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Adapt the yeti code
(And fix the zombie view range and the mese_monster fleshy against players)
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@ -1,10 +1,21 @@
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-- Yeti by TenPlus1
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mobs:register_mob("pmobs:yeti", {
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mobs:register_mob("mobs:yeti", {
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-- animal, monster, npc, barbarian
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type = "monster",
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hp_min = 10,
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hp_max = 35,
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-- agressive, deals 7 damage to player when hit
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passive = false,
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damage = 7,
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attack_type = "shoot",
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shoot_interval = .75,
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arrow = "mobs:snowball",
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shoot_offset = 2,
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-- health & armor
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hp_min = 25,
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hp_max = 30,
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armor = 90,
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-- textures and model
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collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35},
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visual = "mesh",
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mesh = "character.b3d",
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@ -12,30 +23,32 @@ mobs:register_mob("pmobs:yeti", {
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{"mobs_yeti.png"},
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},
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visual_size = {x=1, y=1},
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blood_texture = "mobs_blood.png",
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-- sounds
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makes_footstep_sound = true,
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sounds = {
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random = "mobs_stonemonster",
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random = "mobs_dirtmonster",
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attack = "mobs_stonemonster_attack",
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death = "mobs_zombie_death",
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},
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view_range = 15,
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-- speed and jump
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view_range = 16,
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walk_velocity = 1,
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run_velocity = 3,
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damage = 2,
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jump = true,
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floats = 1,
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-- drops ice when dead
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drops = {
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{name = "default:ice",
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chance = 1,
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min = 1,
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max = 3,},
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},
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armor = 100,
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drawtype = "front",
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-- damaged by
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water_damage = 1,
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lava_damage = 5,
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light_damage = 1,
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on_rightclick = nil,
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attack_type = "shoot",
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shoot_interval = .7,
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arrow = "pmobs:snowball",
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shoot_offset = 2,
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-- model animation
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animation = {
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speed_normal = 30, speed_run = 30,
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stand_start = 0, stand_end = 79,
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@ -43,14 +56,14 @@ mobs:register_mob("pmobs:yeti", {
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run_start = 168, run_end = 187,
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punch_start = 200, punch_end = 219,
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},
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jump = true,
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floats = 0,
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})
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mobs:register_spawn("pmobs:yeti", {"default:dirt_with_snow", "default:snowblock", "default:ice"}, 10, -1, 7000, 1, 31000)
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-- spawn on stone between 20 and -1 light, 1 in 7000 chance, 1 in area below -25
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mobs:register_spawn("mobs:yeti", {"default:dirt_with_snow", "default:snowblock", "default:ice"}, 10, -1, 7000, 1, 31000)
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-- register spawn egg
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mobs:register_egg("mobs:yeti", "Yeti", "default_snow.png", 1)
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mobs:register_egg("pmobs:yeti", "Yeti", "default_snow.png", 1)
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mobs:register_arrow("pmobs:snowball", {
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-- snowball (weapon)
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mobs:register_arrow("mobs:snowball", {
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visual = "sprite",
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visual_size = {x=.5, y=.5},
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textures = {"default_snowball.png"},
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@ -59,48 +72,17 @@ mobs:register_arrow("pmobs:snowball", {
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hit_player = function(self, player)
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player:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups = {fleshy=1},
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damage_groups = {fleshy=7},
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}, 0)
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end,
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hit_mob = function(self, player)
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player:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups = {fleshy=1},
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damage_groups = {fleshy=7},
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}, 0)
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end,
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hit_node = function(self, pos, node)
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end
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})
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-- snowball throwing item
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local snowball_GRAVITY=9
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local snowball_VELOCITY=19
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-- shoot snowball
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local mobs_shoot_snowball=function (item, player, pointed_thing)
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local playerpos=player:getpos()
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local obj=minetest.add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, "pmobs:snowball")
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local dir=player:get_look_dir()
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obj:get_luaentity().velocity = snowball_VELOCITY -- needed for api internal timing
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obj:setvelocity({x=dir.x*snowball_VELOCITY, y=dir.y*snowball_VELOCITY, z=dir.z*snowball_VELOCITY})
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obj:setacceleration({x=dir.x*-3, y=-snowball_GRAVITY, z=dir.z*-3})
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item:take_item()
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return item
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end
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-- override default snow to shoot snowballs
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minetest.override_item("default:snow", {
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--Disable placement prediction for snow.
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node_placement_prediction = "",
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on_construct = function(pos)
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if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name, "soil") > 0 then
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minetest.set_node({x=pos.x, y=pos.y-1, z=pos.z}, {name="default:dirt_with_snow"})
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end
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end,
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on_use = mobs_shoot_snowball
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})
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@ -30,11 +30,11 @@ mobs:register_mob("mobs:zombie", {
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death = "mobs_zombie_death",
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},
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-- speed and jump
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view_range = 16,
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walk_velocity = 1,
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run_velocity = 3,
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jump = true,
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floats = 0,
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view_range = 10,
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-- drops dirt and coins when dead
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drops = {
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{name = "maptools:copper_coin",
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@ -76,7 +76,7 @@ mobs:register_arrow("mobs:mese_arrow", {
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hit_player = function(self, player)
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player:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups = {fleshy=1},
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damage_groups = {fleshy=9},
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}, 0)
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end,
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