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fix damage_per_sec checks wit some nested if's, add custom on_activate to arrows
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18
api.lua
18
api.lua
@ -1,9 +1,9 @@
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-- Mobs Api (27th May 2017)
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-- Mobs Api (28th May 2017)
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mobs = {}
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mobs.mod = "redo"
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mobs.version = "20170527"
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mobs.version = "20170528"
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-- Intllib
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@ -566,26 +566,30 @@ local do_env_damage = function(self)
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pos.y = pos.y + 1
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-- water
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if self.water_damage ~= 0
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and nodef.groups.water then
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if nodef.groups.water then
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if self.water_damage ~= 0 then
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self.health = self.health - self.water_damage
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effect(pos, 5, "bubble.png", nil, nil, 1, nil)
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if check_for_death(self, "water") then return end
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end
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-- lava or fire
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elseif self.lava_damage ~= 0
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and (nodef.groups.lava
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elseif (nodef.groups.lava
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or self.standing_in == "fire:basic_flame"
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or self.standing_in == "fire:permanent_flame") then
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if self.lava_damage ~= 0 then
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self.health = self.health - self.lava_damage
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effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
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if check_for_death(self, "lava") then return end
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end
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-- damage_per_second node check
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elseif minetest.registered_nodes[self.standing_in].damage_per_second ~= 0 then
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@ -2879,6 +2883,8 @@ function mobs:register_arrow(name, def)
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automatic_face_movement_dir = def.rotate
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and (def.rotate - (pi / 180)) or false,
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on_activate = def.on_activate or nil,
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on_step = def.on_step or function(self, dtime)
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self.timer = self.timer + 1
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