Implement proper drowning for mobs
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2 changed files with 66 additions and 11 deletions
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@ -28,8 +28,13 @@ functions needed for the mob to work properly which contains the following:
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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' has the minimum health value the mob can spawn with.
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'hp_max' has the maximum health value the mob can spawn with.
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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' holds strength of mob, 100 is normal, lower is more powerful
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and needs more hits and better weapons to kill.
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'passive' when true allows animals to defend themselves when hit,
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@ -58,7 +63,7 @@ functions needed for the mob to work properly which contains the following:
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'water_damage' holds the damage per second infliced to mobs when standing in
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water.
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'lava_damage' holds the damage per second inflicted to mobs when standing
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in lava or fire.
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in lava (default: 8).
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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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@ -299,6 +304,10 @@ 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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