forked from VoxeLibre/VoxeLibre
Add persistence, attempt to fix breeding, add random look at player event
They look away from the player randomly for some reason. I think the rotation needs to be mirrored, but I am unsure how one would do that.
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@ -37,10 +37,19 @@ local axolotl = {
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hp_min = 14,
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hp_max = 14,
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xp_min = 1,
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xp_max = 7,
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xp_max = 7,
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-- Random look at player works, but it looks away instead of towards.
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head_swivel = "head.control",
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bone_eye_height = -1,
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head_eye_height = -0.5,
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horrizonatal_head_height = 0,
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curiosity = 10,
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head_yaw="z",
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armor = 100,
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spawn_in_group_min = 3,
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spawn_in_group = 5,
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spawn_in_group_min = 1,
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spawn_in_group = 4,
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tilt_swim = true,
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 0.79, 0.3},
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visual = "mesh",
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@ -68,21 +77,27 @@ local axolotl = {
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-- Somewhere in here is where hostility toward aquatic creatures should go.
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-- There is no flag for that yet though.
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-- Placeholder until someone fixes breeding.
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-- This should should make axolotls breedable, but it doesn't.'
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follow = {
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"mcl_fishing:clownfish_raw"
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},
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-- Yes, the axolotl is huge. Blame Mojang, not me.
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view_range = 16,
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fear_height = 4,
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on_rightclick = function(self, clicker)
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if mcl_mobs:feed_tame(self, clicker, 1, true, false) then return end
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if mcl_mobs:protect(self, clicker) then return end
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if mcl_mobs:capture_mob(self, clicker, 0, 60, 5, false, nil) then return end
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end,
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-- Due to a quirk, axolotls can fly in air as well as water. But they still die to it.
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makes_footstep_sound = false,
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fly = true,
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fly_in = { "mcl_core:water_source", "mclx_core:river_water_source" },
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breathes_in_water = true,
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jump = true,
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view_range = 16,
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runaway = true,
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fear_height = 4,
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do_custom = function(self)
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--[[ this is supposed to make them jump out the water but doesn't appear to work very well
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self.object:set_bone_position("body", vector.new(0,1,0), vector.new(degrees(dir_to_pitch(self.object:get_velocity())) * -1 + 90,0,0))
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@ -118,8 +133,6 @@ local axolotl = {
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mcl_mobs:register_mob("mobs_mc:axolotl", axolotl)
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--spawning TODO: in schools of 1-5
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local water = 0
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mcl_mobs:spawn_specific(
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