When wearing an armor, the Hud also changes. When wearing a bronze armor the chance of reverting damage is 30% This chance is a percentage calculation, based on the total Heal value of the armor parts worn. They have a chance to undo received damage. The lower the use factor, the longer the peace of armor lasts.Īrmor with healing capabilities do not really heal a player. The use value is noted for all armor pieces on their specific page. When the total wear of an item reaches 65535 (max 2-byte value), the piece of armor breaks. Every time a piece of armor takes damage, the use value is added to the total wear. The use factor defines how fast it wears off. When an armor takes damage, it wears off. There are no ads in this search engine enabler service.An armor only protects you when you're wearing it. ℹ️About GitHub Wiki SEE, a search engine enabler for GitHub WikisĪs GitHub blocks most GitHub Wikis from search engines. ⚠️ ** Fallback** ⚠️ ?️ Page Index for this GitHub Wiki hit_node a function that is called when the arrow hits a node.hit_player a function that is called when the arrow hits a player this function should hurt the player.definition is a table with the following values:.This function registers a arrow for mobs with the attack type shoot.
Minetest armor mod#
So other mods can only use the API of this mod by disabling the spawning of the default mobs in this mod. max_height is the maximum height the mob can spawnįor each mob that spawns with this function is a field in mobs.spawning_mobs.active_object_count mob is only spawned if active_object_count_wider of ABM is nodes is a list of nodenames on that the animal/monster can spawn.Without this function the call the mobs won't spawn. This function registers a spawn algorithm for the animal. Mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height) speed_run used when mob runs behind player to make animation faster.animation a table with the animation ranges and speed of the model.attack a sound that is played when a mob hits a player.sounds this is a table with sounds of the mob.shoot_interval the minimum shoot interval.arrow if the attack_type="shoot" needed: the entity name of the arrow.attack_type the attack type of a monster ("dogfight", "shoot", maybe somehting like "explode" in the future).on_rightclick its same as in minetest.register_entity().light_damage the damage per second if the mob is in light.lava_damage the damage per second if the mob is in lava.water_damage the damage per second if the mob is in water.armor the armor (integer)(3=lowest 1=highest)(fleshy group is used).chance the inverted chance (same as in abm) to get the item.drops is list of tables with the following fields:.run_velocity the velocity when the monster is attacking a player.walk_velocity the velocity when the monster is walking around.view_range the range in that the monster will see the playerand follow him.makes_footstep_sound: same is in minetest.register_entity().mesh same is in minetest.register_entity().textures same is in minetest.register_entity().visual_size same is in minetest.register_entity().visual same is in minetest.register_entity().collisionbox same is in minetest.register_entity().physical same is in minetest.register_entity().hp_max same is in minetest.register_entity().type the type of the mob ("monster" or "animal").definition is a table with the following fields.This functions registers a new mob as a Minetest entity. Other mods can use the functions to add their own mobs.