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Mods de minetest
Mods de minetest








mods de minetest

Cats are annoying, but cute and a fun companion to keep around your house, keep your glass vessels in a safe area and be sure to play with them regularly to build trust.ĭepth: A multitude of ambient Animals add a bit of depth to your world. Horses require you to break them and saddle them, and can traverse great distances. Wolves are simple to tame and will protect you and your livestock. You can also use the Animal Net to catch Animals and check their gender, and how much they trust you (if applicable)Ĭompanionship: Animalia also adds multiple Pets with different taming methods and uses. Some Animals have visual differences to tell males from females, such as udders on female Cows, Tail feathers on Roosters, and Tusks on male Pigs. These mobs can all be lead around using their favorite food or the Lasso, and can also be bred if you have a male and female. You can even duplicate the information from one libri to an empty one by putting both the crafting area.įarming: Animalia brings multiple livestock creatures, including Cows, Sheep, and Chickens. por lo que solo nos queda trastear con esto y ir probando y disfrutando de este magnifico juego.WARNING: If you have any version below 0.2 installed, you'll need to manually uninstall before updating.Īnimalia adds over a dozen new Animals, each having it's own unique aspects.Įxploration: Animalia encourages you to explore and document your world's creatures with the Libri Animalia, a journal that can logs the Animals you've met and gives helpful information. 'stepheight' height of a block that your mob can easily walk up onto,Īhora nuestro zombie atacara cuando nos tenga cerca, y le podremos atacar con los parámetros que hemos definido, que podemos cambiarlos para que haga mas daño, tenga mas armadura, acciones etc. 'jump_height' holds the height your mob can jump, 0 to disable jumping. 'jump' when true allows your mob to jump updwards.

mods de minetest

'randomly_turn' if set to false then mob will not turn to face player or 'walk_chance' has a 0-100 chance value your mob will walk from standing, 'stand_chance' has a 0-100 chance value your mob will stand from walking. 'run_velocity' is the speed your mob can run with, usually when attacking. 'walk_velocity' is the speed that your mob can walk around.

mods de minetest

'passive' when false allows animals to defend themselves when hit, 'armor' holds strength of mob, 100 is normal, lower is more powerfulĪnd needs more hits and better weapons to kill. 'hp_max' has the maximum health value the mob can spawn with. 'hp_min' has the minimum health value the mob can spawn with. "npc" walk around and will defend themselves if hit first, they "monster" attacks player or npc on sight. "animal" usually docile and walking around. 'type' holds the type of mob that inhabits your world e.g. 'nametag' contains the name which is shown above mob. and the 'definition' is a table which holds all of the settings andįunctions needed for the mob to work properly which contains the following: "mobs_monster:sand_monster" or "mymod:totally_awesome_beast"

#Mods de minetest mod#

The 'name' of a mob usually starts with the mod name it's running from followed To register a mob and have it ready for use requires the following function: Your own mobs and having them appear in your worlds. Welcome to the world of mobs in minetest and hopefully an easy guide to defining

mods de minetest

  • En la seccion vida,armadura y reaccion definimos los puntos de vida,daño y armadura de nuestro modelo, asi como el tipo de ncp(monster,animal,npc) podemos ver los tipos definidos y propiedades de la api en el fichero api.txt de nuestro mod mobs_redo( ) que tendremos que tener cargado previamente, donde podremos ver todas las opciones disponibles y el script de lua de la api.
  • En la parte de punch_start y punch end definidmos los frames de nuestra aimacion de ataque de cuerpo a cuerpo(mele).
  • En la declaración de animación, definimos cuales son los frames de nuestras animaciones, la api de mob_redo tiene varias acciones definidas por defecto por lo que no tenemos que poner el nombre de nuestras animaciones solo usar el nombre de las que queramos usar y poner los frames, pr ejemplo: en walk_start y walk_end definimos los frames donde empieza y termina nuestra animación de andar en blender.
  • Mobs:register_egg("zombie:zombie", "Zombie", "default_dirt.png", 1) En los primeros dos artículos vimos como exportar nuestro modelo de blender a minetest y como crear los scrips de lua, ahora vamos a ver como dotar de algo mas de interacción nuestro personaje con el siguiente script:Ĭollisionbox=, 20, 10, 15000, 1, 31000, true)










    Mods de minetest