forked from mtcontrib/mobs_redo
Update do_jump function, tidied code
This commit is contained in:
parent
1fbf0ff331
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1f0969e6d3
173
api.lua
173
api.lua
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@ -1,5 +1,5 @@
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-- Mobs Api (7th March 2017)
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-- Mobs Api (10th March 2017)
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mobs = {}
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mobs.mod = "redo"
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@ -99,27 +99,13 @@ do_attack = function(self, player)
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end
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set_yaw = function(self, yaw)
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if yaw ~= yaw then
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-- print ("--- yaw nan")
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return
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end
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self.yaw = yaw -- + self.rotate
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self.object:setyaw(self.yaw)
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end
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set_velocity = function(self, v)
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local yaw = self.object:getyaw() + self.rotate
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self.object:setvelocity({
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-- x = sin(self.yaw) * -v,
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x = sin(yaw) * -v,
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y = self.object:getvelocity().y,
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-- z = cos(self.yaw) * v
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z = cos(yaw) * v
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})
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end
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@ -228,7 +214,6 @@ end
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-- are we flying in what we are suppose to? (taikedz)
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local function flight_check(self, pos_w)
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-- local nod = minetest.get_node(pos_w).name
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local nod = self.standing_in
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if type(self.fly_in) == "string"
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@ -249,41 +234,6 @@ local function flight_check(self, pos_w)
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end
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-- check line of sight for walkers and swimmers alike (deprecated)
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function line_of_sight_water(self, pos1, pos2, stepsize)
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local s, pos_w = minetest.line_of_sight(pos1, pos2, stepsize)
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-- normal walking and flying mobs can see you through air
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if s == true then
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return true
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end
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-- swimming mobs can see you through water
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if s == false
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and self.fly
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and self.fly_in == "default:water_source" then
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local nod = minetest.get_node(pos_w).name
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if nod == "default:water_source"
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or nod == "default:water_flowing" then
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return true
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end
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-- just incase we have a special node for flying/swimming mobs
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elseif s == false
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and self.fly
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and flight_check(self, pos_w) then
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return true
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end
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return false
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end
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-- particle effects
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function effect(pos, amount, texture, min_size, max_size, radius, gravity)
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@ -364,7 +314,6 @@ function check_for_death(self)
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if show_health then
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self.htimer = 2
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--self.nametag = "health: " .. self.health .. " of " .. self.hp_max
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self.nametag = "♥ " .. self.health .. " / " .. self.hp_max
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update_tag(self)
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@ -459,8 +408,6 @@ local function is_at_cliff(self)
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end
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local yaw = self.object:getyaw()
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-- local dir_x = -sin(self.yaw) * (self.collisionbox[4] + 0.5)
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-- local dir_z = cos(self.yaw) * (self.collisionbox[4] + 0.5)
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
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local pos = self.object:getpos()
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@ -561,7 +508,6 @@ do_env_damage = function(self)
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self.health = self.health - self.water_damage
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effect(pos, 5, "bubble.png", nil, nil, 1, nil)
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-- end
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-- lava or fire
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elseif self.lava_damage ~= 0
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@ -591,9 +537,18 @@ end
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-- jump if facing a solid node (not fences or gates)
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do_jump = function(self)
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if self.fly
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if not self.jump
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or self.jump_height == 0
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or self.fly
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or self.child then
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return
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return false
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end
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-- something stopping us while moving?
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if self.state ~= "stand"
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and get_velocity(self) > 0.5
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and self.object:getvelocity().y ~= 0 then
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return false
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end
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local pos = self.object:getpos()
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@ -607,12 +562,10 @@ do_jump = function(self)
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--print ("standing on:", nod.name, pos.y)
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if minetest.registered_nodes[nod.name].walkable == false then
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return
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return false
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end
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-- where is front
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-- local dir_x = -sin(self.yaw) * (self.collisionbox[4] + 0.5)
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-- local dir_z = cos(self.yaw) * (self.collisionbox[4] + 0.5)
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
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@ -625,7 +578,7 @@ do_jump = function(self)
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-- thin blocks that do not need to be jumped
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if nod.name == "default:snow" then
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return
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return false
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end
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--print ("in front:", nod.name, pos.y + 0.5)
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@ -637,12 +590,18 @@ do_jump = function(self)
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local v = self.object:getvelocity()
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v.y = self.jump_height + 1
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v.y = self.jump_height -- + 1
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set_animation(self, "jump") -- only when defined
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self.object:setvelocity(v)
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mob_sound(self, self.sounds.jump)
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return true
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end
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return false
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end
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@ -951,7 +910,7 @@ function smart_mobs(self, s, p, dist, dtime)
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p1.y = floor(p1.y + 0.5)
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p1.z = floor(p1.z + 0.5)
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self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra") --"A*_noprefetch")
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self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra")
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-- attempt to unstick mob that is "daydreaming"
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self.object:setpos({
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@ -1000,9 +959,7 @@ function smart_mobs(self, s, p, dist, dtime)
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else -- dig 2 blocks to make door toward player direction
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-- local yaw1 = self.yaw + pi / 2
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local yaw1 = self.object:getyaw() + pi / 2
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local p1 = {
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x = s.x + cos(yaw1),
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y = s.y,
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@ -1128,7 +1085,6 @@ local monster_attack = function(self)
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-- field of view check goes here
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-- choose closest player to attack
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-- if line_of_sight_water(self, sp, p, 2) == true
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if line_of_sight(self, sp, p, 2) == true
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and dist < min_dist then
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min_dist = dist
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@ -1256,27 +1212,16 @@ local follow_flop = function(self)
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z = p.z - s.z
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}
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-- local yaw = atan2(vec.z, vec.x) - pi / 2
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local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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if p.x > s.x then yaw = yaw + pi end
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self.object:setyaw(yaw)
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-- set_yaw(self, yaw)
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-- anyone but standing npc's can move along
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if dist > self.reach
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and self.order ~= "stand" then
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if (self.jump
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and get_velocity(self) <= 0.5
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and self.object:getvelocity().y == 0)
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or (self.object:getvelocity().y == 0
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and self.jump_chance > 0) then
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do_jump(self)
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end
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set_velocity(self, self.walk_velocity)
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if self.walk_chance ~= 0 then
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@ -1339,7 +1284,7 @@ end
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-- execute current state (stand, walk, run, attacks)
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local do_states = function(self, dtime)
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local yaw = 0 -- self.yaw
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local yaw = 0
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if self.state == "stand" then
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@ -1365,17 +1310,14 @@ local do_states = function(self, dtime)
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z = lp.z - s.z
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}
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-- yaw = atan2(vec.z, vec.x) - pi / 2
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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if lp.x > s.x then yaw = yaw + pi end
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else
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-- yaw = random() * 2 * pi
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yaw = (random(0, 360) - 180) / 180 * pi
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end
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self.object:setyaw(yaw)
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-- set_yaw(self, yaw)
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end
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set_velocity(self, 0)
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@ -1434,12 +1376,10 @@ local do_states = function(self, dtime)
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z = lp.z - s.z
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}
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-- yaw = atan2(vec.z, vec.x) + pi / 2
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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if lp.x > s.x then yaw = yaw + pi end
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else
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-- yaw = random() * 2 * pi
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yaw = (random(0, 360) - 180) / 180 * pi
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end
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@ -1450,14 +1390,12 @@ local do_states = function(self, dtime)
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z = lp.z - s.z
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}
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-- yaw = atan2(vec.z, vec.x) + pi / 2
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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if lp.x > s.x then yaw = yaw + pi end
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end
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self.object:setyaw(yaw)
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-- set_yaw(self, yaw)
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-- otherwise randomly turn
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elseif random(1, 100) <= 30 then
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@ -1465,21 +1403,11 @@ local do_states = function(self, dtime)
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yaw = random() * 2 * pi
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self.object:setyaw(yaw)
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-- set_yaw(self, yaw)
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end
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-- stand for great fall in front
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local temp_is_cliff = is_at_cliff(self)
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-- jump when walking comes to a halt
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if temp_is_cliff == false
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and self.jump
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and get_velocity(self) <= 0.5
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and self.object:getvelocity().y == 0 then
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do_jump(self)
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end
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if temp_is_cliff
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or random(1, 100) <= 30 then
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@ -1516,14 +1444,6 @@ local do_states = function(self, dtime)
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set_animation(self, "walk")
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end
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-- jump when walking comes to a halt
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if self.jump
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and get_velocity(self) <= 0.5
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and self.object:getvelocity().y == 0 then
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do_jump(self)
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end
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-- attack routines (explode, dogfight, shoot, dogshoot)
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elseif self.state == "attack" then
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@ -1558,13 +1478,11 @@ local do_states = function(self, dtime)
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z = p.z - s.z
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}
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-- yaw = atan2(vec.z, vec.x) - pi / 2
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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if p.x > s.x then yaw = yaw + pi end
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self.object:setyaw(yaw)
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-- set_yaw(self, yaw)
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if dist > self.reach then
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@ -1578,12 +1496,6 @@ local do_states = function(self, dtime)
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self.timer = 0
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self.blinktimer = 0
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if get_velocity(self) <= 0.5
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and self.object:getvelocity().y == 0 then
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do_jump(self)
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end
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set_velocity(self, self.run_velocity)
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end
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@ -1631,7 +1543,7 @@ local do_states = function(self, dtime)
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pos.y = pos.y - 1
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mobs:explosion(pos, radius, 0, 1, self.sounds.explode)
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mobs:explosion(pos, radius, 1, 1, self.sounds.explode)
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self.object:remove()
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@ -1653,7 +1565,6 @@ local do_states = function(self, dtime)
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local p_y = floor(p2.y + 1)
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local v = self.object:getvelocity()
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-- if nod.name == self.fly_in then
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if flight_check(self, s) then
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if me_y < p_y then
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@ -1726,13 +1637,11 @@ local do_states = function(self, dtime)
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z = p.z - s.z
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}
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-- yaw = atan2(vec.z, vec.x) - pi / 2
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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if p.x > s.x then yaw = yaw + pi end
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self.object:setyaw(yaw)
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-- set_yaw(self, yaw)
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-- move towards enemy if beyond mob reach
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if dist > self.reach then
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@ -1744,16 +1653,6 @@ local do_states = function(self, dtime)
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smart_mobs(self, s, p, dist, dtime)
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end
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-- jump attack
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if (self.jump
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and get_velocity(self) <= 0.5
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and self.object:getvelocity().y == 0)
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or (self.object:getvelocity().y == 0
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and self.jump_chance > 0) then
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do_jump(self)
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end
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if is_at_cliff(self) then
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set_velocity(self, 0)
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@ -1793,10 +1692,9 @@ local do_states = function(self, dtime)
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local p2 = p
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local s2 = s
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p2.y = p2.y + .5--1.5
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s2.y = s2.y + .5--1.5
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p2.y = p2.y + .5
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s2.y = s2.y + .5
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-- if line_of_sight_water(self, p2, s2) == true then
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if line_of_sight(self, p2, s2) == true then
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-- play attack sound
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@ -1838,13 +1736,11 @@ local do_states = function(self, dtime)
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z = p.z - s.z
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}
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-- yaw = atan2(vec.z, vec.x) - pi / 2
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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if p.x > s.x then yaw = yaw + pi end
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self.object:setyaw(yaw)
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-- set_yaw(self, yaw)
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set_velocity(self, 0)
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@ -1928,7 +1824,7 @@ local falling = function(self, pos)
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if self.fall_damage == 1
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and self.object:getvelocity().y == 0 then
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local d = (self.old_y or 0) - self.object:getpos().y -- remove or 0
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local d = (self.old_y or 0) - self.object:getpos().y
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if d > 5 then
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@ -2119,7 +2015,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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yaw = yaw + pi
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end
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set_yaw(self, yaw)
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self.object:setyaw(yaw)
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self.state = "runaway"
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self.runaway_timer = 0
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self.following = nil
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@ -2256,7 +2152,6 @@ local mob_activate = function(self, staticdata, dtime_s, def)
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-- set anything changed above
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self.object:set_properties(self)
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-- set_yaw(self, random() * 2 * pi)
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self.object:setyaw((random(0, 360) - 180) / 180 * pi)
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update_tag(self)
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end
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@ -2265,7 +2160,6 @@ end
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local mob_step = function(self, dtime)
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local pos = self.object:getpos()
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-- local yaw = self.yaw
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local yaw = 0
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-- when lifetimer expires remove mob (except npc and tamed)
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@ -2370,6 +2264,8 @@ local mob_step = function(self, dtime)
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follow_flop(self)
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do_jump(self)
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do_states(self, dtime)
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end
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@ -2398,9 +2294,6 @@ function mobs:register_mob(name, def)
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minetest.register_entity(name, {
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--automatic_face_movement_dir = def.rotate and math.rad(def.rotate) or false,
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--automatic_face_movement_max_rotation_per_sec = -1,
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stepheight = def.stepheight or 0.6,
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name = name,
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type = def.type,
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@ -2412,7 +2305,6 @@ minetest.register_entity(name, {
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on_die = def.on_die,
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do_custom = def.do_custom,
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jump_height = def.jump_height or 6,
|
||||
jump_chance = def.jump_chance or 0,
|
||||
drawtype = def.drawtype, -- DEPRECATED, use rotate instead
|
||||
rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
|
||||
lifetimer = def.lifetimer or 180, -- 3 minutes
|
||||
|
@ -2441,7 +2333,7 @@ minetest.register_entity(name, {
|
|||
sounds = def.sounds or {},
|
||||
animation = def.animation,
|
||||
follow = def.follow,
|
||||
jump = def.jump or true,
|
||||
jump = def.jump ~= false,
|
||||
walk_chance = def.walk_chance or 50,
|
||||
attacks_monsters = def.attacks_monsters or false,
|
||||
group_attack = def.group_attack or false,
|
||||
|
@ -2523,7 +2415,7 @@ minetest.register_entity(name, {
|
|||
|
||||
local tmp = {}
|
||||
|
||||
for _,stat in pairs(self) do
|
||||
for _,stat in ipairs(self) do
|
||||
|
||||
local t = type(stat)
|
||||
|
||||
|
@ -2897,7 +2789,6 @@ function mobs:register_arrow(name, def)
|
|||
local node = node_ok(pos).name
|
||||
|
||||
if minetest.registered_nodes[node].walkable then
|
||||
--if node ~= "air" then
|
||||
|
||||
self.hit_node(self, pos, node)
|
||||
|
||||
|
|
7
api.txt
7
api.txt
|
@ -1,5 +1,5 @@
|
|||
|
||||
MOB API (7th March 2017)
|
||||
MOB API (10th March 2017)
|
||||
|
||||
The mob api is a function that can be called on by other mods to add new animals or monsters into minetest.
|
||||
|
||||
|
@ -42,14 +42,13 @@ This functions registers a new mob as a Minetest entity.
|
|||
'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"}
|
||||
'view_range' the range in that the monster will see the playerand follow him
|
||||
'walk_chance' chance of mob walking around
|
||||
'jump_chance' chance of mob jumping around, set above to 0 for jumping mob only
|
||||
'walk_chance' chance of mob walking around, set above 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
|
||||
'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 per second
|
||||
|
|
Loading…
Reference in New Issue
Block a user