Massive overhaul to projectile mobs with custom projectile function, make llamas spit
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@ -145,7 +145,7 @@ local piglin = {
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if mod_bows then
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-- 2-4 damage per arrow
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local dmg = math.max(4, math.random(2, 8))
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mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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mobs.shoot_projectile_handling("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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end
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end,
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shoot_interval = 1.2,
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@ -161,6 +161,7 @@ dofile(api_path .. "attack_type_instructions.lua")
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dofile(api_path .. "sound_handling.lua")
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dofile(api_path .. "death_logic.lua")
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dofile(api_path .. "mob_effects.lua")
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dofile(api_path .. "projectile_handling.lua")
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mobs.spawning_mobs = {}
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@ -670,7 +670,6 @@ mobs.mob_step = function(self, dtime)
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--do custom mob instructions
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if self.do_custom then
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print("doing custom instructions")
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-- when false skip going any further
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if self.do_custom(self, dtime) == false then
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--this overrides internal lua collision detection
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@ -0,0 +1,41 @@
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local GRAVITY = minetest.settings:get("movement_gravity")-- + 9.81
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mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable)
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
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if power == nil then
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power = 19
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end
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if damage == nil then
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damage = 3
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end
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local knockback
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if bow_stack then
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local enchantments = mcl_enchanting.get_enchantments(bow_stack)
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if enchantments.power then
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damage = damage + (enchantments.power + 1) / 4
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end
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if enchantments.punch then
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knockback = enchantments.punch * 3
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end
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if enchantments.flame then
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mcl_burning.set_on_fire(obj, math.huge)
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end
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end
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obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
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obj:set_acceleration({x=0, y=-GRAVITY, z=0})
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obj:set_yaw(yaw-math.pi/2)
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local le = obj:get_luaentity()
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le._shooter = shooter
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le._damage = damage
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le._is_critical = is_critical
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le._startpos = pos
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le._knockback = knockback
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le._collectable = collectable
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--play custom shoot sound
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if shooter ~= nil and shooter.shoot_sound then
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minetest.sound_play(shooter.shoot_sound, {pos=pos, max_hear_distance=16}, true)
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end
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return obj
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end
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@ -82,7 +82,7 @@ mobs:register_mob("mobs_mc:blaze", {
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shoot_arrow = function(self, pos, dir)
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-- 2-4 damage per arrow
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local dmg = math.random(2,4)
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mcl_bows.shoot_arrow("mobs_mc:blaze_fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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mobs.shoot_projectile_handling("mobs_mc:blaze_fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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end,
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do_custom = function(self)
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@ -15,7 +15,7 @@ mobs:register_mob("mobs_mc:enderdragon", {
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shoot_arrow = function(self, pos, dir)
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-- 2-4 damage per arrow
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local dmg = math.random(2,4)
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mcl_bows.shoot_arrow("mobs_mc:dragon_fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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mobs.shoot_projectile_handling("mobs_mc:dragon_fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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end,
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hp_max = 200,
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hp_min = 200,
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@ -64,7 +64,7 @@ mobs:register_mob("mobs_mc:ghast", {
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shoot_arrow = function(self, pos, dir)
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-- 2-4 damage per arrow
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local dmg = math.random(2,4)
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mcl_bows.shoot_arrow("mobs_mc:fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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mobs.shoot_projectile_handling("mobs_mc:fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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end,
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--[[
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do_custom = function(self)
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@ -27,6 +27,15 @@ local carpets = {
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mobs:register_mob("mobs_mc:llama", {
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type = "animal",
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spawn_class = "passive",
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rotate = 270,
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neutral = true,
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group_attack = true,
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attack_type = "projectile",
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shoot_arrow = function(self, pos, dir)
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-- 2-4 damage per arrow
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local dmg = 1
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mobs.shoot_projectile_handling("mobs_mc:spit", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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end,
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hp_min = 15,
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hp_max = 30,
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xp_min = 1,
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@ -50,6 +59,7 @@ mobs:register_mob("mobs_mc:llama", {
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run_velocity = 4.4,
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follow_velocity = 4.4,
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floats = 1,
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reach = 6,
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drops = {
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{name = mobs_mc.items.leather,
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chance = 1,
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@ -235,3 +245,37 @@ mobs_mc.spawn_height.overworld_max)
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-- spawn eggs
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mobs:register_egg("mobs_mc:llama", S("Llama"), "mobs_mc_spawn_icon_llama.png", 0)
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-- llama spit
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mobs:register_arrow("mobs_mc:spit", {
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visual = "sprite",
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visual_size = {x = 0.3, y = 0.3},
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textures = {"mobs_mc_spit.png"},
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velocity = 1,
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speed = 1,
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tail = 1,
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tail_texture = "mobs_mc_spit.png",
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tail_size = 2,
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hit_player = function(self, player)
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if rawget(_G, "armor") and armor.last_damage_types then
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armor.last_damage_types[player:get_player_name()] = "spit"
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end
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player:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = self._damage},
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}, nil)
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end,
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hit_mob = function(self, mob)
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mob:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = _damage},
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}, nil)
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end,
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hit_node = function(self, pos, node)
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--does nothing
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end
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})
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@ -97,7 +97,7 @@ local skeleton = {
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if mod_bows then
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-- 2-4 damage per arrow
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local dmg = math.random(2,4)
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mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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mobs.shoot_projectile_handling("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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end
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end,
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shoot_interval = 2,
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After Width: | Height: | Size: 677 B |
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@ -17,7 +17,7 @@ mobs:register_mob("mobs_mc:illusioner", {
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if mod_bows then
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-- 1-4 damage per arrow
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local dmg = math.random(1, 4)
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mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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mobs.shoot_projectile_handling("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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end
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end,
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hp_min = 32,
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