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799 lines
30 KiB
Plaintext
799 lines
30 KiB
Plaintext
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Mobs Redo: MineClone 2 Edition
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API documentation
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==============================
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Welcome to the world of mobs in Minetest and hopefully an easy guide to defining
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your own mobs and having them appear in your worlds.
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Registering Mobs
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----------------
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To register a mob and have it ready for use requires the following function:
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mobs:register_mob(name, definition)
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The 'name' of a mob usually starts with the mod name it's running from followed
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by it's own name e.g.
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"mobs_monster:sand_monster" or "mymod:totally_awesome_beast"
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... and the 'definition' is a table which holds all of the settings and
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functions needed for the mob to work properly which contains the following:
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'nametag' contains the name which is shown above mob.
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'type' holds the type of mob that inhabits your world e.g.
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"animal" usually docile and walking around.
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"monster" attacks player or npc on sight.
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"npc" walk around and will defend themselves if hit first, they
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kill monsters.
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'hp_min' the minimum health value the mob can spawn with.
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'hp_max' the maximum health value the mob can spawn with.
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'breath_max' The maximum breath value the mob can spawn with and can have.
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If -1 (default), mob does not take drowning damage.
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'breathes_in_water' If true, mob loses breath when not in water. Otherwise,
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mob loses breath when inside a node with `drowning` attribute
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set (default: false).
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'armor' entity armor groups (see lua_api.txt). If table, a list of
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armor groups like for entities. If number, set value of
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'fleshy' armor group only.
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Note: The 'immortal=1' armor group will automatically be added
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since this mod handles health and damage manually.
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Default: 100 (mob will take full dmg from 'fleshy' hits)
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'passive' when true allows animals to defend themselves when hit,
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otherwise they amble onwards.
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'walk_velocity' is the speed that your mob can walk around.
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'run_velocity'is the speed your mob can run with, usually when attacking.
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'walk_chance' has a 0-100 chance value your mob will walk from standing,
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set to 0 for jumping mobs only.
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'jump' when true allows your mob to jump updwards.
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'jump_height' holds the height your mob can jump, 0 to disable jumping.
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'stepheight' height of a block that your mob can easily walk up onto,
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defaults to 0.6.
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'fly' when true allows your mob to fly around instead of walking.
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'fly_in' holds the node name or a table of node names in which the
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mob flies (or swims) around in. The special name
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'__airlike' stands for all nodes with 'walkable=false'
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that are not liquids
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'runaway' if true causes animals to turn and run away when hit.
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'view_range' how many nodes in distance the mob can see a player.
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'damage' how many health points the mob does to a player or another
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mob when melee attacking.
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'knock_back' when true has mobs falling backwards when hit, the greater
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the damage the more they move back.
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'fear_height' is how high a cliff or edge has to be before the mob stops
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walking, 0 to turn off height fear.
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'fall_speed' has the maximum speed the mob can fall at, default is -10.
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'fall_damage' when true causes falling to inflict damage.
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'water_damage'holds the damage per second infliced to mobs when standing in
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water (default: 0).
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'lava_damage' holds the damage per second inflicted to mobs when standing
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in lava (default: 8).
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'fire_damage' holds the damage per second inflicted to mobs when standing
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in fire (default: 1).
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'light_damage'holds the damage per second inflicted to mobs when it's too
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bright (above 13 light).
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'suffocation' when true causes mobs to suffocate inside solid blocks (2 damage per second).
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'floats' when set to 1 mob will float in water, 0 has them sink.
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'follow' mobs follow player when holding any of the items which appear
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on this table, the same items can be fed to a mob to tame or
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breed e.g. {"farming:wheat", "default:apple"}
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'reach' is how far the mob can attack player when standing
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nearby, default is 3 nodes.
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'docile_by_day' when true has mobs wandering around during daylight
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hours and only attacking player at night or when
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provoked.
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'attacks_monsters' when true has npc's attacking monsters or not.
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'attack_animals' when true will have monsters attacking animals.
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'owner_loyal' when true will have tamed mobs attack anything player
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punches when nearby.
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'group_attack' when true has same mob type grouping together to attack
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offender.
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[MCL2 extension:] When a table, this is a list of
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mob types that will get alerted as well (besides same mob type)
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'attack_type' tells the api what a mob does when attacking the player
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or another mob:
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'dogfight' is a melee attack when player is within mob reach.
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'shoot' has mob shoot pre-defined arrows at player when inside
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view_range.
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'dogshoot' has melee attack when inside reach and shoot attack
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when inside view_range.
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'explode' causes mob to stop and explode when inside reach.
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'explosion_radius' the radius of explosion node destruction,
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defaults to 1
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'explosion_damage_radius' the radius of explosion entity & player damage,
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defaults to explosion_radius * 2
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'explosion_timer' number of seconds before mob explodes while its target
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is still inside reach or explosion_damage_radius,
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defaults to 3.
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'explosiontimer_reset_radius' The distance you must travel before the timer will be reset.
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'allow_fuse_reset' Allow 'explode' attack_type to reset fuse and resume
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chasing if target leaves the blast radius or line of
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sight. Defaults to true.
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'stop_to_explode' When set to true (default), mob must stop and wait for
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explosion_timer in order to explode. If false, mob will
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continue chasing.
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'arrow' holds the pre-defined arrow object to shoot when
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attacking.
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'dogshoot_switch' allows switching between attack types by using timers
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(1 for shoot, 2 for dogfight)
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'dogshoot_count_max'contains how many seconds before switching from
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dogfight to shoot.
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'dogshoot_count2_max' contains how many seconds before switching from shoot
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to dogfight.
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'shoot_interval' has the number of seconds between shots.
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'shoot_offset' holds the y position added as to where the
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arrow/fireball appears on mob.
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'specific_attack' has a table of entity names that mob can also attack
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e.g. {"player", "mobs_animal:chicken"}.
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'runaway_from' contains a table with mob names to run away from, add
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"player" to list to runaway from player also.
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'pathfinding' set to 1 for mobs to use pathfinder feature to locate
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player, set to 2 so they can build/break also (only
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works with dogfight attack and when 'mobs_griefing'
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in minetest.conf is not false).
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'immune_to' is a table that holds specific damage when being hit by
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certain items e.g.
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{"default:sword_wood",0} -- causes no damage.
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{"default:gold_lump", -10} -- heals by 10 health points.
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{"default:coal_block", 20} -- 20 damage when hit on head with coal blocks.
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'makes_footstep_sound' when true you can hear mobs walking.
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'sounds' this is a table with sounds of the mob
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'distance' maximum distance sounds can be heard, default is 10.
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'base_pitch' base pitch to use adult mobs, default is 1.0 (MCL2 extension)
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'random' played randomly from time to time.
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also played for overfeeding animal.
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'eat' played when mob eats something
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'war_cry' what you hear when mob starts to attack player. (currently disabled)
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'attack' what you hear when being attacked.
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'shoot_attack' sound played when mob shoots.
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'damage' sound heard when mob is hurt.
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'death' played when mob is killed.
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'jump' played when mob jumps. There's a built-in cooloff timer to avoid sound spam
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'flop' played when mob flops (like a stranded fish)
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'fuse' sound played when mob explode timer starts.
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'explode' sound played when mob explodes.
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Note: For all sounds except fuse and explode, the pitch is slightly randomized from the base pitch
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The pitch of children is 50% higher.
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'drops' table of items that are dropped when mob is killed, fields are:
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'name' name of item to drop.
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'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc.
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'min' minimum number of items dropped.
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'max' maximum number of items dropped.
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'visual' holds the look of the mob you wish to create:
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'cube' looks like a normal node
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'sprite' sprite which looks same from all angles.
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'upright_sprite' flat model standing upright.
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'wielditem' how it looks when player holds it in hand.
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'mesh' uses separate object file to define mob.
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'visual_size' has the size of the mob, defaults to {x = 1, y = 1}
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'collisionbox' has the box in which mob can be interacted with the
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world e.g. {-0.5, -0.5, -0.5, 0.5, 0.8, 0.5}.
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NOTE: Due to a workaround, the upper Y coordinate will be forced
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to a minimum value of 0.79.
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'selectionbox' has the box in which player can interact with mob
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'textures' holds a table list of textures to be used for mob, or you
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could use multiple lists inside another table for random
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selection e.g. { {"texture1.png"}, {"texture2.png"} }
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'child_texture' holds the texture table for when baby mobs are used.
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'gotten_texture' holds the texture table for when self.gotten value is
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true, used for milking cows or shearing sheep.
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'mesh' holds the name of the external object used for mob model
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e.g. "mobs_cow.b3d"
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'gotten_mesh" holds the name of the external object used for when
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self.gotten is true for mobs.
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'rotate' custom model rotation, 0 = front, 90 = side, 180 = back,
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270 = other side.
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'double_melee_attack' when true has the api choose between 'punch' and
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'punch2' animations.
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'animation' holds a table containing animation names and settings for use with mesh models:
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{
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'stand_start'start frame for when mob stands still.
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'stand_end' end frame of stand animation.
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'stand_speed'speed of animation in frames per second.
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'walk_start' when mob is walking around.
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'walk_end'
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'walk_speed'
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'run_start' when a mob runs or attacks.
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'run_end'
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'run_speed'
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'fly_start' when a mob is flying.
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'fly_end'
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'fly_speed'
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'punch_start'when a mob melee attacks.
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'punch_end'
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'punch_speed'
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'punch2_start' alternative melee attack animation.
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'punch2_end'
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'punch2_speed'
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'shoot_start'shooting animation.
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'shoot_end'
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'shoot_speed'
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'die_start' death animation
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'die_end'
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'die_speed'
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'die_loop' when set to false stops the animation looping.
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}
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Using '_loop = false' setting will stop any of the above animations from
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looping.
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'speed_normal' is used for animation speed for compatibility with some
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older mobs.
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'pushable' Allows players, & other mobs to push the mob.
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MineClone 2 extensions:
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'spawn_class' Classification of mod for the spawning algorithm:
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"hostile", "passive", "ambient" or "water"
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'ignores_nametag' if true, mob cannot be named by nametag
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'rain_damage' damage per second if mob is standing in rain (default: 0)
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'sunlight_damage' holds the damage per second inflicted to mobs when they
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are in direct sunlight
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'spawn_small_alternative' name of a smaller mob to use as replacement if
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spawning fails due to space requirements
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'glow' same as in entity definition
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'child' if true, spawn mob as child
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'shoot_arrow(self, pos, dir)' function that is called when mob wants to shoot an arrow.
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You can spawn your own arrow here. pos is mob position,
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dir is mob's aiming direction
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'sounds_child' same as sounds, but for childs. If not defined, childs will use same
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sound as adults but with higher pitch
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'follow_velocity' The speed at which a mob moves toward the player when they're holding the appropriate follow item.
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'instant_death' If true, mob dies instantly (no death animation or delay) (default: false)
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'xp_min' the minimum XP it drops on death (default: 0)
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'xp_max' the maximum XP it drops on death (default: 0)
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'fire_resistant' If true, the mob can't burn
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'fire_damage_resistant' If true the mob will not take damage when burning
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'ignited_by_sunlight' If true the mod will burn at daytime. (Takes sunlight_damage per second)
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'nofollow' Do not follow players when they wield the "follow" item. For mobs (like villagers)
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that are bred in a different way.
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'pick_up' table of itemstrings the mob will pick up (e.g. for breeding)
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'on_pick_up' function that will be called on item pickup - return true to not pickup the item
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'custom_visual_size' will not reset visual_size from the base class on reload
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mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival
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Node Replacement
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----------------
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Mobs can look around for specific nodes as they walk and replace them to mimic
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eating.
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'replace_what' group of items to replace e.g.
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{"farming:wheat_8", "farming:carrot_8"}
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or you can use the specific options of what, with and
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y offset by using this instead:
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{
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{"group:grass", "air", 0},
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{"default:dirt_with_grass", "default:dirt", -1}
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}
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'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
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'replace_rate' how random should the replace rate be (typically 10)
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'replace_offset' +/- value to check specific node to replace
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'on_replace(self, pos, oldnode, newnode)'
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is called when mob is about to replace a node. Also called
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when not actually replacing due to mobs_griefing setting being false.
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'self' ObjectRef of mob
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'pos' Position of node to replace
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'oldnode' Current node
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'newnode' What the node will become after replacing
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If false is returned, the mob will not replace the node.
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By default, replacing sets self.gotten to true and resets the object
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properties.
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Custom Definition Functions
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---------------------------
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Along with the above mob registry settings we can also use custom functions to
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enhance mob functionality and have them do many interesting things:
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'on_die' a function that is called when the mob is killed; the
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parameters are (self, pos). Return true to skip the builtin
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death animation and death effects
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'on_rightclick'its same as in minetest.register_entity()
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'on_blast' is called when an explosion happens near mob when using TNT
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functions, parameters are (object, damage) and returns
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(do_damage, do_knockback, drops)
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'on_spawn' is a custom function that runs on mob spawn with 'self' as
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variable, return true at end of function to run only once.
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'after_activate' is a custom function that runs once mob has been activated
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with these paramaters (self, staticdata, def, dtime)
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'on_breed' called when two similar mobs breed, paramaters are
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(parent1, parent2) objects, return false to stop child from
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being resized and owner/tamed flags and child textures being
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applied.Function itself must spawn new child mob.
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'on_grown' is called when a child mob has grown up, only paramater is
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(self).
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'do_punch' called when mob is punched with paramaters (self, hitter,
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time_from_last_punch, tool_capabilities, direction), return
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false to stop punch damage and knockback from taking place.
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'custom_attack'when set this function is called instead of the normal mob
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melee attack, parameters are (self, to_attack).
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'on_die' a function that is called when mob is killed (self, pos)
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'do_custom' a custom function that is called every tick while mob is
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active and which has access to all of the self.* variables
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e.g. (self.health for health or self.standing_in for node
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status), return with 'false' to skip remainder of mob API.
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Internal Variables
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------------------
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The mob api also has some preset variables and functions that it will remember
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for each mob.
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'self.health' contains current health of mob (cannot exceed
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self.hp_max)
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'self.breath' contains current breath of mob, if mob takes drowning
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damage at all (cannot exceed self.breath_max). Breath
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decreases by 1 each second while in a node with drowning
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damage and increases by 1 each second otherwise.
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'self.texture_list'contains list of all mob textures
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'self.child_texture' contains mob child texture when growing up
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'self.base_texture'contains current skin texture which was randomly
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selected from textures list
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'self.gotten' this is used to track whether some special item has been
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gotten from the mob, for example, wool from sheep.
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Initialized as false, and the mob must set this value
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manually.
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'self.horny' when animal fed enough it is set to true and animal can
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breed with same animal
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'self.hornytimer' background timer that controls breeding functions and
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mob childhood timings
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'self.child' used for when breeding animals have child, will use
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child_texture and be half size
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'self.owner' string used to set owner of npc mobs, typically used for
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dogs
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'self.order' set to "follow" or "stand" so that npc will follow owner
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or stand it's ground
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'self.state' Current mob state.
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"stand": no movement (except turning around)
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"walk": walk or move around aimlessly
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"attack": chase and attack enemy
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"runaway": flee from target
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"flop": bounce around aimlessly
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(for swimming mobs that have stranded)
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"die": during death
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'self.nametag' contains the name of the mob which it can show above
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Spawning Mobs in World
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----------------------
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mobs:register_spawn(name, nodes, max_light, min_light, chance,
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active_object_count, max_height, day_toggle)
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mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval,
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chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
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These functions register a spawn algorithm for the mob. Without this function
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the call the mobs won't spawn.
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'name' is the name of the animal/monster
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'nodes' is a list of nodenames on that the animal/monster can
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spawn on top of
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'neighbors' is a list of nodenames on that the animal/monster will
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spawn beside (default is {"air"} for
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mobs:register_spawn)
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'max_light' is the maximum of light
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'min_light' is the minimum of light
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'interval' is same as in register_abm() (default is 30 for
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mobs:register_spawn)
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'chance' is same as in register_abm()
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'active_object_count' number of this type of mob to spawn at one time inside
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map area
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'min_height' is the minimum height the mob can spawn
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'max_height' is the maximum height the mob can spawn
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'day_toggle' true for day spawning, false for night or nil for
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anytime
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'on_spawn' is a custom function which runs after mob has spawned
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and gives self and pos values.
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A simpler way to handle mob spawns has been added with the mobs:spawn(def)
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command which uses above names to make settings clearer:
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mobs:spawn({name = "mobs_monster:tree_monster",
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nodes = {"group:leaves"},
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max_light = 7,
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})
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For each mob that spawns with this function is a field in mobs.spawning_mobs.
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It tells if the mob should spawn or not.Default is true.So other mods can
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only use the API of this mod by disabling the spawning of the default mobs in
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this mod.
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mobs:spawn_abm_check(pos, node, name)
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This global function can be changed to contain additional checks for mobs to
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spawn e.g. mobs that spawn only in specific areas and the like.By returning
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true the mob will not spawn.
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'pos' holds the position of the spawning mob
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'node' contains the node the mob is spawning on top of
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'name' is the name of the animal/monster
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MineClone 2 extensions
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----------------------
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mcl_mobs:spawn_child(pos, mob_type)
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This function spawns a mob as a child. The parameter mob_type is the
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entitystring of the new mob.
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This function returns the mob on success and nil otherwise.
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mobs:death_effect(pos, collisionbox)
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Create death particles at pos with the given collisionbox.
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mcl_mobs.spawn(pos,name/entity name)
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Making Arrows
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-------------
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mobs:register_arrow(name, definition)
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This function registers a arrow for mobs with the attack type shoot.
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'name' is the name of the arrow
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'definition' is a table with the following values:
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'visual' same is in minetest.register_entity()
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'visual_size'same is in minetest.register_entity()
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'textures' same is in minetest.register_entity()
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'velocity' the velocity of the arrow
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'drop' if set to true any arrows hitting a node will drop as item
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'hit_player' a function that is called when the arrow hits a player;
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this function should hurt the player, the parameters are
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(self, player)
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'hit_mob' a function that is called when the arrow hits a mob;
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this function should hurt the mob, the parameters are
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(self, mob)
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'hit_object' a function that is called when the arrow hits an object
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that is neither a player nor a mob. this function should
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hurt the object, the parameters are (self, object)
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'hit_node' a function that is called when the arrow hits a node, the
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parameters are (self, pos, node)
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'tail' when set to 1 adds a trail or tail to mob arrows
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'tail_texture' texture string used for above effect
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'tail_size' has size for above texture (defaults to between 5 and 10)
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'expire' contains float value for how long tail appears for
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(defaults to 0.25)
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'glow' has value for how brightly tail glows 1 to 10 (default is
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0 for no glow)
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'rotate' integer value in degrees to rotate arrow
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'on_step' is a custom function when arrow is active, nil for
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default.
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Spawn Eggs
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----------
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mobs:register_egg(name, description, background_color, overlay_color, addegg, no_creative)
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This function registers a spawn egg which can be used by admin to properly spawn in a mob.
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'name' this is the name of your new mob to spawn e.g. "mob:sheep"
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'description' the name of the new egg you are creating e.g. "Spawn Sheep"
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'background_color' and 'overlay_color' define the colors for the texture displayed for the egg in inventory
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'addegg' would you like an egg image in front of your texture (1 = yes,
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0 = no)
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'no_creative' when set to true this stops spawn egg appearing in creative
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mode for destructive mobs like Dungeon Masters.
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Explosion Function
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------------------
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mobs:boom(self, pos, radius)
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'self' mob entity
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'pos' centre position of explosion
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'radius' radius of explosion (typically set to 3)
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This function generates an explosion which removes nodes in a specific radius
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and damages any entity caught inside the blast radius.Protection will limit
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node destruction but not entity damage.
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mobs:capture_mob
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----------------
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mobs:capture_mob(...)
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Does nothing and returns false.
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This function is provided for compability with Mobs Redo for an attempt to
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capture a mob.
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Mobs cannot be captured in MineClone 2.
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In Mobs Redo, this is generally called inside the on_rightclick section of the mob
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api code, it provides a chance of capturing the mob. See Mobs Redo documentation
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of parameters.
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Feeding and Taming/Breeding
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---------------------------
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mobs:feed_tame(self, clicker, feed_count, breed, tame)
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This function allows the mob to be fed the item inside self.follow be it apple,
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wheat or whatever a set number of times and be tamed or bred as a result.
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Will return true when mob is fed with item it likes.
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'self' mob information
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'clicker' player information
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'feed_count' number of times mob must be fed to tame or breed
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'breed' true or false stating if mob can be bred and a child created
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afterwards
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'tame' true or false stating if mob can be tamed so player can pick
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them up
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Protecting Mobs
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---------------
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mobs:protect(self, clicker)
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This function can be used to right-click any tamed mob with mobs:protector item,
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this will protect the mob from harm inside of a protected area from other
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players.Will return true when mob right-clicked with mobs:protector item.
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'self' mob information
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'clicker' player information
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Riding Mobs
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-----------
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Mobs can now be ridden by players and the following shows its functions and
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usage:
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mobs:attach(self, player)
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This function attaches a player to the mob so it can be ridden.
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'self' mob information
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'player' player information
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mobs:detach(player, offset)
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This function will detach the player currently riding a mob to an offset
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position.
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'player' player information
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'offset' position table containing offset values
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mobs:drive(self, move_animation, stand_animation, can_fly, dtime)
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This function allows an attached player to move the mob around and animate it at
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same time.
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'self' mob information
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'move_animation'string containing movement animation e.g. "walk"
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'stand_animation' string containing standing animation e.g. "stand"
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'can_fly' if true then jump and sneak controls will allow mob to fly
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up and down
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'dtime' tick time used inside drive function
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mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation)
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This function allows an attached player to fly the mob around using directional
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controls.
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'self' mob information
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'dtime' tick time used inside fly function
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'speed' speed of flight
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'can_shoot' true if mob can fire arrow (sneak and left mouse button
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fires)
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'arrow_entity' name of arrow entity used for firing
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'move_animation'string containing name of pre-defined animation e.g. "walk"
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or "fly" etc.
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'stand_animation' string containing name of pre-defined animation e.g.
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"stand" or "blink" etc.
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Note: animation names above are from the pre-defined animation lists inside mob
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registry without extensions.
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mobs:set_animation(self, name)
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This function sets the current animation for mob, defaulting to "stand" if not
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found.
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'self' mob information
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'name' name of animation
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Certain variables need to be set before using the above functions:
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'self.v2' toggle switch used to define below values for the
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first time
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'self.max_speed_forward' max speed mob can move forward
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'self.max_speed_reverse' max speed mob can move backwards
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'self.accel' acceleration speed
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'self.terrain_type' integer containing terrain mob can walk on
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(1 = water, 2 or 3 = land)
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'self.driver_attach_at'position offset for attaching player to mob
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'self.driver_eye_offset' position offset for attached player view
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'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1}
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External Settings for "minetest.conf"
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------------------------------------
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'enable_damage' if true monsters will attack players (default is true)
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'only_peaceful_mobs' if true only animals will spawn in game (default is
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false)
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'mobs_disable_blood' if false, damage effects appear when mob is hit (default
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is false)
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'mobs_spawn_protected' if set to false then mobs will not spawn in protected
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areas (default is true)
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'mob_difficulty' sets difficulty level (health and hit damage
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multiplied by this number), defaults to 1.0.
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'mob_spawn_chance' multiplies chance of all mobs spawning and can be set
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to 0.5 to have mobs spawn more or 2.0 to spawn less.
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e.g.1 in 7000 * 0.5 = 1 in 3500 so better odds of
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spawning.
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'mobs_spawn' if false then mobs no longer spawn without spawner or
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spawn egg.
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'mobs_drop_items' when false mobs no longer drop items when they die.
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'mobs_griefing' when false mobs cannot break blocks when using either
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pathfinding level 2, replace functions or mobs:boom
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function.
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Players can override the spawn chance for each mob registered by adding a line
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to their minetest.conf file with a new value, the lower the value the more each
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mob will spawn e.g.
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mobs_animal:sheep_chance 11000
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mobs_monster:sand_monster_chance 100
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Rideable Horse Example Mob
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--------------------------
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mobs:register_mob("mob_horse:horse", {
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type = "animal",
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visual = "mesh",
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visual_size = {x = 1.20, y = 1.20},
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mesh = "mobs_horse.x",
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collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4},
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animation = {
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speed_normal = 15,
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speed_run = 30,
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stand_start = 25,
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stand_end = 75,
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walk_start = 75,
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walk_end = 100,
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run_start = 75,
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run_end = 100,
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},
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textures = {
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{"mobs_horse.png"},
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{"mobs_horsepeg.png"},
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{"mobs_horseara.png"}
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},
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fear_height = 3,
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runaway = true,
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fly = false,
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walk_chance = 60,
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view_range = 5,
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follow = {"farming:wheat"},
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passive = true,
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hp_min = 12,
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hp_max = 16,
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armor = 200,
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lava_damage = 5,
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fall_damage = 5,
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water_damage = 1,
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makes_footstep_sound = true,
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drops = {
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{name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
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},
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sounds = {
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random = "horse_neigh.ogg",
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damage = "horse_whinney.ogg",
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},
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do_custom = function(self, dtime)
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-- set needed values if not already present
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if not self.v2 then
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self.v2 = 0
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self.max_speed_forward = 6
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self.max_speed_reverse = 2
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self.accel = 6
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self.terrain_type = 3
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self.driver_attach_at = {x = 0, y = 20, z = -2}
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self.driver_eye_offset = {x = 0, y = 3, z = 0}
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self.driver_scale = {x = 1, y = 1}
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end
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-- if driver present allow control of horse
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if self.driver then
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mobs.drive(self, "walk", "stand", false, dtime)
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return false -- skip rest of mob functions
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end
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return true
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end,
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on_die = function(self, pos)
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-- drop saddle when horse is killed while riding
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-- also detach from horse properly
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if self.driver then
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minetest.add_item(pos, "mobs:saddle")
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mobs.detach(self.driver, {x = 1, y = 0, z = 1})
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end
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end,
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on_rightclick = function(self, clicker)
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-- make sure player is clicking
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if not clicker or not clicker:is_player() then
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return
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end
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-- feed, tame or heal horse
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if mobs:feed_tame(self, clicker, 10, true, true) then
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return
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end
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-- make sure tamed horse is being clicked by owner only
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if self.tamed and self.owner == clicker:get_player_name() then
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local inv = clicker:get_inventory()
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-- detatch player already riding horse
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if self.driver and clicker == self.driver then
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mobs.detach(clicker, {x = 1, y = 0, z = 1})
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-- add saddle back to inventory
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if inv:room_for_item("main", "mobs:saddle") then
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inv:add_item("main", "mobs:saddle")
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else
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minetest.add_item(clicker.get_pos(), "mobs:saddle")
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end
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-- attach player to horse
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elseif not self.driver
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and clicker:get_wielded_item():get_name() == "mobs:saddle" then
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self.object:set_properties({stepheight = 1.1})
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mobs.attach(self, clicker)
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-- take saddle from inventory
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inv:remove_item("main", "mobs:saddle")
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end
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end
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-- used to capture horse with magic lasso
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mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)
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end
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})
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