs_mc_wither_projectile.png^[verticalframe:6:5", -- front
|
|
},
|
|
velocity = 7,
|
|
rotate = 90,
|
|
_lifetime = 15,
|
|
on_punch = function(self) end,
|
|
|
|
-- direct hit
|
|
hit_player = function(self, player)
|
|
local pos = vector.new(self.object:get_pos())
|
|
mcl_mobs.effect_functions["withering"](player, 0.5, 10)
|
|
player:punch(self.object, 1.0, {
|
|
full_punch_interval = 0.5,
|
|
damage_groups = {fleshy = 8},
|
|
}, nil)
|
|
mcl_mobs.mob_class.boom(self, pos, 1)
|
|
if player:get_hp() <= 0 then
|
|
local shooter = self._shooter:get_luaentity()
|
|
if shooter then shooter.health = shooter.health + 5 end
|
|
spawn_wither_rose(player)
|
|
end
|
|
end,
|
|
|
|
hit_mob = function(self, mob)
|
|
local pos = vector.new(self.object:get_pos())
|
|
mcl_mobs.effect_functions["withering"](mob, 0.5, 10)
|
|
mob:punch(self.object, 1.0, {
|
|
full_punch_interval = 0.5,
|
|
damage_groups = {fleshy = 8},
|
|
}, nil)
|
|
mcl_mobs.mob_class.boom(self, pos, 1)
|
|
local l = mob:get_luaentity()
|
|
if l and l.health - 8 <= 0 then
|
|
local shooter = self._shooter:get_luaentity()
|
|
if shooter then shooter.health = shooter.health + 5 end
|
|
spawn_wither_rose(mob)
|
|
end
|
|
end,
|
|
|
|
-- node hit, explode
|
|
hit_node = function(self, pos, node)
|
|
mcl_mobs.mob_class.boom(self,pos, 1)
|
|
end
|
|
})
|
|
mcl_mobs.register_arrow("mobs_mc:wither_skull_strong", {
|
|
visual = "cube",
|
|
visual_size = {x = 0.35, y = 0.35},
|
|
textures = {
|
|
"mobs_mc_wither_projectile_strong.png^[verticalframe:6:0", -- top
|
|
"mobs_mc_wither_projectile_strong.png^[verticalframe:6:1", -- bottom
|
|
"mobs_mc_wither_projectile_strong.png^[verticalframe:6:2", -- left
|
|
"mobs_mc_wither_projectile_strong.png^[verticalframe:6:3", -- right
|
|
"mobs_mc_wither_projectile_strong.png^[verticalframe:6:4", -- back
|
|
"mobs_mc_wither_projectile_strong.png^[verticalframe:6:5", -- front
|
|
},
|
|
velocity = 4,
|
|
rotate = 90,
|
|
_lifetime = 25,
|
|
on_punch = function(self) end,
|
|
|
|
-- direct hit
|
|
hit_player = function(self, player)
|
|
local pos = vector.new(self.object:get_pos())
|
|
mcl_mobs.effect_functions["withering"](player, 0.5, 10)
|
|
player:punch(self.object, 1.0, {
|
|
full_punch_interval = 0.5,
|
|
damage_groups = {fleshy = 12},
|
|
}, nil)
|
|
if mobs_griefing and not minetest.is_protected(pos, "") then
|
|
mcl_explosions.explode(pos, 1, { drop_chance = 1.0, max_blast_resistance = 0, }, self.object)
|
|
else
|
|
mcl_mobs.mob_class.safe_boom(self, pos, 1) --need to call it this way bc self is the "arrow" object here
|
|
end
|
|
if player:get_hp() <= 0 then
|
|
local shooter = self._shooter:get_luaentity()
|
|
if shooter then shooter.health = shooter.health + 5 end
|
|
spawn_wither_rose(player)
|
|
end
|
|
end,
|
|
|
|
hit_mob = function(self, mob)
|
|
local pos = vector.new(self.object:get_pos())
|
|
mcl_mobs.effect_functions["withering"](mob, 0.5, 10)
|
|
mob:punch(self.object, 1.0, {
|
|
full_punch_interval = 0.5,
|
|
damage_groups = {fleshy = 12},
|
|
}, nil)
|
|
if mobs_griefing and not minetest.is_protected(pos, "") then
|
|
mcl_explosions.explode(pos, 1, { drop_chance = 1.0, max_blast_resistance = 0, }, self.object)
|
|
else
|
|
mcl_mobs.mob_class.safe_boom(self, pos, 1) --need to call it this way bc self is the "arrow" object here
|
|
end
|
|
local l = mob:get_luaentity()
|
|
if l and l.health - 8 <= 0 then
|
|
local shooter = self._shooter:get_luaentity()
|
|
if shooter then shooter.health = shooter.health + 5 end
|
|
spawn_wither_rose(mob)
|
|
end
|
|
end,
|
|
|
|
-- node hit, explode
|
|
hit_node = function(self, pos, node)
|
|
if mobs_griefing and not minetest.is_protected(pos, "") then
|
|
mcl_explosions.explode(pos, 1, { drop_chance = 1.0, max_blast_resistance = 0, }, self.object)
|
|
else
|
|
mcl_mobs.mob_class.safe_boom(self, pos, 1) --need to call it this way bc self is the "arrow" object here
|
|
end
|
|
end
|
|
})
|
|
|
|
--Spawn egg
|
|
mcl_mobs.register_egg("mobs_mc:wither", S("Wither"), "#4f4f4f", "#4f4f4f", 0, true)
|
|
|
|
mcl_wip.register_wip_item("mobs_mc:wither")
|
|
mcl_mobs:non_spawn_specific("mobs_mc:wither","overworld",0,minetest.LIGHT_MAX+1)
|
|
|