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Wuzzy 02d2f7ae1a Generate red deserts in v6 2017-09-15 20:30:43 +02:00
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API.md
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@ -9,19 +9,10 @@ Mods mods in MineClone 2 follow a simple naming convention: Mods with the prefix
## Adding items
### Special fields
Items can have these fields:
* `_mcl_generate_description(itemstack)`: Required for any items which manipulate their
description in any way. This function takes an itemstack of its own type and must set
the proper advanced description for this itemstack. If you don't do this, anvils will
fail at properly restoring the description when their custom name gets cleared at an
anvil.
See `mcl_banners` for an example.
All nodes can have these fields:
* `_mcl_hardness`: Hardness of the block, ranges from 0 to infinity (represented by -1). Determines digging times. Default: 0
* `_mcl_blast_resistance`: How well this block blocks and resists explosions. Default: 0
* `_mcl_after_falling(pos)`: Called after a falling node finished falling and turned into a node.
* `_mcl_blast_resistance`: How well this block blocks and resistst explosions. Default: 0
Use the `mcl_sounds` mod for the sounds.
@ -31,26 +22,17 @@ A lot of things are possible by using one of the APIs in the mods. Note that not
### Items
* Doors: `ITEMS/mcl_doors`
* Fences and fence gates: `ITEMS/mcl_fences`
* Stairs and slabs: `ITEM/mcl_stairs`
* Walls: `ITEMS/mcl_walls`
* Beds: `ITEMS/mcl_beds`
* Buckets: `ITEMS/mcl_buckets`
* Dispenser support: `ITEMS/REDSTONE/mcl_dispensers`
## Mobs
* Mobs: `ENTITIES/mcl_mods`
MineClone 2 uses its own mobs framework, called “Mobs Redo: MineClone 2 Edition” or “MRM” for short.
This is a fork of Mobs Redo [`mobs`] by TenPlus1.
* Mobs: `ENTITIES/mods`
MineClone 2 uses Mobs Redo [`mobs`] by TenPlus1, a very powerful mod for adding mods of various types.
There are modificiations from the original mod for MineClone 2 compability. Some items have been removed or moved to other mods, but the API is identical.
You can add your own mobs, spawn eggs and spawning rules with this mod.
API documnetation is included in `ENTITIES/mcl_mobs/api.txt`.
This mod includes modificiations from the original Mobs Redo. Some items have been removed or moved to other mods.
The API is mostly identical, but a few features have been added. Compability is not really a goal,
but function and attribute names of Mobs Redo 1.41 are kept.
If you have code for a mod which works fine under Mobs Redo, it should be easy to make it work in MineClone 2,
chances are good that it works out of the box.
API documnetation is included in `ENTITIES/mobs/api.txt`.
### Help
* Item help texts: `HELP/doc/doc_items`
@ -61,20 +43,19 @@ chances are good that it works out of the box.
* Statbars: `HUD/hudbars`
### Utility APIs
* Change player physics: `PLAYER/playerphysics`
* Select random treasures: `CORE/mcl_loot`
* Get flowing direction of liquids: `CORE/flowlib`
* `on_walk_over` callback for nodes: `CORE/walkover`
* Get node names close to player (to reduce constant querying): `PLAYER/mcl_playerinfo`
### Unstable APIs
The following APIs may be subject to change in future. You could already use these APIs but there will probably be breaking changes in the future, or the API is not as fleshed out as it should be. Use at your own risk!
These APIs may be subject to change in future. You could already use these APIs but there will probably be breaking changes in the future, or the API is not as fleshed out as it should be. Use at your own risk!
* Panes (like glass panes and iron bars): `ITEMS/xpanes`
* Slabs and stairs: `ITEM/mcl_stairs` **and** `ITEMS/mcstair`
* `_on_ignite` callback: `ITEMS/mcl_fire`
* Farming: `ITEMS/mcl_farming`
* Anything related to redstone: Don't touch (yet)
* Any other mod not explicitly mentioned above
* Other mods not listed above
### Planned APIs

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@ -14,7 +14,7 @@ channel on irc.freenode.net. And finally, you can send e-mails to
There is **no** guarantee I will accept anything from anybody.
By sending me patches or asking me to include your changes in this game,
By sending me patches or asking me to include your changes in this subgame,
you agree that they fall under the terms of the LGPLv2.1, which basically
means they will become part of a free software.
@ -70,4 +70,4 @@ Depending on what you add, the chances for inclusion vary:
## Reporting bugs
Report all bugs and missing Minecraft features here:
<https://git.minetest.land/Wuzzy/MineClone2-Bugs>
<https://github.com/Wuzzy2/MineClone2-Bugs>

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@ -1,5 +1,5 @@
## Groups
This document explains all the groups used in this game.
This document explains all the groups used in this subgame.
### Special groups
@ -29,8 +29,6 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
### Groups for interactions
* `crush_after_fall=1`: For falling nodes. These will crush whatever they hit after falling, not dropping as an item
* `falling_node_damage=1`: For falling nodes. Hurts any objects it hits while falling. Damage is based on anvils
* `dig_by_water=1`: Blocks with this group will drop when they are near flowing water
* `destroy_by_lava_flow=1`: Blocks with this group will be destroyed by flowing lava
* `dig_by_piston=1`: Blocks which will drop as an item when pushed by a piston. They also cannot be pulled by sticky pistons
@ -38,8 +36,7 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
* `cultivatable=1`: Block will be turned into Dirt by using a hoe on it
* `flammable`: Block helps spreading fire and gets destroyed by nearby fire (rating doesn't matter)
* `spreading_dirt_type=1`: A dirt-type block with a cover (e.g. grass) which may spread to neighbor dirt blocks
* `dirtifies_below_solid=1`: This node turns into dirt immediately when a solid or dirtifier node is placed on top
* `dirtifier=1`: This node turns nodes the above group into dirt when placed above
* `dirtifies_below_solid=1`: This node turns into dirt immediately when a solid node is placed on top
* `non_mycelium_plant=1`: A plant which can't grow on mycelium. Placing it on mycelium fails and if mycelium spreads below it, it uproots
* `soil=1`: Saplings and other small plants can grow on it
* `soil_sapling=2`: Soil for saplings. Intended to be natural soil. All saplings will grow on this
@ -51,11 +48,6 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
* `destroys_items=1`: If an item happens to be *inside* this node, the item will be destroyed
* `no_eat_delay=1`: Only for foodstuffs. When eating this, all eating delays are ignored.
* `can_eat_when_full=1`: Only for foodstuffs. This item can be eaten when the user has a full hunger bar
* `attached_node_facedir=1`: Like `attached_node`, but for facedir nodes
* `cauldron`: Cauldron. 1: Empty. 2-4: Water height
* `anvil`: Anvil. 1: No damage. 2-3: Higher damage levels
* `no_rename=1`: Item cannot be renamed by anvil
* `comparator_signal=X`: If set, this node outputs a constant (!) comparator signal output of strength X.
#### Footnotes
@ -79,7 +71,6 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
* `wool=1`: Wool (only full blocks)
* `carpet=1:` (Wool) carpet
* `stick=1`: Stick
* `water_bucket=1`: Bucket containing a liquid of group “water”
### Material groups
@ -98,12 +89,10 @@ These groups are used mostly for informational purposes
* `solid=1`: Solid full-cube block (automatically assigned)
* `opaque=1`: Opaque block (automatically assigned)
* `not_solid=1`: Block is not solid (only assign this group for nodes which are automatically detected as “solid” in error
* `not_opaque=1`: Block is not opaque (only assign this group for nodes which are automatically detected as “opaque” in error
* `not_solid=1`: Block is sold (only assign this group for nodes which are automatically detected as “solid” in error
* `fire=1`: Fire
* `water=1`: Water
* `lava=1`: Lava
* `top_snow=X`: Top snow with X layers (1-8)
* `torch`: Torch or torch-like node
* `torch=1`: Torch on floor
* `torch=2`: Torch at wall
@ -120,7 +109,6 @@ These groups are used mostly for informational purposes
* `flower_pot=2`: Flower pot with a plant or flower
* `flower=1`: Flower
* `place_flowerlike=1`: Node has placement rules like that of a flower
* `place_flowerlike=2`: Node has placement rules like tall grass
* `cake`: Cake (rating = slices left)
* `book=1`: Book
* `pane=1`: Node is a “pane”-like node glass pane or iron bars
@ -152,27 +140,12 @@ These groups are used mostly for informational purposes
* `container=5`: Left part of a 2-part horizontal connected container. Both parts have a `"main"` inventory
list. Both inventories are considered to belong together. This is used for large chests.
* `container=6`: Same as above, but for the right part.
* `container=7`: Has inventory list "`main`", no movement allowed
* `container=1`: Other/unspecified container type
* `spawn_egg=1`: Spawn egg
* `pressure_plate=1`: Pressure plate (off)
* `pressure_plate=2`: Wooden pressure (on)
* `button=1`: Button (off)
* `button=2`: Button (on)
* `redstone_torch=1`: Redstone Torch (lit)
* `redstone_torch=2`: Redstone Torch (unlit)
* `plant=1`: Plant or part of a plant
* `double_plant`: Part of a double-sized plant. 1 = lower part, 2 = upper part
* `pickaxe=1`: Pickaxe
* `shovel=1`: Shovel
* `axe=1`: Axe
* `sword=1`: Sword
* `hoe=1`: Hoe (farming tool)
* `shears=1`: Shears
* `weapon=1`: Item is primarily (!) a weapon
* `tool=1`: Item is primarily (!) a tool
* `craftitem=1`: Item is primarily (!) used for crafting

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@ -2,7 +2,7 @@
An unofficial Minecraft-like game for Minetest. Forked from MineClone by daredevils.
Developed by Wuzzy and contributors. Not developed or endorsed by Mojang AB.
Version: 0.49.0
Version: 0.29.0
### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore
@ -60,29 +60,21 @@ The following items are interesting for Creative Mode and for adventure
map builders. They can not be obtained in-game or in the creative inventory.
* Barrier: `mcl_core:barrier`
* Command Block: `mesecons_commandblock:commandblock_off`
* Monster Spawner: `mcl_mobspawners:spawner`
* Huge mushroom blocks: See `mods/ITEMS/mcl_mushrooms/README.md`
* Minecart with Command Block: `mcl_minecarts:command_block_minecart`
Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation.
#### Incomplete items
These items do not work yet, but you can get them with `/giveme` for testing:
* Fishing Rod: `mcl_fishing:fishing_rod`
* Activator Rail: `mcl_minecarts:activator_rail`
* Minecart with Chest: `mcl_minecarts:chest_minecart`
* Minecart with Furnace: `mcl_minecarts:furnace_minecart`
* Minecart with Hopper: `mcl_minecarts:hopper_minecart`
* Minecart with Command Block: `mcl_minecarts:command_block_minecart`
## Installation
This game requires [Minetest](http://minetest.net) to run (version 5.0.0 or
later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported.
There is no support for running MineClone 2 in development versions of Minetest.
To install MineClone 2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of
Minetest to learn more.
This game requires [Minetest](http://minetest.net) 0.4.16 (or later) to run,
so you need to install Minetest first. Only stable versions of Minetest are
officially supported. There is no support whatsoever for running MineClone 2
in development versions of Minetest.
To install MineClone 2, move this directory into the “games” directory of
your Minetest data directory. Consult the help of Minetest to learn more.
## Project description
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
@ -97,17 +89,15 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
## Completion status
This game is currently in **alpha** stage.
It is playable, but unfinished, many bugs are to be expected.
It is playable, but very unfinished, many bugs are to be expected.
Backwards-compability is *not* guaranteed, updating your world might cause small and
big bugs (such as “missing node” errors or even crashes).
The following main features are available:
* Tools, weapons
* Armor (unbalanced)
* Tools, weapons and armor
* Crafting system: 2×2 grid, crafting table (3×3 grid), furnace, including a crafting guide
* Chests, large chests, ender chests, shulker boxes
* Furnaces, hoppers
* Hunger
* Most monsters and animals
* All ores from Minecraft
@ -116,7 +106,7 @@ The following main features are available:
* Weather
* 28 biomes
* The Nether, a fiery underworld in another dimension
* Redstone circuits (partially)
* Redstone circuits (partially): Redstone ore, redstone, redstone repeater, levers, buttons, redstone blocks, redstone lamps
* Minecarts (partial)
* Boats
* Fire
@ -135,13 +125,14 @@ The following main features are available:
* Inventory menu
* Creative inventory
* Farming
* Bookshelves (deco only)
* Writable books
* A few server commands
* And more!
The following features are incomplete:
* Generated structures (especially villages)
* Generated structures
* NPCs
* Some monsters and animals
* Redstone-related things
@ -150,7 +141,7 @@ The following features are incomplete:
* Experience
* Status effects
* Brewing, potions, tipped arrows
* Special minecarts
* Anvil
* A couple of non-trivial blocks and items
Bonus features (not found in Minecraft 1.11):
@ -158,33 +149,24 @@ Bonus features (not found in Minecraft 1.11):
* Built-in crafting guide which shows you crafting and smelting recipes
* In-game help system containing extensive help about gameplay basics, blocks, items and more
* Temporary crafting recipes. They only exist to make some otherwise unaccessible items available when you're not in creative mode. These recipes will be removed as development goes on an more features become available
* Saplings in chests in mapgen v6
* Fully moddable (thanks to Minetest's powerful Lua API)
* New blocks and items:
* Lookup tool, shows you the help for whatever it touches
* More slabs and stairs
* Nether Brick Fence Gate
* Red Nether Brick Fence
* Red Nether Brick Fence Gate
Technical differences from Minecraft:
* Height limit of ca. 31000 blocks (much higher than in Minecraft)
* Horizontal world size is ca. 62000×62000 blocks (much smaller than in Minecraft, but it is still very large)
* Still very incomplete and buggy
* Still very, very incomplete and buggy
* Blocks, items, enemies and other features are missing
* A few items have slightly different names to make them easier to distinguish
* Different music for jukebox
* Different textures (Pixel Perfection)
* Different sounds (various sources)
* Different engine (Minetest)
… and finally, MineClone 2 is free software (“free” as in “freedom”)!
* Free software (“free” as in freedom *and* free beer)
## Reporting bugs
Please report all bugs and missing Minecraft features here:
<https://git.minetest.land/Wuzzy/MineClone2-Bugs>
<https://github.com/Wuzzy2/MineClone2-Bugs>
## Other readme files
@ -237,7 +219,7 @@ This project is currently mostly a one-person project.
This is a fan game, not developed or endorsed by Mojang AB.
Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it:
But, oh well, if you insist, here is the legalese for you:
### License of source code
MineClone 2 is a clean-room implementation of Minecraft
@ -256,14 +238,18 @@ No non-free licenses are used anywhere.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
from scratch.
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
MineClone 2 is currently in the processs of changing all the textures.
The textures for the glazed terracotta come from Faithful Vanilla.
(authored by Vattic, xMrVizzy and many others).
Source: <https://minecraft.curseforge.com/projects/faithful-vanilla>
License of all main menu images: WTFPL
All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 4.0)
Attribution-ShareAlike 3.0 Unported (CC BY-SA 4.0)
http://creativecommons.org/licenses/by-sa/4.0/
See README.txt in each mod directory for detailed information about other authors.

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@ -1 +0,0 @@
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more. Faithful clone of Minecraft 1.11. This is a work in progress! Expect bugs!

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@ -1,2 +1 @@
name = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.

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@ -16,7 +16,7 @@ movement_speed_climb = 2.35
movement_liquid_fluidity = 1.13
movement_liquid_fluidity_smooth = 0.5
movement_liquid_sink = 23
movement_liquid_sink = 31
movement_gravity = 10.4

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@ -1,10 +0,0 @@
This mod automatically adds groups to items based on item metadata.
Specifically, this mod has 2 purposes:
1) Automatically adding the group “solid” for blocks considered “solid” in Minecraft.
2) Generating digging time group for all nodes based on node metadata (it's complicated)
See init.lua for more infos.
The leading underscore in the name “_mcl_autogroup” was added to force Minetest to load this mod as late as possible.
As of 0.4.16, Minetest loads mods in reverse alphabetical order.

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@ -1 +0,0 @@
MineClone 2 core mod which automatically adds groups to all items. Very important for digging times.

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@ -1 +0,0 @@
name = _mcl_autogroup

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@ -1,504 +0,0 @@
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Everyone is permitted to copy and distribute verbatim copies
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Ty Coon, President of Vice
That's all there is to it!

View File

@ -1,2 +0,0 @@
Controls framework by Arcelmi.
https://github.com/Arcelmi/minetest-controls

View File

@ -1,63 +0,0 @@
controls = {}
controls.players = {}
controls.registered_on_press = {}
function controls.register_on_press(func)
controls.registered_on_press[#controls.registered_on_press+1] = func
end
controls.registered_on_release = {}
function controls.register_on_release(func)
controls.registered_on_release[#controls.registered_on_release+1] = func
end
controls.registered_on_hold = {}
function controls.register_on_hold(func)
controls.registered_on_hold[#controls.registered_on_hold+1]=func
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
controls.players[name] = {
jump={false},
right={false},
left={false},
LMB={false},
RMB={false},
sneak={false},
aux1={false},
down={false},
up={false}
}
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
controls.players[name] = nil
end)
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
local player_name = player:get_player_name()
local player_controls = player:get_player_control()
for cname, cbool in pairs(player_controls) do
--Press a key
if cbool==true and controls.players[player_name][cname][1]==false then
for _, func in pairs(controls.registered_on_press) do
func(player, cname)
end
controls.players[player_name][cname] = {true, os.clock()}
elseif cbool==true and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_hold) do
func(player, cname, os.clock()-controls.players[player_name][cname][2])
end
--Release a key
elseif cbool==false and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_release) do
func(player, cname, os.clock()-controls.players[player_name][cname][2])
end
controls.players[player_name][cname] = {false}
end
end
end
end)

View File

@ -1 +0,0 @@
name=controls

View File

@ -1 +0,0 @@
Adds additional ways for nodes to be attached.

View File

@ -1,24 +0,0 @@
local original_function = minetest.check_single_for_falling
minetest.check_single_for_falling = function(pos)
local ret_o = original_function(pos)
local ret = false
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "attached_node_facedir") ~= 0 then
local dir = minetest.facedir_to_dir(node.param2)
local cpos = vector.add(pos, dir)
local cnode = minetest.get_node(cpos)
if minetest.get_item_group(cnode.name, "solid") == 0 then
minetest.remove_node(pos)
local drops = minetest.get_node_drops(node.name, "")
for dr=1, #drops do
minetest.add_item(pos, drops[dr])
end
ret = true
end
end
return ret_o or ret
end

View File

@ -1,3 +1,11 @@
--[[ This mod automatically adds groups to items based on item metadata.
Specifically, this mod has 2 purposes:
1) Automatically adding the group solid for blocks considered solid in Minecraft.
2) Generating digging time group for all nodes based on node metadata (it's complicated)
]]
--[[ Mining times. Yeah, mining times … Alright, this is going to be FUN!
This mod does include a HACK to make 100% sure the digging times of all tools match Minecraft's perfectly.
@ -74,8 +82,7 @@ local overwrite = function()
groups_changed = true
end
-- Automatically assign the “opaque” group for opaque nodes
if (not (ndef.paramtype == "light" or ndef.sunlight_propagates)) and
(ndef.groups.not_opaque == 0 or ndef.groups.not_opaque == nil) then
if not (ndef.paramtype == "light" or ndef.sunlight_propagates) then
newgroups.opaque = 1
groups_changed = true
end

View File

@ -0,0 +1 @@
name = mcl_autogroup

View File

@ -1,24 +1,17 @@
-- Some global variables (don't overwrite them!)
mcl_vars = {}
--- GUI / inventory menu settings
--- GUI / inventory menu colors
mcl_vars.gui_slots = "listcolors[#9990;#FFF7;#FFF0;#000;#FFF]"
-- nonbg is added as formspec prepend in mcl_formspec_prepend
mcl_vars.gui_nonbg = mcl_vars.gui_slots
-- Background stuff must be manually added by mods (no formspec prepend)
mcl_vars.gui_bg = "bgcolor[#080808BB;true]"
mcl_vars.gui_bg_img = ""
mcl_vars.inventory_header = mcl_vars.gui_bg
mcl_vars.inventory_header = mcl_vars.gui_slots .. mcl_vars.gui_bg
-- Mapgen variables
local mg_name = minetest.get_mapgen_setting("mg_name")
local minecraft_height_limit = 256
local superflat = mg_name == "flat" and minetest.get_mapgen_setting("mcl_superflat_classic") == "true"
if not superflat then
-- Normal mode
if mg_name ~= "flat" then
--[[ Realm stacking (h is for height)
- Overworld (h>=256)
- Void (h>=1000)
@ -39,13 +32,17 @@ if not superflat then
mcl_vars.mg_bedrock_is_rough = true
else
-- Classic superflat
local ground = minetest.get_mapgen_setting("mgflat_ground_level")
ground = tonumber(ground)
if not ground then
ground = 8
end
mcl_vars.mg_overworld_min = ground - 3
-- 1 perfectly flat bedrock layer
if minetest.get_mapgen_setting("mcl_superflat_classic") == "false" then
mcl_vars.mg_overworld_min = -30912
else
mcl_vars.mg_overworld_min = ground - 3
end
mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit
mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
mcl_vars.mg_bedrock_overworld_max = mcl_vars.mg_bedrock_overworld_min
@ -61,32 +58,20 @@ mcl_vars.mg_nether_min = -29067 -- Carefully chosen to be at a mapchunk border
mcl_vars.mg_nether_max = mcl_vars.mg_nether_min + 128
mcl_vars.mg_bedrock_nether_bottom_min = mcl_vars.mg_nether_min
mcl_vars.mg_bedrock_nether_top_max = mcl_vars.mg_nether_max
if not superflat then
mcl_vars.mg_lava_nether_max = mcl_vars.mg_nether_min + 31
if mg_name ~= "flat" then
mcl_vars.mg_bedrock_nether_bottom_max = mcl_vars.mg_bedrock_nether_bottom_min + 4
mcl_vars.mg_bedrock_nether_top_min = mcl_vars.mg_bedrock_nether_top_max - 4
mcl_vars.mg_lava_nether_max = mcl_vars.mg_nether_min + 31
else
-- Thin bedrock in classic superflat mapgen
-- Thin bedrock in flat mapgen
mcl_vars.mg_bedrock_nether_bottom_max = mcl_vars.mg_bedrock_nether_bottom_min
mcl_vars.mg_bedrock_nether_top_min = mcl_vars.mg_bedrock_nether_top_max
mcl_vars.mg_lava_nether_max = mcl_vars.mg_nether_min + 2
end
if mg_name == "flat" then
if superflat then
mcl_vars.mg_flat_nether_floor = mcl_vars.mg_bedrock_nether_bottom_max + 4
mcl_vars.mg_flat_nether_ceiling = mcl_vars.mg_bedrock_nether_bottom_max + 52
else
mcl_vars.mg_flat_nether_floor = mcl_vars.mg_lava_nether_max + 4
mcl_vars.mg_flat_nether_ceiling = mcl_vars.mg_lava_nether_max + 52
end
end
-- The End (surface at ca. Y = -27000)
mcl_vars.mg_end_min = -27073 -- Carefully chosen to be at a mapchunk border
mcl_vars.mg_end_max_official = mcl_vars.mg_end_min + minecraft_height_limit
mcl_vars.mg_end_max = mcl_vars.mg_overworld_min - 2000
mcl_vars.mg_end_platform_pos = { x = 100, y = mcl_vars.mg_end_min + 80, z = 0 }
-- Realm barrier used to safely separate the End from the void below the Overworld
mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max
mcl_vars.mg_realm_barrier_overworld_end_min = mcl_vars.mg_end_max - 11

View File

@ -98,54 +98,3 @@ function mcl_loot.get_multi_loot(multi_loot_definitions, pr)
end
return items
end
--[[
Returns a table of length `max_slot` and all natural numbers between 1 and `max_slot`
in a random order.
]]
local function get_random_slots(max_slot)
local slots = {}
for s=1, max_slot do
slots[s] = s
end
local slots_out = {}
while #slots > 0 do
local r = math.random(1, #slots)
table.insert(slots_out, slots[r])
table.remove(slots, r)
end
return slots_out
end
--[[
Puts items in an inventory list into random slots.
* inv: InvRef
* listname: Inventory list name
* items: table of items to add
Items will be added from start of the table to end.
If the inventory already has occupied slots, or is
too small, placement of some items might fail.
]]
function mcl_loot.fill_inventory(inv, listname, items)
local size = inv:get_size(listname)
local slots = get_random_slots(size)
local leftovers = {}
-- 1st pass: Add items into random slots
for i=1, math.min(#items, size) do
local item = items[i]
local slot = slots[i]
local old_item = inv:get_stack(listname, slot)
local leftover = old_item:add_item(item)
inv:set_stack(listname, slot, old_item)
if not leftover:is_empty() then
table.insert(leftovers, item)
end
end
-- 2nd pass: If some items couldn't be added in first pass,
-- try again in a non-random fashion
for l=1, math.min(#leftovers, size) do
inv:add_item(listname, leftovers[l])
end
-- If there are still items left, tough luck!
end

View File

@ -67,21 +67,14 @@ blukotek (CC0 1.0)
https://www.freesound.org/people/blukotek/sounds/251660/
default_dig_snappy.ogg
sonictechtonic (CC BY 3.0)
https://www.freesound.org/people/sonictechtonic/sounds/241872/
player_damage.ogg
Voxelands project <http://www.voxelands.com/> (CC BY-SA 3.0)
mcl_sounds_place_node_water.ogg
mcl_sounds_dug_water.ogg
player_damage.ogg
(Note: Artists from the Voxelands project include: sdzen, darkrose, sapier,
Tom Peter, Telaron, juskiddink)
Michel Baradari <https://opengameart.org/content/lava-splash> (CC BY 3.0)
default_place_node_lava.ogg
Adam_N (CC0 1.0):
player_falling_damage.ogg
Source: <https://www.freesound.org/people/Adam_N/sounds/346692/>

View File

@ -134,21 +134,3 @@ function mcl_sounds.node_sound_water_defaults(table)
mcl_sounds.node_sound_defaults(table)
return table
end
function mcl_sounds.node_sound_lava_defaults(table)
table = table or {}
-- TODO: Footstep
table.place = table.place or
{name = "default_place_node_lava", gain = 1.0}
table.dug = table.dug or
{name = "default_place_node_lava", gain = 1.0}
-- TODO: Different dug sound
mcl_sounds.node_sound_defaults(table)
return table
end
-- Player death sound
minetest.register_on_dieplayer(function(player)
-- TODO: Add separate death sound
minetest.sound_play({name="player_damage", gain = 1.0}, {pos=player:get_pos(), max_hear_distance=16})
end)

View File

@ -149,7 +149,7 @@ function mcl_util.get_eligible_transfer_item_slot(src_inventory, src_list, dst_i
return nil
end
-- Returns true if itemstack is a shulker box
-- Returns true if given itemstack is a shulker box
local is_not_shulker_box = function(itemstack)
local g = minetest.get_item_group(itemstack:get_name(), "shulker_box")
return g == 0 or g == nil
@ -205,11 +205,6 @@ function mcl_util.move_item_container(source_pos, destination_pos, source_list,
local dctype = minetest.get_item_group(dnode.name, "container")
local sctype = minetest.get_item_group(snode.name, "container")
-- Container type 7 does not allow any movement
if sctype == 7 then
return false
end
-- Normalize double container by forcing to always use the left segment first
local normalize_double_container = function(pos, node, ctype)
if ctype == 6 then
@ -240,7 +235,7 @@ function mcl_util.move_item_container(source_pos, destination_pos, source_list,
-- Default source lists
if not source_list then
-- Main inventory for most container types
if sctype == 2 or sctype == 3 or sctype == 5 or sctype == 6 or sctype == 7 then
if sctype == 2 or sctype == 3 or sctype == 5 or sctype == 6 then
source_list = "main"
-- Furnace: output
elseif sctype == 4 then
@ -286,17 +281,13 @@ function mcl_util.move_item_container(source_pos, destination_pos, source_list,
return false
end
end
-- Container type 7 does not allow any placement
if dctype == 7 then
return false
end
-- If it's a container, put it into the container
if dctype ~= 0 then
-- Automatically select a destination list if omitted
if not destination_list then
-- Main inventory for most container types
if dctype == 2 or dctype == 3 or dctype == 5 or dctype == 6 or dctype == 7 then
if dctype == 2 or dctype == 3 or dctype == 5 or dctype == 6 then
destination_list = "main"
-- Furnace source slot
elseif dctype == 4 then
@ -340,13 +331,90 @@ function mcl_util.is_fuel(item)
return minetest.get_craft_result({method="fuel", width=1, items={item}}).time ~= 0
end
-- For a given position, returns a 2-tuple:
-- 1st return value: true if pos is in void
-- 2nd return value: true if it is in the deadly part of the void
function mcl_util.is_in_void(pos)
local void =
not ((pos.y < mcl_vars.mg_overworld_max and pos.y > mcl_vars.mg_overworld_min) or
(pos.y < mcl_vars.mg_nether_max and pos.y > mcl_vars.mg_nether_min) or
(pos.y < mcl_vars.mg_end_max and pos.y > mcl_vars.mg_end_min))
local void_deadly = false
local deadly_tolerance = 64 -- the player must be this many nodes “deep” into the void to be damaged
if void then
-- Overworld → Void → End → Void → Nether → Void
if pos.y < mcl_vars.mg_overworld_min and pos.y > mcl_vars.mg_end_max then
void_deadly = pos.y < mcl_vars.mg_overworld_min - deadly_tolerance
elseif pos.y < mcl_vars.mg_end_min and pos.y > mcl_vars.mg_nether_max then
void_deadly = pos.y < mcl_vars.mg_end_min - deadly_tolerance
elseif pos.y < mcl_vars.mg_nether_min then
void_deadly = pos.y < mcl_vars.mg_nether_min - deadly_tolerance
end
end
return void, void_deadly
end
-- Here come 2 simple converter functions which are important for map generators and mob spawning
-- Takes an Y coordinate as input and returns:
-- 1) The corresponding Minecraft layer (can be nil if void)
-- 2) The corresponding Minecraft dimension ("overworld", "nether" or "end") or "void" if it is in the void
-- If the Y coordinate is not located in any dimension, it will return:
-- nil, "void"
function mcl_util.y_to_layer(y)
if y >= mcl_vars.mg_overworld_min then
return y - mcl_vars.mg_overworld_min, "overworld"
elseif y >= mcl_vars.mg_nether_min and y <= mcl_vars.mg_nether_max then
return y - mcl_vars.mg_nether_min, "nether"
elseif y >= mcl_vars.mg_end_min and y <= mcl_vars.mg_end_max then
return y - mcl_vars.mg_end_min, "end"
else
return nil, "void"
end
end
-- Takes a Minecraft layer and a “dimension” name
-- and returns the corresponding Y coordinate for
-- MineClone 2.
-- mc_dimension is one of "overworld", "nether", "end" (default: "overworld").
function mcl_util.layer_to_y(layer, mc_dimension)
if mc_dimension == "overworld" or mc_dimension == nil then
return layer + mcl_vars.mg_overworld_min
elseif mc_dimension == "nether" then
return layer + mcl_vars.mg_nether_min
elseif mc_dimension == "end" then
return layer + mcl_vars.mg_end_min
end
end
-- Takes a position and returns true if this position can have weather
function mcl_util.has_weather(pos)
-- Weather in the Overworld and the high part of the void below
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
end
-- Takes a position (pos) and returns true if compasses are working here
function mcl_util.compass_works(pos)
-- It doesn't work in Nether and the End, but it works in the Overworld and in the high part of the void below
local _, dim = mcl_util.y_to_layer(pos.y)
if dim == "nether" or dim == "end" then
return false
elseif dim == "void" then
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
else
return true
end
end
-- Takes a position (pos) and returns true if clocks are working here
mcl_util.clock_works = mcl_util.compass_works
-- Returns a on_place function for plants
-- * condition: function(pos, node, itemstack)
-- * condition: function(pos, node)
-- * A function which is called by the on_place function to check if the node can be placed
-- * Must return true, if placement is allowed, false otherwise.
-- * If it returns a string, placement is allowed, but will place this itemstring as a node instead
-- * Must return true, if placement is allowed, false otherwise
-- * pos, node: Position and node table of plant node
-- * itemstack: Itemstack to place
function mcl_util.generate_on_place_plant_function(condition)
return function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
@ -377,10 +445,9 @@ function mcl_util.generate_on_place_plant_function(condition)
end
-- Check placement rules
local result, param2 = condition(place_pos, node, itemstack)
if result == true then
if (condition(place_pos, node) == true) then
local idef = itemstack:get_definition()
local new_itemstack, success = minetest.item_place_node(itemstack, placer, pointed_thing, param2)
local new_itemstack, success = minetest.item_place_node(itemstack, placer, pointed_thing)
if success then
if idef.sounds and idef.sounds.place then

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@ -1 +0,0 @@
mcl_init

View File

@ -1 +0,0 @@
Utility functions for worlds and the “dimensions”.

View File

@ -1,140 +0,0 @@
mcl_worlds = {}
-- For a given position, returns a 2-tuple:
-- 1st return value: true if pos is in void
-- 2nd return value: true if it is in the deadly part of the void
function mcl_worlds.is_in_void(pos)
local void =
not ((pos.y < mcl_vars.mg_overworld_max and pos.y > mcl_vars.mg_overworld_min) or
(pos.y < mcl_vars.mg_nether_max and pos.y > mcl_vars.mg_nether_min) or
(pos.y < mcl_vars.mg_end_max and pos.y > mcl_vars.mg_end_min))
local void_deadly = false
local deadly_tolerance = 64 -- the player must be this many nodes “deep” into the void to be damaged
if void then
-- Overworld → Void → End → Void → Nether → Void
if pos.y < mcl_vars.mg_overworld_min and pos.y > mcl_vars.mg_end_max then
void_deadly = pos.y < mcl_vars.mg_overworld_min - deadly_tolerance
elseif pos.y < mcl_vars.mg_end_min and pos.y > mcl_vars.mg_nether_max then
-- The void between End and Nether. Like usual, but here, the void
-- *above* the Nether also has a small tolerance area, so player
-- can fly above the Nether without getting hurt instantly.
void_deadly = (pos.y < mcl_vars.mg_end_min - deadly_tolerance) and (pos.y > mcl_vars.mg_nether_max + deadly_tolerance)
elseif pos.y < mcl_vars.mg_nether_min then
void_deadly = pos.y < mcl_vars.mg_nether_min - deadly_tolerance
end
end
return void, void_deadly
end
-- Takes an Y coordinate as input and returns:
-- 1) The corresponding Minecraft layer (can be nil if void)
-- 2) The corresponding Minecraft dimension ("overworld", "nether" or "end") or "void" if it is in the void
-- If the Y coordinate is not located in any dimension, it will return:
-- nil, "void"
function mcl_worlds.y_to_layer(y)
if y >= mcl_vars.mg_overworld_min then
return y - mcl_vars.mg_overworld_min, "overworld"
elseif y >= mcl_vars.mg_nether_min and y <= mcl_vars.mg_nether_max then
return y - mcl_vars.mg_nether_min, "nether"
elseif y >= mcl_vars.mg_end_min and y <= mcl_vars.mg_end_max then
return y - mcl_vars.mg_end_min, "end"
else
return nil, "void"
end
end
-- Takes a pos and returns the dimension it belongs to (same as above)
function mcl_worlds.pos_to_dimension(pos)
local _, dim = mcl_worlds.y_to_layer(pos.y)
return dim
end
-- Takes a Minecraft layer and a “dimension” name
-- and returns the corresponding Y coordinate for
-- MineClone 2.
-- mc_dimension is one of "overworld", "nether", "end" (default: "overworld").
function mcl_worlds.layer_to_y(layer, mc_dimension)
if mc_dimension == "overworld" or mc_dimension == nil then
return layer + mcl_vars.mg_overworld_min
elseif mc_dimension == "nether" then
return layer + mcl_vars.mg_nether_min
elseif mc_dimension == "end" then
return layer + mcl_vars.mg_end_min
end
end
-- Takes a position and returns true if this position can have weather
function mcl_worlds.has_weather(pos)
-- Weather in the Overworld and the high part of the void below
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
end
-- Takes a position (pos) and returns true if compasses are working here
function mcl_worlds.compass_works(pos)
-- It doesn't work in Nether and the End, but it works in the Overworld and in the high part of the void below
local _, dim = mcl_worlds.y_to_layer(pos.y)
if dim == "nether" or dim == "end" then
return false
elseif dim == "void" then
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
else
return true
end
end
-- Takes a position (pos) and returns true if clocks are working here
mcl_worlds.clock_works = mcl_worlds.compass_works
--------------- CALLBACKS ------------------
mcl_worlds.registered_on_dimension_change = {}
-- Register a callback function func(player, dimension).
-- It will be called whenever a player changes between dimensions.
-- The void counts as dimension.
-- * player: The player who changed the dimension
-- * dimension: The new dimension of the player ("overworld", "nether", "end", "void").
function mcl_worlds.register_on_dimension_change(func)
table.insert(mcl_worlds.registered_on_dimension_change, func)
end
-- Playername-indexed table containig the name of the last known dimension the
-- player was in.
local last_dimension = {}
-- Notifies this mod about a dimension change of a player.
-- * player: Player who changed the dimension
-- * dimension: New dimension ("overworld", "nether", "end", "void")
function mcl_worlds.dimension_change(player, dimension)
for i=1, #mcl_worlds.registered_on_dimension_change do
mcl_worlds.registered_on_dimension_change[i](player, dimension)
last_dimension[player:get_player_name()] = dimension
end
end
----------------------- INTERNAL STUFF ----------------------
-- Update the dimension callbacks every DIM_UPDATE seconds
local DIM_UPDATE = 1
local dimtimer = 0
minetest.register_on_joinplayer(function(player)
last_dimension[player:get_player_name()] = mcl_worlds.pos_to_dimension(player:get_pos())
end)
minetest.register_globalstep(function(dtime)
-- regular updates based on iterval
dimtimer = dimtimer + dtime;
if dimtimer >= DIM_UPDATE then
local players = minetest.get_connected_players()
for p=1, #players do
local dim = mcl_worlds.pos_to_dimension(players[p]:get_pos())
local name = players[p]:get_player_name()
if dim ~= last_dimension[name] then
mcl_worlds.dimension_change(players[p], dim)
end
end
dimtimer = 0
end
end)

View File

@ -1,2 +0,0 @@
name = CORE
description = Meta-modpack containing the core mods for MineClone 2 for core APIs, variables and definitions

0
mods/CORE/modpack.txt Normal file
View File

View File

@ -4,7 +4,7 @@ minetest.register_globalstep(function(dtime)
timer = timer + dtime;
if timer >= 0.3 then
for _,player in pairs(minetest.get_connected_players()) do
local pp = player:get_pos()
local pp = player:getpos()
pp.y = math.ceil(pp.y)
local loc = vector.add(pp, {x=0,y=-1,z=0})
if loc ~= nil then

View File

@ -13,7 +13,6 @@ minetest.register_entity("drippingwater:drop_water", {
physical = true,
collide_with_objects = false,
collisionbox = {0,0,0,0,0,0},
pointable = false,
visual = "cube",
visual_size = {x=0.05, y=0.1},
textures = {water_tex, water_tex, water_tex, water_tex, water_tex, water_tex},
@ -21,19 +20,19 @@ minetest.register_entity("drippingwater:drop_water", {
initial_sprite_basepos = {x=0, y=0},
on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 1, true)
self.object:setsprite({x=0,y=0}, 1, 1, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:get_pos()
local ownpos = self.object:getpos()
if k==1 then
self.object:set_acceleration({x=0, y=-5, z=0})
self.object:setacceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
self.object:setacceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
@ -59,19 +58,19 @@ minetest.register_entity("drippingwater:drop_lava", {
initial_sprite_basepos = {x=0, y=0},
on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 0, true)
self.object:setsprite({x=0,y=0}, 1, 0, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:get_pos()
local ownpos = self.object:getpos()
if k==1 then
self.object:set_acceleration({x=0, y=-5, z=0})
self.object:setacceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
self.object:setacceleration({x=0, y=-5, z=0})
end

View File

@ -1,4 +1,3 @@
local S = minetest.get_translator("mcl_boats")
--
-- Helper functions
--
@ -68,9 +67,9 @@ function boat.on_rightclick(self, clicker)
clicker:set_properties({visual_size = {x=1, y=1}})
mcl_player.player_attached[name] = false
mcl_player.player_set_animation(clicker, "stand" , 30)
local pos = clicker:get_pos()
local pos = clicker:getpos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
clicker:set_pos(pos)
clicker:setpos(pos)
elseif not self._driver then
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
@ -83,16 +82,15 @@ function boat.on_rightclick(self, clicker)
end
self._driver = clicker
clicker:set_attach(self.object, "",
{x = 0, y = 0.42, z = -1}, {x = 0, y = 0, z = 0})
{x = 0, y = 3.75, z = -1}, {x = 0, y = 0, z = 0})
clicker:set_properties({ visual_size = driver_visual_size })
mcl_player.player_attached[name] = true
minetest.after(0.2, function(name)
local player = minetest.get_player_by_name(name)
if player then
mcl_player.player_set_animation(player, "sit" , 30)
minetest.after(0.2, function(clicker)
if clicker:is_player() then
mcl_player.player_set_animation(clicker, "sit" , 30)
end
end, name)
clicker:set_look_horizontal(self.object:get_yaw())
end, clicker)
clicker:set_look_horizontal(self.object:getyaw())
end
end
@ -132,22 +130,17 @@ function boat.on_punch(self, puncher)
self._removed = true
-- Drop boat as item on the ground after punching
if not minetest.settings:get_bool("creative_mode") then
minetest.add_item(self.object:get_pos(), self._itemstring)
else
local inv = puncher:get_inventory()
if not inv:contains_item("main", self._itemstring) then
inv:add_item("main", self._itemstring)
end
minetest.add_item(self.object:getpos(), self._itemstring)
end
self.object:remove()
end
end
function boat.on_step(self, dtime)
self._v = get_v(self.object:get_velocity()) * get_sign(self._v)
self._v = get_v(self.object:getvelocity()) * get_sign(self._v)
if self._driver then
local ctrl = self._driver:get_player_control()
local yaw = self.object:get_yaw()
local yaw = self.object:getyaw()
if ctrl.up then
-- Forwards
self._v = self._v + 0.1
@ -175,15 +168,15 @@ function boat.on_step(self, dtime)
end
if ctrl.left then
if self._v < 0 then
self.object:set_yaw(yaw - (1 + dtime) * 0.03)
self.object:setyaw(yaw - (1 + dtime) * 0.03)
else
self.object:set_yaw(yaw + (1 + dtime) * 0.03)
self.object:setyaw(yaw + (1 + dtime) * 0.03)
end
elseif ctrl.right then
if self._v < 0 then
self.object:set_yaw(yaw + (1 + dtime) * 0.03)
self.object:setyaw(yaw + (1 + dtime) * 0.03)
else
self.object:set_yaw(yaw - (1 + dtime) * 0.03)
self.object:setyaw(yaw - (1 + dtime) * 0.03)
end
end
else
@ -193,15 +186,15 @@ function boat.on_step(self, dtime)
self._animation = 0
end
end
local velo = self.object:get_velocity()
local velo = self.object:getvelocity()
if self._v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:set_pos(self.object:get_pos())
self.object:setpos(self.object:getpos())
return
end
local s = get_sign(self._v)
self._v = self._v - 0.02 * s
if s ~= get_sign(self._v) then
self.object:set_velocity({x = 0, y = 0, z = 0})
self.object:setvelocity({x = 0, y = 0, z = 0})
self._v = 0
return
end
@ -209,7 +202,7 @@ function boat.on_step(self, dtime)
self._v = 5 * get_sign(self._v)
end
local p = self.object:get_pos()
local p = self.object:getpos()
p.y = p.y - boat_y_offset
local new_velo
local new_acce = {x = 0, y = 0, z = 0}
@ -221,13 +214,13 @@ function boat.on_step(self, dtime)
else
new_acce = {x = 0, y = -9.8, z = 0}
end
new_velo = get_velocity(self._v, self.object:get_yaw(),
self.object:get_velocity().y)
self.object:set_pos(self.object:get_pos())
new_velo = get_velocity(self._v, self.object:getyaw(),
self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
else
p.y = p.y + 1
if is_water(p) then
local y = self.object:get_velocity().y
local y = self.object:getvelocity().y
if y >= 5 then
y = 5
elseif y < 0 then
@ -235,31 +228,31 @@ function boat.on_step(self, dtime)
else
new_acce = {x = 0, y = 5, z = 0}
end
new_velo = get_velocity(self._v, self.object:get_yaw(), y)
self.object:set_pos(self.object:get_pos())
new_velo = get_velocity(self._v, self.object:getyaw(), y)
self.object:setpos(self.object:getpos())
else
new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:get_velocity().y) < 1 then
local pos = self.object:get_pos()
if math.abs(self.object:getvelocity().y) < 1 then
local pos = self.object:getpos()
pos.y = math.floor(pos.y) + boat_y_offset
self.object:set_pos(pos)
new_velo = get_velocity(self._v, self.object:get_yaw(), 0)
self.object:setpos(pos)
new_velo = get_velocity(self._v, self.object:getyaw(), 0)
else
new_velo = get_velocity(self._v, self.object:get_yaw(),
self.object:get_velocity().y)
self.object:set_pos(self.object:get_pos())
new_velo = get_velocity(self._v, self.object:getyaw(),
self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
end
end
end
self.object:set_velocity(new_velo)
self.object:set_acceleration(new_acce)
self.object:setvelocity(new_velo)
self.object:setacceleration(new_acce)
end
-- Register one entity for all boat types
minetest.register_entity("mcl_boats:boat", boat)
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak" }
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat") }
local names = { "Oak Boat", "Spruce Boat", "Birch Boat", "Jungle Boat", "Acacia Boat", "Dark Oak Boat" }
local craftstuffs = {}
if minetest.get_modpath("mcl_core") then
craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood" }
@ -274,9 +267,9 @@ for b=1, #boat_ids do
-- Only create one help entry for all boats
if b == 1 then
help = true
longdesc = S("Boats are used to travel on the surface of water.")
usagehelp = S("Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.")
helpname = S("Boat")
longdesc = "Boats are used to travel on the surface of water."
usagehelp = "Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item."
helpname = "Boat"
end
minetest.register_craftitem(itemstring, {
@ -309,22 +302,11 @@ for b=1, #boat_ids do
local boat = minetest.add_entity(pointed_thing.under, "mcl_boats:boat")
boat:get_luaentity()._itemstring = itemstring
boat:set_properties({textures = { "mcl_boats_texture_"..images[b].."_boat.png" }})
boat:set_yaw(placer:get_look_horizontal())
if not minetest.settings:get_bool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
local below = {x=droppos.x, y=droppos.y-1, z=droppos.z}
local belownode = minetest.get_node(below)
-- Place boat as entity on or in water
if minetest.get_item_group(dropnode.name, "water") ~= 0 or (dropnode.name == "air" and minetest.get_item_group(belownode.name, "water") ~= 0) then
minetest.add_entity(droppos, "mcl_boats:boat")
else
minetest.add_item(droppos, stack)
end
end,
})
local c = craftstuffs[b]

View File

@ -1 +0,0 @@
Falling node entities, Minecraft-style

View File

@ -1,256 +0,0 @@
local dmes = minetest.get_modpath("mcl_death_messages") ~= nil
local get_falling_depth = function(self)
if not self._startpos then
-- Fallback
self._startpos = self.object:get_pos()
end
return self._startpos.y - vector.round(self.object:get_pos()).y
end
local deal_falling_damage = function(self, dtime)
if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
return
end
-- Cause damage to any player it hits.
-- Algorithm based on MC anvils.
-- TODO: Support smashing other objects, too.
local pos = self.object:get_pos()
if not self._startpos then
-- Fallback
self._startpos = pos
end
local objs = minetest.get_objects_inside_radius(pos, 1)
for _,v in ipairs(objs) do
local hp = v:get_hp()
if v:is_player() and hp ~= 0 then
if not self._hit_players then
self._hit_players = {}
end
local name = v:get_player_name()
local hit = false
for _,v in ipairs(self._hit_players) do
if name == v then
hit = true
end
end
if not hit then
table.insert(self._hit_players, name)
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2
damage = math.min(40, math.max(0, damage))
if damage >= 1 then
hp = hp - damage
if hp < 0 then
hp = 0
end
if v:is_player() then
-- TODO: Reduce damage if wearing a helmet
local msg
if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
msg = "%s was smashed by a falling anvil."
else
msg = "%s was smashed by a falling block."
end
if dmes then
mcl_death_messages.player_damage(v, string.format(msg, v:get_player_name()))
end
end
v:set_hp(hp)
end
end
end
end
end
minetest.register_entity(":__builtin:falling_node", {
initial_properties = {
visual = "wielditem",
visual_size = {x = 0.667, y = 0.667},
textures = {},
physical = true,
is_visible = false,
collide_with_objects = false,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
node = {},
meta = {},
set_node = function(self, node, meta)
self.node = node
self.meta = meta or {}
self.object:set_properties({
is_visible = true,
textures = {node.name},
})
local def = core.registered_nodes[node.name]
-- Set correct entity yaw
if def and node.param2 ~= 0 then
if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then
self.object:set_yaw(core.dir_to_yaw(core.facedir_to_dir(node.param2)))
elseif (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted") then
self.object:set_yaw(core.dir_to_yaw(core.wallmounted_to_dir(node.param2)))
end
end
end,
get_staticdata = function(self)
local meta = self.meta
-- Workaround: Save inventory seperately from metadata.
-- Because Minetest crashes when a node with inventory gets deactivated
-- (GitHub issue #7020).
-- FIXME: Remove the _inv workaround when it is no longer needed
local inv
if meta then
inv = meta.inv
meta.inventory = nil
end
local ds = {
node = self.node,
meta = self.meta,
_inv = inv,
_startpos = self._startpos,
_hit_players = self._hit_players,
}
return minetest.serialize(ds)
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1})
local ds = minetest.deserialize(staticdata)
if ds then
self._startpos = ds._startpos
self._hit_players = ds._hit_players
if ds.node then
local meta = ds.meta
meta.inventory = ds._inv
self:set_node(ds.node, meta)
else
self:set_node(ds)
end
elseif staticdata ~= "" then
self:set_node({name = staticdata})
end
if not self._startpos then
self._startpos = self.object:get_pos()
end
self._startpos = vector.round(self._startpos)
end,
on_step = function(self, dtime)
-- Set gravity
local acceleration = self.object:get_acceleration()
if not vector.equals(acceleration, {x = 0, y = -10, z = 0}) then
self.object:set_acceleration({x = 0, y = -10, z = 0})
end
-- Turn to actual node when colliding with ground, or continue to move
local pos = self.object:get_pos()
-- Portal check
local np = {x = pos.x, y = pos.y + 0.3, z = pos.z}
local n2 = minetest.get_node(np)
if n2.name == "mcl_portals:portal_end" then
-- TODO: Teleport falling node.
self.object:remove()
return
end
-- Position of bottom center point
local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
-- Avoid bugs caused by an unloaded node below
local bcn = minetest.get_node_or_nil(bcp)
local bcd = bcn and minetest.registered_nodes[bcn.name]
-- TODO: At this point, we did 2 get_nodes in 1 tick.
-- Figure out how to improve that (if it is a problem).
if bcn and (not bcd or bcd.walkable or
(minetest.get_item_group(self.node.name, "float") ~= 0 and
bcd.liquidtype ~= "none")) then
if bcd and bcd.leveled and
bcn.name == self.node.name then
local addlevel = self.node.level
if not addlevel or addlevel <= 0 then
addlevel = bcd.leveled
end
if minetest.add_node_level(bcp, addlevel) == 0 then
if minetest.registered_nodes[self.node.name]._mcl_after_falling then
minetest.registered_nodes[self.node.name]._mcl_after_falling(bcp, get_falling_depth(self))
end
deal_falling_damage(self, dtime)
self.object:remove()
return
end
elseif bcd and bcd.buildable_to and
(minetest.get_item_group(self.node.name, "float") == 0 or
bcd.liquidtype == "none") then
minetest.remove_node(bcp)
return
end
local nd = minetest.registered_nodes[n2.name]
if n2.name == "mcl_portals:portal_end" then
-- TODO: Teleport falling node.
elseif (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
-- Replace destination node if it's buildable to
minetest.remove_node(np)
-- Run script hook
for _, callback in pairs(minetest.registered_on_dignodes) do
callback(np, n2)
end
if minetest.registered_nodes[self.node.name] then
minetest.add_node(np, self.node)
if minetest.registered_nodes[self.node.name]._mcl_after_falling then
minetest.registered_nodes[self.node.name]._mcl_after_falling(np, get_falling_depth(self))
end
if self.meta then
local meta = minetest.get_meta(np)
meta:from_table(self.meta)
end
end
else
-- Drop the *falling node* as an item if the destination node is NOT buildable to
local drops = minetest.get_node_drops(self.node.name, "")
for _, dropped_item in pairs(drops) do
minetest.add_item(np, dropped_item)
end
end
deal_falling_damage(self, dtime)
self.object:remove()
minetest.check_for_falling(np)
return
end
local vel = self.object:get_velocity()
-- Fix position if entity does not move
if vector.equals(vel, {x = 0, y = 0, z = 0}) then
local npos = vector.round(self.object:get_pos())
local npos2 = table.copy(npos)
npos2.y = npos2.y - 2
local lownode = minetest.get_node(npos2)
-- Special check required for fences and walls, because of their overhigh collision box.
if minetest.get_item_group(lownode.name, "fence") == 1 or minetest.get_item_group(lownode.name, "wall") == 1 then
-- Instantly stop the node if it is above a fence/wall. This is needed
-- because the falling node collides early with a fence/wall node.
-- Hacky, because the falling node will teleport a short distance, instead
-- of smoothly fall on the fence post.
local npos3 = table.copy(npos)
npos3.y = npos3.y - 1
minetest.add_node(npos3, self.node)
if minetest.registered_nodes[self.node.name]._mcl_after_falling then
minetest.registered_nodes[self.node.name]._mcl_after_falling(npos3, get_falling_depth(self))
end
deal_falling_damage(self, dtime)
self.object:remove()
minetest.check_for_falling(npos3)
return
else
-- Normal position fix (expected case)
self.object:set_pos(npos)
end
end
deal_falling_damage(self, dtime)
end
})

View File

@ -1 +0,0 @@
name = mcl_falling_nodes

View File

@ -4,7 +4,7 @@ by PilzAdam
Introduction:
This mod adds Minecraft like drop/pick up of items to Minetest.
This mod has been forked from item_drop in the VoxBox game.
This mod has been forked from item_drop in the VoxBox subgame.
License:
Sourcecode: WTFPL (see below)

View File

@ -55,20 +55,20 @@ end
minetest.register_globalstep(function(dtime)
for _,player in ipairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
local pos = player:get_pos()
local pos = player:getpos()
local inv = player:get_inventory()
local checkpos = {x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}
--magnet and collection
for _,object in ipairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.radius_magnet)) do
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime
local collected = false
if object:get_luaentity()._magnet_timer >= 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
-- Collection
if vector.distance(checkpos, object:get_pos()) <= item_drop_settings.radius_collect and not object:get_luaentity()._removed then
-- Ignore if itemstring is not set yet
if vector.distance(checkpos, object:getpos()) <= item_drop_settings.radius_collect and not object:get_luaentity()._removed then
if object:get_luaentity().itemstring ~= "" then
inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
minetest.sound_play("item_drop_pickup", {
@ -78,14 +78,20 @@ minetest.register_globalstep(function(dtime)
})
check_pickup_achievements(object, player)
-- If this happens, itemstring was "" (=hand). This is always a bug, the hand must never drop as item.
else
-- Scream this to the error log because this is bad.
minetest.log("error", "Player "..player:get_player_name().." collected a hand at "..minetest.pos_to_string(object:getpos()).." (age="..object:get_luaentity().age..")!")
-- Destroy entity
-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
object:get_luaentity()._removed = true
object:remove()
collected = true
end
-- Destroy entity
-- This just prevents this sectino to be run again because object:remove() doesn't remove the item immediately.
object:get_luaentity()._removed = true
object:remove()
collected = true
-- Magnet
else
@ -95,17 +101,17 @@ minetest.register_globalstep(function(dtime)
-- Move object to player
disable_physics(object, object:get_luaentity())
local opos = object:get_pos()
local opos = object:getpos()
local vec = vector.subtract(checkpos, opos)
vec = vector.add(opos, vector.divide(vec, 2))
object:move_to(vec)
object:moveto(vec)
--fix eternally falling items
minetest.after(0, function(object)
local lua = object:get_luaentity()
if lua then
object:set_acceleration({x=0, y=0, z=0})
object:setacceleration({x=0, y=0, z=0})
end
end, object)
@ -115,8 +121,7 @@ minetest.register_globalstep(function(dtime)
if object:get_luaentity().init ~= true then
object:get_luaentity().init = true
minetest.after(1, function(args)
local playername = args[1]
local player = minetest.get_player_by_name(playername)
local player = args[1]
local object = args[2]
local lua = object:get_luaentity()
if player == nil or not player:is_player() or object == nil or lua == nil or lua.itemstring == nil then
@ -137,7 +142,7 @@ minetest.register_globalstep(function(dtime)
else
enable_physics(object, object:get_luaentity())
end
end, {player:get_player_name(), object})
end, {player, object})
end
end
end
@ -208,25 +213,18 @@ local check_can_drop = function(node_name, tool_capabilities)
end
function minetest.handle_node_drops(pos, drops, digger)
-- NOTE: This function override allows digger to be nil.
-- This means there is no digger. This is a special case which allows this function to be called
-- by hand. Creative Mode is intentionally ignored in this case.
local doTileDrops = minetest.settings:get_bool("mcl_doTileDrops") or true
if (digger ~= nil and minetest.settings:get_bool("creative_mode")) or doTileDrops == false then
if minetest.settings:get_bool("creative_mode") or doTileDrops == false then
return
end
-- Check if node will yield its useful drop by the digger's tool
local dug_node = minetest.get_node(pos)
local toolcaps
if digger ~= nil then
local tool = digger:get_wielded_item()
toolcaps = tool:get_tool_capabilities()
local tool = digger:get_wielded_item()
local toolcaps = tool:get_tool_capabilities()
if not check_can_drop(dug_node.name, toolcaps) then
return
end
if not check_can_drop(dug_node.name, toolcaps) then
return
end
--[[ Special node drops when dug by shears by reading _mcl_shears_drop
@ -236,7 +234,7 @@ function minetest.handle_node_drops(pos, drops, digger)
* table: Drop every itemstring in this table when dub by shears
]]
local nodedef = minetest.registered_nodes[dug_node.name]
if toolcaps ~= nil and toolcaps.groupcaps and toolcaps.groupcaps.shearsy_dig and nodedef._mcl_shears_drop then
if toolcaps.groupcaps and toolcaps.groupcaps.shearsy_dig and nodedef._mcl_shears_drop then
if nodedef._mcl_shears_drop == true then
drops = { dug_node.name }
else
@ -245,16 +243,16 @@ function minetest.handle_node_drops(pos, drops, digger)
end
for _,item in ipairs(drops) do
local count
local count, name
if type(item) == "string" then
count = ItemStack(item):get_count()
count = 1
name = item
else
count = item:get_count()
name = item:get_name()
end
local drop_item = ItemStack(item)
drop_item:set_count(1)
for i=1,count do
local obj = core.add_item(pos, drop_item)
local obj = core.add_item(pos, name)
if obj ~= nil then
local x = math.random(1, 5)
if math.random(1,2) == 1 then
@ -264,7 +262,7 @@ function minetest.handle_node_drops(pos, drops, digger)
if math.random(1,2) == 1 then
z = -z
end
obj:set_velocity({x=1/x, y=obj:get_velocity().y, z=1/z})
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
end
end
end
@ -285,7 +283,7 @@ function minetest.item_drop(itemstack, dropper, pos)
v.x = v.x*4
v.y = v.y*4 + 2
v.z = v.z*4
obj:set_velocity(v)
obj:setvelocity(v)
-- Force collection delay
obj:get_luaentity()._insta_collect = false
return itemstack
@ -295,7 +293,7 @@ end
--modify builtin:item
local time_to_live = tonumber(minetest.settings:get("item_entity_ttl"))
local time_to_live = tonumber(core.setting_get("item_entity_ttl"))
if not time_to_live then
time_to_live = 300
end
@ -306,7 +304,6 @@ core.register_entity(":__builtin:item", {
physical = true,
collide_with_objects = false,
collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
pointable = false,
visual = "wielditem",
visual_size = {x = 0.4, y = 0.4},
textures = {""},
@ -316,27 +313,17 @@ core.register_entity(":__builtin:item", {
infotext = "",
},
-- Itemstring of dropped item. The empty string is used when the item is not yet initialized yet.
-- The itemstring MUST be set immediately to a non-empty string after creating the entity.
-- The hand is NOT permitted as dropped item. ;-)
-- Item entities will be deleted if they still have an empty itemstring on their first on_step tick.
itemstring = '',
-- If true, item will fall
physical_state = true,
-- If item entity is currently flowing in water
_flowing = false,
-- Number of seconds this item entity has existed so far
_flowing = false, -- item entity is currently flowing
-- States:
-- * "magnet": Attracted to a nearby player or item
-- * "flowing": Moving in a flowing liquid
-- * "normal": Affected by gravitiy
age = 0,
set_item = function(self, itemstring)
self.itemstring = itemstring
if self.itemstring == "" then
-- item not yet known
return
end
local stack = ItemStack(itemstring)
local count = stack:get_count()
local max_count = stack:get_stack_max()
@ -374,7 +361,7 @@ core.register_entity(":__builtin:item", {
if not self or not self.object or not self.object:get_luaentity() then
return
end
local vel = self.object:get_velocity()
local vel = self.object:getvelocity()
if vel and vel.x == 0 and vel.z == 0 then
local x = math.random(1, 5)
if math.random(1,2) == 1 then
@ -385,7 +372,7 @@ core.register_entity(":__builtin:item", {
z = -z
end
local y = math.random(2,4)
self.object:set_velocity({x=1/x, y=y, z=1/z})
self.object:setvelocity({x=1/x, y=y, z=1/z})
end
end, self)
end
@ -445,8 +432,8 @@ core.register_entity(":__builtin:item", {
self._forcetimer = 0
self.object:set_armor_groups({immortal = 1})
self.object:set_velocity({x = 0, y = 2, z = 0})
self.object:set_acceleration({x = 0, y = -get_gravity(), z = 0})
self.object:setvelocity({x = 0, y = 2, z = 0})
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
self:set_item(self.itemstring)
end,
@ -501,15 +488,14 @@ core.register_entity(":__builtin:item", {
self.object:remove()
return
end
-- Delete corrupted item entities. The itemstring MUST be non-empty on its first step,
-- otherwise there might have some data corruption.
if self.itemstring == "" then
minetest.log("warning", "Item entity with empty itemstring found at "..minetest.pos_to_string(self.object:get_pos()).. "! Deleting it now.")
self._removed = true
self.object:remove()
-- If, for some reason, an item entity with itemstring == "" (hand) appears, this is very bad.
if not self._hand_bug_detected and self.age > 1 and self.itemstring == "" then
-- We must this scream this into the error console. The bug is rare an
minetest.log("error", "A hand item entity appeared at "..minetest.pos_to_string(self.object:getpos()).. "!")
self._hand_bug_detected = true
end
local p = self.object:get_pos()
local p = self.object:getpos()
local node = core.get_node_or_nil(p)
local in_unloaded = (node == nil)
@ -525,15 +511,13 @@ core.register_entity(":__builtin:item", {
return
end
-- Destroy item in lava, fire or special nodes
-- Destroy item in lava or special nodes
local nn = node.name
local def = minetest.registered_nodes[nn]
local lg = minetest.get_item_group(nn, "lava")
local fg = minetest.get_item_group(nn, "fire")
local dg = minetest.get_item_group(nn, "destroys_items")
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
if dg ~= 2 then
minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5})
if (def and def.groups and (def.groups.lava or def.groups.destroys_items == 1)) then
-- Special effect for lava
if def.groups.lava then
minetest.sound_play("builtin_item_lava", {pos = self.object:getpos(), gain = 0.5})
end
self._removed = true
self.object:remove()
@ -590,8 +574,8 @@ core.register_entity(":__builtin:item", {
-- Set new item moving speed accordingly
local newv = vector.multiply(shootdir, 3)
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity(newv)
self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity(newv)
disable_physics(self.object, self, false, false)
@ -644,8 +628,8 @@ core.register_entity(":__builtin:item", {
local f = 1.39
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity({x = newv.x, y = -0.22, z = newv.z})
self.physical_state = true
self._flowing = true
@ -663,7 +647,7 @@ core.register_entity(":__builtin:item", {
-- If node is not registered or node is walkably solid and resting on nodebox
local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
local v = self.object:get_velocity()
local v = self.object:getvelocity()
if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
if self.physical_state then

View File

@ -13,10 +13,6 @@ License of source code:
-----------------------
MIT License
Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2014-2016 SmallJoker
Copyright (C) 2012-2016 Various Minetest developers and contributors
Authors/licenses of media files:
-----------------------

View File

@ -1,9 +1,6 @@
local S = minetest.get_translator("mcl_minecarts")
mcl_minecarts = {}
mcl_minecarts.modpath = minetest.get_modpath("mcl_minecarts")
mcl_minecarts.speed_max = 10
mcl_minecarts.check_float_time = 15
dofile(mcl_minecarts.modpath.."/functions.lua")
dofile(mcl_minecarts.modpath.."/rails.lua")
@ -26,7 +23,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick)
_punched = false, -- used to re-send _velocity and position
_velocity = {x=0, y=0, z=0}, -- only used on punch
_start_pos = nil, -- Used to calculate distance for “On A Rail” achievement
_last_float_check = nil, -- timestamp of last time the cart was checked to be still on a rail
_old_dir = {x=0, y=0, z=0},
_old_pos = nil,
_old_vel = {x=0, y=0, z=0},
@ -35,15 +31,11 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick)
}
function cart:on_activate(staticdata, dtime_s)
local data = minetest.deserialize(staticdata)
if type(data) == "table" then
self._railtype = data._railtype
end
self.object:set_armor_groups({immortal=1})
end
function cart:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
local pos = self.object:get_pos()
local pos = self.object:getpos()
if not self._railtype then
local node = minetest.get_node(vector.floor(pos)).name
self._railtype = minetest.get_item_group(node, "connect_to_raillike")
@ -63,13 +55,12 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick)
if puncher:get_player_control().sneak then
if self._driver then
if self._old_pos then
self.object:set_pos(self._old_pos)
self.object:setpos(self._old_pos)
end
mcl_player.player_attached[self._driver] = nil
local player = minetest.get_player_by_name(self._driver)
if player then
player:set_detach()
player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})
end
end
@ -85,14 +76,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick)
-- Drop items and remove cart entity
if not minetest.settings:get_bool("creative_mode") then
for d=1, #drop do
minetest.add_item(self.object:get_pos(), drop[d])
end
elseif puncher and puncher:is_player() then
local inv = puncher:get_inventory()
for d=1, #drop do
if not inv:contains_item("main", drop[d]) then
inv:add_item("main", drop[d])
end
minetest.add_item(self.object:getpos(), drop[d])
end
end
@ -100,7 +84,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick)
return
end
local vel = self.object:get_velocity()
local vel = self.object:getvelocity()
if puncher:get_player_name() == self._driver then
if math.abs(vel.x + vel.z) > 7 then
return
@ -123,59 +107,18 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick)
end
function cart:on_step(dtime)
local vel = self.object:get_velocity()
local vel = self.object:getvelocity()
local update = {}
if self._last_float_check == nil then
self._last_float_check = 0
else
self._last_float_check = self._last_float_check + dtime
end
local pos, rou_pos, node
-- Drop minecart if it isn't on a rail anymore
if self._last_float_check >= mcl_minecarts.check_float_time then
pos = self.object:get_pos()
rou_pos = vector.round(pos)
node = minetest.get_node(rou_pos)
local g = minetest.get_item_group(node.name, "connect_to_raillike")
if g ~= self._railtype and self._railtype ~= nil then
-- Detach driver
if self._driver then
if self._old_pos then
self.object:set_pos(self._old_pos)
end
mcl_player.player_attached[self._driver] = nil
local player = minetest.get_player_by_name(self._driver)
if player then
player:set_detach()
player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})
end
end
-- Drop items and remove cart entity
if not minetest.settings:get_bool("creative_mode") then
for d=1, #drop do
minetest.add_item(self.object:get_pos(), drop[d])
end
end
self.object:remove()
return
end
self._last_float_check = 0
end
if self._punched then
vel = vector.add(vel, self._velocity)
self.object:set_velocity(vel)
self.object:setvelocity(vel)
self._old_dir.y = 0
elseif vector.equals(vel, {x=0, y=0, z=0}) then
return
end
local dir, last_switch = nil, nil
if not pos then
pos = self.object:get_pos()
end
local pos = self.object:getpos()
if self._old_pos and not self._punched then
local flo_pos = vector.floor(pos)
local flo_old = vector.floor(self._old_pos)
@ -184,16 +127,12 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick)
-- Prevent querying the same node over and over again
end
if not rou_pos then
rou_pos = vector.round(pos)
end
rou_old = vector.round(self._old_pos)
if not node then
node = minetest.get_node(rou_pos)
end
-- Update detector rails
local rou_pos = vector.round(pos)
local rou_old = vector.round(self._old_pos)
local node = minetest.get_node(rou_pos)
local node_old = minetest.get_node(rou_old)
-- Update detector rails
if node.name == "mcl_minecarts:detector_rail" then
local newnode = {name="mcl_minecarts:detector_rail_on", param2 = node.param2}
minetest.swap_node(rou_pos, newnode)
@ -219,8 +158,8 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick)
(self._old_vel.x * vel.x < 0 or self._old_vel.z * vel.z < 0) then
self._old_vel = {x = 0, y = 0, z = 0}
self._old_pos = pos
self.object:set_velocity(vector.new())
self.object:set_acceleration(vector.new())
self.object:setvelocity(vector.new())
self.object:setacceleration(vector.new())
return
end
self._old_vel = vector.new(vel)
@ -294,7 +233,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick)
new_acc = vector.multiply(dir, acc)
end
self.object:set_acceleration(new_acc)
self.object:setacceleration(new_acc)
self._old_pos = vector.new(pos)
self._old_dir = vector.new(dir)
self._old_switch = last_switch
@ -323,7 +262,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick)
elseif dir.z < 0 then
yaw = 1
end
self.object:set_yaw(yaw * math.pi)
self.object:setyaw(yaw * math.pi)
end
if self._punched then
@ -343,15 +282,15 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick)
end
self.object:set_animation(anim, 1, 0)
self.object:set_velocity(vel)
self.object:setvelocity(vel)
if update.pos then
self.object:set_pos(pos)
self.object:setpos(pos)
end
update = nil
end
function cart:get_staticdata()
return minetest.serialize({_railtype = self._railtype})
return ""
end
minetest.register_entity(entity_id, cart)
@ -384,12 +323,8 @@ mcl_minecarts.place_minecart = function(itemstack, pointed_thing)
local entity_id = entity_mapping[itemstack:get_name()]
local cart = minetest.add_entity(railpos, entity_id)
local railtype = minetest.get_item_group(node.name, "connect_to_raillike")
local le = cart:get_luaentity()
if le ~= nil then
le._railtype = railtype
end
local cart_dir = mcl_minecarts:get_rail_direction(railpos, {x=1, y=0, z=0}, nil, nil, railtype)
cart:set_yaw(minetest.dir_to_yaw(cart_dir))
cart:setyaw(minetest.dir_to_yaw(cart_dir))
if not minetest.settings:get_bool("creative_mode") then
itemstack:take_item()
@ -397,7 +332,6 @@ mcl_minecarts.place_minecart = function(itemstack, pointed_thing)
return itemstack
end
local register_craftitem = function(itemstring, entity_id, description, longdesc, usagehelp, icon, creative)
entity_mapping[itemstring] = entity_id
@ -422,19 +356,6 @@ local register_craftitem = function(itemstring, entity_id, description, longdesc
return mcl_minecarts.place_minecart(itemstack, pointed_thing)
end,
_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
-- Place minecart as entity on rail. If there's no rail, just drop it.
local placed
if minetest.get_item_group(dropnode.name, "rail") ~= 0 then
-- FIXME: This places minecarts even if the spot is already occupied
local pointed_thing = { under = droppos, above = { x=droppos.x, y=droppos.y+1, z=droppos.z } }
placed = mcl_minecarts.place_minecart(stack, pointed_thing)
end
if placed == nil then
-- Drop item
minetest.add_item(droppos, stack)
end
end,
groups = groups,
}
def.description = description
@ -445,22 +366,7 @@ local register_craftitem = function(itemstring, entity_id, description, longdesc
minetest.register_craftitem(itemstring, def)
end
--[[
Register a minecart
* itemstring: Itemstring of minecart item
* entity_id: ID of minecart entity
* description: Item name / description
* longdesc: Long help text
* usagehelp: Usage help text
* mesh: Minecart mesh
* textures: Minecart textures table
* icon: Item icon
* drop: Dropped items after destroying minecart
* on_rightclick: Called after rightclick
* on_activate_by_rail: Called when above activator rail
* creative: If false, don't show in Creative Inventory
]]
local function register_minecart(itemstring, entity_id, description, longdesc, usagehelp, mesh, textures, icon, drop, on_rightclick, on_activate_by_rail, creative)
local function register_minecart(itemstring, entity_id, description, longdesc, usagehelp, mesh, textures, icon, drop, on_rightclick, creative)
register_entity(entity_id, mesh, textures, drop, on_rightclick)
register_craftitem(itemstring, entity_id, description, longdesc, usagehelp, icon, creative)
if minetest.get_modpath("doc_identifier") ~= nil then
@ -472,17 +378,16 @@ end
register_minecart(
"mcl_minecarts:minecart",
"mcl_minecarts:minecart",
S("Minecart"),
S("Minecarts can be used for a quick transportion on rails.") .. "\n" ..
S("Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type."),
S("You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.") .. "\n" ..
S("To obtain the minecart, punch it while holding down the sneak key."),
"Minecart",
"Minecarts can be used for a quick transportion on rails." .. "\n" ..
"Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.",
"You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving." .. "\n" ..
"To obtain the minecart, punch it while holding down the sneak key.",
"mcl_minecarts_minecart.b3d",
{"mcl_minecarts_minecart.png"},
"mcl_minecarts_minecart_normal.png",
{"mcl_minecarts:minecart"},
function(self, clicker)
local name = clicker:get_player_name()
if not clicker or not clicker:is_player() then
return
end
@ -491,20 +396,11 @@ register_minecart(
self._driver = nil
self._start_pos = nil
clicker:set_detach()
clicker:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})
elseif not self._driver then
self._driver = player_name
self._start_pos = self.object:get_pos()
self._start_pos = self.object:getpos()
mcl_player.player_attached[player_name] = true
clicker:set_attach(self.object, "", {x=0, y=-1.75, z=-2}, {x=0, y=0, z=0})
mcl_player.player_attached[name] = true
minetest.after(0.2, function(name)
local player = minetest.get_player_by_name(name)
if player then
mcl_player.player_set_animation(player, "sit" , 30)
player:set_eye_offset({x=0, y=-5.5, z=0},{x=0, y=-4, z=0})
end
end, name)
clicker:set_attach(self.object, "", {x=0, y=3, z=0}, {x=0, y=0, z=0})
end
end
)
@ -513,19 +409,18 @@ register_minecart(
register_minecart(
"mcl_minecarts:chest_minecart",
"mcl_minecarts:chest_minecart",
S("Minecart with Chest"),
"Minecart with Chest",
nil, nil,
"mcl_minecarts_minecart_chest.b3d",
{ "mcl_chests_normal.png", "mcl_minecarts_minecart.png" },
"mcl_minecarts_minecart_chest.png",
{"mcl_minecarts:minecart", "mcl_chests:chest"},
nil, nil, false)
{"mcl_minecarts:minecart", "mcl_chests:chest"})
-- Minecart with Furnace
register_minecart(
"mcl_minecarts:furnace_minecart",
"mcl_minecarts:furnace_minecart",
S("Minecart with Furnace"),
"Minecart with Furnace",
nil, nil,
"mcl_minecarts_minecart_block.b3d",
{
@ -561,14 +456,14 @@ register_minecart(
-- DEBUG
minetest.chat_send_player(clicker:get_player_name(), "Fuel: " .. tostring(self._fueltime))
end
end, nil, false
end
)
-- Minecart with Command Block
register_minecart(
"mcl_minecarts:command_block_minecart",
"mcl_minecarts:command_block_minecart",
S("Minecart with Command Block"),
"Minecart with Command Block",
nil, nil,
"mcl_minecarts_minecart_block.b3d",
{
@ -582,14 +477,15 @@ register_minecart(
},
"mcl_minecarts_minecart_command_block.png",
{"mcl_minecarts:minecart"},
nil, nil, false
nil,
false
)
-- Minecart with Hopper
register_minecart(
"mcl_minecarts:hopper_minecart",
"mcl_minecarts:hopper_minecart",
S("Minecart with Hopper"),
"Minecart with Hopper",
nil, nil,
"mcl_minecarts_minecart_hopper.b3d",
{
@ -599,15 +495,14 @@ register_minecart(
"mcl_hoppers_hopper_top.png",
},
"mcl_minecarts_minecart_hopper.png",
{"mcl_minecarts:minecart", "mcl_hoppers:hopper"},
nil, nil, false
{"mcl_minecarts:minecart", "mcl_hoppers:hopper"}
)
-- Minecart with TNT
register_minecart(
"mcl_minecarts:tnt_minecart",
"mcl_minecarts:tnt_minecart",
S("Minecart with TNT"),
"Minecart with TNT",
nil, nil,
"mcl_minecarts_minecart_block.b3d",
{
@ -620,8 +515,7 @@ register_minecart(
"mcl_minecarts_minecart.png",
},
"mcl_minecarts_minecart_tnt.png",
{"mcl_minecarts:minecart", "mcl_tnt:tnt"},
nil, nil, false
{"mcl_minecarts:minecart", "mcl_tnt:tnt"}
)
@ -633,8 +527,6 @@ minetest.register_craft({
},
})
-- TODO: Re-enable crafting of special minecarts when they have been implemented
if false then
minetest.register_craft({
output = "mcl_minecarts:hopper_minecart",
recipe = {
@ -666,4 +558,3 @@ minetest.register_craft({
{"mcl_minecarts:minecart"},
},
})
end

View File

@ -1,5 +1,3 @@
local S = minetest.get_translator("mcl_minecarts")
-- Template rail function
local register_rail = function(itemstring, tiles, def_extras, creative)
local groups = {handy=1,pickaxey=1, attached_node=1,rail=1,connect_to_raillike=1,dig_by_water=1,destroy_by_lava_flow=1, transport=1}
@ -23,20 +21,6 @@ local register_rail = function(itemstring, tiles, def_extras, creative)
sounds = mcl_sounds.node_sound_metal_defaults(),
_mcl_blast_resistance = 3.5,
_mcl_hardness = 0.7,
after_destruct = function(pos)
-- Scan for minecarts in this pos and force them to execute their "floating" check.
-- Normally, this will make them drop.
local objs = minetest.get_objects_inside_radius(pos, 1)
for o=1, #objs do
local le = objs[o]:get_luaentity()
if le then
-- All entities in this mod are minecarts, so this works
if string.sub(le.name, 1, 14) == "mcl_minecarts:" then
le._last_float_check = mcl_minecarts.check_float_time
end
end
end
end,
}
if def_extras then
for k,v in pairs(def_extras) do
@ -46,52 +30,30 @@ local register_rail = function(itemstring, tiles, def_extras, creative)
minetest.register_node(itemstring, ndef)
end
-- Redstone rules
local rail_rules_long =
{{x=-1, y= 0, z= 0, spread=true},
{x= 1, y= 0, z= 0, spread=true},
{x= 0, y=-1, z= 0, spread=true},
{x= 0, y= 1, z= 0, spread=true},
{x= 0, y= 0, z=-1, spread=true},
{x= 0, y= 0, z= 1, spread=true},
{x= 1, y= 1, z= 0},
{x= 1, y=-1, z= 0},
{x=-1, y= 1, z= 0},
{x=-1, y=-1, z= 0},
{x= 0, y= 1, z= 1},
{x= 0, y=-1, z= 1},
{x= 0, y= 1, z=-1},
{x= 0, y=-1, z=-1}}
local rail_rules_short = mesecon.rules.pplate
local railuse = S("Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.")
local railuse = "Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed."
-- Normal rail
register_rail("mcl_minecarts:rail",
{"default_rail.png", "default_rail_curved.png", "default_rail_t_junction.png", "default_rail_crossing.png"},
{
description = S("Rail"),
_doc_items_longdesc = S("Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction."),
description = "Rail",
_doc_items_longdesc = "Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.",
_doc_items_usagehelp = railuse,
}
)
-- Powered rail (off = brake mode)
register_rail("mcl_minecarts:golden_rail",
{"mcl_minecarts_rail_golden.png", "mcl_minecarts_rail_golden_curved.png", "mcl_minecarts_rail_golden_t_junction.png", "mcl_minecarts_rail_golden_crossing.png"},
{"carts_rail_pwr.png", "carts_rail_curved_pwr.png", "carts_rail_t_junction_pwr.png", "carts_rail_crossing_pwr.png"},
{
description = S("Powered Rail"),
_doc_items_longdesc = S("Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts."),
_doc_items_usagehelp = railuse .. "\n" .. S("Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power."),
description = "Powered Rail",
_doc_items_longdesc = "Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.",
_doc_items_usagehelp = railuse .. "\n" .. "Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.",
_rail_acceleration = -3,
mesecons = {
conductor = {
state = mesecon.state.off,
offstate = "mcl_minecarts:golden_rail",
onstate = "mcl_minecarts:golden_rail_on",
rules = rail_rules_long,
},
},
}
@ -107,50 +69,40 @@ register_rail("mcl_minecarts:golden_rail_on",
conductor = {
state = mesecon.state.on,
offstate = "mcl_minecarts:golden_rail",
onstate = "mcl_minecarts:golden_rail_on",
rules = rail_rules_long,
},
},
drop = "mcl_minecarts:golden_rail",
},
false
)
-- Activator rail (off)
register_rail("mcl_minecarts:activator_rail",
{"mcl_minecarts_rail_activator.png", "mcl_minecarts_rail_activator_curved.png", "mcl_minecarts_rail_activator_t_junction.png", "mcl_minecarts_rail_activator_crossing.png"},
{"mcl_minecarts_rail_activator.png", "default_rail_curved.png^[colorize:#FF0000:96", "default_rail_t_junction.png^[colorize:#FF0000:96", "default_rail_crossing.png^[colorize:#FF0000:96"},
{
description = S("Activator Rail"),
_doc_items_longdesc = S("Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts."),
_doc_items_usagehelp = railuse .. "\n" .. S("To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail."),
description = "Activator Rail",
_doc_items_longdesc = "Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.",
_doc_items_usagehelp = railuse .. "\n" .. "To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.",
mesecons = {
conductor = {
state = mesecon.state.off,
offstate = "mcl_minecarts:activator_rail",
onstate = "mcl_minecarts:activator_rail_on",
rules = rail_rules_long,
},
},
},
-- Hidden from creative because no cart is using this rail so far.
-- TODO: Remove this when the activator rail has become useful.
false
}
)
-- Activator rail (on)
register_rail("mcl_minecarts:activator_rail_on",
{"mcl_minecarts_rail_activator_powered.png", "mcl_minecarts_rail_activator_curved_powered.png", "mcl_minecarts_rail_activator_t_junction_powered.png", "mcl_minecarts_rail_activator_crossing_powered.png"},
{"mcl_minecarts_rail_activator_powered.png", "default_rail_curved.png^[colorize:#FF0000:128", "default_rail_t_junction.png^[colorize:#FF0000:128", "default_rail_crossing.png^[colorize:#FF0000:128"},
{
_doc_items_create_entry = false,
mesecons = {
conductor = {
state = mesecon.state.on,
offstate = "mcl_minecarts:activator_rail",
onstate = "mcl_minecarts:activator_rail_on",
rules = rail_rules_long,
},
},
drop = "mcl_minecarts:activator_rail",
},
false
)
@ -159,13 +111,12 @@ register_rail("mcl_minecarts:activator_rail_on",
register_rail("mcl_minecarts:detector_rail",
{"mcl_minecarts_rail_detector.png", "mcl_minecarts_rail_detector_curved.png", "mcl_minecarts_rail_detector_t_junction.png", "mcl_minecarts_rail_detector_crossing.png"},
{
description = S("Detector Rail"),
_doc_items_longdesc = S("Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms."),
_doc_items_usagehelp = railuse .. "\n" .. S("To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail."),
description = "Detector Rail",
_doc_items_longdesc = "Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.",
_doc_items_usagehelp = railuse .. "\n" .. "To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.",
mesecons = {
receptor = {
state = mesecon.state.off,
rules = rail_rules_short,
},
},
}
@ -179,10 +130,8 @@ register_rail("mcl_minecarts:detector_rail_on",
mesecons = {
receptor = {
state = mesecon.state.on,
rules = rail_rules_short,
},
},
drop = "mcl_minecarts:detector_rail",
},
false
)
@ -207,9 +156,6 @@ minetest.register_craft({
}
})
-- Activator rail crafting is disabled until it becomes useful.
-- TODO: Enable crafting as needed.
if false then
minetest.register_craft({
output = "mcl_minecarts:activator_rail 6",
recipe = {
@ -218,7 +164,6 @@ minetest.register_craft({
{"mcl_core:iron_ingot", "mcl_core:stick", "mcl_core:iron_ingot"},
}
})
end
minetest.register_craft({
output = "mcl_minecarts:detector_rail 6",

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@ -1,733 +0,0 @@
Mobs Redo: MineClone 2 Edition
API documentation
==============================
Welcome to the world of mobs in Minetest and hopefully an easy guide to defining
your own mobs and having them appear in your worlds.
Registering Mobs
----------------
To register a mob and have it ready for use requires the following function:
mobs:register_mob(name, definition)
The 'name' of a mob usually starts with the mod name it's running from followed
by it's own name e.g.
"mobs_monster:sand_monster" or "mymod:totally_awesome_beast"
... and the 'definition' is a table which holds all of the settings and
functions needed for the mob to work properly which contains the following:
'nametag' contains the name which is shown above mob.
'type' holds the type of mob that inhabits your world e.g.
"animal" usually docile and walking around.
"monster" attacks player or npc on sight.
"npc" walk around and will defend themselves if hit first, they
kill monsters.
'hp_min' has the minimum health value the mob can spawn with.
'hp_max' has the maximum health value the mob can spawn with.
'armor' holds strength of mob, 100 is normal, lower is more powerful
and needs more hits and better weapons to kill.
'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.
'run_velocity' is the speed your mob can run with, usually when attacking.
'walk_chance' has a 0-100 chance value your mob will walk from standing,
set to 0 for jumping mobs only.
'jump' when true allows your mob to jump updwards.
'jump_height' holds the height your mob can jump, 0 to disable jumping.
'stepheight' height of a block that your mob can easily walk up onto,
defaults to 1.1.
'fly' when true allows your mob to fly around instead of walking.
'fly_in' holds the node name that the mob flies (or swims) around
in e.g. "air" or "default:water_source".
'runaway' if true causes animals to turn and run away when hit.
'view_range' how many nodes in distance the mob can see a player.
'damage' how many health points the mob does to a player or another
mob when melee attacking.
'knock_back' when true has mobs falling backwards when hit, the greater
the damage the more they move back.
'fear_height' is how high a cliff or edge has to be before the mob stops
walking, 0 to turn off height fear.
'fall_speed' has the maximum speed the mob can fall at, default is -10.
'fall_damage' when true causes falling to inflict damage.
'water_damage' holds the damage per second infliced to mobs when standing in
water.
'lava_damage' holds the damage per second inflicted to mobs when standing
in lava or fire.
'light_damage' holds the damage per second inflicted to mobs when it's too
bright (above 13 light).
'suffocation' when true causes mobs to suffocate inside solid blocks (2 damage per second).
'floats' when set to 1 mob will float in water, 0 has them sink.
'follow' mobs follow player when holding any of the items which appear
on this table, the same items can be fed to a mob to tame or
breed e.g. {"farming:wheat", "default:apple"}
'reach' is how far the mob can attack player when standing
nearby, default is 3 nodes.
'docile_by_day' when true has mobs wandering around during daylight
hours and only attacking player at night or when
provoked.
'attacks_monsters' when true has npc's attacking monsters or not.
'attack_animals' when true will have monsters attacking animals.
'owner_loyal' when true will have tamed mobs attack anything player
punches when nearby.
'group_attack' when true has same mob type grouping together to attack
offender.
'attack_type' tells the api what a mob does when attacking the player
or another mob:
'dogfight' is a melee attack when player is within mob reach.
'shoot' has mob shoot pre-defined arrows at player when inside
view_range.
'dogshoot' has melee attack when inside reach and shoot attack
when inside view_range.
'explode' causes mob to stop and explode when inside reach.
'explosion_radius' the radius of explosion node destruction,
defaults to 1
'explosion_damage_radius' the radius of explosion entity & player damage,
defaults to explosion_radius * 2
'explosion_timer' number of seconds before mob explodes while its target
is still inside reach or explosion_damage_radius,
defaults to 3.
'allow_fuse_reset' Allow 'explode' attack_type to reset fuse and resume
chasing if target leaves the blast radius or line of
sight. Defaults to true.
'stop_to_explode' When set to true (default), mob must stop and wait for
explosion_timer in order to explode. If false, mob will
continue chasing.
'arrow' holds the pre-defined arrow object to shoot when
attacking.
'dogshoot_switch' allows switching between attack types by using timers
(1 for shoot, 2 for dogfight)
'dogshoot_count_max' contains how many seconds before switching from
dogfight to shoot.
'dogshoot_count2_max' contains how many seconds before switching from shoot
to dogfight.
'shoot_interval' has the number of seconds between shots.
'shoot_offset' holds the y position added as to where the
arrow/fireball appears on mob.
'specific_attack' has a table of entity names that mob can also attack
e.g. {"player", "mobs_animal:chicken"}.
'runaway_from' contains a table with mob names to run away from, add
"player" to list to runaway from player also.
'blood_amount' contains the number of blood droplets to appear when
mob is hit.
'blood_texture' has the texture name to use for droplets e.g.
"mobs_blood.png", or table {"blood1.png", "blood2.png"}
'pathfinding' set to 1 for mobs to use pathfinder feature to locate
player, set to 2 so they can build/break also (only
works with dogfight attack and when 'mobs_griefing'
in minetest.conf is not false).
'immune_to' is a table that holds specific damage when being hit by
certain items e.g.
{"default:sword_wood", 0} -- causes no damage.
{"default:gold_lump", -10} -- heals by 10 health points.
{"default:coal_block", 20} -- 20 damage when hit on head with coal blocks.
'makes_footstep_sound' when true you can hear mobs walking.
'sounds' this is a table with sounds of the mob
'distance' maximum distance sounds can be heard, default is 10.
'random' played randomly from time to time.
also played for overfeeding animal.
'war_cry' what you hear when mob starts to attack player. (currently disabled)
'attack' what you hear when being attacked.
'shoot_attack' sound played when mob shoots.
'damage' sound heard when mob is hurt.
'death' played when mob is killed.
'jump' played when mob jumps. There's a built-in cooloff timer to avoid sound spam
'fuse' sound played when mob explode timer starts.
'explode' sound played when mob explodes.
'drops' table of items that are dropped when mob is killed, fields are:
'name' name of item to drop.
'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc.
'min' minimum number of items dropped.
'max' maximum number of items dropped.
'visual' holds the look of the mob you wish to create:
'cube' looks like a normal node
'sprite' sprite which looks same from all angles.
'upright_sprite' flat model standing upright.
'wielditem' how it looks when player holds it in hand.
'mesh' uses separate object file to define mob.
'visual_size' has the size of the mob, defaults to {x = 1, y = 1}
'collisionbox' has the box in which mob can be interacted with the
world e.g. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
'selectionbox' has the box in which player can interact with mob
'textures' holds a table list of textures to be used for mob, or you
could use multiple lists inside another table for random
selection e.g. { {"texture1.png"}, {"texture2.png"} }
'child_texture' holds the texture table for when baby mobs are used.
'gotten_texture' holds the texture table for when self.gotten value is
true, used for milking cows or shearing sheep.
'mesh' holds the name of the external object used for mob model
e.g. "mobs_cow.b3d"
'gotten_mesh" holds the name of the external object used for when
self.gotten is true for mobs.
'rotate' custom model rotation, 0 = front, 90 = side, 180 = back,
270 = other side.
'double_melee_attack' when true has the api choose between 'punch' and
'punch2' animations.
'animation' holds a table containing animation names and settings for use with mesh models:
'stand_start' start frame for when mob stands still.
'stand_end' end frame of stand animation.
'stand_speed' speed of animation in frames per second.
'walk_start' when mob is walking around.
'walk_end'
'walk_speed'
'run_start' when a mob runs or attacks.
'run_end'
'run_speed'
'fly_start' when a mob is flying.
'fly_end'
'fly_speed'
'punch_start' when a mob melee attacks.
'punch_end'
'punch_speed'
'punch2_start' alternative melee attack animation.
'punch2_end'
'punch2_speed'
'shoot_start' shooting animation.
'shoot_end'
'shoot_speed'
'die_start' death animation
'die_end'
'die_speed'
'die_loop' when set to false stops the animation looping.
Using '_loop = false' setting will stop any of the above animations from
looping.
'speed_normal' is used for animation speed for compatibility with some
older mobs.
MineClone 2 extensions:
'ignores_nametag' if true, mob cannot be named by nametag
'rain_damage' damage per second if mob is standing in rain (default: 0)
'sunlight_damage' holds the damage per second inflicted to mobs when they
are in direct sunlight
'spawn_small_alternative': name of a smaller mob to use as replacement if
spawning fails due to space requirements
Node Replacement
----------------
Mobs can look around for specific nodes as they walk and replace them to mimic
eating.
'replace_what' group of items to replace e.g.
{"farming:wheat_8", "farming:carrot_8"}
or you can use the specific options of what, with and
y offset by using this instead:
{
{"group:grass", "air", 0},
{"default:dirt_with_grass", "default:dirt", -1}
}
'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
'replace_rate' how random should the replace rate be (typically 10)
'replace_offset' +/- value to check specific node to replace
'on_replace(self, pos, oldnode, newnode)' is called when mob is about to
replace a node.
'self' ObjectRef of mob
'pos' Position of node to replace
'oldnode' Current node
'newnode' What the node will become after replacing
If false is returned, the mob will not replace the node.
By default, replacing sets self.gotten to true and resets the object
properties.
Custom Definition Functions
---------------------------
Along with the above mob registry settings we can also use custom functions to
enhance mob functionality and have them do many interesting things:
'on_die' a function that is called when the mob is killed the
parameters are (self, pos)
'on_rightclick' its same as in minetest.register_entity()
'on_blast' is called when an explosion happens near mob when using TNT
functions, parameters are (object, damage) and returns
(do_damage, do_knockback, drops)
'on_spawn' is a custom function that runs on mob spawn with 'self' as
variable, return true at end of function to run only once.
'after_activate' is a custom function that runs once mob has been activated
with these paramaters (self, staticdata, def, dtime)
'on_breed' called when two similar mobs breed, paramaters are
(parent1, parent2) objects, return false to stop child from
being resized and owner/tamed flags and child textures being
applied. Function itself must spawn new child mob.
'on_grown' is called when a child mob has grown up, only paramater is
(self).
'do_punch' called when mob is punched with paramaters (self, hitter,
time_from_last_punch, tool_capabilities, direction), return
false to stop punch damage and knockback from taking place.
'custom_attack' when set this function is called instead of the normal mob
melee attack, parameters are (self, to_attack).
'on_die' a function that is called when mob is killed (self, pos)
'do_custom' a custom function that is called every tick while mob is
active and which has access to all of the self.* variables
e.g. (self.health for health or self.standing_in for node
status), return with 'false' to skip remainder of mob API.
Internal Variables
------------------
The mob api also has some preset variables and functions that it will remember
for each mob.
'self.health' contains current health of mob (cannot exceed
self.hp_max)
'self.texture_list' contains list of all mob textures
'self.child_texture' contains mob child texture when growing up
'self.base_texture' contains current skin texture which was randomly
selected from textures list
'self.gotten' this is used for obtaining milk from cow and wool from
sheep
'self.horny' when animal fed enough it is set to true and animal can
breed with same animal
'self.hornytimer' background timer that controls breeding functions and
mob childhood timings
'self.child' used for when breeding animals have child, will use
child_texture and be half size
'self.owner' string used to set owner of npc mobs, typically used for
dogs
'self.order' set to "follow" or "stand" so that npc will follow owner
or stand it's ground
'self.nametag' contains the name of the mob which it can show above
Spawning Mobs in World
----------------------
mobs:register_spawn(name, nodes, max_light, min_light, chance,
active_object_count, max_height, day_toggle)
mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval,
chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
These functions register a spawn algorithm for the mob. Without this function
the call the mobs won't spawn.
'name' is the name of the animal/monster
'nodes' is a list of nodenames on that the animal/monster can
spawn on top of
'neighbors' is a list of nodenames on that the animal/monster will
spawn beside (default is {"air"} for
mobs:register_spawn)
'max_light' is the maximum of light
'min_light' is the minimum of light
'interval' is same as in register_abm() (default is 30 for
mobs:register_spawn)
'chance' is same as in register_abm()
'active_object_count' number of this type of mob to spawn at one time inside
map area
'min_height' is the minimum height the mob can spawn
'max_height' is the maximum height the mob can spawn
'day_toggle' true for day spawning, false for night or nil for
anytime
'on_spawn' is a custom function which runs after mob has spawned
and gives self and pos values.
A simpler way to handle mob spawns has been added with the mobs:spawn(def)
command which uses above names to make settings clearer:
mobs:spawn({name = "mobs_monster:tree_monster",
nodes = {"group:leaves"},
max_light = 7,
})
For each mob that spawns with this function is a field in mobs.spawning_mobs.
It tells if the mob should spawn or not. Default is true. So other mods can
only use the API of this mod by disabling the spawning of the default mobs in
this mod.
mobs:spawn_abm_check(pos, node, name)
This global function can be changed to contain additional checks for mobs to
spawn e.g. mobs that spawn only in specific areas and the like. By returning
true the mob will not spawn.
'pos' holds the position of the spawning mob
'node' contains the node the mob is spawning on top of
'name' is the name of the animal/monster
MineClone 2 extensions
----------------------
mobs:spawn_child(pos, mob_type)
This function spawns a mob as a child. The parameter mob_type is the
entitystring of the new mob.
This function returns the mob on success and nil otherwise.
Making Arrows
-------------
mobs:register_arrow(name, definition)
This function registers a arrow for mobs with the attack type shoot.
'name' is the name of the arrow
'definition' is a table with the following values:
'visual' same is in minetest.register_entity()
'visual_size' same is in minetest.register_entity()
'textures' same is in minetest.register_entity()
'velocity' the velocity of the arrow
'drop' if set to true any arrows hitting a node will drop as item
'hit_player' a function that is called when the arrow hits a player;
this function should hurt the player, the parameters are
(self, player)
'hit_mob' a function that is called when the arrow hits a mob;
this function should hurt the mob, the parameters are
(self, mob)
'hit_node' a function that is called when the arrow hits a node, the
parameters are (self, pos, node)
'tail' when set to 1 adds a trail or tail to mob arrows
'tail_texture' texture string used for above effect
'tail_size' has size for above texture (defaults to between 5 and 10)
'expire' contains float value for how long tail appears for
(defaults to 0.25)
'glow' has value for how brightly tail glows 1 to 10 (default is
0 for no glow)
'rotate' integer value in degrees to rotate arrow
'on_step' is a custom function when arrow is active, nil for
default.
Spawn Eggs
----------
mobs:register_egg(name, description, background, addegg, no_creative)
This function registers a spawn egg which can be used by admin to properly spawn in a mob.
'name' this is the name of your new mob to spawn e.g. "mob:sheep"
'description' the name of the new egg you are creating e.g. "Spawn Sheep"
'background' the texture displayed for the egg in inventory
'addegg' would you like an egg image in front of your texture (1 = yes,
0 = no)
'no_creative' when set to true this stops spawn egg appearing in creative
mode for destructive mobs like Dungeon Masters.
Explosion Function
------------------
mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead
mobs:boom(self, pos, radius)
'self' mob entity
'pos' centre position of explosion
'radius' radius of explosion (typically set to 3)
This function generates an explosion which removes nodes in a specific radius
and damages any entity caught inside the blast radius. Protection will limit
node destruction but not entity damage.
mobs:capture_mob
----------------
mobs:capture_mob(...)
Does nothing and returns false.
This function is provided for compability with Mobs Redo for an attempt to
capture a mob.
Mobs cannot be captured in MineClone 2.
In Mobs Redo, this is generally called inside the on_rightclick section of the mob
api code, it provides a chance of capturing the mob. See Mobs Redo documentation
of parameters.
Feeding and Taming/Breeding
---------------------------
mobs:feed_tame(self, clicker, feed_count, breed, tame)
This function allows the mob to be fed the item inside self.follow be it apple,
wheat or whatever a set number of times and be tamed or bred as a result.
Will return true when mob is fed with item it likes.
'self' mob information
'clicker' player information
'feed_count' number of times mob must be fed to tame or breed
'breed' true or false stating if mob can be bred and a child created
afterwards
'tame' true or false stating if mob can be tamed so player can pick
them up
Protecting Mobs
---------------
mobs:protect(self, clicker)
This function can be used to right-click any tamed mob with mobs:protector item,
this will protect the mob from harm inside of a protected area from other
players. Will return true when mob right-clicked with mobs:protector item.
'self' mob information
'clicker' player information
Riding Mobs
-----------
Mobs can now be ridden by players and the following shows its functions and
usage:
mobs:attach(self, player)
This function attaches a player to the mob so it can be ridden.
'self' mob information
'player' player information
mobs:detach(player, offset)
This function will detach the player currently riding a mob to an offset
position.
'player' player information
'offset' position table containing offset values
mobs:drive(self, move_animation, stand_animation, can_fly, dtime)
This function allows an attached player to move the mob around and animate it at
same time.
'self' mob information
'move_animation' string containing movement animation e.g. "walk"
'stand_animation' string containing standing animation e.g. "stand"
'can_fly' if true then jump and sneak controls will allow mob to fly
up and down
'dtime' tick time used inside drive function
mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation)
This function allows an attached player to fly the mob around using directional
controls.
'self' mob information
'dtime' tick time used inside fly function
'speed' speed of flight
'can_shoot' true if mob can fire arrow (sneak and left mouse button
fires)
'arrow_entity' name of arrow entity used for firing
'move_animation' string containing name of pre-defined animation e.g. "walk"
or "fly" etc.
'stand_animation' string containing name of pre-defined animation e.g.
"stand" or "blink" etc.
Note: animation names above are from the pre-defined animation lists inside mob
registry without extensions.
mobs:set_animation(self, name)
This function sets the current animation for mob, defaulting to "stand" if not
found.
'self' mob information
'name' name of animation
Certain variables need to be set before using the above functions:
'self.v2' toggle switch used to define below values for the
first time
'self.max_speed_forward' max speed mob can move forward
'self.max_speed_reverse' max speed mob can move backwards
'self.accel' acceleration speed
'self.terrain_type' integer containing terrain mob can walk on
(1 = water, 2 or 3 = land)
'self.driver_attach_at' position offset for attaching player to mob
'self.driver_eye_offset' position offset for attached player view
'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1}
External Settings for "minetest.conf"
------------------------------------
'enable_damage' if true monsters will attack players (default is true)
'only_peaceful_mobs' if true only animals will spawn in game (default is
false)
'mobs_disable_blood' if false blood effects appear when mob is hit (default
is false)
'mobs_spawn_protected' if set to false then mobs will not spawn in protected
areas (default is true)
'remove_far_mobs' if true then untamed mobs that are outside players
visual range will be removed (default is true)
'mobname' can change specific mob chance rate (0 to disable) and
spawn number e.g. mobs_animal:cow = 1000,5
'mob_difficulty' sets difficulty level (health and hit damage
multiplied by this number), defaults to 1.0.
'mob_show_health' if false then punching mob will not show health status
(true by default)
'mob_chance_multiplier' multiplies chance of all mobs spawning and can be set
to 0.5 to have mobs spawn more or 2.0 to spawn less.
e.g. 1 in 7000 * 0.5 = 1 in 3500 so better odds of
spawning.
'mobs_spawn' if false then mobs no longer spawn without spawner or
spawn egg.
'mobs_drop_items' when false mobs no longer drop items when they die.
'mobs_griefing' when false mobs cannot break blocks when using either
pathfinding level 2, replace functions or mobs:boom
function.
Players can override the spawn chance for each mob registered by adding a line
to their minetest.conf file with a new value, the lower the value the more each
mob will spawn e.g.
mobs_animal:sheep_chance 11000
mobs_monster:sand_monster_chance 100
Rideable Horse Example Mob
--------------------------
mobs:register_mob("mob_horse:horse", {
type = "animal",
visual = "mesh",
visual_size = {x = 1.20, y = 1.20},
mesh = "mobs_horse.x",
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4},
animation = {
speed_normal = 15,
speed_run = 30,
stand_start = 25,
stand_end = 75,
walk_start = 75,
walk_end = 100,
run_start = 75,
run_end = 100,
},
textures = {
{"mobs_horse.png"},
{"mobs_horsepeg.png"},
{"mobs_horseara.png"}
},
fear_height = 3,
runaway = true,
fly = false,
walk_chance = 60,
view_range = 5,
follow = {"farming:wheat"},
passive = true,
hp_min = 12,
hp_max = 16,
armor = 200,
lava_damage = 5,
fall_damage = 5,
water_damage = 1,
makes_footstep_sound = true,
drops = {
{name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
},
sounds = {
random = "horse_neigh.ogg",
damage = "horse_whinney.ogg",
},
do_custom = function(self, dtime)
-- set needed values if not already present
if not self.v2 then
self.v2 = 0
self.max_speed_forward = 6
self.max_speed_reverse = 2
self.accel = 6
self.terrain_type = 3
self.driver_attach_at = {x = 0, y = 20, z = -2}
self.driver_eye_offset = {x = 0, y = 3, z = 0}
self.driver_scale = {x = 1, y = 1}
end
-- if driver present allow control of horse
if self.driver then
mobs.drive(self, "walk", "stand", false, dtime)
return false -- skip rest of mob functions
end
return true
end,
on_die = function(self, pos)
-- drop saddle when horse is killed while riding
-- also detach from horse properly
if self.driver then
minetest.add_item(pos, "mobs:saddle")
mobs.detach(self.driver, {x = 1, y = 0, z = 1})
end
end,
on_rightclick = function(self, clicker)
-- make sure player is clicking
if not clicker or not clicker:is_player() then
return
end
-- feed, tame or heal horse
if mobs:feed_tame(self, clicker, 10, true, true) then
return
end
-- make sure tamed horse is being clicked by owner only
if self.tamed and self.owner == clicker:get_player_name() then
local inv = clicker:get_inventory()
-- detatch player already riding horse
if self.driver and clicker == self.driver then
mobs.detach(clicker, {x = 1, y = 0, z = 1})
-- add saddle back to inventory
if inv:room_for_item("main", "mobs:saddle") then
inv:add_item("main", "mobs:saddle")
else
minetest.add_item(clicker.get_pos(), "mobs:saddle")
end
-- attach player to horse
elseif not self.driver
and clicker:get_wielded_item():get_name() == "mobs:saddle" then
self.object:set_properties({stepheight = 1.1})
mobs.attach(self, clicker)
-- take saddle from inventory
inv:remove_item("main", "mobs:saddle")
end
end
-- used to capture horse with magic lasso
mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)
end
})

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@ -1,15 +0,0 @@
local S = mobs.intllib
-- name tag
minetest.register_craftitem("mcl_mobs:nametag", {
description = S("Name Tag"),
_doc_items_longdesc = S("A name tag is an item to name a mob."),
_doc_items_usagehelp = S("Before you use the name tag, you need to set a name at an anvil. Now you can use the name tag to name a mob with a rightclick. This uses up the name tag."),
inventory_image = "mobs_nametag.png",
wield_image = "mobs_nametag.png",
stack_max = 64,
groups = { tool=1 },
})
minetest.register_alias("mobs:nametag", "mcl_mobs:nametag")

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@ -1 +0,0 @@
Adds a mob API for mods to add animals or monsters, etc.

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@ -1,13 +0,0 @@
local path = minetest.get_modpath(minetest.get_current_modname())
-- Mob API
dofile(path .. "/api.lua")
-- Rideable Mobs
dofile(path .. "/mount.lua")
-- Mob Items
dofile(path .. "/crafts.lua")
minetest.log("action", "[MOD] Mobs Redo: MineClone 2 Edition loaded")

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@ -1,128 +0,0 @@
# Mobs Redo translation.
# Copyright (C) 2017 TenPlus1
# This file is distributed under the same license as the mobs package.
# Wuzzy <Wuzzy@mail.ru>, 2017
#
msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-07-16 16:48+0200\n"
"PO-Revision-Date: 2017-07-16 16:48+0200\n"
"Last-Translator: Aleks <alexsinteck@icqmail.com>\n"
"Language-Team: \n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: api.lua
msgid "** Peaceful Mode Active - No Monsters Will Spawn"
msgstr ""
#: api.lua
msgid "Mob has been protected!"
msgstr "El mob ha sido protegido!"
#: api.lua
msgid "@1 (Tamed)"
msgstr "@1 (Domesticado)"
#: api.lua
msgid "Not tamed!"
msgstr "No domesticado!"
#: api.lua
msgid "@1 is owner!"
msgstr "@1 es el dueño!"
#: api.lua
msgid "Missed!"
msgstr "Perdido!"
#: api.lua
msgid "Already protected!"
msgstr "Ya está protegido!"
#: api.lua
msgid "@1 at full health (@2)"
msgstr "@1 con salud llena (@2)"
#: api.lua
msgid "@1 has been tamed!"
msgstr "@1 ha sido domesticado!"
#: api.lua
msgid "Enter name:"
msgstr "Ingrese nombre:"
#: api.lua
msgid "Rename"
msgstr "Renombrar"
#: crafts.lua
msgid "Name Tag"
msgstr "Nombrar etiqueta"
#: crafts.lua
msgid "Leather"
msgstr "Cuero"
#: crafts.lua
msgid "Raw Meat"
msgstr "Carne cruda"
#: crafts.lua
msgid "Meat"
msgstr "Carne"
#: crafts.lua
msgid "Lasso (right-click animal to put in inventory)"
msgstr "Lazo (click derecho en animal para colocar en inventario)"
#: crafts.lua
msgid "Net (right-click animal to put in inventory)"
msgstr "Red (click derecho en animal para colocar en inventario)"
#: crafts.lua
msgid "Steel Shears (right-click to shear)"
msgstr "Tijera de acero (click derecho para esquilar)"
#: crafts.lua
msgid "Mob Protection Rune"
msgstr "Runa de protección de Mob"
#: crafts.lua
msgid "Saddle"
msgstr "Montura"
#: crafts.lua
msgid "Mob Fence"
msgstr ""
#: spawner.lua
msgid "Mob Spawner"
msgstr "Generador de Mob"
#: spawner.lua
msgid "Mob MinLight MaxLight Amount PlayerDist"
msgstr "Mob LuzMin LuzMax Cantidad DistJugador"
#: spawner.lua
msgid "Spawner Not Active (enter settings)"
msgstr "Generador no activo (ingrese config)"
#: spawner.lua
msgid "Spawner Active (@1)"
msgstr "Generador activo (@1)"
#: spawner.lua
msgid "Mob Spawner settings failed!"
msgstr "Configuracion de generador de Mob falló!"
#: spawner.lua
msgid ""
"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] "
"distance[1-20] y_offset[-10 to 10]”"
msgstr "Sintaxis: “nombre luz_min[0-14] luz_max[0-14] max_mobs_en_area[0 para deshabilitar] "
"distancia[1-20] compensacion[-10 a 10]”"

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@ -1,129 +0,0 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: \n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-07-29 09:13+0200\n"
"PO-Revision-Date: 2017-07-29 09:20+0200\n"
"Language-Team: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 1.8.12\n"
"Last-Translator: fat115 <fat115@framasoft.org>\n"
"Plural-Forms: nplurals=2; plural=(n > 1);\n"
"Language: fr\n"
#: api.lua
msgid "** Peaceful Mode Active - No Monsters Will Spawn"
msgstr "** Mode pacifique activé - Aucun monstre ne sera généré"
#: api.lua
msgid "Mob has been protected!"
msgstr "L'animal a été protégé !"
#: api.lua
msgid "@1 (Tamed)"
msgstr "@1 (apprivoisé)"
#: api.lua
msgid "Not tamed!"
msgstr "Non-apprivoisé !"
#: api.lua
msgid "@1 is owner!"
msgstr "Appartient à @1 !"
#: api.lua
msgid "Missed!"
msgstr "Raté !"
#: api.lua
msgid "Already protected!"
msgstr "Déjà protégé !"
#: api.lua
msgid "@1 at full health (@2)"
msgstr "@1 est en pleine forme (@2) "
#: api.lua
msgid "@1 has been tamed!"
msgstr "@1 a été apprivoisé ! "
#: api.lua
msgid "Enter name:"
msgstr "Saisissez un nom :"
#: api.lua
msgid "Rename"
msgstr "Renommer"
#: crafts.lua
msgid "Name Tag"
msgstr "Étiquette pour collier"
#: crafts.lua
msgid "Leather"
msgstr "Cuir"
#: crafts.lua
msgid "Raw Meat"
msgstr "Viande crue"
#: crafts.lua
msgid "Meat"
msgstr "Viande"
#: crafts.lua
msgid "Lasso (right-click animal to put in inventory)"
msgstr "Lasso (clic droit sur l'animal pour le mettre dans l'inventaire)"
#: crafts.lua
msgid "Net (right-click animal to put in inventory)"
msgstr "Filet (clic droit sur l'animal pour le mettre dans l'inventaire)"
#: crafts.lua
msgid "Steel Shears (right-click to shear)"
msgstr "Ciseaux à laine (clic droit pour tondre)"
#: crafts.lua
msgid "Mob Protection Rune"
msgstr "Rune de protection des animaux"
#: crafts.lua
msgid "Saddle"
msgstr "Selle"
#: crafts.lua
msgid "Mob Fence"
msgstr "Clôture à animaux"
#: spawner.lua
msgid "Mob Spawner"
msgstr "Générateur de mob"
#: spawner.lua
msgid "Mob MinLight MaxLight Amount PlayerDist"
msgstr "Mob MinLumière MaxLumière Quantité DistanceJoueur"
#: spawner.lua
msgid "Spawner Not Active (enter settings)"
msgstr "Générateur non actif (entrez les paramètres)"
#: spawner.lua
msgid "Spawner Active (@1)"
msgstr "Générateur actif (@1)"
#: spawner.lua
msgid "Mob Spawner settings failed!"
msgstr "Echec des paramètres du générateur"
#: spawner.lua
msgid ""
"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] "
"distance[1-20] y_offset[-10 to 10]”"
msgstr "Syntaxe : “nom min_lumière[0-14] max_lumière[0-14] max_mobs_dans_zone[0 pour désactiver] distance[1-20] décalage_y[-10 à 10]“"

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@ -1,131 +0,0 @@
# ITALIAN LOCALE FILE FOR THE MOBS REDO MODULE
# Copyright (c) 2014 Krupnov Pavel and 2016 TenPlus1
# This file is distributed under the same license as the MOBS REDO package.
# Hamlet <h4mlet@riseup.net>, 2017.
#
msgid ""
msgstr ""
"Project-Id-Version: Italian locale file for the Mobs Redo module\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-07-02 16:48+0200\n"
"PO-Revision-Date: 2017-08-18 12:18+0100\n"
"Last-Translator: H4mlet <h4mlet@riseup.net>\n"
"Language-Team: \n"
"Language: it\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Generator: Poedit 1.6.10\n"
#: api.lua
msgid "** Peaceful Mode Active - No Monsters Will Spawn"
msgstr ""
#: api.lua
msgid "Mob has been protected!"
msgstr "Il mob è stato protetto!"
#: api.lua
msgid "@1 (Tamed)"
msgstr "@1 (Addomesticat*)"
#: api.lua
msgid "Not tamed!"
msgstr "Non addomesticat*!"
#: api.lua
msgid "@1 is owner!"
msgstr "Proprietari* @1!"
#: api.lua
msgid "Missed!"
msgstr "Mancat*!"
#: api.lua
msgid "Already protected!"
msgstr "Già protett*!"
#: api.lua
msgid "@1 at full health (@2)"
msgstr "@1 in piena salute (@2)"
#: api.lua
msgid "@1 has been tamed!"
msgstr "@1 è stat* addomesticat*!"
#: api.lua
msgid "Enter name:"
msgstr "Inserire il nome:"
#: api.lua
msgid "Rename"
msgstr "Rinominare"
#: crafts.lua
msgid "Name Tag"
msgstr "Targhetta"
#: crafts.lua
msgid "Leather"
msgstr "Pelle"
#: crafts.lua
msgid "Raw Meat"
msgstr "Carne cruda"
#: crafts.lua
msgid "Meat"
msgstr "Carne"
#: crafts.lua
msgid "Lasso (right-click animal to put in inventory)"
msgstr "Lazo (click di destro per mettere l'animale nell'inventario)"
#: crafts.lua
msgid "Net (right-click animal to put in inventory)"
msgstr "Rete (click destro per mettere l'animale nell'inventario)"
#: crafts.lua
msgid "Steel Shears (right-click to shear)"
msgstr "Cesoie d'acciaio (click destro per tosare)"
#: crafts.lua
msgid "Mob Protection Rune"
msgstr "Runa di protezione per mob"
#: crafts.lua
msgid "Saddle"
msgstr "Sella"
#: crafts.lua
msgid "Mob Fence"
msgstr ""
#: spawner.lua
msgid "Mob Spawner"
msgstr "Generatore di mob"
#: spawner.lua
msgid "Mob MinLight MaxLight Amount PlayerDist"
msgstr "Mob LuceMin LuceMax Ammontare DistGiocat."
#: spawner.lua
msgid "Spawner Not Active (enter settings)"
msgstr "Generatore inattivo (inserire le impostazioni)"
#: spawner.lua
msgid "Spawner Active (@1)"
msgstr "Generatore attivo (@1)"
#: spawner.lua
msgid "Mob Spawner settings failed!"
msgstr "Impostazioni del generatore di mob fallite!"
#: spawner.lua
msgid ""
"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] "
"distance[1-20] y_offset[-10 to 10]”"
msgstr ""
"Sintassi: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 per "
"disabilitare] distance[1-20] y_offset[-10 to 10]”"

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@ -1,131 +0,0 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: \n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-02-05 23:40+0800\n"
"PO-Revision-Date: 2018-02-05 23:51+0800\n"
"Language-Team: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 2.0.6\n"
"Last-Translator: MuhdNurHidayat (MNH48) <mnh48mail@gmail.com>\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"Language: ms\n"
#: api.lua
msgid "** Peaceful Mode Active - No Monsters Will Spawn"
msgstr "** Mod Aman Diaktifkan - Tiada Raksasa Akan Muncul"
#: api.lua
msgid "Mob has been protected!"
msgstr "Mob telah pun dilindungi!"
#: api.lua
msgid "@1 (Tamed)"
msgstr "@1 (Jinak)"
#: api.lua
msgid "Not tamed!"
msgstr "Belum dijinakkan!"
#: api.lua
msgid "@1 is owner!"
msgstr "Ini hak milik @1!"
#: api.lua
msgid "Missed!"
msgstr "Terlepas!"
#: api.lua
msgid "Already protected!"
msgstr "Telah dilindungi!"
#: api.lua
msgid "@1 at full health (@2)"
msgstr "Mata kesihatan @1 telah penuh (@2)"
#: api.lua
msgid "@1 has been tamed!"
msgstr "@1 telah dijinakkan!"
#: api.lua
msgid "Enter name:"
msgstr "Masukkan nama:"
#: api.lua
msgid "Rename"
msgstr "Namakan semula"
#: crafts.lua
msgid "Name Tag"
msgstr "Tanda Nama"
#: crafts.lua
msgid "Leather"
msgstr "Kulit"
#: crafts.lua
msgid "Raw Meat"
msgstr "Daging Mentah"
#: crafts.lua
msgid "Meat"
msgstr "Daging Bakar"
#: crafts.lua
msgid "Lasso (right-click animal to put in inventory)"
msgstr "Tanjul (klik-kanan haiwan untuk masukkan ke inventori)"
#: crafts.lua
msgid "Net (right-click animal to put in inventory)"
msgstr "Jaring (klik-kanan haiwan untuk masukkan ke inventori)"
#: crafts.lua
msgid "Steel Shears (right-click to shear)"
msgstr "Ketam Keluli (klik-kanan untuk mengetam bulu biri-biri)"
#: crafts.lua
msgid "Mob Protection Rune"
msgstr "Rune Perlindungan Mob"
#: crafts.lua
msgid "Saddle"
msgstr "Pelana"
#: crafts.lua
msgid "Mob Fence"
msgstr "Pagar Mob"
#: spawner.lua
msgid "Mob Spawner"
msgstr "Pewujud Mob"
#: spawner.lua
msgid "Mob MinLight MaxLight Amount PlayerDist"
msgstr "Mob CahayaMin CahayaMax Amaun JarakPemain"
#: spawner.lua
msgid "Spawner Not Active (enter settings)"
msgstr "Pewujud Mob Tidak Aktif (masukkan tetapan)"
#: spawner.lua
msgid "Spawner Active (@1)"
msgstr "Pewujud Mob Aktif (@1)"
#: spawner.lua
msgid "Mob Spawner settings failed!"
msgstr "Penetapan Pewujud Mob gagal!"
#: spawner.lua
msgid ""
"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] "
"distance[1-20] y_offset[-10 to 10]”"
msgstr ""
"Sintaks: \"nama cahaya_minimum[0-14] cahaya_maksimum[0-14] "
"amaun_mob_maksimum[0 untuk lumpuhkan] jarak[1-20] ketinggian[-10 hingga 10]\""

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@ -1,129 +0,0 @@
# Russian translation for the mobs_redo mod.
# Copyright (C) 2018 TenPlus1
# This file is distributed under the same license as the mobs_redo package.
# Oleg720 <olegsiriak@yandex.ru>, 2017.
# CodeXP <codexp@gmx.net>, 2018.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-08-13 15:47+0200\n"
"PO-Revision-Date: 2018-03-23 22:22+0100\n"
"Last-Translator: CodeXP <codexp@gmx.net>\n"
"Language-Team: \n"
"Language: ru\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: api.lua
msgid "** Peaceful Mode Active - No Monsters Will Spawn"
msgstr "** Мирный модус активирован - монстры не спаунятся"
#: api.lua
msgid "Mob has been protected!"
msgstr "Моб защищен!"
#: api.lua
msgid "@1 (Tamed)"
msgstr "@1 (Прирученный)"
#: api.lua
msgid "Not tamed!"
msgstr "Не прирученный"
#: api.lua
msgid "@1 is owner!"
msgstr "@1 владелец"
#: api.lua
msgid "Missed!"
msgstr "Промазал!"
#: api.lua
msgid "Already protected!"
msgstr "Уже защищен!"
#: api.lua
msgid "@1 at full health (@2)"
msgstr "@1 при полном здоровье (@2)"
#: api.lua
msgid "@1 has been tamed!"
msgstr "@1 приручен"
#: api.lua
msgid "Enter name:"
msgstr "Введите имя:"
#: api.lua
msgid "Rename"
msgstr "Переименовать"
#: crafts.lua
msgid "Name Tag"
msgstr "Новый тэг"
#: crafts.lua
msgid "Leather"
msgstr "Кожа"
#: crafts.lua
msgid "Raw Meat"
msgstr "Сырое мясо"
#: crafts.lua
msgid "Meat"
msgstr "Мясо"
#: crafts.lua
msgid "Lasso (right-click animal to put in inventory)"
msgstr "Лассо (Правый клик - положить животное в инвентарь)"
#: crafts.lua
msgid "Net (right-click animal to put in inventory)"
msgstr "Сеть (Правый клик - положить животное в инвентарь)"
#: crafts.lua
msgid "Steel Shears (right-click to shear)"
msgstr "Ножницы (Правый клик - подстричь)"
#: crafts.lua
msgid "Mob Protection Rune"
msgstr "Защитная руна мобов"
#: crafts.lua
msgid "Saddle"
msgstr "Седло"
#: crafts.lua
msgid "Mob Fence"
msgstr "Забор от мобов"
#: spawner.lua
msgid "Mob Spawner"
msgstr "Спаунер моба"
#: spawner.lua
msgid "Mob MinLight MaxLight Amount PlayerDist"
msgstr ""
#: spawner.lua
msgid "Spawner Not Active (enter settings)"
msgstr "Спаунер не активен (введите настройки)"
#: spawner.lua
msgid "Spawner Active (@1)"
msgstr "Активные спаунер (@1)"
#: spawner.lua
msgid "Mob Spawner settings failed!"
msgstr "Настройки спаунера моба провалились"
#: spawner.lua
msgid ""
"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] "
"distance[1-20] y_offset[-10 to 10]”"
msgstr ""

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@ -1,8 +0,0 @@
if minetest.get_modpath("lucky_block") then
lucky_block:add_blocks({
{"dro", {"mcl_mobs:nametag"}, 1},
{"lig"},
})
end

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name = mcl_mobs

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mcl_core?

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Decorative paintings which you can placed on walls.

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-- TODO: Move all textures to mcl_paintings when finished
-- Intllib
local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP .. "/intllib.lua")
minetest.register_craftitem("mcl_paintings:painting", {
description = S("Next-Gen Painting"),
_doc_items_longdesc = S("Paintings are decorations which can be placed on walls. THIS ITEM IS INCOMPLETE."),
wield_image = "gemalde_node.png",
inventory_image = "gemalde_node.png",
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return
end
local under = pointed_thing.under
local above = pointed_thing.above
-- Use pointed node's on_rightclick function first, if present
local node_under = minetest.get_node(under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node_under.name] and minetest.registered_nodes[node_under.name].on_rightclick then
return minetest.registered_nodes[node_under.name].on_rightclick(under, node_under, placer, itemstack) or itemstack
end
end
-- Can only be placed on side
if under.y ~= above.y then
return itemstack
end
-- Can only be placed on solid nodes
if minetest.get_item_group(node_under.name, "solid") == 0 then
return itemstack
end
-- Spawn painting and rotate
local painting = minetest.add_entity(above, "mcl_paintings:painting")
local yaw = minetest.dir_to_yaw(vector.direction(under, above))
painting:set_yaw(yaw)
if not minetest.settings:get_bool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
})
-- List of painting IDs, indexed by size.
-- Outer index: Width in node lengths
-- Inner index: Height in node lengths
local paintings = {
[1] = {
[1] = { 1, 2, 3, 4, 5, 6, 7 }, -- 1×1
[2] = { 8, 9, 10, 11, 12 }, -- 1×2
},
[2] = {
[1] = { 13, 14}, -- 2×1
[2] = { 15, 16, 17, 18, 19, 20 }, -- 2×2
},
[3] = {
[4] = { 25, 26 }, -- 3×4
},
[4] = {
[2] = { 21 }, -- 4×2
[4] = { 22, 23, 24 }, -- 4×4
},
}
-- Returns a random painting ID for the given size.
-- x: Width in node lenghts
-- y: Height in node lengths
local function select_painting(x, y)
if paintings[x] then
local pool = paintings[x][y]
if paintings[x][y] then
local p = math.random(1, #pool)
return p
end
end
return nil
end
-- Returns the texture table for the given painting ID
local get_textures = function(painting_id)
return {
"gemalde_bg.png",
"gemalde_bg.png",
"gemalde_bg.png",
"gemalde_bg.png",
"gemalde_"..tostring(painting_id)..".png",
"gemalde_bg.png"
}
end
-- Painting entitty.
-- Can be killed.
-- Breaks and drops as item if punched.
--
minetest.register_entity("mcl_paintings:painting", {
physical = false,
collide_with_objects = true,
hp_max = 1,
-- TODO: Fix visual
visual = "cube",
visual_size = { x=1, y=1 },
textures = get_textures(1),
_painting = nil, -- Holds the current painting ID. Initially nil for random painting
get_staticdata = function(self)
local out = { _painting = self._painting }
return minetest.serialize(out)
end,
on_activate = function(self, staticdata)
if staticdata and staticdata ~= "" then
local inp = minetest.deserialize(staticdata)
self._painting = inp._painting
end
-- Initial spawn. Select random painting
if not self._painting then
self._painting = select_painting(1, 1)
end
self.object:set_properties({textures = get_textures(self._painting)})
end,
on_punch = function(self, puncher)
if not puncher or not puncher:is_player() or self._removed then
return
end
-- Drop painting as item on ground
if not minetest.settings:get_bool("creative_mode") then
minetest.add_item(self.object:getpos(), "mcl_paintings:painting")
end
self._removed = true
self.object:remove()
end
})
--[[
-- TODO: Add crafting when this mod works better
if minetest.get_modpath("mcl_core") then
minetest.register_craft({
output = "mcl_paintings:painting",
recipe = {
{"mcl_core:stick", "mcl_core:stick", "mcl_core:stick"},
{"mcl_core:stick", "group:wool", "mcl_core:stick"},
{"mcl_core:stick", "mcl_core:stick", "mcl_core:stick"},
}
})
end
]]

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name = mcl_paintings

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462
mods/ENTITIES/mobs/api.txt Normal file
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MOB API (13th July 2017)
The mob api is a function that can be called on by other mods to add new animals or monsters into minetest.
minetest.conf settings*
'enable_damage' if true monsters will attack players (default is true)
'only_peaceful_mobs' if true only animals will spawn in game (default is false)
'mobs_disable_blood' if false blood effects appear when mob is hit (default is false)
'mobs_spawn_protected' if set to false then mobs will not spawn in protected areas (default is true)
'remove_far_mobs' if true then mobs that are outside players visual range will be removed (default is false)
'mobname' can change specific mob chance rate (0 to disable) and spawn number e.g. mobs_animal:cow = 1000,5
'mob_difficulty' sets difficulty level (health and hit damage multiplied by this number), defaults to 1.0.
'mob_show_health' if false then punching mob will not show health status (true by default)
mobs:register_mob(name, definition)
This functions registers a new mob as a Minetest entity.
'name' is the name of the mob (e.g. "mobs:dirt_monster")
definition is a table with the following fields
'type' the type of the mob ("monster", "animal" or "npc") where monsters attack players and npc's, animals and npc's tend to wander around and can attack when hit 1st.
'passive' will mob defend itself, set to false to attack
'docile_by_day' when true, mob will not attack during daylight hours unless provoked
'attacks_monsters' usually for npc's to attack monsters in area
'group_attack' true to defend same kind of mobs from attack in area
'owner_loyal' when true owned mobs will attack any monsters you punch
'attack_animals' true for monster to attack animals as well as player and npc's
'specific_attack' has a table of entity names that monsters can attack {"player", "mobs_animal:chicken"}
'hp_min' minimum health
'hp_max' maximum health (mob health is randomly selected between both)
'physical' same is in minetest.register_entity()
'collisionbox' same is in minetest.register_entity()
'visual' same is in minetest.register_entity()
'visual_size' same is in minetest.register_entity()
'textures' same is in minetest.register_entity()
although you can add multiple lines for random textures {{"texture1.png"},{"texture2.png"}},
'gotten_texture' alt. texture for when self.gotten value is set to true (used for shearing sheep)
'child_texture' texture of mod for when self.child is set to true
'mesh' same is in minetest.register_entity()
'gotten_mesh' alternative mesh for when self.gotten is true (used for sheep)
'makes_footstep_sound' same is in minetest.register_entity()
'follow' item when held will cause mob to follow player, can be single string "default:apple" or table {"default:apple", "default:diamond"}. These are also items that are used to feed and tame mob.
'view_range' the range in which the mob will follow or attack player
'walk_chance' chance of mob walking around (0 to 100), set to 0 for jumping mob only
'walk_velocity' the velocity when the monster is walking around
'run_velocity' the velocity when the monster is attacking a player
'runaway' when true mob will turn and run away when punched
'stepheight' minimum node height mob can walk onto without jumping (default: 0.6)
'jump' can mob jump, true or false
'jump_height' height mob can jump, default is 6 (0 to disable jump)
'fly' can mob fly, true or false (used for swimming mobs also)
'fly_in' node name that mob flys inside, e.g "air", "default:water_source" for fish
'damage' the damage mobs inflict per melee attack.
'recovery_time' how much time from when mob is hit to recovery (default: 0.5 seconds)
'knock_back' strength of knock-back when mob hit (default: 3)
'immune_to' table holding special tool/item names and damage the incur e.g.
{"default:sword_wood", 0}, {"default:gold_lump", -10} immune to sword, gold lump heals
'blood_amount' number of droplets that appear when hit
'blood_texture' texture of blood droplets (default: "mobs_blood.png")
'drops' is list of tables with the following fields:
'name' itemname e.g. default:stone
'chance' the inverted chance (same as in abm) to get the item
'min' the minimum number of items
'max' the maximum number of items
'armor' this integer holds armor strength with 100 being normal, with lower numbers hardening the armor and higher numbers making it weaker (weird I know but compatible with simple mobs)
'drawtype' "front" or "side" (DEPRECATED, replaced with below)
'rotate' set mob rotation, 0=front, 90=side, 180=back, 270=other side
'water_damage' the damage per second if the mob is in water
'lava_damage' the damage per second if the mob is in lava
'light_damage' the damage per second if the mob is in light
'suffocation' health value mob loses when inside a solid node
'fall_damage' will mob be hurt when falling from height
'fall_speed' maximum falling velocity of mob (default is -10 and must be below -2)
'fear_height' when mob walks near a drop then anything over this value makes it stop and turn back (default is 0 to disable)
'on_die' a function that is called when the mob is killed the parameters are (self, pos)
'floats' 1 to float in water, 0 to sink
'on_rightclick' its same as in minetest.register_entity()
'pathfinding' set to 1 for mobs to use pathfinder feature to locate player, set to 2 so they can build/break also (only works with dogfight attack)
'attack_type' the attack type of a monster
'dogfight' follows player in range and attacks when in reach
'shoot' shoots defined arrows when player is within range
'explode' follows player in range and will flash and explode when in reach
'dogshoot' shoots arrows when in range and one on one attack when in reach
'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
'dogshoot_count_max' number of seconds before switching to dogfight mode.
'dogshoot_count2_max' number of seconds before switching back to shoot mode.
'custom_attack' when set this function is called instead of the normal mob melee attack, parameters are (self, to_attack)
'double_melee_attack' if false then api will choose randomly between 'punch' and 'punch2' attack animations
'on_blast' is called when an explosion happens near mob when using TNT functions, parameters are (object, damage) and returns (do_damage, do_knockback, drops)
'explosion_radius' radius of explosion attack (defaults to 1)
'arrow' if the attack_type is "shoot" or "dogshoot" then the entity name of a pre-defined arrow is required, see below for arrow definition.
'shoot_interval' the minimum shoot interval
'shoot_offset' +/- value to position arrow/fireball when fired
'reach' how far a reach this mob has, default is 3
'sounds' this is a table with sounds of the mob
'random' random sounds during gameplay
'war_cry' sound when starting to attack player
'attack' sound when attacking player
'shoot_attack' sound when attacking player by shooting arrow/entity
'damage' sound when being hit
'death' sound when killed
'jump' sound when jumping
'explode' sound when exploding
'distance' maximum distance sounds are heard from (default is 10)
Mobs can look for specific nodes as they walk and replace them to mimic eating.
'replace_what' group if items to replace e.g. {"farming:wheat_8", "farming:carrot_8"}
'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
'replace_rate' how random should the replace rate be (typically 10)
'replace_offset' +/- value to check specific node to replace
'on_replace(self, pos, oldnode, newnode)' gets called when mob is about to replace a node
self: ObjectRef of mob
pos: Position of node to replace
oldnode: Current node
newnode: What the node will become after replacing
If false is returned, the mob will not replace the node.
By default, replacing sets self.gotten to true and resets the object properties.
The 'replace_what' has been updated to use tables for what, with and y_offset e.g.
replace_what = { {"group:grass", "air", 0}, {"default:dirt_with_grass", "default:dirt", -1} }
Mob animation comes in three parts, start_frame, end_frame and frame_speed which
can be added to the mob definition under pre-defined mob animation names like:
'animation' a table with the animation ranges and speed of the model
'stand_start', 'stand_end', 'stand_speed' when mob stands still
'walk_start', 'walk_end', 'walk_speed' when mob walks
'run_start', 'run_end', 'run_speed' when mob runs
'fly_start', 'fly_end', 'fly_speed' when mob flies
'punch_start', 'punch_end', 'punch_speed' when mob attacks
'punch2_start', 'punch2_end', 'punch2_speed' when mob attacks (alternative)
'die_start', 'die_end', 'die_speed' when mob dies
'*_loop' bool value to determine if any set animation loops e.g (die_loop = false)
defaults to true if not set
also 'speed_normal' for compatibility with older mobs for animation speed (deprecated)
The mob api also has some preset variables and functions that it will remember for each mob
'self.health' contains current health of mob (cannot exceed self.hp_max)
'self.texture_list' contains list of all mob textures
'self.child_texture' contains mob child texture when growing up
'self.base_texture' contains current skin texture which was randomly selected from textures list
'self.gotten' this is used for obtaining milk from cow and wool from sheep
'self.horny' when animal fed enough it is set to true and animal can breed with same animal
'self.hornytimer' background timer that controls breeding functions and mob childhood timings
'self.child' used for when breeding animals have child, will use child_texture and be half size
'self.owner' string used to set owner of npc mobs, typically used for dogs
'self.order' set to "follow" or "stand" so that npc will follow owner or stand it's ground
'self.nametag' contains the name of the mob which it can show above
'on_die' a function that is called when mob is killed
'do_custom' a custom function that is called every tick while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node status), return with 'false' to skip remainder of mob API.
mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
These functions register a spawn algorithm for the mob. Without this function the call the mobs won't spawn.
'name' is the name of the animal/monster
'nodes' is a list of nodenames on that the animal/monster can spawn on top of
'neighbors' is a list of nodenames on that the animal/monster will spawn beside (default is {"air"} for mobs:register_spawn)
'max_light' is the maximum of light
'min_light' is the minimum of light
'interval' is same as in register_abm() (default is 30 for mobs:register_spawn)
'chance' is same as in register_abm()
'active_object_count' mob is only spawned if active_object_count_wider of ABM is <= this
'min_height' is the minimum height the mob can spawn
'max_height' is the maximum height the mob can spawn
'day_toggle' true for day spawning, false for night or nil for anytime
'on_spawn' is a custom function which runs after mob has spawned and gives self and pos values.
... also a simpler way to handle mob spawns has been added with the mobs:spawn(def) command which uses above names to make settings clearer:
mobs:spawn({name = "mobs_monster:tree_monster",
nodes = {"group:leaves"},
max_light = 7,
})
Players can override the spawn chance for each mob registered by adding a line to their minetest.conf file with a new value, the lower the value the more each mob will spawn e.g.
mobs_animal:sheep_chance 11000 or mobs_monster:sand_monster_chance 100
For each mob that spawns with this function is a field in mobs.spawning_mobs. It tells if the mob should spawn or not. Default is true. So other mods can only use the API of this mod by disabling the spawning of the default mobs in this mod.
mobs:register_arrow(name, definition)
This function registers a arrow for mobs with the attack type shoot.
'name' is the name of the arrow
-definition' is a table with the following values:
'visual' same is in minetest.register_entity()
'visual_size' same is in minetest.register_entity()
'textures' same is in minetest.register_entity()
'velocity' the velocity of the arrow
'drop' if set to true any arrows hitting a node will drop as item
'hit_player' a function that is called when the arrow hits a player; this function should hurt the player
the parameters are (self, player)
'hit_mob' a function that is called when the arrow hits a mob; this function should hurt the mob
the parameters are (self, player)
'hit_node' a function that is called when the arrow hits a node
the parameters are (self, pos, node)
'tail' when set to 1 adds a trail or tail to mob arrows
'tail_texture' texture string used for above effect
'tail_size' has size for above texture (defaults to between 5 and 10)
'expire' contains float value for how long tail appears for (defaults to 0.25)
'glow' has value for how brightly tail glows 1 to 10 (default is 0, no glow)
'rotate' integer value in degrees to rotate arrow
'on_step' is a custom function when arrow is active, nil for default.
mobs:register_egg(name, description, background, addegg, no_creative)
This function registers a spawn egg which can be used by admin to properly spawn in a mob.
'name' this is the name of your new mob to spawn e.g. "mob:sheep"
'description' the name of the new egg you are creating e.g. "Spawn Sheep"
'background' the texture displayed for the egg in inventory
'addegg' would you like an egg image in front of your texture (1=yes, 0=no)
'no_creative' when set to true this stops spawn egg appearing in creative mode for destructive mobs like Dungeon Masters
mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead
mobs:boom(self, pos, radius)
This function generates an explosion which removes nodes in a specific radius and damages any entity caught inside the blast radius. Protection will limit node destruction but not entity damage.
'self' mob entity
'pos' centre position of explosion
'radius' radius of explosion (typically set to 3)
mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
This function is generally called inside the on_rightclick section of the mob api code, it provides a chance of capturing the mob by hand, using the net or magic lasso items, and can also have the player take the mob by force if tamed and replace with another item entirely.
'self' mob information
'clicker' player information
'chance_hand' chance of capturing mob by hand (1 to 100) 0 to disable
'chance_net' chance of capturing mob using net (1 to 100) 0 to disable
'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to disable
'force_take' take mob by force, even if tamed (true or false)
'replacewith' once captured replace mob with this item instead (overrides new mob eggs with saved information)
mobs:feed_tame(self, clicker, feed_count, breed, tame)
This function allows the mob to be fed the item inside self.follow be it apple, wheat or whatever a set number of times and be tamed or bred as a result. Will return true when mob is fed with item it likes.
'self' mob information
'clicker' player information
'feed_count' number of times mob must be fed to tame or breed
'breed' true or false stating if mob can be bred and a child created afterwards
'tame' true or false stating if mob can be tamed so player can pick them up
mobs:protect(self, clicker)
This function can be used to right-click any tamed mob with mobs:protector item, this will protect the mob from harm inside of a protected area from other players. Will return true when mob right-clicked with mobs:protector item.
'self' mob information
'clicker' player information
Mobs can now be ridden by players and the following shows the functions and usage:
mobs:attach(self, player)
This function attaches a player to the mob so it can be ridden.
'self' mob information
'player' player information
mobs:detach(player, offset)
This function will detach the player currently riding a mob to an offset position.
'player' player information
'offset' position table containing offset values
mobs:drive(self, move_animation, stand_animation, can_fly, dtime)
This function allows an attached player to move the mob around and animate it at same time.
'self' mob information
'move_animation' string containing movement animation e.g. "walk"
'stand_animation' string containing standing animation e.g. "stand"
'can_fly' if true then jump and sneak controls will allow mob to fly up and down
'dtime' tick time used inside drive function
mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation)
This function allows an attached player to fly the mob around using directional controls.
'self' mob information
'dtime' tick time used inside fly function
'speed' speed of flight
'can_shoot' true if mob can fire arrow (sneak and left mouse button fires)
'arrow_entity' name of arrow entity used for firing
'move_animation' string containing name of pre-defined animation e.g. "walk" or "fly" etc.
'stand_animation' string containing name of pre-defined animation e.g. "stand" or "blink" etc.
Note: animation names above are from the pre-defined animation lists inside mob registry without extensions.
mobs:set_animation(self, name)
This function sets the current animation for mob, defaulting to "stand" if not found.
'self' mob information
'name' name of animation
Certain variables need to be set before using the above functions:
'self.v2' toggle switch used to define below values for the first time
'self.max_speed_forward' max speed mob can move forward
'self.max_speed_reverse' max speed mob can move backwards
'self.accel' acceleration speed
'self.terrain_type' integer containing terrain mob can walk on (1 = water, 2 or 3 = land)
'self.driver_attach_at' position offset for attaching player to mob
'self.driver_eye_offset' position offset for attached player view
'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1}
Here is an example mob to show how the above functions work:
-- rideable horse
mobs:register_mob("mob_horse:horse", {
type = "animal",
visual = "mesh",
visual_size = {x = 1.20, y = 1.20},
mesh = "mobs_horse.x",
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4},
animation = {
speed_normal = 15,
speed_run = 30,
stand_start = 25,
stand_end = 75,
walk_start = 75,
walk_end = 100,
run_start = 75,
run_end = 100,
},
textures = {
{"mobs_horse.png"},
{"mobs_horsepeg.png"},
{"mobs_horseara.png"}
},
fear_height = 3,
runaway = true,
fly = false,
walk_chance = 60,
view_range = 5,
follow = {"farming:wheat"},
passive = true,
hp_min = 12,
hp_max = 16,
armor = 200,
lava_damage = 5,
fall_damage = 5,
water_damage = 1,
makes_footstep_sound = true,
drops = {
{name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
},
do_custom = function(self, dtime)
-- set needed values if not already present
if not self.v2 then
self.v2 = 0
self.max_speed_forward = 6
self.max_speed_reverse = 2
self.accel = 6
self.terrain_type = 3
self.driver_attach_at = {x = 0, y = 20, z = -2}
self.driver_eye_offset = {x = 0, y = 3, z = 0}
self.driver_scale = {x = 1, y = 1}
end
-- if driver present allow control of horse
if self.driver then
mobs.drive(self, "walk", "stand", false, dtime)
return false -- skip rest of mob functions
end
return true
end,
on_die = function(self, pos)
-- drop saddle when horse is killed while riding
-- also detach from horse properly
if self.driver then
minetest.add_item(pos, "mobs:saddle")
mobs.detach(self.driver, {x = 1, y = 0, z = 1})
end
end,
on_rightclick = function(self, clicker)
-- make sure player is clicking
if not clicker or not clicker:is_player() then
return
end
-- feed, tame or heal horse
if mobs:feed_tame(self, clicker, 10, true, true) then
return
end
-- make sure tamed horse is being clicked by owner only
if self.tamed and self.owner == clicker:get_player_name() then
local inv = clicker:get_inventory()
-- detatch player already riding horse
if self.driver and clicker == self.driver then
mobs.detach(clicker, {x = 1, y = 0, z = 1})
-- add saddle back to inventory
if inv:room_for_item("main", "mobs:saddle") then
inv:add_item("main", "mobs:saddle")
else
minetest.add_item(clicker.getpos(), "mobs:saddle")
end
-- attach player to horse
elseif not self.driver
and clicker:get_wielded_item():get_name() == "mobs:saddle" then
self.object:set_properties({stepheight = 1.1})
mobs.attach(self, clicker)
-- take saddle from inventory
inv:remove_item("main", "mobs:saddle")
end
end
-- used to capture horse with magic lasso
mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)
end
})

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@ -0,0 +1,14 @@
local S = mobs.intllib
-- name tag
minetest.register_craftitem("mobs:nametag", {
description = S("Name Tag"),
_doc_items_longdesc = S("A name tag is an item to name most animals and monsters."),
_doc_items_usagehelp = S("Rightclick an animal or monster while holding the name tag, then enter a name."),
inventory_image = "mobs_nametag.png",
wield_image = "mobs_nametag.png",
stack_max = 64,
groups = { tool=1 },
})

View File

@ -1,9 +1,6 @@
mcl_core
mcl_weather?
mcl_tnt?
mcl_hunger?
invisibility?
intllib?
lucky_block?
cmi?
doc_identifier?

View File

@ -0,0 +1 @@
Adds a mob api for mods to add animals or monsters etc.

View File

@ -0,0 +1,19 @@
local path = minetest.get_modpath("mobs")
-- Mob API
dofile(path .. "/api.lua")
-- Rideable Mobs
dofile(path .. "/mount.lua")
-- Mob Items
dofile(path .. "/crafts.lua")
-- Mob Spawner
-- MCL2 has its own spawners in mcl_mobspawners
-- Lucky Blocks
dofile(path .. "/lucky_block.lua")
minetest.log("action", "[MOD] Mobs Redo loaded")

View File

@ -18,10 +18,6 @@ msgstr ""
"X-Generator: Poedit 2.0.2\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
#: api.lua
msgid "** Peaceful Mode Active - No Monsters Will Spawn"
msgstr ""
#: api.lua
msgid "Mob has been protected!"
msgstr "Kreatur wurde geschützt!"
@ -46,6 +42,10 @@ msgstr "Daneben!"
msgid "Already protected!"
msgstr "Bereits geschützt!"
#: api.lua
msgid "Protected!"
msgstr "Geschützt!"
#: api.lua
msgid "@1 at full health (@2)"
msgstr "@1 bei voller Gesundheit (@2)"
@ -98,10 +98,6 @@ msgstr "Kreaturschutzrune"
msgid "Saddle"
msgstr "Sattel"
#: crafts.lua
msgid "Mob Fence"
msgstr "Kreaturen Zaun"
#: spawner.lua
msgid "Mob Spawner"
msgstr "Kreaturenspawner"
@ -128,4 +124,4 @@ msgid ""
"distance[1-20] y_offset[-10 to 10]”"
msgstr ""
"Syntax: „name min_licht[0-14] max_licht[0-14] max_mobs_im_gebiet[0 zum "
"Deaktivieren] distanz[1-20] y_versatz[-10 bis 10]“"
"Deaktivieren] distanz[1-20] y_versatz[-10 bis 10]“"

View File

@ -18,10 +18,6 @@ msgstr ""
"X-Generator: Poedit 2.0.2\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
#: api.lua
msgid "** Peaceful Mode Active - No Monsters Will Spawn"
msgstr ""
#: api.lua
msgid "Mob has been protected!"
msgstr ""
@ -46,6 +42,10 @@ msgstr "Faltou!"
msgid "Already protected!"
msgstr ""
#: api.lua
msgid "Protected!"
msgstr ""
#: api.lua
msgid "@1 at full health (@2)"
msgstr "@1 em plena saude (@2)"
@ -99,10 +99,6 @@ msgstr ""
msgid "Saddle"
msgstr ""
#: crafts.lua
msgid "Mob Fence"
msgstr ""
#: spawner.lua
msgid "Mob Spawner"
msgstr "Spawnador de Mob"
@ -130,4 +126,4 @@ msgid ""
"distance[1-20] y_offset[-10 to 10]”"
msgstr ""
"> nome luz_min[0-14] luz_max[0-14] max_mobs_na_area[0 para desabilitar] "
"distancia[1-20] y_offset[-10 a 10]"
"distancia[1-20] y_offset[-10 a 10]"

View File

@ -17,10 +17,6 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: api.lua
msgid "** Peaceful Mode Active - No Monsters Will Spawn"
msgstr ""
#: api.lua
msgid "Mob has been protected!"
msgstr ""
@ -45,6 +41,10 @@ msgstr ""
msgid "Already protected!"
msgstr ""
#: api.lua
msgid "Protected!"
msgstr ""
#: api.lua
msgid "@1 at full health (@2)"
msgstr ""
@ -97,10 +97,6 @@ msgstr ""
msgid "Saddle"
msgstr ""
#: crafts.lua
msgid "Mob Fence"
msgstr ""
#: spawner.lua
msgid "Mob Spawner"
msgstr ""
@ -125,4 +121,4 @@ msgstr ""
msgid ""
"Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] "
"distance[1-20] y_offset[-10 to 10]”"
msgstr ""
msgstr ""

View File

@ -18,10 +18,6 @@ msgstr ""
"X-Generator: Poedit 2.0.2\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
#: api.lua
msgid "** Peaceful Mode Active - No Monsters Will Spawn"
msgstr ""
#: api.lua
msgid "Mob has been protected!"
msgstr ""
@ -46,6 +42,10 @@ msgstr "Kaçırdın!"
msgid "Already protected!"
msgstr ""
#: api.lua
msgid "Protected!"
msgstr ""
#: api.lua
msgid "@1 at full health (@2)"
msgstr "@1 tam canında (@2)"
@ -99,10 +99,6 @@ msgstr ""
msgid "Saddle"
msgstr ""
#: crafts.lua
msgid "Mob Fence"
msgstr "Canavar Yaratıcı"
#: spawner.lua
msgid "Mob Spawner"
msgstr "Canavar Yaratıcı"
@ -130,4 +126,4 @@ msgid ""
"distance[1-20] y_offset[-10 to 10]”"
msgstr ""
"> isim min_isik[0-14] max_isik[0-14] alandaki_max_canavar_sayisi[kapatmak "
"icin 0] mesafe[1-20] y_cikinti[-10 ve 10 arası]"
"icin 0] mesafe[1-20] y_cikinti[-10 ve 10 arası]"

View File

@ -0,0 +1,15 @@
if minetest.get_modpath("lucky_block") then
lucky_block:add_blocks({
{"dro", {"mobs:meat_raw"}, 5},
{"dro", {"mobs:meat"}, 5},
{"dro", {"mobs:nametag"}, 1},
{"dro", {"mobs:leather"}, 5},
{"dro", {"mobs:net"}, 1},
{"dro", {"mobs:magic_lasso"}, 1},
{"dro", {"mobs:shears"}, 1},
{"dro", {"mobs:protector"}, 1},
{"lig"},
})
end

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@ -0,0 +1 @@
name = mobs

View File

@ -151,14 +151,12 @@ function mobs.attach(entity, player)
}
})
minetest.after(0.2, function(name)
local player = minetest.get_player_by_name(name)
if player then
mcl_player.player_set_animation(player, "sit" , 30)
end
end, player:get_player_name())
minetest.after(0.2, function()
mcl_player.player_set_animation(player, "sit" , 30)
end)
player:set_look_horizontal(entity.object:get_yaw() - rot_view)
--player:set_look_yaw(entity.object:getyaw() - rot_view)
player:set_look_horizontal(entity.object:getyaw() - rot_view)
end
@ -168,16 +166,13 @@ function mobs.detach(player, offset)
mcl_player.player_set_animation(player, "stand" , 30)
local pos = player:get_pos()
local pos = player:getpos()
pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
minetest.after(0.1, function(name, pos)
local player = minetest.get_player_by_name(name)
if player then
player:set_pos(pos)
end
end, player:get_player_name(), pos)
minetest.after(0.1, function()
player:setpos(pos)
end)
end
@ -190,13 +185,15 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
local acce_y = 0
local velo = entity.object:get_velocity()
local velo = entity.object:getvelocity()
entity.v = get_v(velo) * get_sign(entity.v)
-- process controls
if entity.driver then
--print ("---velo", get_v(velo))
local ctrl = entity.driver:get_player_control()
-- move forwards
@ -215,7 +212,8 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
-- fix mob rotation
entity.object:set_yaw(entity.driver:get_look_horizontal() - entity.rotate)
-- entity.object:setyaw(entity.driver:get_look_yaw() - entity.rotate)
entity.object:setyaw(entity.driver:get_look_horizontal() - entity.rotate)
if can_fly then
@ -275,7 +273,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
if s ~= get_sign(entity.v) then
entity.object:set_velocity({x = 0, y = 0, z = 0})
entity.object:setvelocity({x = 0, y = 0, z = 0})
entity.v = 0
return
end
@ -292,7 +290,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
-- Set position, velocity and acceleration
local p = entity.object:get_pos()
local p = entity.object:getpos()
local new_velo = {x = 0, y = 0, z = 0}
local new_acce = {x = 0, y = -9.8, z = 0}
@ -346,9 +344,9 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
else
if math.abs(velo.y) < 1 then
local pos = entity.object:get_pos()
local pos = entity.object:getpos()
pos.y = math.floor(pos.y) + 0.5
entity.object:set_pos(pos)
entity.object:setpos(pos)
velo.y = 0
end
end
@ -357,11 +355,11 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
end
new_velo = get_velocity(v, entity.object:get_yaw() - rot_view, velo.y)
new_velo = get_velocity(v, entity.object:getyaw() - rot_view, velo.y)
new_acce.y = new_acce.y + acce_y
entity.object:set_velocity(new_velo)
entity.object:set_acceleration(new_acce)
entity.object:setvelocity(new_velo)
entity.object:setacceleration(new_acce)
-- CRASH!
if enable_crash then
@ -370,6 +368,8 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
if intensity >= crash_threshold then
--print("----------- crash", intensity)
entity.object:punch(entity.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = intensity}
@ -387,8 +387,9 @@ end
function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
local ctrl = entity.driver:get_player_control()
local velo = entity.object:get_velocity()
local velo = entity.object:getvelocity()
local dir = entity.driver:get_look_dir()
-- local yaw = entity.driver:get_look_yaw()
local yaw = entity.driver:get_look_horizontal() + 1.57 -- offset fix between old and new commands
local rot_steer, rot_view = math.pi / 2, 0
@ -397,29 +398,29 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
end
if ctrl.up then
entity.object:set_velocity({
entity.object:setvelocity({
x = dir.x * speed,
y = dir.y * speed + 2,
z = dir.z * speed
})
elseif ctrl.down then
entity.object:set_velocity({
entity.object:setvelocity({
x = -dir.x * speed,
y = dir.y * speed + 2,
z = -dir.z * speed
})
elseif not ctrl.down or ctrl.up or ctrl.jump then
entity.object:set_velocity({x = 0, y = -2, z = 0})
entity.object:setvelocity({x = 0, y = -2, z = 0})
end
entity.object:set_yaw(yaw + math.pi + math.pi / 2 - entity.rotate)
entity.object:setyaw(yaw + math.pi + math.pi / 2 - entity.rotate)
-- firing arrows
if ctrl.LMB and ctrl.sneak and shoots then
local pos = entity.object:get_pos()
local pos = entity.object:getpos()
local obj = minetest.add_entity({
x = pos.x + 0 + dir.x * 2.5,
y = pos.y + 1.5 + dir.y,
@ -430,9 +431,10 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
ent.switch = 1 -- for mob specific arrows
ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding
local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6}
-- local yaw = entity.driver:get_look_yaw()
local yaw = entity.driver:get_look_horizontal()
obj:set_yaw(yaw + math.pi / 2)
obj:set_velocity(vec)
obj:setyaw(yaw + math.pi / 2)
obj:setvelocity(vec)
else
obj:remove()
end

View File

@ -1,7 +1,6 @@
Mobs Redo: MineClone 2 Edition
MOBS REDO for MINETEST
Based on Mobs Redo from TenPlus1
Built from PilzAdam's original Simple Mobs with additional mobs by KrupnoPavel, Zeg9, ExeterDad and AspireMint.
@ -11,18 +10,18 @@ This mod contains the API only for adding your own mobs into the world, so pleas
https://forum.minetest.net/viewtopic.php?f=11&t=9917
Items:
Crafts:
- Nametag (paper, black dye, string) can be used right-click on a tamed mob to give them a name.
- Nametag (paper, black dye, string) can be used right-click on a tamed mob to give them a name.
- Nets can be used to right-click tamed mobs to pick them up and place inside inventory as a spawn egg.
- Magic Lasso is similar to nets but with a better chance of picking up larger mobs.
- Shears are used to right-click sheep and return 1-3 wool.
- Protection Rune lets you protect tamed mobs from harm by other players
Lucky Block items: 1
Lucky Blocks: 9
Changelog from original Mobs Redo mod:
- 1.41- Mob pathfinding has been updated thanks to Elkien3
- 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work.
- 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob
- 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage
Changelog:
- 1.37- Added support for Raymoo's CMI (common mob interface) mod: https://forum.minetest.net/viewtopic.php?f=9&t=15448
- 1.36- Death check added, if mob dies in fire/lava/with lava pick then drops are cooked
- 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack

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