api.txt 31 KB

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  1. Mobs Redo API
  2. =============
  3. Welcome to the world of mobs in minetest and hopefully an easy guide to defining
  4. your own mobs and having them appear in your worlds.
  5. Registering Mobs
  6. ----------------
  7. To register a mob and have it ready for use requires the following function:
  8. mobs:register_mob(name, definition)
  9. The 'name' of a mob usually starts with the mod name it's running from followed
  10. by it's own name e.g.
  11. "mobs_monster:sand_monster" or "mymod:totally_awesome_beast"
  12. ... and the 'definition' is a table which holds all of the settings and
  13. functions needed for the mob to work properly which contains the following:
  14. 'nametag' contains the name which is shown above mob.
  15. 'type' holds the type of mob that inhabits your world e.g.
  16. "animal" usually docile and walking around.
  17. "monster" attacks player or npc on sight.
  18. "npc" walk around and will defend themselves if hit first, they
  19. kill monsters.
  20. 'hp_min' has the minimum health value the mob can spawn with.
  21. 'hp_max' has the maximum health value the mob can spawn with.
  22. 'armor' holds strength of mob, 100 is normal, lower is more powerful
  23. and needs more hits and better weapons to kill.
  24. 'passive' when true allows animals to defend themselves when hit,
  25. otherwise they amble onwards.
  26. 'walk_velocity' is the speed that your mob can walk around.
  27. 'run_velocity' is the speed your mob can run with, usually when attacking.
  28. 'walk_chance' has a 0-100 chance value your mob will walk from standing,
  29. set to 0 for jumping mobs only.
  30. 'jump' when true allows your mob to jump updwards.
  31. 'jump_height' holds the height your mob can jump, 0 to disable jumping.
  32. 'stepheight' height of a block that your mob can easily walk up onto,
  33. defaults to 1.1.
  34. 'fly' when true allows your mob to fly around instead of walking.
  35. 'fly_in' holds the node name that the mob flies (or swims) around
  36. in e.g. "air" or "default:water_source".
  37. 'runaway' if true causes animals to turn and run away when hit.
  38. 'pushable' when true mobs can be pushed by player or other mobs.
  39. 'view_range' how many nodes in distance the mob can see a player.
  40. 'damage' how many health points the mob does to a player or another
  41. mob when melee attacking.
  42. 'knock_back' when true has mobs falling backwards when hit, the greater
  43. the damage the more they move back.
  44. 'fear_height' is how high a cliff or edge has to be before the mob stops
  45. walking, 0 to turn off height fear.
  46. 'fall_speed' has the maximum speed the mob can fall at, default is -10.
  47. 'fall_damage' when true causes falling to inflict damage.
  48. 'water_damage' holds the damage per second infliced to mobs when standing in
  49. water.
  50. 'lava_damage' holds the damage per second inflicted to mobs when standing
  51. in lava or fire or an ignition source.
  52. 'light_damage' holds the damage per second inflicted to mobs when light
  53. level is between the min and max values below
  54. 'light_damage_min' minimum light value when mob is affected (default: 14)
  55. 'light_damage_max' maximum light value when mob is affected (default: 15)
  56. 'suffocation' when true causes mobs to suffocate inside solid blocks.
  57. 'floats' when set to 1 mob will float in water, 0 has them sink.
  58. 'follow' mobs follow player when holding any of the items which appear
  59. on this table, the same items can be fed to a mob to tame or
  60. breed e.g. {"farming:wheat", "default:apple"}
  61. 'reach' is how far the mob can attack player when standing
  62. nearby, default is 3 nodes.
  63. 'docile_by_day' when true has mobs wandering around during daylight
  64. hours and only attacking player at night or when
  65. provoked.
  66. 'attack_chance' 0 to 100 chance the mob will attack (default is 5).
  67. 'attack_monsters' when true mob will attack monsters.
  68. 'attack_animals' when true mob will attack animals.
  69. 'attack_npcs' when true mob will attack npcs within range.
  70. 'attack_players' when true mob will attack players nearby.
  71. 'owner_loyal' when true non-docile tamed mobs attack anything player
  72. punches when nearby.
  73. 'group_attack' when true has same mob type grouping together to attack
  74. offender.
  75. 'attack_type' tells the api what a mob does when attacking the player
  76. or another mob:
  77. 'dogfight' is a melee attack when player is within mob reach.
  78. 'shoot' has mob shoot pre-defined arrows at player when inside
  79. view_range.
  80. 'dogshoot' has melee attack when inside reach and shoot attack
  81. when inside view_range.
  82. 'explode' causes mob to stop and explode when inside reach.
  83. 'explosion_radius' the radius of explosion node destruction,
  84. defaults to 1
  85. 'explosion_damage_radius' the radius of explosion entity & player damage,
  86. defaults to explosion_radius * 2
  87. 'explosion_timer' number of seconds before mob explodes while its target
  88. is still inside reach or explosion_damage_radius,
  89. defaults to 3.
  90. 'allow_fuse_reset' Allow 'explode' attack_type to reset fuse and resume
  91. chasing if target leaves the blast radius or line of
  92. sight. Defaults to true.
  93. 'stop_to_explode' When set to true (default), mob must stop and wait for
  94. explosion_timer in order to explode. If false, mob will
  95. continue chasing.
  96. 'arrow' holds the pre-defined arrow object to shoot when
  97. attacking.
  98. 'dogshoot_switch' allows switching between attack types by using timers
  99. (1 for shoot, 2 for dogfight)
  100. 'dogshoot_count_max' contains how many seconds before switching from
  101. dogfight to shoot.
  102. 'dogshoot_count2_max' contains how many seconds before switching from shoot
  103. to dogfight.
  104. 'shoot_interval' has the number of seconds between shots.
  105. 'shoot_offset' holds the y position added as to where the
  106. arrow/fireball appears on mob.
  107. 'specific_attack' has a table of entity names that mob can also attack
  108. e.g. {"player", "mobs_animal:chicken"}.
  109. 'runaway_from' contains a table with mob names to run away from, add
  110. "player" to list to runaway from player also.
  111. 'blood_amount' contains the number of blood droplets to appear when
  112. mob is hit.
  113. 'blood_texture' has the texture name to use for droplets e.g.
  114. "mobs_blood.png", or table {"blood1.png", "blood2.png"}
  115. 'pathfinding' set to 1 for mobs to use pathfinder feature to locate
  116. player, set to 2 so they can build/break also (only
  117. works with dogfight attack and when 'mobs_griefing'
  118. in minetest.conf is not false). Adding {unbreakable=1}
  119. to node groups stops them being broken by mobs.
  120. 'immune_to' is a table that holds specific damage when being hit by
  121. certain items e.g.
  122. {"default:sword_wood", 0} -- causes no damage.
  123. {"default:gold_lump", -10} -- heals by 10 health points.
  124. {"default:coal_block", 20} -- 20 damage when hit on head with coal blocks.
  125. {"all"} -- stops all weapons causing damage apart from those on list.
  126. 'makes_footstep_sound' when true you can hear mobs walking.
  127. 'sounds' this is a table with sounds of the mob
  128. 'distance' maximum distance sounds can be heard, default is 10.
  129. 'random' random sound that plays during gameplay.
  130. 'war_cry' what you hear when mob starts to attack player.
  131. 'attack' what you hear when being attacked.
  132. 'shoot_attack' sound played when mob shoots.
  133. 'damage' sound heard when mob is hurt.
  134. 'death' played when mob is killed.
  135. 'jump' played when mob jumps.
  136. 'fuse' sound played when mob explode timer starts.
  137. 'explode' sound played when mob explodes.
  138. 'drops' table of items that are dropped when mob is killed, fields are:
  139. 'name' name of item to drop.
  140. 'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc.
  141. 'min' minimum number of items dropped, set to 0 for rare drops.
  142. 'max' maximum number of items dropped.
  143. Note: If weapon has {fire=1} damage group set then cooked items will drop.
  144. 'visual' holds the look of the mob you wish to create:
  145. 'cube' looks like a normal node
  146. 'sprite' sprite which looks same from all angles.
  147. 'upright_sprite' flat model standing upright.
  148. 'wielditem' how it looks when player holds it in hand.
  149. 'mesh' uses separate object file to define mob.
  150. 'visual_size' has the size of the mob, defaults to {x = 1, y = 1}
  151. 'collisionbox' has the box in which mob can be interacted with the
  152. world e.g. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
  153. 'selectionbox' has the box in which player can interact with mob
  154. 'textures' holds a table list of textures to be used for mob, or you
  155. could use multiple lists inside another table for random
  156. selection e.g. { {"texture1.png"}, {"texture2.png"} }
  157. 'child_texture' holds the texture table for when baby mobs are used.
  158. 'gotten_texture' holds the texture table for when self.gotten value is
  159. true, used for milking cows or shearing sheep.
  160. 'mesh' holds the name of the external object used for mob model
  161. e.g. "mobs_cow.b3d"
  162. 'gotten_mesh" holds the name of the external object used for when
  163. self.gotten is true for mobs.
  164. 'rotate' custom model rotation, 0 = front, 90 = side, 180 = back,
  165. 270 = other side.
  166. 'double_melee_attack' when true has the api choose between 'punch' and
  167. 'punch2' animations. [DEPRECATED]
  168. 'animation' holds a table containing animation names and settings for use with mesh models:
  169. 'stand_start' start frame for when mob stands still.
  170. 'stand_end' end frame of stand animation.
  171. 'stand_speed' speed of animation in frames per second.
  172. 'walk_start' when mob is walking around.
  173. 'walk_end'
  174. 'walk_speed'
  175. 'run_start' when a mob runs or attacks.
  176. 'run_end'
  177. 'run_speed'
  178. 'fly_start' when a mob is flying.
  179. 'fly_end'
  180. 'fly_speed'
  181. 'punch_start' when a mob melee attacks.
  182. 'punch_end'
  183. 'punch_speed'
  184. 'punch2_start' alternative melee attack animation.
  185. 'punch2_end'
  186. 'punch2_speed'
  187. 'shoot_start' shooting animation.
  188. 'shoot_end'
  189. 'shoot_speed'
  190. 'die_start' death animation
  191. 'die_end'
  192. 'die_speed'
  193. 'die_loop' when set to false stops the animation looping.
  194. Using '_loop = false' setting will stop any of the above animations from
  195. looping.
  196. 'speed_normal' is used for animation speed for compatibility with some
  197. older mobs.
  198. Note: Up to 5 different animations can be used per action e.g.
  199. stand_start, stand_end, stand1_start, stand1_end .. up to stand4_start
  200. Node Replacement
  201. ----------------
  202. Mobs can look around for specific nodes as they walk and replace them to mimic
  203. eating.
  204. 'replace_what' group of items to replace e.g.
  205. {"farming:wheat_8", "farming:carrot_8"}
  206. or you can use the specific options of what, with and
  207. y offset by using this instead:
  208. {
  209. {"group:grass", "air", 0},
  210. {"default:dirt_with_grass", "default:dirt", -1}
  211. }
  212. 'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
  213. 'replace_rate' how random should the replace rate be (typically 10)
  214. 'replace_offset' +/- value to check specific node to replace
  215. 'on_replace(self, pos, oldnode, newnode)' is called when mob is about to
  216. replace a node.
  217. 'self' ObjectRef of mob
  218. 'pos' Position of node to replace
  219. 'oldnode' Current node
  220. 'newnode' What the node will become after replacing
  221. If false is returned, the mob will not replace the node.
  222. By default, replacing sets self.gotten to true and resets the object
  223. properties. (DEPRECATED, use on_replace to make changes).
  224. Custom Definition Functions
  225. ---------------------------
  226. Along with the above mob registry settings we can also use custom functions to
  227. enhance mob functionality and have them do many interesting things:
  228. 'on_die' a function that is called when the mob is killed the
  229. parameters are (self, pos)
  230. 'on_rightclick' its same as in minetest.register_entity()
  231. 'on_blast' is called when an explosion happens near mob when using TNT
  232. functions, parameters are (object, damage) and returns
  233. (do_damage, do_knockback, drops)
  234. 'on_spawn' is a custom function that runs on mob spawn with 'self' as
  235. variable, return true at end of function to run only once.
  236. 'after_activate' is a custom function that runs once mob has been activated
  237. with these paramaters (self, staticdata, def, dtime)
  238. 'on_breed' called when two similar mobs breed, paramaters are
  239. (parent1, parent2) objects, return false to stop child from
  240. being resized and owner/tamed flags and child textures being
  241. applied. Function itself must spawn new child mob.
  242. 'on_grown' is called when a child mob has grown up, only paramater is
  243. (self).
  244. 'do_punch' called when mob is punched with paramaters (self, hitter,
  245. time_from_last_punch, tool_capabilities, direction), return
  246. false to stop punch damage and knockback from taking place.
  247. 'custom_attack' when set this function is called instead of the normal mob
  248. melee attack, parameters are (self, to_attack).
  249. 'on_die' a function that is called when mob is killed (self, pos)
  250. 'do_custom' a custom function that is called every tick while mob is
  251. active and which has access to all of the self.* variables
  252. e.g. (self.health for health or self.standing_in for node
  253. status), return with 'false' to skip remainder of mob API.
  254. Internal Variables
  255. ------------------
  256. The mob api also has some preset variables and functions that it will remember
  257. for each mob.
  258. 'self.health' contains current health of mob (cannot exceed
  259. self.hp_max)
  260. 'self.texture_list' contains list of all mob textures
  261. 'self.child_texture' contains mob child texture when growing up
  262. 'self.base_texture' contains current skin texture which was randomly
  263. selected from textures list
  264. 'self.gotten' this is used for obtaining milk from cow and wool from
  265. sheep
  266. 'self.horny' when animal fed enough it is set to true and animal can
  267. breed with same animal
  268. 'self.hornytimer' background timer that controls breeding functions and
  269. mob childhood timings
  270. 'self.child' used for when breeding animals have child, will use
  271. child_texture and be half size
  272. 'self.owner' string used to set owner of npc mobs, typically used for
  273. dogs
  274. 'self.order' set to "follow" or "stand" so that npc will follow owner
  275. or stand it's ground
  276. 'self.nametag' contains the name of the mob which it can show above
  277. Spawning Mobs in World
  278. ----------------------
  279. mobs:register_spawn(name, nodes, max_light, min_light, chance,
  280. active_object_count, max_height, day_toggle)
  281. mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval,
  282. chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
  283. These functions register a spawn algorithm for the mob. Without this function
  284. the call the mobs won't spawn.
  285. 'name' is the name of the animal/monster
  286. 'nodes' is a list of nodenames on that the animal/monster can
  287. spawn on top of
  288. 'neighbors' is a list of nodenames on that the animal/monster will
  289. spawn beside (default is {"air"} for
  290. mobs:register_spawn)
  291. 'max_light' is the maximum of light
  292. 'min_light' is the minimum of light
  293. 'interval' is same as in register_abm() (default is 30 for
  294. mobs:register_spawn)
  295. 'chance' is same as in register_abm()
  296. 'active_object_count' number of this type of mob to spawn at one time inside
  297. map area
  298. 'min_height' is the minimum height the mob can spawn
  299. 'max_height' is the maximum height the mob can spawn
  300. 'day_toggle' true for day spawning, false for night or nil for
  301. anytime
  302. 'on_spawn' is a custom function which runs after mob has spawned
  303. and gives self and pos values.
  304. A simpler way to handle mob spawns has been added with the mobs:spawn(def)
  305. command which uses above names to make settings clearer:
  306. mobs:spawn({name = "mobs_monster:tree_monster",
  307. nodes = {"group:leaves"},
  308. max_light = 7,
  309. })
  310. For each mob that spawns with this function is a field in mobs.spawning_mobs.
  311. It tells if the mob should spawn or not. Default is true. So other mods can
  312. only use the API of this mod by disabling the spawning of the default mobs in
  313. this mod.
  314. mobs:spawn_abm_check(pos, node, name)
  315. This global function can be changed to contain additional checks for mobs to
  316. spawn e.g. mobs that spawn only in specific areas and the like. By returning
  317. true the mob will not spawn.
  318. 'pos' holds the position of the spawning mob
  319. 'node' contains the node the mob is spawning on top of
  320. 'name' is the name of the animal/monster
  321. Making Arrows
  322. -------------
  323. mobs:register_arrow(name, definition)
  324. This function registers a arrow for mobs with the attack type shoot.
  325. 'name' is the name of the arrow
  326. 'definition' is a table with the following values:
  327. 'visual' same is in minetest.register_entity()
  328. 'visual_size' same is in minetest.register_entity()
  329. 'textures' same is in minetest.register_entity()
  330. 'velocity' the velocity of the arrow
  331. 'drop' if set to true any arrows hitting a node will drop as item
  332. 'hit_player' a function that is called when the arrow hits a player;
  333. this function should hurt the player, the parameters are
  334. (self, player)
  335. 'hit_mob' a function that is called when the arrow hits a mob;
  336. this function should hurt the mob, the parameters are
  337. (self, player)
  338. 'hit_node' a function that is called when the arrow hits a node, the
  339. parameters are (self, pos, node)
  340. 'tail' when set to 1 adds a trail or tail to mob arrows
  341. 'tail_texture' texture string used for above effect
  342. 'tail_size' has size for above texture (defaults to between 5 and 10)
  343. 'expire' contains float value for how long tail appears for
  344. (defaults to 0.25)
  345. 'glow' has value for how brightly tail glows 1 to 10 (default is
  346. 0 for no glow)
  347. 'rotate' integer value in degrees to rotate arrow
  348. 'on_step' is a custom function when arrow is active, nil for
  349. default.
  350. 'on_punch' is a custom function when arrow is punched, nil by default
  351. 'collisionbox' is hitbox table for arrow, {0,0,0,0,0,0} by default.
  352. Spawn Eggs
  353. ----------
  354. mobs:register_egg(name, description, background, addegg, no_creative)
  355. This function registers a spawn egg which can be used by admin to properly spawn in a mob.
  356. 'name' this is the name of your new mob to spawn e.g. "mob:sheep"
  357. 'description' the name of the new egg you are creating e.g. "Spawn Sheep"
  358. 'background' the texture displayed for the egg in inventory
  359. 'addegg' would you like an egg image in front of your texture (1 = yes,
  360. 0 = no)
  361. 'no_creative' when set to true this stops spawn egg appearing in creative
  362. mode for destructive mobs like Dungeon Masters.
  363. Explosion Function
  364. ------------------
  365. mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead
  366. mobs:boom(self, pos, radius)
  367. 'self' mob entity
  368. 'pos' centre position of explosion
  369. 'radius' radius of explosion (typically set to 3)
  370. This function generates an explosion which removes nodes in a specific radius
  371. and damages any entity caught inside the blast radius. Protection will limit
  372. node destruction but not entity damage.
  373. Capturing Mobs
  374. --------------
  375. mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
  376. force_take, replacewith)
  377. This function is generally called inside the on_rightclick section of the mob
  378. api code, it provides a chance of capturing the mob by hand, using the net or
  379. lasso items, and can also have the player take the mob by force if tamed and
  380. replace with another item entirely.
  381. 'self' mob information
  382. 'clicker' player information
  383. 'chance_hand' chance of capturing mob by hand (1 to 100) 0 to disable
  384. 'chance_net' chance of capturing mob using net (1 to 100) 0 to disable
  385. 'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to
  386. disable
  387. 'force_take' take mob by force, even if tamed (true or false)
  388. 'replacewith' once captured replace mob with this item instead (overrides
  389. new mob eggs with saved information)
  390. Feeding and Taming/Breeding
  391. ---------------------------
  392. mobs:feed_tame(self, clicker, feed_count, breed, tame)
  393. This function allows the mob to be fed the item inside self.follow be it apple,
  394. wheat or whatever a set number of times and be tamed or bred as a result.
  395. Will return true when mob is fed with item it likes.
  396. 'self' mob information
  397. 'clicker' player information
  398. 'feed_count' number of times mob must be fed to tame or breed
  399. 'breed' true or false stating if mob can be bred and a child created
  400. afterwards
  401. 'tame' true or false stating if mob can be tamed so player can pick
  402. them up
  403. Protecting Mobs
  404. ---------------
  405. mobs:protect(self, clicker)
  406. This function can be used to right-click any tamed mob with mobs:protector item,
  407. this will protect the mob from harm inside of a protected area from other
  408. players. Will return true when mob right-clicked with mobs:protector item.
  409. 'self' mob information
  410. 'clicker' player information
  411. Riding Mobs
  412. -----------
  413. Mobs can now be ridden by players and the following shows its functions and
  414. usage:
  415. mobs:attach(self, player)
  416. This function attaches a player to the mob so it can be ridden.
  417. 'self' mob information
  418. 'player' player information
  419. mobs:detach(player, offset)
  420. This function will detach the player currently riding a mob to an offset
  421. position.
  422. 'player' player information
  423. 'offset' position table containing offset values
  424. mobs:drive(self, move_animation, stand_animation, can_fly, dtime)
  425. This function allows an attached player to move the mob around and animate it at
  426. same time.
  427. 'self' mob information
  428. 'move_animation' string containing movement animation e.g. "walk"
  429. 'stand_animation' string containing standing animation e.g. "stand"
  430. 'can_fly' if true then jump and sneak controls will allow mob to fly
  431. up and down
  432. 'dtime' tick time used inside drive function
  433. mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation)
  434. This function allows an attached player to fly the mob around using directional
  435. controls.
  436. 'self' mob information
  437. 'dtime' tick time used inside fly function
  438. 'speed' speed of flight
  439. 'can_shoot' true if mob can fire arrow (sneak and left mouse button
  440. fires)
  441. 'arrow_entity' name of arrow entity used for firing
  442. 'move_animation' string containing name of pre-defined animation e.g. "walk"
  443. or "fly" etc.
  444. 'stand_animation' string containing name of pre-defined animation e.g.
  445. "stand" or "blink" etc.
  446. Note: animation names above are from the pre-defined animation lists inside mob
  447. registry without extensions.
  448. mobs:set_animation(self, name)
  449. This function sets the current animation for mob, defaulting to "stand" if not
  450. found.
  451. 'self' mob information
  452. 'name' name of animation
  453. Certain variables need to be set before using the above functions:
  454. 'self.v2' toggle switch used to define below values for the
  455. first time
  456. 'self.max_speed_forward' max speed mob can move forward
  457. 'self.max_speed_reverse' max speed mob can move backwards
  458. 'self.accel' acceleration speed
  459. 'self.terrain_type' integer containing terrain mob can walk on
  460. (1 = water, 2 or 3 = land)
  461. 'self.driver_attach_at' position offset for attaching player to mob
  462. 'self.driver_eye_offset' position offset for attached player view
  463. 'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1}
  464. mobs:line_of_sight(self, pos1, pos2, stepsize)
  465. This function is for use within the mobs definition for special use cases and
  466. returns true if a mob can see the player or victim.
  467. ...'self' mob information
  468. 'pos1' position of mob
  469. 'pos2' position of vistim or player
  470. 'stepsize' usually set to 1
  471. External Settings for "minetest.conf"
  472. ------------------------------------
  473. 'enable_damage' if true monsters will attack players (default is true)
  474. 'only_peaceful_mobs' if true only animals will spawn in game (default is
  475. false)
  476. 'mobs_disable_blood' if false blood effects appear when mob is hit (default
  477. is false)
  478. 'mobs_spawn_protected' if set to false then mobs will not spawn in protected
  479. areas (default is true)
  480. 'remove_far_mobs' if true then untamed mobs that are outside players
  481. visual range will be removed (default is true)
  482. 'mobname' can change specific mob chance rate (0 to disable) and
  483. spawn number e.g. mobs_animal:cow = 1000,5
  484. 'mob_difficulty' sets difficulty level (health and hit damage
  485. multiplied by this number), defaults to 1.0.
  486. 'mob_show_health' if false then punching mob will not show health status
  487. (true by default)
  488. 'mob_chance_multiplier' multiplies chance of all mobs spawning and can be set
  489. to 0.5 to have mobs spawn more or 2.0 to spawn less.
  490. e.g. 1 in 7000 * 0.5 = 1 in 3500 so better odds of
  491. spawning.
  492. 'mobs_spawn' if false then mobs no longer spawn without spawner or
  493. spawn egg.
  494. 'mobs_drop_items' when false mobs no longer drop items when they die.
  495. 'mobs_griefing' when false mobs cannot break blocks when using either
  496. pathfinding level 2, replace functions or mobs:boom
  497. function.
  498. Players can override the spawn chance for each mob registered by adding a line
  499. to their minetest.conf file with a new value, the lower the value the more each
  500. mob will spawn e.g.
  501. mobs_animal:sheep_chance 11000
  502. mobs_monster:sand_monster_chance 100
  503. Rideable Horse Example Mob
  504. --------------------------
  505. mobs:register_mob("mob_horse:horse", {
  506. type = "animal",
  507. visual = "mesh",
  508. visual_size = {x = 1.20, y = 1.20},
  509. mesh = "mobs_horse.x",
  510. collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4},
  511. animation = {
  512. speed_normal = 15,
  513. speed_run = 30,
  514. stand_start = 25,
  515. stand_end = 75,
  516. walk_start = 75,
  517. walk_end = 100,
  518. run_start = 75,
  519. run_end = 100,
  520. },
  521. textures = {
  522. {"mobs_horse.png"},
  523. {"mobs_horsepeg.png"},
  524. {"mobs_horseara.png"}
  525. },
  526. fear_height = 3,
  527. runaway = true,
  528. fly = false,
  529. walk_chance = 60,
  530. view_range = 5,
  531. follow = {"farming:wheat"},
  532. passive = true,
  533. hp_min = 12,
  534. hp_max = 16,
  535. armor = 200,
  536. lava_damage = 5,
  537. fall_damage = 5,
  538. water_damage = 1,
  539. makes_footstep_sound = true,
  540. drops = {
  541. {name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
  542. },
  543. sounds = {
  544. random = "horse_neigh.ogg",
  545. damage = "horse_whinney.ogg",
  546. },
  547. do_custom = function(self, dtime)
  548. -- set needed values if not already present
  549. if not self.v2 then
  550. self.v2 = 0
  551. self.max_speed_forward = 6
  552. self.max_speed_reverse = 2
  553. self.accel = 6
  554. self.terrain_type = 3
  555. self.driver_attach_at = {x = 0, y = 20, z = -2}
  556. self.driver_eye_offset = {x = 0, y = 3, z = 0}
  557. self.driver_scale = {x = 1, y = 1}
  558. end
  559. -- if driver present allow control of horse
  560. if self.driver then
  561. mobs.drive(self, "walk", "stand", false, dtime)
  562. return false -- skip rest of mob functions
  563. end
  564. return true
  565. end,
  566. on_die = function(self, pos)
  567. -- drop saddle when horse is killed while riding
  568. -- also detach from horse properly
  569. if self.driver then
  570. minetest.add_item(pos, "mobs:saddle")
  571. mobs.detach(self.driver, {x = 1, y = 0, z = 1})
  572. end
  573. end,
  574. on_rightclick = function(self, clicker)
  575. -- make sure player is clicking
  576. if not clicker or not clicker:is_player() then
  577. return
  578. end
  579. -- feed, tame or heal horse
  580. if mobs:feed_tame(self, clicker, 10, true, true) then
  581. return
  582. end
  583. -- make sure tamed horse is being clicked by owner only
  584. if self.tamed and self.owner == clicker:get_player_name() then
  585. local inv = clicker:get_inventory()
  586. -- detatch player already riding horse
  587. if self.driver and clicker == self.driver then
  588. mobs.detach(clicker, {x = 1, y = 0, z = 1})
  589. -- add saddle back to inventory
  590. if inv:room_for_item("main", "mobs:saddle") then
  591. inv:add_item("main", "mobs:saddle")
  592. else
  593. minetest.add_item(clicker.getpos(), "mobs:saddle")
  594. end
  595. -- attach player to horse
  596. elseif not self.driver
  597. and clicker:get_wielded_item():get_name() == "mobs:saddle" then
  598. self.object:set_properties({stepheight = 1.1})
  599. mobs.attach(self, clicker)
  600. -- take saddle from inventory
  601. inv:remove_item("main", "mobs:saddle")
  602. end
  603. end
  604. -- used to capture horse with magic lasso
  605. mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)
  606. end
  607. })