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server-nalc/mods/mobs/mese_dragon.lua
Quentin BUISSON-DEBON 0f40f11030 Push first Mese Dragon Boss stats
Also add its textures, model and sounds
2016-05-05 01:18:43 +02:00

113 lines
3.2 KiB
Lua

mobs:register_mob("mobs:mese_dragon", {
type = "monster",
-- agressive, deals 4 damage to player when hit
passive = false,
damage = 12,
attack_type = "dogshoot",
reach = 3,
shoot_interval = 2.5,
arrow = "mobs:roar_of_the_dragon", --Remplacer par fireball du DM mais enlever son et mettre texture "mese flamme"
shoot_offset = 2,
-- health & armor
hp_min = 175,
hp_max = 225,
armor = 70,
-- textures and model
collisionbox = {-1, 0, -1, 1, 5, 1}, --A VERIFIER/CORRIGER
visual = "mesh",
mesh = "mese_dragon.x",
-- rotate = 270, => besoin ou pas avec le modèle de farfadet ?
textures = {
{"mese_dragon.png"},
},
visual_size = {x=8, y=8}, --default (x=10,y=10)
blood_texture = "default_mese_crystal_fragment.png",
-- sounds
makes_footstep_sound = true,
sounds = {
shoot_attack = "mesed",
attack = "mese_dragon",
distance = 60,
},
-- speed and jump
view_range = 20,
knock_back = 0,
walk_velocity = 1.5,
run_velocity = 3.5,
pathfinding = false,
jump = true,
jump_height = 4,
fall_damage = 0,
fall_speed = -6,
stepheight = 1.5,
-- drops returnmirror & mese & class items when dead
drops = {
-- Ressource & Decoration drops
{name = "default:mese", chance = 2, min = 2, max = 4},
{name = "returnmirror:mirror_inactive", chance = 10, min = 1, max = 1},
-- Tools drops
{name = "default:pick_mese", chance = 33, min = 1, max = 1},
{name = "default:shovel_mese", chance = 33, min = 1, max = 1},
{name = "default:axe_mese", chance = 33, min = 1, max = 1},
{name = "farming:hoe_mese", chance = 33, min = 1, max = 1},
-- Hunter drops
{name = "3d_armor:leggings_hardenedleather", chance = 10, min = 1, max = 1},
{name = "3d_armor:boots_hardenedleather", chance = 10, min = 1, max = 1},
{name = "throwing:arbalest", chance = 33, min = 1, max = 1},
-- Warrior drops
{name = "3d_armor:leggings_mithril", chance = 10, min = 1, max = 1},
{name = "3d_armor:boots_mithril", chance = 10, min = 1, max = 1},
{name = "default:sword_mese", chance = 33, min = 1, max = 1},
},
-- damaged by
water_damage = 0,
lava_damage = 0,
light_damage = 0,
-- model animation
animation = { -- Bonne valeurs à mettre ici, voir avec farfadet
speed_normal = 15,
speed_run = 25,
stand_start = 60,
stand_end = 120,
walk_start = 161,
walk_end = 205,
run_start = 206,
run_end = 242,
punch_start = 242,
punch_end = 275,
punch1_start = 330,
punch1_end = 370,
dattack_start = 120,
dattack_end = 160,
}
--maxus = true, => C'est quoi ça ?!
--putter = true, => C'est quoi ça ?!
--drawtype = "front", => C'est quoi ça ?!
})
-- mese arrow (weapon) --Remplacer par fireball du DM mais enlever son et mettre texture "mese flamme"
mobs:register_arrow("mobs:mese_arrow", {
visual = "sprite",
visual_size = {x = 0.5, y = 0.5},
textures = {"default_mese_crystal_fragment.png"},
velocity = 8, --default 6
hit_player = function(self, player)
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 12}, --Modif MFF
}, nil)
end,
hit_mob = function(self, player)
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 12}, --Modif MFF
}, nil)
end,
hit_node = function(self, pos, node)
end
})