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add custom on_punch for dungeon master fireball
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@ -7,17 +7,17 @@ local S = mobs.intllib
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mobs:register_mob("mobs_monster:dungeon_master", {
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mobs:register_mob("mobs_monster:dungeon_master", {
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type = "monster",
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type = "monster",
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passive = false,
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passive = false,
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damage = 4,
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damage = 6,
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attack_type = "dogshoot",
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attack_type = "dogshoot",
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dogshoot_switch = 1,
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dogshoot_switch = 1,
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dogshoot_count_max = 12, -- shoot for 10 seconds
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dogshoot_count_max = 12, -- shoot for 10 seconds
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dogshoot_count2_max = 3, -- dogfight for 3 seconds
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dogshoot_count2_max = 3, -- dogfight for 3 seconds
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reach = 3,
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reach = 3,
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shoot_interval = 2.5,
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shoot_interval = 2.2,
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arrow = "mobs_monster:fireball",
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arrow = "mobs_monster:fireball",
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shoot_offset = 1,
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shoot_offset = 1,
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hp_min = 12,
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hp_min = 22,
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hp_max = 35,
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hp_max = 45,
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armor = 60,
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armor = 60,
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collisionbox = {-0.7, -1, -0.7, 0.7, 1.6, 0.7},
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collisionbox = {-0.7, -1, -0.7, 0.7, 1.6, 0.7},
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visual = "mesh",
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visual = "mesh",
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@ -83,13 +83,33 @@ mobs:register_arrow("mobs_monster:fireball", {
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visual = "sprite",
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visual = "sprite",
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visual_size = {x = 1, y = 1},
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visual_size = {x = 1, y = 1},
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textures = {"mobs_fireball.png"},
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textures = {"mobs_fireball.png"},
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velocity = 6,
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collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2},
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velocity = 7,
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tail = 1,
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tail = 1,
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tail_texture = "mobs_fireball.png",
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tail_texture = "mobs_fireball.png",
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tail_size = 10,
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tail_size = 10,
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glow = 5,
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glow = 5,
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expire = 0.1,
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expire = 0.1,
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-- if player has a good weapon with 7+ damage it can deflect fireball
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on_punch = function(self, hitter, tflp, tool_capabilities, dir)
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if hitter and hitter:is_player() and tool_capabilities and dir then
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local damage = tool_capabilities.damage_groups and
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tool_capabilities.damage_groups.fleshy or 1
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if damage > 6 then
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self.object:set_velocity({
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x = dir.x * self.velocity,
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y = dir.y * self.velocity,
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z = dir.z * self.velocity,
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})
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end
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end
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end,
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-- direct hit, no fire... just plenty of pain
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-- direct hit, no fire... just plenty of pain
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hit_player = function(self, player)
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hit_player = function(self, player)
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player:punch(self.object, 1.0, {
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player:punch(self.object, 1.0, {
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