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add arrow_override changes to mese monster arrows to make them stronger/faster the deeper you go
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@ -21,7 +21,11 @@ local mese_monster_types = {
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drops = {
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drops = {
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{name = "default:mese_crystal", chance = 15, min = 0, max = 1},
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{name = "default:mese_crystal", chance = 15, min = 0, max = 1},
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{name = "default:mese_crystal_fragment", chance = 2, min = 0, max = 1}
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{name = "default:mese_crystal_fragment", chance = 2, min = 0, max = 1}
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}
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},
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arrow_override = function(self)
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self.velocity = 6
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self.damage = 2
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end
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},
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},
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-- mese_monster_green
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-- mese_monster_green
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@ -47,7 +51,11 @@ local mese_monster_types = {
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drops = {
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drops = {
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{name = "default:mese_crystal", chance = 12, min = 0, max = 1},
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{name = "default:mese_crystal", chance = 12, min = 0, max = 1},
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{name = "default:mese_crystal_fragment", chance = 1, min = 0, max = 1}
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{name = "default:mese_crystal_fragment", chance = 1, min = 0, max = 1}
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}
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},
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arrow_override = function(self)
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self.velocity = 6
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self.damage = 2
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end
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},
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},
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-- mese_monster_blue
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-- mese_monster_blue
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@ -78,13 +86,17 @@ local mese_monster_types = {
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{name = "default:mese", chance = 15, min = 0, max = 1},
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{name = "default:mese", chance = 15, min = 0, max = 1},
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{name = "default:mese_crystal", chance = 9, min = 0, max = 2},
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{name = "default:mese_crystal", chance = 9, min = 0, max = 2},
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{name = "default:mese_crystal_fragment", chance = 1, min = 0, max = 2}
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{name = "default:mese_crystal_fragment", chance = 1, min = 0, max = 2}
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}
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},
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arrow_override = function(self)
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self.velocity = 7
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self.damage = 3
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end
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},
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},
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-- mese_monster_purple
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-- mese_monster_purple
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{
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{
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y_min = -3000,
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y_min = -3000,
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y_max = -33000,
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y_max = -31000,
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damage = 4,
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damage = 4,
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reach = 5,
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reach = 5,
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hp_min = 30,
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hp_min = 30,
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@ -113,12 +125,16 @@ local mese_monster_types = {
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{name = "default:mese", chance = 9, min = 0, max = 1},
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{name = "default:mese", chance = 9, min = 0, max = 1},
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{name = "default:mese_crystal", chance = 6, min = 0, max = 2},
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{name = "default:mese_crystal", chance = 6, min = 0, max = 2},
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{name = "default:mese_crystal_fragment", chance = 1, min = 0, max = 3}
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{name = "default:mese_crystal_fragment", chance = 1, min = 0, max = 3}
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}
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},
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arrow_override = function(self)
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self.velocity = 8
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self.damage = 4
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end
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}}
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}}
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-- Mese Monster by SirrobZeroone
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-- Mese Monster by SirrobZeroone
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mobs:register_mob(":mobs_monster:mese_monster", {
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mobs:register_mob("mobs_monster:mese_monster", {
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type = "monster",
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type = "monster",
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visual_size = {x = 10, y = 10}, -- Got scale wrong in blender by factor of 10 - S01
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visual_size = {x = 10, y = 10}, -- Got scale wrong in blender by factor of 10 - S01
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passive = false,
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passive = false,
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@ -139,7 +155,7 @@ mobs:register_mob(":mobs_monster:mese_monster", {
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visual = "mesh",
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visual = "mesh",
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mesh = "mobs_mese_monster.b3d",
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mesh = "mobs_mese_monster.b3d",
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textures = {
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textures = {
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{"mobs_mese_monster_purple.png"},
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{"mobs_mese_monster_purple.png"}
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},
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},
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blood_texture = "default_mese_crystal_fragment.png",
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blood_texture = "default_mese_crystal_fragment.png",
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makes_footstep_sound = false,
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makes_footstep_sound = false,
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@ -210,6 +226,7 @@ mobs:register_mob(":mobs_monster:mese_monster", {
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self.armor = def.armor
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self.armor = def.armor
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self.immune_to = def.immune_to
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self.immune_to = def.immune_to
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self.drops = def.drops
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self.drops = def.drops
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self.arrow_override = def.arrow_override
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end
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end
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-- Normal spawn case
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-- Normal spawn case
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@ -273,18 +290,19 @@ mobs:register_arrow("mobs_monster:mese_arrow", {
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textures = {"mobs_monster:mese_crystal_fragment_arrow"},
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textures = {"mobs_monster:mese_crystal_fragment_arrow"},
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velocity = 8,
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velocity = 8,
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rotate = 180,
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rotate = 180,
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damage = 2,
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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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full_punch_interval = 1.0,
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 2},
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damage_groups = {fleshy = self.damage},
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}, nil)
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}, nil)
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end,
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end,
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hit_mob = function(self, player)
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hit_mob = 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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full_punch_interval = 1.0,
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 2},
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damage_groups = {fleshy = self.damage},
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}, nil)
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}, nil)
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end,
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end,
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