159 lines
5.7 KiB
Lua
159 lines
5.7 KiB
Lua
![]() |
local S = minetest.get_translator("ma_mobs")
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mobs:register_mob("ma_mobs:assaultsuit", {
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--type = "npc",
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type = "monster",
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visual = "mesh",
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visual_size = {x = 1.20, y = 1.20},
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mesh = "assaultsuit.b3d",
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collisionbox = {-0.5, -0.01, -1.4, 1.4, 5.25, 1.4},
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animation = {
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speed_normal = 15,
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speed_run = 30,
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stand_start = 25,
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stand_end = 75,
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walk_start = 0,
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walk_end = 50,
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run_start = 75,
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run_end = 100,
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},
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sounds = {
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--random = "ma_mobs_assaultsuit",
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shoot_attack = "mobs_fireball"
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},
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blood_amount = 0, -- int Количество капель крови, появляющихся при попадании.
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textures = {
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{"vehicles_assaultsuit.png"},
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},
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fear_height = 3,
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runaway = false, --bool Если true , моб отступит при ударе.
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fly = false,
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walk_chance = 60,
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jump = true,
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jump_height = 8,
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passive = false, --логический Моб не будет защищать себя (установите значение false для атаки).
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attack_type = "dogshoot", --Если attack_type — «shoot» или «dogshoot» , то требуется имя сущности предопределенной стрелы (см. mobs:register_arrow ).
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arrow = "ma_mobs:missile",
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group_attack = true, --bool Если true , будет защищать находящихся поблизости мобов того же типа от атак.
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pathfinding = true,
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view_range = 40, --int Расстояние, на котором моб будет следовать за игроком или другими существами или атаковать их.
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damage = 10, --Урон, наносимый мобом за каждую атаку в ближнем бою.
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recovery_time = 1.0, --Сколько времени в секундах проходит с момента удара моба до его восстановления. По умолчанию: 0,5
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--follow = {"farming:wheat"},
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shoot_interval = 2, --Минимальный интервал съемки.
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hp_min = 100,
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hp_max = 200,
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armor = 30,
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lava_damage = 0,
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fall_damage = 0,
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water_damage = 0,
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makes_footstep_sound = true,
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attacks_monsters = true,
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attack_animals = true, --bool Если true , будет атаковать животных, а также игроков и NPC.
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reach = 3, --Range at which mob will shoot (default: 3).
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drops = {
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{name = "vehicles:assaultsuit_spawner", chance = 1, min = 1, max = 1}
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},
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--[[do_custom = function(self, dtime)
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-- set needed values if not already present
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if not self.v2 then
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-- elf.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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self.driver_scale = {x = 1, y = 1}
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end
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-- if driver present allow control of horse
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if self.driver then
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mobs.drive(self, "walk", "stand", false, dtime)
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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_die = function(self, pos)
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-- drop saddle when horse is killed while riding
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-- also detach from horse properly
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if self.driver then
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--minetest.add_item(pos, "mobs:saddle")
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--mobs.detach(self.driver, {x = 1, y = 0, z = 1})
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end
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end,
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})
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mobs:register_arrow("ma_mobs:missile", {
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visual = "sprite",
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visual_size = {x = 1, y = 1},
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textures = {"vehicles_missile_inv.png"},
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collisionbox = {-0.1, -0.1, -0.1, 0.1, 0.1, 0.1},
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velocity = 30,
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tail = 1,
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tail_texture = "vehicles_missile_inv.png",
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tail_size = 10,
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glow = 5,
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expire = 0.1,
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on_activate = function(self, staticdata, dtime_s)
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-- make fireball indestructable
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self.object:set_armor_groups({immortal = 1, fleshy = 100})
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end,
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-- if player has a good weapon with 7+ damage it can deflect fireball
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on_punch = function(self, hitter, tflp, tool_capabilities, dir)
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if hitter and hitter:is_player() and tool_capabilities and dir then
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local damage = tool_capabilities.damage_groups and
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tool_capabilities.damage_groups.fleshy or 1
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local tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
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if damage > 6 and tmp < 4 then
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self.object:set_velocity({
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x = dir.x * self.velocity,
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y = dir.y * self.velocity,
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z = dir.z * self.velocity
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})
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end
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end
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end,
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-- direct hit, no fire... just plenty of pain
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hit_player = function(self, player)
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--mobs:boom(self, self.lastpos, 2)
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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 = 8}
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}, nil)
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end,
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hit_mob = function(self, player)
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--mobs:boom(self, self.lastpos, 2)
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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 = 8}
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}, nil)
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end,
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-- node hit
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hit_node = function(self, pos, node)
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mobs:boom(self, pos, 2)
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end
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})
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mobs:register_egg("ma_mobs:assaultsuit", S("Assaultsuit"), "ma_mobs_assaultsuit_inv.png", 1)
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if ma_mobs.settings.spawn == true then
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mobs:spawn({
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name = "ma_mobs:assaultsuit",
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nodes = {"ethereal:dry_dirt"},
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--chance = 150000,
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chance = 1500,
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active_object_count = 1,
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})
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end
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