Fix llama blaze and ghast projectile sprites
parent
58bee2a2dd
commit
f64f8e31e3
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@ -50,6 +50,7 @@ local vector_length = vector.length
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local vector_direction = vector.direction
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local vector_direction = vector.direction
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local vector_normalize = vector.normalize
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local vector_normalize = vector.normalize
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local vector_multiply = vector.multiply
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local vector_multiply = vector.multiply
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local vector_divide = vector.divide
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-- mob constants
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-- mob constants
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local MAX_MOB_NAME_LENGTH = 30
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local MAX_MOB_NAME_LENGTH = 30
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@ -490,7 +491,10 @@ function mobs:register_arrow(name, def)
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and def.tail_texture then
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and def.tail_texture then
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--do this to prevent clipping through main entity sprite
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--do this to prevent clipping through main entity sprite
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local new_pos = vector_add(pos, vector_multiply(vector_normalize(vel), -1))
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local pos_adjustment = vector_multiply(vector_normalize(vel), -1)
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local divider = def.tail_distance_divider or 1
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pos_adjustment = vector_divide(pos_adjustment, divider)
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local new_pos = vector_add(pos, pos_adjustment)
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minetest.add_particle({
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minetest.add_particle({
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pos = new_pos,
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pos = new_pos,
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velocity = {x = 0, y = 0, z = 0},
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velocity = {x = 0, y = 0, z = 0},
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@ -1,6 +1,6 @@
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local GRAVITY = minetest.settings:get("movement_gravity")-- + 9.81
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local GRAVITY = minetest.settings:get("movement_gravity")-- + 9.81
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mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable)
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mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable, gravity)
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
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if power == nil then
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if power == nil then
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power = 19
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power = 19
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@ -8,6 +8,9 @@ mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, po
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if damage == nil then
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if damage == nil then
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damage = 3
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damage = 3
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end
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end
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gravity = gravity or -GRAVITY
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local knockback
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local knockback
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if bow_stack then
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if bow_stack then
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local enchantments = mcl_enchanting.get_enchantments(bow_stack)
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local enchantments = mcl_enchanting.get_enchantments(bow_stack)
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@ -22,7 +25,7 @@ mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, po
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end
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end
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end
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end
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obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
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obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
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obj:set_acceleration({x=0, y=-GRAVITY, z=0})
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obj:set_acceleration({x=0, y=gravity, z=0})
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obj:set_yaw(yaw-math.pi/2)
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obj:set_yaw(yaw-math.pi/2)
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local le = obj:get_luaentity()
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local le = obj:get_luaentity()
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le._shooter = shooter
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le._shooter = shooter
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@ -79,15 +79,17 @@ mobs:register_mob("mobs_mc:blaze", {
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glow = 14,
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glow = 14,
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fire_resistant = true,
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fire_resistant = true,
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eye_height = 0.75,
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eye_height = 0.75,
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projectile_cooldown_min = 2,
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projectile_cooldown_max = 3,
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shoot_arrow = function(self, pos, dir)
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shoot_arrow = function(self, pos, dir)
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-- 2-4 damage per arrow
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-- 2-4 damage per arrow
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local dmg = math.random(2,4)
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local dmg = math.random(2,4)
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mobs.shoot_projectile_handling("mobs_mc:blaze_fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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mobs.shoot_projectile_handling("mobs_mc:blaze_fireball", pos, dir, self.object:get_yaw(), self.object, 7, dmg,nil,nil,nil,-0.4)
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end,
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end,
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do_custom = function(self)
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do_custom = function(self)
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if self.state == "attack" and vector.distance(self.object:get_pos(), self.attack:get_pos()) < 1.2 then
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if self.attacking and self.state == "attack" and vector.distance(self.object:get_pos(), self.attacking:get_pos()) < 1.2 then
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mcl_burning.set_on_fire(self.attack, 5)
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mcl_burning.set_on_fire(self.attacking, 5)
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end
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end
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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minetest.add_particle({
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minetest.add_particle({
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@ -158,6 +160,10 @@ mobs:register_arrow("mobs_mc:blaze_fireball", {
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textures = {"mcl_fire_fire_charge.png"},
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textures = {"mcl_fire_fire_charge.png"},
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velocity = 15,
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velocity = 15,
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speed = 5,
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speed = 5,
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tail = 1,
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tail_texture = "mobs_mc_spit.png^[colorize:black:255", --repurpose spit texture
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tail_size = 2,
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tail_distance_divider = 3,
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-- Direct hit, no fire... just plenty of pain
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-- Direct hit, no fire... just plenty of pain
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hit_player = function(self, player)
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hit_player = function(self, player)
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@ -167,7 +173,7 @@ mobs:register_arrow("mobs_mc:blaze_fireball", {
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mcl_burning.set_on_fire(player, 5, "blaze")
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mcl_burning.set_on_fire(player, 5, "blaze")
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player:punch(self.object, 1.0, {
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player:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 5},
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damage_groups = {fleshy = self._damage},
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}, nil)
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}, nil)
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end,
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end,
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@ -175,7 +181,7 @@ mobs:register_arrow("mobs_mc:blaze_fireball", {
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mcl_burning.set_on_fire(mob, 5)
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mcl_burning.set_on_fire(mob, 5)
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mob:punch(self.object, 1.0, {
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mob:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 5},
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damage_groups = {fleshy = self._damage},
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}, nil)
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}, nil)
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end,
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end,
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@ -56,15 +56,17 @@ mobs:register_mob("mobs_mc:ghast", {
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fall_damage = 0,
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fall_damage = 0,
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view_range = 28,
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view_range = 28,
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attack_type = "projectile",
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attack_type = "projectile",
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arrow = "mobs_mc:fireball",
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arrow = "mobs_mc:ghast_fireball",
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floats=1,
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floats=1,
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fly = true,
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fly = true,
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makes_footstep_sound = false,
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makes_footstep_sound = false,
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fire_resistant = true,
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fire_resistant = true,
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projectile_cooldown_min = 5,
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projectile_cooldown_max = 7,
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shoot_arrow = function(self, pos, dir)
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shoot_arrow = function(self, pos, dir)
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-- 2-4 damage per arrow
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-- 2-4 damage per arrow
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local dmg = math.random(2,4)
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local dmg = math.random(2,4)
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mobs.shoot_projectile_handling("mobs_mc:fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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mobs.shoot_projectile_handling("mobs_mc:ghast_fireball", pos, dir, self.object:get_yaw(), self.object, 11, dmg,nil,nil,nil,-0.6)
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end,
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end,
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--[[
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--[[
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do_custom = function(self)
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do_custom = function(self)
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@ -96,12 +98,15 @@ mobs_mc.spawn_height.nether_min,
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mobs_mc.spawn_height.nether_max)
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mobs_mc.spawn_height.nether_max)
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-- fireball (projectile)
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-- fireball (projectile)
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mobs:register_arrow("mobs_mc:fireball", {
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mobs:register_arrow("mobs_mc:ghast_fireball", {
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visual = "sprite",
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visual = "sprite",
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visual_size = {x = 1, y = 1},
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visual_size = {x = 1, y = 1},
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textures = {"mcl_fire_fire_charge.png"},
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textures = {"mcl_fire_fire_charge.png"},
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velocity = 15,
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velocity = 15,
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collisionbox = {-.5, -.5, -.5, .5, .5, .5},
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collisionbox = {-.5, -.5, -.5, .5, .5, .5},
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tail = 1,
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tail_texture = "mobs_mc_spit.png^[colorize:black:255", --repurpose spit texture
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tail_size = 5,
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hit_player = function(self, player)
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hit_player = function(self, player)
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if rawget(_G, "armor") and armor.last_damage_types then
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if rawget(_G, "armor") and armor.last_damage_types then
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@ -114,21 +119,21 @@ mobs:register_arrow("mobs_mc:fireball", {
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}, nil)
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}, nil)
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]]--
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]]--
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--mobs:boom(self, self.object:get_pos(), 1, true)
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--mobs:boom(self, self.object:get_pos(), 1, true)
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mcl_explosions.explode(self.object:get_pos(), 1,{ drop_chance = 1.0 })
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mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
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end,
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end,
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hit_mob = function(self, mob)
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hit_mob = function(self, mob)
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mob:punch(self.object, 1.0, {
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mob:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 6},
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damage_groups = {fleshy = self._damage},
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}, nil)
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}, nil)
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--mobs:boom(self, self.object:get_pos(), 1, true)
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--mobs:boom(self, self.object:get_pos(), 1, true)
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mcl_explosions.explode(self.object:get_pos(), 1,{ drop_chance = 1.0 })
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mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
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end,
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end,
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hit_node = function(self, pos, node)
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hit_node = function(self, pos, node)
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--mobs:boom(self, pos, 1, true)
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--mobs:boom(self, pos, 1, true)
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mcl_explosions.explode(self.object:get_pos(), 1,{ drop_chance = 1.0 })
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mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
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end
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end
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})
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})
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@ -257,6 +257,7 @@ mobs:register_arrow("mobs_mc:spit", {
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tail = 1,
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tail = 1,
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tail_texture = "mobs_mc_spit.png",
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tail_texture = "mobs_mc_spit.png",
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tail_size = 2,
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tail_size = 2,
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tail_distance_divider = 4,
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hit_player = function(self, player)
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hit_player = function(self, player)
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if rawget(_G, "armor") and armor.last_damage_types then
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if rawget(_G, "armor") and armor.last_damage_types then
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