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https://codeberg.org/tenplus1/mobs_redo.git
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added explosion timer, explosion counts until out of view range
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7c10fb7e27
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50
api.lua
50
api.lua
@ -3,7 +3,7 @@
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mobs = {}
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mobs.mod = "redo"
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mobs.version = "20171009"
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mobs.version = "20171013"
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-- Intllib
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@ -1685,7 +1685,7 @@ local do_states = function(self, dtime)
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or self.attack:get_hp() <= 0
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or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then
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--print(" ** stop attacking **", dist, self.view_range)
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-- print(" ** stop attacking **", dist, self.view_range)
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self.state = "stand"
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set_velocity(self, 0)
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set_animation(self, "stand")
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@ -1710,29 +1710,28 @@ local do_states = function(self, dtime)
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yaw = set_yaw(self.object, yaw)
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if dist > self.reach then
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-- start timer when inside reach
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if dist < self.reach and not self.v_start then
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self.v_start = true
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self.timer = 0
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self.blinktimer = 0
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-- print ("=== explosion timer started", self.explosion_timer)
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end
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if not self.v_start then
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self.v_start = true
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set_velocity(self, self.run_velocity)
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self.timer = 0
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self.blinktimer = 0
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else
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self.timer = 0
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self.blinktimer = 0
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set_velocity(self, self.run_velocity)
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end
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if self.animation and self.animation.run_start then
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set_animation(self, "run")
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else
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set_animation(self, "walk")
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end
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else
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-- walk right up to player when timer active
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if dist < 1.5 and self.v_start then
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set_velocity(self, 0)
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set_animation(self, "punch")
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else
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set_velocity(self, self.run_velocity)
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end
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if self.animation and self.animation.run_start then
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set_animation(self, "run")
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else
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set_animation(self, "walk")
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end
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if self.v_start then
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self.timer = self.timer + dtime
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self.blinktimer = (self.blinktimer or 0) + dtime
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@ -1750,7 +1749,9 @@ local do_states = function(self, dtime)
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self.blinkstatus = not self.blinkstatus
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end
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if self.timer > 3 then
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-- print ("=== explosion timer", self.timer)
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if self.timer > self.explosion_timer then
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local pos = self.object:get_pos()
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local radius = self.explosion_radius or 1
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@ -2734,6 +2735,7 @@ minetest.register_entity(name, {
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pathfinding = def.pathfinding,
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immune_to = def.immune_to or {},
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explosion_radius = def.explosion_radius,
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explosion_timer = def.explosion_timer or 3,
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custom_attack = def.custom_attack,
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double_melee_attack = def.double_melee_attack,
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dogshoot_switch = def.dogshoot_switch,
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3
api.txt
3
api.txt
@ -1,5 +1,5 @@
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MOB API (15th September 2017)
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MOB API (13th October 2017)
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The mob api is a function that can be called on by other mods to add new animals or monsters into minetest.
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@ -88,6 +88,7 @@ This functions registers a new mob as a Minetest entity.
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'custom_attack' when set this function is called instead of the normal mob melee attack, parameters are (self, to_attack)
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'double_melee_attack' if false then api will choose randomly between 'punch' and 'punch2' attack animations
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'explosion_radius' radius of explosion attack (defaults to 1)
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'explosion_timer' number of seconds before mob explodes while still inside view range.
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'arrow' if the attack_type is "shoot" or "dogshoot" then the entity name of a pre-defined arrow is required, see below for arrow definition.
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'shoot_interval' the minimum shoot interval
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'shoot_offset' +/- value to position arrow/fireball when fired
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@ -1,5 +1,5 @@
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Mobs Redo API (last updated 25th Sep 2017)
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Mobs Redo API (last updated 13th Oct 2017)
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==========================================
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Welcome to the world of mobs in minetest and hopefully an easy guide to defining
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@ -87,6 +87,8 @@ functions needed for the mob to work properly which contains the following:
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when inside view_range.
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'explode' causes mob to explode when inside reach.
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'explosion_radius' has the radius of the explosion which defaults to 1.
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'explosion_timer' number of seconds before mob explodes while still
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inside view range.
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'arrow' holds the pre-defined arrow object to shoot when
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attacking.
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'dogshoot_switch' allows switching between attack types by using timers
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