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fix_skelet
Author | SHA1 | Date |
---|---|---|
nixnoxus | 0e4cc5ea44 | |
nixnoxus | d40953b6f1 | |
nixnoxus | 1819d350d4 | |
nixnoxus | aea404c386 | |
nixnoxus | ad97d5326c | |
nixnoxus | 71750e6037 | |
nixnoxus | 6c35f672e8 | |
nixnoxus | ea6d5012e3 | |
nixnoxus | 078f5d760b | |
nixnoxus | 105a702931 | |
nixnoxus | 4dcffc0d5a | |
nixnoxus | 3870f38e87 |
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@ -128,7 +128,7 @@ functions needed for the mob to work properly which contains the following:
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arrow/fireball appears on mob.
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'specific_attack' has a table of entity names that mob can also attack
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e.g. {"player", "mobs_animal:chicken"}.
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'runaway_from' contains a table with mob names to run away from, add
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'runaway_from' contains a table with mob/node names to run away from, add
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"player" to list to runaway from player also.
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'pathfinding' set to 1 for mobs to use pathfinder feature to locate
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player, set to 2 so they can build/break also (only
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@ -263,6 +263,9 @@ functions needed for the mob to work properly which contains the following:
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'noyaw' If true this mob will not automatically change yaw
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'particlespawners' Table of particlespawners attached to the mob. This is implemented in a coord safe manner i.e. spawners are only sent to players within the player_transfer_distance (and automatically removed). This enables infinitely lived particlespawners.
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'attack_frequency' Attack frequency in seconds. If unset, this defaults to 1. Implemented for melee only atm.
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'avoid_from' contains a table with mob/node names to avoid from, add
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"player" to list to avoid from player also.
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mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival
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@ -449,6 +452,16 @@ Create death particles at pos with the given collisionbox.
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mcl_mobs.spawn(pos,name/entity name)
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mcl_mobs:is_object_in_view(object_list, object_range, node_range, turn_around)
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Returns 'true' if an object (mob or node) is in the field of view.
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'object_list' list of mob and/or node names
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'object_range' maximum distance to a mob from object_list
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'node_range' maximum distance to a node from object_list
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'turn_around' true or false
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Making Arrows
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-------------
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@ -35,6 +35,34 @@ function mob_class:day_docile()
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end
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end
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local function name(obj)
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if obj:is_player() then
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return "player:" .. obj:get_player_name()
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else
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local e = obj:get_luaentity()
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return e.name
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end
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end
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function mob_class:log2(msg, object)
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--# local o = object:get_luaentity()
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--# local o2 = object.objectget_luaentity()
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--minetest.log("do_attack SRC " .. dump(self) ) -- { object = userdata: 0x49d9a1a0, is_mob = true, health = 20
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-- minetest.log("do_attack SRC " .. dump(self.object) ) -- { object = userdata: 0x49d9a1a0, ...
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-- minetest.log("do_attack DST " .. dump(object) ) -- userdata metatable: { is_player(), get_player_name()
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-- minetest.log("do_attack SRC " .. name(self.object) )
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-- minetest.log("do_attack DST " .. name(object) )
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local src = self.object
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if object then
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local dst = object
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minetest.log("# " .. msg .. " " .. name(src) .. " > " .. name(dst) .. " dist:" .. vector.distance(src:get_pos(), dst:get_pos()) .. " self:" .. dump(src == dst))
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else
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minetest.log("# " .. msg .. " " .. name(src))
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end
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end
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-- get this mob to attack the object
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function mob_class:do_attack(object)
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@ -50,6 +78,7 @@ function mob_class:do_attack(object)
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self.attack = object
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self.state = "attack"
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self:log2("do_attack", object)
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-- TODO: Implement war_cry sound without being annoying
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--if random(0, 100) < 90 then
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--self:mob_sound("war_cry", true)
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@ -204,6 +233,7 @@ function mob_class:smart_mobs(s, p, dist, dtime)
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self.path.way = minetest.find_path(s, p1, 16, jumpheight, dropheight, "A*_noprefetch")
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self.state = ""
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self:log2("smart_mobs -> do_attack", self.attack)
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self:do_attack(self.attack)
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-- no path found, try something else
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@ -360,7 +390,8 @@ function mob_class:monster_attack()
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player = obj.object
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name = obj.name or ""
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end
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if obj and obj.type == self.type and obj.passive == false and obj.state == "attack" and obj.attack then
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if obj and obj.type == self.type and obj.passive == false and obj.state == "attack" and obj.attack and self.object ~= obj.attack then
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self:log2("add blacklist",obj.attack)
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table.insert(blacklist_attack, obj.attack)
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end
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end
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@ -386,8 +417,10 @@ function mob_class:monster_attack()
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end
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end
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-- find specific mob to attack, failing that attack player/npc/animal
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if specific_attack(self.specific_attack, name)
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and self.object ~= player
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and (type == "player" or ( type == "npc" and self.attack_npcs )
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or (type == "animal" and self.attack_animals == true)
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or (self.extra_hostile and not self.attack_exception(player))) then
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@ -416,12 +449,18 @@ function mob_class:monster_attack()
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end
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end
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if not min_player and #blacklist_attack > 0 then
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self:log2("pre OOPS monster_attack -> do_attack", min_player)
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min_player=blacklist_attack[math.random(#blacklist_attack)]
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end
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-- attack player
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if min_player then
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if self.object == min_player then
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self:log2("OOPS monster_attack -> do_attack", min_player)
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else
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self:log2("monster_attack -> do_attack", min_player)
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self:do_attack(min_player)
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end
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end
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end
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@ -460,6 +499,7 @@ function mob_class:npc_attack()
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end
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if min_player then
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self:log2("npc_attack -> do_attack", min_player)
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self:do_attack(min_player)
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end
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end
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@ -544,6 +584,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
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return
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end
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self:log2("on_punch", hitter)
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-- custom punch function
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if self.do_punch then
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@ -788,6 +829,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
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if not die then
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-- attack whoever punched mob
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self.state = ""
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self:log2("on_punch[-1] -> do_attack", hitter)
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self:do_attack(hitter)
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self._aggro= true
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end
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@ -807,11 +849,15 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
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and obj.state ~= "attack"
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and obj.owner ~= name then
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if obj.name == self.name then
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--minetest.log("on_punch0 -> do_attack")
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obj:log2("group on_punch[0] -> do_attack", hitter)
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obj:do_attack(hitter)
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elseif type(obj.group_attack) == "table" then
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for i=1, #obj.group_attack do
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if obj.group_attack[i] == self.name then
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obj._aggro = true
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--minetest.log("on_punch1 -> do_attack")
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obj:log2("group on_punch[1] -> do_attack", hitter)
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obj:do_attack(hitter)
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break
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end
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@ -821,6 +867,8 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
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-- have owned mobs attack player threat
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if obj.owner == name and obj.owner_loyal then
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--minetest.log("on_punch2 -> do_attack")
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obj:log2("on_punch[2] -> do_attack", self.object)
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obj:do_attack(self.object)
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end
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end
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@ -990,7 +1038,7 @@ function mob_class:do_states_attack (dtime)
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end
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elseif self.attack_type == "dogfight"
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or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
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or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2 and (dist >= self.avoid_distance or not self.shooter_avoid_enemy))
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or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
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if self.fly
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@ -1130,6 +1178,11 @@ function mob_class:do_states_attack (dtime)
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s2.y = s2.y + .5
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if self:line_of_sight( p2, s2) == true then
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minetest.log("dogfight2 " .. dist .. "<" .. self.reach
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.. " sae:".. dump(self.shooter_avoid_enemy)
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.. " sa:" .. dump(self.shoot_arrow and true or false))
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self:mob_sound("attack")
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-- punch player (or what player is attached to)
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@ -1137,6 +1190,7 @@ function mob_class:do_states_attack (dtime)
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if attached then
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self.attack = attached
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end
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self:log2("do_state_attack", self.attack)
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self.attack:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = self.damage}
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@ -1152,14 +1206,17 @@ function mob_class:do_states_attack (dtime)
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end
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end
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end
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elseif self.attack_type == "shoot"
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elseif dist <= self.shoot_reach and (self.attack_type == "shoot"
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or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
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or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
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or (self.attack_type == "dogshoot" and ((dist > self.reach or dist < self.avoid_distance) and self.shooter_avoid_enemy) and self:dogswitch() == 0)) then
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p.y = p.y - .5
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s.y = s.y + .5
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--#self:log2("shoot 3", object)
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minetest.log("shoot3 " .. dist .. "<=" .. self.shoot_reach
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.. " sae:".. dump(self.shooter_avoid_enemy)
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.. " sa:" .. dump(self.shoot_arrow and true or false))
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local dist = vector.distance(p, s)
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local vec = {
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x = p.x - s.x,
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@ -229,6 +229,7 @@ function mcl_mobs.register_mob(name, def)
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health = 0,
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frame_speed_multiplier = 1,
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reach = def.reach or 3,
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shoot_reach = def.shoot_reach or def.view_range or 16,
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htimer = 0,
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texture_list = def.textures,
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child_texture = def.child_texture,
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@ -289,6 +290,7 @@ function mcl_mobs.register_mob(name, def)
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noyaw = def.noyaw or false,
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particlespawners = def.particlespawners,
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spawn_check = def.spawn_check,
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avoid_from = def.avoid_from,
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-- End of MCL2 extensions
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on_spawn = def.on_spawn,
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on_blast = def.on_blast or function(self,damage)
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@ -509,6 +509,81 @@ function mob_class:do_jump()
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return false
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end
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local function in_list(list, what)
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return type(list) == "table" and table.indexof(list, what) ~= -1
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end
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function mob_class:is_object_in_view(object_list, object_range, node_range, turn_around)
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local s = self.object:get_pos()
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local min_dist = object_range + 1
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local objs = minetest.get_objects_inside_radius(s, object_range)
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local object_pos = nil
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for n = 1, #objs do
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local name = ""
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local object = objs[n]
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if object:is_player() then
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if not (mcl_mobs.invis[ object:get_player_name() ]
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or self.owner == object:get_player_name()
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or (not self:object_in_range(object))) then
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name = "player"
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if not (name ~= self.name
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and in_list(object_list, name)) then
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local item = object:get_wielded_item()
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name = item:get_name() or ""
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end
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end
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else
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local obj = object:get_luaentity()
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if obj then
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object = obj.object
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name = obj.name or ""
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end
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end
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-- find specific mob to avoid or runaway from
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if name ~= "" and name ~= self.name
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and in_list(object_list, name) then
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local p = object:get_pos()
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local dist = vector.distance(p, s)
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-- choose closest player/mob to avoid or runaway from
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if dist < min_dist
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-- aim higher to make looking up hills more realistic
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and self:line_of_sight(vector.offset(s, 0,1,0), vector.offset(p, 0,1,0)) == true then
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min_dist = dist
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object_pos = p
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end
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end
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end
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if not object_pos then
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-- find specific node to avoid or runaway from
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local p = minetest.find_node_near(s, node_range, object_list, true)
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local dist = p and vector.distance(p, s)
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if dist and dist < min_dist
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and self:line_of_sight(s, p) == true then
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min_dist = dist
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object_pos = p
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end
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end
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if object_pos and turn_around then
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local vec = vector.subtract(object_pos, s)
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local yaw = (atan(vec.z / vec.x) + 3 *math.pi/ 2) - self.rotate
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if object_pos.x > s.x then yaw = yaw + math.pi end
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yaw = self:set_yaw(yaw, 4)
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end
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return object_pos ~= nil
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end
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-- should mob follow what I'm holding ?
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function mob_class:follow_holding(clicker)
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if self.nofollow then return false end
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@ -526,15 +601,9 @@ function mob_class:follow_holding(clicker)
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return true
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-- multiple items
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elseif t == "table" then
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for no = 1, #self.follow do
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if self.follow[no] == item:get_name() then
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elseif t == "table" and in_list(self.follow, item:get_name()) then
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return true
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end
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end
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end
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return false
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end
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@ -593,104 +662,14 @@ function mob_class:replace_node(pos)
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end
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end
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-- specific runaway
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local specific_runaway = function(list, what)
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if type(list) ~= "table" then
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list = {}
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end
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-- no list so do not run
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if list == nil then
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return false
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end
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-- found entity on list to attack?
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for no = 1, #list do
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if list[no] == what then
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return true
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end
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end
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return false
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end
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-- find someone to runaway from
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function mob_class:check_runaway_from()
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if not self.runaway_from and self.state ~= "flop" then
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return
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end
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local s = self.object:get_pos()
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local p, sp, dist
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local player, obj, min_player
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local type, name = "", ""
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local min_dist = self.view_range + 1
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local objs = minetest.get_objects_inside_radius(s, self.view_range)
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for n = 1, #objs do
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if objs[n]:is_player() then
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if mcl_mobs.invis[ objs[n]:get_player_name() ]
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or self.owner == objs[n]:get_player_name()
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or (not self:object_in_range(objs[n])) then
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type = ""
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else
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player = objs[n]
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type = "player"
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name = "player"
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end
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else
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obj = objs[n]:get_luaentity()
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if obj then
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player = obj.object
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type = obj.type
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name = obj.name or ""
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end
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end
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-- find specific mob to runaway from
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if name ~= "" and name ~= self.name
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and specific_runaway(self.runaway_from, name) then
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p = player:get_pos()
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sp = s
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-- aim higher to make looking up hills more realistic
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p.y = p.y + 1
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sp.y = sp.y + 1
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dist = vector.distance(p, s)
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-- choose closest player/mpb to runaway from
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if dist < min_dist
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and self:line_of_sight(sp, p, 2) == true then
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min_dist = dist
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min_player = player
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end
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end
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end
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if min_player then
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local lp = player:get_pos()
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local vec = {
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x = lp.x - s.x,
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y = lp.y - s.y,
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z = lp.z - s.z
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}
|
||||
|
||||
local yaw = (atan(vec.z / vec.x) + 3 *math.pi/ 2) - self.rotate
|
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|
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if lp.x > s.x then
|
||||
yaw = yaw + math.pi
|
||||
end
|
||||
|
||||
yaw = self:set_yaw( yaw, 4)
|
||||
if self:is_object_in_view(self.runaway_from, self.view_range, self.view_range / 2, true) then
|
||||
self.shaking = self.shaking or 5
|
||||
self.state = "runaway"
|
||||
self.runaway_timer = 3
|
||||
self.following = nil
|
||||
|
@ -914,23 +893,20 @@ function mob_class:do_states_walk()
|
|||
|
||||
end
|
||||
end
|
||||
|
||||
-- A danger is near but mob is not inside
|
||||
else
|
||||
|
||||
-- Randomly turn
|
||||
if math.random(1, 100) <= 30 then
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
end
|
||||
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
|
||||
if not is_in_danger then
|
||||
local distance = self.avoid_distance or self.view_range / 2
|
||||
-- find specific node to avoid
|
||||
if self:is_object_in_view(self.avoid_from, distance, distance, true) then
|
||||
self.shaking = self.shaking or 2
|
||||
self:set_velocity(self.walk_velocity)
|
||||
-- otherwise randomly turn
|
||||
elseif math.random(1, 100) <= 30 then
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
yaw = self:set_yaw(yaw, 8)
|
||||
end
|
||||
end
|
||||
|
||||
-- stand for great fall or danger or fence in front
|
||||
|
@ -938,6 +914,7 @@ function mob_class:do_states_walk()
|
|||
if is_in_danger then
|
||||
cliff_or_danger = self:is_at_cliff_or_danger()
|
||||
end
|
||||
|
||||
if self.facing_fence == true
|
||||
or cliff_or_danger
|
||||
or math.random(1, 100) <= 30 then
|
||||
|
@ -1086,6 +1063,12 @@ function mob_class:check_smooth_rotation(dtime)
|
|||
self.delay = self.delay - 1
|
||||
if self.shaking then
|
||||
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
|
||||
if type(self.shaking) == "number" then
|
||||
self.shaking = self.shaking - dtime
|
||||
if self.shaking <= 0 then
|
||||
self.shaking = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
self.object:set_yaw(yaw)
|
||||
--self:update_roll()
|
||||
|
|
|
@ -40,6 +40,17 @@ local hoglin = {
|
|||
makes_footstep_sound = true,
|
||||
walk_velocity = 1,
|
||||
run_velocity = 2.8,
|
||||
avoid_from = {
|
||||
"mcl_crimson:warped_fungus",
|
||||
"mcl_flowerpots:flower_pot_warped_fungus",
|
||||
"mcl_portals:portal",
|
||||
"mcl_beds:respawn_anchor",
|
||||
"mcl_beds:respawn_anchor_charged_1",
|
||||
"mcl_beds:respawn_anchor_charged_2",
|
||||
"mcl_beds:respawn_anchor_charged_3",
|
||||
"mcl_beds:respawn_anchor_charged_4",
|
||||
},
|
||||
follow = {"mcl_crimson:crimson_fungus"},
|
||||
drops = {
|
||||
{name = "mobs_mcitems:leather",
|
||||
chance = 1,
|
||||
|
@ -87,9 +98,26 @@ local hoglin = {
|
|||
attack_animals = true,
|
||||
}
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:hoglin", hoglin)
|
||||
|
||||
local zoglin = table.copy(hoglin)
|
||||
hoglin.on_rightclick = function(self, clicker)
|
||||
-- local item = clicker:get_wielded_item()
|
||||
if self:feed_tame(clicker, 1, true, false) then return end
|
||||
-- if mcl_mobs:protect(self, clicker) then return end
|
||||
end
|
||||
hoglin.on_breed = function(parent1, parent2)
|
||||
local pos = parent1.object:get_pos()
|
||||
local child = mcl_mobs.spawn_child(pos, parent1.name)
|
||||
if child then
|
||||
local ent_c = child:get_luaentity()
|
||||
-- ent_c.tamed = true
|
||||
ent_c.owner = parent1.owner
|
||||
return false
|
||||
end
|
||||
end,
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:hoglin", hoglin)
|
||||
|
||||
zoglin.description = S("Zoglin")
|
||||
zoglin.fire_resistant = 1
|
||||
zoglin.textures = {"extra_mobs_zoglin.png"}
|
||||
|
|
|
@ -53,6 +53,7 @@ mcl_mobs.register_mob("mobs_mc:llama", {
|
|||
spawn_class = "passive",
|
||||
passive = false,
|
||||
attack_type = "shoot",
|
||||
--attack_type = "dogfight",
|
||||
shoot_interval = 5.5,
|
||||
arrow = "mobs_mc:llamaspit",
|
||||
shoot_offset = 1, --3.5 *would* be a good value visually but it somehow messes with the projectiles trajectory
|
||||
|
@ -112,6 +113,12 @@ mcl_mobs.register_mob("mobs_mc:llama", {
|
|||
},
|
||||
follow = { "mcl_farming:wheat_item", "mcl_farming:hay_block" },
|
||||
view_range = 16,
|
||||
attack_animals = true,
|
||||
damage = 1,
|
||||
shoot_reach = 5,
|
||||
--avoid_distance = 5, -- default 9
|
||||
--shooter_avoid_enemy = true,
|
||||
specific_attack = { "mobs_mc:wolf" },
|
||||
do_custom = function(self, dtime)
|
||||
|
||||
-- set needed values if not already present
|
||||
|
|
|
@ -42,6 +42,7 @@ local rabbit = {
|
|||
makes_footstep_sound = false,
|
||||
walk_velocity = 1,
|
||||
run_velocity = 3.7,
|
||||
avoid_from = {"mobs_mc:wolf"},
|
||||
follow_velocity = 1.1,
|
||||
floats = 1,
|
||||
runaway = true,
|
||||
|
|
|
@ -46,6 +46,7 @@ local skeleton = {
|
|||
},
|
||||
walk_velocity = 1.2,
|
||||
run_velocity = 2.0,
|
||||
runaway_from = {"mobs_mc:wolf"},
|
||||
damage = 2,
|
||||
reach = 2,
|
||||
drops = {
|
||||
|
|
|
@ -44,6 +44,7 @@ mcl_mobs.register_mob("mobs_mc:witherskeleton", {
|
|||
},
|
||||
walk_velocity = 1.2,
|
||||
run_velocity = 2.0,
|
||||
runaway_from = {"mobs_mc:wolf"},
|
||||
damage = 7,
|
||||
reach = 2,
|
||||
drops = {
|
||||
|
|
|
@ -46,6 +46,8 @@ local wolf = {
|
|||
walk_chance = default_walk_chance,
|
||||
walk_velocity = 2,
|
||||
run_velocity = 3,
|
||||
runaway = true,
|
||||
runaway_from = { "mobs_mc:llama" },
|
||||
damage = 4,
|
||||
reach = 2,
|
||||
attack_type = "dogfight",
|
||||
|
@ -97,7 +99,16 @@ local wolf = {
|
|||
jump = true,
|
||||
attacks_monsters = true,
|
||||
attack_animals = true,
|
||||
specific_attack = { "player", "mobs_mc:sheep" },
|
||||
specific_attack = {
|
||||
--FIXME: "player",
|
||||
"mobs_mc:sheep",
|
||||
"mobs_mc:rabbit",
|
||||
-- TODO: "mobs_mc:fox",
|
||||
"mobs_mc:skeleton",
|
||||
"mobs_mc:stray",
|
||||
"mobs_mc:witherskeleton",
|
||||
},
|
||||
avoid_from = { "mobs_mc:llama" },
|
||||
}
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:wolf", wolf)
|
||||
|
|
Loading…
Reference in New Issue