Update Mobs Redo
This commit is contained in:
parent
bcc87ded12
commit
7be5914463
13 changed files with 1018 additions and 747 deletions
|
@ -39,7 +39,8 @@ functions needed for the mob to work properly which contains the following:
|
|||
set to 0 for jumping mobs only.
|
||||
'jump' when true allows your mob to jump updwards.
|
||||
'jump_height' holds the height your mob can jump, 0 to disable jumping.
|
||||
'step_height' height of a block that your mob can easily walk up onto.
|
||||
'stepheight' height of a block that your mob can easily walk up onto,
|
||||
defaults to 1.1.
|
||||
'fly' when true allows your mob to fly around instead of walking.
|
||||
'fly_in' holds the node name that the mob flies (or swims) around
|
||||
in e.g. "air" or "default:water_source".
|
||||
|
@ -49,7 +50,7 @@ functions needed for the mob to work properly which contains the following:
|
|||
standing.
|
||||
'damage' how many health points the mob does to a player or another
|
||||
mob when melee attacking.
|
||||
'knockback' when true has mobs falling backwards when hit, the greater
|
||||
'knock_back' when true has mobs falling backwards when hit, the greater
|
||||
the damage the more they move back.
|
||||
'fear_height' is how high a cliff or edge has to be before the mob stops
|
||||
walking, 0 to turn off height fear.
|
||||
|
@ -73,7 +74,7 @@ functions needed for the mob to work properly which contains the following:
|
|||
hours and only attacking player at night or when
|
||||
provoked.
|
||||
'attacks_monsters' when true has npc's attacking monsters or not.
|
||||
'attack_animal' when true will have monsters attacking animals.
|
||||
'attack_animals' when true will have monsters attacking animals.
|
||||
'owner_loyal' when true will have tamed mobs attack anything player
|
||||
punches when nearby.
|
||||
'group_attack' when true has same mob type grouping together to attack
|
||||
|
@ -85,17 +86,27 @@ functions needed for the mob to work properly which contains the following:
|
|||
view_range.
|
||||
'dogshoot' has melee attack when inside reach and shoot attack
|
||||
when inside view_range.
|
||||
'explode' causes mob to explode when inside reach.
|
||||
'explosion_radius' has the radius of the explosion which defaults to 1.
|
||||
'explosion_timer' number of seconds before mob explodes while still
|
||||
inside view range.
|
||||
'explode' causes mob to stop and explode when inside reach.
|
||||
'explosion_radius' the radius of explosion node destruction,
|
||||
defaults to 1
|
||||
'explosion_damage_radius' the radius of explosion entity & player damage,
|
||||
defaults to explosion_radius * 2
|
||||
'explosion_timer' number of seconds before mob explodes while its target
|
||||
is still inside reach or explosion_damage_radius,
|
||||
defaults to 3.
|
||||
'allow_fuse_reset' Allow 'explode' attack_type to reset fuse and resume
|
||||
chasing if target leaves the blast radius or line of
|
||||
sight. Defaults to true.
|
||||
'stop_to_explode' When set to true (default), mob must stop and wait for
|
||||
explosion_timer in order to explode. If false, mob will
|
||||
continue chasing.
|
||||
'arrow' holds the pre-defined arrow object to shoot when
|
||||
attacking.
|
||||
'dogshoot_switch' allows switching between attack types by using timers
|
||||
(1 for shoot, 2 for dogfight)
|
||||
'dogshoot_count_max' contains how many seconds before switching from
|
||||
dogfight to shoot.
|
||||
'dogshoot_count_max2' contains how many seconds before switching from shoot
|
||||
'dogshoot_count2_max' contains how many seconds before switching from shoot
|
||||
to dogfight.
|
||||
'shoot_interval' has the number of seconds between shots.
|
||||
'shoot_offset' holds the y position added as to where the
|
||||
|
@ -128,6 +139,7 @@ functions needed for the mob to work properly which contains the following:
|
|||
'damage' sound heard when mob is hurt.
|
||||
'death' played when mob is killed.
|
||||
'jump' played when mob jumps.
|
||||
'fuse' sound played when mob explode timer starts.
|
||||
'explode' sound played when mob explodes.
|
||||
|
||||
'drops' table of items that are dropped when mob is killed, fields are:
|
||||
|
@ -143,9 +155,9 @@ functions needed for the mob to work properly which contains the following:
|
|||
'wielditem' how it looks when player holds it in hand.
|
||||
'mesh' uses separate object file to define mob.
|
||||
'visual_size' has the size of the mob, defaults to {x = 1, y = 1}
|
||||
'collision_box' has the box in which mob can be interacted with the
|
||||
'collisionbox' has the box in which mob can be interacted with the
|
||||
world e.g. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
|
||||
'selection_box' has the box in which player can interact with mob
|
||||
'selectionbox' has the box in which player can interact with mob
|
||||
'textures' holds a table list of textures to be used for mob, or you
|
||||
could use multiple lists inside another table for random
|
||||
selection e.g. { {"texture1.png"}, {"texture2.png"} }
|
||||
|
@ -334,6 +346,17 @@ only use the API of this mod by disabling the spawning of the default mobs in
|
|||
this mod.
|
||||
|
||||
|
||||
mobs:spawn_abm_check(pos, node, name)
|
||||
|
||||
This global function can be changed to contain additional checks for mobs to
|
||||
spawn e.g. mobs that spawn only in specific areas and the like. By returning
|
||||
true the mob will not spawn.
|
||||
|
||||
'pos' holds the position of the spawning mob
|
||||
'node' contains the node the mob is spawning on top of
|
||||
'name' is the name of the animal/monster
|
||||
|
||||
|
||||
Making Arrows
|
||||
-------------
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue