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mirror of https://codeberg.org/tenplus1/mobs_redo.git synced 2024-12-25 02:00:21 +01:00

updated api.txt (thanks alexerate)

This commit is contained in:
TenPlus1 2018-01-27 15:29:15 +00:00
parent fc40d8d7e0
commit f6e43fc571

13
api.txt
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@ -39,7 +39,8 @@ functions needed for the mob to work properly which contains the following:
set to 0 for jumping mobs only. set to 0 for jumping mobs only.
'jump' when true allows your mob to jump updwards. 'jump' when true allows your mob to jump updwards.
'jump_height' holds the height your mob can jump, 0 to disable jumping. 'jump_height' holds the height your mob can jump, 0 to disable jumping.
'step_height' height of a block that your mob can easily walk up onto. 'stepheight' height of a block that your mob can easily walk up onto,
defaults to 1.1.
'fly' when true allows your mob to fly around instead of walking. 'fly' when true allows your mob to fly around instead of walking.
'fly_in' holds the node name that the mob flies (or swims) around 'fly_in' holds the node name that the mob flies (or swims) around
in e.g. "air" or "default:water_source". in e.g. "air" or "default:water_source".
@ -49,7 +50,7 @@ functions needed for the mob to work properly which contains the following:
standing. standing.
'damage' how many health points the mob does to a player or another 'damage' how many health points the mob does to a player or another
mob when melee attacking. mob when melee attacking.
'knockback' when true has mobs falling backwards when hit, the greater 'knock_back' when true has mobs falling backwards when hit, the greater
the damage the more they move back. the damage the more they move back.
'fear_height' is how high a cliff or edge has to be before the mob stops 'fear_height' is how high a cliff or edge has to be before the mob stops
walking, 0 to turn off height fear. walking, 0 to turn off height fear.
@ -73,7 +74,7 @@ functions needed for the mob to work properly which contains the following:
hours and only attacking player at night or when hours and only attacking player at night or when
provoked. provoked.
'attacks_monsters' when true has npc's attacking monsters or not. 'attacks_monsters' when true has npc's attacking monsters or not.
'attack_animal' when true will have monsters attacking animals. 'attack_animals' when true will have monsters attacking animals.
'owner_loyal' when true will have tamed mobs attack anything player 'owner_loyal' when true will have tamed mobs attack anything player
punches when nearby. punches when nearby.
'group_attack' when true has same mob type grouping together to attack 'group_attack' when true has same mob type grouping together to attack
@ -95,7 +96,7 @@ functions needed for the mob to work properly which contains the following:
(1 for shoot, 2 for dogfight) (1 for shoot, 2 for dogfight)
'dogshoot_count_max' contains how many seconds before switching from 'dogshoot_count_max' contains how many seconds before switching from
dogfight to shoot. dogfight to shoot.
'dogshoot_count_max2' contains how many seconds before switching from shoot 'dogshoot_count2_max' contains how many seconds before switching from shoot
to dogfight. to dogfight.
'shoot_interval' has the number of seconds between shots. 'shoot_interval' has the number of seconds between shots.
'shoot_offset' holds the y position added as to where the 'shoot_offset' holds the y position added as to where the
@ -143,9 +144,9 @@ functions needed for the mob to work properly which contains the following:
'wielditem' how it looks when player holds it in hand. 'wielditem' how it looks when player holds it in hand.
'mesh' uses separate object file to define mob. 'mesh' uses separate object file to define mob.
'visual_size' has the size of the mob, defaults to {x = 1, y = 1} 'visual_size' has the size of the mob, defaults to {x = 1, y = 1}
'collision_box' has the box in which mob can be interacted with the 'collisionbox' has the box in which mob can be interacted with the
world e.g. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5} world e.g. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
'selection_box' has the box in which player can interact with mob 'selectionbox' has the box in which player can interact with mob
'textures' holds a table list of textures to be used for mob, or you 'textures' holds a table list of textures to be used for mob, or you
could use multiple lists inside another table for random could use multiple lists inside another table for random
selection e.g. { {"texture1.png"}, {"texture2.png"} } selection e.g. { {"texture1.png"}, {"texture2.png"} }