local S = minetest.get_translator("mobs_mc") local function reload(self) if not self.object:get_pos() then return end minetest.sound_play("mcl_bows_crossbow_drawback_1", {object = self.object, max_hear_distance=16}, true) local props = self.object:get_properties() if not props then return end props.textures[2] = "mcl_bows_crossbow_3.png^[resize:16x16" self.object:set_properties(props) end local function reset_animation(self, animation) if not self.object:get_pos() or self._current_animation ~= animation then return end self._current_animation = "stand_reload" -- Mobs Redo won't set the animation unless we do this self:set_animation(animation) end pillager = { description = S("Pillager"), type = "monster", spawn_class = "hostile", hp_min = 24, hp_max = 24, xp_min = 6, xp_max = 6, breath_max = -1, eye_height = 1.5, shoot_interval = 3, shoot_offset = 1.5, armor = {fleshy = 100}, can_despawn = false, collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3}, pathfinding = 1, group_attack = true, visual = "mesh", mesh = "mobs_mc_pillager.b3d", visual_size = {x=2.75, y=2.75}, makes_footstep_sound = true, walk_velocity = 1.2, run_velocity = 4, view_range = 16, fear_height = 4, arrow = "mcl_bows:arrow_entity", attack_type = "dogshoot", -- Alternate punching/shooting attack_npcs = true, reach = 2, -- Punching max distance damage = 2, -- Punching damage dogshoot_switch = 1, -- Start of shooting dogshoot_count_max = 4, -- Max time spent shooting (standing) dogshoot_count2_max = 1, -- Max time spent punching (running) sounds = { random = "mobs_mc_pillager_grunt2", war_cry = "mobs_mc_pillager_grunt1", death = "mobs_mc_pillager_ow2", damage = "mobs_mc_pillager_ow1", distance = 16, }, textures = { { "mobs_mc_pillager.png", -- Skin "mcl_bows_crossbow_3.png^[resize:16x16", -- Wielded item } }, drops = { { name = "mcl_bows:arrow", chance = 1, min = 0, max = 2, looting = "common", }, { name = "mcl_bows:crossbow", chance = 100 / 8.5, min = 1, max = 1, looting = "rare", }, }, animation = { unloaded_walk_start = 1, unloaded_walk_end = 40, unloaded_stand_start = 41, unloaded_stand_end = 60, reload_stand_start = 61, reload_stand_end = 100, reload_stand_speed = 20, stand_start = 101, stand_end = 109, stand_speed = 6, walk_start = 111, walk_end = 150, walk_speed = 30, run_start = 111, run_end = 150, run_speed = 50, reload_run_start = 151, reload_run_end = 190, reload_run_speed = 20, die_start = 191, die_end = 192, die_speed = 15, stand_unloaded_start = 40, stand_unloaded_end = 59, die_loop = false, }, shoot_arrow = function(self, pos, dir) minetest.sound_play("mcl_bows_crossbow_shoot", {object = self.object, max_hear_distance=16}, true) local props = self.object:get_properties() props.textures[2] = "mcl_bows_crossbow_0.png^[resize:16x16" self.object:set_properties(props) local old_anim = self._current_animation if old_anim == "run" or old_anim == "walk" then self:set_animation("reload_run") end if old_anim == "stand" then self:set_animation("reload_stand") end self._current_animation = old_anim -- Mobs Redo will imediately reset the animation otherwise minetest.after(1, reload, self) minetest.after(2, reset_animation, self, old_anim) -- 2-4 damage per arrow local dmg = math.max(4, math.random(2, 8)) mcl_bows_s.shoot_arrow_crossbow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg) -- While we are at it, change the sounds since there is no way to do this in Mobs Redo if self.sounds and self.sounds.random then self.sounds = table.copy(self.sounds) self.sounds.random = "mobs_mc_pillager_grunt" .. math.random(2) end -- Randomize reload time self.shoot_interval = math.random(3, 4) end, } mcl_mobs.register_mob("mobs_mc:pillager", pillager) mcl_mobs.register_egg("mobs_mc:pillager", S("Pillager"), "#532f36", "#959b9b", 0) mcl_mobs:non_spawn_specific("mobs_mc:pillager","overworld",0,7)