TenPlus1 wrote: -snip-
TenPlus1 wrote:Special spawns using blocks set in a certain way is up to mod makers to define :)
ph8jPf9M wrote:TenPlus1 wrote:Special spawns using blocks set in a certain way is up to mod makers to define :)
can you make an example on how to do it?
'replace_offset' +/- value to check specific node to replace
if mobs.mod and mobs.mod == "redo" then
local ENABLE_MINI_ZOMBIE = true
-- zombie
mobs:register_mob("mobs_zombie:zombie", {
type = "monster",
visual = "mesh",
mesh = "creatures_mob.x",
textures = {
{"mobs_zombie.png"},
},
collisionbox = {-0.25, -1, -0.3, 0.25, 0.75, 0.3},
animation = {
speed_normal = 10, speed_run = 15,
stand_start = 0, stand_end = 79,
walk_start = 168, walk_end = 188,
run_start = 168, run_end = 188
},
makes_footstep_sound = true,
sounds = {
random = "mobs_zombie.1",
war_cry = "mobs_zombie.3",
attack = "mobs_zombie.2",
damage = "mobs_zombie_hit",
death = "mobs_zombie_death",
},
hp_min = 12,
hp_max = 35,
armor = 200,
knock_back = 1,
lava_damage = 10,
damage = 4,
reach = 2,
attack_type = "dogfight",
group_attack = true,
view_range = 50,
walk_chance = 75,
walk_velocity = 2,
run_velocity = 2, --0.5
jump = true,
drops = {
{name = "mobs_zombie:rotten_flesh", chance = 1, min = 1, max = 3,}
},
lifetimer = 180, -- 3 minutes
shoot_interval = 135, -- (lifetimer - (lifetimer / 4)), borrowed for do_custom timer
do_custom = function(self)
if ENABLE_MINI_ZOMBIE and self.lifetimer <= self.shoot_interval then
if math.random(100) <= 50 then
minetest.add_entity(self.object:getpos(), "mobs_zombie:zombie_mini")
end
self.shoot_interval = self.shoot_interval - 45
end
end
})
--name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height
mobs:spawn_specific("mobs_zombie:zombie",
{"default:stone", "default:snowblock", "default:desert_sand", "default:dirt_with_grass"},
{"air"},
0, 1, 30, 1, 2, -31000, 31000
)
mobs:register_egg("mobs_zombie:zombie", "Zombie", "zombie_head.png", 0)
-- mini zombie
if ENABLE_MINI_ZOMBIE then
mobs:register_mob("mobs_zombie:zombie_mini", {
type = "monster",
visual = "mesh",
mesh = "creatures_mob.x",
textures = {
{"mobs_zombie.png"},
},
visual_size = {x = 0.5, y = 0.5},
collisionbox = {-0.125, -0.5, -0.15, 0.125, 0.375, 0.15},
animation = {
speed_normal = 10, speed_run = 15,
stand_start = 0, stand_end = 79,
walk_start = 168, walk_end = 188,
run_start = 168, run_end = 188
},
makes_footstep_sound = true,
sounds = {
random = "mobs_zombie.1",
war_cry = "mobs_zombie.3",
attack = "mobs_zombie.2",
damage = "mobs_zombie_hit",
death = "mobs_zombie_death"
},
hp_min = 20,
hp_max = 45,
armor = 150,
knock_back = 1,
lava_damage = 10,
damage = 6,
reach = 1,
attack_type = "dogfight",
group_attack = true,
view_range = 10,
walk_chance = 75,
walk_velocity = 0.8,
run_velocity = 0.8,
jump = false,
drops = {
{name = "mobs_zombie:rotten_flesh", chance = 1, min = 1, max = 1,}
}
})
end
-- rotten flesh
minetest.register_craftitem("mobs_zombie:rotten_flesh", {
description = "Rotten Flesh",
inventory_image = "mobs_rotten_flesh.png",
on_use = minetest.item_eat(1),
})
end
Martin_Devil wrote:Hello everybody. It seems to me, or just the first punch causes damage? If you continue to beat the mob without releasing the left mouse button, it will not receive any damage.
burli wrote:Martin_Devil wrote:Hello everybody. It seems to me, or just the first punch causes damage? If you continue to beat the mob without releasing the left mouse button, it will not receive any damage.
That is the weapon cool down. You can only make damage every second
mobs:spawn({
name = "mobs_zombie:zombie",
nodes = {"default:stone", "default:snowblock", "default:desert_sand", "default:dirt_with_grass"},
neighbors = {"air"},
min_light = 0,
max_light = 5,
interval = 30,
chance = 1,
active_object_count = 2,
min_height = -31000,
max_height = 31000,
day_toggle = false, -- true for day only, false for night only, nil for both
})
TenPlus1 wrote:You cannot spam attack mobs anymore you have to wait for weapon punch intervals before next attack...
TenPlus1 wrote:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
mobs:spawn({
name = "mobs_zombie:zombie",
nodes = {"default:stone", "default:snowblock", "default:desert_sand", "default:dirt_with_grass"},
max_light = 5,
chance = 1,
active_object_count = 2,
day_toggle = false, -- true for day only, false for night only, nil for both
})
ph8jPf9M wrote:-snip-
. Can you make creatures from blockmen avaivable for mobs redo? If they already are avaivable for mobs redo can you link me to em.
KCoombes wrote:ph8jPf9M wrote:-snip-
. Can you make creatures from blockmen avaivable for mobs redo? If they already are avaivable for mobs redo can you link me to em.
Probably better to ask Blockman to change his stuff, rather than having TenPlus1 hijack Blockman's stuff...
ph8jPf9M wrote:...chicken was walking backwards...
...
rotate=180,
...
ph8jPf9M wrote:...both animals were floating one block in the air...
duane wrote:KCoombes wrote:ph8jPf9M wrote:-snip-
. Can you make creatures from blockmen avaivable for mobs redo? If they already are avaivable for mobs redo can you link me to em.
Probably better to ask Blockman to change his stuff, rather than having TenPlus1 hijack Blockman's stuff...
It sure would be nice if the folks who make all the various mobs would post blender models of them with their code. As far as I know, there's no free software that can modify a .b3d model. I've found a few of the blender files from not so simple mobs, but that's about it.
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