mobs_monster/dungeon_master.lua

112 lines
2.4 KiB
Lua

local S = mobs.intllib
-- Dungeon Master by PilzAdam
mobs:register_mob("mobs_monster:dungeon_master", {
type = "monster",
passive = false,
damage = 4,
attack_type = "dogshoot",
dogshoot_switch = 1,
dogshoot_count_max = 12, -- shoot for 10 seconds
dogshoot_count2_max = 3, -- dogfight for 3 seconds
reach = 3,
shoot_interval = 2.5,
arrow = "mobs_monster:fireball",
shoot_offset = 1,
hp_min = 12,
hp_max = 35,
armor = 60,
collisionbox = {-0.7, -1, -0.7, 0.7, 1.6, 0.7},
visual = "mesh",
mesh = "mobs_dungeon_master.b3d",
textures = {
{"mobs_dungeon_master.png"},
{"mobs_dungeon_master2.png"},
{"mobs_dungeon_master3.png"},
},
makes_footstep_sound = true,
sounds = {
random = "mobs_dungeonmaster",
shoot_attack = "mobs_fireball",
},
walk_velocity = 1,
run_velocity = 3,
jump = true,
view_range = 15,
drops = {
{name = "default:mese_crystal_fragment", chance = 1, min = 1, max = 3},
{name = "default:diamond", chance = 4, min = 1, max = 1},
{name = "default:mese_crystal", chance = 2, min = 1, max = 2},
{name = "default:diamondblock", chance = 30, min = 1, max = 1},
},
water_damage = 1,
lava_damage = 1,
light_damage = 0,
fear_height = 3,
animation = {
stand_start = 0,
stand_end = 19,
walk_start = 20,
walk_end = 35,
punch_start = 36,
punch_end = 48,
shoot_start = 36,
shoot_end = 48,
speed_normal = 15,
speed_run = 15,
},
})
mobs:spawn({
name = "mobs_monster:dungeon_master",
nodes = {"default:stone"},
max_light = 7,
chance = 7000,
active_object_count = 1,
max_height = -70,
})
mobs:register_egg("mobs_monster:dungeon_master", S("Dungeon Master"), "fire_basic_flame.png", 1, true)
mobs:alias_mob("mobs:dungeon_master", "mobs_monster:dungeon_master") -- compatibility
-- fireball (weapon)
mobs:register_arrow("mobs_monster:fireball", {
visual = "sprite",
visual_size = {x = 1, y = 1},
textures = {"mobs_fireball.png"},
velocity = 6,
tail = 1,
tail_texture = "mobs_fireball.png",
tail_size = 10,
glow = 5,
expire = 0.1,
-- direct hit, no fire... just plenty of pain
hit_player = function(self, player)
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 8},
}, nil)
end,
hit_mob = function(self, player)
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 8},
}, nil)
end,
-- node hit, bursts into flame
hit_node = function(self, pos, node)
mobs:explosion(pos, 1, 1, 0)
end
})