2 Mobs Redo: MineClone 2 Edition
4 ==============================
6 Welcome to the world of mobs in Minetest and hopefully an easy guide to defining
7 your own mobs and having them appear in your worlds.
13 To register a mob and have it ready for use requires the following function:
15 mobs:register_mob(name, definition)
17 The 'name' of a mob usually starts with the mod name it's running from followed
20 "mobs_monster:sand_monster" or "mymod:totally_awesome_beast"
22 ... and the 'definition' is a table which holds all of the settings and
23 functions needed for the mob to work properly which contains the following:
25 'nametag' contains the name which is shown above mob.
26 'type' holds the type of mob that inhabits your world e.g.
27 "animal" usually docile and walking around.
28 "monster" attacks player or npc on sight.
29 "npc" walk around and will defend themselves if hit first, they
31 'hp_min' has the minimum health value the mob can spawn with.
32 'hp_max' has the maximum health value the mob can spawn with.
33 'armor' holds strength of mob, 100 is normal, lower is more powerful
34 and needs more hits and better weapons to kill.
35 'passive' when true allows animals to defend themselves when hit,
36 otherwise they amble onwards.
37 'walk_velocity' is the speed that your mob can walk around.
38 'run_velocity' is the speed your mob can run with, usually when attacking.
39 'walk_chance' has a 0-100 chance value your mob will walk from standing,
40 set to 0 for jumping mobs only.
41 'jump' when true allows your mob to jump updwards.
42 'jump_height' holds the height your mob can jump, 0 to disable jumping.
43 'stepheight' height of a block that your mob can easily walk up onto,
45 'fly' when true allows your mob to fly around instead of walking.
46 'fly_in' holds the node name that the mob flies (or swims) around
47 in e.g. "air" or "default:water_source".
48 'runaway' if true causes animals to turn and run away when hit.
49 'view_range' how many nodes in distance the mob can see a player.
50 'damage' how many health points the mob does to a player or another
51 mob when melee attacking.
52 'knock_back' when true has mobs falling backwards when hit, the greater
53 the damage the more they move back.
54 'fear_height' is how high a cliff or edge has to be before the mob stops
55 walking, 0 to turn off height fear.
56 'fall_speed' has the maximum speed the mob can fall at, default is -10.
57 'fall_damage' when true causes falling to inflict damage.
58 'water_damage' holds the damage per second infliced to mobs when standing in
60 'lava_damage' holds the damage per second inflicted to mobs when standing
62 'light_damage' holds the damage per second inflicted to mobs when it's too
63 bright (above 13 light).
64 'suffocation' when true causes mobs to suffocate inside solid blocks (2 damage per second).
65 'floats' when set to 1 mob will float in water, 0 has them sink.
66 'follow' mobs follow player when holding any of the items which appear
67 on this table, the same items can be fed to a mob to tame or
68 breed e.g. {"farming:wheat", "default:apple"}
70 'reach' is how far the mob can attack player when standing
71 nearby, default is 3 nodes.
72 'docile_by_day' when true has mobs wandering around during daylight
73 hours and only attacking player at night or when
75 'attacks_monsters' when true has npc's attacking monsters or not.
76 'attack_animals' when true will have monsters attacking animals.
77 'owner_loyal' when true will have tamed mobs attack anything player
79 'group_attack' when true has same mob type grouping together to attack
81 'attack_type' tells the api what a mob does when attacking the player
83 'dogfight' is a melee attack when player is within mob reach.
84 'shoot' has mob shoot pre-defined arrows at player when inside
86 'dogshoot' has melee attack when inside reach and shoot attack
87 when inside view_range.
88 'explode' causes mob to stop and explode when inside reach.
89 'explosion_radius' the radius of explosion node destruction,
91 'explosion_damage_radius' the radius of explosion entity & player damage,
92 defaults to explosion_radius * 2
93 'explosion_timer' number of seconds before mob explodes while its target
94 is still inside reach or explosion_damage_radius,
96 'allow_fuse_reset' Allow 'explode' attack_type to reset fuse and resume
97 chasing if target leaves the blast radius or line of
98 sight. Defaults to true.
99 'stop_to_explode' When set to true (default), mob must stop and wait for
100 explosion_timer in order to explode. If false, mob will
102 'arrow' holds the pre-defined arrow object to shoot when
104 'dogshoot_switch' allows switching between attack types by using timers
105 (1 for shoot, 2 for dogfight)
106 'dogshoot_count_max' contains how many seconds before switching from
108 'dogshoot_count2_max' contains how many seconds before switching from shoot
110 'shoot_interval' has the number of seconds between shots.
111 'shoot_offset' holds the y position added as to where the
112 arrow/fireball appears on mob.
113 'specific_attack' has a table of entity names that mob can also attack
114 e.g. {"player", "mobs_animal:chicken"}.
115 'runaway_from' contains a table with mob names to run away from, add
116 "player" to list to runaway from player also.
117 'blood_amount' contains the number of blood droplets to appear when
119 'blood_texture' has the texture name to use for droplets e.g.
120 "mobs_blood.png", or table {"blood1.png", "blood2.png"}
121 'pathfinding' set to 1 for mobs to use pathfinder feature to locate
122 player, set to 2 so they can build/break also (only
123 works with dogfight attack and when 'mobs_griefing'
124 in minetest.conf is not false).
125 'immune_to' is a table that holds specific damage when being hit by
127 {"default:sword_wood", 0} -- causes no damage.
128 {"default:gold_lump", -10} -- heals by 10 health points.
129 {"default:coal_block", 20} -- 20 damage when hit on head with coal blocks.
131 'makes_footstep_sound' when true you can hear mobs walking.
132 'sounds' this is a table with sounds of the mob
133 'distance' maximum distance sounds can be heard, default is 10.
134 'random' played randomly from time to time.
135 also played for overfeeding animal.
136 'war_cry' what you hear when mob starts to attack player. (currently disabled)
137 'attack' what you hear when being attacked.
138 'shoot_attack' sound played when mob shoots.
139 'damage' sound heard when mob is hurt.
140 'death' played when mob is killed.
141 'jump' played when mob jumps. There's a built-in cooloff timer to avoid sound spam
142 'fuse' sound played when mob explode timer starts.
143 'explode' sound played when mob explodes.
145 'drops' table of items that are dropped when mob is killed, fields are:
146 'name' name of item to drop.
147 'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc.
148 'min' minimum number of items dropped.
149 'max' maximum number of items dropped.
151 'visual' holds the look of the mob you wish to create:
152 'cube' looks like a normal node
153 'sprite' sprite which looks same from all angles.
154 'upright_sprite' flat model standing upright.
155 'wielditem' how it looks when player holds it in hand.
156 'mesh' uses separate object file to define mob.
157 'visual_size' has the size of the mob, defaults to {x = 1, y = 1}
158 'collisionbox' has the box in which mob can be interacted with the
159 world e.g. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
160 'selectionbox' has the box in which player can interact with mob
161 'textures' holds a table list of textures to be used for mob, or you
162 could use multiple lists inside another table for random
163 selection e.g. { {"texture1.png"}, {"texture2.png"} }
164 'child_texture' holds the texture table for when baby mobs are used.
165 'gotten_texture' holds the texture table for when self.gotten value is
166 true, used for milking cows or shearing sheep.
167 'mesh' holds the name of the external object used for mob model
169 'gotten_mesh" holds the name of the external object used for when
170 self.gotten is true for mobs.
171 'rotate' custom model rotation, 0 = front, 90 = side, 180 = back,
173 'double_melee_attack' when true has the api choose between 'punch' and
176 'animation' holds a table containing animation names and settings for use with mesh models:
177 'stand_start' start frame for when mob stands still.
178 'stand_end' end frame of stand animation.
179 'stand_speed' speed of animation in frames per second.
180 'walk_start' when mob is walking around.
183 'run_start' when a mob runs or attacks.
186 'fly_start' when a mob is flying.
189 'punch_start' when a mob melee attacks.
192 'punch2_start' alternative melee attack animation.
195 'shoot_start' shooting animation.
198 'die_start' death animation
201 'die_loop' when set to false stops the animation looping.
203 Using '_loop = false' setting will stop any of the above animations from
206 'speed_normal' is used for animation speed for compatibility with some
210 MineClone 2 extensions:
212 'ignores_nametag' if true, mob cannot be named by nametag
213 'rain_damage' damage per second if mob is standing in rain (default: 0)
214 'sunlight_damage' holds the damage per second inflicted to mobs when they
215 are in direct sunlight
220 Mobs can look around for specific nodes as they walk and replace them to mimic
223 'replace_what' group of items to replace e.g.
224 {"farming:wheat_8", "farming:carrot_8"}
225 or you can use the specific options of what, with and
226 y offset by using this instead:
228 {"group:grass", "air", 0},
229 {"default:dirt_with_grass", "default:dirt", -1}
231 'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
232 'replace_rate' how random should the replace rate be (typically 10)
233 'replace_offset' +/- value to check specific node to replace
235 'on_replace(self, pos, oldnode, newnode)' is called when mob is about to
237 'self' ObjectRef of mob
238 'pos' Position of node to replace
239 'oldnode' Current node
240 'newnode' What the node will become after replacing
242 If false is returned, the mob will not replace the node.
244 By default, replacing sets self.gotten to true and resets the object
248 Custom Definition Functions
249 ---------------------------
251 Along with the above mob registry settings we can also use custom functions to
252 enhance mob functionality and have them do many interesting things:
254 'on_die' a function that is called when the mob is killed the
255 parameters are (self, pos)
256 'on_rightclick' its same as in minetest.register_entity()
257 'on_blast' is called when an explosion happens near mob when using TNT
258 functions, parameters are (object, damage) and returns
259 (do_damage, do_knockback, drops)
260 'on_spawn' is a custom function that runs on mob spawn with 'self' as
261 variable, return true at end of function to run only once.
262 'after_activate' is a custom function that runs once mob has been activated
263 with these paramaters (self, staticdata, def, dtime)
264 'on_breed' called when two similar mobs breed, paramaters are
265 (parent1, parent2) objects, return false to stop child from
266 being resized and owner/tamed flags and child textures being
267 applied. Function itself must spawn new child mob.
268 'on_grown' is called when a child mob has grown up, only paramater is
270 'do_punch' called when mob is punched with paramaters (self, hitter,
271 time_from_last_punch, tool_capabilities, direction), return
272 false to stop punch damage and knockback from taking place.
273 'custom_attack' when set this function is called instead of the normal mob
274 melee attack, parameters are (self, to_attack).
275 'on_die' a function that is called when mob is killed (self, pos)
276 'do_custom' a custom function that is called every tick while mob is
277 active and which has access to all of the self.* variables
278 e.g. (self.health for health or self.standing_in for node
279 status), return with 'false' to skip remainder of mob API.
285 The mob api also has some preset variables and functions that it will remember
288 'self.health' contains current health of mob (cannot exceed
290 'self.texture_list' contains list of all mob textures
291 'self.child_texture' contains mob child texture when growing up
292 'self.base_texture' contains current skin texture which was randomly
293 selected from textures list
294 'self.gotten' this is used for obtaining milk from cow and wool from
296 'self.horny' when animal fed enough it is set to true and animal can
297 breed with same animal
298 'self.hornytimer' background timer that controls breeding functions and
299 mob childhood timings
300 'self.child' used for when breeding animals have child, will use
301 child_texture and be half size
302 'self.owner' string used to set owner of npc mobs, typically used for
304 'self.order' set to "follow" or "stand" so that npc will follow owner
306 'self.nametag' contains the name of the mob which it can show above
309 Spawning Mobs in World
310 ----------------------
312 mobs:register_spawn(name, nodes, max_light, min_light, chance,
313 active_object_count, max_height, day_toggle)
315 mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval,
316 chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
318 These functions register a spawn algorithm for the mob. Without this function
319 the call the mobs won't spawn.
321 'name' is the name of the animal/monster
322 'nodes' is a list of nodenames on that the animal/monster can
324 'neighbors' is a list of nodenames on that the animal/monster will
325 spawn beside (default is {"air"} for
327 'max_light' is the maximum of light
328 'min_light' is the minimum of light
329 'interval' is same as in register_abm() (default is 30 for
331 'chance' is same as in register_abm()
332 'active_object_count' number of this type of mob to spawn at one time inside
334 'min_height' is the minimum height the mob can spawn
335 'max_height' is the maximum height the mob can spawn
336 'day_toggle' true for day spawning, false for night or nil for
338 'on_spawn' is a custom function which runs after mob has spawned
339 and gives self and pos values.
341 A simpler way to handle mob spawns has been added with the mobs:spawn(def)
342 command which uses above names to make settings clearer:
344 mobs:spawn({name = "mobs_monster:tree_monster",
345 nodes = {"group:leaves"},
350 For each mob that spawns with this function is a field in mobs.spawning_mobs.
351 It tells if the mob should spawn or not. Default is true. So other mods can
352 only use the API of this mod by disabling the spawning of the default mobs in
356 mobs:spawn_abm_check(pos, node, name)
358 This global function can be changed to contain additional checks for mobs to
359 spawn e.g. mobs that spawn only in specific areas and the like. By returning
360 true the mob will not spawn.
362 'pos' holds the position of the spawning mob
363 'node' contains the node the mob is spawning on top of
364 'name' is the name of the animal/monster
367 MineClone 2 extensions
368 ----------------------
370 mobs:spawn_child(pos, mob_type)
372 This function spawns a mob as a child. The parameter mob_type is the
373 entitystring of the new mob.
374 This function returns the mob on success and nil otherwise.
380 mobs:register_arrow(name, definition)
382 This function registers a arrow for mobs with the attack type shoot.
384 'name' is the name of the arrow
385 'definition' is a table with the following values:
386 'visual' same is in minetest.register_entity()
387 'visual_size' same is in minetest.register_entity()
388 'textures' same is in minetest.register_entity()
389 'velocity' the velocity of the arrow
390 'drop' if set to true any arrows hitting a node will drop as item
391 'hit_player' a function that is called when the arrow hits a player;
392 this function should hurt the player, the parameters are
394 'hit_mob' a function that is called when the arrow hits a mob;
395 this function should hurt the mob, the parameters are
397 'hit_node' a function that is called when the arrow hits a node, the
398 parameters are (self, pos, node)
399 'tail' when set to 1 adds a trail or tail to mob arrows
400 'tail_texture' texture string used for above effect
401 'tail_size' has size for above texture (defaults to between 5 and 10)
402 'expire' contains float value for how long tail appears for
404 'glow' has value for how brightly tail glows 1 to 10 (default is
406 'rotate' integer value in degrees to rotate arrow
407 'on_step' is a custom function when arrow is active, nil for
414 mobs:register_egg(name, description, background, addegg, no_creative)
416 This function registers a spawn egg which can be used by admin to properly spawn in a mob.
418 'name' this is the name of your new mob to spawn e.g. "mob:sheep"
419 'description' the name of the new egg you are creating e.g. "Spawn Sheep"
420 'background' the texture displayed for the egg in inventory
421 'addegg' would you like an egg image in front of your texture (1 = yes,
423 'no_creative' when set to true this stops spawn egg appearing in creative
424 mode for destructive mobs like Dungeon Masters.
430 mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead
432 mobs:boom(self, pos, radius)
434 'pos' centre position of explosion
435 'radius' radius of explosion (typically set to 3)
437 This function generates an explosion which removes nodes in a specific radius
438 and damages any entity caught inside the blast radius. Protection will limit
439 node destruction but not entity damage.
445 mobs:capture_mob(...)
447 Does nothing and returns false.
449 This function is provided for compability with Mobs Redo for an attempt to
451 Mobs cannot be captured in MineClone 2.
453 In Mobs Redo, this is generally called inside the on_rightclick section of the mob
454 api code, it provides a chance of capturing the mob. See Mobs Redo documentation
457 Feeding and Taming/Breeding
458 ---------------------------
460 mobs:feed_tame(self, clicker, feed_count, breed, tame)
462 This function allows the mob to be fed the item inside self.follow be it apple,
463 wheat or whatever a set number of times and be tamed or bred as a result.
464 Will return true when mob is fed with item it likes.
466 'self' mob information
467 'clicker' player information
468 'feed_count' number of times mob must be fed to tame or breed
469 'breed' true or false stating if mob can be bred and a child created
471 'tame' true or false stating if mob can be tamed so player can pick
478 mobs:protect(self, clicker)
480 This function can be used to right-click any tamed mob with mobs:protector item,
481 this will protect the mob from harm inside of a protected area from other
482 players. Will return true when mob right-clicked with mobs:protector item.
484 'self' mob information
485 'clicker' player information
491 Mobs can now be ridden by players and the following shows its functions and
495 mobs:attach(self, player)
497 This function attaches a player to the mob so it can be ridden.
499 'self' mob information
500 'player' player information
503 mobs:detach(player, offset)
505 This function will detach the player currently riding a mob to an offset
508 'player' player information
509 'offset' position table containing offset values
512 mobs:drive(self, move_animation, stand_animation, can_fly, dtime)
514 This function allows an attached player to move the mob around and animate it at
517 'self' mob information
518 'move_animation' string containing movement animation e.g. "walk"
519 'stand_animation' string containing standing animation e.g. "stand"
520 'can_fly' if true then jump and sneak controls will allow mob to fly
522 'dtime' tick time used inside drive function
525 mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation)
527 This function allows an attached player to fly the mob around using directional
530 'self' mob information
531 'dtime' tick time used inside fly function
532 'speed' speed of flight
533 'can_shoot' true if mob can fire arrow (sneak and left mouse button
535 'arrow_entity' name of arrow entity used for firing
536 'move_animation' string containing name of pre-defined animation e.g. "walk"
538 'stand_animation' string containing name of pre-defined animation e.g.
539 "stand" or "blink" etc.
541 Note: animation names above are from the pre-defined animation lists inside mob
542 registry without extensions.
545 mobs:set_animation(self, name)
547 This function sets the current animation for mob, defaulting to "stand" if not
550 'self' mob information
551 'name' name of animation
554 Certain variables need to be set before using the above functions:
556 'self.v2' toggle switch used to define below values for the
558 'self.max_speed_forward' max speed mob can move forward
559 'self.max_speed_reverse' max speed mob can move backwards
560 'self.accel' acceleration speed
561 'self.terrain_type' integer containing terrain mob can walk on
562 (1 = water, 2 or 3 = land)
563 'self.driver_attach_at' position offset for attaching player to mob
564 'self.driver_eye_offset' position offset for attached player view
565 'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1}
568 External Settings for "minetest.conf"
569 ------------------------------------
571 'enable_damage' if true monsters will attack players (default is true)
572 'only_peaceful_mobs' if true only animals will spawn in game (default is
574 'mobs_disable_blood' if false blood effects appear when mob is hit (default
576 'mobs_spawn_protected' if set to false then mobs will not spawn in protected
577 areas (default is true)
578 'remove_far_mobs' if true then untamed mobs that are outside players
579 visual range will be removed (default is true)
580 'mobname' can change specific mob chance rate (0 to disable) and
581 spawn number e.g. mobs_animal:cow = 1000,5
582 'mob_difficulty' sets difficulty level (health and hit damage
583 multiplied by this number), defaults to 1.0.
584 'mob_show_health' if false then punching mob will not show health status
586 'mob_chance_multiplier' multiplies chance of all mobs spawning and can be set
587 to 0.5 to have mobs spawn more or 2.0 to spawn less.
588 e.g. 1 in 7000 * 0.5 = 1 in 3500 so better odds of
590 'mobs_spawn' if false then mobs no longer spawn without spawner or
592 'mobs_drop_items' when false mobs no longer drop items when they die.
593 'mobs_griefing' when false mobs cannot break blocks when using either
594 pathfinding level 2, replace functions or mobs:boom
597 Players can override the spawn chance for each mob registered by adding a line
598 to their minetest.conf file with a new value, the lower the value the more each
601 mobs_animal:sheep_chance 11000
602 mobs_monster:sand_monster_chance 100
605 Rideable Horse Example Mob
606 --------------------------
608 mobs:register_mob("mob_horse:horse", {
611 visual_size = {x = 1.20, y = 1.20},
612 mesh = "mobs_horse.x",
613 collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4},
626 {"mobs_horsepeg.png"},
627 {"mobs_horseara.png"}
634 follow = {"farming:wheat"},
642 makes_footstep_sound = true,
644 {name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
647 random = "horse_neigh.ogg",
648 damage = "horse_whinney.ogg",
651 do_custom = function(self, dtime)
653 -- set needed values if not already present
656 self.max_speed_forward = 6
657 self.max_speed_reverse = 2
659 self.terrain_type = 3
660 self.driver_attach_at = {x = 0, y = 20, z = -2}
661 self.driver_eye_offset = {x = 0, y = 3, z = 0}
662 self.driver_scale = {x = 1, y = 1}
665 -- if driver present allow control of horse
668 mobs.drive(self, "walk", "stand", false, dtime)
670 return false -- skip rest of mob functions
676 on_die = function(self, pos)
678 -- drop saddle when horse is killed while riding
679 -- also detach from horse properly
681 minetest.add_item(pos, "mobs:saddle")
682 mobs.detach(self.driver, {x = 1, y = 0, z = 1})
687 on_rightclick = function(self, clicker)
689 -- make sure player is clicking
690 if not clicker or not clicker:is_player() then
694 -- feed, tame or heal horse
695 if mobs:feed_tame(self, clicker, 10, true, true) then
699 -- make sure tamed horse is being clicked by owner only
700 if self.tamed and self.owner == clicker:get_player_name() then
702 local inv = clicker:get_inventory()
704 -- detatch player already riding horse
705 if self.driver and clicker == self.driver then
707 mobs.detach(clicker, {x = 1, y = 0, z = 1})
709 -- add saddle back to inventory
710 if inv:room_for_item("main", "mobs:saddle") then
711 inv:add_item("main", "mobs:saddle")
713 minetest.add_item(clicker.getpos(), "mobs:saddle")
716 -- attach player to horse
717 elseif not self.driver
718 and clicker:get_wielded_item():get_name() == "mobs:saddle" then
720 self.object:set_properties({stepheight = 1.1})
721 mobs.attach(self, clicker)
723 -- take saddle from inventory
724 inv:remove_item("main", "mobs:saddle")
728 -- used to capture horse with magic lasso
729 mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)