1
0
Fork 0

Fix llama blaze and ghast projectile sprites

This commit is contained in:
jordan4ibanez 2021-04-23 14:50:38 -04:00
parent 58bee2a2dd
commit f64f8e31e3
5 changed files with 34 additions and 15 deletions

View File

@ -50,6 +50,7 @@ local vector_length = vector.length
local vector_direction = vector.direction
local vector_normalize = vector.normalize
local vector_multiply = vector.multiply
local vector_divide = vector.divide
-- mob constants
local MAX_MOB_NAME_LENGTH = 30
@ -490,7 +491,10 @@ function mobs:register_arrow(name, def)
and def.tail_texture then
--do this to prevent clipping through main entity sprite
local new_pos = vector_add(pos, vector_multiply(vector_normalize(vel), -1))
local pos_adjustment = vector_multiply(vector_normalize(vel), -1)
local divider = def.tail_distance_divider or 1
pos_adjustment = vector_divide(pos_adjustment, divider)
local new_pos = vector_add(pos, pos_adjustment)
minetest.add_particle({
pos = new_pos,
velocity = {x = 0, y = 0, z = 0},

View File

@ -1,6 +1,6 @@
local GRAVITY = minetest.settings:get("movement_gravity")-- + 9.81
mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable)
mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable, gravity)
local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
if power == nil then
power = 19
@ -8,6 +8,9 @@ mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, po
if damage == nil then
damage = 3
end
gravity = gravity or -GRAVITY
local knockback
if bow_stack then
local enchantments = mcl_enchanting.get_enchantments(bow_stack)
@ -22,7 +25,7 @@ mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, po
end
end
obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
obj:set_acceleration({x=0, y=-GRAVITY, z=0})
obj:set_acceleration({x=0, y=gravity, z=0})
obj:set_yaw(yaw-math.pi/2)
local le = obj:get_luaentity()
le._shooter = shooter

View File

@ -79,15 +79,17 @@ mobs:register_mob("mobs_mc:blaze", {
glow = 14,
fire_resistant = true,
eye_height = 0.75,
projectile_cooldown_min = 2,
projectile_cooldown_max = 3,
shoot_arrow = function(self, pos, dir)
-- 2-4 damage per arrow
local dmg = math.random(2,4)
mobs.shoot_projectile_handling("mobs_mc:blaze_fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
mobs.shoot_projectile_handling("mobs_mc:blaze_fireball", pos, dir, self.object:get_yaw(), self.object, 7, dmg,nil,nil,nil,-0.4)
end,
do_custom = function(self)
if self.state == "attack" and vector.distance(self.object:get_pos(), self.attack:get_pos()) < 1.2 then
mcl_burning.set_on_fire(self.attack, 5)
if self.attacking and self.state == "attack" and vector.distance(self.object:get_pos(), self.attacking:get_pos()) < 1.2 then
mcl_burning.set_on_fire(self.attacking, 5)
end
local pos = self.object:get_pos()
minetest.add_particle({
@ -158,6 +160,10 @@ mobs:register_arrow("mobs_mc:blaze_fireball", {
textures = {"mcl_fire_fire_charge.png"},
velocity = 15,
speed = 5,
tail = 1,
tail_texture = "mobs_mc_spit.png^[colorize:black:255", --repurpose spit texture
tail_size = 2,
tail_distance_divider = 3,
-- Direct hit, no fire... just plenty of pain
hit_player = function(self, player)
@ -167,7 +173,7 @@ mobs:register_arrow("mobs_mc:blaze_fireball", {
mcl_burning.set_on_fire(player, 5, "blaze")
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 5},
damage_groups = {fleshy = self._damage},
}, nil)
end,
@ -175,7 +181,7 @@ mobs:register_arrow("mobs_mc:blaze_fireball", {
mcl_burning.set_on_fire(mob, 5)
mob:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 5},
damage_groups = {fleshy = self._damage},
}, nil)
end,

View File

@ -56,15 +56,17 @@ mobs:register_mob("mobs_mc:ghast", {
fall_damage = 0,
view_range = 28,
attack_type = "projectile",
arrow = "mobs_mc:fireball",
arrow = "mobs_mc:ghast_fireball",
floats=1,
fly = true,
makes_footstep_sound = false,
fire_resistant = true,
projectile_cooldown_min = 5,
projectile_cooldown_max = 7,
shoot_arrow = function(self, pos, dir)
-- 2-4 damage per arrow
local dmg = math.random(2,4)
mobs.shoot_projectile_handling("mobs_mc:fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
mobs.shoot_projectile_handling("mobs_mc:ghast_fireball", pos, dir, self.object:get_yaw(), self.object, 11, dmg,nil,nil,nil,-0.6)
end,
--[[
do_custom = function(self)
@ -96,12 +98,15 @@ mobs_mc.spawn_height.nether_min,
mobs_mc.spawn_height.nether_max)
-- fireball (projectile)
mobs:register_arrow("mobs_mc:fireball", {
mobs:register_arrow("mobs_mc:ghast_fireball", {
visual = "sprite",
visual_size = {x = 1, y = 1},
textures = {"mcl_fire_fire_charge.png"},
velocity = 15,
collisionbox = {-.5, -.5, -.5, .5, .5, .5},
tail = 1,
tail_texture = "mobs_mc_spit.png^[colorize:black:255", --repurpose spit texture
tail_size = 5,
hit_player = function(self, player)
if rawget(_G, "armor") and armor.last_damage_types then
@ -114,21 +119,21 @@ mobs:register_arrow("mobs_mc:fireball", {
}, nil)
]]--
--mobs:boom(self, self.object:get_pos(), 1, true)
mcl_explosions.explode(self.object:get_pos(), 1,{ drop_chance = 1.0 })
mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
end,
hit_mob = function(self, mob)
mob:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 6},
damage_groups = {fleshy = self._damage},
}, nil)
--mobs:boom(self, self.object:get_pos(), 1, true)
mcl_explosions.explode(self.object:get_pos(), 1,{ drop_chance = 1.0 })
mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
end,
hit_node = function(self, pos, node)
--mobs:boom(self, pos, 1, true)
mcl_explosions.explode(self.object:get_pos(), 1,{ drop_chance = 1.0 })
mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
end
})

View File

@ -257,6 +257,7 @@ mobs:register_arrow("mobs_mc:spit", {
tail = 1,
tail_texture = "mobs_mc_spit.png",
tail_size = 2,
tail_distance_divider = 4,
hit_player = function(self, player)
if rawget(_G, "armor") and armor.last_damage_types then