![]() ![]() * `active_object_count` mob is only spawned if active_object_count_wider of ABM is <= this * `nodes` is a list of nodenames on that the animal/monster can spawn * `name` is the name of the animal/monster Without this function the call the mobs won't spawn. This function registers a spawn algorithm for the animal. # mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height) * `speed_run` used when mob runs behind player to make animation faster * `animation` a table with the animation ranges and speed of the model * `attack` a sound that is played when a mob hits a player * `random` a sound that is played randomly * `sounds` this is a table with sounds of the mob * `shoot_interval` the minimum shoot interval * `arrow` if the attack_type="shoot" needed: the entity name of the arrow * `attack_type` the attack type of a monster ("dogfight", "shoot", maybe somehting like "explode" in the future) * `on_rightclick` its same as in minetest.register_entity() * `light_damage` the damage per second if the mob is in light * `lava_damage` the damage per second if the mob is in lava * `water_damage` the damage per second if the mob is in water * `armor` the armor (integer)(3=lowest 1=highest)(fleshy group is used) * `chance` the inverted chance (same as in abm) to get the item * `drops` is list of tables with the following fields: * `run_velocity` the velocity when the monster is attacking a player * `walk_velocity` the velocity when the monster is walking around * `view_range` the range in that the monster will see the playerand follow him ![]() * `makes_footstep_sound`: same is in minetest.register_entity() * `mesh` same is in minetest.register_entity() * `textures` same is in minetest.register_entity() * `visual_size` same is in minetest.register_entity() * `visual` same is in minetest.register_entity() * `collisionbox` same is in minetest.register_entity() * `physical` same is in minetest.register_entity() * `hp_max` same is in minetest.register_entity() * `type` the type of the mob ("monster" or "animal") ![]() * `definition` is a table with the following fields This functions registers a new mob as a Minetest entity. Other mods can use the functions to add their own mobs. See the () file in the mod to have some examples of the usage. You can use the API of simple mobs in your own mods if you have it installed. In the inventory the rat can be replaced in the world or cooked in the furnace. The player can right click it to get it into his inventory. Its a friendly animal that spawns on grass and stone. If fed wheat by right clicking, they are tamed, do not despawn, and regrow wool. It spawns on grass and gives the player wool if right clicked and meat if he kills it. * Sheep: friendly animal that walks randomly in the world. They do not attack the player but some of them have useful features. Has a 1% chance of dropping MESE when killed by a player.įriendly mobs walk arround in the world. It dies in water and lava and the player needs at least a stone sword to kill it. It spawns on stone in the dark and throws fireballs at the player. * Dungeon Master: from version 0.3 of Minetest. It causes more damage than the dirt monster and dies in lava and water. It spawns on stone in the dark and has same velocity as the player. It is faster than the player but dies fast and doesnt cause much damage. Drops mossy cobble when killed by a player. It causes 2 heart damage and is immune to water, lava and light. It is slower than the player but can only be hurt by at least a stone sword. * Stone Monster: spawns on normal stone in the dark. It has the same velocity as the player and cause 1 heart damage. * Dirt Monster: spawns on grass at night. Hostile mobs walk arround in the world and start to attack the player when they see him. Right clicking sheep with wheat tames them. * Wheat: players holding wheat cause sheep to follow them. When cooked in a furnace, results in cooked meat that heals players when eaten. `display_mob_spawn = true` will show you a message in the chat when a mob spawns. When you add `only_peaceful_mobs = true` to nf then all hostile mobs will despawn. After the reload time the player can punch again. After the first punch your hand or weapon has a "reload" time. The damage system in Minetest is more complex than just hold down the left mouse button. ![]()
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