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add 'damage_group' and 'damage_texture_modifier' settings to mob definition
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parent
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commit
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42
api.lua
42
api.lua
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@ -8,7 +8,7 @@ local use_cmi = minetest.global_exists("cmi")
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mobs = {
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mod = "redo",
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version = "20210504",
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version = "20210515",
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intllib = S,
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invis = minetest.global_exists("invisibility") and invisibility or {}
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}
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@ -2652,9 +2652,11 @@ function mob_class:do_states(dtime)
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self.attack = attached
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end
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local dgroup = self.damage_group or "fleshy"
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self.attack:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = self.damage}
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damage_groups = {[dgroup] = self.damage}
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}, nil)
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end
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end
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@ -2915,22 +2917,17 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
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-- only play hit sound and show blood effects if damage is 1 or over
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if damage >= 1 then
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local snd
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-- weapon sounds
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if weapon_def.sounds then
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local s = random(0, #weapon_def.sounds)
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minetest.sound_play(weapon_def.sounds[s], {
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object = self.object,
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max_hear_distance = 8
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}, true)
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snd = weapon_def.sounds[random(#weapon_def.sounds)]
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else
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minetest.sound_play("default_punch", {
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object = self.object,
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max_hear_distance = 5
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}, true)
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snd = "default_punch"
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end
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minetest.sound_play(snd, {object = self.object, max_hear_distance = 8}, true)
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-- blood_particles
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if not disable_blood and self.blood_amount > 0 then
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@ -2938,8 +2935,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
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local blood = self.blood_texture
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local amount = self.blood_amount
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pos.y = pos.y + (-self.collisionbox[2]
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+ self.collisionbox[5]) * .5
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pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
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-- lots of damage = more blood :)
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if damage > 10 then
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@ -2952,7 +2948,6 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
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end
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effect(pos, amount, blood, 1, 2, 1.75, nil, nil, true)
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end
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-- do damage
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@ -2962,8 +2957,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
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local hot = tool_capabilities and tool_capabilities.damage_groups
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and tool_capabilities.damage_groups.fire
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if self:check_for_death({type = "punch",
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puncher = hitter, hot = hot}) then
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if self:check_for_death({type = "punch", puncher = hitter, hot = hot}) then
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return true
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end
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@ -2983,8 +2977,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
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end -- END if damage
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-- knock back effect (only on full punch)
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if self.knock_back
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and tflp >= punch_interval then
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if self.knock_back and tflp >= punch_interval then
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local v = self.object:get_velocity()
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@ -3594,6 +3587,8 @@ minetest.register_entity(name, setmetatable({
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walk_velocity = def.walk_velocity,
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run_velocity = def.run_velocity,
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damage = max(0, (def.damage or 0) * difficulty),
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damage_group = def.damage_group,
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damage_texture_modifier = def.damage_texture_modifier,
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light_damage = def.light_damage,
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light_damage_min = def.light_damage_min,
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light_damage_max = def.light_damage_max,
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@ -4289,7 +4284,7 @@ function mobs:boom(self, pos, radius)
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radius = radius,
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damage_radius = radius,
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sound = self.sounds and self.sounds.explode,
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explode_center = true,
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explode_center = true
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})
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else
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mobs:safe_boom(self, pos, radius)
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@ -4828,14 +4823,13 @@ function mobs:alias_mob(old_name, new_name)
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-- entity
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minetest.register_entity(":" .. old_name, {
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physical = false,
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physical = false, static_save = false,
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on_activate = function(self, staticdata)
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if minetest.registered_entities[new_name] then
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minetest.add_entity(self.object:get_pos(),
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new_name, staticdata)
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minetest.add_entity(self.object:get_pos(), new_name, staticdata)
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end
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remove_mob(self)
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2
api.txt
2
api.txt
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@ -56,6 +56,8 @@ functions needed for the mob to work properly which contains the following:
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'view_range' how many nodes in distance the mob can see a player.
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'damage' how many health points the mob does to a player or another
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mob when melee attacking.
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'damage_group' group in which damage is dealt, dedaults to "fleshy".
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'damage_texture_modifier' applies texture modifier on hit e.g "^[brighten"
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'knock_back' when true has mobs falling backwards when hit, the greater
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the damage the more they move back.
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'fear_height' is how high a cliff or edge has to be before the mob stops
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