5 Welcome to the world of mobs in minetest and hopefully an easy guide to defining
6 your own mobs and having them appear in your worlds.
12 To register a mob and have it ready for use requires the following function:
14 mobs:register_mob(name, definition)
16 The 'name' of a mob usually starts with the mod name it's running from followed
19 "mobs_monster:sand_monster" or "mymod:totally_awesome_beast"
21 ... and the 'definition' is a table which holds all of the settings and
22 functions needed for the mob to work properly which contains the following:
24 'nametag' contains the name which is shown above mob.
25 'type' holds the type of mob that inhabits your world e.g.
26 "animal" usually docile and walking around.
27 "monster" attacks player or npc on sight.
28 "npc" walk around and will defend themselves if hit first, they
30 'hp_min' has the minimum health value the mob can spawn with.
31 'hp_max' has the maximum health value the mob can spawn with.
32 'armor' holds strength of mob, 100 is normal, lower is more powerful
33 and needs more hits and better weapons to kill.
34 'passive' when false allows animals to defend themselves when hit,
35 otherwise they amble onwards.
36 'walk_velocity' is the speed that your mob can walk around.
37 'run_velocity' is the speed your mob can run with, usually when attacking.
38 'stand_chance' has a 0-100 chance value your mob will stand from walking.
39 'walk_chance' has a 0-100 chance value your mob will walk from standing,
40 set to 0 for jumping mobs only.
41 'randomly_turn' if set to false then mob will not turn to face player or
42 randomly turn while walking or standing.
43 'jump' when true allows your mob to jump updwards.
44 'jump_height' holds the height your mob can jump, 0 to disable jumping.
45 'stepheight' height of a block that your mob can easily walk up onto,
47 'fly' when true allows your mob to fly around instead of walking.
48 'fly_in' holds the node name that the mob flies (or swims) around
49 in e.g. "air" or "default:water_source".
50 'keep_flying' when true mobs like birds no longer stop and stand.
51 'stay_near' when set allows mobs the chance to stay around certain nodes.
52 'nodes' string or table of nodes to stay nearby e.g. "farming:straw"
53 'chance' chance of searching for above node(s), default is 10.
54 'runaway' if true causes animals to turn and run away when hit.
55 'pushable' when true mobs can be pushed by player or other mobs.
56 'view_range' how many nodes in distance the mob can see a player.
57 'damage' how many health points the mob does to a player or another
58 mob when melee attacking.
59 'knock_back' when true has mobs falling backwards when hit, the greater
60 the damage the more they move back.
61 'fear_height' is how high a cliff or edge has to be before the mob stops
62 walking, 0 to turn off height fear.
63 'fall_speed' has the maximum speed the mob can fall at, default is -10.
64 'fall_damage' when true causes falling to inflict damage.
65 'water_damage' holds the damage per second infliced to mobs when standing in
67 'lava_damage' holds the damage per second inflicted to mobs when standing
68 in lava or fire or an ignition source.
69 'light_damage' holds the damage per second inflicted to mobs when light
70 level is between the min and max values below
71 'light_damage_min' minimum light value when mob is affected (default: 14)
72 'light_damage_max' maximum light value when mob is affected (default: 15)
73 'suffocation' when > 0 mobs will suffocate inside solid blocks and will be
74 hurt by the value given every second (0 to disable).
75 'floats' when set to 1 mob will float in water, 0 has them sink.
76 'follow' mobs follow player when holding any of the items which appear
77 on this table, the same items can be fed to a mob to tame or
78 breed e.g. {"farming:wheat", "default:apple"}
80 'reach' is how far the mob can attack player when standing
81 nearby, default is 3 nodes.
82 'docile_by_day' when true has mobs wandering around during daylight
83 hours and only attacking player at night or when
85 'attack_chance' 0 to 100 chance the mob will attack (default is 5).
86 'attack_monsters' when true mob will attack monsters.
87 'attack_animals' when true mob will attack animals.
88 'attack_npcs' when true mob will attack npcs within range.
89 'attack_players' when true mob will attack players nearby.
90 'owner_loyal' when true non-docile tamed mobs attack anything player
92 'group_attack' when true has same mob type grouping together to attack
94 'group_helper' string containing mob name that attacks alongside
95 current mob when group attacking.
96 mob is attacking in groups.
97 'attack_type' tells the api what a mob does when attacking the player
99 'dogfight' is a melee attack when player is within mob reach.
100 'shoot' has mob shoot pre-defined arrows at player when inside
102 'dogshoot' has melee attack when inside reach and shoot attack
103 when inside view_range.
104 'explode' causes mob to stop and explode when inside reach.
105 'explosion_radius' the radius of explosion node destruction,
107 'explosion_damage_radius' the radius of explosion entity & player damage,
108 defaults to explosion_radius * 2
109 'explosion_timer' number of seconds before mob explodes while its target
110 is still inside reach or explosion_damage_radius,
112 'allow_fuse_reset' Allow 'explode' attack_type to reset fuse and resume
113 chasing if target leaves the blast radius or line of
114 sight. Defaults to true.
115 'stop_to_explode' When set to true (default), mob must stop and wait for
116 explosion_timer in order to explode. If false, mob will
118 'arrow' holds the pre-defined arrow object to shoot when
120 'dogshoot_switch' allows switching between attack types by using timers
121 (1 for shoot, 2 for dogfight)
122 'dogshoot_count_max' contains how many seconds before switching from
124 'dogshoot_count2_max' contains how many seconds before switching from shoot
126 'shoot_interval' has the number of seconds between shots.
127 'shoot_offset' holds the y position added as to where the
128 arrow/fireball appears on mob.
129 'specific_attack' has a table of entity names that mob can also attack
130 e.g. {"player", "mobs_animal:chicken"}.
131 'runaway_from' contains a table with mob names to run away from, add
132 "player" to list to runaway from player also.
133 'blood_amount' contains the number of blood droplets to appear when
135 'blood_texture' has the texture name to use for droplets e.g.
136 "mobs_blood.png", or table {"blood1.png", "blood2.png"}
137 'pathfinding' set to 1 for mobs to use pathfinder feature to locate
138 player, set to 2 so they can build/break also (only
139 works with dogfight attack and when 'mobs_griefing'
140 in minetest.conf is not false). Adding {unbreakable=1}
141 to node groups stops them being broken by mobs.
142 'immune_to' is a table that holds specific damage when being hit by
144 {"default:sword_wood", 0} -- causes no damage.
145 {"default:gold_lump", -10} -- heals by 10 health points.
146 {"default:coal_block", 20} -- 20 damage when hit on head with coal blocks.
147 {"all"} -- stops all weapons causing damage apart from those on list.
149 'makes_footstep_sound' when true you can hear mobs walking.
150 'sounds' this is a table with sounds of the mob
151 'distance' maximum distance sounds can be heard, default is 10.
152 'random' random sound that plays during gameplay.
153 'war_cry' what you hear when mob starts to attack player.
154 'attack' what you hear when being attacked.
155 'shoot_attack' sound played when mob shoots.
156 'damage' sound heard when mob is hurt.
157 'death' played when mob is killed.
158 'jump' played when mob jumps.
159 'fuse' sound played when mob explode timer starts.
160 'explode' sound played when mob explodes.
162 'drops' table of items that are dropped when mob is killed, fields are:
163 'name' name of item to drop.
164 'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc.
165 'min' minimum number of items dropped, set to 0 for rare drops.
166 'max' maximum number of items dropped.
167 Note: If weapon has {fire=1} damage group set then cooked items will drop.
168 Note2: A function can now be passed which can also return drops table, e.g.
169 drops = function(pos)
171 return { {name = "farming:bread"}, {name = "default:dirt", chance = 2} }
174 'visual' holds the look of the mob you wish to create:
175 'cube' looks like a normal node
176 'sprite' sprite which looks same from all angles.
177 'upright_sprite' flat model standing upright.
178 'wielditem' how it looks when player holds it in hand.
179 'mesh' uses separate object file to define mob.
180 'visual_size' has the size of the mob, defaults to {x = 1, y = 1}
181 'collisionbox' has the box in which mob can be interacted with the
182 world e.g. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
183 'selectionbox' has the box in which player can interact with mob
184 'textures' holds a table list of textures to be used for mob, or you
185 could use multiple lists inside another table for random
186 selection e.g. { {"texture1.png"}, {"texture2.png"} }
187 'child_texture' holds the texture table for when baby mobs are used.
188 'gotten_texture' holds the texture table for when self.gotten value is
189 true, used for milking cows or shearing sheep.
190 'texture_mods' holds a string which overlays a texture on top of the
191 mob texture e.g. "^saddle.png"
192 'mesh' holds the name of the external object used for mob model
194 'gotten_mesh" holds the name of the external object used for when
195 self.gotten is true for mobs.
196 'rotate' custom model rotation, 0 = front, 90 = side, 180 = back,
198 'glow' has mob glow without light source, 0 to 15 or nil to disable
199 'double_melee_attack' when true has the api choose between 'punch' and
200 'punch2' animations. [DEPRECATED]
202 'animation' holds a table containing animation names and settings for use with
204 'stand_start' start frame for when mob stands still.
205 'stand_end' end frame of stand animation.
206 'stand_speed' speed of animation in frames per second.
207 'walk_start' when mob is walking around.
210 'run_start' when a mob runs or attacks.
213 'fly_start' when a mob is flying.
216 'punch_start' when a mob melee attacks.
219 'punch2_start' alternative melee attack animation.
222 'shoot_start' shooting animation.
225 'die_start' death animation
228 'die_loop' when set to false stops the animation looping.
230 Using '_loop = false' setting will stop any of the above animations from
233 'speed_normal' is used for animation speed for compatibility with some
236 Note: Up to 5 different animations can be used per action e.g.
237 stand_start, stand_end, stand1_start, stand1_end .. up to stand4_start
243 Mobs can look around for specific nodes as they walk and replace them to mimic
246 'replace_what' group of items to replace e.g.
247 {"farming:wheat_8", "farming:carrot_8"}
248 or you can use the specific options of what, with and
249 y offset by using this instead:
251 {"group:grass", "air", 0},
252 {"default:dirt_with_grass", "default:dirt", -1}
254 'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
255 'replace_rate' how random should the replace rate be (typically 10)
256 'replace_offset' +/- value to check specific node to replace
258 'on_replace(self, pos, oldnode, newnode)' is called when mob is about to
260 'self' ObjectRef of mob
261 'pos' Position of node to replace
262 'oldnode' Current node
263 'newnode' What the node will become after replacing
265 If false is returned, the mob will not replace the node.
267 By default, replacing sets self.gotten to true and resets the object
268 properties. (DEPRECATED, use on_replace to make changes).
271 Custom Definition Functions
272 ---------------------------
274 Along with the above mob registry settings we can also use custom functions to
275 enhance mob functionality and have them do many interesting things:
277 'on_die' a function that is called when the mob is killed the
278 parameters are (self, pos)
279 'on_rightclick' its same as in minetest.register_entity()
280 'on_blast' is called when an explosion happens near mob when using TNT
281 functions, parameters are (object, damage) and returns
282 (do_damage, do_knockback, drops)
283 'on_spawn' is a custom function that runs on mob spawn with 'self' as
284 variable, return true at end of function to run only once.
285 'after_activate' is a custom function that runs once mob has been activated
286 with these paramaters (self, staticdata, def, dtime)
287 'on_breed' called when two similar mobs breed, paramaters are
288 (parent1, parent2) objects, return false to stop child from
289 being resized and owner/tamed flags and child textures being
290 applied. Function itself must spawn new child mob.
291 'on_grown' is called when a child mob has grown up, only paramater is
293 'do_punch' called when mob is punched with paramaters (self, hitter,
294 time_from_last_punch, tool_capabilities, direction), return
295 false to stop punch damage and knockback from taking place.
296 'custom_attack' when set this function is called instead of the normal mob
297 melee attack, parameters are (self, to_attack) and if true
298 is returned normal attack function continued.
299 'on_die' a function that is called when mob is killed (self, pos), also
300 has access to self.cause_of_death table.
301 'do_custom' a custom function that is called every tick while mob is
302 active and which has access to all of the self.* variables
303 e.g. (self.health for health or self.standing_in for node
304 status), return with 'false' to skip remainder of mob API.
310 The mob api also has some preset variables and functions that it will remember
313 'self.health' contains current health of mob (cannot exceed
315 'self.texture_list' contains list of all mob textures
316 'self.child_texture' contains mob child texture when growing up
317 'self.base_texture' contains current skin texture which was randomly
318 selected from textures list
319 'self.gotten' this is used for obtaining resource from mob, like milk from cow
320 'self.horny' when animal fed enough it is set to true and animal can
321 breed with same animal
322 'self.hornytimer' background timer that controls breeding functions and
323 mob childhood timings
324 'self.child' used for when breeding animals have child, will use
325 child_texture and be half size
326 'self.owner' string used to set owner of npc mobs, typically used for
328 'self.order' set to "follow" or "stand" so that npc will follow owner
330 'self.nametag' contains the name of the mob which it can show above
337 name = "mobs_animal:chicken",
339 owner = "singleplayer",
341 ignore_count = true -- ignores mob count per map area
344 Returns false if mob could not be added, returns mob object if spawned ok.
347 Removing Mob from World
348 -----------------------
350 mobs:remove(self, decrease)
352 Removes mob 'self' from the world and if 'decrease' is true then the mob counter
353 will also be decreased by one.
356 Spawning Mobs in World
357 ----------------------
360 name = "mobs_monster:tree_monster",
361 nodes = {"group:leaves"},
365 Spawn functions require the following settings, some of which already have a
366 default setting and can be omitted:
368 'name' is the name of the animal/monster
369 'nodes' is a list of nodenames on that the animal/monster can
370 spawn on top of (defaults to {"group:dirt", "group:stone"}
371 'neighbors' is a list of nodenames on that the animal/monster will
372 spawn beside (default is {"air"})
373 'interval' is same as in register_abm() (default is 30)
374 'chance' is same as in register_abm() (default is 5000)
375 'min_light' is the minimum light level (default is 0)
376 'max_light' is the maximum light (default is 15)
377 'min_height' is the minimum height a mob can spawn (default: -31000)
378 'max_height' is the maximum height a mob can spawn (default is 31000)
379 'active_object_count' number of this type of mob to spawn at one time inside
380 map area (default is 1)
381 'day_toggle' true for day spawning, false for night or nil for
383 'on_spawn' is a custom function which runs after mob has spawned
384 and gives self and pos values.
385 'on_map_load' when true mobs will have a chance of spawning only
386 when new areas of map are loaded, interval will not be
389 The older spawn functions are still active and working but have no defaults like
390 the mobs:spawn, so it is recommended to use the above instead.
392 mobs:register_spawn(name, nodes, max_light, min_light, chance,
393 active_object_count, max_height, day_toggle)
395 mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval,
396 chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
398 A simpler way to handle mob spawns has been added with the mobs:spawn(def)
399 command which uses above names to make settings clearer:
402 For each mob that spawns with this function is a field in mobs.spawning_mobs.
403 It tells if the mob should spawn or not. Default is true. So other mods can
404 only use the API of this mod by disabling the spawning of the default mobs in
408 mobs:spawn_abm_check(pos, node, name)
410 This global function can be changed to contain additional checks for mobs to
411 spawn e.g. mobs that spawn only in specific areas and the like. By returning
412 true the mob will not spawn.
414 'pos' holds the position of the spawning mob
415 'node' contains the node the mob is spawning on top of
416 'name' is the name of the animal/monster
422 mobs:effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall)
424 This function provides a quick way to spawn particles as an effect.
426 'pos' center position of particle effect.
427 'amount' how many particles.
428 'texture' texture filename to use for effect.
429 'min_size' smallest particle size.
430 'max_size' largest particle size.
431 'radius' how far particles spread outward from center.
432 'gravity' gravity applied to particles once they spawn.
433 'glow' number between 1 and 15 for glowing particles.
434 'fall' when true particles fall, false has them rising, nil has them scatter.
440 mobs:register_arrow(name, definition)
442 This function registers a arrow for mobs with the attack type shoot.
444 'name' is the name of the arrow
445 'definition' is a table with the following values:
446 'visual' same is in minetest.register_entity()
447 'visual_size' same is in minetest.register_entity()
448 'textures' same is in minetest.register_entity()
449 'velocity' the velocity of the arrow
450 'drop' if set to true any arrows hitting a node will drop as item
451 'hit_player' a function that is called when the arrow hits a player;
452 this function should hurt the player, the parameters are
454 'hit_mob' a function that is called when the arrow hits a mob;
455 this function should hurt the mob, the parameters are
457 'hit_object' a function that is called when the arrow hits an object;
458 this function parameters are (self, player)
459 'hit_node' a function that is called when the arrow hits a node, the
460 parameters are (self, pos, node)
461 'tail' when set to 1 adds a trail or tail to mob arrows
462 'tail_texture' texture string used for above effect
463 'tail_size' has size for above texture (defaults to between 5 and 10)
464 'expire' contains float value for how long tail appears for
466 'glow' has value for how brightly tail glows 1 to 10 (default is
468 'rotate' integer value in degrees to rotate arrow
469 'on_step' is a custom function when arrow is active, nil for
471 'on_punch' is a custom function when arrow is punched, nil by default
472 'collisionbox' is hitbox table for arrow, {-.1,-.1,-.1,.1,.1,.1} by default.
473 'lifetime' contains float value for how many seconds arrow exists in
474 world before being removed (default is 4.5 seconds).
480 mobs:register_egg(name, description, background, addegg, no_creative)
482 This function registers a spawn egg which can be used to properly spawn in a mob.
483 Animals are spawned as tamed unless sneak/shift is held while spawning.
485 'name' this is the name of your new mob to spawn e.g. "mob:sheep"
486 'description' the name of the new egg you are creating e.g. "Spawn Sheep"
487 'background' the texture displayed for the egg in inventory
488 'addegg' would you like an egg image in front of your texture (1 = yes,
490 'no_creative' when set to true this stops spawn egg appearing in creative
491 mode for destructive mobs like Dungeon Masters.
497 mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead
499 mobs:boom(self, pos, radius)
501 'pos' centre position of explosion
502 'radius' radius of explosion (typically set to 3)
504 This function generates an explosion which removes nodes in a specific radius
505 and damages any entity caught inside the blast radius. Protection will limit
506 node destruction but not entity damage.
512 mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
513 force_take, replacewith)
515 This function is generally called inside the on_rightclick section of the mob
516 api code, it provides a chance of capturing the mob by hand, using the net or
517 lasso items, and can also have the player take the mob by force if tamed and
518 replace with another item entirely.
520 'self' mob information
521 'clicker' player information
522 'chance_hand' chance of capturing mob by hand (1 to 100) 0 to disable
523 'chance_net' chance of capturing mob using net (1 to 100) 0 to disable
524 'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to
526 'force_take' take mob by force, even if tamed (true or false)
527 'replacewith' once captured replace mob with this item instead (overrides
528 new mob eggs with saved information)
530 mobs:force_capture(self, clicker)
532 Same as above but does no checks, it simply captures any and all mobs and places
533 inside a spawn egg containing all of the mob information.
536 Feeding and Taming/Breeding
537 ---------------------------
539 mobs:feed_tame(self, clicker, feed_count, breed, tame)
541 This function allows the mob to be fed the item inside self.follow be it apple,
542 wheat or whatever a set number of times and be tamed or bred as a result.
543 Will return true when mob is fed with item it likes.
545 'self' mob information
546 'clicker' player information
547 'feed_count' number of times mob must be fed to tame or breed
548 'breed' true or false stating if mob can be bred and a child created
550 'tame' true or false stating if mob can be tamed so player can pick
557 mobs:protect(self, clicker)
559 This function can be used to right-click any tamed mob with mobs:protector item,
560 this will protect the mob from harm inside of a protected area from other
561 players. Will return true when mob right-clicked with mobs:protector item.
563 'self' mob information
564 'clicker' player information
570 Mobs can now be ridden by players and the following shows its functions and
574 mobs:attach(self, player)
576 This function attaches a player to the mob so it can be ridden.
578 'self' mob information
579 'player' player information
582 mobs:detach(player, offset)
584 This function will detach the player currently riding a mob to an offset
587 'player' player information
588 'offset' position table containing offset values
591 mobs:drive(self, move_animation, stand_animation, can_fly, dtime)
593 This function allows an attached player to move the mob around and animate it at
596 'self' mob information
597 'move_animation' string containing movement animation e.g. "walk"
598 'stand_animation' string containing standing animation e.g. "stand"
599 'can_fly' if true then jump and sneak controls will allow mob to fly
601 'dtime' tick time used inside drive function
604 mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation)
606 This function allows an attached player to fly the mob around using directional
609 'self' mob information
610 'dtime' tick time used inside fly function
611 'speed' speed of flight
612 'can_shoot' true if mob can fire arrow (sneak and left mouse button
614 'arrow_entity' name of arrow entity used for firing
615 'move_animation' string containing name of pre-defined animation e.g. "walk"
617 'stand_animation' string containing name of pre-defined animation e.g.
618 "stand" or "blink" etc.
620 Note: animation names above are from the pre-defined animation lists inside mob
621 registry without extensions.
624 mobs:set_animation(self, name)
626 This function sets the current animation for mob, defaulting to "stand" if not
629 'self' mob information
630 'name' name of animation
633 Certain variables need to be set before using the above functions:
635 'self.v2' toggle switch used to define below values for the
637 'self.max_speed_forward' max speed mob can move forward
638 'self.max_speed_reverse' max speed mob can move backwards
639 'self.accel' acceleration speed
640 'self.terrain_type' integer containing terrain mob can walk on
641 (1 = water, 2 or 3 = land)
642 'self.driver_attach_at' position offset for attaching player to mob
643 'self.driver_eye_offset' position offset for attached player view
644 'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1}
647 mobs:line_of_sight(self, pos1, pos2, stepsize) [DEPRECATED]
649 This function is for use within the mobs definition for special use cases and
650 returns true if a mob can see the player or victim.
652 ...'self' mob information
653 'pos1' position of mob
654 'pos2' position of vistim or player
655 'stepsize' usually set to 1
659 mob_class:line_of_sight(pos1, pos2, stepsize)
662 mobs:can_spawn(pos, name)
664 This function checks the surrounding area at [pos] to see if there is enough empty
665 space to spawn mob [name], if so then a new position is returned for use,
666 otherwise nil is returned.
669 External Settings for "minetest.conf"
670 ------------------------------------
672 'enable_damage' if true monsters will attack players (default is true)
673 'only_peaceful_mobs' if true only animals will spawn in game (default is
675 'mobs_spawn_protected' if set to false then mobs will not spawn in protected
676 areas (default is true)
677 'remove_far_mobs' if true then untamed mobs that are outside players
678 visual range will be removed (default is true)
679 'mobname' can change specific mob chance rate (0 to disable) and
680 spawn number e.g. mobs_animal:cow = 1000,5
681 'mob_difficulty' sets difficulty level (health and hit damage
682 multiplied by this number), defaults to 1.0.
683 'mob_chance_multiplier' multiplies chance of all mobs spawning and can be set
684 to 0.5 to have mobs spawn more or 2.0 to spawn less.
685 e.g. 1 in 7000 * 0.5 = 1 in 3500 so better odds of
687 'mobs_spawn' if false then mobs no longer spawn without spawner or
689 'mobs_drop_items' when false mobs no longer drop items when they die.
690 'mobs_griefing' when false mobs cannot break blocks when using either
691 pathfinding level 2, replace functions or mobs:boom
693 'mob_nospawn_range' Minimum range a mob can spawn near player (def: 12)
694 'mob_active_limit' Number of active mobs in game, 0 for unlimited
696 Players can override the spawn chance for each mob registered by adding a line
697 to their minetest.conf file with a new value, the lower the value the more each
700 mobs_animal:sheep 11000
701 mobs_monster:sand_monster 100
703 ...you can also change how many of a certain mob appear in an active mapblock by
704 adding a comma and then a new value e.g.
706 mobs_animal:cow = 8000,4 <-- 4 cows per mapblock at 8000 spawn chance
707 mobs_monster:dirt_monster = ,20 <-- 20 dirt monsters per mapblock
710 Rideable Horse Example Mob
711 --------------------------
713 mobs:register_mob("mob_horse:horse", {
716 visual_size = {x = 1.20, y = 1.20},
717 mesh = "mobs_horse.x",
718 collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4},
731 {"mobs_horsepeg.png"},
732 {"mobs_horseara.png"}
739 follow = {"farming:wheat"},
747 makes_footstep_sound = true,
749 {name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
752 random = "horse_neigh.ogg",
753 damage = "horse_whinney.ogg",
756 do_custom = function(self, dtime)
758 -- set needed values if not already present
761 self.max_speed_forward = 6
762 self.max_speed_reverse = 2
764 self.terrain_type = 3
765 self.driver_attach_at = {x = 0, y = 20, z = -2}
766 self.driver_eye_offset = {x = 0, y = 3, z = 0}
767 self.driver_scale = {x = 1, y = 1}
770 -- if driver present allow control of horse
773 mobs.drive(self, "walk", "stand", false, dtime)
775 return false -- skip rest of mob functions
781 on_die = function(self, pos)
783 -- drop saddle when horse is killed while riding
784 -- also detach from horse properly
786 minetest.add_item(pos, "mobs:saddle")
787 mobs.detach(self.driver, {x = 1, y = 0, z = 1})
792 on_rightclick = function(self, clicker)
794 -- make sure player is clicking
795 if not clicker or not clicker:is_player() then
799 -- feed, tame or heal horse
800 if mobs:feed_tame(self, clicker, 10, true, true) then
804 -- make sure tamed horse is being clicked by owner only
805 if self.tamed and self.owner == clicker:get_player_name() then
807 local inv = clicker:get_inventory()
809 -- detatch player already riding horse
810 if self.driver and clicker == self.driver then
812 mobs.detach(clicker, {x = 1, y = 0, z = 1})
814 -- add saddle back to inventory
815 if inv:room_for_item("main", "mobs:saddle") then
816 inv:add_item("main", "mobs:saddle")
818 minetest.add_item(clicker.get_pos(), "mobs:saddle")
821 -- attach player to horse
822 elseif not self.driver
823 and clicker:get_wielded_item():get_name() == "mobs:saddle" then
825 self.object:set_properties({stepheight = 1.1})
826 mobs.attach(self, clicker)
828 -- take saddle from inventory
829 inv:remove_item("main", "mobs:saddle")
833 -- used to capture horse with magic lasso
834 mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)