From 041c3b7be2c044bfd6cd00a1dfffb10736a3e1cf Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Mon, 16 Jan 2017 18:28:48 +0100 Subject: [PATCH] Fix some mob naming issues --- mods/mobs_mc/models/mobs_pig.x | 2 +- mods/mobs_mc/skeleton.lua | 71 +--------------------------------- 2 files changed, 3 insertions(+), 70 deletions(-) diff --git a/mods/mobs_mc/models/mobs_pig.x b/mods/mobs_mc/models/mobs_pig.x index 48ed2ce9..b5cb222e 100644 --- a/mods/mobs_mc/models/mobs_pig.x +++ b/mods/mobs_mc/models/mobs_pig.x @@ -603,7 +603,7 @@ Frame Root { 96.078431; 0.011450; 0.011450; 0.011450;; 0.000000; 0.000000; 0.000000;; - TextureFilename {"pig.png";} + TextureFilename {"mobs_pig.png";} } } // End of Pig material list XSkinMeshHeader { diff --git a/mods/mobs_mc/skeleton.lua b/mods/mobs_mc/skeleton.lua index aee316be..f577db73 100644 --- a/mods/mobs_mc/skeleton.lua +++ b/mods/mobs_mc/skeleton.lua @@ -63,7 +63,7 @@ mobs:register_mob("mobs_mc:skeleton", { light_damage = 1, view_range = 16, attack_type = "dogshoot", - arrow = "mobs:arrow_entity", + arrow = "throwing:arrow_entity", shoot_interval = 2.5, shoot_offset = 1, --'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight) @@ -131,7 +131,7 @@ mobs:register_mob("mobs_mc:skeleton2", { light_damage = 0, view_range = 16, attack_type = "dogshoot", - arrow = "mobs:arrow_entity", + arrow = "throwing:arrow_entity", shoot_interval = 0.5, shoot_offset = 1, --'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight) @@ -142,73 +142,6 @@ mobs:register_mob("mobs_mc:skeleton2", { mobs:register_spawn("mobs_mc:skeleton2", {"group:crumbly", "group:cracky", "group:choppy", "group:snappy"}, 7, -1, 5000, 4, -3000) -local THROWING_ARROW_ENTITY={ - physical = false, - timer=0, - visual = "wielditem", - visual_size = {x=0.1, y=0.1}, - textures = {"mobs:arrow_box"}, - --textures = {"esmobs:arrow.png"}, - velocity = 10, - lastpos={}, - collisionbox = {0,0,0,0,0,0}, -} - - ---ARROW CODE -THROWING_ARROW_ENTITY.on_step = function(self, dtime) - self.timer=self.timer+dtime - local pos = self.object:getpos() - local node = minetest.get_node(pos) - -minetest.add_particle({ - pos = pos, - vel = {x=0, y=0, z=0}, - acc = {x=0, y=0, z=0}, - expirationtime = .3, - size = 1, - collisiondetection = false, - vertical = false, - texture = "arrow_particle.png", -}) - - if self.timer>0.2 then - local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 1.5) - for k, obj in pairs(objs) do - if obj:get_luaentity() ~= nil then - if obj:get_luaentity().name ~= "mobs:arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then - local damage = 3 - minetest.sound_play("damage", {pos = pos}) - obj:punch(self.object, 1.0, { - full_punch_interval=1.0, - damage_groups={fleshy=damage}, - }, nil) - self.object:remove() - end - else - local damage = 3 - minetest.sound_play("damage", {pos = pos}) - obj:punch(self.object, 1.0, { - full_punch_interval=1.0, - damage_groups={fleshy=damage}, - }, nil) - self.object:remove() - end - end - end - - if self.lastpos.x~=nil then - if node.name ~= "air" then - minetest.sound_play("bowhit1", {pos = pos}) - --minetest.punch_node(pos) --this crash game when bones for mobs used - minetest.add_item(self.lastpos, 'mobs:arrow') - self.object:remove() - end - end - self.lastpos={x=pos.x, y=pos.y, z=pos.z} -end - - arrows = { {"throwing:arrow", "throwing:arrow_entity" }, }