Introduce snowball_vulnerable armor group

This commit is contained in:
Wuzzy 2020-01-30 16:12:25 +01:00
parent be04de084b
commit c234b273ad
4 changed files with 17 additions and 18 deletions

View file

@ -2876,7 +2876,14 @@ local mob_activate = function(self, staticdata, def, dtime)
self.path.stuck_timer = 0 -- if stuck for too long search for path
-- mob defaults
self.object:set_armor_groups({immortal = 1, fleshy = self.armor})
local armor
if type(self.armor) == "table" then
armor = table.copy(self.armor)
armor.immortal = 1
else
armor = {immortal=1, fleshy = self.armor}
end
self.object:set_armor_groups(armor)
self.old_y = self.object:get_pos().y
self.old_health = self.health
self.sounds.distance = self.sounds.distance or 10

View file

@ -35,8 +35,12 @@ functions needed for the mob to work properly which contains the following:
'breathes_in_water' If true, mob loses breath when not in water. Otherwise,
mob loses breath when inside a node with `drowning` attribute
set (default: false).
'armor' holds strength of mob, 100 is normal, lower is more powerful
and needs more hits and better weapons to kill.
'armor' entity armor groups (see lua_api.txt). If table, a list of
armor groups like for entities. If number, set value of
'fleshy' armor group only.
Note: The 'immortal=1' armor group will automatically be added
since this mod handles health and damage manually.
Default: 100 (mob will take full dmg from 'fleshy' hits)
'passive' when true allows animals to defend themselves when hit,
otherwise they amble onwards.
'walk_velocity' is the speed that your mob can walk around.