sapier wrote:Changes 1.4.4:
-added breeding of cow and chicken
Ragnarok wrote:Thanks for the tip :) I breeding them now (after changing spawn mechanism to at_night for a while - lots of cows and other animals). I think another spawning mechanism can be very useful. Is there a way to spawn MOBs manually?
/spawnentity [entityname]
sapier wrote:this callback is already available generic -> "on_kill_callback" return true to skip normal handling false to do it additionally
minetest.register_on_dignode(function(pos, node, player)
local name = player:get_player_name()
gainxp(name, "digging", 1)
end)
sapier wrote:Do I understand correctly that you want to register a function mobf calls for any mob on kill of a mob?
sapier wrote:Technically it's no problem all data defining a mob are stored in a single structure. It's just if a mod changes those data it might cause very bad behaviour.
I need to think about what side effects this will cause a little bit more.
What exactly is your purpose for doing this?
There are some other situations adding a mod <-> mod interface may interesting too but some of those may be redundant calls that can be done by other means too.
sapier wrote:Hello,
next mobf version will contain following api enhancements:
API:
mobf_register_on_death_callback(callback) register a callback on death of ANY mob
mobf_get_mob_definition(mobname) get COPY of mob definition
Function declaration called on death
callback(mobname,pos,hitter)
paduggio wrote:I can't kill the mobs! otherwise the mod is great. It was little boring to play with no mobs at all
sudoman wrote:paduggio wrote:I can't kill the mobs! otherwise the mod is great. It was little boring to play with no mobs at all
my friend and i have tested this out a bit. he found that you can only kill mobs and other players if you're moving around. otherwise, each attack does zero damage. we both think this is silly, but i think that this is celeron's choice (or bug).
also, you might need a better weapon than the one you're using, like a sword.
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