api.txt 32 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. 'stay_near' when set allows mobs the chance to stay around certain nodes.
  38. 'nodes' string or table of nodes to stay nearby e.g. "farming:straw"
  39. 'chance' chance of searching for above node(s), default is 10.
  40. 'runaway' if true causes animals to turn and run away when hit.
  41. 'pushable' when true mobs can be pushed by player or other mobs.
  42. 'view_range' how many nodes in distance the mob can see a player.
  43. 'damage' how many health points the mob does to a player or another
  44. mob when melee attacking.
  45. 'knock_back' when true has mobs falling backwards when hit, the greater
  46. the damage the more they move back.
  47. 'fear_height' is how high a cliff or edge has to be before the mob stops
  48. walking, 0 to turn off height fear.
  49. 'fall_speed' has the maximum speed the mob can fall at, default is -10.
  50. 'fall_damage' when true causes falling to inflict damage.
  51. 'water_damage' holds the damage per second infliced to mobs when standing in
  52. water.
  53. 'lava_damage' holds the damage per second inflicted to mobs when standing
  54. in lava or fire or an ignition source.
  55. 'light_damage' holds the damage per second inflicted to mobs when light
  56. level is between the min and max values below
  57. 'light_damage_min' minimum light value when mob is affected (default: 14)
  58. 'light_damage_max' maximum light value when mob is affected (default: 15)
  59. 'suffocation' when true causes mobs to suffocate inside solid blocks.
  60. 'floats' when set to 1 mob will float in water, 0 has them sink.
  61. 'follow' mobs follow player when holding any of the items which appear
  62. on this table, the same items can be fed to a mob to tame or
  63. breed e.g. {"farming:wheat", "default:apple"}
  64. 'reach' is how far the mob can attack player when standing
  65. nearby, default is 3 nodes.
  66. 'docile_by_day' when true has mobs wandering around during daylight
  67. hours and only attacking player at night or when
  68. provoked.
  69. 'attack_chance' 0 to 100 chance the mob will attack (default is 5).
  70. 'attack_monsters' when true mob will attack monsters.
  71. 'attack_animals' when true mob will attack animals.
  72. 'attack_npcs' when true mob will attack npcs within range.
  73. 'attack_players' when true mob will attack players nearby.
  74. 'owner_loyal' when true non-docile tamed mobs attack anything player
  75. punches when nearby.
  76. 'group_attack' when true has same mob type grouping together to attack
  77. offender.
  78. 'attack_type' tells the api what a mob does when attacking the player
  79. or another mob:
  80. 'dogfight' is a melee attack when player is within mob reach.
  81. 'shoot' has mob shoot pre-defined arrows at player when inside
  82. view_range.
  83. 'dogshoot' has melee attack when inside reach and shoot attack
  84. when inside view_range.
  85. 'explode' causes mob to stop and explode when inside reach.
  86. 'explosion_radius' the radius of explosion node destruction,
  87. defaults to 1
  88. 'explosion_damage_radius' the radius of explosion entity & player damage,
  89. defaults to explosion_radius * 2
  90. 'explosion_timer' number of seconds before mob explodes while its target
  91. is still inside reach or explosion_damage_radius,
  92. defaults to 3.
  93. 'allow_fuse_reset' Allow 'explode' attack_type to reset fuse and resume
  94. chasing if target leaves the blast radius or line of
  95. sight. Defaults to true.
  96. 'stop_to_explode' When set to true (default), mob must stop and wait for
  97. explosion_timer in order to explode. If false, mob will
  98. continue chasing.
  99. 'arrow' holds the pre-defined arrow object to shoot when
  100. attacking.
  101. 'dogshoot_switch' allows switching between attack types by using timers
  102. (1 for shoot, 2 for dogfight)
  103. 'dogshoot_count_max' contains how many seconds before switching from
  104. dogfight to shoot.
  105. 'dogshoot_count2_max' contains how many seconds before switching from shoot
  106. to dogfight.
  107. 'shoot_interval' has the number of seconds between shots.
  108. 'shoot_offset' holds the y position added as to where the
  109. arrow/fireball appears on mob.
  110. 'specific_attack' has a table of entity names that mob can also attack
  111. e.g. {"player", "mobs_animal:chicken"}.
  112. 'runaway_from' contains a table with mob names to run away from, add
  113. "player" to list to runaway from player also.
  114. 'blood_amount' contains the number of blood droplets to appear when
  115. mob is hit.
  116. 'blood_texture' has the texture name to use for droplets e.g.
  117. "mobs_blood.png", or table {"blood1.png", "blood2.png"}
  118. 'pathfinding' set to 1 for mobs to use pathfinder feature to locate
  119. player, set to 2 so they can build/break also (only
  120. works with dogfight attack and when 'mobs_griefing'
  121. in minetest.conf is not false). Adding {unbreakable=1}
  122. to node groups stops them being broken by mobs.
  123. 'immune_to' is a table that holds specific damage when being hit by
  124. certain items e.g.
  125. {"default:sword_wood", 0} -- causes no damage.
  126. {"default:gold_lump", -10} -- heals by 10 health points.
  127. {"default:coal_block", 20} -- 20 damage when hit on head with coal blocks.
  128. {"all"} -- stops all weapons causing damage apart from those on list.
  129. 'makes_footstep_sound' when true you can hear mobs walking.
  130. 'sounds' this is a table with sounds of the mob
  131. 'distance' maximum distance sounds can be heard, default is 10.
  132. 'random' random sound that plays during gameplay.
  133. 'war_cry' what you hear when mob starts to attack player.
  134. 'attack' what you hear when being attacked.
  135. 'shoot_attack' sound played when mob shoots.
  136. 'damage' sound heard when mob is hurt.
  137. 'death' played when mob is killed.
  138. 'jump' played when mob jumps.
  139. 'fuse' sound played when mob explode timer starts.
  140. 'explode' sound played when mob explodes.
  141. 'drops' table of items that are dropped when mob is killed, fields are:
  142. 'name' name of item to drop.
  143. 'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc.
  144. 'min' minimum number of items dropped, set to 0 for rare drops.
  145. 'max' maximum number of items dropped.
  146. Note: If weapon has {fire=1} damage group set then cooked items will drop.
  147. 'visual' holds the look of the mob you wish to create:
  148. 'cube' looks like a normal node
  149. 'sprite' sprite which looks same from all angles.
  150. 'upright_sprite' flat model standing upright.
  151. 'wielditem' how it looks when player holds it in hand.
  152. 'mesh' uses separate object file to define mob.
  153. 'visual_size' has the size of the mob, defaults to {x = 1, y = 1}
  154. 'collisionbox' has the box in which mob can be interacted with the
  155. world e.g. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
  156. 'selectionbox' has the box in which player can interact with mob
  157. 'textures' holds a table list of textures to be used for mob, or you
  158. could use multiple lists inside another table for random
  159. selection e.g. { {"texture1.png"}, {"texture2.png"} }
  160. 'child_texture' holds the texture table for when baby mobs are used.
  161. 'gotten_texture' holds the texture table for when self.gotten value is
  162. true, used for milking cows or shearing sheep.
  163. 'mesh' holds the name of the external object used for mob model
  164. e.g. "mobs_cow.b3d"
  165. 'gotten_mesh" holds the name of the external object used for when
  166. self.gotten is true for mobs.
  167. 'rotate' custom model rotation, 0 = front, 90 = side, 180 = back,
  168. 270 = other side.
  169. 'double_melee_attack' when true has the api choose between 'punch' and
  170. 'punch2' animations. [DEPRECATED]
  171. 'animation' holds a table containing animation names and settings for use with mesh models:
  172. 'stand_start' start frame for when mob stands still.
  173. 'stand_end' end frame of stand animation.
  174. 'stand_speed' speed of animation in frames per second.
  175. 'walk_start' when mob is walking around.
  176. 'walk_end'
  177. 'walk_speed'
  178. 'run_start' when a mob runs or attacks.
  179. 'run_end'
  180. 'run_speed'
  181. 'fly_start' when a mob is flying.
  182. 'fly_end'
  183. 'fly_speed'
  184. 'punch_start' when a mob melee attacks.
  185. 'punch_end'
  186. 'punch_speed'
  187. 'punch2_start' alternative melee attack animation.
  188. 'punch2_end'
  189. 'punch2_speed'
  190. 'shoot_start' shooting animation.
  191. 'shoot_end'
  192. 'shoot_speed'
  193. 'die_start' death animation
  194. 'die_end'
  195. 'die_speed'
  196. 'die_loop' when set to false stops the animation looping.
  197. Using '_loop = false' setting will stop any of the above animations from
  198. looping.
  199. 'speed_normal' is used for animation speed for compatibility with some
  200. older mobs.
  201. Note: Up to 5 different animations can be used per action e.g.
  202. stand_start, stand_end, stand1_start, stand1_end .. up to stand4_start
  203. Node Replacement
  204. ----------------
  205. Mobs can look around for specific nodes as they walk and replace them to mimic
  206. eating.
  207. 'replace_what' group of items to replace e.g.
  208. {"farming:wheat_8", "farming:carrot_8"}
  209. or you can use the specific options of what, with and
  210. y offset by using this instead:
  211. {
  212. {"group:grass", "air", 0},
  213. {"default:dirt_with_grass", "default:dirt", -1}
  214. }
  215. 'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
  216. 'replace_rate' how random should the replace rate be (typically 10)
  217. 'replace_offset' +/- value to check specific node to replace
  218. 'on_replace(self, pos, oldnode, newnode)' is called when mob is about to
  219. replace a node.
  220. 'self' ObjectRef of mob
  221. 'pos' Position of node to replace
  222. 'oldnode' Current node
  223. 'newnode' What the node will become after replacing
  224. If false is returned, the mob will not replace the node.
  225. By default, replacing sets self.gotten to true and resets the object
  226. properties. (DEPRECATED, use on_replace to make changes).
  227. Custom Definition Functions
  228. ---------------------------
  229. Along with the above mob registry settings we can also use custom functions to
  230. enhance mob functionality and have them do many interesting things:
  231. 'on_die' a function that is called when the mob is killed the
  232. parameters are (self, pos)
  233. 'on_rightclick' its same as in minetest.register_entity()
  234. 'on_blast' is called when an explosion happens near mob when using TNT
  235. functions, parameters are (object, damage) and returns
  236. (do_damage, do_knockback, drops)
  237. 'on_spawn' is a custom function that runs on mob spawn with 'self' as
  238. variable, return true at end of function to run only once.
  239. 'after_activate' is a custom function that runs once mob has been activated
  240. with these paramaters (self, staticdata, def, dtime)
  241. 'on_breed' called when two similar mobs breed, paramaters are
  242. (parent1, parent2) objects, return false to stop child from
  243. being resized and owner/tamed flags and child textures being
  244. applied. Function itself must spawn new child mob.
  245. 'on_grown' is called when a child mob has grown up, only paramater is
  246. (self).
  247. 'do_punch' called when mob is punched with paramaters (self, hitter,
  248. time_from_last_punch, tool_capabilities, direction), return
  249. false to stop punch damage and knockback from taking place.
  250. 'custom_attack' when set this function is called instead of the normal mob
  251. melee attack, parameters are (self, to_attack).
  252. 'on_die' a function that is called when mob is killed (self, pos)
  253. 'do_custom' a custom function that is called every tick while mob is
  254. active and which has access to all of the self.* variables
  255. e.g. (self.health for health or self.standing_in for node
  256. status), return with 'false' to skip remainder of mob API.
  257. Internal Variables
  258. ------------------
  259. The mob api also has some preset variables and functions that it will remember
  260. for each mob.
  261. 'self.health' contains current health of mob (cannot exceed
  262. self.hp_max)
  263. 'self.texture_list' contains list of all mob textures
  264. 'self.child_texture' contains mob child texture when growing up
  265. 'self.base_texture' contains current skin texture which was randomly
  266. selected from textures list
  267. 'self.gotten' this is used for obtaining milk from cow and wool from
  268. sheep
  269. 'self.horny' when animal fed enough it is set to true and animal can
  270. breed with same animal
  271. 'self.hornytimer' background timer that controls breeding functions and
  272. mob childhood timings
  273. 'self.child' used for when breeding animals have child, will use
  274. child_texture and be half size
  275. 'self.owner' string used to set owner of npc mobs, typically used for
  276. dogs
  277. 'self.order' set to "follow" or "stand" so that npc will follow owner
  278. or stand it's ground
  279. 'self.nametag' contains the name of the mob which it can show above
  280. Spawning Mobs in World
  281. ----------------------
  282. mobs:register_spawn(name, nodes, max_light, min_light, chance,
  283. active_object_count, max_height, day_toggle)
  284. mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval,
  285. chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
  286. These functions register a spawn algorithm for the mob. Without this function
  287. the call the mobs won't spawn.
  288. 'name' is the name of the animal/monster
  289. 'nodes' is a list of nodenames on that the animal/monster can
  290. spawn on top of
  291. 'neighbors' is a list of nodenames on that the animal/monster will
  292. spawn beside (default is {"air"} for
  293. mobs:register_spawn)
  294. 'max_light' is the maximum of light
  295. 'min_light' is the minimum of light
  296. 'interval' is same as in register_abm() (default is 30 for
  297. mobs:register_spawn)
  298. 'chance' is same as in register_abm()
  299. 'active_object_count' number of this type of mob to spawn at one time inside
  300. map area
  301. 'min_height' is the minimum height the mob can spawn
  302. 'max_height' is the maximum height the mob can spawn
  303. 'day_toggle' true for day spawning, false for night or nil for
  304. anytime
  305. 'on_spawn' is a custom function which runs after mob has spawned
  306. and gives self and pos values.
  307. A simpler way to handle mob spawns has been added with the mobs:spawn(def)
  308. command which uses above names to make settings clearer:
  309. mobs:spawn({name = "mobs_monster:tree_monster",
  310. nodes = {"group:leaves"},
  311. max_light = 7,
  312. })
  313. For each mob that spawns with this function is a field in mobs.spawning_mobs.
  314. It tells if the mob should spawn or not. Default is true. So other mods can
  315. only use the API of this mod by disabling the spawning of the default mobs in
  316. this mod.
  317. mobs:spawn_abm_check(pos, node, name)
  318. This global function can be changed to contain additional checks for mobs to
  319. spawn e.g. mobs that spawn only in specific areas and the like. By returning
  320. true the mob will not spawn.
  321. 'pos' holds the position of the spawning mob
  322. 'node' contains the node the mob is spawning on top of
  323. 'name' is the name of the animal/monster
  324. Making Arrows
  325. -------------
  326. mobs:register_arrow(name, definition)
  327. This function registers a arrow for mobs with the attack type shoot.
  328. 'name' is the name of the arrow
  329. 'definition' is a table with the following values:
  330. 'visual' same is in minetest.register_entity()
  331. 'visual_size' same is in minetest.register_entity()
  332. 'textures' same is in minetest.register_entity()
  333. 'velocity' the velocity of the arrow
  334. 'drop' if set to true any arrows hitting a node will drop as item
  335. 'hit_player' a function that is called when the arrow hits a player;
  336. this function should hurt the player, the parameters are
  337. (self, player)
  338. 'hit_mob' a function that is called when the arrow hits a mob;
  339. this function should hurt the mob, the parameters are
  340. (self, player)
  341. 'hit_node' a function that is called when the arrow hits a node, the
  342. parameters are (self, pos, node)
  343. 'tail' when set to 1 adds a trail or tail to mob arrows
  344. 'tail_texture' texture string used for above effect
  345. 'tail_size' has size for above texture (defaults to between 5 and 10)
  346. 'expire' contains float value for how long tail appears for
  347. (defaults to 0.25)
  348. 'glow' has value for how brightly tail glows 1 to 10 (default is
  349. 0 for no glow)
  350. 'rotate' integer value in degrees to rotate arrow
  351. 'on_step' is a custom function when arrow is active, nil for
  352. default.
  353. 'on_punch' is a custom function when arrow is punched, nil by default
  354. 'collisionbox' is hitbox table for arrow, {0,0,0,0,0,0} by default.
  355. Spawn Eggs
  356. ----------
  357. mobs:register_egg(name, description, background, addegg, no_creative)
  358. This function registers a spawn egg which can be used by admin to properly spawn in a mob.
  359. 'name' this is the name of your new mob to spawn e.g. "mob:sheep"
  360. 'description' the name of the new egg you are creating e.g. "Spawn Sheep"
  361. 'background' the texture displayed for the egg in inventory
  362. 'addegg' would you like an egg image in front of your texture (1 = yes,
  363. 0 = no)
  364. 'no_creative' when set to true this stops spawn egg appearing in creative
  365. mode for destructive mobs like Dungeon Masters.
  366. Explosion Function
  367. ------------------
  368. mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead
  369. mobs:boom(self, pos, radius)
  370. 'self' mob entity
  371. 'pos' centre position of explosion
  372. 'radius' radius of explosion (typically set to 3)
  373. This function generates an explosion which removes nodes in a specific radius
  374. and damages any entity caught inside the blast radius. Protection will limit
  375. node destruction but not entity damage.
  376. Capturing Mobs
  377. --------------
  378. mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
  379. force_take, replacewith)
  380. This function is generally called inside the on_rightclick section of the mob
  381. api code, it provides a chance of capturing the mob by hand, using the net or
  382. lasso items, and can also have the player take the mob by force if tamed and
  383. replace with another item entirely.
  384. 'self' mob information
  385. 'clicker' player information
  386. 'chance_hand' chance of capturing mob by hand (1 to 100) 0 to disable
  387. 'chance_net' chance of capturing mob using net (1 to 100) 0 to disable
  388. 'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to
  389. disable
  390. 'force_take' take mob by force, even if tamed (true or false)
  391. 'replacewith' once captured replace mob with this item instead (overrides
  392. new mob eggs with saved information)
  393. mobs:force_capture(self, clicker)
  394. Same as above but does no checks, it simply captures any and all mobs and places
  395. inside a spawn egg containing all of the mob information.
  396. Feeding and Taming/Breeding
  397. ---------------------------
  398. mobs:feed_tame(self, clicker, feed_count, breed, tame)
  399. This function allows the mob to be fed the item inside self.follow be it apple,
  400. wheat or whatever a set number of times and be tamed or bred as a result.
  401. Will return true when mob is fed with item it likes.
  402. 'self' mob information
  403. 'clicker' player information
  404. 'feed_count' number of times mob must be fed to tame or breed
  405. 'breed' true or false stating if mob can be bred and a child created
  406. afterwards
  407. 'tame' true or false stating if mob can be tamed so player can pick
  408. them up
  409. Protecting Mobs
  410. ---------------
  411. mobs:protect(self, clicker)
  412. This function can be used to right-click any tamed mob with mobs:protector item,
  413. this will protect the mob from harm inside of a protected area from other
  414. players. Will return true when mob right-clicked with mobs:protector item.
  415. 'self' mob information
  416. 'clicker' player information
  417. Riding Mobs
  418. -----------
  419. Mobs can now be ridden by players and the following shows its functions and
  420. usage:
  421. mobs:attach(self, player)
  422. This function attaches a player to the mob so it can be ridden.
  423. 'self' mob information
  424. 'player' player information
  425. mobs:detach(player, offset)
  426. This function will detach the player currently riding a mob to an offset
  427. position.
  428. 'player' player information
  429. 'offset' position table containing offset values
  430. mobs:drive(self, move_animation, stand_animation, can_fly, dtime)
  431. This function allows an attached player to move the mob around and animate it at
  432. same time.
  433. 'self' mob information
  434. 'move_animation' string containing movement animation e.g. "walk"
  435. 'stand_animation' string containing standing animation e.g. "stand"
  436. 'can_fly' if true then jump and sneak controls will allow mob to fly
  437. up and down
  438. 'dtime' tick time used inside drive function
  439. mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation)
  440. This function allows an attached player to fly the mob around using directional
  441. controls.
  442. 'self' mob information
  443. 'dtime' tick time used inside fly function
  444. 'speed' speed of flight
  445. 'can_shoot' true if mob can fire arrow (sneak and left mouse button
  446. fires)
  447. 'arrow_entity' name of arrow entity used for firing
  448. 'move_animation' string containing name of pre-defined animation e.g. "walk"
  449. or "fly" etc.
  450. 'stand_animation' string containing name of pre-defined animation e.g.
  451. "stand" or "blink" etc.
  452. Note: animation names above are from the pre-defined animation lists inside mob
  453. registry without extensions.
  454. mobs:set_animation(self, name)
  455. This function sets the current animation for mob, defaulting to "stand" if not
  456. found.
  457. 'self' mob information
  458. 'name' name of animation
  459. Certain variables need to be set before using the above functions:
  460. 'self.v2' toggle switch used to define below values for the
  461. first time
  462. 'self.max_speed_forward' max speed mob can move forward
  463. 'self.max_speed_reverse' max speed mob can move backwards
  464. 'self.accel' acceleration speed
  465. 'self.terrain_type' integer containing terrain mob can walk on
  466. (1 = water, 2 or 3 = land)
  467. 'self.driver_attach_at' position offset for attaching player to mob
  468. 'self.driver_eye_offset' position offset for attached player view
  469. 'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1}
  470. mobs:line_of_sight(self, pos1, pos2, stepsize)
  471. This function is for use within the mobs definition for special use cases and
  472. returns true if a mob can see the player or victim.
  473. ...'self' mob information
  474. 'pos1' position of mob
  475. 'pos2' position of vistim or player
  476. 'stepsize' usually set to 1
  477. External Settings for "minetest.conf"
  478. ------------------------------------
  479. 'enable_damage' if true monsters will attack players (default is true)
  480. 'only_peaceful_mobs' if true only animals will spawn in game (default is
  481. false)
  482. 'mobs_disable_blood' if false blood effects appear when mob is hit (default
  483. is false)
  484. 'mobs_spawn_protected' if set to false then mobs will not spawn in protected
  485. areas (default is true)
  486. 'remove_far_mobs' if true then untamed mobs that are outside players
  487. visual range will be removed (default is true)
  488. 'mobname' can change specific mob chance rate (0 to disable) and
  489. spawn number e.g. mobs_animal:cow = 1000,5
  490. 'mob_difficulty' sets difficulty level (health and hit damage
  491. multiplied by this number), defaults to 1.0.
  492. 'mob_show_health' if false then punching mob will not show health status
  493. (true by default)
  494. 'mob_chance_multiplier' multiplies chance of all mobs spawning and can be set
  495. to 0.5 to have mobs spawn more or 2.0 to spawn less.
  496. e.g. 1 in 7000 * 0.5 = 1 in 3500 so better odds of
  497. spawning.
  498. 'mobs_spawn' if false then mobs no longer spawn without spawner or
  499. spawn egg.
  500. 'mobs_drop_items' when false mobs no longer drop items when they die.
  501. 'mobs_griefing' when false mobs cannot break blocks when using either
  502. pathfinding level 2, replace functions or mobs:boom
  503. function.
  504. Players can override the spawn chance for each mob registered by adding a line
  505. to their minetest.conf file with a new value, the lower the value the more each
  506. mob will spawn e.g.
  507. mobs_animal:sheep_chance 11000
  508. mobs_monster:sand_monster_chance 100
  509. Rideable Horse Example Mob
  510. --------------------------
  511. mobs:register_mob("mob_horse:horse", {
  512. type = "animal",
  513. visual = "mesh",
  514. visual_size = {x = 1.20, y = 1.20},
  515. mesh = "mobs_horse.x",
  516. collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4},
  517. animation = {
  518. speed_normal = 15,
  519. speed_run = 30,
  520. stand_start = 25,
  521. stand_end = 75,
  522. walk_start = 75,
  523. walk_end = 100,
  524. run_start = 75,
  525. run_end = 100,
  526. },
  527. textures = {
  528. {"mobs_horse.png"},
  529. {"mobs_horsepeg.png"},
  530. {"mobs_horseara.png"}
  531. },
  532. fear_height = 3,
  533. runaway = true,
  534. fly = false,
  535. walk_chance = 60,
  536. view_range = 5,
  537. follow = {"farming:wheat"},
  538. passive = true,
  539. hp_min = 12,
  540. hp_max = 16,
  541. armor = 200,
  542. lava_damage = 5,
  543. fall_damage = 5,
  544. water_damage = 1,
  545. makes_footstep_sound = true,
  546. drops = {
  547. {name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
  548. },
  549. sounds = {
  550. random = "horse_neigh.ogg",
  551. damage = "horse_whinney.ogg",
  552. },
  553. do_custom = function(self, dtime)
  554. -- set needed values if not already present
  555. if not self.v2 then
  556. self.v2 = 0
  557. self.max_speed_forward = 6
  558. self.max_speed_reverse = 2
  559. self.accel = 6
  560. self.terrain_type = 3
  561. self.driver_attach_at = {x = 0, y = 20, z = -2}
  562. self.driver_eye_offset = {x = 0, y = 3, z = 0}
  563. self.driver_scale = {x = 1, y = 1}
  564. end
  565. -- if driver present allow control of horse
  566. if self.driver then
  567. mobs.drive(self, "walk", "stand", false, dtime)
  568. return false -- skip rest of mob functions
  569. end
  570. return true
  571. end,
  572. on_die = function(self, pos)
  573. -- drop saddle when horse is killed while riding
  574. -- also detach from horse properly
  575. if self.driver then
  576. minetest.add_item(pos, "mobs:saddle")
  577. mobs.detach(self.driver, {x = 1, y = 0, z = 1})
  578. end
  579. end,
  580. on_rightclick = function(self, clicker)
  581. -- make sure player is clicking
  582. if not clicker or not clicker:is_player() then
  583. return
  584. end
  585. -- feed, tame or heal horse
  586. if mobs:feed_tame(self, clicker, 10, true, true) then
  587. return
  588. end
  589. -- make sure tamed horse is being clicked by owner only
  590. if self.tamed and self.owner == clicker:get_player_name() then
  591. local inv = clicker:get_inventory()
  592. -- detatch player already riding horse
  593. if self.driver and clicker == self.driver then
  594. mobs.detach(clicker, {x = 1, y = 0, z = 1})
  595. -- add saddle back to inventory
  596. if inv:room_for_item("main", "mobs:saddle") then
  597. inv:add_item("main", "mobs:saddle")
  598. else
  599. minetest.add_item(clicker.getpos(), "mobs:saddle")
  600. end
  601. -- attach player to horse
  602. elseif not self.driver
  603. and clicker:get_wielded_item():get_name() == "mobs:saddle" then
  604. self.object:set_properties({stepheight = 1.1})
  605. mobs.attach(self, clicker)
  606. -- take saddle from inventory
  607. inv:remove_item("main", "mobs:saddle")
  608. end
  609. end
  610. -- used to capture horse with magic lasso
  611. mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)
  612. end
  613. })