Fixed the pillager so he shoots, along with the animation
parent
a48664b8b3
commit
24939326c4
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@ -1,4 +1,5 @@
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local S = minetest.get_translator("mobs_mc")
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local S = minetest.get_translator("mobs_mc")
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local mod_bows = minetest.get_modpath("mcl_bows") ~= nil
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local function reload(self)
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local function reload(self)
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if not self or not self.object then return end
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if not self or not self.object then return end
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@ -11,8 +12,8 @@ end
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local function reset_animation(self, animation)
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local function reset_animation(self, animation)
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if not self or not self.object or self.current_animation ~= animation then return end
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if not self or not self.object or self.current_animation ~= animation then return end
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self.current_animation = "stand_reload" -- Mobs Redo won't set the animation unless we do this
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self.animation.current = "stand_reload" -- Mobs Redo won't set the animation unless we do this
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mcl_mobs.set_mob_animation(self, animation)
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mcl_mobs:set_animation(self, animation)
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end
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end
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pillager = {
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pillager = {
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@ -20,7 +21,7 @@ pillager = {
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type = "monster",
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type = "monster",
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spawn_class = "hostile",
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spawn_class = "hostile",
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hostile = true,
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hostile = true,
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rotate = 270,
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rotate = 0,
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hp_min = 24,
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hp_min = 24,
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hp_max = 24,
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hp_max = 24,
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xp_min = 6,
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xp_min = 6,
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@ -64,7 +65,7 @@ pillager = {
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reach = 8,
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reach = 8,
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view_range = 16,
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view_range = 16,
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fear_height = 4,
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fear_height = 4,
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attack_type = "projectile",
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attack_type = "shoot",
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arrow = "mcl_bows:arrow_entity",
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arrow = "mcl_bows:arrow_entity",
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sounds = {
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sounds = {
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random = "mobs_mc_pillager_grunt2",
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random = "mobs_mc_pillager_grunt2",
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@ -133,19 +134,21 @@ pillager = {
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local props = self.object:get_properties()
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local props = self.object:get_properties()
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props.textures[2] = "mcl_bows_crossbow_0.png^[resize:16x16"
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props.textures[2] = "mcl_bows_crossbow_0.png^[resize:16x16"
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self.object:set_properties(props)
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self.object:set_properties(props)
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local old_anim = self.current_animation
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local old_anim = self.animation.current
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if old_anim == "run" then
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if old_anim == "run" then
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mcl_mobs.set_mob_animation(self, "reload_run")
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mcl_mobs:set_animation(self, "reload_run")
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end
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end
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if old_anim == "stand" then
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if old_anim == "stand" then
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mcl_mobs.set_mob_animation(self, "reload_stand")
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mcl_mobs:set_animation(self, "reload_stand")
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end
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end
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self.current_animation = old_anim -- Mobs Redo will imediately reset the animation otherwise
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self.animation.current = old_anim -- Mobs Redo will imediately reset the animation otherwise
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minetest.after(1, reload, self)
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minetest.after(1, reload, self)
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minetest.after(2, reset_animation, self, old_anim)
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minetest.after(2, reset_animation, self, old_anim)
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mcl_mobs.shoot_projectile_handling(
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if mod_bows then
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"mcl_bows:arrow", pos, dir, self.object:get_yaw(),
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-- 2-4 damage per arrow
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self.object, 30, math.random(3,4))
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local dmg = math.max(4, math.random(2, 8))
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mcl_bows_s.shoot_arrow_crossbow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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end
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-- While we are at it, change the sounds since there is no way to do this in Mobs Redo
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-- While we are at it, change the sounds since there is no way to do this in Mobs Redo
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if self.sounds and self.sounds.random then
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if self.sounds and self.sounds.random then
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