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udpate api.txt
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api.txt
146
api.txt
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@ -841,7 +841,6 @@ External Settings for "minetest.conf"
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'mob_height_fix' Enabled by default, increases smaller mob heights so they wont
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glitch through certain nodes.
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'mob_pathfinding_enable' Enable pathfinding.
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'mob_pathfinder_enable' Use pathfinder mod if available.
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'mob_pathfinding_stuck_timeout' How long before stuck mobs start searching. (default 3.0)
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'mob_pathfinding_stuck_path_timeout' How long will mob follow path before giving up. (default 5.0)
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'mob_pathfinding_algorithm' Which pathfinding algorithm to use Dijkstra (default), A*_noprefetch (AStar_noprefetch) or A* (AStar)
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@ -864,130 +863,27 @@ mobs_animal:cow = 8000,4 <-- 4 cows per mapblock at 8000 spawn chance
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mobs_monster:dirt_monster = ,20 <-- 20 dirt monsters per mapblock
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Node Sounds
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-----------
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Mobs Redo will detect wether the Default mod or MineClone/VoxeLibre mod is active and
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store whichever sound set is available inside the following to save any mob mobs
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having to detect it themselves:
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mobs.node_sound_defaults()
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mobs.node_sound_stone_defaults()
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mobs.node_sound_dirt_defaults()
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mobs.node_sound_sand_defaults()
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mobs.node_sound_gravel_defaults()
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mobs.node_sound_wood_defaults()
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mobs.node_sound_leaves_defaults()
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mobs.node_sound_ice_defaults()
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mobs.node_sound_metal_defaults()
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mobs.node_sound_water_defaults()
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mobs.node_sound_snow_defaults()
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Rideable Horse Example Mob
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--------------------------
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mobs:register_mob("mob_horse:horse", {
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type = "animal",
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visual = "mesh",
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visual_size = {x = 1.20, y = 1.20},
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mesh = "mobs_horse.x",
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collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4},
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animation = {
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speed_normal = 15,
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speed_run = 30,
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stand_start = 25,
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stand_end = 75,
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walk_start = 75,
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walk_end = 100,
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run_start = 75,
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run_end = 100,
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},
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textures = {
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{"mobs_horse.png"},
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{"mobs_horsepeg.png"},
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{"mobs_horseara.png"}
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},
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fear_height = 3,
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runaway = true,
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fly = false,
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walk_chance = 60,
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view_range = 5,
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follow = {"farming:wheat"},
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passive = true,
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hp_min = 12,
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hp_max = 16,
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armor = 200,
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lava_damage = 5,
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fall_damage = 5,
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water_damage = 1,
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makes_footstep_sound = true,
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drops = {
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{name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
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},
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sounds = {
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random = "horse_neigh.ogg",
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damage = "horse_whinney.ogg",
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},
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do_custom = function(self, dtime)
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-- set needed values if not already present
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if not self.v2 then
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self.v2 = 0
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self.max_speed_forward = 6
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self.max_speed_reverse = 2
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self.accel = 6
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self.terrain_type = 3
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self.driver_attach_at = {x = 0, y = 20, z = -2}
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self.driver_eye_offset = {x = 0, y = 3, z = 0}
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self.driver_scale = {x = 1, y = 1}
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end
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-- if driver present allow control of horse
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if self.driver then
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mobs.drive(self, "walk", "stand", false, dtime)
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return false -- skip rest of mob functions
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end
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return true
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end,
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on_die = function(self, pos)
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-- drop saddle when horse is killed while riding
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-- also detach from horse properly
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if self.driver then
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minetest.add_item(pos, "mobs:saddle")
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mobs.detach(self.driver, {x = 1, y = 0, z = 1})
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end
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end,
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on_rightclick = function(self, clicker)
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-- make sure player is clicking
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if not clicker or not clicker:is_player() then
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return
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end
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-- feed, tame or heal horse
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if mobs:feed_tame(self, clicker, 10, true, true) then
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return
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end
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-- make sure tamed horse is being clicked by owner only
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if self.tamed and self.owner == clicker:get_player_name() then
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local inv = clicker:get_inventory()
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-- detatch player already riding horse
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if self.driver and clicker == self.driver then
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mobs.detach(clicker, {x = 1, y = 0, z = 1})
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-- add saddle back to inventory
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if inv:room_for_item("main", "mobs:saddle") then
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inv:add_item("main", "mobs:saddle")
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else
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minetest.add_item(clicker.get_pos(), "mobs:saddle")
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end
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-- attach player to horse
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elseif not self.driver
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and clicker:get_wielded_item():get_name() == "mobs:saddle" then
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self.object:set_properties({stepheight = 1.1})
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mobs.attach(self, clicker)
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-- take saddle from inventory
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inv:remove_item("main", "mobs:saddle")
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end
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end
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-- used to capture horse with magic lasso
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mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)
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end
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})
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See mob_horse mod https://codeberg.org/tenplus1/mob_horse
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