diff --git a/mods/ENTITIES/mcl_mobs/api.lua b/mods/ENTITIES/mcl_mobs/api.lua index 8cbe9b8ca..b3dd76e17 100644 --- a/mods/ENTITIES/mcl_mobs/api.lua +++ b/mods/ENTITIES/mcl_mobs/api.lua @@ -407,15 +407,15 @@ local set_animation = function(self, anim, fixed_frame) if flight_check(self) and self.fly and anim == "walk" then anim = "fly" end - self.animation.current = self.animation.current or "" + self._current_animation = self._current_animation or "" - if (anim == self.animation.current + if (anim == self._current_animation or not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"]) and self.state ~= "die" then return end - self.animation.current = anim + self._current_animation = anim local a_start = self.animation[anim .. "_start"] local a_end diff --git a/mods/ENTITIES/mobs_mc/models/mobs_mc_pillager.b3d b/mods/ENTITIES/mobs_mc/models/mobs_mc_pillager.b3d index 14d791989..18c1a06c4 100644 Binary files a/mods/ENTITIES/mobs_mc/models/mobs_mc_pillager.b3d and b/mods/ENTITIES/mobs_mc/models/mobs_mc_pillager.b3d differ diff --git a/mods/ENTITIES/mobs_mc/models/mobs_mc_pillager.blend b/mods/ENTITIES/mobs_mc/models/mobs_mc_pillager.blend index 57ef98221..e0524ab74 100644 Binary files a/mods/ENTITIES/mobs_mc/models/mobs_mc_pillager.blend and b/mods/ENTITIES/mobs_mc/models/mobs_mc_pillager.blend differ diff --git a/mods/ENTITIES/mobs_mc/pillager.lua b/mods/ENTITIES/mobs_mc/pillager.lua index 8c3273959..c90aa3821 100644 --- a/mods/ENTITIES/mobs_mc/pillager.lua +++ b/mods/ENTITIES/mobs_mc/pillager.lua @@ -1,8 +1,7 @@ local S = minetest.get_translator("mobs_mc") -local mod_bows = minetest.get_modpath("mcl_bows") ~= nil local function reload(self) - if not self or not self.object then return end + if not self.object:get_pos() then return end minetest.sound_play("mcl_bows_crossbow_drawback_1", {object = self.object, max_hear_distance=16}, true) local props = self.object:get_properties() if not props then return end @@ -11,8 +10,8 @@ local function reload(self) end local function reset_animation(self, animation) - if not self or not self.object or self.current_animation ~= animation then return end - self.animation.current = "stand_reload" -- Mobs Redo won't set the animation unless we do this + if not self.object:get_pos() or self._current_animation ~= animation then return end + self._current_animation = "stand_reload" -- Mobs Redo won't set the animation unless we do this mcl_mobs:set_animation(self, animation) end @@ -20,53 +19,33 @@ pillager = { description = S("Pillager"), type = "monster", spawn_class = "hostile", - hostile = true, - rotate = 0, hp_min = 24, hp_max = 24, xp_min = 6, xp_max = 6, breath_max = -1, eye_height = 1.5, - projectile_cooldown = 3, -- Useless - shoot_interval = 3, -- Useless + shoot_interval = 3, shoot_offset = 1.5, - dogshoot_switch = 1, - dogshoot_count_max = 1.8, - projectile_cooldown_min = 3, - projectile_cooldown_max = 2.5, armor = {fleshy = 100}, collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3}, pathfinding = 1, group_attack = true, visual = "mesh", mesh = "mobs_mc_pillager.b3d", - - --head code - has_head = false, - head_bone = "head", - - swap_y_with_x = true, - reverse_head_yaw = true, - - head_bone_pos_y = 2.4, - head_bone_pos_z = 0, - - head_height_offset = 1.1, - head_direction_offset = 0, - head_pitch_modifier = 0, - --end head code - visual_size = {x=2.75, y=2.75}, makes_footstep_sound = true, walk_velocity = 1.2, run_velocity = 4, - damage = 2, - reach = 8, view_range = 16, fear_height = 4, - attack_type = "shoot", arrow = "mcl_bows:arrow_entity", + attack_type = "dogshoot", -- Alternate punching/shooting + reach = 0, -- Punching max distance + damage = 0, -- Punching damage + dogshoot_switch = 1, -- Start of shooting + dogshoot_count_max = 5, -- Max time spent shooting (standing) + dogshoot_count2_max = 1, -- Max time spent punching (running) sounds = { random = "mobs_mc_pillager_grunt2", war_cry = "mobs_mc_pillager_grunt1", @@ -97,64 +76,45 @@ pillager = { }, }, animation = { - unloaded_walk_start = 1, - unloaded_walk_end = 40, - unloaded_stand_start = 41, - unloaded_stand_end = 60, - - reload_stand_speed = 20, - reload_stand_start = 61, - reload_stand_end = 100, - - stand_speed = 6, - stand_start = 101, - stand_end = 109, - - walk_speed = 25, - walk_start = 111, - walk_end = 150, - run_speed = 40, - run_start = 111, - run_end = 150, - - reload_run_speed = 20, - reload_run_start = 151, - reload_run_end = 190, - - die_speed = 15, - die_start = 191, - die_end = 192, + unloaded_walk_start = 1, unloaded_walk_end = 40, + unloaded_stand_start = 41, unloaded_stand_end = 60, + reload_stand_start = 61, reload_stand_end = 100, reload_stand_speed = 20, + stand_start = 101, stand_end = 109, stand_speed = 6, + walk_start = 111, walk_end = 150, walk_speed = 30, + run_start = 111, run_end = 150, run_speed = 50, + reload_run_start = 151, reload_run_end = 190, reload_run_speed = 20, + die_start = 191, die_end = 192, die_speed = 15, + stand_unloaded_start = 40, stand_unloaded_end = 59, die_loop = false, - - stand_unloaded_start = 40, - stand_unloaded_end = 59, }, shoot_arrow = function(self, pos, dir) minetest.sound_play("mcl_bows_crossbow_shoot", {object = self.object, max_hear_distance=16}, true) local props = self.object:get_properties() props.textures[2] = "mcl_bows_crossbow_0.png^[resize:16x16" self.object:set_properties(props) - local old_anim = self.animation.current - if old_anim == "run" then + local old_anim = self._current_animation + if old_anim == "run" or old_anim == "walk" then mcl_mobs:set_animation(self, "reload_run") end if old_anim == "stand" then mcl_mobs:set_animation(self, "reload_stand") end - self.animation.current = old_anim -- Mobs Redo will imediately reset the animation otherwise + self._current_animation = old_anim -- Mobs Redo will imediately reset the animation otherwise minetest.after(1, reload, self) minetest.after(2, reset_animation, self, old_anim) - if mod_bows then - -- 2-4 damage per arrow - local dmg = math.max(4, math.random(2, 8)) - mcl_bows_s.shoot_arrow_crossbow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg) - end + + -- 2-4 damage per arrow + local dmg = math.max(4, math.random(2, 8)) + mcl_bows_s.shoot_arrow_crossbow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg) -- While we are at it, change the sounds since there is no way to do this in Mobs Redo if self.sounds and self.sounds.random then self.sounds = table.copy(self.sounds) self.sounds.random = "mobs_mc_pillager_grunt" .. math.random(2) end + + -- Randomize reload time + self.shoot_interval = math.random(3, 4) end, } diff --git a/mods/ENTITIES/mobs_mc/textures/mobs_mc_pillager.png b/mods/ENTITIES/mobs_mc/textures/mobs_mc_pillager.png index 772735c8d..b46f16e1b 100644 Binary files a/mods/ENTITIES/mobs_mc/textures/mobs_mc_pillager.png and b/mods/ENTITIES/mobs_mc/textures/mobs_mc_pillager.png differ