Fix llama and donkey/mule drops
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8d8d49c87d
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@ -34,6 +34,30 @@ local horse_extra_texture = function(horse)
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return textures
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end
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local function get_drops(self)
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self.drops = {}
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table.insert(self.drops,
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{name = "mcl_mobitems:leather",
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chance = 1,
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min = 0,
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max = 2,
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looting = "common",
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})
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if self._saddle then
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table.insert(self.drops,{name = "mcl_mobitems:saddle",
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chance = 1,
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min = 1,
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max = 1,})
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end
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if self._chest then
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table.insert(self.drops,{name = "mcl_chests:chest",
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chance = 1,
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min = 1,
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max = 1,})
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end
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end
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-- Helper functions to determine equipment rules
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local can_equip_horse_armor = function(entity_id)
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return entity_id == "mobs_mc:horse" or entity_id == "mobs_mc:skeleton_horse" or entity_id == "mobs_mc:zombie_horse"
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@ -250,7 +274,7 @@ local horse = {
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local tex = horse_extra_texture(self)
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self.base_texture = tex
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self.object:set_properties({textures = self.base_texture})
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table.insert(self.drops,{name = "mcl_chests:chest",chance=1,min=1,max=1})
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get_drops(self)
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return
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elseif self._chest and clicker:get_player_control().sneak then
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mcl_entity_invs.show_inv_form(self,clicker)
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@ -361,6 +385,7 @@ local horse = {
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self.base_texture = tex
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self.object:set_properties({textures = self.base_texture})
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minetest.sound_play({name = "mcl_armor_equip_leather"}, {gain=0.5, max_hear_distance=12, pos=self.object:get_pos()}, true)
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get_drops(self)
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-- Put on horse armor if tamed
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elseif can_equip_horse_armor(self.name) and not self.driver and not self._horse_armor
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@ -24,6 +24,29 @@ local carpets = {
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unicolor_light_blue = { "mcl_wool:light_blue_carpet", "light_blue" },
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}
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local function get_drops(self)
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self.drops = {}
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table.insert(self.drops,
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{name = "mcl_mobitems:leather",
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chance = 1,
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min = 0,
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max = 2,
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looting = "common",
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})
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if self.carpet then
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table.insert(self.drops,{name = self.carpet,
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chance = 1,
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min = 1,
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max = 1,})
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end
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if self._has_chest then
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table.insert(self.drops,{name = "mcl_chests:chest",
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chance = 1,
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min = 1,
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max = 1,})
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end
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end
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mcl_mobs:register_mob("mobs_mc:llama", {
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description = S("Llama"),
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type = "animal",
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@ -135,7 +158,7 @@ mcl_mobs:register_mob("mobs_mc:llama", {
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self.object:set_properties({
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textures = self.base_texture,
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})
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table.insert(self.drops,{name = "mcl_chests:chest",chance=1,min=1,max=1})
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get_drops(self)
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return
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elseif self._has_chest and clicker:get_player_control().sneak then
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mcl_entity_invs.show_inv_form(self,clicker," - Strength "..math.floor(self._inv_size / 3))
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@ -164,16 +187,7 @@ mcl_mobs:register_mob("mobs_mc:llama", {
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textures = self.base_texture,
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})
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self.carpet = item:get_name()
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self.drops = {
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{name = "mcl_mobitems:leather",
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chance = 1,
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min = 0,
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max = 2,},
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{name = item:get_name(),
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chance = 1,
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min = 1,
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max = 1,},
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}
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get_drops(self)
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return
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end
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end
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