New horse texturing (thanks to 22i)
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@ -7,8 +7,6 @@
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local S, NS = dofile(MP.."/intllib.lua")
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--dofile(minetest.get_modpath("mobs").."/api.lua")
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--###################
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--################### HORSE
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--###################
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@ -19,18 +17,23 @@ local horse_extra_texture = function(horse)
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local saddle = horse._saddle
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local chest = horse._chest
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local armor = horse._horse_armor
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if armor then
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if minetest.get_item_group(armor, "horse_armor") > 0 then
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base = base .. "^" .. minetest.registered_items[armor]._horse_overlay_image
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end
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local textures = {}
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if armor and minetest.get_item_group(armor, "horse_armor") > 0 then
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textures[2] = base .. "^" .. minetest.registered_items[armor]._horse_overlay_image
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else
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textures[2] = base
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end
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if saddle then
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base = base .. "^mobs_mc_horse_saddle.png"
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textures[3] = base
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else
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textures[3] = "blank.png"
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end
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if chest then
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base = base .. "^mobs_mc_horse_chest.png"
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textures[1] = base
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else
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textures[1] = "blank.png"
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end
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return base
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return textures
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end
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-- Helper functions to determine equipment rules
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@ -46,7 +49,7 @@ end
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--[[ Generate all possible horse textures.
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Horse textures are a combination of a base texture and an optional marking overlay. ]]
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-- The base horse textures
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-- The base horse textures (fur) (fur)
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local horse_base = {
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"mobs_mc_horse_brown.png",
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"mobs_mc_horse_darkbrown.png",
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@ -67,7 +70,11 @@ local horse_markings = {
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local horse_textures = {}
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for b=1, #horse_base do
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for m=1, #horse_markings do
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table.insert(horse_textures, { horse_base[b] .. horse_markings[m] })
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table.insert(horse_textures, {
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"blank.png", -- chest
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horse_base[b] .. horse_markings[m], -- base texture + markings and optional armor
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"blank.png", -- saddle
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})
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end
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end
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@ -79,10 +86,15 @@ local horse = {
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visual_size = {x=3.0, y=3.0},
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collisionbox = {-0.69825, -0.01, -0.69825, 0.69825, 1.59, 0.69825},
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animation = {
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stand_speed = 25, walk_speed = 25, run_speed = 50,
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stand_start = 0, stand_end = 0,
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walk_start = 0, walk_end = 40,
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run_start = 0, run_end = 40,
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stand_speed = 25,
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stand_start = 0,
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stand_end = 0,
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walk_speed = 25,
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walk_start = 0,
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walk_end = 40,
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run_speed = 50,
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run_start = 0,
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run_end = 40,
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},
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textures = horse_textures,
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fear_height = 4,
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@ -198,10 +210,10 @@ local horse = {
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-- Update texture
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if not self._naked_texture then
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-- Base horse texture without chest or saddle
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self._naked_texture = self.base_texture[1]
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self._naked_texture = self.base_texture[2]
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end
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local tex = horse_extra_texture(self)
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self.base_texture = { tex }
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self.base_texture = tex
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self.object:set_properties({textures = self.base_texture})
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-- Put on horse armor if tamed
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@ -219,10 +231,6 @@ local horse = {
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end
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-- Set horse armor strength
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--[[ WARNING: This goes deep into the entity data structure and depends on
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how Mobs Redo works internally. This code assumes that Mobs Redo uses
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the fleshy group for armor. ]]
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-- TODO: Change this code as soon Mobs Redo officially allows to change armor afterwards
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self.armor = armor
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local agroups = self.object:get_armor_groups()
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agroups.fleshy = self.armor
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@ -231,10 +239,10 @@ local horse = {
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-- Update texture
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if not self._naked_texture then
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-- Base horse texture without chest or saddle
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self._naked_texture = self.base_texture[1]
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self._naked_texture = self.base_texture[2]
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end
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local tex = horse_extra_texture(self)
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self.base_texture = { tex }
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self.base_texture = tex
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self.object:set_properties({textures = self.base_texture})
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@ -263,7 +271,7 @@ mobs:register_mob("mobs_mc:horse", horse)
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-- Skeleton horse
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local skeleton_horse = table.copy(horse)
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skeleton_horse.textures = {{"mobs_mc_horse_skeleton.png"}}
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skeleton_horse.textures = {{"blank.png", "mobs_mc_horse_skeleton.png", "blank.png"}}
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skeleton_horse.drops = {
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{name = mobs_mc.items.bone,
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chance = 1,
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@ -281,7 +289,7 @@ mobs:register_mob("mobs_mc:skeleton_horse", skeleton_horse)
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-- Zombie horse
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local zombie_horse = table.copy(horse)
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zombie_horse.textures = {{"mobs_mc_horse_zombie.png"}}
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zombie_horse.textures = {{"blank.png", "mobs_mc_horse_zombie.png", "blank.png"}}
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zombie_horse.drops = {
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{name = mobs_mc.items.rotten_flesh,
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chance = 1,
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@ -300,7 +308,7 @@ mobs:register_mob("mobs_mc:zombie_horse", zombie_horse)
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-- Donkey
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local d = 0.86 -- donkey scale
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local donkey = table.copy(horse)
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donkey.textures = {{"mobs_mc_donkey.png"}}
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donkey.textures = {{"blank.png", "mobs_mc_donkey.png", "blank.png"}}
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donkey.animation = {
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speed_normal = 25,
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stand_start = 0, stand_end = 0,
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@ -323,7 +331,7 @@ mobs:register_mob("mobs_mc:donkey", donkey)
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-- Mule
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local m = 0.94
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local mule = table.copy(donkey)
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mule.textures = {{"mobs_mc_mule.png"}}
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mule.textures = {{"blank.png", "mobs_mc_mule.png", "blank.png"}}
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mule.visual_size = { x=horse.visual_size.x*m, y=horse.visual_size.y*m }
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mule.collisionbox = {
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horse.collisionbox[1] * m,
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Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 3 KiB |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 2.9 KiB |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 2.9 KiB |
Before Width: | Height: | Size: 273 B |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 2.9 KiB |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 2.9 KiB |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 2.9 KiB |
Before Width: | Height: | Size: 355 B |
Before Width: | Height: | Size: 1 KiB After Width: | Height: | Size: 5.8 KiB |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 5.5 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 3 KiB |