Update Mobs Redo (1.41)
parent
34292ece10
commit
c1cc790d9d
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@ -3,7 +3,7 @@
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mobs = {}
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mobs.mod = "redo"
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mobs.version = "20180328"
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mobs.version = "20180523"
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local MAX_MOB_NAME_LENGTH = 30
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@ -61,9 +61,9 @@ local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local creative = minetest.settings:get_bool("creative_mode")
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local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
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local remove_far = minetest.settings:get_bool("remove_far_mobs")
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local remove_far = false
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local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
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local show_health = false --minetest.settings:get_bool("mob_show_health") ~= false
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local show_health = false
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local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99)
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local mob_chance_multiplier = tonumber(minetest.settings:get("mob_chance_multiplier") or 1)
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@ -126,6 +126,12 @@ end
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-- move mob in facing direction
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local set_velocity = function(self, v)
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-- do not move if mob has been ordered to stay
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if self.order == "stand" then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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return
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end
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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self.object:setvelocity({
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@ -146,17 +152,30 @@ end
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-- set and return valid yaw
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local set_yaw = function(self, yaw)
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local set_yaw = function(self, yaw, delay)
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if not yaw or yaw ~= yaw then
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yaw = 0
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end
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self:setyaw(yaw)
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delay = delay or 0
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if delay == 0 then
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self.object:set_yaw(yaw)
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return yaw
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end
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self.target_yaw = yaw
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self.delay = delay
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return self.target_yaw
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end
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-- global function to set mob yaw
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function mobs:yaw(self, yaw, delay)
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set_yaw(self, yaw, delay)
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end
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-- set defined animation
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local set_animation = function(self, anim)
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@ -332,9 +351,8 @@ end
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local update_tag = function(self)
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--DISABLED IN MCL2
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--[[
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--[=[
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local col = "#00FF00"
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local qua = self.hp_max / 4
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@ -349,11 +367,10 @@ local update_tag = function(self)
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if self.health <= floor(qua) then
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col = "#FF0000"
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end
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]]
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]=]
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self.object:set_properties({
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nametag = self.nametag,
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-- No nametag coloring
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})
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end
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@ -566,7 +583,7 @@ local node_ok = function(pos, fallback)
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return node
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end
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return minetest.registered_nodes[fallback] -- {name = fallback}
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return minetest.registered_nodes[fallback]
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end
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@ -694,7 +711,8 @@ local do_jump = function(self)
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if not self.jump
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or self.jump_height == 0
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or self.fly
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or self.child then
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or self.child
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or self.order == "stand" then
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return false
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end
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@ -753,6 +771,16 @@ local do_jump = function(self)
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self.object:setvelocity(v)
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-- when in air move forward
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minetest.after(0.3, function(self, v)
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-- self.object:setvelocity({
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self.object:set_acceleration({
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x = v.x * 2,--1.5,
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y = 0,
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z = v.z * 2,--1.5
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})
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end, self, v)
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if get_velocity(self) > 0 then
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mob_sound(self, self.sounds.jump)
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end
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@ -1058,13 +1086,18 @@ local day_docile = function(self)
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end
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-- path finding and smart mob routine by rnd
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local los_switcher = false
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local height_switcher = false
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-- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3
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local smart_mobs = function(self, s, p, dist, dtime)
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local s1 = self.path.lastpos
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local target_pos = self.attack:get_pos()
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-- is it becoming stuck?
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if abs(s1.x - s.x) + abs(s1.z - s.z) < 1.5 then
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if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then
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self.path.stuck_timer = self.path.stuck_timer + dtime
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else
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self.path.stuck_timer = 0
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@ -1072,12 +1105,64 @@ local smart_mobs = function(self, s, p, dist, dtime)
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self.path.lastpos = {x = s.x, y = s.y, z = s.z}
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-- im stuck, search for path
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if (self.path.stuck_timer > stuck_timeout and not self.path.following)
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or (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
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local use_pathfind = false
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local has_lineofsight = minetest.line_of_sight(
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{x = s.x, y = (s.y) + .5, z = s.z},
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{x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2)
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-- im stuck, search for path
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if not has_lineofsight then
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if los_switcher == true then
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use_pathfind = true
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los_switcher = false
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end -- cannot see target!
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else
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if los_switcher == false then
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los_switcher = true
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use_pathfind = false
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minetest.after(1, function(self)
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if has_lineofsight then self.path.following = false end
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end, self)
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end -- can see target!
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end
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if (self.path.stuck_timer > stuck_timeout and not self.path.following) then
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use_pathfind = true
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self.path.stuck_timer = 0
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minetest.after(1, function(self)
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if has_lineofsight then self.path.following = false end
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end, self)
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end
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if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
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use_pathfind = true
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self.path.stuck_timer = 0
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minetest.after(1, function(self)
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if has_lineofsight then self.path.following = false end
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end, self)
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end
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if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then
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if height_switcher then
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use_pathfind = true
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height_switcher = false
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end
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else
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if not height_switcher then
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use_pathfind = false
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height_switcher = true
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end
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end
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if use_pathfind then
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-- lets try find a path, first take care of positions
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-- since pathfinder is very sensitive
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local sheight = self.collisionbox[5] - self.collisionbox[2]
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@ -1105,16 +1190,24 @@ local smart_mobs = function(self, s, p, dist, dtime)
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local dropheight = 6
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if self.fear_height ~= 0 then dropheight = self.fear_height end
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-- self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra")
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self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "A*_noprefetch")
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-- attempt to unstick mob that is "daydreaming"
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--[[ BUT NOT IN MINECLONE2, SILLY!
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self.object:setpos({
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x = s.x + 0.1 * (random() * 2 - 1),
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y = s.y + 1,
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z = s.z + 0.1 * (random() * 2 - 1)
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--[[
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-- show path using particles
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if self.path.way and #self.path.way > 0 then
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print ("-- path length:" .. tonumber(#self.path.way))
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for _,pos in pairs(self.path.way) do
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minetest.add_particle({
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pos = pos,
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velocity = {x=0, y=0, z=0},
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acceleration = {x=0, y=0, z=0},
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expirationtime = 1,
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size = 4,
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collisiondetection = false,
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vertical = false,
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texture = "heart.png",
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})
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end
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end
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]]
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self.state = ""
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@ -1221,7 +1314,6 @@ local smart_mobs = function(self, s, p, dist, dtime)
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else
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-- yay i found path
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mob_sound(self, self.sounds.war_cry)
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set_velocity(self, self.walk_velocity)
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-- follow path now that it has it
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@ -1296,28 +1388,24 @@ local monster_attack = function(self)
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and (type == "player" or type == "npc"
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or (type == "animal" and self.attack_animals == true)) then
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s = self.object:get_pos()
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p = player:get_pos()
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sp = s
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dist = get_distance(p, s)
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-- aim higher to make looking up hills more realistic
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p.y = p.y + 1
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sp.y = sp.y + 1
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dist = get_distance(p, s)
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if dist < self.view_range then
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-- field of view check goes here
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-- choose closest player to attack
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if line_of_sight(self, sp, p, 2) == true
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and dist < min_dist then
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if dist < min_dist
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and line_of_sight(self, sp, p, 2) == true then
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min_dist = dist
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min_player = player
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end
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end
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end
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end
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-- attack player
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if min_player then
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@ -1347,10 +1435,16 @@ local npc_attack = function(self)
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if obj and obj.type == "monster" then
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p = obj.object:get_pos()
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sp = s
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dist = get_distance(p, s)
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if dist < min_dist then
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-- aim higher to make looking up hills more realistic
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p.y = p.y + 1
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sp.y = sp.y + 1
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if dist < min_dist
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and line_of_sight(self, sp, p, 2) == true then
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min_dist = dist
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min_player = obj.object
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end
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@ -1374,7 +1468,7 @@ local specific_runaway = function(list, what)
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-- found entity on list to attack?
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for no = 1, #list do
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if list[no] == what or list[no] == "player" then
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if list[no] == what then
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return true
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end
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end
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@ -1424,7 +1518,6 @@ local runaway_from = function(self)
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if name ~= "" and name ~= self.name
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and specific_runaway(self.runaway_from, name) then
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s = self.object:get_pos()
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p = player:get_pos()
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sp = s
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@ -1434,18 +1527,15 @@ local runaway_from = function(self)
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dist = get_distance(p, s)
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if dist < self.view_range then
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-- field of view check goes here
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-- choose closest player/mpb to runaway from
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if line_of_sight(self, sp, p, 2) == true
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and dist < min_dist then
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if dist < min_dist
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and line_of_sight(self, sp, p, 2) == true then
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min_dist = dist
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min_player = player
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end
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end
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end
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end
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if min_player then
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@ -1462,7 +1552,7 @@ local runaway_from = function(self)
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yaw = yaw + pi
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end
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw, 4)
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self.state = "runaway"
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self.runaway_timer = 3
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self.following = nil
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@ -1548,7 +1638,7 @@ local follow_flop = function(self)
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if p.x > s.x then yaw = yaw + pi end
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw, 6)
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-- anyone but standing npc's can move along
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if dist > self.reach
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@ -1652,7 +1742,7 @@ local do_states = function(self, dtime)
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yaw = yaw + random(-0.5, 0.5)
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end
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw, 8)
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end
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set_velocity(self, 0)
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@ -1671,14 +1761,14 @@ local do_states = function(self, dtime)
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self.state = "walk"
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set_animation(self, "walk")
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-- fly up/down randomly for flying mobs
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--[[ fly up/down randomly for flying mobs
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if self.fly and random(1, 100) <= self.walk_chance then
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local v = self.object:getvelocity()
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local ud = random(-1, 2) / 9
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self.object:setvelocity({x = v.x, y = ud, z = v.z})
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end
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end--]]
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end
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end
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@ -1726,7 +1816,7 @@ local do_states = function(self, dtime)
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if lp.x > s.x then yaw = yaw + pi end
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-- look towards land and jump/move in that direction
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw, 6)
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do_jump(self)
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set_velocity(self, self.walk_velocity)
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else
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@ -1745,14 +1835,14 @@ local do_states = function(self, dtime)
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if lp.x > s.x then yaw = yaw + pi end
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end
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw, 8)
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-- otherwise randomly turn
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elseif random(1, 100) <= 30 then
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yaw = yaw + random(-0.5, 0.5)
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw, 8)
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end
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-- stand for great fall in front
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@ -1818,6 +1908,7 @@ local do_states = function(self, dtime)
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.path.way = nil
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return
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end
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@ -1833,7 +1924,7 @@ local do_states = function(self, dtime)
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if p.x > s.x then yaw = yaw + pi end
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw)
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local node_break_radius = self.explosion_radius or 1
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local entity_damage_radius = self.explosion_damage_radius
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@ -1903,7 +1994,7 @@ local do_states = function(self, dtime)
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if minetest.find_node_near(pos, 1, {"group:water"})
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or minetest.is_protected(pos, "") then
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node_break_radius = 0
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node_break_radius = 1
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end
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self.object:remove()
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@ -2021,7 +2112,7 @@ local do_states = function(self, dtime)
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if p.x > s.x then yaw = yaw + pi end
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw)
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-- move towards enemy if beyond mob reach
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if dist > self.reach then
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@ -2124,7 +2215,7 @@ local do_states = function(self, dtime)
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if p.x > s.x then yaw = yaw + pi end
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yaw = set_yaw(self.object, yaw)
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yaw = set_yaw(self, yaw)
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set_velocity(self, 0)
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@ -2199,7 +2290,6 @@ local falling = function(self, pos)
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end
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-- in water then float up
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-- if minetest.registered_nodes[node_ok(pos).name].groups.liquid then
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if minetest.registered_nodes[node_ok(pos).name].groups.water then
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if self.floats == 1 then
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@ -2400,7 +2490,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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end) ]]
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-- knock back effect (only on full punch)
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if self.knock_back > 0
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if self.knock_back
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and tflp >= punch_interval then
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local v = self.object:getvelocity()
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@ -2451,7 +2541,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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yaw = yaw + pi
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end
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yaw = set_yaw(self.object, yaw)
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||||
yaw = set_yaw(self, yaw, 6)
|
||||
self.state = "runaway"
|
||||
self.runaway_timer = 0
|
||||
self.following = nil
|
||||
|
@ -2671,7 +2761,7 @@ local mob_activate = function(self, staticdata, def, dtime)
|
|||
|
||||
-- set anything changed above
|
||||
self.object:set_properties(self)
|
||||
set_yaw(self.object, (random(0, 360) - 180) / 180 * pi)
|
||||
set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6)
|
||||
update_tag(self)
|
||||
set_animation(self, "stand")
|
||||
|
||||
|
@ -2741,6 +2831,46 @@ local mob_step = function(self, dtime)
|
|||
|
||||
falling(self, pos)
|
||||
|
||||
-- smooth rotation by ThomasMonroe314
|
||||
|
||||
if self.delay and self.delay > 0 then
|
||||
|
||||
local yaw = self.object:get_yaw()
|
||||
|
||||
if self.delay == 1 then
|
||||
yaw = self.target_yaw
|
||||
else
|
||||
local dif = abs(yaw - self.target_yaw)
|
||||
|
||||
if yaw > self.target_yaw then
|
||||
|
||||
if dif > pi then
|
||||
dif = 2 * pi - dif -- need to add
|
||||
yaw = yaw + dif / self.delay
|
||||
else
|
||||
yaw = yaw - dif / self.delay -- need to subtract
|
||||
end
|
||||
|
||||
elseif yaw < self.target_yaw then
|
||||
|
||||
if dif > pi then
|
||||
dif = 2 * pi - dif
|
||||
yaw = yaw - dif / self.delay -- need to subtract
|
||||
else
|
||||
yaw = yaw + dif / self.delay -- need to add
|
||||
end
|
||||
end
|
||||
|
||||
if yaw > (pi * 2) then yaw = yaw - (pi * 2) end
|
||||
if yaw < 0 then yaw = yaw + (pi * 2) end
|
||||
end
|
||||
|
||||
self.delay = self.delay - 1
|
||||
self.object:set_yaw(yaw)
|
||||
end
|
||||
|
||||
-- end rotation
|
||||
|
||||
-- knockback timer
|
||||
if self.pause_timer > 0 then
|
||||
|
||||
|
@ -2775,9 +2905,6 @@ local mob_step = function(self, dtime)
|
|||
self.timer = 1
|
||||
end
|
||||
|
||||
-- node replace check (cow eats grass etc.)
|
||||
replace(self, pos)
|
||||
|
||||
-- mob plays random sound at times
|
||||
if random(1, 100) == 1 then
|
||||
mob_sound(self, self.sounds.random)
|
||||
|
@ -2791,7 +2918,11 @@ local mob_step = function(self, dtime)
|
|||
|
||||
self.env_damage_timer = 0
|
||||
|
||||
-- check for environmental damage (water, fire, lava etc.)
|
||||
do_env_damage(self)
|
||||
|
||||
-- node replace check (cow eats grass etc.)
|
||||
replace(self, pos)
|
||||
end
|
||||
|
||||
monster_attack(self)
|
||||
|
@ -2851,7 +2982,7 @@ minetest.register_entity(name, {
|
|||
hp_min = max(1, (def.hp_min or 5) * difficulty),
|
||||
hp_max = max(1, (def.hp_max or 10) * difficulty),
|
||||
physical = true,
|
||||
collisionbox = def.collisionbox,
|
||||
collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
|
||||
selectionbox = def.selectionbox or def.collisionbox,
|
||||
visual = def.visual,
|
||||
visual_size = def.visual_size or {x = 1, y = 1},
|
||||
|
@ -2880,7 +3011,7 @@ minetest.register_entity(name, {
|
|||
attacks_monsters = def.attacks_monsters or false,
|
||||
group_attack = def.group_attack or false,
|
||||
passive = def.passive or false,
|
||||
knock_back = def.knock_back or 3,
|
||||
knock_back = def.knock_back ~= false,
|
||||
blood_amount = def.blood_amount or 5,
|
||||
blood_texture = def.blood_texture or "mobs_blood.png",
|
||||
shoot_offset = def.shoot_offset or 0,
|
||||
|
@ -3337,7 +3468,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
|
|||
local grp = {spawn_egg = 1}
|
||||
|
||||
-- do NOT add this egg to creative inventory (e.g. dungeon master)
|
||||
if no_creative == true then
|
||||
if creative and no_creative == true then
|
||||
grp.not_in_creative_inventory = 1
|
||||
end
|
||||
|
||||
|
@ -3401,7 +3532,6 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
|
|||
minetest.register_craftitem(mob, {
|
||||
|
||||
description = desc,
|
||||
|
||||
inventory_image = invimg,
|
||||
groups = grp,
|
||||
|
||||
|
@ -3438,7 +3568,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
|
|||
end
|
||||
|
||||
if not minetest.registered_entities[mob] then
|
||||
return
|
||||
return itemstack
|
||||
end
|
||||
|
||||
pos.y = pos.y + 1
|
||||
|
@ -3452,6 +3582,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
|
|||
ent.owner = placer:get_player_name()
|
||||
ent.tamed = true
|
||||
end
|
||||
|
||||
-- set nametag
|
||||
local nametag = itemstack:get_meta():get_string("name")
|
||||
if nametag ~= "" then
|
||||
|
@ -3478,8 +3609,7 @@ end
|
|||
-- capture critter (thanks to blert2112 for idea)
|
||||
function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
|
||||
return false
|
||||
-- DISABLED IN MCL2
|
||||
--[=[
|
||||
--[=[ DISABLED IN MCL2
|
||||
if self.child
|
||||
or not clicker:is_player()
|
||||
or not clicker:get_inventory() then
|
||||
|
@ -3588,8 +3718,7 @@ function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
|
|||
|
||||
mob_sound(self, "default_place_node_hard")
|
||||
|
||||
|
||||
else
|
||||
elseif chance ~= 0 then
|
||||
minetest.chat_send_player(name, S("Missed!"))
|
||||
|
||||
mob_sound(self, "mobs_swing")
|
||||
|
@ -3603,7 +3732,6 @@ end
|
|||
|
||||
-- protect tamed mob with rune item
|
||||
function mobs:protect(self, clicker)
|
||||
|
||||
local name = clicker:get_player_name()
|
||||
local tool = clicker:get_wielded_item()
|
||||
|
||||
|
@ -3644,7 +3772,6 @@ local mob_sta = {}
|
|||
|
||||
-- feeding, taming and breeding (thanks blert2112)
|
||||
function mobs:feed_tame(self, clicker, feed_count, breed, tame)
|
||||
|
||||
if not self.follow then
|
||||
return false
|
||||
end
|
||||
|
@ -3670,14 +3797,12 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
|
|||
self.health = self.hp_max
|
||||
|
||||
if self.htimer < 1 then
|
||||
|
||||
-- DISABLED IN MCL2
|
||||
--[=[
|
||||
minetest.chat_send_player(clicker:get_player_name(),
|
||||
S("@1 at full health (@2)",
|
||||
self.name:split(":")[2], tostring(self.health)))
|
||||
]=]
|
||||
|
||||
self.htimer = 5
|
||||
end
|
||||
end
|
||||
|
@ -3751,9 +3876,9 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
|
|||
end
|
||||
|
||||
return false
|
||||
|
||||
end
|
||||
|
||||
|
||||
-- DISABLED IN MCL2
|
||||
--[=[
|
||||
-- inspired by blockmen's nametag mod
|
||||
|
@ -3799,11 +3924,11 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
|
|||
-- reset external variables
|
||||
mob_obj[name] = nil
|
||||
mob_sta[name] = nil
|
||||
|
||||
end
|
||||
end)
|
||||
]=]
|
||||
|
||||
|
||||
-- compatibility function for old entities to new modpack entities
|
||||
function mobs:alias_mob(old_name, new_name)
|
||||
|
||||
|
@ -3817,10 +3942,8 @@ function mobs:alias_mob(old_name, new_name)
|
|||
|
||||
on_step = function(self)
|
||||
|
||||
local pos = self.object:get_pos()
|
||||
|
||||
if minetest.registered_entities[new_name] then
|
||||
minetest.add_entity(pos, new_name)
|
||||
minetest.add_entity(self.object:get_pos(), new_name)
|
||||
end
|
||||
|
||||
self.object:remove()
|
||||
|
|
|
@ -46,8 +46,6 @@ functions needed for the mob to work properly which contains the following:
|
|||
in e.g. "air" or "default:water_source".
|
||||
'runaway' if true causes animals to turn and run away when hit.
|
||||
'view_range' how many nodes in distance the mob can see a player.
|
||||
'reach' how many nodes in distance a mob can attack a player while
|
||||
standing.
|
||||
'damage' how many health points the mob does to a player or another
|
||||
mob when melee attacking.
|
||||
'knock_back' when true has mobs falling backwards when hit, the greater
|
||||
|
@ -565,8 +563,8 @@ External Settings for "minetest.conf"
|
|||
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)
|
||||
'remove_far_mobs' if true then untamed mobs that are outside players
|
||||
visual range will be removed (default is true)
|
||||
'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
|
||||
|
|
|
@ -22,6 +22,7 @@ Lucky Blocks: 9
|
|||
|
||||
|
||||
Changelog:
|
||||
- 1.41- Mob pathfinding has been updated thanks to Elkien3
|
||||
- 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
|
||||
|
|
Loading…
Reference in New Issue