From 24939326c417816b5abe8fe0187bbab0cf38c42d Mon Sep 17 00:00:00 2001 From: PrairieAstronomer Date: Thu, 14 Jul 2022 16:39:30 -0600 Subject: [PATCH] Fixed the pillager so he shoots, along with the animation --- mods/ENTITIES/mobs_mc/pillager.lua | 25 ++++++++++++++----------- 1 file changed, 14 insertions(+), 11 deletions(-) diff --git a/mods/ENTITIES/mobs_mc/pillager.lua b/mods/ENTITIES/mobs_mc/pillager.lua index c0305fa922..8c32739596 100644 --- a/mods/ENTITIES/mobs_mc/pillager.lua +++ b/mods/ENTITIES/mobs_mc/pillager.lua @@ -1,4 +1,5 @@ local S = minetest.get_translator("mobs_mc") +local mod_bows = minetest.get_modpath("mcl_bows") ~= nil local function reload(self) if not self or not self.object then return end @@ -11,8 +12,8 @@ end local function reset_animation(self, animation) if not self or not self.object or self.current_animation ~= animation then return end - self.current_animation = "stand_reload" -- Mobs Redo won't set the animation unless we do this - mcl_mobs.set_mob_animation(self, animation) + self.animation.current = "stand_reload" -- Mobs Redo won't set the animation unless we do this + mcl_mobs:set_animation(self, animation) end pillager = { @@ -20,7 +21,7 @@ pillager = { type = "monster", spawn_class = "hostile", hostile = true, - rotate = 270, + rotate = 0, hp_min = 24, hp_max = 24, xp_min = 6, @@ -64,7 +65,7 @@ pillager = { reach = 8, view_range = 16, fear_height = 4, - attack_type = "projectile", + attack_type = "shoot", arrow = "mcl_bows:arrow_entity", sounds = { random = "mobs_mc_pillager_grunt2", @@ -133,19 +134,21 @@ pillager = { local props = self.object:get_properties() props.textures[2] = "mcl_bows_crossbow_0.png^[resize:16x16" self.object:set_properties(props) - local old_anim = self.current_animation + local old_anim = self.animation.current if old_anim == "run" then - mcl_mobs.set_mob_animation(self, "reload_run") + mcl_mobs:set_animation(self, "reload_run") end if old_anim == "stand" then - mcl_mobs.set_mob_animation(self, "reload_stand") + mcl_mobs:set_animation(self, "reload_stand") end - self.current_animation = old_anim -- Mobs Redo will imediately reset the animation otherwise + self.animation.current = old_anim -- Mobs Redo will imediately reset the animation otherwise minetest.after(1, reload, self) minetest.after(2, reset_animation, self, old_anim) - mcl_mobs.shoot_projectile_handling( - "mcl_bows:arrow", pos, dir, self.object:get_yaw(), - self.object, 30, math.random(3,4)) + if mod_bows then + -- 2-4 damage per arrow + local dmg = math.max(4, math.random(2, 8)) + mcl_bows_s.shoot_arrow_crossbow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg) + end -- While we are at it, change the sounds since there is no way to do this in Mobs Redo if self.sounds and self.sounds.random then