Separated dogshoot timers for different shoot/fight timings

This commit is contained in:
TenPlus1 2017-03-17 13:06:36 +00:00
parent 1205ec36a6
commit 80a86b658c
2 changed files with 7 additions and 2 deletions

View File

@ -1266,7 +1266,10 @@ local dogswitch = function(self, dtime)
self.dogshoot_count = self.dogshoot_count + dtime
if self.dogshoot_count > self.dogshoot_count_max then
if (self.dogshoot_switch == 1
and self.dogshoot_count > self.dogshoot_count_max)
or (self.dogshoot_switch == 2
and self.dogshoot_count > self.dogshoot_count2_max) then
self.dogshoot_count = 0
@ -2389,6 +2392,7 @@ minetest.register_entity(name, {
dogshoot_switch = def.dogshoot_switch,
dogshoot_count = 0,
dogshoot_count_max = def.dogshoot_count_max or 5,
dogshoot_count2_max = def.dogshoot_count2_max,
attack_animals = def.attack_animals or false,
specific_attack = def.specific_attack,

View File

@ -82,7 +82,8 @@ This functions registers a new mob as a Minetest entity.
'explode' follows player in range and will flash and explode when in reach
'dogshoot' shoots arrows when in range and one on one attack when in reach
'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
'dogshoot_count_max' number of seconds before switching above modes.
'dogshoot_count_max' number of seconds before switching to dogfight mode.
'dogshoot_count2_max' number of seconds before switching back to shoot mode.
'custom_attack' is a function that is called when mob is in range to attack player, parameters are (self, to_attack)
'double_melee_attack' if false then api will choose randomly between 'punch' and 'punch2' attack animations
'on_blast' is called when TNT explodes near mob, function uses (object, damage) and returns (do_damage, do_knockback, drops)