minetest-mm/mods/mobs_monster/mese_monster.lua

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-- translation and custom mese monster types
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local S = minetest.get_translator("mobs_monster")
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local mese_monster_types = {
{ -- red
y_min = -20,
y_max = -1000,
damage = 2,
reach = 3,
hp_min = 15,
hp_max = 25,
armor = 80,
skins = {"mobs_mese_monster_red.png"},
immune_to = {
{"default:pick_wood", 0},
{"default:shovel_wood", 0},
{"default:axe_wood", 0},
{"default:sword_wood", 0}
},
drops = {
{name = "default:mese_crystal", chance = 15, min = 0, max = 1},
{name = "default:mese_crystal_fragment", chance = 2, min = 0, max = 1}
},
arrow_override = function(self)
self.velocity = 6
self.damage = 2
end
},
{ -- green
y_min = -1001,
y_max = -2000,
damage = 3,
reach = 3,
hp_min = 20,
hp_max = 30,
armor = 75,
skins = {"mobs_mese_monster_green.png"},
immune_to = {
{"default:pick_wood", 0},
{"default:shovel_wood", 0},
{"default:axe_wood", 0},
{"default:sword_wood", 0},
{"default:pick_stone", 0},
{"default:shovel_stone", 0},
{"default:axe_stone", 0},
{"default:sword_stone", 0}
},
drops = {
{name = "default:mese_crystal", chance = 12, min = 0, max = 1},
{name = "default:mese_crystal_fragment", chance = 1, min = 0, max = 1}
},
arrow_override = function(self)
self.velocity = 6
self.damage = 2
end
},
{ -- blue
y_min = -2001,
y_max = -3000,
damage = 3,
reach = 4,
hp_min = 25,
hp_max = 35,
armor = 70,
skins = {"mobs_mese_monster_blue.png"},
immune_to = {
{"default:pick_wood", 0},
{"default:shovel_wood", 0},
{"default:axe_wood", 0},
{"default:sword_wood", 0},
{"default:pick_stone", 0},
{"default:shovel_stone", 0},
{"default:axe_stone", 0},
{"default:sword_stone", 0},
{"default:pick_bronze", 0},
{"default:shovel_bronze", 0},
{"default:axe_bronze", 0},
{"default:sword_bronze", 0}
},
drops = {
{name = "default:mese", chance = 15, min = 0, max = 1},
{name = "default:mese_crystal", chance = 9, min = 0, max = 2},
{name = "default:mese_crystal_fragment", chance = 1, min = 0, max = 2}
},
arrow_override = function(self)
self.velocity = 7
self.damage = 3
end
},
{ -- purple
y_min = -3000,
y_max = -31000,
damage = 4,
reach = 5,
hp_min = 30,
hp_max = 40,
armor = 60,
skins = {"mobs_mese_monster_purple.png"},
immune_to = {
{"default:pick_wood", 0},
{"default:shovel_wood", 0},
{"default:axe_wood", 0},
{"default:sword_wood", 0},
{"default:pick_stone", 0},
{"default:shovel_stone", 0},
{"default:axe_stone", 0},
{"default:sword_stone", 0},
{"default:pick_bronze", 0},
{"default:shovel_bronze", 0},
{"default:axe_bronze", 0},
{"default:sword_bronze", 0},
{"default:pick_steel", 0},
{"default:shovel_steel", 0},
{"default:axe_steel", 0},
{"default:sword_steel", 0}
},
drops = {
{name = "default:mese", chance = 9, min = 0, max = 1},
{name = "default:mese_crystal", chance = 6, min = 0, max = 2},
{name = "default:mese_crystal_fragment", chance = 1, min = 0, max = 3}
},
arrow_override = function(self)
self.velocity = 8
self.damage = 4
end
}
}
-- Mese Monster by SirrobZeroone
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mobs:register_mob("mobs_monster:mese_monster", {
type = "monster",
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visual_size = {x = 10, y = 10}, -- Got scale wrong in blender by factor of 10 - S01
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passive = false,
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attack_type = "dogshoot",
damage = 4,
reach = 4,
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shoot_interval = 0.5,
arrow = "mobs_monster:mese_arrow",
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shoot_offset = 0.75,
-- arrow_override = function(self)
-- self.velocity = 20
-- end,
knock_back = true,
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hp_min = 10,
hp_max = 25,
armor = 80,
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collisionbox = {-0.75, -0.5, -0.75, 0.75, 2.5, 0.75},
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visual = "mesh",
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mesh = "mobs_mese_monster.b3d",
textures = {{"mobs_mese_monster_purple.png"}},
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blood_texture = "default_mese_crystal_fragment.png",
makes_footstep_sound = false,
sounds = {
random = "mobs_mesemonster",
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damage = "default_glass_footstep"
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},
view_range = 10,
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walk_velocity = 1,
run_velocity = 3,
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jump = true,
jump_height = 8,
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can_leap = true,
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fall_damage = 0,
fall_speed = -6,
stepheight = 2.1,
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immune_to = {
{"default:pick_wood", 0},
{"default:shovel_wood", 0},
{"default:axe_wood", 0},
{"default:sword_wood", 0}
},
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drops = {
{name = "default:mese_crystal", chance = 9, min = 0, max = 2},
{name = "default:mese_crystal_fragment", chance = 1, min = 0, max = 2},
},
water_damage = 1,
lava_damage = 1,
light_damage = 0,
animation = {
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speed_normal = 18, speed_run = 18,
walk_start = 10, walk_end = 41, walk_speed = 20,
run_start = 10, run_end = 41, run_speed = 30,
stand_start = 60, stand_end = 83,
shoot_start = 100, shoot_end = 113,
die_start = 125, die_end = 141, death_speed = 25, die_loop = false,
jump_start = 150 , jump_end = 168, jump_loop = false,
punch_start = 175, punch_end = 189
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},
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after_activate = function(self, staticdata, def, dtime)
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local tex = self and self.textures and self.textures[1]
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if tex == "zmobs_mese_monster.png" then self.object:remove() end
end,
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on_spawn = function(self)
local pos = self.object:get_pos()
-- quick update self function
local function update(self, def)
self.object:set_properties({textures = def.skins})
self.base_texture = def.skins
-- added by mobs_redo
self.hp_min = def.hp_min
self.hp_max = def.hp_max
self.health = math.random(self.hp_min, self.hp_max)
self.damage = def.damage
self.reach = def.reach
self.armor = def.armor
self.immune_to = def.immune_to
self.drops = def.drops
self.arrow_override = def.arrow_override
end
-- Normal spawn case
for name, def in pairs(mese_monster_types) do
if pos.y <= def.y_min and pos.y >= def.y_max then
update(self, def)
return true
end
end
--[[
-- player using egg
-- direction sets type N = red, E = green, S = blue, W = purple
-- Just for fun - S01
local objects = minetest.get_objects_inside_radius(pos, 10)
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for i, obj in ipairs(objects) do
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if minetest.is_player(obj)
and obj:get_wielded_item():get_name() == "mobs_monster:mese_monster" then
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local degree = (360 + math.deg(obj:get_look_horizontal())) % 360
local compass_sel
if degree > 45 and degree <= 135 then compass_sel = 4
elseif degree > 135 and degree <= 225 then compass_sel = 3
elseif degree > 225 and degree <= 315 then compass_sel = 2
else compass_sel = 1
end
local def = mese_monster_types[compass_sel]
update(self, def)
return true
end
end
]]
-- catch case if all else fails random it
update(self, mese_monster_types[math.random(4)])
return true
end
})
-- mese arrow item
minetest.register_craftitem("mobs_monster:mese_crystal_fragment_arrow", {
description = S("Mese Monster Arrow"),
inventory_image = "mobs_mese_arrow.png",
groups = {not_in_creative_inventory = 1}
})
-- mese arrow
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mobs:register_arrow("mobs_monster:mese_arrow", {
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visual = "wielditem",
visual_size = {x = 0.25, y = 0.25},
textures = {"mobs_monster:mese_crystal_fragment_arrow"},
velocity = 8,
rotate = 180,
damage = 2,
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hit_player = function(self, player)
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player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
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damage_groups = {fleshy = self.damage}
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}, nil)
end,
hit_mob = function(self, player)
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player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
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damage_groups = {fleshy = self.damage}
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}, nil)
end,
hit_node = function(self, pos, node)
end
})
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-- where to spawn
if not mobs.custom_spawn_monster then
mobs:spawn({
name = "mobs_monster:mese_monster",
nodes = {"default:stone"},
max_light = 7,
chance = 5000,
active_object_count = 1,
max_height = -20
})
end
-- spawn egg
mobs:register_egg("mobs_monster:mese_monster", S("Mese Monster"), "default_mese_block.png", 1)
-- compatibility with older mobs mod
mobs:alias_mob("mobs:mese_monster", "mobs_monster:mese_monster")
-- 9x mese crystal fragments = 1x mese crystal recipe
local f = "default:mese_crystal_fragment"
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minetest.register_craft({
output = "default:mese_crystal",
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recipe = {{f, f, f}, {f, f, f}, {f, f, f}}
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})