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Added rideable mob functions (thanks blert2112)
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148
api.txt
148
api.txt
@ -1,5 +1,5 @@
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MOB API (27th December 2016)
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MOB API (29th December 2016)
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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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@ -260,3 +260,149 @@ Useful Internal Variables
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'self.gotten' true when sheep have been sheared or cows have been milked, a toggle switch which can be used for many functions
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'self.child' true when mob is currently a child (when two mobs have bred and current mob is the outcome)
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'self.hornytimer' background timer that controls breeding functions and mob childhood timings
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Mobs can now be ridden by players and the following shows the functions and usage:
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mobs:attach(self, player)
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This function attaches a player to the mob so it can be ridden.
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'self' mob information
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'player' player information
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mobs:detach(player, offset)
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This function will detach the player currently riding a mob to an offset position.
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'player' player information
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'offset' position table containing offset values
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mobs:drive(self, move_animation, stand_animation, can_fly)
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This function allows an attached player to move the mob around and animate it at same time.
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'self' mob information
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'move_animation' string containing movement animation e.g. "walk"
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'stand_animation' string containing standing animation e.g. "stand"
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'can_fly' if true then jump and sneak controls will allow mob to fly up and down
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Certain variables need to be set before using the above functions:
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'self.v2' toggle switch
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'self.max_speed_forward' max speed mob can move forward
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'self.max_speed_reverse' max speed mob can move backwards
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'self.accel' acceleration speed
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'self.terrain_type' integer containing terrain mob can walk on (1 = water, 2 or 3 = land)
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'self.driver_attach_at' position offset for attaching player to mob
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'self.driver_eye_offset' position offset for attached player view
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Here is an example mob to show how the above functions work:
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-- rideable horse
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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, speed_run = 30,
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stand_start = 25, stand_end = 75,
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walk_start = 75, walk_end = 100,
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run_start = 75, 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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-- custom function uses self.v2 toggle to set ride variables
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do_custom = function(self, dtime)
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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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end
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-- when riding mob call drive function to control
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if self.driver then
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mobs.drive(self, "walk", "stand", false)
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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_rightclick = function(self, clicker)
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-- check for actual player
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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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-- used to feed, tame and heal mob
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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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-- check if mob has been tamed and player is owner
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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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-- detach player when riding mob (add saddle to inventory)
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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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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.getpos(), "mobs:saddle")
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end
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-- attach player to mob if not riding (take saddle from inventory)
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elseif not self.driver then
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if 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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inv:remove_item("main", "mobs:saddle")
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end
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end
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end
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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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