forked from VoxeLibre/VoxeLibre
Fix some mob naming issues
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a0999c2141
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041c3b7be2
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@ -603,7 +603,7 @@ Frame Root {
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96.078431;
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96.078431;
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0.011450; 0.011450; 0.011450;;
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0.011450; 0.011450; 0.011450;;
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0.000000; 0.000000; 0.000000;;
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0.000000; 0.000000; 0.000000;;
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TextureFilename {"pig.png";}
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TextureFilename {"mobs_pig.png";}
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}
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}
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} // End of Pig material list
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} // End of Pig material list
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XSkinMeshHeader {
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XSkinMeshHeader {
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@ -63,7 +63,7 @@ mobs:register_mob("mobs_mc:skeleton", {
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light_damage = 1,
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light_damage = 1,
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view_range = 16,
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view_range = 16,
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attack_type = "dogshoot",
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attack_type = "dogshoot",
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arrow = "mobs:arrow_entity",
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arrow = "throwing:arrow_entity",
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shoot_interval = 2.5,
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shoot_interval = 2.5,
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shoot_offset = 1,
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shoot_offset = 1,
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--'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
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--'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
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@ -131,7 +131,7 @@ mobs:register_mob("mobs_mc:skeleton2", {
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light_damage = 0,
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light_damage = 0,
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view_range = 16,
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view_range = 16,
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attack_type = "dogshoot",
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attack_type = "dogshoot",
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arrow = "mobs:arrow_entity",
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arrow = "throwing:arrow_entity",
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shoot_interval = 0.5,
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shoot_interval = 0.5,
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shoot_offset = 1,
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shoot_offset = 1,
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--'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
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--'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
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@ -142,73 +142,6 @@ mobs:register_mob("mobs_mc:skeleton2", {
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mobs:register_spawn("mobs_mc:skeleton2", {"group:crumbly", "group:cracky", "group:choppy", "group:snappy"}, 7, -1, 5000, 4, -3000)
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mobs:register_spawn("mobs_mc:skeleton2", {"group:crumbly", "group:cracky", "group:choppy", "group:snappy"}, 7, -1, 5000, 4, -3000)
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local THROWING_ARROW_ENTITY={
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physical = false,
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timer=0,
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visual = "wielditem",
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visual_size = {x=0.1, y=0.1},
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textures = {"mobs:arrow_box"},
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--textures = {"esmobs:arrow.png"},
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velocity = 10,
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lastpos={},
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collisionbox = {0,0,0,0,0,0},
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}
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--ARROW CODE
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THROWING_ARROW_ENTITY.on_step = function(self, dtime)
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self.timer=self.timer+dtime
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local pos = self.object:getpos()
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local node = minetest.get_node(pos)
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minetest.add_particle({
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pos = pos,
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vel = {x=0, y=0, z=0},
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acc = {x=0, y=0, z=0},
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expirationtime = .3,
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size = 1,
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collisiondetection = false,
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vertical = false,
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texture = "arrow_particle.png",
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})
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if self.timer>0.2 then
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local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 1.5)
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for k, obj in pairs(objs) do
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if obj:get_luaentity() ~= nil then
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if obj:get_luaentity().name ~= "mobs:arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then
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local damage = 3
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minetest.sound_play("damage", {pos = pos})
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=damage},
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}, nil)
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self.object:remove()
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end
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else
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local damage = 3
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minetest.sound_play("damage", {pos = pos})
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=damage},
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}, nil)
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self.object:remove()
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end
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end
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end
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if self.lastpos.x~=nil then
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if node.name ~= "air" then
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minetest.sound_play("bowhit1", {pos = pos})
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--minetest.punch_node(pos) --this crash game when bones for mobs used
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minetest.add_item(self.lastpos, 'mobs:arrow')
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self.object:remove()
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end
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end
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self.lastpos={x=pos.x, y=pos.y, z=pos.z}
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end
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arrows = {
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arrows = {
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{"throwing:arrow", "throwing:arrow_entity" },
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{"throwing:arrow", "throwing:arrow_entity" },
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}
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}
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