Update Mobs Redo
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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 = "20171018"
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mobs.version = "20180104"
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-- Intllib
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@ -61,6 +61,7 @@ local remove_far = minetest.settings:get_bool("remove_far_mobs")
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local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
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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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-- Peaceful mode message so players will know there are no monsters
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if peaceful_only then
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@ -88,6 +89,7 @@ local node_snowblock = "mcl_core:snowblock"
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local node_snow = "mcl_core:snow"
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mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
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-- play sound
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local mob_sound = function(self, sound)
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@ -425,7 +427,8 @@ local check_for_death = function(self, cause, cmi_cause)
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self.nametag2 = self.nametag or ""
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end
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if show_health then
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if show_health
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and (cmi_cause and cmi_cause.type == "punch") then
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self.htimer = 2
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self.nametag = "♥ " .. self.health .. " / " .. self.hp_max
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@ -828,6 +831,7 @@ local breed = function(self)
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mesh = self.base_mesh,
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visual_size = self.base_size,
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collisionbox = self.base_colbox,
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selectionbox = self.base_selbox,
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})
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-- custom function when child grows up
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@ -948,6 +952,14 @@ local breed = function(self)
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self.base_colbox[5] * .5,
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self.base_colbox[6] * .5,
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},
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selectionbox = {
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self.base_selbox[1] * .5,
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self.base_selbox[2] * .5,
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self.base_selbox[3] * .5,
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self.base_selbox[4] * .5,
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self.base_selbox[5] * .5,
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self.base_selbox[6] * .5,
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},
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})
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-- tamed and owned by parents' owner
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ent2.child = true
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@ -1078,10 +1090,10 @@ local smart_mobs = function(self, s, p, dist, dtime)
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p1.y = floor(p1.y + 0.5)
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p1.z = floor(p1.z + 0.5)
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local dropheight = 10
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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") -- "A*_noprefetch"
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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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@ -2423,6 +2435,7 @@ local mob_activate = function(self, staticdata, def, dtime)
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self.base_mesh = def.mesh
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self.base_size = self.visual_size
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self.base_colbox = self.collisionbox
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self.base_selbox = self.selectionbox
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end
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-- set texture, model and size
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@ -2430,6 +2443,7 @@ local mob_activate = function(self, staticdata, def, dtime)
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local mesh = self.base_mesh
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local vis_size = self.base_size
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local colbox = self.base_colbox
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local selbox = self.base_selbox
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-- specific texture if gotten
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if self.gotten == true
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@ -2463,6 +2477,14 @@ local mob_activate = function(self, staticdata, def, dtime)
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self.base_colbox[5] * .5,
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self.base_colbox[6] * .5
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}
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selbox = {
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self.base_selbox[1] * .5,
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self.base_selbox[2] * .5,
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self.base_selbox[3] * .5,
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self.base_selbox[4] * .5,
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self.base_selbox[5] * .5,
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self.base_selbox[6] * .5
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}
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end
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if self.health == 0 then
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@ -2485,6 +2507,7 @@ local mob_activate = function(self, staticdata, def, dtime)
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self.textures = textures
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self.mesh = mesh
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self.collisionbox = colbox
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self.selectionbox = selbox
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self.visual_size = vis_size
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self.standing_in = ""
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@ -2674,6 +2697,7 @@ minetest.register_entity(name, {
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hp_max = max(1, (def.hp_max or 10) * difficulty),
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physical = true,
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collisionbox = def.collisionbox,
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selectionbox = def.selectionbox or def.collisionbox,
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visual = def.visual,
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visual_size = def.visual_size or {x = 1, y = 1},
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mesh = def.mesh,
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@ -2832,13 +2856,14 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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nodenames = nodes,
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neighbors = neighbors,
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interval = interval,
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chance = chance,
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chance = max(1, (chance * mob_chance_multiplier)),
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catch_up = false,
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action = function(pos, node, active_object_count, active_object_count_wider)
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-- is mob actually registered?
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if not mobs.spawning_mobs[name] then
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if not mobs.spawning_mobs[name]
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or not minetest.registered_entities[name] then
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--print ("--- mob doesn't exist", name)
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return
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end
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@ -2907,23 +2932,22 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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return
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end
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-- are we spawning inside solid nodes?
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if minetest.registered_nodes[node_ok(pos).name].walkable == true then
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--print ("--- feet in block", name, node_ok(pos).name)
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-- do we have enough height clearance to spawn mob?
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local ent = minetest.registered_entities[name]
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local height = max(0, math.ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
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for n = 0, height do
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local pos2 = {x = pos.x, y = pos.y + n, z = pos.z}
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if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
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--print ("--- inside block", name, node_ok(pos2).name)
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return
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end
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pos.y = pos.y + 1
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if minetest.registered_nodes[node_ok(pos).name].walkable == true then
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--print ("--- head in block", name, node_ok(pos).name)
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return
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end
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-- spawn mob half block higher than ground
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pos.y = pos.y - 0.5
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if minetest.registered_entities[name] then
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pos.y = pos.y + 0.5
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local mob = minetest.add_entity(pos, name)
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--[[
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@ -2937,10 +2961,6 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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on_spawn(ent, pos)
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end
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else
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minetest.log("warning", string.format("[mobs] %s failed to spawn at %s",
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name, minetest.pos_to_string(pos)))
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end
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end
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})
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end
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@ -1,5 +1,5 @@
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MOB API (18th October 2017)
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MOB API
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The mob api is a function that can be called on by other mods to add new animals or monsters into minetest.
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@ -13,6 +13,7 @@ The mob api is a function that can be called on by other mods to add new animals
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'mobname' can change specific mob chance rate (0 to disable) and spawn number e.g. mobs_animal:cow = 1000,5
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'mob_difficulty' sets difficulty level (health and hit damage multiplied by this number), defaults to 1.0.
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'mob_show_health' if false then punching mob will not show health status (true by default)
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'mob_chance_multiplier' multiplies chance of all mobs spawning and can be set to 0.5 to have mobs spawn more or 2.0 to spawn less. e.g. 1 in 7000 * 0.5 = 1 in 3500 so better odds of spawning.
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mobs:register_mob(name, definition)
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@ -33,6 +34,7 @@ This functions registers a new mob as a Minetest entity.
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'nametag' string containing name of mob to display above entity
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'physical' same is in minetest.register_entity()
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'collisionbox' same is in minetest.register_entity()
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'selectionbox' same is in minetest.register_entity()
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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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@ -1,6 +1,6 @@
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Mobs Redo API (last updated 18th Oct 2017)
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==========================================
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Mobs Redo API
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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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@ -140,8 +140,9 @@ functions needed for the mob to work properly which contains the following:
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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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'collision_box' has the box in which mob can be interacted with e.g.
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{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
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'collision_box' 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, 0.5, 0.5}
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'selection_box' 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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@ -546,6 +547,10 @@ External Settings for "minetest.conf"
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multiplied by this number), defaults to 1.0.
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'mob_show_health' if false then punching mob will not show health status
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(true by default)
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'mob_chance_multiplier' 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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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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@ -7,7 +7,7 @@ if minetest.get_modpath("lucky_block") then
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{"dro", {"mobs:nametag"}, 1},
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{"dro", {"mobs:leather"}, 5},
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{"dro", {"mobs:net"}, 1},
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{"dro", {"mobs:magic_lasso"}, 1},
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{"dro", {"mobs:lasso"}, 1},
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{"dro", {"mobs:shears"}, 1},
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{"dro", {"mobs:protector"}, 1},
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{"lig"},
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