forked from mtcontrib/mobs_redo
update do_custom to run live instead of every second
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1dc909aa09
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13
api.lua
13
api.lua
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@ -1,5 +1,5 @@
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-- Mobs Api (2nd May 2016)
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-- Mobs Api (6th May 2016)
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mobs = {}
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mobs = {}
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mobs.mod = "redo"
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mobs.mod = "redo"
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@ -2033,6 +2033,11 @@ local mob_step = function(self, dtime)
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return
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return
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end
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end
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-- run custom function (defined in mob lua file)
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if self.do_custom then
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self.do_custom(self, dtime)
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end
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-- attack timer
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-- attack timer
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self.timer = self.timer + dtime
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self.timer = self.timer + dtime
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@ -2072,11 +2077,6 @@ local mob_step = function(self, dtime)
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self.env_damage_timer = 0
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self.env_damage_timer = 0
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do_env_damage(self)
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do_env_damage(self)
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-- custom function (defined in mob lua file)
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if self.do_custom then
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self.do_custom(self)
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end
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end
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end
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monster_attack(self)
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monster_attack(self)
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@ -2471,6 +2471,7 @@ function mobs:register_arrow(name, def)
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collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
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collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
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timer = 0,
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timer = 0,
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switch = 0,
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switch = 0,
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arrow = true,
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on_step = function(self, dtime)
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on_step = function(self, dtime)
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2
api.txt
2
api.txt
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@ -122,7 +122,7 @@ The mob api also has some preset variables and functions that it will remember f
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'self.owner' string used to set owner of npc mobs, typically used for dogs
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'self.owner' string used to set owner of npc mobs, typically used for dogs
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'self.order' set to "follow" or "stand" so that npc will follow owner or stand it's ground
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'self.order' set to "follow" or "stand" so that npc will follow owner or stand it's ground
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'on_die' a function that is called when mob is killed
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'on_die' a function that is called when mob is killed
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'do_custom' a custom function that is called every second while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node status)
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'do_custom' a custom function that is called while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node status)
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mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
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mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
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