Mehr Mods hinzugefügt
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mods/mobs_monster/dungeon_master.lua
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181
mods/mobs_monster/dungeon_master.lua
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local S = core.get_translator("mobs_monster")
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-- custom dungeon master types
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local master_types = {
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{ nodes = {"nether:rack"},
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skins = {"mobs_dungeon_master_nether.png"},
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},
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{ nodes = {"nether:rack_deep"},
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skins = {"mobs_dungeon_master_netherdeep.png"},
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}
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}
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-- Dungeon Master by PilzAdam
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mobs:register_mob("mobs_monster:dungeon_master", {
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type = "monster",
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passive = false,
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damage = 6,
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attack_type = "dogshoot",
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dogshoot_switch = 1,
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dogshoot_count_max = 12, -- shoot for 10 seconds
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dogshoot_count2_max = 3, -- dogfight for 3 seconds
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reach = 3,
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shoot_interval = 2.2,
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arrow = "mobs_monster:fireball",
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friendly_fire = false,
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shoot_offset = 1,
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hp_min = 42,
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hp_max = 75,
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armor = 60,
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collisionbox = {-0.7, -1, -0.7, 0.7, 1.6, 0.7},
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visual = "mesh",
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mesh = "mobs_dungeon_master.b3d",
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textures = {
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{"mobs_dungeon_master.png"},
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{"mobs_dungeon_master2.png"},
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{"mobs_dungeon_master3.png"}
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},
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makes_footstep_sound = true,
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sounds = {
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random = "mobs_dungeonmaster",
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shoot_attack = "mobs_fireball"
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},
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walk_velocity = 1,
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run_velocity = 3,
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jump = true,
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view_range = 15,
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drops = {
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{name = "default:mese_crystal_fragment", chance = 1, min = 0, max = 2},
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{name = "mobs:leather", chance = 2, min = 0, max = 2},
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{name = "default:mese_crystal", chance = 3, min = 0, max = 2},
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{name = "default:diamond", chance = 4, min = 0, max = 1},
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{name = "default:diamondblock", chance = 30, min = 0, max = 1}
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},
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water_damage = 1,
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lava_damage = 1,
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light_damage = 0,
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fear_height = 3,
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animation = {
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stand_start = 0, stand_end = 19,
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walk_start = 20, walk_end = 35,
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punch_start = 36, punch_end = 48,
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shoot_start = 36, shoot_end = 48,
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speed_normal = 15, speed_run = 15
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},
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-- check surrounding nodes and spawn a specific monster
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on_spawn = function(self)
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local pos = self.object:get_pos() ; pos.y = pos.y - 1
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local tmp
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for n = 1, #master_types do
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tmp = master_types[n]
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if core.find_node_near(pos, 1, tmp.nodes) then
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self.base_texture = tmp.skins
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self.object:set_properties({textures = tmp.skins})
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if tmp.drops then self.drops = tmp.drops end
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return true
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end
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end
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return true -- run only once, false/nil runs every activation
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end
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})
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-- where to spawn
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if not mobs.custom_spawn_monster then
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mobs:spawn({
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name = "mobs_monster:dungeon_master",
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nodes = {"default:stone", "nether:rack", "nether:rack_deep"},
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max_light = 5,
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chance = 9000,
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active_object_count = 1,
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max_height = -70
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})
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end
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-- spawn egg
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mobs:register_egg("mobs_monster:dungeon_master", S("Dungeon Master"),
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"fire_basic_flame.png", 1, true)
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-- old mobs mod compatibility
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mobs:alias_mob("mobs:dungeon_master", "mobs_monster:dungeon_master")
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-- fireball arrow
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mobs:register_arrow("mobs_monster:fireball", {
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visual = "sprite",
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visual_size = {x = 1, y = 1},
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textures = {"mobs_fireball.png"},
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collisionbox = {-0.1, -0.1, -0.1, 0.1, 0.1, 0.1},
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velocity = 7,
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tail = 1,
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tail_texture = "mobs_fireball.png",
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tail_size = 10,
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glow = 5,
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expire = 0.1,
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on_activate = function(self, staticdata, dtime_s)
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-- make fireball indestructable
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self.object:set_armor_groups({immortal = 1, fleshy = 100})
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end,
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-- if player has a good weapon with 7+ damage it can deflect fireball
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on_punch = function(self, hitter, tflp, tool_capabilities, dir)
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if hitter and hitter:is_player() and tool_capabilities and dir then
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local damage = tool_capabilities.damage_groups and
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tool_capabilities.damage_groups.fleshy or 1
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local tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
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if damage > 6 and tmp < 4 then
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self.object:set_velocity({
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x = dir.x * self.velocity,
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y = dir.y * self.velocity,
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z = dir.z * self.velocity
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})
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end
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end
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end,
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-- direct hit, no fire... just plenty of pain
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hit_player = function(self, player)
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player:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 8}
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}, nil)
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end,
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hit_mob = function(self, player)
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player:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 8}
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}, nil)
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end,
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-- node hit
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hit_node = function(self, pos, node)
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mobs:boom(self, pos, 1)
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end
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})
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--core.override_item("default:obsidian", {on_blast = function() end})
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