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code tweaks
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33
api.txt
33
api.txt
@ -387,6 +387,31 @@ for each mob.
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in it's name.
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Internal Functions
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------------------
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Each mob contains a set of functions that can be called for use internally or from
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another mod entirely, replace mob_class with the mob entity variable:
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mob_class:mob_sound(sound) -- play sound at mob position
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mob_class:do_attack(player) -- if not already attacking, attack object given
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mob_class:collision() -- checks for player collision with mob and returns {x, z} vector
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mob_class:set_velocity(velocity) -- move at velocity in the facing direction
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mob_class:get_velocity() -- returns mob speed value
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mob_class:set_yaw(yaw, delay) -- change mob yaw, delay is for smooth rotation (default:0)
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mob_class:yaw_to_pos(pos, delay) -- rotates mod to look at position and returns new yaw
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mob_class:set_animation(animation, force) -- set mob animation
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mob_class:line_of_sight(pos1, pos2, stepsize) -- internal line of sight function
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mob_class:attempt_flight_correction(override) -- check for stuck flying mobs and fix
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mob_class:update_tag(newname) -- update nametag or give new name
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mob_class:do_jump() -- check if mob can jump then jump
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mob_class:follow_holding(clicker) -- return True if mob likes what player is holding
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mob_class:day_docile() -- return True if mob docile during current daytime
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mob_class:mob_expire(pos, dtime) -- check if mob is to despawn
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mob_class:get_nodes() -- get specific nodes around mob
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mob_class:on_blast(damage) -- function called when mob in blast area
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Adding Mobs in World
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--------------------
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@ -473,6 +498,12 @@ true the mob will not spawn.
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'name' is the name of the animal/monster
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mobs:node_ok(pos, fallback)
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This global function gets the node at pos and if not registered will return the
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fallback node instead.
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Particle Effects
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----------------
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@ -717,7 +748,7 @@ returns true if a mob can see the player or victim.
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Use this instead:
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mob_class:line_of_sight(pos1, pos2, stepsize)
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entity:line_of_sight(pos1, pos2, stepsize)
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mobs:can_spawn(pos, name)
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