pax_global_header00006660000000000000000000000064141220544370014514gustar00rootroot0000000000000052 comment=26ec61ee298da28b8c0bfb4d2bda9ce6daf10eee mobs_redo/000077500000000000000000000000001412205443700130315ustar00rootroot00000000000000mobs_redo/api.lua000066400000000000000000003263051412205443700143160ustar00rootroot00000000000000-- Load support for intllib. local MP = minetest.get_modpath(minetest.get_current_modname()) local S = minetest.get_translator and minetest.get_translator("mobs_redo") or dofile(MP .. "/intllib.lua") -- CMI support check local use_cmi = minetest.global_exists("cmi") mobs = { mod = "redo", version = "20210920", intllib = S, invis = minetest.global_exists("invisibility") and invisibility or {} } -- localize common functions local pi = math.pi local square = math.sqrt local sin = math.sin local cos = math.cos local abs = math.abs local min = math.min local max = math.max local random = math.random local floor = math.floor local ceil = math.ceil local rad = math.rad local atann = math.atan local atan = function(x) if not x or x ~= x then return 0 -- NaN else return atann(x) end end local table_copy = table.copy local table_remove = table.remove local vadd = vector.add local vdirection = vector.direction local vmultiply = vector.multiply local vsubtract = vector.subtract local settings = minetest.settings -- creative check local creative_cache = minetest.settings:get_bool("creative_mode") function mobs.is_creative(name) return creative_cache or minetest.check_player_privs(name, {creative = true}) end -- Load settings local damage_enabled = settings:get_bool("enable_damage") local mobs_spawn = settings:get_bool("mobs_spawn") ~= false local peaceful_only = settings:get_bool("only_peaceful_mobs") local disable_blood = settings:get_bool("mobs_disable_blood") local mobs_drop_items = settings:get_bool("mobs_drop_items") ~= false local mobs_griefing = settings:get_bool("mobs_griefing") ~= false local spawn_protected = settings:get_bool("mobs_spawn_protected") ~= false local spawn_monster_protected = settings:get_bool("mobs_spawn_monster_protected") ~= false local remove_far = settings:get_bool("remove_far_mobs") ~= false local mob_area_spawn = settings:get_bool("mob_area_spawn") local difficulty = tonumber(settings:get("mob_difficulty")) or 1.0 local show_health = settings:get_bool("mob_show_health") ~= false local max_per_block = tonumber(settings:get("max_objects_per_block") or 99) local mob_nospawn_range = tonumber(settings:get("mob_nospawn_range") or 12) local active_limit = tonumber(settings:get("mob_active_limit") or 0) local mob_chance_multiplier = tonumber(settings:get("mob_chance_multiplier") or 1) local peaceful_player_enabled = settings:get_bool("enable_peaceful_player") local mob_smooth_rotate = settings:get_bool("mob_smooth_rotate") ~= false local active_mobs = 0 -- Peaceful mode message so players will know there are no monsters if peaceful_only then minetest.register_on_joinplayer(function(player) minetest.chat_send_player(player:get_player_name(), S("** Peaceful Mode Active - No Monsters Will Spawn")) end) end -- calculate aoc range for mob count local aoc_range = tonumber(settings:get("active_block_range")) * 16 -- pathfinding settings local enable_pathfinding = true local stuck_timeout = 3 -- how long before stuck mod starts searching local stuck_path_timeout = 5 -- how long will mob follow path before giving up -- default nodes local node_fire = "fire:basic_flame" local node_permanent_flame = "fire:permanent_flame" local node_ice = "default:ice" local node_snowblock = "default:snowblock" local node_snow = "default:snow" mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt" local mob_class = { stepheight = 1.1, fly_in = "air", owner = "", order = "", jump_height = 4, lifetimer = 180, -- 3 minutes physical = true, collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}, visual_size = {x = 1, y = 1}, texture_mods = "", makes_footstep_sound = false, view_range = 5, walk_velocity = 1, run_velocity = 2, light_damage = 0, light_damage_min = 14, light_damage_max = 15, water_damage = 0, lava_damage = 4, fire_damage = 4, air_damage = 0, suffocation = 2, fall_damage = 1, fall_speed = -10, -- must be lower than -2 (default: -10) drops = {}, armor = 100, sounds = {}, jump = true, knock_back = true, walk_chance = 50, stand_chance = 30, attack_chance = 5, passive = false, blood_amount = 5, blood_texture = "mobs_blood.png", shoot_offset = 0, floats = 1, -- floats in water by default replace_offset = 0, timer = 0, env_damage_timer = 0, -- only used when state = "attack" tamed = false, pause_timer = 0, horny = false, hornytimer = 0, child = false, gotten = false, health = 0, reach = 3, htimer = 0, docile_by_day = false, time_of_day = 0.5, fear_height = 0, runaway_timer = 0, immune_to = {}, explosion_timer = 3, allow_fuse_reset = true, stop_to_explode = true, dogshoot_count = 0, dogshoot_count_max = 5, dogshoot_count2_max = 5, group_attack = false, attack_monsters = false, attack_animals = false, attack_players = true, attack_npcs = true, facing_fence = false, _breed_countdown = nil, _cmi_is_mob = true } local mob_class_meta = {__index = mob_class} -- play sound function mob_class:mob_sound(sound) local pitch = 1.0 -- higher pitch for a child if self.child then pitch = pitch * 1.5 end -- a little random pitch to be different pitch = pitch + random(-10, 10) * 0.005 if sound then minetest.sound_play(sound, { object = self.object, gain = 1.0, max_hear_distance = self.sounds.distance, pitch = pitch }, true) end end -- attack player/mob function mob_class:do_attack(player) if self.state == "attack" then return end self.attack = player self.state = "attack" if random(0, 100) < 90 then self:mob_sound(self.sounds.war_cry) end end -- calculate distance local get_distance = function(a, b) if not a or not b then return 50 end -- nil check local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z return square(x * x + y * y + z * z) end -- collision function based on jordan4ibanez' open_ai mod function mob_class:collision() local pos = self.object:get_pos() local x, z = 0, 0 local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5 for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do if object:is_player() then local pos2 = object:get_pos() local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z} x = x + vec.x z = z + vec.z end end return({x, z}) end -- check if string exists in another string or table local check_for = function(look_for, look_inside) if type(look_inside) == "string" and look_inside == look_for then return true elseif type(look_inside) == "table" then for _, str in pairs(look_inside) do if str == look_for then return true end if str:find("group:") then local group = str:split(":")[2] if minetest.get_item_group(look_for, group) ~= 0 then return true end end end end return false end -- move mob in facing direction function mob_class:set_velocity(v) -- halt mob if it has been ordered to stay if self.order == "stand" then local vel = self.object:get_velocity() or {y = 0} self.object:set_velocity({x = 0, y = vel.y, z = 0}) return end local c_x, c_y = 0, 0 -- can mob be pushed, if so calculate direction if self.pushable then c_x, c_y = unpack(self:collision()) end local yaw = (self.object:get_yaw() or 0) + (self.rotate or 0) -- nil check for velocity v = v or 0.01 -- check if standing in liquid with max viscosity of 7 local visc = min(minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) -- only slow mob trying to move while inside a viscous fluid that -- they aren't meant to be in (fish in water, spiders in cobweb etc) if v > 0 and visc and visc > 0 and not check_for(self.standing_in, self.fly_in) then v = v / (visc + 1) end -- set velocity local vel = self.object:get_velocity() or 0 local new_vel = { x = (sin(yaw) * -v) + c_x, y = vel.y, z = (cos(yaw) * v) + c_y} self.object:set_velocity(new_vel) end -- global version of above function function mobs:set_velocity(entity, v) mob_class.set_velocity(entity, v) end -- calculate mob velocity function mob_class:get_velocity() local v = self.object:get_velocity() if not v then return 0 end return (v.x * v.x + v.z * v.z) ^ 0.5 end -- set and return valid yaw function mob_class:set_yaw(yaw, delay) if not yaw or yaw ~= yaw then yaw = 0 end delay = mob_smooth_rotate and (delay or 0) or 0 if delay == 0 then self.object:set_yaw(yaw) return yaw end self.target_yaw = yaw self.delay = delay return self.target_yaw end -- global function to set mob yaw function mobs:yaw(entity, yaw, delay) mob_class.set_yaw(entity, yaw, delay) end -- set defined animation function mob_class:set_animation(anim, force) if not self.animation or not anim then return end self.animation.current = self.animation.current or "" -- only use different animation for attacks when using same set if force ~= true and anim ~= "punch" and anim ~= "shoot" and string.find(self.animation.current, anim) then return end local num = 0 -- check for more than one animation (max 4) for n = 1, 4 do if self.animation[anim .. n .. "_start"] and self.animation[anim .. n .. "_end"] then num = n end end -- choose random animation from set if num > 0 then num = random(0, num) anim = anim .. (num ~= 0 and num or "") end if anim == self.animation.current or not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"] then return end self.animation.current = anim self.object:set_animation({ x = self.animation[anim .. "_start"], y = self.animation[anim .. "_end"]}, self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, 0, self.animation[anim .. "_loop"] ~= false) end function mobs:set_animation(entity, anim) entity.set_animation(entity, anim) end -- check line of sight (BrunoMine) local line_of_sight = function(self, pos1, pos2, stepsize) stepsize = stepsize or 1 local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) -- normal walking and flying mobs can see you through air if s == true then return true end -- New pos1 to be analyzed local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) -- Checks the return if r == true then return true end -- Nodename found local nn = minetest.get_node(pos).name -- Target Distance (td) to travel local td = get_distance(pos1, pos2) -- Actual Distance (ad) traveled local ad = 0 -- It continues to advance in the line of sight in search of a real -- obstruction which counts as 'walkable' nodebox. while minetest.registered_nodes[nn] and (minetest.registered_nodes[nn].walkable == false) do -- Check if you can still move forward if td < ad + stepsize then return true -- Reached the target end -- Moves the analyzed pos local d = get_distance(pos1, pos2) npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z -- NaN checks if d == 0 or npos1.x ~= npos1.x or npos1.y ~= npos1.y or npos1.z ~= npos1.z then return false end ad = ad + stepsize -- scan again r, pos = minetest.line_of_sight(npos1, pos2, stepsize) if r == true then return true end -- New Nodename found nn = minetest.get_node(pos).name end return false end -- check line of sight (by BrunoMine, tweaked by Astrobe) local new_line_of_sight = function(self, pos1, pos2, stepsize) if not pos1 or not pos2 then return end stepsize = stepsize or 1 local stepv = vmultiply(vdirection(pos1, pos2), stepsize) local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) -- normal walking and flying mobs can see you through air if s == true then return true end -- New pos1 to be analyzed local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) -- Checks the return if r == true then return true end -- Nodename found local nn = minetest.get_node(pos).name -- It continues to advance in the line of sight in search of a real -- obstruction which counts as 'walkable' nodebox. while minetest.registered_nodes[nn] and (minetest.registered_nodes[nn].walkable == false) do npos1 = vadd(npos1, stepv) if get_distance(npos1, pos2) < stepsize then return true end -- scan again r, pos = minetest.line_of_sight(npos1, pos2, stepsize) if r == true then return true end -- New Nodename found nn = minetest.get_node(pos).name end return false end -- check line of sight using raycasting (thanks Astrobe) local ray_line_of_sight = function(self, pos1, pos2) local ray = minetest.raycast(pos1, pos2, true, false) local thing = ray:next() while thing do -- thing.type, thing.ref if thing.type == "node" then local name = minetest.get_node(thing.under).name if minetest.registered_items[name] and minetest.registered_items[name].walkable then return false end end thing = ray:next() end return true end function mob_class:line_of_sight(pos1, pos2, stepsize) if minetest.raycast then -- only use if minetest 5.0 is detected return ray_line_of_sight(self, pos1, pos2) end return line_of_sight(self, pos1, pos2, stepsize) end -- global function function mobs:line_of_sight(entity, pos1, pos2, stepsize) return entity:line_of_sight(pos1, pos2, stepsize) end function mob_class:attempt_flight_correction(override) if self:flight_check() and override ~= true then return true end -- We are not flying in what we are supposed to. -- See if we can find intended flight medium and return to it local pos = self.object:get_pos() ; if not pos then return true end local searchnodes = self.fly_in if type(searchnodes) == "string" then searchnodes = {self.fly_in} end local flyable_nodes = minetest.find_nodes_in_area( {x = pos.x - 1, y = pos.y - 1, z = pos.z - 1}, {x = pos.x + 1, y = pos.y + 0, z = pos.z + 1}, searchnodes) -- pos.y + 0 hopefully fixes floating swimmers if #flyable_nodes < 1 then return false end local escape_target = flyable_nodes[random(#flyable_nodes)] local escape_direction = vdirection(pos, escape_target) self.object:set_velocity( vmultiply(escape_direction, 1)) return true end -- are we flying in what we are suppose to? (taikedz) function mob_class:flight_check() local def = minetest.registered_nodes[self.standing_in] if not def then return false end -- are we standing inside what we should be to fly/swim ? if check_for(self.standing_in, self.fly_in) then return true end -- stops mobs getting stuck inside stairs and plantlike nodes if def.drawtype ~= "airlike" and def.drawtype ~= "liquid" and def.drawtype ~= "flowingliquid" then return true end return false end -- turn mob to face position local yaw_to_pos = function(self, target, rot) rot = rot or 0 local pos = self.object:get_pos() local vec = {x = target.x - pos.x, z = target.z - pos.z} local yaw = (atan(vec.z / vec.x) + rot + pi / 2) - self.rotate if target.x > pos.x then yaw = yaw + pi end yaw = self:set_yaw(yaw, rot) return yaw end function mobs:yaw_to_pos(self, target, rot) return yaw_to_pos(self, target, rot) end -- if stay near set then periodically check for nodes and turn towards them function mob_class:do_stay_near() if not self.stay_near then return false end local pos = self.object:get_pos() local searchnodes = self.stay_near[1] local chance = self.stay_near[2] or 10 if not pos or random(chance) > 1 then return false end if type(searchnodes) == "string" then searchnodes = {self.stay_near[1]} end local r = self.view_range local nearby_nodes = minetest.find_nodes_in_area( {x = pos.x - r, y = pos.y - 1, z = pos.z - r}, {x = pos.x + r, y = pos.y + 1, z = pos.z + r}, searchnodes) if #nearby_nodes < 1 then return false end yaw_to_pos(self, nearby_nodes[random(#nearby_nodes)]) self:set_animation("walk") self:set_velocity(self.walk_velocity) return true end -- custom particle effects local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) radius = radius or 2 min_size = min_size or 0.5 max_size = max_size or 1 gravity = gravity or -10 glow = glow or 0 if fall == true then fall = 0 elseif fall == false then fall = radius else fall = -radius end minetest.add_particlespawner({ amount = amount, time = 0.25, minpos = pos, maxpos = pos, minvel = {x = -radius, y = fall, z = -radius}, maxvel = {x = radius, y = radius, z = radius}, minacc = {x = 0, y = gravity, z = 0}, maxacc = {x = 0, y = gravity, z = 0}, minexptime = 0.1, maxexptime = 1, minsize = min_size, maxsize = max_size, texture = texture, glow = glow }) end function mobs:effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) end -- Thanks Wuzzy for the following editable settings local HORNY_TIME = 30 local HORNY_AGAIN_TIME = 60 * 5 -- 5 minutes local CHILD_GROW_TIME = 60 * 20 -- 20 minutes -- update nametag colour function mob_class:update_tag() local col = "#00FF00" local qua = self.hp_max / 4 if self.health <= floor(qua * 3) then col = "#FFFF00" end if self.health <= floor(qua * 2) then col = "#FF6600" end if self.health <= floor(qua) then col = "#FF0000" end local text = "" if self.horny == true then text = "\nLoving: " .. (self.hornytimer - (HORNY_TIME + HORNY_AGAIN_TIME)) elseif self.child == true then text = "\nGrowing: " .. (self.hornytimer - CHILD_GROW_TIME) elseif self._breed_countdown then text = "\nBreeding: " .. self._breed_countdown end self.infotext = "Health: " .. self.health .. " / " .. self.hp_max .. "\n" .. "Owner: " .. self.owner .. text -- set changes self.object:set_properties({ nametag = self.nametag, nametag_color = col, infotext = self.infotext }) end -- drop items function mob_class:item_drop() -- no drops if disabled by setting or mob is child if not mobs_drop_items or self.child then return end local pos = self.object:get_pos() -- check for drops function self.drops = type(self.drops) == "function" and self.drops(pos) or self.drops -- check for nil or no drops if not self.drops or #self.drops == 0 then return end -- was mob killed by player? local death_by_player = self.cause_of_death and self.cause_of_death.puncher and self.cause_of_death.puncher:is_player() local obj, item, num for n = 1, #self.drops do if random(self.drops[n].chance) == 1 then num = random(self.drops[n].min or 0, self.drops[n].max or 1) item = self.drops[n].name -- cook items on a hot death if self.cause_of_death.hot then local output = minetest.get_craft_result({ method = "cooking", width = 1, items = {item}}) if output and output.item and not output.item:is_empty() then item = output.item:get_name() end end -- only drop rare items (drops.min = 0) if killed by player if death_by_player or self.drops[n].min ~= 0 then obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) end if obj and obj:get_luaentity() then obj:set_velocity({ x = random(-10, 10) / 9, y = 6, z = random(-10, 10) / 9 }) elseif obj then obj:remove() -- item does not exist end end end self.drops = {} end -- remove mob and descrease counter local remove_mob = function(self, decrease) self.object:remove() if decrease and active_limit > 0 then active_mobs = active_mobs - 1 if active_mobs < 0 then active_mobs = 0 end end --print("-- active mobs: " .. active_mobs .. " / " .. active_limit) end -- global function for removing mobs function mobs:remove(self, decrease) remove_mob(self, decrease) end -- check if mob is dead or only hurt function mob_class:check_for_death(cmi_cause) -- We dead already if self.state == "die" then return true end -- has health actually changed? if self.health == self.old_health and self.health > 0 then return false end local damaged = self.health < self.old_health self.old_health = self.health -- still got some health? play hurt sound if self.health > 0 then -- only play hurt sound if damaged if damaged then self:mob_sound(self.sounds.damage) end -- make sure health isn't higher than max if self.health > self.hp_max then self.health = self.hp_max end -- backup nametag so we can show health stats -- if not self.nametag2 then -- self.nametag2 = self.nametag or "" -- end -- if show_health -- and (cmi_cause and cmi_cause.type == "punch") then -- self.htimer = 2 -- self.nametag = "♥ " .. self.health .. " / " .. self.hp_max self:update_tag() -- end return false end self.cause_of_death = cmi_cause -- drop items self:item_drop() self:mob_sound(self.sounds.death) local pos = self.object:get_pos() -- execute custom death function if pos and self.on_die then self:on_die(pos) if use_cmi then cmi.notify_die(self.object, cmi_cause) end remove_mob(self, true) return true end -- check for custom death function and die animation if self.animation and self.animation.die_start and self.animation.die_end then local frames = self.animation.die_end - self.animation.die_start local speed = self.animation.die_speed or 15 local length = max((frames / speed), 0) local rot = self.animation.die_rotate and 5 self.attack = nil self.following = nil self.v_start = false self.timer = 0 self.blinktimer = 0 self.passive = true self.state = "die" self.object:set_properties({ pointable = false, collide_with_objects = false, automatic_rotate = rot, static_save = false }) self:set_velocity(0) self:set_animation("die") minetest.after(length, function(self) if self.object:get_luaentity() then if use_cmi then cmi.notify_die(self.object, cmi_cause) end remove_mob(self, true) end end, self) return true elseif pos then -- otherwise remove mod and show particle effect if use_cmi then cmi.notify_die(self.object, cmi_cause) end remove_mob(self, true) effect(pos, 20, "tnt_smoke.png") end return true end -- get node but use fallback for nil or unknown local node_ok = function(pos, fallback) fallback = fallback or mobs.fallback_node local node = minetest.get_node_or_nil(pos) if node and minetest.registered_nodes[node.name] then return node end return minetest.registered_nodes[fallback] end -- Returns true is node can deal damage to self local is_node_dangerous = function(self, nodename) if self.water_damage > 0 and minetest.get_item_group(nodename, "water") ~= 0 then return true end if self.lava_damage > 0 and minetest.get_item_group(nodename, "lava") ~= 0 then return true end if self.fire_damage > 0 and minetest.get_item_group(nodename, "fire") ~= 0 then return true end if minetest.registered_nodes[nodename].damage_per_second > 0 then return true end return false end -- is mob facing a cliff function mob_class:is_at_cliff() if self.fear_height == 0 then -- 0 for no falling protection! return false end -- get yaw but if nil returned object no longer exists local yaw = self.object:get_yaw() if not yaw then return false end local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) local pos = self.object:get_pos() local ypos = pos.y + self.collisionbox[2] -- just above floor local free_fall, blocker = minetest.line_of_sight( {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}) -- check for straight drop if free_fall then return true end local bnode = node_ok(blocker) -- will we drop onto dangerous node? if is_node_dangerous(self, bnode.name) then return true end local def = minetest.registered_nodes[bnode.name] return (not def and def.walkable) end -- environmental damage (water, lava, fire, light etc.) function mob_class:do_env_damage() -- feed/tame text timer (so mob 'full' messages dont spam chat) if self.htimer > 0 then self.htimer = self.htimer - 1 end -- reset nametag after showing health stats -- if self.htimer < 1 and self.nametag2 then -- self.nametag = self.nametag2 -- self.nametag2 = nil self:update_tag() -- end local pos = self.object:get_pos() ; if not pos then return end self.time_of_day = minetest.get_timeofday() -- halt mob if standing inside ignore node if self.standing_in == "ignore" then self.object:set_velocity({x = 0, y = 0, z = 0}) return true end -- particle appears at random mob height local py = { x = pos.x, y = pos.y + random(self.collisionbox[2], self.collisionbox[5]), z = pos.z } local nodef = minetest.registered_nodes[self.standing_in] -- water if self.water_damage ~= 0 and nodef.groups.water then self.health = self.health - self.water_damage effect(py, 5, "bubble.png", nil, nil, 1, nil) if self:check_for_death({type = "environment", pos = pos, node = self.standing_in}) then return true end -- lava damage elseif self.lava_damage ~= 0 and nodef.groups.lava then self.health = self.health - self.lava_damage effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true) if self:check_for_death({type = "environment", pos = pos, node = self.standing_in, hot = true}) then return true end -- fire damage elseif self.fire_damage ~= 0 and nodef.groups.fire then self.health = self.health - self.fire_damage effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true) if self:check_for_death({type = "environment", pos = pos, node = self.standing_in, hot = true}) then return true end -- damage_per_second node check (not fire and lava) elseif nodef.damage_per_second ~= 0 and nodef.groups.lava == nil and nodef.groups.fire == nil then self.health = self.health - nodef.damage_per_second effect(py, 5, "tnt_smoke.png") if self:check_for_death({type = "environment", pos = pos, node = self.standing_in}) then return true end end -- air damage if self.air_damage ~= 0 and self.standing_in == "air" then self.health = self.health - self.air_damage effect(py, 3, "bubble.png", 1, 1, 1, 0.2) if self:check_for_death({type = "environment", pos = pos, node = self.standing_in}) then return true end end -- is mob light sensative, or scared of the dark :P if self.light_damage ~= 0 then local light = minetest.get_node_light(pos) or 0 if light >= self.light_damage_min and light <= self.light_damage_max then self.health = self.health - self.light_damage effect(py, 5, "tnt_smoke.png") if self:check_for_death({type = "light"}) then return true end end end --- suffocation inside solid node if (self.suffocation and self.suffocation ~= 0) and (nodef.walkable == nil or nodef.walkable == true) and (nodef.collision_box == nil or nodef.collision_box.type == "regular") and (nodef.node_box == nil or nodef.node_box.type == "regular") and (nodef.groups.disable_suffocation ~= 1) then local damage if self.suffocation == true then damage = 2 else damage = (self.suffocation or 2) end self.health = self.health - damage if self:check_for_death({type = "suffocation", pos = pos, node = self.standing_in}) then return true end end return self:check_for_death({type = "unknown"}) end -- jump if facing a solid node (not fences or gates) function mob_class:do_jump() if not self.jump or self.jump_height == 0 or self.fly or self.child or self.order == "stand" then return false end self.facing_fence = false -- something stopping us while moving? if self.state ~= "stand" and self:get_velocity() > 0.5 and self.object:get_velocity().y ~= 0 then return false end local pos = self.object:get_pos() local yaw = self.object:get_yaw() -- sanity check if not yaw then return false end -- we can only jump if standing on solid node if minetest.registered_nodes[self.standing_on].walkable == false then return false end -- where is front local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) -- set y_pos to base of mob pos.y = pos.y + self.collisionbox[2] -- what is in front of mob? local nod = node_ok({ x = pos.x + dir_x, y = pos.y + 0.5, z = pos.z + dir_z }) -- what is above and in front? local nodt = node_ok({ x = pos.x + dir_x, y = pos.y + 1.5, z = pos.z + dir_z }) local blocked = minetest.registered_nodes[nodt.name].walkable -- are we facing a fence or wall if nod.name:find("fence") or nod.name:find("gate") or nod.name:find("wall") then self.facing_fence = true end --[[ print("on: " .. self.standing_on .. ", front: " .. nod.name .. ", front above: " .. nodt.name .. ", blocked: " .. (blocked and "yes" or "no") .. ", fence: " .. (self.facing_fence and "yes" or "no") ) ]] -- jump if standing on solid node (not snow) and not blocked if (self.walk_chance == 0 or minetest.registered_items[nod.name].walkable) and not blocked and not self.facing_fence and nod.name ~= node_snow then local v = self.object:get_velocity() v.y = self.jump_height self:set_animation("jump") -- only when defined self.object:set_velocity(v) -- when in air move forward minetest.after(0.3, function(self, v) if self.object:get_luaentity() then self.object:set_acceleration({ x = v.x * 2, y = 0, z = v.z * 2 }) end end, self, v) if self:get_velocity() > 0 then self:mob_sound(self.sounds.jump) end self.jump_count = 0 return true end -- if blocked for 3 counts then turn if not self.following and (self.facing_fence or blocked) then self.jump_count = (self.jump_count or 0) + 1 if self.jump_count > 2 then local yaw = self.object:get_yaw() or 0 local turn = random(0, 2) + 1.35 yaw = self:set_yaw(yaw + turn, 12) self.jump_count = 0 end end return false end -- blast damage to entities nearby (modified from TNT mod) local entity_physics = function(pos, radius) radius = radius * 2 local objs = minetest.get_objects_inside_radius(pos, radius) local obj_pos, dist for n = 1, #objs do obj_pos = objs[n]:get_pos() dist = get_distance(pos, obj_pos) if dist < 1 then dist = 1 end local damage = floor((4 / dist) * radius) local ent = objs[n]:get_luaentity() -- punches work on entities AND players objs[n]:punch(objs[n], 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, pos) end end -- can mob see player local is_invisible = function(self, player_name) if mobs.invis[player_name] and not self.ignore_invisibility then return true end end -- should mob follow what I'm holding ? function mob_class:follow_holding(clicker) if is_invisible(self, clicker:get_player_name()) then return false end local item = clicker:get_wielded_item() -- are we holding an item mob can follow ? if check_for(item:get_name(), self.follow) then return true end return false end -- find two animals of same type and breed if nearby and horny function mob_class:breed() -- child takes a long time before growing into adult if self.child == true then self.hornytimer = self.hornytimer + 1 if self.hornytimer > CHILD_GROW_TIME then self.child = false self.hornytimer = 0 self.object:set_properties({ textures = self.base_texture, mesh = self.base_mesh, visual_size = self.base_size, collisionbox = self.base_colbox, selectionbox = self.base_selbox }) -- custom function when child grows up if self.on_grown then self.on_grown(self) else local pos = self.object:get_pos() ; if not pos then return end local ent = self.object:get_luaentity() pos.y = pos.y + (ent.collisionbox[2] * -1) - 0.4 self.object:set_pos(pos) -- jump slightly when fully grown so as not to fall into ground self.object:set_velocity({x = 0, y = 0.5, z = 0 }) end end return end -- horny animal can mate for HORNY_TIME seconds, -- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds if self.horny == true and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then self.hornytimer = self.hornytimer + 1 if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then self.hornytimer = 0 self.horny = false end self:update_tag() end -- find another same animal who is also horny and mate if nearby if self.horny == true and self.hornytimer <= HORNY_TIME then local pos = self.object:get_pos() effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1) local objs = minetest.get_objects_inside_radius(pos, 3) local ent for n = 1, #objs do ent = objs[n]:get_luaentity() -- check for same animal with different colour local canmate = false if ent then if ent.name == self.name then canmate = true else local entname = ent.name:split(":") local selfname = self.name:split(":") if entname[1] == selfname[1] then entname = entname[2]:split("_") selfname = selfname[2]:split("_") if entname[1] == selfname[1] then canmate = true end end end end -- found another similar horny animal that isn't self? if ent and ent.object ~= self.object and canmate == true and ent.horny == true and ent.hornytimer <= HORNY_TIME then local pos2 = ent.object:get_pos() -- Have mobs face one another yaw_to_pos(self, pos2) yaw_to_pos(ent, self.object:get_pos()) self.hornytimer = HORNY_TIME + 1 ent.hornytimer = HORNY_TIME + 1 self:update_tag() -- have we reached active mob limit if active_limit > 0 and active_mobs >= active_limit then minetest.chat_send_player(self.owner, S("Active Mob Limit Reached!") .. " (" .. active_mobs .. " / " .. active_limit .. ")") return end -- spawn baby minetest.after(5, function(self, ent) if not self.object:get_luaentity() then return end -- custom breed function if self.on_breed then -- when false skip going any further if self:on_breed(ent) == false then return end else effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5) end pos.y = pos.y + 0.5 -- spawn child a little higher local mob = minetest.add_entity(pos, self.name) local ent2 = mob:get_luaentity() local textures = self.base_texture -- using specific child texture (if found) if self.child_texture then textures = self.child_texture[1] end -- and resize to half height mob:set_properties({ textures = textures, visual_size = { x = self.base_size.x * .5, y = self.base_size.y * .5 }, collisionbox = { self.base_colbox[1] * .5, self.base_colbox[2] * .5, self.base_colbox[3] * .5, self.base_colbox[4] * .5, self.base_colbox[5] * .5, self.base_colbox[6] * .5 }, selectionbox = { self.base_selbox[1] * .5, self.base_selbox[2] * .5, self.base_selbox[3] * .5, self.base_selbox[4] * .5, self.base_selbox[5] * .5, self.base_selbox[6] * .5 }, }) -- tamed and owned by parents' owner ent2.child = true ent2.tamed = true ent2.owner = self.owner end, self, ent) break end end end end -- find and replace what mob is looking for (grass, wheat etc.) function mob_class:replace(pos) local vel = self.object:get_velocity() if not vel then return end if not mobs_griefing or not self.replace_rate or not self.replace_what or self.child == true or vel.y ~= 0 or random(self.replace_rate) > 1 then return end local what, with, y_offset if type(self.replace_what[1]) == "table" then local num = random(#self.replace_what) what = self.replace_what[num][1] or "" with = self.replace_what[num][2] or "" y_offset = self.replace_what[num][3] or 0 else what = self.replace_what with = self.replace_with or "" y_offset = self.replace_offset or 0 end pos.y = pos.y + y_offset if #minetest.find_nodes_in_area(pos, pos, what) > 0 then -- print("replace node = ".. minetest.get_node(pos).name, pos.y) if self.on_replace then local oldnode = what or "" local newnode = with -- pass actual node name when using table or groups if type(oldnode) == "table" or oldnode:find("group:") then oldnode = minetest.get_node(pos).name end if self:on_replace(pos, oldnode, newnode) == false then return end end minetest.set_node(pos, {name = with}) end end -- check if daytime and also if mob is docile during daylight hours function mob_class:day_docile() if self.docile_by_day == false then return false elseif self.docile_by_day == true and self.time_of_day > 0.2 and self.time_of_day < 0.8 then return true end end local los_switcher = false local height_switcher = false local can_dig_drop = function(pos) if minetest.is_protected(pos, "") then return false end local node = node_ok(pos, "air").name local ndef = minetest.registered_nodes[node] if node ~= "ignore" and ndef and ndef.drawtype ~= "airlike" and not ndef.groups.level and not ndef.groups.unbreakable and not ndef.groups.liquid then local drops = minetest.get_node_drops(node) for _, item in ipairs(drops) do minetest.add_item({ x = pos.x - 0.5 + random(), y = pos.y - 0.5 + random(), z = pos.z - 0.5 + random() }, item) end minetest.remove_node(pos) return true end return false end local pathfinder_mod = minetest.get_modpath("pathfinder") -- path finding and smart mob routine by rnd, -- line_of_sight and other edits by Elkien3 function mob_class:smart_mobs(s, p, dist, dtime) local s1 = self.path.lastpos local target_pos = p -- is it becoming stuck? if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then self.path.stuck_timer = self.path.stuck_timer + dtime else self.path.stuck_timer = 0 end self.path.lastpos = {x = s.x, y = s.y, z = s.z} local use_pathfind = false local has_lineofsight = minetest.line_of_sight( {x = s.x, y = (s.y) + .5, z = s.z}, {x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2) -- im stuck, search for path if not has_lineofsight then if los_switcher == true then use_pathfind = true los_switcher = false end -- cannot see target! else if los_switcher == false then los_switcher = true use_pathfind = false minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end -- can see target! end if (self.path.stuck_timer > stuck_timeout and not self.path.following) then use_pathfind = true self.path.stuck_timer = 0 minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then use_pathfind = true self.path.stuck_timer = 0 minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end if abs(vsubtract(s,target_pos).y) > self.stepheight then if height_switcher then use_pathfind = true height_switcher = false end else if not height_switcher then use_pathfind = false height_switcher = true end end -- lets try find a path, first take care of positions -- since pathfinder is very sensitive if use_pathfind then -- round position to center of node to avoid stuck in walls -- also adjust height for player models! s.x = floor(s.x + 0.5) s.z = floor(s.z + 0.5) local ssight, sground = minetest.line_of_sight(s, { x = s.x, y = s.y - 4, z = s.z}, 1) -- determine node above ground if not ssight then s.y = sground.y + 1 end local p1 = self.attack:get_pos() p1.x = floor(p1.x + 0.5) p1.y = floor(p1.y + 0.5) p1.z = floor(p1.z + 0.5) local dropheight = 6 if self.fear_height ~= 0 then dropheight = self.fear_height end local jumpheight = 0 if self.jump and self.jump_height >= 4 then jumpheight = min(ceil(self.jump_height / 4), 4) elseif self.stepheight > 0.5 then jumpheight = 1 end if pathfinder_mod then self.path.way = pathfinder.find_path(s, p1, self, dtime) else self.path.way = minetest.find_path(s, p1, 16, jumpheight, dropheight, "Dijkstra") end --[[ -- show path using particles if self.path.way and #self.path.way > 0 then print("-- path length:" .. tonumber(#self.path.way)) for _,pos in pairs(self.path.way) do minetest.add_particle({ pos = pos, velocity = {x=0, y=0, z=0}, acceleration = {x=0, y=0, z=0}, expirationtime = 1, size = 4, collisiondetection = false, vertical = false, texture = "heart.png", }) end end ]] self.state = "" if self.attack then self:do_attack(self.attack) end -- no path found, try something else if not self.path.way then self.path.following = false -- lets make way by digging/building if not accessible if self.pathfinding == 2 and mobs_griefing then -- is player more than 1 block higher than mob? if p1.y > (s.y + 1) then -- build upwards if not minetest.is_protected(s, "") then local ndef1 = minetest.registered_nodes[self.standing_in] if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then minetest.set_node(s, {name = mobs.fallback_node}) end end local sheight = ceil(self.collisionbox[5]) + 1 -- assume mob is 2 blocks high so it digs above its head s.y = s.y + sheight -- remove one block above to make room to jump can_dig_drop(s) s.y = s.y - sheight self.object:set_pos({x = s.x, y = s.y + 2, z = s.z}) -- is player more than 1 block lower than mob elseif p1.y < (s.y - 1) then -- dig down s.y = s.y - self.collisionbox[4] - 0.2 can_dig_drop(s) else -- dig 2 blocks to make door toward player direction local yaw1 = self.object:get_yaw() + pi / 2 local p1 = { x = s.x + cos(yaw1), y = s.y, z = s.z + sin(yaw1) } -- dig bottom node first incase of door can_dig_drop(p1) p1.y = p1.y + 1 can_dig_drop(p1) end end -- will try again in 2 second self.path.stuck_timer = stuck_timeout - 2 elseif s.y < p1.y and (not self.fly) then self:do_jump() --add jump to pathfinding self.path.following = true else -- yay i found path if self.attack then self:mob_sound(self.sounds.war_cry) else self:mob_sound(self.sounds.random) end self:set_velocity(self.walk_velocity) -- follow path now that it has it self.path.following = true end end end -- peaceful player privilege support local function is_peaceful_player(player) if peaceful_player_enabled then local player_name = player:get_player_name() if player_name and minetest.check_player_privs(player_name, "peaceful_player") then return true end end return false end -- general attack function for all mobs function mob_class:general_attack() -- return if already attacking, passive or docile during day if self.passive or self.state == "runaway" or self.state == "attack" or self:day_docile() then return end local s = self.object:get_pos() ; if not s then return end local objs = minetest.get_objects_inside_radius(s, self.view_range) -- remove entities we aren't interested in for n = 1, #objs do local ent = objs[n]:get_luaentity() -- are we a player? if objs[n]:is_player() then -- if player invisible or mob cannot attack then remove from list if not damage_enabled or self.attack_players == false or (self.owner and self.type ~= "monster") or is_invisible(self, objs[n]:get_player_name()) or (self.specific_attack and not check_for("player", self.specific_attack)) then objs[n] = nil --print("- pla", n) end -- or are we a mob? elseif ent and ent._cmi_is_mob then -- remove mobs not to attack if self.name == ent.name or (not self.attack_animals and ent.type == "animal") or (not self.attack_monsters and ent.type == "monster") or (not self.attack_npcs and ent.type == "npc") or (self.specific_attack and not check_for(ent.name, self.specific_attack)) then objs[n] = nil --print("- mob", n, self.name, ent.name) end -- remove all other entities else --print(" -obj", n) objs[n] = nil end end local p, sp, dist, min_player local min_dist = self.view_range + 1 -- go through remaining entities and select closest for _,player in pairs(objs) do p = player:get_pos() sp = s dist = get_distance(p, s) -- aim higher to make looking up hills more realistic p.y = p.y + 1 sp.y = sp.y + 1 -- choose closest player to attack that isnt self if dist ~= 0 and dist < min_dist and self:line_of_sight(sp, p, 2) == true and not is_peaceful_player(player) then min_dist = dist min_player = player end end -- attack closest player or mob if min_player and random(100) > self.attack_chance then self:do_attack(min_player) end end -- find someone to runaway from function mob_class:do_runaway_from() if not self.runaway_from then return end local s = self.object:get_pos() ; if not s then return end local p, sp, dist, pname local player, obj, min_player, name local min_dist = self.view_range + 1 local objs = minetest.get_objects_inside_radius(s, self.view_range) for n = 1, #objs do if objs[n]:is_player() then pname = objs[n]:get_player_name() if is_invisible(self, pname) or self.owner == pname then name = "" else player = objs[n] name = "player" end else obj = objs[n]:get_luaentity() if obj then player = obj.object name = obj.name or "" end end -- find specific mob to runaway from if name ~= "" and name ~= self.name and (self.runaway_from and check_for(name, self.runaway_from)) then sp = s p = player and player:get_pos() or s -- aim higher to make looking up hills more realistic p.y = p.y + 1 sp.y = sp.y + 1 dist = get_distance(p, s) -- choose closest player/mob to runaway from if dist < min_dist and self:line_of_sight(sp, p, 2) == true then min_dist = dist min_player = player end end end if min_player then yaw_to_pos(self, min_player:get_pos(), 3) self.state = "runaway" self.runaway_timer = 3 self.following = nil end end -- follow player if owner or holding item, if fish outta water then flop function mob_class:follow_flop() -- find player to follow if (self.follow ~= "" or self.order == "follow") and not self.following and self.state ~= "attack" and self.state ~= "runaway" then local s = self.object:get_pos() ; if not s then return end local players = minetest.get_connected_players() for n = 1, #players do if get_distance(players[n]:get_pos(), s) < self.view_range and not is_invisible(self, players[n]:get_player_name()) then self.following = players[n] break end end end if self.type == "npc" and self.order == "follow" and self.state ~= "attack" and self.owner ~= "" then -- npc stop following player if not owner if self.following and self.owner and self.owner ~= self.following:get_player_name() then self.following = nil end else -- stop following player if not holding specific item or mob is horny if self.following and self.following:is_player() and (self:follow_holding(self.following) == false or self.horny) then self.following = nil end end -- follow that thing if self.following then local s = self.object:get_pos() local p if self.following:is_player() then p = self.following:get_pos() elseif self.following.object then p = self.following.object:get_pos() end if p then local dist = get_distance(p, s) -- dont follow if out of range if dist > self.view_range then self.following = nil else yaw_to_pos(self, p) -- anyone but standing npc's can move along if dist > self.reach and self.order ~= "stand" then self:set_velocity(self.walk_velocity) if self.walk_chance ~= 0 then self:set_animation("walk") end else self:set_velocity(0) self:set_animation("stand") end return end end end -- swimmers flop when out of their element, and swim again when back in if self.fly then if not self:attempt_flight_correction() then self.state = "flop" -- do we have a custom on_flop function? if self.on_flop then if self:on_flop(self) then return end end self.object:set_velocity({x = 0, y = -5, z = 0}) self:set_animation("stand") return elseif self.state == "flop" then self.state = "stand" end end end -- dogshoot attack switch and counter function function mob_class:dogswitch(dtime) -- switch mode not activated if not self.dogshoot_switch or not dtime then return 0 end self.dogshoot_count = self.dogshoot_count + dtime if (self.dogshoot_switch == 1 and self.dogshoot_count > self.dogshoot_count_max) or (self.dogshoot_switch == 2 and self.dogshoot_count > self.dogshoot_count2_max) then self.dogshoot_count = 0 if self.dogshoot_switch == 1 then self.dogshoot_switch = 2 else self.dogshoot_switch = 1 end end return self.dogshoot_switch end -- execute current state (stand, walk, run, attacks) function mob_class:do_states(dtime) local yaw = self.object:get_yaw() ; if not yaw then return end if self.state == "stand" then if self.randomly_turn and random(4) == 1 then local lp local s = self.object:get_pos() local objs = minetest.get_objects_inside_radius(s, 3) for n = 1, #objs do if objs[n]:is_player() then lp = objs[n]:get_pos() break end end -- look at any players nearby, otherwise turn randomly if lp then yaw = yaw_to_pos(self, lp) else yaw = yaw + random(-0.5, 0.5) end yaw = self:set_yaw(yaw, 8) end self:set_velocity(0) self:set_animation("stand") -- mobs ordered to stand stay standing if self.order ~= "stand" and self.walk_chance ~= 0 and self.facing_fence ~= true and random(100) <= self.walk_chance and self.at_cliff == false then self:set_velocity(self.walk_velocity) self.state = "walk" self:set_animation("walk") end elseif self.state == "walk" then local s = self.object:get_pos() local lp -- is there something I need to avoid? if self.water_damage > 0 and self.lava_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:water", "group:igniter"}) elseif self.water_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:water"}) elseif self.lava_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:igniter"}) end if lp then -- if mob in dangerous node then look for land if not is_node_dangerous(self, self.standing_in) then lp = minetest.find_nodes_in_area_under_air( {s.x - 5, s.y - 1, s.z - 5}, {s.x + 5, s.y + 2, s.z + 5}, {"group:soil", "group:stone", "group:sand", node_ice, node_snowblock}) -- select position of random block to climb onto lp = #lp > 0 and lp[random(#lp)] -- did we find land? if lp then yaw = yaw_to_pos(self, lp) self:do_jump() self:set_velocity(self.walk_velocity) else yaw = yaw + random(-0.5, 0.5) end end yaw = self:set_yaw(yaw, 8) -- otherwise randomly turn elseif self.randomly_turn and random(100) <= 30 then yaw = yaw + random(-0.5, 0.5) yaw = self:set_yaw(yaw, 8) -- for flying/swimming mobs randomly move up and down also if self.fly_in and not self.following then self:attempt_flight_correction(true) end end -- stand for great fall in front if self.facing_fence == true or self.at_cliff or random(100) <= self.stand_chance then -- don't stand if mob flies and keep_flying set if (self.fly and not self.keep_flying) or not self.fly then self:set_velocity(0) self.state = "stand" self:set_animation("stand", true) end else self:set_velocity(self.walk_velocity) if self:flight_check() and self.animation and self.animation.fly_start and self.animation.fly_end then self:set_animation("fly") else self:set_animation("walk") end end -- runaway when punched elseif self.state == "runaway" then self.runaway_timer = self.runaway_timer + 1 -- stop after 5 seconds or when at cliff if self.runaway_timer > 5 or self.at_cliff or self.order == "stand" then self.runaway_timer = 0 self:set_velocity(0) self.state = "stand" self:set_animation("stand") else self:set_velocity(self.run_velocity) self:set_animation("walk") end -- attack routines (explode, dogfight, shoot, dogshoot) elseif self.state == "attack" then -- get mob and enemy positions and distance between local s = self.object:get_pos() local p = self.attack and self.attack:get_pos() local dist = p and get_distance(p, s) or 500 -- stop attacking if player out of range or invisible if dist > self.view_range or not self.attack or not self.attack:get_pos() or self.attack:get_hp() <= 0 or (self.attack:is_player() and is_invisible(self, self.attack:get_player_name())) then --print(" ** stop attacking **", dist, self.view_range) self.state = "stand" self:set_velocity(0) self:set_animation("stand") self.attack = nil self.v_start = false self.timer = 0 self.blinktimer = 0 self.path.way = nil return end if self.attack_type == "explode" then yaw = yaw_to_pos(self, p) local node_break_radius = self.explosion_radius or 1 local entity_damage_radius = self.explosion_damage_radius or (node_break_radius * 2) -- look a little higher to fix raycast s.y = s.y + 0.5 ; p.y = p.y + 0.5 -- start timer when in reach and line of sight if not self.v_start and dist <= self.reach and self:line_of_sight(s, p, 2) then self.v_start = true self.timer = 0 self.blinktimer = 0 self:mob_sound(self.sounds.fuse) --print("=== explosion timer started", self.explosion_timer) -- stop timer if out of reach or direct line of sight elseif self.allow_fuse_reset and self.v_start and (dist > self.reach or not self:line_of_sight(s, p, 2)) then --print("=== explosion timer stopped") self.v_start = false self.timer = 0 self.blinktimer = 0 self.blinkstatus = false self.object:set_texture_mod("") end -- walk right up to player unless the timer is active if self.v_start and (self.stop_to_explode or dist < 1.5) then self:set_velocity(0) else self:set_velocity(self.run_velocity) end if self.animation and self.animation.run_start then self:set_animation("run") else self:set_animation("walk") end if self.v_start then self.timer = self.timer + dtime self.blinktimer = (self.blinktimer or 0) + dtime if self.blinktimer > 0.2 then self.blinktimer = 0 if self.blinkstatus then self.object:set_texture_mod(self.texture_mods) else self.object:set_texture_mod(self.texture_mods .. "^[brighten") end self.blinkstatus = not self.blinkstatus end --print("=== explosion timer", self.timer) if self.timer > self.explosion_timer then local pos = self.object:get_pos() -- dont damage anything if area protected or next to water if minetest.find_node_near(pos, 1, {"group:water"}) or minetest.is_protected(pos, "") then node_break_radius = 1 end remove_mob(self, true) if minetest.get_modpath("tnt") and tnt and tnt.boom and not minetest.is_protected(pos, "") then tnt.boom(pos, { radius = node_break_radius, damage_radius = entity_damage_radius, sound = self.sounds.explode }) else minetest.sound_play(self.sounds.explode, { pos = pos, gain = 1.0, max_hear_distance = self.sounds.distance or 32 }) entity_physics(pos, entity_damage_radius) effect(pos, 32, "tnt_smoke.png", nil, nil, node_break_radius, 1, 0) end return true end end elseif self.attack_type == "dogfight" or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then if self.fly and dist > self.reach then local p1 = s local me_y = floor(p1.y) local p2 = p local p_y = floor(p2.y + 1) local v = self.object:get_velocity() if self:flight_check() then if me_y < p_y then self.object:set_velocity({ x = v.x, y = 1 * self.walk_velocity, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ x = v.x, y = -1 * self.walk_velocity, z = v.z }) end else if me_y < p_y then self.object:set_velocity({ x = v.x, y = 0.01, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ x = v.x, y = -0.01, z = v.z }) end end end -- rnd: new movement direction if self.path.following and self.path.way and self.attack_type ~= "dogshoot" then -- no paths longer than 50 if #self.path.way > 50 or dist < self.reach then self.path.following = false return end local p1 = self.path.way[1] if not p1 then self.path.following = false return end if abs(p1.x - s.x) + abs(p1.z - s.z) < 0.6 then -- reached waypoint, remove it from queue table_remove(self.path.way, 1) end -- set new temporary target p = {x = p1.x, y = p1.y, z = p1.z} end yaw = yaw_to_pos(self, p) -- move towards enemy if beyond mob reach if dist > self.reach then -- path finding by rnd if self.pathfinding -- only if mob has pathfinding enabled and enable_pathfinding then self:smart_mobs(s, p, dist, dtime) end -- distance padding to stop spinning mob local pad = abs(p.x - s.x) + abs(p.z - s.z) if self.at_cliff or pad < 0.2 then self:set_velocity(0) self:set_animation("stand") else if self.path.stuck then self:set_velocity(self.walk_velocity) else self:set_velocity(self.run_velocity) end if self.animation and self.animation.run_start then self:set_animation("run") else self:set_animation("walk") end end else -- rnd: if inside reach range self.path.stuck = false self.path.stuck_timer = 0 self.path.following = false -- not stuck anymore self:set_velocity(0) if self.timer > 1 then -- no custom attack or custom attack returns true to continue if not self.custom_attack or self:custom_attack(self, p) == true then self.timer = 0 self:set_animation("punch") local p2 = p local s2 = s p2.y = p2.y + .5 s2.y = s2.y + .5 if self:line_of_sight(p2, s2) == true then -- play attack sound self:mob_sound(self.sounds.attack) -- punch player (or what player is attached to) local attached = self.attack:get_attach() if attached then self.attack = attached end local dgroup = self.damage_group or "fleshy" self.attack:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {[dgroup] = self.damage} }, nil) end end end end elseif self.attack_type == "shoot" or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1) or (self.attack_type == "dogshoot" and dist > self.reach and self:dogswitch() == 0) then p.y = p.y - .5 s.y = s.y + .5 local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z} yaw = yaw_to_pos(self, p) self:set_velocity(0) if self.shoot_interval and self.timer > self.shoot_interval and random(100) <= 60 then self.timer = 0 self:set_animation("shoot") -- play shoot attack sound self:mob_sound(self.sounds.shoot_attack) local p = self.object:get_pos() p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 if minetest.registered_entities[self.arrow] then local obj = minetest.add_entity(p, self.arrow) local ent = obj:get_luaentity() local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 -- check for custom override for arrow if self.arrow_override then self.arrow_override(ent) end local v = ent.velocity or 1 -- or set to default ent.switch = 1 ent.owner_id = tostring(self.object) -- add unique owner id to arrow -- offset makes shoot aim accurate vec.y = vec.y + self.shoot_offset vec.x = vec.x * (v / amount) vec.y = vec.y * (v / amount) vec.z = vec.z * (v / amount) obj:set_velocity(vec) end end end end end -- falling and fall damage function mob_class:falling(pos) if self.fly or self.disable_falling then return end -- floating in water (or falling) local v = self.object:get_velocity() -- sanity check if not v then return end local fall_speed = self.fall_speed -- in water then use liquid viscosity for float/sink speed if self.floats == 1 and self.standing_in and minetest.registered_nodes[self.standing_in].groups.liquid then local visc = min( minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) + 1 self.object:set_velocity({x = v.x, y = 0.6, z = v.z}) fall_speed = -1.2 / visc else -- fall damage onto solid ground if self.fall_damage == 1 and self.object:get_velocity().y == 0 then local d = (self.old_y or 0) - self.object:get_pos().y if d > 5 then self.health = self.health - floor(d - 5) effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil) if self:check_for_death({type = "fall"}) then return true end end self.old_y = self.object:get_pos().y end end -- fall at set speed self.object:set_acceleration({x = 0, y = fall_speed, z = 0}) end -- is Took Ranks mod active? local tr = minetest.get_modpath("toolranks") -- deal damage and effects when mob punched function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage) -- mob health check if self.health <= 0 then return true end -- custom punch function if self.do_punch and self:do_punch(hitter, tflp, tool_capabilities, dir) == false then return true end -- error checking when mod profiling is enabled if not tool_capabilities then minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled") return true end -- is mob protected if self.protected then -- did player hit mob and if so is it in protected area if hitter:is_player() then local player_name = hitter:get_player_name() if player_name ~= self.owner and minetest.is_protected(self.object:get_pos(), player_name) then minetest.chat_send_player(hitter:get_player_name(), S("Mob has been protected!")) return true end -- if protection is on level 2 then dont let arrows harm mobs elseif self.protected == 2 then local ent = hitter and hitter:get_luaentity() if ent and ent._is_arrow then return true -- arrow entity elseif not ent then return true -- non entity end end end local weapon = hitter:get_wielded_item() local weapon_def = weapon:get_definition() or {} local punch_interval = 1.4 -- calculate mob damage local damage = 0 local armor = self.object:get_armor_groups() or {} local tmp -- quick error check incase it ends up 0 (serialize.h check test) if tflp == 0 then tflp = 0.2 end if use_cmi then damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir) else for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do tmp = tflp / (tool_capabilities.full_punch_interval or 1.4) if tmp < 0 then tmp = 0.0 elseif tmp > 1 then tmp = 1.0 end damage = damage + (tool_capabilities.damage_groups[group] or 0) * tmp * ((armor[group] or 0) / 100.0) end end -- check for tool immunity or special damage for n = 1, #self.immune_to do if self.immune_to[n][1] == weapon_def.name then damage = self.immune_to[n][2] or 0 break -- if "all" then no tools deal damage unless it's specified in list elseif self.immune_to[n][1] == "all" then damage = self.immune_to[n][2] or 0 end end --print("Mob Damage is", damage) -- healing if damage <= -1 then self.health = self.health - floor(damage) return true end if use_cmi and cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) then return true end -- add weapon wear punch_interval = tool_capabilities.full_punch_interval or 1.4 -- toolrank support local wear = floor((punch_interval / 75) * 9000) if mobs.is_creative(hitter:get_player_name()) then if tr then wear = 1 else wear = 0 end end if tr and weapon_def.original_description then toolranks.new_afteruse(weapon, hitter, nil, {wear = wear}) else weapon:add_wear(wear) end hitter:set_wielded_item(weapon) -- only play hit sound and show blood effects if damage is 1 or over if damage >= 1 then -- select tool use sound if found, or fallback to default local snd = weapon_def.sound and weapon_def.sound.use or "default_punch" minetest.sound_play(snd, {object = self.object, max_hear_distance = 8}, true) -- blood_particles if not disable_blood and self.blood_amount > 0 then local pos = self.object:get_pos() local blood = self.blood_texture local amount = self.blood_amount pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5 -- lots of damage = more blood :) if damage > 10 then amount = self.blood_amount * 2 end -- do we have a single blood texture or multiple? if type(self.blood_texture) == "table" then blood = self.blood_texture[random(#self.blood_texture)] end effect(pos, amount, blood, 1, 2, 1.75, nil, nil, true) end -- do damage self.health = self.health - floor(damage) -- exit here if dead, check for tools with fire damage local hot = tool_capabilities and tool_capabilities.damage_groups and tool_capabilities.damage_groups.fire if self:check_for_death({type = "punch", puncher = hitter, hot = hot}) then return true end end -- END if damage -- knock back effect (only on full punch) if self.knock_back and tflp >= punch_interval then local v = self.object:get_velocity() -- sanity check if not v then return true end local kb = damage or 1 local up = 2 -- if already in air then dont go up anymore when hit if v.y > 0 or self.fly then up = 0 end -- direction error check dir = dir or {x = 0, y = 0, z = 0} -- use tool knockback value or default kb = tool_capabilities.damage_groups["knockback"] or kb self.object:set_velocity({x = dir.x * kb, y = up, z = dir.z * kb}) self.pause_timer = 0.25 end -- if skittish then run away if self.runaway == true and self.order ~= "stand" then local lp = hitter:get_pos() local yaw = yaw_to_pos(self, lp, 3) self.state = "runaway" self.runaway_timer = 0 self.following = nil end local name = hitter:get_player_name() or "" -- attack puncher and call other mobs for help if self.passive == false and self.state ~= "flop" and self.child == false and self.attack_players == true and hitter:get_player_name() ~= self.owner and not is_invisible(self, name) and self.object ~= hitter then -- attack whoever punched mob self.state = "" self:do_attack(hitter) -- alert others to the attack local objs = minetest.get_objects_inside_radius( hitter:get_pos(), self.view_range) local obj for n = 1, #objs do obj = objs[n]:get_luaentity() if obj and obj._cmi_is_mob then -- only alert members of same mob and assigned helper if obj.group_attack == true and obj.state ~= "attack" and obj.owner ~= name and (obj.name == self.name or obj.name == self.group_helper) then obj:do_attack(hitter) end -- have owned mobs attack player threat if obj.owner == name and obj.owner_loyal then obj:do_attack(self.object) end end end end end -- get entity staticdata function mob_class:mob_staticdata() -- this handles mob count for mobs activated, unloaded, reloaded if active_limit > 0 and self.active_toggle then active_mobs = active_mobs + self.active_toggle self.active_toggle = -self.active_toggle --print("-- staticdata", active_mobs, active_limit, self.active_toggle) end -- remove mob when out of range unless tamed if remove_far and self.remove_ok and self.type ~= "npc" and self.state ~= "attack" and not self.tamed and self.lifetimer < 20000 then --print("REMOVED " .. self.name) remove_mob(self, true) return minetest.serialize({remove_ok = true, static_save = true}) end self.remove_ok = true self.attack = nil self.following = nil self.state = "stand" -- used to rotate older mobs if self.drawtype and self.drawtype == "side" then self.rotate = rad(90) end if use_cmi then self.serialized_cmi_components = cmi.serialize_components( self._cmi_components) end local tmp, t = {} for _,stat in pairs(self) do t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" and _ ~= "object" and _ ~= "_cmi_components" then tmp[_] = self[_] end end --print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') return minetest.serialize(tmp) end -- activate mob and reload settings function mob_class:mob_activate(staticdata, def, dtime) -- if dtime == 0 then entity has just been created -- anything higher means it is respawning (thanks SorceryKid) if dtime == 0 and active_limit > 0 then self.active_toggle = 1 end -- remove mob if not tamed and mob total reached if active_limit > 0 and active_mobs >= active_limit and not self.tamed then remove_mob(self) --print("-- mob limit reached, removing " .. self.name) return end -- remove monsters in peaceful mode if self.type == "monster" and peaceful_only then remove_mob(self, true) return end -- load entity variables local tmp = minetest.deserialize(staticdata) if tmp then local t for _,stat in pairs(tmp) do t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" then self[_] = stat end end end -- force current model into mob self.mesh = def.mesh self.base_mesh = def.mesh self.collisionbox = def.collisionbox self.selectionbox = def.selectionbox -- select random texture, set model and size if not self.base_texture then -- compatiblity with old simple mobs textures if def.textures and type(def.textures[1]) == "string" then def.textures = {def.textures} end self.base_texture = def.textures and def.textures[random(#def.textures)] self.base_mesh = def.mesh self.base_size = self.visual_size self.base_colbox = self.collisionbox self.base_selbox = self.selectionbox end -- for current mobs that dont have this set if not self.base_selbox then self.base_selbox = self.selectionbox or self.base_colbox end -- set texture, model and size local textures = self.base_texture local mesh = self.base_mesh local vis_size = self.base_size local colbox = self.base_colbox local selbox = self.base_selbox -- specific texture if gotten if self.gotten == true and def.gotten_texture then textures = def.gotten_texture end -- specific mesh if gotten if self.gotten == true and def.gotten_mesh then mesh = def.gotten_mesh end -- set child objects to half size if self.child == true then vis_size = {x = self.base_size.x * .5, y = self.base_size.y * .5} if def.child_texture then textures = def.child_texture[1] end colbox = { self.base_colbox[1] * .5, self.base_colbox[2] * .5, self.base_colbox[3] * .5, self.base_colbox[4] * .5, self.base_colbox[5] * .5, self.base_colbox[6] * .5} selbox = { self.base_selbox[1] * .5, self.base_selbox[2] * .5, self.base_selbox[3] * .5, self.base_selbox[4] * .5, self.base_selbox[5] * .5, self.base_selbox[6] * .5} end if self.health == 0 then self.health = random(self.hp_min, self.hp_max) end -- pathfinding init self.path = {} self.path.way = {} -- path to follow, table of positions self.path.lastpos = {x = 0, y = 0, z = 0} self.path.stuck = false self.path.following = false -- currently following path? self.path.stuck_timer = 0 -- if stuck for too long search for path -- Armor groups (immortal = 1 for custom damage handling) local armor if type(self.armor) == "table" then armor = table_copy(self.armor) else armor = {fleshy = self.armor} -- immortal = 1 end self.object:set_armor_groups(armor) -- mob defaults self.old_y = self.object:get_pos().y self.old_health = self.health self.sounds.distance = self.sounds.distance or 10 self.textures = textures self.mesh = mesh self.collisionbox = colbox self.selectionbox = selbox self.visual_size = vis_size self.standing_in = "air" self.standing_on = "air" -- check existing nametag if not self.nametag then self.nametag = def.nametag end -- set anything changed above self.object:set_properties(self) self:set_yaw((random(0, 360) - 180) / 180 * pi, 6) self:update_tag() self:set_animation("stand") -- apply any texture mods self.object:set_texture_mod(self.texture_mods) -- set 5.x flag to remove monsters when map area unloaded if remove_far and self.type == "monster" and not self.tamed then self.static_save = false end -- run on_spawn function if found if self.on_spawn and not self.on_spawn_run then if self.on_spawn(self) then self.on_spawn_run = true -- if true, set flag to run once only end end -- run after_activate if def.after_activate then def.after_activate(self, staticdata, def, dtime) end if use_cmi then self._cmi_components = cmi.activate_components( self.serialized_cmi_components) cmi.notify_activate(self.object, dtime) end end -- handle mob lifetimer and expiration function mob_class:mob_expire(pos, dtime) -- when lifetimer expires remove mob (except npc and tamed) if self.type ~= "npc" and not self.tamed and self.state ~= "attack" and remove_far ~= true and self.lifetimer < 20000 then self.lifetimer = self.lifetimer - dtime if self.lifetimer <= 0 then -- only despawn away from player local objs = minetest.get_objects_inside_radius(pos, 15) for n = 1, #objs do if objs[n]:is_player() then self.lifetimer = 20 return end end -- minetest.log("action", -- S("lifetimer expired, removed @1", self.name)) effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0) remove_mob(self, true) return end end end -- main mob function function mob_class:on_step(dtime, moveresult) if self.state == "die" then return end if use_cmi then cmi.notify_step(self.object, dtime) end local pos = self.object:get_pos() local yaw = self.object:get_yaw() -- early warning check, if no yaw then no entity, skip rest of function if not yaw then return end -- get node at foot level every quarter second self.node_timer = (self.node_timer or 0) + dtime if self.node_timer > 0.25 then self.node_timer = 0 local y_level = self.collisionbox[2] if self.child then y_level = self.collisionbox[2] * 0.5 end -- what is mob standing in? self.standing_in = node_ok({ x = pos.x, y = pos.y + y_level + 0.25, z = pos.z}, "air").name self.standing_on = node_ok({ x = pos.x, y = pos.y + y_level - 0.25, z = pos.z}, "air").name --print("standing in " .. self.standing_in) -- if standing inside solid block then jump to escape if minetest.registered_nodes[self.standing_in].walkable and minetest.registered_nodes[self.standing_in].drawtype == "normal" then self.object:set_velocity({ x = 0, y = self.jump_height, z = 0 }) end -- check and stop if standing at cliff and fear of heights self.at_cliff = self:is_at_cliff() if self.at_cliff then self:set_velocity(0) end -- has mob expired (0.25 instead of dtime since were in a timer) self:mob_expire(pos, 0.25) end -- check if falling, flying, floating and return if player died if self:falling(pos) then return end -- smooth rotation by ThomasMonroe314 if self.delay and self.delay > 0 then if self.delay == 1 then yaw = self.target_yaw else local dif = abs(yaw - self.target_yaw) if yaw > self.target_yaw then if dif > pi then dif = 2 * pi - dif -- need to add yaw = yaw + dif / self.delay else yaw = yaw - dif / self.delay -- need to subtract end elseif yaw < self.target_yaw then if dif > pi then dif = 2 * pi - dif yaw = yaw - dif / self.delay -- need to subtract else yaw = yaw + dif / self.delay -- need to add end end if yaw > (pi * 2) then yaw = yaw - (pi * 2) end if yaw < 0 then yaw = yaw + (pi * 2) end end self.delay = self.delay - 1 self.object:set_yaw(yaw) end -- knockback timer if self.pause_timer > 0 then self.pause_timer = self.pause_timer - dtime return end -- run custom function (defined in mob lua file) if self.do_custom then -- when false skip going any further if self:do_custom(dtime) == false then return end end -- attack timer self.timer = self.timer + dtime if self.state ~= "attack" then if self.timer < 1 then return end self.timer = 0 end -- never go over 100 if self.timer > 100 then self.timer = 1 end -- mob plays random sound at times if random(100) == 1 then self:mob_sound(self.sounds.random) end -- environmental damage timer (every 1 second) self.env_damage_timer = self.env_damage_timer + dtime if (self.state == "attack" and self.env_damage_timer > 1) or self.state ~= "attack" then self.env_damage_timer = 0 -- check for environmental damage (water, fire, lava etc.) if self:do_env_damage() then return end -- node replace check (cow eats grass etc.) self:replace(pos) end self:general_attack() self:breed() self:follow_flop() if self:do_states(dtime) then return end self:do_jump() self:do_runaway_from(self) self:do_stay_near() end -- default function when mobs are blown up with TNT function mob_class:on_blast(damage) --print("-- blast damage", damage) self.object:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, nil) -- return no damage, no knockback, no item drops, mob api handles all return false, false, {} end mobs.spawning_mobs = {} -- register mob entity function mobs:register_mob(name, def) mobs.spawning_mobs[name] = {} local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25} -- quick fix to stop mobs glitching through nodes if too small if -collisionbox[2] + collisionbox[5] < 1.01 then collisionbox[5] = collisionbox[2] + 0.99 end minetest.register_entity(name, setmetatable({ stepheight = def.stepheight, name = name, type = def.type, attack_type = def.attack_type, fly = def.fly, fly_in = def.fly_in, keep_flying = def.keep_flying, owner = def.owner, order = def.order, on_die = def.on_die, on_flop = def.on_flop, do_custom = def.do_custom, jump_height = def.jump_height, drawtype = def.drawtype, -- DEPRECATED, use rotate instead rotate = rad(def.rotate or 0), -- 0=front 90=side 180=back 270=side2 glow = def.glow, lifetimer = def.lifetimer, hp_min = max(1, (def.hp_min or 5) * difficulty), hp_max = max(1, (def.hp_max or 10) * difficulty), collisionbox = collisionbox, --def.collisionbox, selectionbox = def.selectionbox or collisionbox, --def.collisionbox, visual = def.visual, visual_size = def.visual_size, mesh = def.mesh, makes_footstep_sound = def.makes_footstep_sound, view_range = def.view_range, walk_velocity = def.walk_velocity, run_velocity = def.run_velocity, damage = max(0, (def.damage or 0) * difficulty), damage_group = def.damage_group, damage_texture_modifier = def.damage_texture_modifier, light_damage = def.light_damage, light_damage_min = def.light_damage_min, light_damage_max = def.light_damage_max, water_damage = def.water_damage, lava_damage = def.lava_damage, fire_damage = def.fire_damage, air_damage = def.air_damage, suffocation = def.suffocation, fall_damage = def.fall_damage, fall_speed = def.fall_speed, drops = def.drops, armor = def.armor, on_rightclick = def.on_rightclick, arrow = def.arrow, arrow_override = def.arrow_override, shoot_interval = def.shoot_interval, sounds = def.sounds, animation = def.animation, follow = def.follow, jump = def.jump, walk_chance = def.walk_chance, stand_chance = def.stand_chance, attack_chance = def.attack_chance, passive = def.passive, knock_back = def.knock_back, blood_amount = def.blood_amount, blood_texture = def.blood_texture, shoot_offset = def.shoot_offset, floats = def.floats, replace_rate = def.replace_rate, replace_what = def.replace_what, replace_with = def.replace_with, replace_offset = def.replace_offset, on_replace = def.on_replace, reach = def.reach, texture_list = def.textures, texture_mods = def.texture_mods or "", child_texture = def.child_texture, docile_by_day = def.docile_by_day, fear_height = def.fear_height, runaway = def.runaway, pathfinding = def.pathfinding, immune_to = def.immune_to, explosion_radius = def.explosion_radius, explosion_damage_radius = def.explosion_damage_radius, explosion_timer = def.explosion_timer, allow_fuse_reset = def.allow_fuse_reset, stop_to_explode = def.stop_to_explode, custom_attack = def.custom_attack, double_melee_attack = def.double_melee_attack, dogshoot_switch = def.dogshoot_switch, dogshoot_count_max = def.dogshoot_count_max, dogshoot_count2_max = def.dogshoot_count2_max or def.dogshoot_count_max, group_attack = def.group_attack, group_helper = def.group_helper, attack_monsters = def.attacks_monsters or def.attack_monsters, attack_animals = def.attack_animals, attack_players = def.attack_players, attack_npcs = def.attack_npcs, specific_attack = def.specific_attack, runaway_from = def.runaway_from, owner_loyal = def.owner_loyal, pushable = def.pushable, stay_near = def.stay_near, randomly_turn = def.randomly_turn ~= false, ignore_invisibility = def.ignore_invisibility, on_spawn = def.on_spawn, on_blast = def.on_blast, -- class redifinition do_punch = def.do_punch, on_breed = def.on_breed, on_grown = def.on_grown, on_activate = function(self, staticdata, dtime) return self:mob_activate(staticdata, def, dtime) end, get_staticdata = function(self) return self:mob_staticdata(self) end, }, mob_class_meta)) end -- END mobs:register_mob function -- count how many mobs of one type are inside an area -- will also return true for second value if player is inside area local count_mobs = function(pos, type) local total = 0 local objs = minetest.get_objects_inside_radius(pos, aoc_range * 2) local ent local players for n = 1, #objs do if not objs[n]:is_player() then ent = objs[n]:get_luaentity() -- count mob type and add to total also if ent and ent.name and ent.name == type then total = total + 1 end else players = true end end return total, players end -- do we have enough space to spawn mob? (thanks wuzzy) local can_spawn = function(pos, name) local ent = minetest.registered_entities[name] local width_x = max(1, ceil(ent.collisionbox[4] - ent.collisionbox[1])) local min_x, max_x if width_x % 2 == 0 then max_x = floor(width_x / 2) min_x = -(max_x - 1) else max_x = floor(width_x / 2) min_x = -max_x end local width_z = max(1, ceil(ent.collisionbox[6] - ent.collisionbox[3])) local min_z, max_z if width_z % 2 == 0 then max_z = floor(width_z / 2) min_z = -(max_z - 1) else max_z = floor(width_z / 2) min_z = -max_z end local max_y = max(0, ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1) local pos2 for y = 0, max_y do for x = min_x, max_x do for z = min_z, max_z do pos2 = {x = pos.x + x, y = pos.y + y, z = pos.z + z} if minetest.registered_nodes[node_ok(pos2).name].walkable == true then return nil end end end end -- tweak X/Z spawn pos if width_x % 2 == 0 then pos.x = pos.x + 0.5 end if width_z % 2 == 0 then pos.z = pos.z + 0.5 end return pos end function mobs:can_spawn(pos, name) return can_spawn(pos, name) end -- global functions function mobs:add_mob(pos, def) -- is mob actually registered? if not mobs.spawning_mobs[def.name] or not minetest.registered_entities[def.name] then --print("--- mob doesn't exist", def.name) return end -- are we over active mob limit if active_limit > 0 and active_mobs >= active_limit then --print("--- active mob limit reached", active_mobs, active_limit) return end -- get total number of this mob in area local num_mob, is_pla = count_mobs(pos, def.name) if not is_pla then --print("--- no players within active area, will not spawn " .. def.name) return end local aoc = mobs.spawning_mobs[def.name] and mobs.spawning_mobs[def.name].aoc or 1 if def.ignore_count ~= true and num_mob >= aoc then --print("--- too many " .. def.name .. " in area", num_mob .. "/" .. aoc) return end local mob = minetest.add_entity(pos, def.name) --print("[mobs] Spawned " .. def.name .. " at " .. minetest.pos_to_string(pos)) local ent = mob:get_luaentity() if not ent then --print("[mobs] entity not found " .. def.name) return false end if def.child then local textures = ent.base_texture -- using specific child texture (if found) if ent.child_texture then textures = ent.child_texture[1] end -- and resize to half height mob:set_properties({ textures = textures, visual_size = { x = ent.base_size.x * .5, y = ent.base_size.y * .5 }, collisionbox = { ent.base_colbox[1] * .5, ent.base_colbox[2] * .5, ent.base_colbox[3] * .5, ent.base_colbox[4] * .5, ent.base_colbox[5] * .5, ent.base_colbox[6] * .5 }, selectionbox = { ent.base_selbox[1] * .5, ent.base_selbox[2] * .5, ent.base_selbox[3] * .5, ent.base_selbox[4] * .5, ent.base_selbox[5] * .5, ent.base_selbox[6] * .5 }, }) ent.child = true end if def.owner then ent.tamed = true ent.owner = def.owner end if def.nametag then -- limit name entered to 64 characters long if def.nametag:len() > 64 then def.nametag = def.nametag:sub(1, 64) end ent.nametag = def.nametag ent:update_tag() end return ent end function mobs:spawn_abm_check(pos, node, name) -- global function to add additional spawn checks -- return true to stop spawning mob end function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn, map_load) -- Do mobs spawn at all? if not mobs_spawn or not mobs.spawning_mobs[name] then --print ("--- spawning not registered for " .. name) return end -- chance/spawn number override in minetest.conf for registered mob local numbers = settings:get(name) if numbers then numbers = numbers:split(",") chance = tonumber(numbers[1]) or chance aoc = tonumber(numbers[2]) or aoc if chance == 0 then minetest.log("warning", string.format("[mobs] %s has spawning disabled", name)) return end minetest.log("action", string.format( "[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc)) end mobs.spawning_mobs[name].aoc = aoc local spawn_action = function(pos, node, active_object_count, active_object_count_wider) -- use instead of abm's chance setting when using lbm if map_load and random(max(1, (chance * mob_chance_multiplier))) > 1 then return end -- use instead of abm's neighbor setting when using lbm if map_load and not minetest.find_node_near(pos, 1, neighbors) then --print("--- lbm neighbors not found") return end -- is mob actually registered? if not mobs.spawning_mobs[name] or not minetest.registered_entities[name] then --print("--- mob doesn't exist", name) return end -- are we over active mob limit if active_limit > 0 and active_mobs >= active_limit then --print("--- active mob limit reached", active_mobs, active_limit) return end -- additional custom checks for spawning mob if mobs:spawn_abm_check(pos, node, name) == true then return end -- do not spawn if too many entities in area if active_object_count_wider and active_object_count_wider >= max_per_block then --print("--- too many entities in area", active_object_count_wider) return end -- get total number of this mob in area local num_mob, is_pla = count_mobs(pos, name) if not is_pla then --print("--- no players within active area, will not spawn " .. name) return end if num_mob >= aoc then --print("--- too many " .. name .. " in area", num_mob .. "/" .. aoc) return end -- if toggle set to nil then ignore day/night check if day_toggle ~= nil then local tod = (minetest.get_timeofday() or 0) * 24000 if tod > 4500 and tod < 19500 then -- daylight, but mob wants night if day_toggle == false then --print("--- mob needs night", name) return end else -- night time but mob wants day if day_toggle == true then --print("--- mob needs day", name) return end end end -- spawn above node pos.y = pos.y + 1 -- are we spawning within height limits? if pos.y > max_height or pos.y < min_height then --print("--- height limits not met", name, pos.y) return end -- are light levels ok? local light = minetest.get_node_light(pos) if not light or light > max_light or light < min_light then --print("--- light limits not met", name, light) return end -- check if mob can spawn inside protected areas if (spawn_protected == false or (spawn_monster_protected == false and minetest.registered_entities[name].type == "monster")) and minetest.is_protected(pos, "") then --print("--- inside protected area", name) return end -- only spawn a set distance away from player local objs = minetest.get_objects_inside_radius(pos, mob_nospawn_range) for n = 1, #objs do if objs[n]:is_player() then --print("--- player too close", name) return end end local ent = minetest.registered_entities[name] -- should we check mob area for obstructions ? if mob_area_spawn ~= true then -- do we have enough height clearance to spawn mob? local height = max(0, ent.collisionbox[5] - ent.collisionbox[2]) for n = 0, floor(height) do local pos2 = {x = pos.x, y = pos.y + n, z = pos.z} if minetest.registered_nodes[node_ok(pos2).name].walkable == true then --print ("--- inside block", name, node_ok(pos2).name) return end end else -- returns position if we have enough space to spawn mob pos = can_spawn(pos, name) end if pos then -- adjust for mob collision box pos.y = pos.y + (ent.collisionbox[2] * -1) - 0.4 local mob = minetest.add_entity(pos, name) -- print("[mobs] Spawned " .. name .. " at " -- .. minetest.pos_to_string(pos) .. " on " -- .. node.name .. " near " .. neighbors[1]) if on_spawn then on_spawn(mob:get_luaentity(), pos) end else --print("--- not enough space to spawn", name) end end -- are we registering an abm or lbm? if map_load == true then minetest.register_lbm({ name = name .. "_spawning", label = name .. " spawning", nodenames = nodes, run_at_every_load = false, action = function(pos, node) spawn_action(pos, node) end }) else minetest.register_abm({ label = name .. " spawning", nodenames = nodes, neighbors = neighbors, interval = interval, chance = max(1, (chance * mob_chance_multiplier)), catch_up = false, action = function(pos, node, active_object_count, active_object_count_wider) spawn_action(pos, node, active_object_count, active_object_count_wider) end }) end end -- compatibility with older mob registration function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle) mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30, chance, active_object_count, -31000, max_height, day_toggle) end -- MarkBu's spawn function (USE this one please) function mobs:spawn(def) mobs:spawn_specific( def.name, def.nodes or {"group:soil", "group:stone"}, def.neighbors or {"air"}, def.min_light or 0, def.max_light or 15, def.interval or 30, def.chance or 5000, def.active_object_count or 1, def.min_height or -31000, def.max_height or 31000, def.day_toggle, def.on_spawn, def.on_map_load) end -- register arrow for shoot attack function mobs:register_arrow(name, def) if not name or not def then return end -- errorcheck minetest.register_entity(name, { physical = def.physical or false, collide_with_objects = def.collide_with_objects or false, static_save = false, visual = def.visual, visual_size = def.visual_size, textures = def.textures, velocity = def.velocity, hit_player = def.hit_player, hit_node = def.hit_node, hit_mob = def.hit_mob, hit_object = def.hit_object, drop = def.drop or false, -- drops arrow as registered item when true collisionbox = def.collisionbox or {-.1, -.1, -.1, .1, .1, .1}, timer = 0, lifetime = def.lifetime or 4.5, switch = 0, owner_id = def.owner_id, rotate = def.rotate, automatic_face_movement_dir = def.rotate and (def.rotate - (pi / 180)) or false, on_activate = def.on_activate, on_punch = def.on_punch or function( self, hitter, tflp, tool_capabilities, dir) end, on_step = def.on_step or function(self, dtime) self.timer = self.timer + dtime local pos = self.object:get_pos() if self.switch == 0 or self.timer > self.lifetime then self.object:remove() ; -- print("removed arrow") return end -- does arrow have a tail (fireball) if def.tail and def.tail == 1 and def.tail_texture then minetest.add_particle({ pos = pos, velocity = {x = 0, y = 0, z = 0}, acceleration = {x = 0, y = 0, z = 0}, expirationtime = def.expire or 0.25, collisiondetection = false, texture = def.tail_texture, size = def.tail_size or 5, glow = def.glow or 0 }) end if self.hit_node then local node = node_ok(pos).name if minetest.registered_nodes[node].walkable then self:hit_node(pos, node) if self.drop == true then pos.y = pos.y + 1 self.lastpos = (self.lastpos or pos) minetest.add_item(self.lastpos, self.object:get_luaentity().name) end self.object:remove() ; -- print("hit node") return end end if self.hit_player or self.hit_mob or self.hit_object then for _,player in pairs( minetest.get_objects_inside_radius(pos, 1.0)) do if self.hit_player and player:is_player() then self:hit_player(player) self.object:remove() ; -- print("hit player") return end local entity = player:get_luaentity() if entity and self.hit_mob and entity._cmi_is_mob == true and tostring(player) ~= self.owner_id and entity.name ~= self.object:get_luaentity().name then self:hit_mob(player) self.object:remove() ; --print("hit mob") return end if entity and self.hit_object and (not entity._cmi_is_mob) and tostring(player) ~= self.owner_id and entity.name ~= self.object:get_luaentity().name then self:hit_object(player) self.object:remove() ; -- print("hit object") return end end end self.lastpos = pos end }) end -- compatibility function function mobs:explosion(pos, radius) mobs:boom({sounds = {explode = "tnt_explode"}}, pos, radius) end -- no damage to nodes explosion function mobs:safe_boom(self, pos, radius) minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", { pos = pos, gain = 1.0, max_hear_distance = self.sounds and self.sounds.distance or 32 }, true) entity_physics(pos, radius) effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0) end -- make explosion with protection and tnt mod check function mobs:boom(self, pos, radius) if mobs_griefing and minetest.get_modpath("tnt") and tnt and tnt.boom and not minetest.is_protected(pos, "") then tnt.boom(pos, { radius = radius, damage_radius = radius, sound = self.sounds and self.sounds.explode, explode_center = true }) else mobs:safe_boom(self, pos, radius) end end -- Register spawn eggs -- Note: This also introduces the “spawn_egg” group: -- * spawn_egg=1: Spawn egg (generic mob, no metadata) -- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata) function mobs:register_egg(mob, desc, background, addegg, no_creative) local grp = {spawn_egg = 1} -- do NOT add this egg to creative inventory (e.g. dungeon master) if no_creative == true then grp.not_in_creative_inventory = 1 end local invimg = background if addegg == 1 then invimg = "mobs_chicken_egg.png^(" .. invimg .. "^[mask:mobs_chicken_egg_overlay.png)" end -- register new spawn egg containing mob information minetest.register_craftitem(mob .. "_set", { description = S("@1 (Tamed)", desc), inventory_image = invimg, groups = {spawn_egg = 2, not_in_creative_inventory = 1}, stack_max = 1, on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above -- does existing on_rightclick function exist? local under = minetest.get_node(pointed_thing.under) local def = minetest.registered_nodes[under.name] if def and def.on_rightclick then return def.on_rightclick( pointed_thing.under, under, placer, itemstack) end if pos and not minetest.is_protected(pos, placer:get_player_name()) then if not minetest.registered_entities[mob] then return end pos.y = pos.y + 1 local data = itemstack:get_metadata() local smob = minetest.add_entity(pos, mob, data) local ent = smob and smob:get_luaentity() if not ent then return end -- sanity check -- set owner if not a monster if ent.type ~= "monster" then ent.owner = placer:get_player_name() ent.tamed = true end -- since mob is unique we remove egg once spawned itemstack:take_item() end return itemstack end, }) -- register old stackable mob egg minetest.register_craftitem(mob, { description = desc, inventory_image = invimg, groups = grp, on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above -- does existing on_rightclick function exist? local under = minetest.get_node(pointed_thing.under) local def = minetest.registered_nodes[under.name] if def and def.on_rightclick then return def.on_rightclick( pointed_thing.under, under, placer, itemstack) end if pos and not minetest.is_protected(pos, placer:get_player_name()) then if not minetest.registered_entities[mob] then return end -- have we reached active mob limit if active_limit > 0 and active_mobs >= active_limit then minetest.chat_send_player(placer:get_player_name(), S("Active Mob Limit Reached!") .. " (" .. active_mobs .. " / " .. active_limit .. ")") return end pos.y = pos.y + 1 local smob = minetest.add_entity(pos, mob) local ent = smob and smob:get_luaentity() if not ent then return end -- sanity check -- don't set owner if monster or sneak pressed if ent.type ~= "monster" and not placer:get_player_control().sneak then ent.owner = placer:get_player_name() ent.tamed = true end -- if not in creative then take item if not mobs.is_creative(placer:get_player_name()) then itemstack:take_item() end end return itemstack end, }) end -- force capture a mob if space available in inventory, or drop as spawn egg function mobs:force_capture(self, clicker) -- add special mob egg with all mob information local new_stack = ItemStack(self.name .. "_set") local tmp, t = {} for _,stat in pairs(self) do t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" then tmp[_] = self[_] end end local data_str = minetest.serialize(tmp) new_stack:set_metadata(data_str) local inv = clicker:get_inventory() if inv:room_for_item("main", new_stack) then inv:add_item("main", new_stack) else minetest.add_item(clicker:get_pos(), new_stack) end self:mob_sound("default_place_node_hard") remove_mob(self, true) end -- capture critter (thanks to blert2112 for idea) function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) if not self --self.child or not clicker:is_player() or not clicker:get_inventory() then return false end -- get name of clicked mob local mobname = self.name -- if not nil change what will be added to inventory if replacewith then mobname = replacewith end local name = clicker:get_player_name() local tool = clicker:get_wielded_item() -- are we using hand, net or lasso to pick up mob? if tool:get_name() ~= "" and tool:get_name() ~= "mobs:net" and tool:get_name() ~= "mobs:lasso" then return false end -- is mob tamed? if self.tamed == false and force_take == false then minetest.chat_send_player(name, S("Not tamed!")) return false end -- cannot pick up if not owner (unless player has protection_bypass priv) if not minetest.check_player_privs(name, "protection_bypass") and self.owner ~= name and force_take == false then minetest.chat_send_player(name, S("@1 is owner!", self.owner)) return false end if clicker:get_inventory():room_for_item("main", mobname) then -- was mob clicked with hand, net, or lasso? local chance = 0 if tool:get_name() == "" then chance = chance_hand elseif tool:get_name() == "mobs:net" then chance = chance_net tool:add_wear(4000) -- 17 uses clicker:set_wielded_item(tool) elseif tool:get_name() == "mobs:lasso" then chance = chance_lasso tool:add_wear(650) -- 100 uses clicker:set_wielded_item(tool) end -- calculate chance.. add to inventory if successful? if chance and chance > 0 and random(100) <= chance then -- default mob egg local new_stack = ItemStack(mobname) -- add special mob egg with all mob information -- unless 'replacewith' contains new item to use if not replacewith then new_stack = ItemStack(mobname .. "_set") local tmp, t = {} for _,stat in pairs(self) do t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" then tmp[_] = self[_] end end local data_str = minetest.serialize(tmp) new_stack:set_metadata(data_str) end local inv = clicker:get_inventory() if inv:room_for_item("main", new_stack) then inv:add_item("main", new_stack) else minetest.add_item(clicker:get_pos(), new_stack) end self:mob_sound("default_place_node_hard") remove_mob(self, true) return new_stack -- when chance above fails or set to 0, miss! elseif chance and chance ~= 0 then minetest.chat_send_player(name, S("Missed!")) self:mob_sound("mobs_swing") return false -- when chance is nil always return a miss (used for npc walk/follow) elseif not chance then return false end end return true end -- protect tamed mob with rune item function mobs:protect(self, clicker) local name = clicker:get_player_name() local tool = clicker:get_wielded_item() local tool_name = tool:get_name() if tool_name ~= "mobs:protector" and tool_name ~= "mobs:protector2" then return false end if not self.tamed then minetest.chat_send_player(name, S("Not tamed!")) return true end if (self.protected and tool_name == "mobs:protector") or (self.protected == 2 and tool_name == "mobs:protector2") then minetest.chat_send_player(name, S("Already protected!")) return true end if not mobs.is_creative(clicker:get_player_name()) then tool:take_item() -- take 1 protection rune clicker:set_wielded_item(tool) end -- set protection level if tool_name == "mobs:protector" then self.protected = true else self.protected = 2 ; self.fire_damage = 0 end local pos = self.object:get_pos() pos.y = pos.y + self.collisionbox[2] + 0.5 effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15) self:mob_sound("mobs_spell") return true end local mob_obj = {} local mob_sta = {} -- feeding, taming and breeding (thanks blert2112) function mobs:feed_tame(self, clicker, feed_count, breed, tame) -- can eat/tame with item in hand if self.follow and self:follow_holding(clicker) then -- if not in creative then take item if not mobs.is_creative(clicker:get_player_name()) then local item = clicker:get_wielded_item() item:take_item() clicker:set_wielded_item(item) end -- increase health self.health = self.health + 4 if self.health >= self.hp_max then self.health = self.hp_max -- if self.htimer < 1 then -- minetest.chat_send_player(clicker:get_player_name(), -- S("@1 at full health (@2)", -- self.name:split(":")[2], tostring(self.health))) -- self.htimer = 5 -- end end self.object:set_hp(self.health) -- make children grow quicker if self.child == true then -- self.hornytimer = self.hornytimer + 20 -- deduct 10% of the time to adulthood self.hornytimer = math.floor(self.hornytimer + ( (CHILD_GROW_TIME - self.hornytimer) * 0.1)) --print ("====", self.hornytimer) return true end -- feed and tame self.food = (self.food or 0) + 1 self._breed_countdown = feed_count - self.food if self.food >= feed_count then self.food = 0 self._breed_countdown = nil if breed and self.hornytimer == 0 then self.horny = true end if tame then if self.tamed == false then minetest.chat_send_player(clicker:get_player_name(), S("@1 has been tamed!", self.name:split(":")[2])) end self.tamed = true self.static_save = true if not self.owner or self.owner == "" then self.owner = clicker:get_player_name() end end -- make sound when fed so many times self:mob_sound(self.sounds.random) end self:update_tag() return true end local item = clicker:get_wielded_item() local name = clicker:get_player_name() -- if mob has been tamed you can name it with a nametag if item:get_name() == "mobs:nametag" and (name == self.owner or minetest.check_player_privs(name, "protection_bypass")) then -- store mob and nametag stack in external variables mob_obj[name] = self mob_sta[name] = item local tag = self.nametag or "" local esc = minetest.formspec_escape minetest.show_formspec(name, "mobs_nametag", "size[8,4]" .. "field[0.5,1;7.5,0;name;" .. esc(S("Enter name:")) .. ";" .. tag .. "]" .. "button_exit[2.5,3.5;3,1;mob_rename;" .. esc(S("Rename")) .. "]") return true end -- if mob follows items and user right clicks while holding sneak it shows info if self.follow then if clicker:get_player_control().sneak then if type(self.follow) == "string" then self.follow = {self.follow} end minetest.chat_send_player(clicker:get_player_name(), S("@1 follows:\n- @2", self.name:split(":")[2], table.concat(self.follow, "\n- "))) end end return false end -- inspired by blockmen's nametag mod minetest.register_on_player_receive_fields(function(player, formname, fields) -- right-clicked with nametag and name entered? if formname == "mobs_nametag" and fields.name and fields.name ~= "" then local name = player:get_player_name() if not mob_obj[name] or not mob_obj[name].object then return end -- make sure nametag is being used to name mob local item = player:get_wielded_item() if item:get_name() ~= "mobs:nametag" then return end -- limit name entered to 64 characters long if fields.name:len() > 64 then fields.name = fields.name:sub(1, 64) end -- update nametag mob_obj[name].nametag = fields.name mob_obj[name]:update_tag() -- if not in creative then take item if not mobs.is_creative(name) then mob_sta[name]:take_item() player:set_wielded_item(mob_sta[name]) end -- reset external variables mob_obj[name] = nil mob_sta[name] = nil end end) -- compatibility function for old entities to new modpack entities function mobs:alias_mob(old_name, new_name) -- check old_name entity doesnt already exist if minetest.registered_entities[old_name] then return end -- spawn egg minetest.register_alias(old_name, new_name) -- entity minetest.register_entity(":" .. old_name, { physical = false, static_save = false, on_activate = function(self, staticdata) if minetest.registered_entities[new_name] then minetest.add_entity(self.object:get_pos(), new_name, staticdata) end remove_mob(self) end, get_staticdata = function(self) return self end }) end mobs_redo/api.txt000066400000000000000000001123711412205443700143500ustar00rootroot00000000000000 Mobs Redo API ============= Welcome to the world of mobs in minetest and hopefully an easy guide to defining your own mobs and having them appear in your worlds. Registering Mobs ---------------- To register a mob and have it ready for use requires the following function: mobs:register_mob(name, definition) The 'name' of a mob usually starts with the mod name it's running from followed by it's own name e.g. "mobs_monster:sand_monster" or "mymod:totally_awesome_beast" ... and the 'definition' is a table which holds all of the settings and functions needed for the mob to work properly which contains the following: 'nametag' contains the name which is shown above mob. 'type' holds the type of mob that inhabits your world e.g. "animal" usually docile and walking around. "monster" attacks player or npc on sight. "npc" walk around and will defend themselves if hit first, they kill monsters. 'hp_min' has the minimum health value the mob can spawn with. 'hp_max' has the maximum health value the mob can spawn with. 'armor' holds strength of mob, 100 is normal, lower is more powerful and needs more hits and better weapons to kill. 'passive' when false allows animals to defend themselves when hit, otherwise they amble onwards. 'walk_velocity' is the speed that your mob can walk around. 'run_velocity' is the speed your mob can run with, usually when attacking. 'stand_chance' has a 0-100 chance value your mob will stand from walking. 'walk_chance' has a 0-100 chance value your mob will walk from standing, set to 0 for jumping mobs only. 'randomly_turn' if set to false then mob will not turn to face player or randomly turn while walking or standing. 'jump' when true allows your mob to jump updwards. 'jump_height' holds the height your mob can jump, 0 to disable jumping. 'stepheight' height of a block that your mob can easily walk up onto, defaults to 1.1. 'fly' when true allows your mob to fly around instead of walking. 'fly_in' holds the node name that the mob flies (or swims) around in e.g. "air" or "default:water_source". 'keep_flying' when true mobs like birds no longer stop and stand. 'stay_near' when set allows mobs the chance to stay around certain nodes. 'nodes' string or table of nodes to stay nearby e.g. "farming:straw" 'chance' chance of searching for above node(s), default is 10. 'runaway' if true causes animals to turn and run away when hit. 'pushable' when true mobs can be pushed by player or other mobs. 'view_range' how many nodes in distance the mob can see a player. 'damage' how many health points the mob does to a player or another mob when melee attacking. 'damage_group' group in which damage is dealt, dedaults to "fleshy". 'damage_texture_modifier' applies texture modifier on hit e.g "^[brighten" 'knock_back' when true has mobs falling backwards when hit, the greater the damage the more they move back. 'fear_height' is how high a cliff or edge has to be before the mob stops walking, 0 to turn off height fear. 'fall_speed' has the maximum speed the mob can fall at, default is -10. 'fall_damage' when true causes falling to inflict damage. 'water_damage' holds the damage per second infliced to mobs when standing in water. 'air_damage' holds damage per second inflicted to mob when standing in air. 'lava_damage' holds the damage per second inflicted to mobs when standing in lava. 'fire_damage' holds the damage per second inflicted to mobs when standing in fire. 'light_damage' holds the damage per second inflicted to mobs when light level is between the min and max values below 'light_damage_min' minimum light value when mob is affected (default: 14) 'light_damage_max' maximum light value when mob is affected (default: 15) 'suffocation' when > 0 mobs will suffocate inside solid blocks and will be hurt by the value given every second (0 to disable). 'floats' when set to 1 mob will float in water, 0 has them sink. 'follow' mobs follow player when holding any of the items which appear on this table, the same items can be fed to a mob to tame or breed e.g. {"farming:wheat", "default:apple", "group:fish"} 'reach' is how far the mob can attack player when standing nearby, default is 3 nodes. 'docile_by_day' when true has mobs wandering around during daylight hours and only attacking player at night or when provoked. 'attack_chance' 0 to 100 chance the mob will attack (default is 5). 'attack_monsters' when true mob will attack monsters. 'attack_animals' when true mob will attack animals. 'attack_npcs' when true mob will attack npcs within range. 'attack_players' when true mob will attack players nearby. 'owner_loyal' when true non-docile tamed mobs attack anything player punches when nearby. 'group_attack' when true has same mob type grouping together to attack offender. 'group_helper' string containing mob name that attacks alongside current mob when group attacking. mob is attacking in groups. 'attack_type' tells the api what a mob does when attacking the player or another mob: 'dogfight' is a melee attack when player is within mob reach. 'shoot' has mob shoot pre-defined arrows at player when inside view_range. 'dogshoot' has melee attack when inside reach and shoot attack when inside view_range. 'explode' causes mob to stop and explode when inside reach. 'explosion_radius' the radius of explosion node destruction, defaults to 1 'explosion_damage_radius' the radius of explosion entity & player damage, defaults to explosion_radius * 2 'explosion_timer' number of seconds before mob explodes while its target is still inside reach or explosion_damage_radius, defaults to 3. 'allow_fuse_reset' Allow 'explode' attack_type to reset fuse and resume chasing if target leaves the blast radius or line of sight. Defaults to true. 'stop_to_explode' When set to true (default), mob must stop and wait for explosion_timer in order to explode. If false, mob will continue chasing. 'arrow' holds the pre-defined arrow object to shoot when attacking. 'arrow_override' function that allows tweaking of arrow entity from inside mob definition (self) passed to function. 'dogshoot_switch' allows switching between attack types by using timers (1 for shoot, 2 for dogfight) 'dogshoot_count_max' contains how many seconds before switching from dogfight to shoot. 'dogshoot_count2_max' contains how many seconds before switching from shoot to dogfight. 'shoot_interval' has the number of seconds between shots. 'shoot_offset' holds the y position added as to where the arrow/fireball appears on mob. 'specific_attack' has a table of entity names that mob can also attack e.g. {"player", "mobs_animal:chicken"}. 'runaway_from' contains a table with mob names to run away from, add "player" to list to runaway from player also. 'ignore_invisibility' When true mob will still be able to see and attack player even if invisible (invisibility mod only). 'blood_amount' contains the number of blood droplets to appear when mob is hit. 'blood_texture' has the texture name to use for droplets e.g. "mobs_blood.png", or table {"blood1.png", "blood2.png"} 'pathfinding' set to 1 for mobs to use pathfinder feature to locate player, set to 2 so they can build/break also (only works with dogfight attack and when 'mobs_griefing' in minetest.conf is not false). Adding {unbreakable=1} to node groups stops them being broken by mobs. 'immune_to' is a table that holds specific damage when being hit by certain items e.g. {"default:sword_wood", 0} -- causes no damage. {"default:gold_lump", -10} -- heals by 10 health points. {"default:coal_block", 20} -- 20 damage when hit on head with coal blocks. {"all"} -- stops all weapons causing damage apart from those on list. 'makes_footstep_sound' when true you can hear mobs walking. 'sounds' this is a table with sounds of the mob 'distance' maximum distance sounds can be heard, default is 10. 'random' random sound that plays during gameplay. 'war_cry' what you hear when mob starts to attack player. 'attack' what you hear when being attacked. 'shoot_attack' sound played when mob shoots. 'damage' sound heard when mob is hurt. 'death' played when mob is killed. 'jump' played when mob jumps. 'fuse' sound played when mob explode timer starts. 'explode' sound played when mob explodes. 'drops' table of items that are dropped when mob is killed, fields are: 'name' name of item to drop. 'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc. 'min' minimum number of items dropped, set to 0 for rare drops. 'max' maximum number of items dropped. Note: If weapon has {fire=1} damage group set then cooked items will drop. Note2: A function can now be passed which can also return drops table, e.g. drops = function(pos) -- do something return { {name = "farming:bread"}, {name = "default:dirt", chance = 2} } end 'visual' holds the look of the mob you wish to create: 'cube' looks like a normal node 'sprite' sprite which looks same from all angles. 'upright_sprite' flat model standing upright. 'wielditem' how it looks when player holds it in hand. 'mesh' uses separate object file to define mob. 'visual_size' has the size of the mob, defaults to {x = 1, y = 1} 'collisionbox' has the box in which mob can be interacted with the world e.g. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5} 'selectionbox' has the box in which player can interact with mob 'textures' holds a table list of textures to be used for mob, or you could use multiple lists inside another table for random selection e.g. { {"texture1.png"}, {"texture2.png"} } 'child_texture' holds the texture table for when baby mobs are used. 'gotten_texture' holds the texture table for when self.gotten value is true, used for milking cows or shearing sheep. 'texture_mods' holds a string which overlays a texture on top of the mob texture e.g. "^saddle.png" 'mesh' holds the name of the external object used for mob model e.g. "mobs_cow.b3d" 'gotten_mesh" holds the name of the external object used for when self.gotten is true for mobs. 'rotate' custom model rotation, 0 = front, 90 = side, 180 = back, 270 = other side. 'glow' has mob glow without light source, 0 to 15 or nil to disable 'double_melee_attack' when true has the api choose between 'punch' and 'punch2' animations. [DEPRECATED] 'animation' holds a table containing animation names and settings for use with mesh models: 'stand_start' start frame for when mob stands still. 'stand_end' end frame of stand animation. 'stand_speed' speed of animation in frames per second. 'walk_start' when mob is walking around. 'walk_end' 'walk_speed' 'run_start' when a mob runs or attacks. 'run_end' 'run_speed' 'fly_start' when a mob is flying. 'fly_end' 'fly_speed' 'punch_start' when a mob melee attacks. 'punch_end' 'punch_speed' 'punch2_start' alternative melee attack animation. 'punch2_end' 'punch2_speed' 'shoot_start' shooting animation. 'shoot_end' 'shoot_speed' 'die_start' death animation 'die_end' 'die_speed' 'die_loop' when set to false stops the animation looping. 'die_rotate' if true mob spins during death animation. Using '_loop = false' setting will stop any of the above animations from looping. 'speed_normal' is used for animation speed for compatibility with some older mobs. Note: Up to 5 different animations can be used per action e.g. stand_start, stand_end, stand1_start, stand1_end .. up to stand4_start Node Replacement ---------------- Mobs can look around for specific nodes as they walk and replace them to mimic eating. 'replace_what' group of items to replace e.g. {"farming:wheat_8", "farming:carrot_8"} or you can use the specific options of what, with and y offset by using this instead: { {"group:grass", "air", 0}, {"default:dirt_with_grass", "default:dirt", -1} } 'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg" 'replace_rate' how random should the replace rate be (typically 10) 'replace_offset' +/- value to check specific node to replace 'on_replace(self, pos, oldnode, newnode)' is called when mob is about to replace a node. 'self' ObjectRef of mob 'pos' Position of node to replace 'oldnode' Current node 'newnode' What the node will become after replacing If false is returned, the mob will not replace the node. By default, replacing sets self.gotten to true and resets the object properties. (DEPRECATED, use on_replace to make changes). Custom Definition Functions --------------------------- Along with the above mob registry settings we can also use custom functions to enhance mob functionality and have them do many interesting things: 'on_die' a function that is called when the mob is killed the parameters are (self, pos) 'on_rightclick' its same as in minetest.register_entity() 'on_blast' is called when an explosion happens near mob when using TNT functions, parameters are (object, damage) and returns (do_damage, do_knockback, drops) 'on_spawn' is a custom function that runs on mob spawn with 'self' as variable, return true at end of function to run only once. 'after_activate' is a custom function that runs once mob has been activated with these paramaters (self, staticdata, def, dtime) 'on_breed' called when two similar mobs breed, paramaters are (parent1, parent2) objects, return false to stop child from being resized and owner/tamed flags and child textures being applied. Function itself must spawn new child mob. 'on_grown' is called when a child mob has grown up, only paramater is (self). 'do_punch' called when mob is punched with paramaters (self, hitter, time_from_last_punch, tool_capabilities, direction), return false to stop punch damage and knockback from taking place. 'custom_attack' when set this function is called instead of the normal mob melee attack, parameters are (self, to_attack) and if true is returned normal attack function continued. 'on_die' a function that is called when mob is killed (self, pos), also has access to self.cause_of_death table. 'on_flop' function called when flying or swimmimng mob is no longer in air/water, (self) paramater and return true to skip the built in api flop feature. 'do_custom' a custom function that is called every tick while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node status), return with 'false' to skip remainder of mob API. Internal Variables ------------------ The mob api also has some preset variables and functions that it will remember for each mob. 'self.health' contains current health of mob (cannot exceed self.hp_max) 'self.texture_list' contains list of all mob textures 'self.child_texture' contains mob child texture when growing up 'self.base_texture' contains current skin texture which was randomly selected from textures list 'self.gotten' this is used for obtaining milk from cow and wool from sheep 'self.horny' when animal fed enough it is set to true and animal can breed with same animal 'self.hornytimer' background timer that controls breeding functions and mob childhood timings 'self.child' used for when breeding animals have child, will use child_texture and be half size 'self.owner' string used to set owner of npc mobs, typically used for dogs 'self.order' set to "follow" or "stand" so that npc will follow owner or stand it's ground 'self.nametag' contains the name of the mob which it can show above 'self.state' Current mob state. "stand": no movement (except turning around) "walk": walk or move around aimlessly "attack": chase and attack enemy "runaway": flee from target "flop": bounce around aimlessly (for swimming mobs that have stranded) "die": during death Adding Mobs in World -------------------- mobs:add_mob(pos, { name = "mobs_animal:chicken", child = true, owner = "singleplayer", nametag = "Bessy", ignore_count = true -- ignores mob count per map area }) Returns false if mob could not be added, returns mob object if spawned ok. Removing Mob from World ----------------------- mobs:remove(self, decrease) Removes mob 'self' from the world and if 'decrease' is true then the mob counter will also be decreased by one. Spawning Mobs in World ---------------------- mobs:spawn({ name = "mobs_monster:tree_monster", nodes = {"group:leaves"}, max_light = 7, }) Spawn functions require the following settings, some of which already have a default setting and can be omitted: 'name' is the name of the animal/monster 'nodes' is a list of nodenames on that the animal/monster can spawn on top of (defaults to {"group:dirt", "group:stone"} 'neighbors' is a list of nodenames on that the animal/monster will spawn beside (default is {"air"}) 'interval' is same as in register_abm() (default is 30) 'chance' is same as in register_abm() (default is 5000) 'min_light' is the minimum light level (default is 0) 'max_light' is the maximum light (default is 15) 'min_height' is the minimum height a mob can spawn (default: -31000) 'max_height' is the maximum height a mob can spawn (default is 31000) 'active_object_count' number of this type of mob to spawn at one time inside map area (default is 1) 'day_toggle' true for day spawning, false for night or nil for anytime 'on_spawn' is a custom function which runs after mob has spawned and gives self and pos values. 'on_map_load' when true mobs will have a chance of spawning only when new areas of map are loaded, interval will not be used. The older spawn functions are still active and working but have no defaults like the mobs:spawn, so it is recommended to use the above instead. mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle) mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height, day_toggle, on_spawn) A simpler way to handle mob spawns has been added with the mobs:spawn(def) command which uses above names to make settings clearer: For each mob that spawns with this function is a field in mobs.spawning_mobs. It tells if the mob should spawn or not. Default is true. So other mods can only use the API of this mod by disabling the spawning of the default mobs in this mod. mobs:spawn_abm_check(pos, node, name) This global function can be changed to contain additional checks for mobs to spawn e.g. mobs that spawn only in specific areas and the like. By returning true the mob will not spawn. 'pos' holds the position of the spawning mob 'node' contains the node the mob is spawning on top of 'name' is the name of the animal/monster Particle Effects ---------------- mobs:effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) This function provides a quick way to spawn particles as an effect. 'pos' center position of particle effect. 'amount' how many particles. 'texture' texture filename to use for effect. 'min_size' smallest particle size. 'max_size' largest particle size. 'radius' how far particles spread outward from center. 'gravity' gravity applied to particles once they spawn. 'glow' number between 1 and 15 for glowing particles. 'fall' when true particles fall, false has them rising, nil has them scatter. Making Arrows ------------- mobs:register_arrow(name, definition) This function registers a arrow for mobs with the attack type shoot. 'name' is the name of the arrow 'definition' is a table with the following values: 'visual' same is in minetest.register_entity() 'visual_size' same is in minetest.register_entity() 'textures' same is in minetest.register_entity() 'physical' same is in minetest.register_entity() [default: false] 'collide_with_objects' same as above 'velocity' the velocity of the arrow 'drop' if set to true any arrows hitting a node will drop as item 'hit_player' a function that is called when the arrow hits a player; this function should hurt the player, the parameters are (self, player) 'hit_mob' a function that is called when the arrow hits a mob; this function should hurt the mob, the parameters are (self, player) 'hit_object' a function that is called when the arrow hits an object; this function parameters are (self, player) 'hit_node' a function that is called when the arrow hits a node, the parameters are (self, pos, node) 'tail' when set to 1 adds a trail or tail to mob arrows 'tail_texture' texture string used for above effect 'tail_size' has size for above texture (defaults to between 5 and 10) 'expire' contains float value for how long tail appears for (defaults to 0.25) 'glow' has value for how brightly tail glows 1 to 10 (default is 0 for no glow) 'rotate' integer value in degrees to rotate arrow 'on_step' is a custom function when arrow is active, nil for default. 'on_punch' is a custom function when arrow is punched, nil by default 'collisionbox' is hitbox table for arrow, {-.1,-.1,-.1,.1,.1,.1} by default. 'lifetime' contains float value for how many seconds arrow exists in world before being removed (default is 4.5 seconds). Spawn Eggs ---------- mobs:register_egg(name, description, background, addegg, no_creative) This function registers a spawn egg which can be used to properly spawn in a mob. Animals are spawned as tamed unless sneak/shift is held while spawning. 'name' this is the name of your new mob to spawn e.g. "mob:sheep" 'description' the name of the new egg you are creating e.g. "Spawn Sheep" 'background' the texture displayed for the egg in inventory 'addegg' would you like an egg image in front of your texture (1 = yes, 0 = no) 'no_creative' when set to true this stops spawn egg appearing in creative mode for destructive mobs like Dungeon Masters. Explosion Function ------------------ mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead mobs:boom(self, pos, radius) 'self' mob entity 'pos' centre position of explosion 'radius' radius of explosion (typically set to 3) This function generates an explosion which removes nodes in a specific radius and damages any entity caught inside the blast radius. Protection will limit node destruction but not entity damage. Capturing Mobs -------------- mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) This function is generally called inside the on_rightclick section of the mob api code, it provides a chance of capturing the mob by hand, using the net or lasso items, and can also have the player take the mob by force if tamed and replace with another item entirely. 'self' mob information 'clicker' player information 'chance_hand' chance of capturing mob by hand (1 to 100) 0 to disable 'chance_net' chance of capturing mob using net (1 to 100) 0 to disable 'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to disable 'force_take' take mob by force, even if tamed (true or false) 'replacewith' once captured replace mob with this item instead (overrides new mob eggs with saved information) mobs:force_capture(self, clicker) Same as above but does no checks, it simply captures any and all mobs and places inside a spawn egg containing all of the mob information. Feeding and Taming/Breeding --------------------------- mobs:feed_tame(self, clicker, feed_count, breed, tame) This function allows the mob to be fed the item inside self.follow be it apple, wheat or whatever a set number of times and be tamed or bred as a result. Will return true when mob is fed with item it likes. 'self' mob information 'clicker' player information 'feed_count' number of times mob must be fed to tame or breed 'breed' true or false stating if mob can be bred and a child created afterwards 'tame' true or false stating if mob can be tamed so player can pick them up Protecting Mobs --------------- mobs:protect(self, clicker) This function can be used to right-click any tamed mob with mobs:protector item, this will protect the mob from harm inside of a protected area from other players. Will return true when mob right-clicked with mobs:protector item. 'self' mob information 'clicker' player information Riding Mobs ----------- Mobs can now be ridden by players and the following shows its functions and usage: mobs:attach(self, player) This function attaches a player to the mob so it can be ridden. 'self' mob information 'player' player information mobs:detach(player, offset) This function will detach the player currently riding a mob to an offset position. 'player' player information 'offset' position table containing offset values mobs:drive(self, move_animation, stand_animation, can_fly, dtime) This function allows an attached player to move the mob around and animate it at same time. 'self' mob information 'move_animation' string containing movement animation e.g. "walk" 'stand_animation' string containing standing animation e.g. "stand" 'can_fly' if true then jump and sneak controls will allow mob to fly up and down 'dtime' tick time used inside drive function mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation) This function allows an attached player to fly the mob around using directional controls. 'self' mob information 'dtime' tick time used inside fly function 'speed' speed of flight 'can_shoot' true if mob can fire arrow (sneak and left mouse button fires) 'arrow_entity' name of arrow entity used for firing 'move_animation' string containing name of pre-defined animation e.g. "walk" or "fly" etc. 'stand_animation' string containing name of pre-defined animation e.g. "stand" or "blink" etc. Note: animation names above are from the pre-defined animation lists inside mob registry without extensions. mobs:set_animation(self, name) This function sets the current animation for mob, defaulting to "stand" if not found. 'self' mob information 'name' name of animation Certain variables need to be set before using the above functions: 'self.v2' toggle switch used to define below values for the first time 'self.max_speed_forward' max speed mob can move forward 'self.max_speed_reverse' max speed mob can move backwards 'self.accel' acceleration speed 'self.terrain_type' integer containing terrain mob can walk on (1 = water, 2 or 3 = land) 'self.driver_attach_at' position offset for attaching player to mob 'self.driver_eye_offset' position offset for attached player view 'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1} mobs:line_of_sight(self, pos1, pos2, stepsize) [DEPRECATED] This function is for use within the mobs definition for special use cases and returns true if a mob can see the player or victim. ...'self' mob information 'pos1' position of mob 'pos2' position of vistim or player 'stepsize' usually set to 1 Use this instead: mob_class:line_of_sight(pos1, pos2, stepsize) mobs:can_spawn(pos, name) This function checks the surrounding area at [pos] to see if there is enough empty space to spawn mob [name], if so then a new position is returned for use, otherwise nil is returned. External Settings for "minetest.conf" ------------------------------------ 'enable_damage' if true monsters will attack players (default is true) 'only_peaceful_mobs' if true only animals will spawn in game (default is false) 'mobs_disable_blood' if false blood effects appear when mob is hit (default is false) 'mobs_spawn_protected' if set to false then mobs will not spawn in protected areas (default is true) 'mobs_spawn_monster_protected' if set to false then monsters will not spawn in protected areas (default is true) 'remove_far_mobs' if true then untamed mobs that are outside players visual range will be removed (default is true) 'mobname' can change specific mob chance rate (0 to disable) and spawn number e.g. mobs_animal:cow = 1000,5 'mob_difficulty' sets difficulty level (health and hit damage multiplied by this number), defaults to 1.0. 'mob_show_health' if false then punching mob will not show health status (true by default) 'mob_chance_multiplier' multiplies chance of all mobs spawning and can be set to 0.5 to have mobs spawn more or 2.0 to spawn less. e.g. 1 in 7000 * 0.5 = 1 in 3500 so better odds of spawning. 'mobs_spawn' if false then mobs no longer spawn without spawner or spawn egg. 'mobs_drop_items' when false mobs no longer drop items when they die. 'mobs_griefing' when false mobs cannot break blocks when using either pathfinding level 2, replace functions or mobs:boom function. 'mob_nospawn_range' Minimum range a mob can spawn near player (def: 12) 'mob_active_limit' Number of active mobs in game, 0 for unlimited 'mob_area_spawn' When true will check surrounding area the size of the mob for obstructions before spawning, otherwise it defaults to checking the height of the mob only. 'mob_smooth_rotate' Enables smooth rotation when mobs turn by default. Players can override the spawn chance for each mob registered by adding a line to their minetest.conf file with a new value, the lower the value the more each mob will spawn e.g. mobs_animal:sheep 11000 mobs_monster:sand_monster 100 ...you can also change how many of a certain mob appear in an active mapblock by adding a comma and then a new value e.g. mobs_animal:cow = 8000,4 <-- 4 cows per mapblock at 8000 spawn chance mobs_monster:dirt_monster = ,20 <-- 20 dirt monsters per mapblock Rideable Horse Example Mob -------------------------- mobs:register_mob("mob_horse:horse", { type = "animal", visual = "mesh", visual_size = {x = 1.20, y = 1.20}, mesh = "mobs_horse.x", collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4}, animation = { speed_normal = 15, speed_run = 30, stand_start = 25, stand_end = 75, walk_start = 75, walk_end = 100, run_start = 75, run_end = 100, }, textures = { {"mobs_horse.png"}, {"mobs_horsepeg.png"}, {"mobs_horseara.png"} }, fear_height = 3, runaway = true, fly = false, walk_chance = 60, view_range = 5, follow = {"farming:wheat"}, passive = true, hp_min = 12, hp_max = 16, armor = 200, lava_damage = 5, fall_damage = 5, water_damage = 1, makes_footstep_sound = true, drops = { {name = "mobs:meat_raw", chance = 1, min = 2, max = 3} }, sounds = { random = "horse_neigh.ogg", damage = "horse_whinney.ogg", }, do_custom = function(self, dtime) -- set needed values if not already present if not self.v2 then self.v2 = 0 self.max_speed_forward = 6 self.max_speed_reverse = 2 self.accel = 6 self.terrain_type = 3 self.driver_attach_at = {x = 0, y = 20, z = -2} self.driver_eye_offset = {x = 0, y = 3, z = 0} self.driver_scale = {x = 1, y = 1} end -- if driver present allow control of horse if self.driver then mobs.drive(self, "walk", "stand", false, dtime) return false -- skip rest of mob functions end return true end, on_die = function(self, pos) -- drop saddle when horse is killed while riding -- also detach from horse properly if self.driver then minetest.add_item(pos, "mobs:saddle") mobs.detach(self.driver, {x = 1, y = 0, z = 1}) end end, on_rightclick = function(self, clicker) -- make sure player is clicking if not clicker or not clicker:is_player() then return end -- feed, tame or heal horse if mobs:feed_tame(self, clicker, 10, true, true) then return end -- make sure tamed horse is being clicked by owner only if self.tamed and self.owner == clicker:get_player_name() then local inv = clicker:get_inventory() -- detatch player already riding horse if self.driver and clicker == self.driver then mobs.detach(clicker, {x = 1, y = 0, z = 1}) -- add saddle back to inventory if inv:room_for_item("main", "mobs:saddle") then inv:add_item("main", "mobs:saddle") else minetest.add_item(clicker.get_pos(), "mobs:saddle") end -- attach player to horse elseif not self.driver and clicker:get_wielded_item():get_name() == "mobs:saddle" then self.object:set_properties({stepheight = 1.1}) mobs.attach(self, clicker) -- take saddle from inventory inv:remove_item("main", "mobs:saddle") end end -- used to capture horse with magic lasso mobs:capture_mob(self, clicker, 0, 0, 80, false, nil) end }) mobs_redo/crafts.lua000066400000000000000000000212561412205443700150240ustar00rootroot00000000000000 local S = mobs.intllib -- name tag minetest.register_craftitem("mobs:nametag", { description = S("Name Tag"), inventory_image = "mobs_nametag.png", groups = {flammable = 2, nametag = 1} }) if minetest.get_modpath("dye") and minetest.get_modpath("farming") then minetest.register_craft({ output = "mobs:nametag", recipe = {{"default:paper", "dye:black", "farming:string"}} }) end -- leather minetest.register_craftitem("mobs:leather", { description = S("Leather"), inventory_image = "mobs_leather.png", groups = {flammable = 2, leather = 1} }) -- raw meat minetest.register_craftitem("mobs:meat_raw", { description = S("Raw Meat"), inventory_image = "mobs_meat_raw.png", on_use = minetest.item_eat(3), groups = {food_meat_raw = 1, flammable = 2} }) -- cooked meat minetest.register_craftitem("mobs:meat", { description = S("Meat"), inventory_image = "mobs_meat.png", on_use = minetest.item_eat(8), groups = {food_meat = 1, flammable = 2} }) minetest.register_craft({ type = "cooking", output = "mobs:meat", recipe = "mobs:meat_raw", cooktime = 5 }) -- lasso minetest.register_tool("mobs:lasso", { description = S("Lasso (right-click animal to put in inventory)"), inventory_image = "mobs_magic_lasso.png", groups = {flammable = 2} }) if minetest.get_modpath("farming") then minetest.register_craft({ output = "mobs:lasso", recipe = { {"farming:string", "", "farming:string"}, {"", "default:diamond", ""}, {"farming:string", "", "farming:string"} } }) end minetest.register_alias("mobs:magic_lasso", "mobs:lasso") -- net minetest.register_tool("mobs:net", { description = S("Net (right-click animal to put in inventory)"), inventory_image = "mobs_net.png", groups = {flammable = 2} }) if minetest.get_modpath("farming") then minetest.register_craft({ output = "mobs:net", recipe = { {"group:stick", "", "group:stick"}, {"group:stick", "", "group:stick"}, {"farming:string", "group:stick", "farming:string"} } }) end -- shears (right click to shear animal) minetest.register_tool("mobs:shears", { description = S("Steel Shears (right-click to shear)"), inventory_image = "mobs_shears.png", groups = {flammable = 2} }) minetest.register_craft({ output = "mobs:shears", recipe = { {"", "default:steel_ingot", ""}, {"", "group:stick", "default:steel_ingot"} } }) -- protection rune minetest.register_craftitem("mobs:protector", { description = S("Mob Protection Rune"), inventory_image = "mobs_protector.png", groups = {flammable = 2} }) minetest.register_craft({ output = "mobs:protector", recipe = { {"default:stone", "default:stone", "default:stone"}, {"default:stone", "default:goldblock", "default:stone"}, {"default:stone", "default:stone", "default:stone"} } }) -- level 2 protection rune minetest.register_craftitem("mobs:protector2", { description = S("Mob Protection Rune (Level 2)"), inventory_image = "mobs_protector2.png", groups = {flammable = 2} }) minetest.register_craft({ output = "mobs:protector2", recipe = { {"mobs:protector", "default:mese_crystal", "mobs:protector"}, {"default:mese_crystal", "default:diamondblock", "default:mese_crystal"}, {"mobs:protector", "default:mese_crystal", "mobs:protector"} } }) -- saddle minetest.register_craftitem("mobs:saddle", { description = S("Saddle"), inventory_image = "mobs_saddle.png", groups = {flammable = 2, saddle = 1} }) minetest.register_craft({ output = "mobs:saddle", recipe = { {"mobs:leather", "mobs:leather", "mobs:leather"}, {"mobs:leather", "default:steel_ingot", "mobs:leather"}, {"mobs:leather", "default:steel_ingot", "mobs:leather"} } }) -- make sure we can register fences if minetest.get_modpath("default") and default.register_fence then -- mob fence (looks like normal fence but collision is 2 high) default.register_fence("mobs:fence_wood", { description = S("Mob Fence"), texture = "default_wood.png", material = "default:fence_wood", groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, sounds = default.node_sound_wood_defaults(), collision_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.5, 0.5, 1.9, 0.5}, } } }) end -- mob fence top (has enlarged collisionbox to stop mobs getting over) minetest.register_node("mobs:fence_top", { description = S("Mob Fence Top"), drawtype = "nodebox", tiles = {"default_wood.png"}, paramtype = "light", is_ground_content = false, groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, sounds = default.node_sound_wood_defaults(), node_box = { type = "fixed", fixed = {-0.2, -0.5, -0.2, 0.2, 0, 0.2} }, collision_box = { type = "fixed", fixed = {-0.4, -1.5, -0.4, 0.4, 0, 0.4} }, selection_box = { type = "fixed", fixed = {-0.4, -1.5, -0.4, 0.4, 0, 0.4} } }) minetest.register_craft({ output = "mobs:fence_top 12", recipe = { {"group:wood", "group:wood", "group:wood"}, {"", "default:fence_wood", ""} } }) -- items that can be used as fuel minetest.register_craft({ type = "fuel", recipe = "mobs:nametag", burntime = 3 }) minetest.register_craft({ type = "fuel", recipe = "mobs:lasso", burntime = 7 }) minetest.register_craft({ type = "fuel", recipe = "mobs:net", burntime = 8 }) minetest.register_craft({ type = "fuel", recipe = "mobs:leather", burntime = 4 }) minetest.register_craft({ type = "fuel", recipe = "mobs:saddle", burntime = 7 }) minetest.register_craft({ type = "fuel", recipe = "mobs:fence_wood", burntime = 7 }) minetest.register_craft({ type = "fuel", recipe = "mobs:fence_top", burntime = 2 }) -- this tool spawns same mob and adds owner, protected, nametag info -- then removes original entity, this is used for fixing any issues. local tex_obj minetest.register_tool(":mobs:mob_reset_stick", { description = S("Mob Reset Stick"), inventory_image = "default_stick.png^[colorize:#ff000050", stack_max = 1, groups = {not_in_creative_inventory = 1}, on_use = function(itemstack, user, pointed_thing) if pointed_thing.type ~= "object" then return end local obj = pointed_thing.ref local control = user:get_player_control() local sneak = control and control.sneak -- spawn same mob with saved stats, with random texture if obj and not sneak then local self = obj:get_luaentity() local obj2 = minetest.add_entity(obj:get_pos(), self.name) if obj2 then local ent2 = obj2:get_luaentity() ent2.protected = self.protected ent2.owner = self.owner ent2.nametag = self.nametag ent2.gotten = self.gotten ent2.tamed = self.tamed ent2.health = self.health ent2.order = self.order if self.child then obj2:set_velocity({x = 0, y = self.jump_height, z = 0}) end obj2:set_properties({nametag = self.nametag}) obj:remove() end end -- display form to enter texture name ending in .png if obj and sneak then tex_obj = obj -- get base texture local bt = tex_obj:get_luaentity().base_texture[1] if type(bt) ~= "string" then bt = "" end local name = user:get_player_name() minetest.show_formspec(name, "mobs_texture", "size[8,4]" .. "field[0.5,1;7.5,0;name;" .. minetest.formspec_escape(S("Enter texture:")) .. ";" .. bt .. "]" .. "button_exit[2.5,3.5;3,1;mob_texture_change;" .. minetest.formspec_escape(S("Change")) .. "]") end end }) minetest.register_on_player_receive_fields(function(player, formname, fields) -- right-clicked with nametag and name entered? if formname == "mobs_texture" and fields.name and fields.name ~= "" then -- does mob still exist? if not tex_obj or not tex_obj:get_luaentity() then return end -- make sure nametag is being used to name mob local item = player:get_wielded_item() if item:get_name() ~= "mobs:mob_reset_stick" then return end -- limit name entered to 64 characters long if fields.name:len() > 64 then fields.name = fields.name:sub(1, 64) end -- update texture local self = tex_obj:get_luaentity() self.base_texture = {fields.name} tex_obj:set_properties({textures = {fields.name}}) -- reset external variable tex_obj = nil end end) -- Meat Block (thanks to painterlypack.net for allowing me to use these textures) minetest.register_node("mobs:meatblock", { description = S("Meat Block"), tiles = {"mobs_meat_top.png", "mobs_meat_bottom.png", "mobs_meat_side.png"}, paramtype2 = "facedir", groups = {choppy = 1, oddly_breakable_by_hand = 1, flammable = 2}, sounds = default and default.node_sound_leaves_defaults(), on_place = minetest.rotate_node, on_use = minetest.item_eat(20) }) minetest.register_craft({ output = "mobs:meatblock", -- type = "shapeless", recipe = { {"group:food_meat", "group:food_meat", "group:food_meat"}, {"group:food_meat", "group:food_meat", "group:food_meat"}, {"group:food_meat", "group:food_meat", "group:food_meat"} } }) mobs_redo/depends.txt000066400000000000000000000001341412205443700152120ustar00rootroot00000000000000default? tnt? dye? farming? invisibility? intllib? lucky_block? cmi? toolranks? pathfinder? mobs_redo/description.txt000066400000000000000000000000671412205443700161200ustar00rootroot00000000000000Adds a mob api for mods to add animals or monsters etc.mobs_redo/init.lua000066400000000000000000000007621412205443700145040ustar00rootroot00000000000000 local path = minetest.get_modpath("mobs") -- Peaceful player privilege minetest.register_privilege("peaceful_player", { description = "Prevents Mobs Redo mobs from attacking player", give_to_singleplayer = false }) -- Mob API dofile(path .. "/api.lua") -- Rideable Mobs dofile(path .. "/mount.lua") -- Mob Items dofile(path .. "/crafts.lua") -- Mob Spawner dofile(path .. "/spawner.lua") -- Lucky Blocks dofile(path .. "/lucky_block.lua") minetest.log("action", "[MOD] Mobs Redo loaded") mobs_redo/intllib.lua000066400000000000000000000001371412205443700151720ustar00rootroot00000000000000-- Support for the old multi-load method dofile(minetest.get_modpath("intllib").."/init.lua") mobs_redo/license.txt000066400000000000000000000020631412205443700152150ustar00rootroot00000000000000The MIT License (MIT) Copyright (c) 2016 TenPlus1 Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. mobs_redo/locale/000077500000000000000000000000001412205443700142705ustar00rootroot00000000000000mobs_redo/locale/de_DE.po000066400000000000000000000053131412205443700155720ustar00rootroot00000000000000# Mobs Redo translation. # Copyright (C) 2017 TenPlus1 # This file is distributed under the same license as the mobs package. # Wuzzy , 2017 # msgid "" msgstr "" "Project-Id-Version: mobs\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2017-07-02 16:48+0200\n" "PO-Revision-Date: 2017-07-02 14:27+0200\n" "Last-Translator: Wuzzy \n" "Language-Team: \n" "Language: de_DE\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 2.0.2\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" #: api.lua msgid "** Peaceful Mode Active - No Monsters Will Spawn" msgstr "" #: api.lua msgid "Mob has been protected!" msgstr "Kreatur wurde geschützt!" #: api.lua msgid "@1 (Tamed)" msgstr "@1 (Gezähmt)" #: api.lua msgid "Not tamed!" msgstr "Nicht gezähmt!" #: api.lua msgid "@1 is owner!" msgstr "@1 ist der Besitzer!" #: api.lua msgid "Missed!" msgstr "Daneben!" #: api.lua msgid "Already protected!" msgstr "Bereits geschützt!" #: api.lua msgid "@1 at full health (@2)" msgstr "@1 bei voller Gesundheit (@2)" #: api.lua msgid "@1 has been tamed!" msgstr "@1 wurde gezähmt!" #: api.lua msgid "Enter name:" msgstr "Namen eingeben:" #: api.lua msgid "Rename" msgstr "Umbenennen" #: crafts.lua msgid "Name Tag" msgstr "Namensschild" #: crafts.lua msgid "Leather" msgstr "Leder" #: crafts.lua msgid "Raw Meat" msgstr "Rohes Fleisch" #: crafts.lua msgid "Meat" msgstr "Fleisch" #: crafts.lua msgid "Lasso (right-click animal to put in inventory)" msgstr "Lasso (Rechtsklick auf Tier, um es zu nehmen)" #: crafts.lua msgid "Net (right-click animal to put in inventory)" msgstr "Netz (Rechtsklick auf Tier, um es zu nehmen)" #: crafts.lua msgid "Steel Shears (right-click to shear)" msgstr "Stahlschere (Rechtsklick zum Scheren)" #: crafts.lua msgid "Mob Protection Rune" msgstr "Kreaturschutzrune" #: crafts.lua msgid "Saddle" msgstr "Sattel" #: crafts.lua msgid "Mob Fence" msgstr "Kreaturen Zaun" #: spawner.lua msgid "Mob Spawner" msgstr "Kreaturenspawner" #: spawner.lua msgid "Mob MinLight MaxLight Amount PlayerDist" msgstr "Kreatur MinLicht MaxLicht Menge SpielerEntfng" #: spawner.lua msgid "Spawner Not Active (enter settings)" msgstr "Nicht aktiv (Einstellungen eingeben)" #: spawner.lua msgid "Spawner Active (@1)" msgstr "Spawner aktiv (@1)" #: spawner.lua msgid "Mob Spawner settings failed!" msgstr "Kreaturenspawner-Einstellungen gescheitert!" #: spawner.lua msgid "" "Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " "distance[1-20] y_offset[-10 to 10]”" msgstr "" "Syntax: „name min_licht[0-14] max_licht[0-14] max_mobs_im_gebiet[0 zum " "Deaktivieren] distanz[1-20] y_versatz[-10 bis 10]“" mobs_redo/locale/es.po000066400000000000000000000052401412205443700152400ustar00rootroot00000000000000# Mobs Redo translation. # Copyright (C) 2017 TenPlus1 # This file is distributed under the same license as the mobs package. # Wuzzy , 2017 # msgid "" msgstr "" "Project-Id-Version: PACKAGE VERSION\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2017-07-16 16:48+0200\n" "PO-Revision-Date: 2017-07-16 16:48+0200\n" "Last-Translator: Aleks \n" "Language-Team: \n" "Language: es\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" #: api.lua msgid "** Peaceful Mode Active - No Monsters Will Spawn" msgstr "" #: api.lua msgid "Mob has been protected!" msgstr "El mob ha sido protegido!" #: api.lua msgid "@1 (Tamed)" msgstr "@1 (Domesticado)" #: api.lua msgid "Not tamed!" msgstr "No domesticado!" #: api.lua msgid "@1 is owner!" msgstr "@1 es el dueño!" #: api.lua msgid "Missed!" msgstr "Perdido!" #: api.lua msgid "Already protected!" msgstr "Ya está protegido!" #: api.lua msgid "@1 at full health (@2)" msgstr "@1 con salud llena (@2)" #: api.lua msgid "@1 has been tamed!" msgstr "@1 ha sido domesticado!" #: api.lua msgid "Enter name:" msgstr "Ingrese nombre:" #: api.lua msgid "Rename" msgstr "Renombrar" #: crafts.lua msgid "Name Tag" msgstr "Nombrar etiqueta" #: crafts.lua msgid "Leather" msgstr "Cuero" #: crafts.lua msgid "Raw Meat" msgstr "Carne cruda" #: crafts.lua msgid "Meat" msgstr "Carne" #: crafts.lua msgid "Lasso (right-click animal to put in inventory)" msgstr "Lazo (click derecho en animal para colocar en inventario)" #: crafts.lua msgid "Net (right-click animal to put in inventory)" msgstr "Red (click derecho en animal para colocar en inventario)" #: crafts.lua msgid "Steel Shears (right-click to shear)" msgstr "Tijera de acero (click derecho para esquilar)" #: crafts.lua msgid "Mob Protection Rune" msgstr "Runa de protección de Mob" #: crafts.lua msgid "Saddle" msgstr "Montura" #: crafts.lua msgid "Mob Fence" msgstr "" #: spawner.lua msgid "Mob Spawner" msgstr "Generador de Mob" #: spawner.lua msgid "Mob MinLight MaxLight Amount PlayerDist" msgstr "Mob LuzMin LuzMax Cantidad DistJugador" #: spawner.lua msgid "Spawner Not Active (enter settings)" msgstr "Generador no activo (ingrese config)" #: spawner.lua msgid "Spawner Active (@1)" msgstr "Generador activo (@1)" #: spawner.lua msgid "Mob Spawner settings failed!" msgstr "Configuracion de generador de Mob falló!" #: spawner.lua msgid "" "Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " "distance[1-20] y_offset[-10 to 10]”" msgstr "Sintaxis: “nombre luz_min[0-14] luz_max[0-14] max_mobs_en_area[0 para deshabilitar] " "distancia[1-20] compensacion[-10 a 10]”" mobs_redo/locale/fr.po000066400000000000000000000060161412205443700152420ustar00rootroot00000000000000# SOME DESCRIPTIVE TITLE. # Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER # This file is distributed under the same license as the PACKAGE package. # FIRST AUTHOR , YEAR. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: \n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2017-07-29 09:13+0200\n" "PO-Revision-Date: 2020-08-13 21:20+0500\n" "Last-Translator: Olivier Dragon \n" "Language-Team: \n" "Language: fr\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" #: api.lua msgid "** Peaceful Mode Active - No Monsters Will Spawn" msgstr "** Mode pacifique activé - Aucun monstre ne sera généré" #: api.lua msgid "Mob has been protected!" msgstr "L'animal a été protégé !" #: api.lua msgid "@1 (Tamed)" msgstr "@1 (apprivoisé)" #: api.lua msgid "Not tamed!" msgstr "Non-apprivoisé !" #: api.lua msgid "@1 is owner!" msgstr "Appartient à @1 !" #: api.lua msgid "Missed!" msgstr "Raté !" #: api.lua msgid "Already protected!" msgstr "Déjà protégé !" #: api.lua msgid "@1 at full health (@2)" msgstr "@1 est en pleine forme (@2) " #: api.lua msgid "@1 has been tamed!" msgstr "@1 a été apprivoisé ! " #: api.lua msgid "Enter name:" msgstr "Saisissez un nom :" #: api.lua msgid "Rename" msgstr "Renommer" #: crafts.lua msgid "Name Tag" msgstr "Étiquette de collier" #: crafts.lua msgid "Leather" msgstr "Cuir" #: crafts.lua msgid "Raw Meat" msgstr "Viande crue" #: crafts.lua msgid "Meat" msgstr "Viande" #: crafts.lua msgid "Lasso (right-click animal to put in inventory)" msgstr "Lasso (clic droit sur l'animal pour le mettre dans l'inventaire)" #: crafts.lua msgid "Net (right-click animal to put in inventory)" msgstr "Filet (clic droit sur l'animal pour le mettre dans l'inventaire)" #: crafts.lua msgid "Steel Shears (right-click to shear)" msgstr "Ciseaux à laine (clic droit pour tondre)" #: crafts.lua msgid "Mob Protection Rune" msgstr "Rune de protection des animaux" #: crafts.lua msgid "Saddle" msgstr "Selle" #: crafts.lua msgid "Mob Fence" msgstr "Clôture à animaux" #: crafts.lua msgid "Mob Fence Top" msgstr "Haut de clôture à animaux" #: spawner.lua msgid "Mob Spawner" msgstr "Générateur de mob" #: spawner.lua msgid "(mob name) (min light) (max light) (amount) (player distance) (Y offset)" msgstr "(Nom) (MinLumière) (MaxLumière) (Quantité) (Distance du Joueur) (Décalage en Y)" #: spawner.lua msgid "Spawner Not Active (enter settings)" msgstr "Générateur non actif (entrez les paramètres)" #: spawner.lua msgid "Command:" msgstr "Commande:" #: spawner.lua msgid "Spawner Active (@1)" msgstr "Générateur actif (@1)" #: spawner.lua msgid "Mob Spawner settings failed!" msgstr "Echec des paramètres du générateur" #: spawner.lua msgid "" "Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " "distance[1-20] y_offset[-10 to 10]”" msgstr "Syntaxe : “nom min_lumière[0-14] max_lumière[0-14] max_mobs_dans_zone[0 pour désactiver] distance[1-20] décalage_y[-10 à 10]“" mobs_redo/locale/it.po000066400000000000000000000056421412205443700152530ustar00rootroot00000000000000# ITALIAN LOCALE FILE FOR THE MOBS REDO MODULE # Copyright (c) 2014 Krupnov Pavel and 2016 TenPlus1 # This file is distributed under the same license as the MOBS REDO package. # Hamlet , 2017. # msgid "" msgstr "" "Project-Id-Version: Italian locale file for the Mobs Redo module\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2017-07-02 16:48+0200\n" "PO-Revision-Date: 2020-05-11 13:33+0200\n" "Last-Translator: Hamlet \n" "Language-Team: \n" "Language: it\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: Poedit 2.2.1\n" #: api.lua msgid "** Peaceful Mode Active - No Monsters Will Spawn" msgstr "** Modalità pacifica attiva - non comparirà nessun mostro" #: api.lua msgid "Mob has been protected!" msgstr "Il mob è stato protetto!" #: api.lua msgid "@1 (Tamed)" msgstr "@1 (Addomesticato)" #: api.lua msgid "Not tamed!" msgstr "Non addomesticato!" #: api.lua msgid "@1 is owner!" msgstr "Il padrone è @1!" #: api.lua msgid "Missed!" msgstr "Mancato!" #: api.lua msgid "Already protected!" msgstr "Già protetto!" #: api.lua msgid "@1 at full health (@2)" msgstr "@1 in piena salute (@2)" #: api.lua msgid "@1 has been tamed!" msgstr "@1 è stato addomesticato!" #: api.lua msgid "Enter name:" msgstr "Inserire il nome:" #: api.lua msgid "Rename" msgstr "Rinomina" #: crafts.lua msgid "Name Tag" msgstr "Targhetta" #: crafts.lua msgid "Leather" msgstr "Pelle" #: crafts.lua msgid "Raw Meat" msgstr "Carne cruda" #: crafts.lua msgid "Meat" msgstr "Carne" #: crafts.lua msgid "Lasso (right-click animal to put in inventory)" msgstr "Lazo (click di destro per mettere l'animale nell'inventario)" #: crafts.lua msgid "Net (right-click animal to put in inventory)" msgstr "Rete (click destro per mettere l'animale nell'inventario)" #: crafts.lua msgid "Steel Shears (right-click to shear)" msgstr "Cesoie d'acciaio (click destro per tosare)" #: crafts.lua msgid "Mob Protection Rune" msgstr "Runa di protezione per mob" #: crafts.lua msgid "Saddle" msgstr "Sella" #: crafts.lua msgid "Mob Fence" msgstr "Recinzione per mob" #: spawner.lua msgid "Mob Spawner" msgstr "Generatore di mob" #: spawner.lua msgid "Mob MinLight MaxLight Amount PlayerDist" msgstr "Mob LuceMin LuceMax Ammontare DistGiocat." #: spawner.lua msgid "Spawner Not Active (enter settings)" msgstr "Generatore inattivo (inserire le impostazioni)" #: spawner.lua msgid "Spawner Active (@1)" msgstr "Generatore attivo (@1)" #: spawner.lua msgid "Mob Spawner settings failed!" msgstr "Impostazioni del generatore di mob fallite!" #: spawner.lua msgid "" "Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " "distance[1-20] y_offset[-10 to 10]”" msgstr "" "Sintassi: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 per " "disabilitare] distance[1-20] y_offset[-10 fino a 10]”" mobs_redo/locale/mobs.de_DE.tr000066400000000000000000000023541412205443700165420ustar00rootroot00000000000000# textdomain:mobs #** Peaceful Mode Active - No Monsters Will Spawn= @1 (Tamed)=@1 (Gezähmt) @1 at full health (@2)=@1 bei voller Gesundheit (@2) @1 has been tamed!=@1 wurde gezähmt! @1 is owner!=@1 ist der Besitzer! #Active Mob Limit Reached!= Already protected!=Bereits geschützt! #Change= #Command:= Enter name:=Namen eingeben: #Enter texture:= Lasso (right-click animal to put in inventory)=Lasso (Rechtsklick auf Tier, um es zu nehmen) Leather=Leder Meat=Fleisch Missed!=Daneben! Mob Fence=Kreaturen Zaun #Mob Fence Top= Mob Protection Rune=Kreaturschutzrune #Mob Reset Stick= #Mob Spawner= Mob Spawner settings failed!=Kreaturenspawner-Einstellungen gescheitert! Mob has been protected!=Kreatur wurde geschützt! Name Tag=Namensschild Net (right-click animal to put in inventory)=Netz (Rechtsklick auf Tier, um es zu nehmen) Not tamed!=Nicht gezähmt! Raw Meat=Rohes Fleisch Rename=Umbenennen Saddle=Sattel Spawner Active (@1)=Spawner aktiv (@1) Spawner Not Active (enter settings)=Nicht aktiv (Einstellungen eingeben) Steel Shears (right-click to shear)=Stahlschere (Rechtsklick zum Scheren) #Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= #lifetimer expired, removed @1= mobs_redo/locale/mobs.en.tr000066400000000000000000000014561412205443700162060ustar00rootroot00000000000000# textdomain:mobs #** Peaceful Mode Active - No Monsters Will Spawn= #@1 (Tamed)= #@1 at full health (@2)= #@1 has been tamed!= #@1 is owner!= #Active Mob Limit Reached!= #Already protected!= #Change= #Command:= #Enter name:= #Enter texture:= #Lasso (right-click animal to put in inventory)= #Leather= #Meat= #Missed!= #Mob Fence= #Mob Fence Top= #Mob Protection Rune= #Mob Reset Stick= #Mob Spawner= #Mob Spawner settings failed!= #Mob has been protected!= #Name Tag= #Net (right-click animal to put in inventory)= #Not tamed!= #Raw Meat= #Rename= #Saddle= #Spawner Active (@1)= #Spawner Not Active (enter settings)= #Steel Shears (right-click to shear)= #Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= #lifetimer expired, removed @1= mobs_redo/locale/mobs.es.tr000066400000000000000000000024071412205443700162100ustar00rootroot00000000000000# textdomain:mobs #** Peaceful Mode Active - No Monsters Will Spawn= @1 (Tamed)=@1 (Domesticado) @1 at full health (@2)=@1 con salud llena (@2) @1 has been tamed!=@1 ha sido domesticado! @1 is owner!=@1 es el dueño! #Active Mob Limit Reached!= Already protected!=Ya está protegido! #Change= #Command:= Enter name:=Ingrese nombre: #Enter texture:= Lasso (right-click animal to put in inventory)=Lazo (click derecho en animal para colocar en inventario) Leather=Cuero Meat=Carne Missed!=Perdido! #Mob Fence= #Mob Fence Top= Mob Protection Rune=Runa de protección de Mob #Mob Reset Stick= #Mob Spawner= Mob Spawner settings failed!=Configuracion de generador de Mob falló! Mob has been protected!=El mob ha sido protegido! Name Tag=Nombrar etiqueta Net (right-click animal to put in inventory)=Red (click derecho en animal para colocar en inventario) Not tamed!=No domesticado! Raw Meat=Carne cruda Rename=Renombrar Saddle=Montura Spawner Active (@1)=Generador activo (@1) Spawner Not Active (enter settings)=Generador no activo (ingrese config) Steel Shears (right-click to shear)=Tijera de acero (click derecho para esquilar) #Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= #lifetimer expired, removed @1= mobs_redo/locale/mobs.fr.tr000066400000000000000000000033721412205443700162120ustar00rootroot00000000000000# textdomain:mobs ** Peaceful Mode Active - No Monsters Will Spawn=** Mode pacifique activé - aucun monstre ne sera généré @1 (Tamed)=@1 (apprivoisé) @1 at full health (@2)=@1 est en pleine forme (@2) @1 has been tamed!=@1 a été apprivoisé ! @1 is owner!=Appartient à @1 ! Active Mob Limit Reached!=Limite atteinte du nombre des êtres vivants actifs ! Already protected!=Déjà protégé ! Change=Changer Command:=Commande : Enter name:=Saisissez un nom : Enter texture:=Saisissez une texture : Lasso (right-click animal to put in inventory)=Lasso (clic droit sur l'animal pour le mettre dans l'inventaire) Leather=Cuir Meat=Viande Missed!=Raté ! Mob Fence= Clôture à animaux Mob Fence Top=Haut de clôture à animaux Mob Protection Rune=Rune de protection des animaux Mob Reset Stick=Baguette de réinitialisation des êtres vivants Mob Spawner=Créateur d'êtres vivants Mob Spawner settings failed!=Échec des paramètres du créateur d'être vivants ! Mob has been protected!=L'animal a été protégé ! Name Tag=Étiquette de collier Net (right-click animal to put in inventory)=Filet (clic droit sur l'animal pour le mettre dans l'inventaire) Not tamed!=Non-apprivoisé ! Raw Meat=Viande crue Rename=Renommer Saddle=Selle Spawner Active (@1)=Créateur actif (@1) Spawner Not Active (enter settings)=Créateur non actif (entrez les paramètres) Steel Shears (right-click to shear)=Ciseaux à laine (clic droit pour tondre) Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”=Syntaxe : «name min_lumière[0-14] max_lumière[0-14] max_être_vivant_dans_région[0 pour désactiver] distance_joueur[1-20] décalage_y[-10 to 10]» lifetimer expired, removed @1=Être immortel expiré ; @1 retiré mobs_redo/locale/mobs.it.tr000066400000000000000000000025341412205443700162160ustar00rootroot00000000000000# textdomain:mobs ** Peaceful Mode Active - No Monsters Will Spawn=** Modalità pacifica attiva - non comparirà nessun mostro @1 (Tamed)=@1 (Addomesticato) @1 at full health (@2)=@1 in piena salute (@2) @1 has been tamed!=@1 è stato addomesticato! @1 is owner!=Il padrone è @1! #Active Mob Limit Reached!= Already protected!=Già protetto! #Change= #Command:= Enter name:=Inserire il nome: #Enter texture:= Lasso (right-click animal to put in inventory)=Lazo (click di destro per mettere l'animale nell'inventario) Leather=Pelle Meat=Carne Missed!=Mancato! Mob Fence=Recinzione per mob #Mob Fence Top= Mob Protection Rune=Runa di protezione per mob #Mob Reset Stick= #Mob Spawner= Mob Spawner settings failed!=Impostazioni del generatore di mob fallite! Mob has been protected!=Il mob è stato protetto! Name Tag=Targhetta Net (right-click animal to put in inventory)=Rete (click destro per mettere l'animale nell'inventario) Not tamed!=Non addomesticato! Raw Meat=Carne cruda Rename=Rinomina Saddle=Sella Spawner Active (@1)=Generatore attivo (@1) Spawner Not Active (enter settings)=Generatore inattivo (inserire le impostazioni) Steel Shears (right-click to shear)=Cesoie d'acciaio (click destro per tosare) #Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= #lifetimer expired, removed @1= mobs_redo/locale/mobs.ms.tr000066400000000000000000000025041412205443700162160ustar00rootroot00000000000000# textdomain:mobs ** Peaceful Mode Active - No Monsters Will Spawn=** Mod Aman Diaktifkan - Tiada Raksasa Akan Muncul @1 (Tamed)=@1 (Jinak) @1 at full health (@2)=Mata kesihatan @1 telah penuh (@2) @1 has been tamed!=@1 telah dijinakkan! @1 is owner!=Ini hak milik @1! #Active Mob Limit Reached!= Already protected!=Telah dilindungi! #Change= #Command:= Enter name:=Masukkan nama: #Enter texture:= Lasso (right-click animal to put in inventory)=Tanjul (klik-kanan haiwan untuk masukkan ke inventori) Leather=Kulit Meat=Daging Bakar Missed!=Terlepas! Mob Fence=Pagar Mob #Mob Fence Top= Mob Protection Rune=Rune Perlindungan Mob #Mob Reset Stick= #Mob Spawner= Mob Spawner settings failed!=Penetapan Pewujud Mob gagal! Mob has been protected!=Mob telah pun dilindungi! Name Tag=Tanda Nama Net (right-click animal to put in inventory)=Jaring (klik-kanan haiwan untuk masukkan ke inventori) Not tamed!=Belum dijinakkan! Raw Meat=Daging Mentah Rename=Namakan semula Saddle=Pelana Spawner Active (@1)=Pewujud Mob Aktif (@1) Spawner Not Active (enter settings)=Pewujud Mob Tidak Aktif (masukkan tetapan) Steel Shears (right-click to shear)=Ketam Keluli (klik-kanan untuk mengetam bulu biri-biri) #Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= #lifetimer expired, removed @1= mobs_redo/locale/mobs.pt.tr000066400000000000000000000022131412205443700162170ustar00rootroot00000000000000# textdomain:mobs #** Peaceful Mode Active - No Monsters Will Spawn= #@1 (Tamed)= @1 at full health (@2)=@1 em plena saude (@2) @1 has been tamed!=@1 foi domesticado! @1 is owner!=Dono @1! #Active Mob Limit Reached!= #Already protected!= #Change= #Command:= Enter name:=Insira um nome: #Enter texture:= Lasso (right-click animal to put in inventory)=Laço (clique-direito no animal para por no inventario) Leather=Couro Meat=Carne Missed!=Faltou! #Mob Fence= #Mob Fence Top= #Mob Protection Rune= #Mob Reset Stick= #Mob Spawner= Mob Spawner settings failed!=Configuraçao de Spawnador do Mob falhou! #Mob has been protected!= Name Tag=Etiqueta Net (right-click animal to put in inventory)=Net (clique-direito no animal para por no inventario) Not tamed!=Indomesticado! Raw Meat=Carne crua Rename=Renomear #Saddle= Spawner Active (@1)=Spawnador Ativo (@1) Spawner Not Active (enter settings)=Spawnador Inativo (configurar) Steel Shears (right-click to shear)=Tesoura de Aço (clique-direito para tosquiar) #Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= #lifetimer expired, removed @1= mobs_redo/locale/mobs.ru.tr000066400000000000000000000031771412205443700162340ustar00rootroot00000000000000# textdomain:mobs ** Peaceful Mode Active - No Monsters Will Spawn=** Мирный модус активирован - монстры не спаунятся @1 (Tamed)=@1 (Прирученный) @1 at full health (@2)=@1 при полном здоровье (@2) @1 has been tamed!=@1 приручен @1 is owner!=@1 владелец #Active Mob Limit Reached!= Already protected!=Уже защищен! #Change= #Command:= Enter name:=Введите имя: #Enter texture:= Lasso (right-click animal to put in inventory)=Лассо (Правый клик - положить животное в инвентарь) Leather=Кожа Meat=Мясо Missed!=Промазал! Mob Fence=Забор от мобов #Mob Fence Top= Mob Protection Rune=Защитная руна мобов #Mob Reset Stick= #Mob Spawner= Mob Spawner settings failed!=Настройки спаунера моба провалились Mob has been protected!=Моб защищен! Name Tag=Новый тэг Net (right-click animal to put in inventory)=Сеть (Правый клик - положить животное в инвентарь) Not tamed!=Не прирученный Raw Meat=Сырое мясо Rename=Переименовать Saddle=Седло Spawner Active (@1)=Активные спаунер (@1) Spawner Not Active (enter settings)=Спаунер не активен (введите настройки) Steel Shears (right-click to shear)=Ножницы (Правый клик - подстричь) #Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= #lifetimer expired, removed @1= mobs_redo/locale/mobs.tr.tr000066400000000000000000000022301412205443700162200ustar00rootroot00000000000000# textdomain:mobs #** Peaceful Mode Active - No Monsters Will Spawn= #@1 (Tamed)= @1 at full health (@2)=@1 tam canında (@2) @1 has been tamed!=@1 tamamen evcilleştirilmiştir! @1 is owner!=Sahibi @1! #Active Mob Limit Reached!= #Already protected!= #Change= #Command:= Enter name:=İsim gir: #Enter texture:= Lasso (right-click animal to put in inventory)=Kement (hayvana sağ tıklayarak envantere koy) Leather=Deri Meat=Et Missed!=Kaçırdın! Mob Fence=Canavar Yaratıcı #Mob Fence Top= #Mob Protection Rune= #Mob Reset Stick= #Mob Spawner= Mob Spawner settings failed!=Yaratıcı ayarları uygulanamadı. #Mob has been protected!= Name Tag=İsim etiketi Net (right-click animal to put in inventory)=Ağ (hayvana sağ tıklayarak envantere koy) Not tamed!=Evcil değil! Raw Meat=Çiğ et Rename=Yeniden adlandır #Saddle= Spawner Active (@1)=Yaratıcı aktif (@1) Spawner Not Active (enter settings)=Yaratıcı aktif değil (ayarlara gir) Steel Shears (right-click to shear)=Çelik makas (sağ tıklayarak kes) #Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= #lifetimer expired, removed @1= mobs_redo/locale/mobs.zh_CN.tr000066400000000000000000000024041412205443700165770ustar00rootroot00000000000000# textdomain:mobs ** Peaceful Mode Active - No Monsters Will Spawn=** 和平模式已激活——没有怪物会产生 @1 (Tamed)=@1(已驯服) @1 at full health (@2)=@1已经满血(@2) @1 has been tamed!=@1已经被驯服! @1 is owner!=@1 是主人 #Active Mob Limit Reached!= Already protected!=已经被保护! #Change= #Command:= Enter name:=输入名称: #Enter texture:= Lasso (right-click animal to put in inventory)=套索(右键单击动物以放入物品栏) Leather=皮革 Meat=肉 Missed!=没抓住! Mob Fence=Mob 栅栏 #Mob Fence Top= Mob Protection Rune=Mob 保护符文 #Mob Reset Stick= #Mob Spawner= Mob Spawner settings failed!=Mob 孵化器设置失败! Mob has been protected!=Mob 已经被保护了! Name Tag=名称标签 Net (right-click animal to put in inventory)=网(右键单击动物以放入物品栏) Not tamed!=没有驯服! Raw Meat=生肉 Rename=重新命名 Saddle=鞍 Spawner Active (@1)=孵化器正在运转(@1) Spawner Not Active (enter settings)=孵化器未使用(输入设置) Steel Shears (right-click to shear)=钢剪(右键单击以剪切) #Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= #lifetimer expired, removed @1= mobs_redo/locale/mobs.zh_TW.tr000066400000000000000000000024041412205443700166310ustar00rootroot00000000000000# textdomain:mobs ** Peaceful Mode Active - No Monsters Will Spawn=** 和平模式已激活——沒有怪物會產生 @1 (Tamed)=@1(已馴服) @1 at full health (@2)=@1已經滿血(@2) @1 has been tamed!=@1已經被馴服! @1 is owner!=@1 是主人 #Active Mob Limit Reached!= Already protected!=已經被保護! #Change= #Command:= Enter name:=輸入名稱: #Enter texture:= Lasso (right-click animal to put in inventory)=套索(右鍵單擊動物以放入物品欄) Leather=皮革 Meat=肉 Missed!=沒抓住! Mob Fence=Mob 柵欄 #Mob Fence Top= Mob Protection Rune=Mob 保護符文 #Mob Reset Stick= #Mob Spawner= Mob Spawner settings failed!=Mob 孵化器設置失敗! Mob has been protected!=Mob 已經被保護了! Name Tag=名稱標籤 Net (right-click animal to put in inventory)=網(右鍵單擊動物以放入物品欄) Not tamed!=沒有馴服! Raw Meat=生肉 Rename=重新命名 Saddle=鞍 Spawner Active (@1)=孵化器正在運轉(@1) Spawner Not Active (enter settings)=孵化器未使用(輸入設置) Steel Shears (right-click to shear)=鋼剪(右鍵單擊以剪切) #Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= #lifetimer expired, removed @1= mobs_redo/locale/ms.po000066400000000000000000000055171412205443700152570ustar00rootroot00000000000000# SOME DESCRIPTIVE TITLE. # Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER # This file is distributed under the same license as the PACKAGE package. # FIRST AUTHOR , YEAR. # msgid "" msgstr "" "Project-Id-Version: \n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2018-02-05 23:40+0800\n" "PO-Revision-Date: 2018-02-05 23:51+0800\n" "Language-Team: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 2.0.6\n" "Last-Translator: MuhdNurHidayat (MNH48) \n" "Plural-Forms: nplurals=1; plural=0;\n" "Language: ms\n" #: api.lua msgid "** Peaceful Mode Active - No Monsters Will Spawn" msgstr "** Mod Aman Diaktifkan - Tiada Raksasa Akan Muncul" #: api.lua msgid "Mob has been protected!" msgstr "Mob telah pun dilindungi!" #: api.lua msgid "@1 (Tamed)" msgstr "@1 (Jinak)" #: api.lua msgid "Not tamed!" msgstr "Belum dijinakkan!" #: api.lua msgid "@1 is owner!" msgstr "Ini hak milik @1!" #: api.lua msgid "Missed!" msgstr "Terlepas!" #: api.lua msgid "Already protected!" msgstr "Telah dilindungi!" #: api.lua msgid "@1 at full health (@2)" msgstr "Mata kesihatan @1 telah penuh (@2)" #: api.lua msgid "@1 has been tamed!" msgstr "@1 telah dijinakkan!" #: api.lua msgid "Enter name:" msgstr "Masukkan nama:" #: api.lua msgid "Rename" msgstr "Namakan semula" #: crafts.lua msgid "Name Tag" msgstr "Tanda Nama" #: crafts.lua msgid "Leather" msgstr "Kulit" #: crafts.lua msgid "Raw Meat" msgstr "Daging Mentah" #: crafts.lua msgid "Meat" msgstr "Daging Bakar" #: crafts.lua msgid "Lasso (right-click animal to put in inventory)" msgstr "Tanjul (klik-kanan haiwan untuk masukkan ke inventori)" #: crafts.lua msgid "Net (right-click animal to put in inventory)" msgstr "Jaring (klik-kanan haiwan untuk masukkan ke inventori)" #: crafts.lua msgid "Steel Shears (right-click to shear)" msgstr "Ketam Keluli (klik-kanan untuk mengetam bulu biri-biri)" #: crafts.lua msgid "Mob Protection Rune" msgstr "Rune Perlindungan Mob" #: crafts.lua msgid "Saddle" msgstr "Pelana" #: crafts.lua msgid "Mob Fence" msgstr "Pagar Mob" #: spawner.lua msgid "Mob Spawner" msgstr "Pewujud Mob" #: spawner.lua msgid "Mob MinLight MaxLight Amount PlayerDist" msgstr "Mob CahayaMin CahayaMax Amaun JarakPemain" #: spawner.lua msgid "Spawner Not Active (enter settings)" msgstr "Pewujud Mob Tidak Aktif (masukkan tetapan)" #: spawner.lua msgid "Spawner Active (@1)" msgstr "Pewujud Mob Aktif (@1)" #: spawner.lua msgid "Mob Spawner settings failed!" msgstr "Penetapan Pewujud Mob gagal!" #: spawner.lua msgid "" "Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " "distance[1-20] y_offset[-10 to 10]”" msgstr "" "Sintaks: \"nama cahaya_minimum[0-14] cahaya_maksimum[0-14] " "amaun_mob_maksimum[0 untuk lumpuhkan] jarak[1-20] ketinggian[-10 hingga 10]\"" mobs_redo/locale/pt.po000066400000000000000000000051761412205443700152640ustar00rootroot00000000000000# SOME DESCRIPTIVE TITLE. # Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER # This file is distributed under the same license as the PACKAGE package. # FIRST AUTHOR , YEAR. # msgid "" msgstr "" "Project-Id-Version: mobs\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2017-07-02 16:48+0200\n" "PO-Revision-Date: 2017-07-02 14:55+0200\n" "Last-Translator: Wuzzy \n" "Language-Team: \n" "Language: pt\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 2.0.2\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" #: api.lua msgid "** Peaceful Mode Active - No Monsters Will Spawn" msgstr "" #: api.lua msgid "Mob has been protected!" msgstr "" #: api.lua msgid "@1 (Tamed)" msgstr "" #: api.lua msgid "Not tamed!" msgstr "Indomesticado!" #: api.lua msgid "@1 is owner!" msgstr "Dono @1!" #: api.lua msgid "Missed!" msgstr "Faltou!" #: api.lua msgid "Already protected!" msgstr "" #: api.lua msgid "@1 at full health (@2)" msgstr "@1 em plena saude (@2)" #: api.lua msgid "@1 has been tamed!" msgstr "@1 foi domesticado!" #: api.lua msgid "Enter name:" msgstr "Insira um nome:" #: api.lua msgid "Rename" msgstr "Renomear" #: crafts.lua msgid "Name Tag" msgstr "Etiqueta" #: crafts.lua msgid "Leather" msgstr "Couro" #: crafts.lua msgid "Raw Meat" msgstr "Carne crua" #: crafts.lua msgid "Meat" msgstr "Carne" #: crafts.lua #, fuzzy msgid "Lasso (right-click animal to put in inventory)" msgstr "Laço (clique-direito no animal para por no inventario)" #: crafts.lua msgid "Net (right-click animal to put in inventory)" msgstr "Net (clique-direito no animal para por no inventario)" #: crafts.lua msgid "Steel Shears (right-click to shear)" msgstr "Tesoura de Aço (clique-direito para tosquiar)" #: crafts.lua msgid "Mob Protection Rune" msgstr "" #: crafts.lua msgid "Saddle" msgstr "" #: crafts.lua msgid "Mob Fence" msgstr "" #: spawner.lua msgid "Mob Spawner" msgstr "Spawnador de Mob" #: spawner.lua msgid "Mob MinLight MaxLight Amount PlayerDist" msgstr "Mob LuzMinima LuzMaxima Valor DistJogador" #: spawner.lua msgid "Spawner Not Active (enter settings)" msgstr "Spawnador Inativo (configurar)" #: spawner.lua msgid "Spawner Active (@1)" msgstr "Spawnador Ativo (@1)" #: spawner.lua msgid "Mob Spawner settings failed!" msgstr "Configuraçao de Spawnador do Mob falhou!" #: spawner.lua #, fuzzy msgid "" "Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " "distance[1-20] y_offset[-10 to 10]”" msgstr "" "> nome luz_min[0-14] luz_max[0-14] max_mobs_na_area[0 para desabilitar] " "distancia[1-20] y_offset[-10 a 10]" mobs_redo/locale/ru.po000066400000000000000000000056761412205443700152740ustar00rootroot00000000000000# Russian translation for the mobs_redo mod. # Copyright (C) 2018 TenPlus1 # This file is distributed under the same license as the mobs_redo package. # Oleg720 , 2017. # CodeXP , 2018. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: PACKAGE VERSION\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2017-08-13 15:47+0200\n" "PO-Revision-Date: 2018-03-23 22:22+0100\n" "Last-Translator: CodeXP \n" "Language-Team: \n" "Language: ru\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" #: api.lua msgid "** Peaceful Mode Active - No Monsters Will Spawn" msgstr "** Мирный модус активирован - монстры не спаунятся" #: api.lua msgid "Mob has been protected!" msgstr "Моб защищен!" #: api.lua msgid "@1 (Tamed)" msgstr "@1 (Прирученный)" #: api.lua msgid "Not tamed!" msgstr "Не прирученный" #: api.lua msgid "@1 is owner!" msgstr "@1 владелец" #: api.lua msgid "Missed!" msgstr "Промазал!" #: api.lua msgid "Already protected!" msgstr "Уже защищен!" #: api.lua msgid "@1 at full health (@2)" msgstr "@1 при полном здоровье (@2)" #: api.lua msgid "@1 has been tamed!" msgstr "@1 приручен" #: api.lua msgid "Enter name:" msgstr "Введите имя:" #: api.lua msgid "Rename" msgstr "Переименовать" #: crafts.lua msgid "Name Tag" msgstr "Новый тэг" #: crafts.lua msgid "Leather" msgstr "Кожа" #: crafts.lua msgid "Raw Meat" msgstr "Сырое мясо" #: crafts.lua msgid "Meat" msgstr "Мясо" #: crafts.lua msgid "Lasso (right-click animal to put in inventory)" msgstr "Лассо (Правый клик - положить животное в инвентарь)" #: crafts.lua msgid "Net (right-click animal to put in inventory)" msgstr "Сеть (Правый клик - положить животное в инвентарь)" #: crafts.lua msgid "Steel Shears (right-click to shear)" msgstr "Ножницы (Правый клик - подстричь)" #: crafts.lua msgid "Mob Protection Rune" msgstr "Защитная руна мобов" #: crafts.lua msgid "Saddle" msgstr "Седло" #: crafts.lua msgid "Mob Fence" msgstr "Забор от мобов" #: spawner.lua msgid "Mob Spawner" msgstr "Спаунер моба" #: spawner.lua msgid "Mob MinLight MaxLight Amount PlayerDist" msgstr "" #: spawner.lua msgid "Spawner Not Active (enter settings)" msgstr "Спаунер не активен (введите настройки)" #: spawner.lua msgid "Spawner Active (@1)" msgstr "Активные спаунер (@1)" #: spawner.lua msgid "Mob Spawner settings failed!" msgstr "Настройки спаунера моба провалились" #: spawner.lua msgid "" "Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " "distance[1-20] y_offset[-10 to 10]”" msgstr "" mobs_redo/locale/template.pot000066400000000000000000000042531412205443700166330ustar00rootroot00000000000000# SOME DESCRIPTIVE TITLE. # Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER # This file is distributed under the same license as the PACKAGE package. # FIRST AUTHOR , YEAR. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: PACKAGE VERSION\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2017-07-02 16:48+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" "Language: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" #: api.lua msgid "** Peaceful Mode Active - No Monsters Will Spawn" msgstr "" #: api.lua msgid "Mob has been protected!" msgstr "" #: api.lua msgid "@1 (Tamed)" msgstr "" #: api.lua msgid "Not tamed!" msgstr "" #: api.lua msgid "@1 is owner!" msgstr "" #: api.lua msgid "Missed!" msgstr "" #: api.lua msgid "Already protected!" msgstr "" #: api.lua msgid "@1 at full health (@2)" msgstr "" #: api.lua msgid "@1 has been tamed!" msgstr "" #: api.lua msgid "Enter name:" msgstr "" #: api.lua msgid "Rename" msgstr "" #: crafts.lua msgid "Name Tag" msgstr "" #: crafts.lua msgid "Leather" msgstr "" #: crafts.lua msgid "Raw Meat" msgstr "" #: crafts.lua msgid "Meat" msgstr "" #: crafts.lua msgid "Lasso (right-click animal to put in inventory)" msgstr "" #: crafts.lua msgid "Net (right-click animal to put in inventory)" msgstr "" #: crafts.lua msgid "Steel Shears (right-click to shear)" msgstr "" #: crafts.lua msgid "Mob Protection Rune" msgstr "" #: crafts.lua msgid "Saddle" msgstr "" #: crafts.lua msgid "Mob Fence" msgstr "" #: crafts.lua msgid "Mob Fence Top" msgstr "" #: spawner.lua msgid "Mob Spawner" msgstr "" #: spawner.lua msgid "(mob name) (min light) (max light) (amount) (player distance) (Y offset)" msgstr "" #: spawner.lua msgid "Spawner Not Active (enter settings)" msgstr "" #@ spawner.lua msgid "Command:" msgstr "" #: spawner.lua msgid "Spawner Active (@1)" msgstr "" #: spawner.lua msgid "Mob Spawner settings failed!" msgstr "" #: spawner.lua msgid "" "Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " "distance[1-20] y_offset[-10 to 10]”" msgstr "" mobs_redo/locale/tr.po000066400000000000000000000052421412205443700152600ustar00rootroot00000000000000# SOME DESCRIPTIVE TITLE. # Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER # This file is distributed under the same license as the PACKAGE package. # FIRST AUTHOR , YEAR. # msgid "" msgstr "" "Project-Id-Version: mobs\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2017-07-02 16:48+0200\n" "PO-Revision-Date: 2017-07-02 14:56+0200\n" "Last-Translator: Wuzzy \n" "Language-Team: \n" "Language: tr\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 2.0.2\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" #: api.lua msgid "** Peaceful Mode Active - No Monsters Will Spawn" msgstr "" #: api.lua msgid "Mob has been protected!" msgstr "" #: api.lua msgid "@1 (Tamed)" msgstr "" #: api.lua msgid "Not tamed!" msgstr "Evcil değil!" #: api.lua msgid "@1 is owner!" msgstr "Sahibi @1!" #: api.lua msgid "Missed!" msgstr "Kaçırdın!" #: api.lua msgid "Already protected!" msgstr "" #: api.lua msgid "@1 at full health (@2)" msgstr "@1 tam canında (@2)" #: api.lua msgid "@1 has been tamed!" msgstr "@1 tamamen evcilleştirilmiştir!" #: api.lua msgid "Enter name:" msgstr "İsim gir:" #: api.lua msgid "Rename" msgstr "Yeniden adlandır" #: crafts.lua msgid "Name Tag" msgstr "İsim etiketi" #: crafts.lua msgid "Leather" msgstr "Deri" #: crafts.lua msgid "Raw Meat" msgstr "Çiğ et" #: crafts.lua msgid "Meat" msgstr "Et" #: crafts.lua #, fuzzy msgid "Lasso (right-click animal to put in inventory)" msgstr "Kement (hayvana sağ tıklayarak envantere koy)" #: crafts.lua msgid "Net (right-click animal to put in inventory)" msgstr "Ağ (hayvana sağ tıklayarak envantere koy)" #: crafts.lua msgid "Steel Shears (right-click to shear)" msgstr "Çelik makas (sağ tıklayarak kes)" #: crafts.lua msgid "Mob Protection Rune" msgstr "" #: crafts.lua msgid "Saddle" msgstr "" #: crafts.lua msgid "Mob Fence" msgstr "Canavar Yaratıcı" #: spawner.lua msgid "Mob Spawner" msgstr "Canavar Yaratıcı" #: spawner.lua msgid "Mob MinLight MaxLight Amount PlayerDist" msgstr "Mob MinIşık MaxIşık Miktar OyuncuMesafesi" #: spawner.lua msgid "Spawner Not Active (enter settings)" msgstr "Yaratıcı aktif değil (ayarlara gir)" #: spawner.lua msgid "Spawner Active (@1)" msgstr "Yaratıcı aktif (@1)" #: spawner.lua msgid "Mob Spawner settings failed!" msgstr "Yaratıcı ayarları uygulanamadı." #: spawner.lua #, fuzzy msgid "" "Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " "distance[1-20] y_offset[-10 to 10]”" msgstr "" "> isim min_isik[0-14] max_isik[0-14] alandaki_max_canavar_sayisi[kapatmak " "icin 0] mesafe[1-20] y_cikinti[-10 ve 10 arası]" mobs_redo/locale/zh_CN.po000066400000000000000000000053431412205443700156360ustar00rootroot00000000000000# SOME DESCRIPTIVE TITLE. # Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER # This file is distributed under the same license as the PACKAGE package. # IFRFSX<1079092922@qq.com>, 2020. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: PACKAGE VERSION\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2017-07-02 16:48+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" "Language: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" #: api.lua msgid "** Peaceful Mode Active - No Monsters Will Spawn" msgstr "** 和平模式已激活——没有怪物会产生" #: api.lua msgid "Mob has been protected!" msgstr "Mob 已经被保护了!" #: api.lua msgid "@1 (Tamed)" msgstr "@1(已驯服)" #: api.lua msgid "Not tamed!" msgstr "没有驯服!" #: api.lua msgid "@1 is owner!" msgstr "@1 是主人" #: api.lua msgid "Missed!" msgstr "没抓住!" #: api.lua msgid "Already protected!" msgstr "已经被保护!" #: api.lua msgid "@1 at full health (@2)" msgstr "@1已经满血(@2)" #: api.lua msgid "@1 has been tamed!" msgstr "@1已经被驯服!" #: api.lua msgid "Enter name:" msgstr "输入名称:" #: api.lua msgid "Rename" msgstr "重新命名" #: crafts.lua msgid "Name Tag" msgstr "名称标签" #: crafts.lua msgid "Leather" msgstr "皮革" #: crafts.lua msgid "Raw Meat" msgstr "生肉" #: crafts.lua msgid "Meat" msgstr "肉" #: crafts.lua msgid "Lasso (right-click animal to put in inventory)" msgstr "套索(右键单击动物以放入物品栏)" #: crafts.lua msgid "Net (right-click animal to put in inventory)" msgstr "网(右键单击动物以放入物品栏)" #: crafts.lua msgid "Steel Shears (right-click to shear)" msgstr "钢剪(右键单击以剪切)" #: crafts.lua msgid "Mob Protection Rune" msgstr "Mob 保护符文" #: crafts.lua msgid "Saddle" msgstr "鞍" #: crafts.lua msgid "Mob Fence" msgstr "Mob 栅栏" #: spawner.lua msgid "Mob Spawner" msgstr "Mob 孵化器" #: spawner.lua msgid "Mob MinLight MaxLight Amount PlayerDist" msgstr "Mob/最小光量/最大光量/玩家距离" #: spawner.lua msgid "Spawner Not Active (enter settings)" msgstr "孵化器未使用(输入设置)" #: spawner.lua msgid "Spawner Active (@1)" msgstr "孵化器正在运转(@1)" #: spawner.lua msgid "Mob Spawner settings failed!" msgstr "Mob 孵化器设置失败!" #: spawner.lua msgid "" "Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " "distance[1-20] y_offset[-10 to 10]”" msgstr "" "语法: “物品名称 最小光亮[0-14] 最大光亮[0-14] 范围内的最大Mob数量[0 to disable] " "距离[1-20] y_offset[-10 to 10]”" mobs_redo/locale/zh_TW.po000066400000000000000000000053431412205443700156700ustar00rootroot00000000000000# SOME DESCRIPTIVE TITLE. # Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER # This file is distributed under the same license as the PACKAGE package. # IFRFSX<1079092922@qq.com>, 2020. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: PACKAGE VERSION\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2017-07-02 16:48+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" "Language: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" #: api.lua msgid "** Peaceful Mode Active - No Monsters Will Spawn" msgstr "** 和平模式已激活——沒有怪物會產生" #: api.lua msgid "Mob has been protected!" msgstr "Mob 已經被保護了!" #: api.lua msgid "@1 (Tamed)" msgstr "@1(已馴服)" #: api.lua msgid "Not tamed!" msgstr "沒有馴服!" #: api.lua msgid "@1 is owner!" msgstr "@1 是主人" #: api.lua msgid "Missed!" msgstr "沒抓住!" #: api.lua msgid "Already protected!" msgstr "已經被保護!" #: api.lua msgid "@1 at full health (@2)" msgstr "@1已經滿血(@2)" #: api.lua msgid "@1 has been tamed!" msgstr "@1已經被馴服!" #: api.lua msgid "Enter name:" msgstr "輸入名稱:" #: api.lua msgid "Rename" msgstr "重新命名" #: crafts.lua msgid "Name Tag" msgstr "名稱標籤" #: crafts.lua msgid "Leather" msgstr "皮革" #: crafts.lua msgid "Raw Meat" msgstr "生肉" #: crafts.lua msgid "Meat" msgstr "肉" #: crafts.lua msgid "Lasso (right-click animal to put in inventory)" msgstr "套索(右鍵單擊動物以放入物品欄)" #: crafts.lua msgid "Net (right-click animal to put in inventory)" msgstr "網(右鍵單擊動物以放入物品欄)" #: crafts.lua msgid "Steel Shears (right-click to shear)" msgstr "鋼剪(右鍵單擊以剪切)" #: crafts.lua msgid "Mob Protection Rune" msgstr "Mob 保護符文" #: crafts.lua msgid "Saddle" msgstr "鞍" #: crafts.lua msgid "Mob Fence" msgstr "Mob 柵欄" #: spawner.lua msgid "Mob Spawner" msgstr "Mob 孵化器" #: spawner.lua msgid "Mob MinLight MaxLight Amount PlayerDist" msgstr "Mob/最小光量/最大光量/玩家距離" #: spawner.lua msgid "Spawner Not Active (enter settings)" msgstr "孵化器未使用(輸入設置)" #: spawner.lua msgid "Spawner Active (@1)" msgstr "孵化器正在運轉(@1)" #: spawner.lua msgid "Mob Spawner settings failed!" msgstr "Mob 孵化器設置失敗!" #: spawner.lua msgid "" "Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] " "distance[1-20] y_offset[-10 to 10]”" msgstr "" "語法: “物品名稱 最小光亮[0-14] 最大光亮[0-14] 範圍內的最大Mob數量[0 to disable] " "距離[1-20] y_offset[-10 to 10]”" mobs_redo/lucky_block.lua000066400000000000000000000006741412205443700160440ustar00rootroot00000000000000 if minetest.get_modpath("lucky_block") then lucky_block:add_blocks({ {"dro", {"mobs:meat_raw"}, 5}, {"dro", {"mobs:meat"}, 5}, {"dro", {"mobs:nametag"}, 1}, {"dro", {"mobs:leather"}, 5}, {"dro", {"default:stick"}, 10}, {"dro", {"mobs:net"}, 1}, {"dro", {"mobs:lasso"}, 1}, {"dro", {"mobs:shears"}, 1}, {"dro", {"mobs:protector"}, 1}, {"dro", {"mobs:fence_wood"}, 10}, {"dro", {"mobs:fence_top"}, 12}, {"lig"} }) end mobs_redo/mod.conf000066400000000000000000000003121412205443700144530ustar00rootroot00000000000000name = mobs depends = optional_depends = default, tnt, dye, farming, invisibility, intllib, lucky_block, cmi, toolranks, pathfinder description = Adds a mob api for mods to add animals or monsters etc. mobs_redo/mount.lua000066400000000000000000000227271412205443700147100ustar00rootroot00000000000000-- lib_mount by Blert2112 (edited by TenPlus1) local abs, cos, floor, sin, sqrt, pi = math.abs, math.cos, math.floor, math.sin, math.sqrt, math.pi ------------------------------------------------------------------------------ -- -- Helper functions -- local node_ok = function(pos, fallback) fallback = fallback or mobs.fallback_node local node = minetest.get_node_or_nil(pos) if node and minetest.registered_nodes[node.name] then return node end return {name = fallback} end local function node_is(pos) local node = node_ok(pos) if node.name == "air" then return "air" end if minetest.get_item_group(node.name, "lava") ~= 0 then return "lava" end if minetest.get_item_group(node.name, "liquid") ~= 0 then return "liquid" end if minetest.registered_nodes[node.name].walkable == true then return "walkable" end return "other" end local function get_sign(i) i = i or 0 if i == 0 then return 0 else return i / abs(i) end end local function get_velocity(v, yaw, y) local x = -sin(yaw) * v local z = cos(yaw) * v return {x = x, y = y, z = z} end local function get_v(v) return sqrt(v.x * v.x + v.z * v.z) end local function force_detach(player) local attached_to = player:get_attach() if not attached_to then return end local entity = attached_to:get_luaentity() if entity and entity.driver and entity.driver == player then entity.driver = nil end player:set_detach() player_api.player_attached[player:get_player_name()] = false player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0}) player_api.set_animation(player, "stand", 30) player:set_properties({visual_size = {x = 1, y = 1}}) end ------------------------------------------------------------------------------- minetest.register_on_leaveplayer(function(player) force_detach(player) end) minetest.register_on_shutdown(function() local players = minetest.get_connected_players() for i = 1, #players do force_detach(players[i]) end end) minetest.register_on_dieplayer(function(player) force_detach(player) return true end) ------------------------------------------------------------------------------- -- Just for correct detaching local function find_free_pos(pos) local check = { {x = 1, y = 0, z = 0}, {x = 1, y = 1, z = 0}, {x = -1, y = 0, z = 0}, {x = -1, y = 1, z = 0}, {x = 0, y = 0, z = 1}, {x = 0, y = 1, z = 1}, {x = 0, y = 0, z = -1}, {x = 0, y = 1, z = -1} } for _, c in pairs(check) do local npos = {x = pos.x + c.x, y = pos.y + c.y, z = pos.z + c.z} local node = minetest.get_node_or_nil(npos) if node and node.name then local def = minetest.registered_nodes[node.name] if def and not def.walkable and def.liquidtype == "none" then return npos end end end return pos end ------------------------------------------------------------------------------- function mobs.attach(entity, player) entity.player_rotation = entity.player_rotation or {x = 0, y = 0, z = 0} entity.driver_attach_at = entity.driver_attach_at or {x = 0, y = 0, z = 0} entity.driver_eye_offset = entity.driver_eye_offset or {x = 0, y = 0, z = 0} entity.driver_scale = entity.driver_scale or {x = 1, y = 1} local rot_view = 0 if entity.player_rotation.y == 90 then rot_view = pi / 2 end local attach_at = entity.driver_attach_at local eye_offset = entity.driver_eye_offset entity.driver = player force_detach(player) player:set_attach(entity.object, "", attach_at, entity.player_rotation) player_api.player_attached[player:get_player_name()] = true player:set_eye_offset(eye_offset, {x = 0, y = 0, z = 0}) player:set_properties({ visual_size = { x = entity.driver_scale.x, y = entity.driver_scale.y } }) minetest.after(0.2, function() if player and player:is_player() then player_api.set_animation(player, "sit", 30) end end) player:set_look_horizontal(entity.object:get_yaw() - rot_view) end function mobs.detach(player) force_detach(player) minetest.after(0.1, function() if player and player:is_player() then local pos = find_free_pos(player:get_pos()) pos.y = pos.y + 0.5 player:set_pos(pos) end end) end function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) local yaw = entity.object:get_yaw() or 0 local rot_view = 0 if entity.player_rotation.y == 90 then rot_view = pi / 2 end local acce_y = 0 local velo = entity.object:get_velocity() entity.v = get_v(velo) * get_sign(entity.v) -- process controls if entity.driver then local ctrl = entity.driver:get_player_control() -- move forwards if ctrl.up then entity.v = entity.v + entity.accel / 10 -- move backwards elseif ctrl.down then if entity.max_speed_reverse == 0 and entity.v == 0 then return end entity.v = entity.v - entity.accel / 10 end -- mob rotation local horz if entity.alt_turn == true then horz = yaw if ctrl.left then horz = horz + 0.05 elseif ctrl.right then horz = horz - 0.05 end else horz = entity.driver:get_look_horizontal() or 0 end entity.object:set_yaw(horz - entity.rotate) if can_fly then -- fly up if ctrl.jump then velo.y = velo.y + 1 if velo.y > entity.accel then velo.y = entity.accel end elseif velo.y > 0 then velo.y = velo.y - 0.1 if velo.y < 0 then velo.y = 0 end end -- fly down if ctrl.sneak then velo.y = velo.y - 1 if velo.y < -entity.accel then velo.y = -entity.accel end elseif velo.y < 0 then velo.y = velo.y + 0.1 if velo.y > 0 then velo.y = 0 end end else -- jump if ctrl.jump then if velo.y == 0 then velo.y = velo.y + entity.jump_height acce_y = acce_y + (acce_y * 3) + 1 end end end end -- if not moving then set animation and return if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then if stand_anim then mobs:set_animation(entity, stand_anim) end return end -- set moving animation if moving_anim then mobs:set_animation(entity, moving_anim) end -- Stop! local s = get_sign(entity.v) entity.v = entity.v - 0.02 * s if s ~= get_sign(entity.v) then entity.object:set_velocity({x = 0, y = 0, z = 0}) entity.v = 0 return end -- enforce speed limit forward and reverse local max_spd = entity.max_speed_reverse if get_sign(entity.v) >= 0 then max_spd = entity.max_speed_forward end if abs(entity.v) > max_spd then entity.v = entity.v - get_sign(entity.v) end -- Set position, velocity and acceleration local p = entity.object:get_pos() if not p then return end local new_acce = {x = 0, y = -9.81, z = 0} p.y = p.y - 0.5 local ni = node_is(p) local v = entity.v if ni == "air" then if can_fly == true then new_acce.y = 0 end elseif ni == "liquid" or ni == "lava" then if ni == "lava" and entity.lava_damage ~= 0 then entity.lava_counter = (entity.lava_counter or 0) + dtime if entity.lava_counter > 1 then minetest.sound_play("default_punch", { object = entity.object, max_hear_distance = 5 }, true) entity.object:punch(entity.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = entity.lava_damage} }, nil) entity.lava_counter = 0 end end local terrain_type = entity.terrain_type if terrain_type == 2 or terrain_type == 3 then new_acce.y = 0 p.y = p.y + 1 if node_is(p) == "liquid" then if velo.y >= 5 then velo.y = 5 elseif velo.y < 0 then new_acce.y = 20 else new_acce.y = 5 end else if abs(velo.y) < 1 then local pos = entity.object:get_pos() if not pos then return end pos.y = floor(pos.y) + 0.5 entity.object:set_pos(pos) velo.y = 0 end end else v = v * 0.25 end end local new_velo = get_velocity(v, yaw - rot_view, velo.y) new_acce.y = new_acce.y + acce_y entity.object:set_velocity(new_velo) entity.object:set_acceleration(new_acce) entity.v2 = v end -- directional flying routine by D00Med (edited by TenPlus1) function mobs.fly(entity, _, speed, shoots, arrow, moving_anim, stand_anim) local ctrl = entity.driver:get_player_control() local velo = entity.object:get_velocity() local dir = entity.driver:get_look_dir() local yaw = entity.driver:get_look_horizontal() + 1.57 -- offset fix between old and new commands if not ctrl or not velo then return end if ctrl.up then entity.object:set_velocity({ x = dir.x * speed, y = dir.y * speed + 2, z = dir.z * speed }) elseif ctrl.down then entity.object:set_velocity({ x = -dir.x * speed, y = dir.y * speed + 2, z = -dir.z * speed }) elseif not ctrl.down or ctrl.up or ctrl.jump then entity.object:set_velocity({x = 0, y = -2, z = 0}) end entity.object:set_yaw(yaw + pi + pi / 2 - entity.rotate) -- firing arrows if ctrl.LMB and ctrl.sneak and shoots then local pos = entity.object:get_pos() local obj = minetest.add_entity({ x = pos.x + 0 + dir.x * 2.5, y = pos.y + 1.5 + dir.y, z = pos.z + 0 + dir.z * 2.5}, arrow) local ent = obj:get_luaentity() if ent then ent.switch = 1 -- for mob specific arrows ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6} yaw = entity.driver:get_look_horizontal() obj:set_yaw(yaw + pi / 2) obj:set_velocity(vec) else obj:remove() end end -- change animation if stopped if velo.x == 0 and velo.y == 0 and velo.z == 0 then mobs:set_animation(entity, stand_anim) else -- moving animation mobs:set_animation(entity, moving_anim) end end mobs_redo/readme.MD000066400000000000000000000211751412205443700145160ustar00rootroot00000000000000 MOBS REDO for MINETEST Built from PilzAdam's original Simple Mobs with additional mobs by KrupnoPavel, Zeg9, ExeterDad and AspireMint. This mod contains the API only for adding your own mobs into the world, so please use the additional modpacks to add animals, monsters etc. https://forum.minetest.net/viewtopic.php?f=11&t=9917 Crafts: - Nametag (paper, black dye, string) can be used right-click on a tamed mob to give them a name. - Nets can be used to right-click tamed mobs to pick them up and place inside inventory as a spawn egg. - Magic Lasso is similar to nets but with a better chance of picking up larger mobs. - Shears are used to right-click sheep and return 1-3 wool. - Protection Rune lets you protect tamed mobs from harm by other players - Mob Fence and Fence Top (to stop mobs escaping/glitching through fences) Lucky Blocks: 9 Changelog: - 1.56 - Added arrow_override function to mob definition to tweak arrow entity settings, tamed monsters no longer despawn when outside loaded map area. - 1.55 - Add 'peaceful_player' privelage and setting so mobs don't attack specific players (thanks sfence), add support for MarkBu's pathfinder mod, remove need for default mod - 1.54 - Simplified animal breeding function, added editable settings (thanks Wuzzy), Child mobs now take 20 mins to grow up, reverted to simple mob spawning with setting to use area checks, on_flop added, air_damage added. - 1.53 - Added 'on_map_load' settings to mobs:spawn so that mobs will only spawn when new areas of map are loaded. - 1.52 - Added 'mob_active_limit' in settings to set number of mobs in game, (default is 0 for unlimited), removed {immortal} from mob armor, fluid viscocity slows mobs - 1.51 - Added some node checks for dangerous nodes, jumping and falling tweaks, spawn area check (thx for idea wuzzy), re-enabled mob suffocation, add 'mob_nospawn_range' setting - 1.50 - Added new line_of_sight function that uses raycasting if mt5.0 is found, (thanks Astrobe), dont spawn mobs if world anchor nearby (technic or simple_anchor mods), chinese local added - 1.49- Added mobs:force_capture(self, player) function, api functions now use metatables thanks to bell07 - 1.48- Add mobs:set_velocity(self, velocity) global function - 1.47- Mob damage changes, min and max light level for damage added, ignition sources checked for lava damage - 1.46- Mobs only drop rare items when killed by player (drops.min = 0 makes them rare), code tweak, pathfinding no longer sees through walkable nodes - 1.45- Added Fence Top to add on top of any fence to stop mobs escaping, new line_of_sight tweaked by Astrobe - 1.44- Added ToolRanks support for swords when attacking mobs - 1.43- Better 0.4.16 compatibility, added general attack function and settings - 1.42- Added "all" option to immune_to table, tidied floating mobs to be less intensive - 1.41- Mob pathfinding has been updated thanks to Elkien3 - 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work. - 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob - 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage - 1.37- Added support for Raymoo's CMI (common mob interface) mod: https://forum.minetest.net/viewtopic.php?f=9&t=15448 - 1.36- Death check added, if mob dies in fire/lava/with lava pick then drops are cooked - 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack - 1.34- Added function to fly mob using directional movement (thanks D00Med for flying code) - 1.33- Added functions to mount ride mobs (mobs.attach, mobs.detach, mobs.drive) many thanks to Blert2112 - 1.32- Added new spawn check to count specific mobs AND new minetest.conf setting to chance spawn chance and numbers, added ability to protect tamed mobs - 1.31- Added 'attack_animals' and 'specific_attack' flags for custom monster attacks, also 'mob_difficulty' .conf setting to make mobs harder. - 1.30- Added support for invisibility mod (mobs cant attack what they cant see), tweaked and tidied code - 1.29- Split original Mobs Redo into a modpack to make it easier to disable mob sets (animal, monster, npc) or simply use the Api itself for your own mod - 1.28- New damage system added with ability for mob to be immune to weapons or healed by them :) - 1.27- Added new sheep, lava flan and spawn egg textures. New Lava Pick tool smelts what you dig. New atan checking function. - 1.26- Pathfinding feature added thanks to rnd, when monsters attack they become scary smart in finding you :) also, beehive produces honey now :) - 1.25- Mobs no longer spawn within 12 blocks of player or despawn within same range, spawners now have player detection, Code tidy and tweak. - 1.24- Added feature where certain animals run away when punched (runaway = true in mob definition) - 1.23- Added mob spawner block for admin to setup spawners in-game (place and right click to enter settings) - 1.22- Added ability to name tamed animals and npc using nametags, also npc will attack anyone who punches them apart from owner - 1.21- Added some more error checking to reduce serialize.h error and added height checks for falling off cliffs (thanks cmdskp) - 1.20- Error checking added to remove bad mobs, out of map limit mobs and stop serialize.h error - 1.19- Chickens now drop egg items instead of placing the egg, also throwing eggs result in 1/8 chance of spawning chick - 1.18- Added docile_by_day flag so that monsters will not attack automatically during daylight hours unless hit first - 1.17- Added 'dogshoot' attack type, shoots when out of reach, melee attack when in reach, also api tweaks and self.reach added - 1.16- Mobs follow multiple items now, Npc's can breed - 1.15- Added Feeding/Taming/Breeding function, right-click to pick up any sheep with X mark on them and replace with new one to fix compatibility. - 1.14- All .self variables saved in staticdata, Fixed self.health bug - 1.13- Added capture function (thanks blert2112) chance of picking up mob with hand; net; magic lasso, replaced some .x models with newer .b3d one's - 1.12- Added animal ownership so that players cannot steal your tamed animals - 1.11- Added flying mobs (and swimming), fly=true and fly_in="air" or "deafult:water_source" for fishy - 1,10- Footstep removed (use replace), explosion routine added for exploding mobs. - 1.09- reworked breeding routine, added mob rotation value, added footstep feature, added jumping mobs with sounds feature, added magic lasso for picking up animals - 1.08- Mob throwing attack has been rehauled so that they can damage one another, also drops and on_die function added - 1.07- Npc's can now be set to follow player or stand by using self.order and self.owner variables - beta- Npc mob added, kills monsters, attacks player when punched, right click with food to heal or gold lump for drop - 1.06- Changed recovery times after breeding, and time taken to grow up (can be sped up by feeding baby animal) - 1.05- Added ExeterDad's bunny's which can be picked up and tamed with 4 carrots from farming redo or farming_plus, also shears added to get wool from sheep and lastly Jordach/BSD's kitten - 1.04- Added mating for sheep, cows and hogs... feed animals to make horny and hope for a baby which is half size, will grow up quick though :) - 1.03- Added mob drop/replace feature so that chickens can drop eggs, cow/sheep can eat grass/wheat etc. - 1.02- Sheared sheep are remembered and spawn shaven, Warthogs will attack when threatened, Api additions - 1.01- Mobs that suffer fall damage or die in water/lava/sunlight will now drop items - 1.0 - more work on Api so that certain mobs can float in water while some sink like a brick :) - 0.9 - Spawn eggs added for all mobs (admin only, cannot be placed in protected areas)... Api tweaked - 0.8 - Added sounds to monster mobs (thanks Cyberpangolin for the sfx) and also chicken sound - 0.7 - mobs.protected switch added to api.lua, when set to 1 mobs no longer spawn in protected areas, also bug fixes - 0.6 - Api now supports multi-textured mobs, e.g oerkki, dungeon master, rats and chickens have random skins when spawning (sheep fix TODO), also new Honey block - 0.5 - Mobs now float in water, die from falling, and some code improvements - 0.4 - Dungeon Masters and Mese Monsters have much better aim due to shoot_offset, also they can both shoot through nodes that aren't walkable (flowers, grass etc) plus new sheep sound :) - 0.3 - Added LOTT's Spider mob, made Cobwebs, added KPavel's Bee with Honey and Beehives (made texture), Warthogs now have sound and can be tamed, taming of shaved sheep or milked cow with 8 wheat so it will not despawn, many bug fixes :) - 0.2 - Cooking bucket of milk into cheese now returns empty bucket - 0.1 - Initial Release mobs_redo/settingtypes.txt000066400000000000000000000034011412205443700163320ustar00rootroot00000000000000# If false then mobs no longer spawn in world without spawner or spawn egg mobs_spawn (Spawn Mobs) bool true # If enabled then monsters no longer spawn in world only_peaceful_mobs (Only spawn peaceful Mobs) bool false # If enabled then punching mobs no longer shows blood effects mobs_disable_blood (Disable Mob blood) bool false # If disabled then Mobs no longer destroy world blocks mobs_griefing (Griefing Mobs) bool true # If false then Mobs no longer spawn inside player protected areas mobs_spawn_protected (Spawn Mobs in protected areas) bool true # If false then Monsters no longer spawn inside player protected areas mobs_spawn_monster_protected (Spawn Monsters in protected areas) bool true # If true Mobs will be removed once a map chunk is out of view remove_far_mobs (Remove far Mobs) bool true # Sets Mob difficulty level by multiplying punch damage mob_difficulty (Mob difficulty) float 1.0 # If disabled health status no longer appears above Mob when punched mob_show_health (Show Mob health) bool true # Contains a value used to multiply Mob spawn values mob_chance_multiplier (Mob chance multiplier) float 1.0 # When false Mob no longer drop items when killed mobs_drop_items (Mob drops) bool true # Sets minimum distance around player that mobs cannot spawn mob_nospawn_range (Mob no-spawn range) float 12.0 # Sets maximum number of active mobs in game (0 for unlimited) mob_active_limit (Mob Active Limit) float 0 # Enables area check when spawning mobs mob_area_spawn (Mob Area Spawn) bool false # Enable peaceful player attack prevention enable_peaceful_player (Mobs do not attack peaceful player without reason) bool false # Enable mobs smooth rotation mob_smooth_rotate (Smooth rotation for mobs) bool true mobs_redo/sounds/000077500000000000000000000000001412205443700143445ustar00rootroot00000000000000mobs_redo/sounds/default_punch.ogg000066400000000000000000000134721412205443700176720ustar00rootroot00000000000000OggS>$mvorbisD8OggS>$+=vorbis-Xiph.Org libVorbis I 20101101 (Schaufenugget)vorbis"BCV@$s*FsBPBkBL2L[%s!B[(АU@AxA!%=X'=!9xiA!B!B!E9h'A08 8E9X'A B9!$5HP9,(05(0ԃ BI5gAxiA!$AHAFAX9A*9 4d((  @Qqɑɱ  YHHH$Y%Y%Y扪,˲,˲,2 HPQ Eq Yd8Xh爎4CS# G,]6MuC74ӴmUut]_uhPTU]WeUW}[}UUYՖa} Uum]X~2tu[h뺱̾L(CLABH)R9)sRB)RR9&%sNJ(PJKB)RZl՚Z5Z(PJ[k5FAȜ9'Z(9*:)Z,)X9'%J!JL%C*b,)ZlŘs(ŒJl%X[L9s9'%sNJ(RRksR:)eJ*)XJJ1sNJ!BJ%SJRb+)XJjŘsK1PR%KJ1snAh-c(%cC)b,)cŘs(%ƒJ%X[sNZkmsЩZSLsYsZ(PJZ[9Rb+)XJŘskPJ%XKJ5k5ZŘkjs1Sk5kNZsc&BCVQ!J1A141朔1 R1R2 RRR RkRRj4%(4d% `pA'@pBdH4,1$&(@Et.:B H 7<'RpFGHH!DD4OggS6m>$A$ [----/&-+ȷHc\ƥwq=3jV=⿾}7MX0c`@A &k/5 k >҂ʜǂ֨ka zw$F7/;`qVL8}%6"(u&BD7!ɢ[C\\q9÷M;\|w3p&mM;/!2EKf6znsE;pVWu3Io5K8bբsP4vwwǁd #,:%ц# :gݖoj0ǀ?H|]ߏ8=@ױ  ]Vяx|Ln]Ϧ2#e)=P-o cyZĞVL;eH44H{ۆd#Y?nUiҜez]* bSli $fx5~RٮLJo{{Un?@ ،+S׶ƶn"+e>k5>@9%r9Dzp;d|{<5[]w˻Ԃ|kz`vjk~Z1՛^g3qV4IlޮwO^z5Vv%3f8v&ۋ{PfRGUeM ZH-i2zr\YEؒ\9LjӧϢ{&VkT?i3Q?{]9F?E󋶮l"`#/9 fCGd!f2<RPƤ5|=-`o_ׄ 5^SVnaQrbw@Ixևm=I?jW.8O@I%-FLA~GVJ[ݭ ~cuZ1^5ls8d9|Ow*o\8Xw$i3[ŒE z-6P-pؖfU'P?δa?Fޚn`-ғ@X}3 s5h߾n6;]V䨞o=\L*s %~`2O=ԜP}>.>)()(W t3r&\UED;t`nK<11W-apؕ qWΪ~ Е)8fM'~VbRɆ!yn1CI L[r͞sY<WiElL,|\R"m(L+H Rw8ʼnX;Tkyؔh[|9 V⣢tN4YJh9's[Y SJ'כ@5WRg ^*ױ(xWdq4(1]=’ZoCcXM290GE1VENH, "-%nUt^]f o=DrGWOlE _G]4E:t:d>m1"7umInέ^M숬 5WM֊1z/L]ޞ^f̡l3PpfEaRj`Y<8O %7P 0镛tYƒ`[#UGHV3گZ% ٺyJdYk}`>Tϑ=?Hu9/ 9p4@*HW!"p TZoӍBS;B*$LVfk\4J3@[q`ѱe̸4_vdZYx7T/}z #]}u"b+`';]--ͻUϭvJa>;ɛ,±{ Șߋ Ν:=3-I˩11O>+'$}f%-N֊eE%nyf!g O}+*c"YB A =Uڗ,yי5|09I'/.V2/[rKЏnm8;/:2jaiKX| GoDwNB̌bI[@vU|no9tǮnqwѢ'lΧ.fAgj:qX-hnh,CMl=s욹}QםEʏ~5:9flpOSdV=J=?潅ޕl9Ű#90!t%vĜǻ͓ӥgq_ne G3խ%-2-A% cyNWc~)|Y$0wVY (TŒx6մЫ"$oMl3ó~>g ١Xmobs_redo/sounds/license.txt000066400000000000000000000003551412205443700165320ustar00rootroot00000000000000Creative Commons sounds from Freesound.org mobs_swing.ogg by qubodup - http://freesound.org/people/qubodup/sounds/60012/ mobs_spell.ogg by littlerobotsoundfactory - http://freesound.org/people/LittleRobotSoundFactory/sounds/270396/ mobs_redo/sounds/mobs_spell.ogg000066400000000000000000000355451412205443700172150ustar00rootroot00000000000000OggSА[tPvorbisOggSА[|;<2vorbis,Xiph.Org libVorbis I 20150105 (⛄⛄⛄⛄)vorbisBCVcT)FRJs1FbJBHsS9לk SP)RRic)RKI%t:'c[I֘kA RL)ĔRBS)ŔRJB%t:SJ(AsctJ$dLBH)JSNBH5R)sRRjA B АU@ P2((#9cI pIɱ$K,KDQU}6UUu]u]u 4d@H d Y F(BCVb(9&|sf9h*tp"In*s9's8srf1h&sf)h&sAks9qFsAj6s9j.s"Im.s9s9sspN8sZnBs>{sB8s9s9sАUA6q HEiȤݣ$h r GR TI) 4d!RH!RH!R!b) *2,2,2밳:0C KMXckZiJ)RJ) YdAF!R!r)BCVU}SvteׅYn]8u}amXeY9~Xet]_XmVY_}xu]n̺ mc}Yf_w:㩪+ , Ƴ, *±,j°ڶ1ܾn,pk1Qu|_x tu]yf]utG8~@!+8$dY(Y(躢hiiiZgi),iiZfhk)˦jʲi캲mlۢiʲil,ۮ꺤Yyijgjʲiyjzh(j,[g試'j*˦ڲilmmim-jۮ,ۺ/iijg癦il+[(扦j,ʖ癪'ꉞk*˦jڪil-*ˮmʲnljjʲl˾ʪ)˦ڲi-۲˲iʲim.˲mlhm-*۲-,ۺʮo-p0l+ۺo2}DӔeS5mTUYvee}4m[UU[6MնeY}Yma4M6UUMմmYmaeveٷe[uוu_}e溲˲p p0 a1R9Q9 dA!9!92 RZ !Rk8ؠ)8@!+TX癢jڲcI'H牢im['牢ih뺺.뺲+릪ʮ,ª+˲m°ʲl۶oܺ‘.1 G @6pR4XhJ 0!B!RJ!0`B(4dE'C)RJ)RJ)RJ)RJ)RJ)RH)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJRJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)R pz0 HQJ)Ɯ1cI()b9RRi-9!RmsRZ13礤[9RRkVk5ZZ5לs͹k9לs1לs9s9s48ذ:IX`!+Ts9R9"s9!T9tBs9!9B!s: BBA!J(!B!:!B!B!RJ!B P`@ #R΄AA AQ3 BL9љbNj3S9tjA^2  (B1A U DDH.\]BBX@ 88'ST ""8>*,.02468:<@OggSZА[d !~y|vzxs{ysxymsyyxzuv/bݜÝa?A*W}/u%Β=vC.mCJH _#j5&γSjߛ7 4xm_xRPܿ$p_> `{xp~ftd$f}R Iߧ,Tw&;>J&y=l M)H)_)ȾfCDQ5*6DV߭8v3q\/ }C`&e> BBGkn*cM+t [b<[3*n+ԗc~E`!9&TMgf =#`BmlHT|DWFJl*4SյLmakQŴCr8P7GU !k`A>5E.2u;0skK| v K7r?S _B$EbP T u`_2 ^W0Y`˅iZ:eo6#н?@#jwY7ޡT @I`*#wW!'qwDv8DL c]j;]?T@(*f  s smB% Xc}>ьzfۖ $p3:wX@~M L!i _l:N>n/TI;t &mHyV%l|576 %PhtW̱G/p3F gXBeui"-xW I ) o7 PxS#5*B =pDN3l](פb>ٽ%7ʆpKz]P-nRÚh@s۹wbX)&, 46`HG$d< yx{P 橸l!81fj0A06;ѕSAGtB @}>`o~?cT z TUGTݎ~F$#R19*xqm_14v'PȽv  7ѭwX1'܉A.n*WkCpa@zG`92 ޺Eo#HFi>B.mϺ&Bv)X "bO&6jN&xmh@߆ܽ Bj"QBKnnǤ>^V1fЛ[~To`#M(TbMʂ*pq*Pqp;pG! jhhNd˷ Xʀ4@6`jYw^~ /V,֐i@^Q#;xKq,ͦ&w}Ý_ 4'"p=1{px)&9.p:>e[G%l6pFK#q÷r Uո"\ 6k.U#$b[i{Q0U S\qM"@otab@ej~zIL$Q&5mNn(쫞OՌ,#%YҾ,+PP9wgċ@-*c& 7"FO%z,Gh t9&2ҙ 8M'Rg`=4(앂η_>M,Kf,c𒿣q<7@ U :albF O{ YkbI@2^:QEJ\uIoS϶NGO~;O cf׎G6Ys`ߚ6t@Zo좁fGq&zOxfPp~΍,(%NeHo"T$>^:K|5 pzl6Cav$vs3[IhZx Ckـ]X >|rDD XtcB-`={u'TL[a::x|ܽލH[ vOf0B{pDI>g2P18_A 52 p`" CX7@މF5dhm/˩ȹ c ^oj:XŨ>U-%OWw@K4=w~n c'[ C_8FnĎvz ^zPɅ4dhLH8@[o];ҌC#eKlp̆8CЋ[y*6rUsa 0ݜ)6$A D͖{l¯pO&5@/OggSА[Uuutyx|}y{qtrqqpwmsorpnI&92X]^r`(잗qI],ZJyM|%DLa!W׊U0D0y@gIh`՛,ql8^|sorT9&!+|h <"k lP}3۾%6J}fSܮ5#0 $B\po`ATlBƚOM?  _tV!)&x)c^MPؽ;%$]p9p,faL.ׯFr `; 2wvrTN0o2Gb~}4ANS%Ds4!~ p1m  ] ,w}!锩⯗Kהj>$qM|p';m"7$=w8(&"@OO3cSs)F d`b6,؇%ĉ`g@9((zn.'eVR{`21bsXܭ~8I :3pڏmph QP`Yx1n >e v$ 0p춁JߜɧU^ iXa,mQ# &ݞ{8;78mkG:0 A8#8R ޼v|Y&n7X@/HxwCd{@W@\.)53 :eA**VoMM $R]'QL:#a4(OVh_q2ߋhN0)<'*F0}2uGaP&rl^)p~W89Nj~hRpdl$j<`|)zayN,_d3l h.n"T\hhK|zr4 8 pve${dNlHy8 ʐ(0~ FBQ+snldg:Nٳg6߶Ӛ?S, 8+ ,xզž 64#~j ~%8zȐq2J|,M~I_(+Nt)$ `Е7`Bc@GoC  ]Y4G@-wRJía|YAXS70rϸ Viw\s5Td|>:A$j :ѳ}S(.ͪ8bi^:@?v9*Y0_֗(n)yf':|"~J3%">&{8L&em#`Cm]>*&(G O jp*n ;{ꓳ7]|3-bGJ[m#@&~>b-+>`/̑ZH+8/Uk2 p{ {מPuyzvfw,)qI| MP=}8/|$r%SeLodsMl@,de)Jaɫjby0+sH+%Xm{TͺfؕUvCI_K,;n;+c&]*Bكxr,7A}bcp%1.D hX̀^`Y|Pn!d6Rp=ѼBMߞF(|qp.ΑXytwIkas2~>ER|@dp 1lnf/]CV&U7_]S+؀&ߠǼ"Vfz0 yj\62p`&Lj'>'%cު&I` &e2$m}`!KU|DU%@/*`z=57˦U!c32%tjH,s%QN ݚ)Gsh^:ENp`ҍ7KÉg/TC+%l40azF'ݴbTc <] Ry-0HY?.2\aNl>u ~Z>5YpasRnfdEURzE =^D` k):N;  3?`J.n"@%='0vzgnz6X|k̉8)L~ѭw /RȆI%(Vg`ܭ  ORLt %6H ]g+h|:B&)qV=&a1YE74Ar|qNR}"7@Un`2$vXippؖŒrIg6OLM)ŽY"0aMWҨ| p@Xm ?gCj\].<T&Eh~F')z6է`d֓@zDWmߵ\UDڦ;)EӾNuCZ0Ïq#|`% #z  d#Q:a6#)hF. }rדіR (@?V5_ivA-p^@ %:`QJlH &1K&K9μPw[ gItwt98p +O@ Mc5I <Ƥ$V6<(s®N-p^…U]=3N/W)ീvг *1ǥFV+ "IX̌:6%T+{$n<% ߦܱLDI% 6q1x>% A/:N;il n(W>GeAg,8(q-,t& OsCb6{H.f0gs\$~ETCt 6 tWmZ+3єlRfpTMy>`4O*mdot%K3:]g.v@Ċ %B.*/0n`cHIՂƺ'c"*@w  =H8gG]mlup^?ڈཱྀ.M$:p}C6㜧U<)^%GcJcFȗer຀(p@bdG} OM A `葡 0*2L ?>&Fʱ (`xu ^NrC'^VZT,LN@W3*C`n ўEo6^BEm'p X[V%4> ԍjq"_'{$8dn+!ցBN07/o 0=o1oNcsYk{wbkWXC :7"4(Ðq'h.,f= =yj,%2Wz@ 4 \@@qGK],@  >Zǿىn|̊{Eg)[Y%.B$B$`"C "++R sPVO tю $rۋt^q] \[2'װQE%!HI@nn $ׯ^4xAU@'^{Ll0| o2K7pqm|#ޟ2t{C3(4|˹BttbP/`dK(azkBl |f>Qxx M&Ľ n$LH.i88 ?֞MoPV85@;}Az  %:)ltn.i {=GE6Lv / .r 6=;R()3 +ֹ@`0^r z R7IsݚN#NFom[q`[‘- T7>?n2t1!iB׏ }p՘G &o֡nUL4|L8o1,xc 93h H =_[ZCp*a60]ө! neja,/^Se&"  AwL7@cH&6:2?Ar `@P[N$>*!j `>-Cp2`VDMj'hf=k<ۄAB,c2 #;%ێ9qS%J Ȅy;}TH``uN:ܙc?|]pPE](}[WI 0(6&UAH/pȀ\X@aW1Ofqz %}(0>2u;w 8;~F#Z /X߱ח8p^cr TxK `+ Ja|m ERgT4bi#N`{8D(b)SpA~AA3mPQPwҿ,U '_Q t qJ8 p>7(6R.IX5n < 2{8E l sQ.O00-`qAyX^ub K%X (#u.C dRBS͋9NgkEsy.D)!R Iٹ|NN d ܧƵ\-^v:~O j3#0HR(ӎ=nRN)AK! m 0],v@۶ G1p0Y"@7y· ~5E_A|%8k l] `! }tByԾMW8ԙGX{fs(tXOoLxزsu#Lhp\y)]Nm 5U ipU*b Ev#éұuxVnp,8`d` Hpzf|p(: &ϞeciS  8R6PCZjۦ42wRBP ~YOLTci5.pqhÍ%1`9hsnLSz-q>>X&6D¾eG|mUX"0*X 9O^M6G;Vp 爵 F}^B0&aցU2l^襭~(vN]3^Șk@lwM\zܦvMMbXH" yx`[o31 0͘BÖ=99 C.5>p)8~}p#ÞiF,ʄl(~kق(#tDpR}1HN" 5]k 13(ZXt BLq́u cah#f@g[B^{LĹ${3'xZI@jDž0Q 7tK&0ixY] {{R 4l0g5CIDeAyEBiD>s׽^'s]? Ԥx8`L^X_K `,iNlJBRZ {#,@gkV軠=6@#~O FqdON;t@,NKq}Oc/l0^K'n`m3i. OGjB$8I0)ZЗ[ p7 )hi]^81oM60(% w1J(.wGV fb@=|H?{F \ aܵ$>b]%)>;7 aF5a^*:> !4r/l8Z Xv`]dTg ⹾gg~1a=`\2,x^]#C[] s $ k0-=;%+kp0_V:nZ U%D!7#hM7qS,zv^=.- Ru}k'VhIX (o@A'DiIdPt{K"P<Mx@{hL [Zj`bi< OggSА[]4 aZRTMI@- >^G}.Մ]0A wWeop#10y}PcFOs- [ }L0 Yt҉Tuw­?@nɣ;8aO>_"{.~d⺍7HUe{4¥-naǼ"R=٩ [ AnrXŬH~xޱ~S}G lؿ`![ stqzsRӻ50&S@ul1wL_"`׾^Wn+oZ:fN5h[w0Fv /NVi U? 8BS^َ_kjE2)^R9 ^mJRF* nxCcAp> ~>MV(Up;ՋOuebdIܴz<U |7!d(Z`ӣ&)e5cA |o)"P`,&$ R;нmobs_redo/sounds/mobs_swing.ogg000066400000000000000000000153571412205443700172240ustar00rootroot00000000000000OggS?o^ AavorbisDOggS?o9SQvorbis,Xiph.Org libVorbis I 20150105 (⛄⛄⛄⛄)!DESCRIPTION=Waving a bamboo staff YEAR=20083COMMENTS=I release this file into the public domain5ARTIST=qubodup aka Iwan Gabovitch | qubodup@gmail.comvorbis!BCVcT)FRJs1FbJBHsS9לk SP)RRic)RKI%t:'c[I֘kA RL)ĔRBS)ŔRJB%t:SJ(AsctJ$dLBH)JSNBH5R)sRRjA B АU@ P2((#9cI pIɱ$K,KDQU}6UUu]u]u 4d@H d Y F(BCVb(9&|sf9h*tp"In*s9's8srf1h&sf)h&sAks9qFsAj6s9j.s"Im.s9s9sspN8sZnBs>{sB8s9s9sАUA6q HEiȤݣ$h r GR TI) 4d!RH!RH!R!b) *2,2,2밳:0C KMXckZiJ)RJ) YdAF!R!r)BCV73<' ^ /=SlY;@ـ8HN&-%_G>ziV=5{v!(7Ύ_]>$ eb,>\i|ܝ7z ̺A ӣfoibG>=k':2Rq<`{ۏGYݴ#-W|KL?a)yk?,hV i\ER]c ˎfHs1ݎY_2+XVvF*$}p,+ =VS ) ,K)Vq?y*F,Zb^By-4FOn̄=8W_*RJ]o[6w/<մZ}8{"xޚ+2 :9*[enN\OfE;{9 k1uH,ª\==]Q4ױ;e99 K q_twZvŪIԿz:! AV 湭0}} :1s͙٬ٲooPyDA&kCXb _۝ tgL w*^AI#CqzF6\Aa T1`:RgQ+Fy{i[ک:헫eӲRTDNȩ=c幎sc١,OWAk:WZ)!yX*)3aC,+Itvvs J-5s(dX~RJ}.syWK3K;]?Lf_.Jgo,pKs[TzcI1* Ȁ48Jwhq͒!:br#]!XٸƋB:eTL%<"` AMc Na-'/=0*54TZxI+>jv;<OHVG2To}[>Tzqd{#&_uZe?u*_XGmrI/c` 5rIy}iKg`z~D/=P-MI4[?'O7Ytu.̙O|hۺU;6i`G\`KR">j:u[veޛguپeVFPpMPh4ޟ9.ū^>Ъu{1:ǒ7&^u\uIЛJ,_&a6`4O䦮33.yGȩ|.K89)])FuFc$td$Pۭבέ3+SR#?~ykú>ҿ)]&w ӛ[fhKO z[ C0 M6G~&QpdY.4L36?F h;JZCqS7 eL}Y&Ke}qXh lDEQN E~)q㤛MF!堰\B4SX/ jj7~C{J *Zȗ\l>K44Ps>I/WR~L[=mdեF>l^xA{1 \s\,^MSێyK)u(YR$>nůii7afF]C_8]CQ1 *-O` [Cy ߱ Şyy\.zF{MLuݝJp8+$75Fo{>g3l-si Jvh'oCoTSK霜jXíS _ޯ0̀n7 5YE+3 1|P)éa);.VɭMEo0ĩ(ujx7Bܽ:-U&leJTV|+>\FBҘ*;$RpH>[jAV"@Gj(7ILc͵3zor0"X:O`Md^\c6PQIK̈́l|OAKeC23e9~6-kO}gDJ0{⪄Ȯq"c#u}׽eyL,^ШgꝥBYq:D)6SoH^RLUYO齮>~3Gs6wۙtJ+ a[vE g^]Lrw9!K}R1:s?&"tq}=xoIFk2\|ܶm"NW>͝&9sՙ&pβu\$lz~[epdwt_n>ԙl7d;\O 2p mobs_redo/spawner.lua000066400000000000000000000111241412205443700152120ustar00rootroot00000000000000 local S = mobs.intllib -- mob spawner local spawner_default = "mobs_animal:pumba 10 15 0 0 0" minetest.register_node("mobs:spawner", { tiles = {"mob_spawner.png"}, drawtype = "glasslike", paramtype = "light", walkable = true, description = S("Mob Spawner"), groups = {cracky = 1}, on_construct = function(pos) local meta = minetest.get_meta(pos) -- setup formspec local head = S("(mob name) (min light) (max light) (amount)" .. " (player distance) (Y offset)") -- text entry formspec meta:set_string("formspec", "size[10,3.5]" .. "label[0.15,0.5;" .. minetest.formspec_escape(head) .. "]" .. "field[1,2.5;8.5,0.8;text;" .. S("Command:") .. ";${command}]") meta:set_string("infotext", S("Spawner Not Active (enter settings)")) meta:set_string("command", spawner_default) end, on_right_click = function(pos, placer) if minetest.is_protected(pos, placer:get_player_name()) then return end end, on_receive_fields = function(pos, formname, fields, sender) if not fields.text or fields.text == "" then return end local meta = minetest.get_meta(pos) local comm = fields.text:split(" ") local name = sender:get_player_name() if minetest.is_protected(pos, name) then minetest.record_protection_violation(pos, name) return end local mob = comm[1] -- mob to spawn local mlig = tonumber(comm[2]) -- min light local xlig = tonumber(comm[3]) -- max light local num = tonumber(comm[4]) -- total mobs in area local pla = tonumber(comm[5]) -- player distance (0 to disable) local yof = tonumber(comm[6]) or 0 -- Y offset to spawn mob if mob and mob ~= "" and mobs.spawning_mobs[mob] and num and num >= 0 and num <= 10 and mlig and mlig >= 0 and mlig <= 15 and xlig and xlig >= 0 and xlig <= 15 and pla and pla >= 0 and pla <= 20 and yof and yof > -10 and yof < 10 then meta:set_string("command", fields.text) meta:set_string("infotext", S("Spawner Active (@1)", mob)) else minetest.chat_send_player(name, S("Mob Spawner settings failed!")) minetest.chat_send_player(name, S("Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”")) end end }) local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99) -- spawner abm minetest.register_abm({ label = "Mob spawner node", nodenames = {"mobs:spawner"}, interval = 10, chance = 4, catch_up = false, action = function(pos, node, active_object_count, active_object_count_wider) -- return if too many entities already if active_object_count_wider >= max_per_block then return end -- get meta and command local meta = minetest.get_meta(pos) local comm = meta:get_string("command"):split(" ") -- get settings from command local mob = comm[1] local mlig = tonumber(comm[2]) local xlig = tonumber(comm[3]) local num = tonumber(comm[4]) local pla = tonumber(comm[5]) or 0 local yof = tonumber(comm[6]) or 0 -- if amount is 0 then do nothing if num == 0 then return end -- are we spawning a registered mob? if not mobs.spawning_mobs[mob] then --print ("--- mob doesn't exist", mob) return end -- check objects inside 9x9 area around spawner local objs = minetest.get_objects_inside_radius(pos, 9) local count = 0 local ent -- count mob objects of same type in area for _, obj in ipairs(objs) do ent = obj:get_luaentity() if ent and ent.name and ent.name == mob then count = count + 1 end end -- is there too many of same type? if count >= num then return end -- spawn mob if player detected and in range if pla > 0 then local in_range = 0 local objsp = minetest.get_objects_inside_radius(pos, pla) for _, oir in pairs(objsp) do if oir:is_player() then in_range = 1 break end end -- player not found if in_range == 0 then return end end -- set medium mob usually spawns in (defaults to air) local reg = minetest.registered_entities[mob].fly_in if not reg or type(reg) == "string" then reg = {(reg or "air")} end -- find air blocks within 5 nodes of spawner local air = minetest.find_nodes_in_area( {x = pos.x - 5, y = pos.y + yof, z = pos.z - 5}, {x = pos.x + 5, y = pos.y + yof, z = pos.z + 5}, reg) -- spawn in random air block if air and #air > 0 then local pos2 = air[math.random(#air)] local lig = minetest.get_node_light(pos2) or 0 pos2.y = pos2.y + 0.5 -- only if light levels are within range if lig >= mlig and lig <= xlig and minetest.registered_entities[mob] then minetest.add_entity(pos2, mob) end end end }) mobs_redo/textures/000077500000000000000000000000001412205443700147145ustar00rootroot00000000000000mobs_redo/textures/mob_spawner.png000066400000000000000000000001541412205443700177360ustar00rootroot00000000000000PNG  IHDR%=m"PLTE"NlPdtRNS@fIDATcaL2`dNgIENDB`mobs_redo/textures/mobs_blood.png000066400000000000000000000004131412205443700175370ustar00rootroot00000000000000PNG  IHDRabKGD3'| pHYs  tIMEyWtEXtCommentCreated with GIMPWsIDAT8˵K0V.Í.B^clª<~!"0U-8q%{+/̒ΥYAWǶ4[ f`qڭ ڶ*w|AS!giPIENDB`mobs_redo/textures/mobs_chicken_egg.png000066400000000000000000000003531412205443700206710ustar00rootroot00000000000000PNG  IHDR(-S3PLTE8]_\egdxzwtRNS@ffIDATӝI0 &,Z9$^M!|#M&z<3da74W&2FoU } 5y}t0;@G;–IENDB`mobs_redo/textures/mobs_chicken_egg_overlay.png000066400000000000000000000002771412205443700224370ustar00rootroot00000000000000PNG  IHDR%=m"PLTEٟtRNS@fbKGDH pHYs  tIME-2IDATc`~>  C= ;$x700cV IENDB`mobs_redo/textures/mobs_leather.png000066400000000000000000000003041412205443700200630ustar00rootroot00000000000000PNG  IHDRRPLTE&" 61.K/lD,~O2T6!WtRNS@f]IDATc`@cDHN IH5%M Q3B @(#60u uQ q*fVbtubPRPU-OIIENDB`mobs_redo/textures/mobs_magic_lasso.png000066400000000000000000000002601412205443700207210ustar00rootroot00000000000000PNG  IHDRRPLTEUO4Z†֨tg6ItRNS@fOIDATU 1C5.pT+z'iB3U= QlO|\LQ Gd՞N:pOe>IENDB`mobs_redo/textures/mobs_meat.png000066400000000000000000000006331412205443700173720ustar00rootroot00000000000000PNG  IHDRasRGBbKGD pHYs  tIME  1I|tEXtCommentCreated with GIMPWIDAT8˥=j0 ^< њr#1=@#t(1)8DOEB=#[u T6Gđm84Ư krr:w}l&)aU_9@+<}z,HYc9"A=sG="[1'gSZށy~*nĚIENDB`mobs_redo/textures/mobs_meat_top.png000066400000000000000000000004371412205443700202560ustar00rootroot00000000000000PNG  IHDR(-S R,!]&o2@ c6INQGelD6b{rT k-MIf8.['j./__^IENDB`mobs_redo/textures/mobs_nametag.png000066400000000000000000000003671412205443700200640ustar00rootroot00000000000000PNG  IHDRaIDAT8˥+0@2hD-Sh9"н@5 pLIKf"vfF.GNX5M@ ֻ\ot`1M%}?eI[e${;iğ.lMVvIHoao-'`'-'80H(hVIENDB`mobs_redo/textures/mobs_net.png000066400000000000000000000003031412205443700172240ustar00rootroot00000000000000PNG  IHDRRPLTE)aM>#W>]J'@tRNS@f\IDATe̱ 0 D\; uVg%x$ ,Yobkg+SeN$,HXme(9\v)ypyrH4%IENDB`mobs_redo/textures/mobs_noentry_particle.png000066400000000000000000000002451412205443700220240ustar00rootroot00000000000000PNG  IHDRb PLTEgk# # wtRNS@fJIDAT%̡0  i:f D9Ų!/T.kĤdciğ}wuڛ6IENDB`mobs_redo/textures/mobs_protect_particle.png000066400000000000000000000001651412205443700220070ustar00rootroot00000000000000PNG  IHDR qPLTEٟtRNS@fIDATc``".N DrERrIENDB`mobs_redo/textures/mobs_protector.png000066400000000000000000000002441412205443700204630ustar00rootroot00000000000000PNG  IHDRRPLTEet-02/VXUJx&tRNS@fCIDATc`@fcmf1+9))J !#% `VRrR1a"05h ɂHn bqzIENDB`mobs_redo/textures/mobs_protector2.png000066400000000000000000000002441412205443700205450ustar00rootroot00000000000000PNG  IHDRRPLTE02/VXUt@tRNS@fCIDATc`@fcmf1+9))J !#% `VRrR1a"05h ɂHn bqzIENDB`mobs_redo/textures/mobs_saddle.png000066400000000000000000000002461412205443700177000ustar00rootroot00000000000000PNG  IHDRRPLTE61.K/~O2lD,T6S $tRNS@fBIDATcfr v2L e`g`rvdb``r!EFE& 1!~ \e?IENDB`mobs_redo/textures/mobs_shears.png000066400000000000000000000003401412205443700177240ustar00rootroot00000000000000PNG  IHDR(-S3PLTE8& !9$4<8R8mIR[Vlupu~yhtRNS@f[IDAT}A Z@@UGs}5ץw-j՛p J;z8%[h`d崻_:jAs@?N-2IENDB`mobs_redo/textures/tnt_smoke.png000066400000000000000000000003121412205443700174210ustar00rootroot00000000000000PNG  IHDRabKGD pHYs  jIDAT8c`%8yd(0a„4,X۰M񉣀 6`8 9ű!g3lCq6ptC޼@;D * oNIENDB`