Introduce snowball_vulnerable armor group
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@ -2876,7 +2876,14 @@ local mob_activate = function(self, staticdata, def, dtime)
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self.path.stuck_timer = 0 -- if stuck for too long search for path
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self.path.stuck_timer = 0 -- if stuck for too long search for path
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-- mob defaults
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-- mob defaults
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self.object:set_armor_groups({immortal = 1, fleshy = self.armor})
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local armor
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if type(self.armor) == "table" then
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armor = table.copy(self.armor)
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armor.immortal = 1
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else
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armor = {immortal=1, fleshy = self.armor}
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end
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self.object:set_armor_groups(armor)
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self.old_y = self.object:get_pos().y
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self.old_y = self.object:get_pos().y
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self.old_health = self.health
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self.old_health = self.health
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self.sounds.distance = self.sounds.distance or 10
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self.sounds.distance = self.sounds.distance or 10
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@ -35,8 +35,12 @@ functions needed for the mob to work properly which contains the following:
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'breathes_in_water' If true, mob loses breath when not in water. Otherwise,
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'breathes_in_water' If true, mob loses breath when not in water. Otherwise,
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mob loses breath when inside a node with `drowning` attribute
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mob loses breath when inside a node with `drowning` attribute
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set (default: false).
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set (default: false).
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'armor' holds strength of mob, 100 is normal, lower is more powerful
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'armor' entity armor groups (see lua_api.txt). If table, a list of
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and needs more hits and better weapons to kill.
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armor groups like for entities. If number, set value of
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'fleshy' armor group only.
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Note: The 'immortal=1' armor group will automatically be added
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since this mod handles health and damage manually.
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Default: 100 (mob will take full dmg from 'fleshy' hits)
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'passive' when true allows animals to defend themselves when hit,
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'passive' when true allows animals to defend themselves when hit,
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otherwise they amble onwards.
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otherwise they amble onwards.
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'walk_velocity' is the speed that your mob can walk around.
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'walk_velocity' is the speed that your mob can walk around.
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@ -21,6 +21,7 @@ mobs:register_mob("mobs_mc:blaze", {
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textures = {
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textures = {
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{"mobs_mc_blaze.png"},
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{"mobs_mc_blaze.png"},
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},
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},
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armor = { fleshy = 100, snowball_vulnerable = 100 },
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visual_size = {x=3, y=3},
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visual_size = {x=3, y=3},
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sounds = {
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sounds = {
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random = "mobs_mc_blaze_breath",
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random = "mobs_mc_blaze_breath",
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@ -145,7 +145,7 @@ local flying_bobber_ENTITY={
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objtype="fishing",
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objtype="fishing",
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}
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}
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local check_object_hit = function(self, pos, mob_damage)
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local check_object_hit = function(self, pos, dmg)
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for _,object in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do
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for _,object in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do
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local entity = object:get_luaentity()
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local entity = object:get_luaentity()
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@ -158,11 +158,6 @@ local check_object_hit = function(self, pos, mob_damage)
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self.object:remove()
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self.object:remove()
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return true
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return true
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elseif entity._cmi_is_mob == true and (self._thrower ~= object) then
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elseif entity._cmi_is_mob == true and (self._thrower ~= object) then
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local dmg = {}
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if mob_damage then
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dmg = mob_damage(entity.name)
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end
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-- FIXME: Knockback is broken
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-- FIXME: Knockback is broken
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object:punch(self.object, 1.0, {
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object:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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full_punch_interval = 1.0,
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@ -193,15 +188,7 @@ local snowball_on_step = function(self, dtime)
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end
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end
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end
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end
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local mob_damage = function(mobname)
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if check_object_hit(self, pos, {snowball_vulnerable = 3}) then
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if mobname == "mobs_mc:blaze" then
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return {fleshy = 3}
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else
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return {}
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end
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end
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if check_object_hit(self, pos, mob_damage) then
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minetest.sound_play("mcl_throwing_snowball_impact_soft", { pos = self.object:get_pos(), max_hear_distance=16, gain=0.7 })
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minetest.sound_play("mcl_throwing_snowball_impact_soft", { pos = self.object:get_pos(), max_hear_distance=16, gain=0.7 })
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return
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return
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end
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end
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