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