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https://codeberg.org/tenplus1/mobs_redo.git
synced 2024-12-24 01:30:22 +01:00
tweak mob damage function, add {fire=1} weapon damage check
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parent
082bf0cf86
commit
9737bde6fb
169
api.lua
169
api.lua
@ -6,7 +6,7 @@ local use_cmi = minetest.global_exists("cmi")
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mobs = {
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mod = "redo",
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version = "20180904",
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version = "20180905",
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intllib = S,
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invis = minetest.global_exists("invisibility") and invisibility or {},
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}
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@ -2292,19 +2292,16 @@ local tr = minetest.get_modpath("toolranks")
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-- deal damage and effects when mob punched
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local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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-- custom punch function
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if self.do_punch then
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-- when false skip going any further
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if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
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return
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end
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-- mob health check
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if self.health <= 0 then
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return
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end
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-- mob health check
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-- if self.health <= 0 then
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-- return
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-- end
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-- custom punch function
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if self.do_punch
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and self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
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return
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end
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-- error checking when mod profiling is enabled
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if not tool_capabilities then
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@ -2319,9 +2316,8 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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return
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end
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-- weapon wear
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local weapon = hitter:get_wielded_item()
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local weapon_def = weapon:get_definition() or {}
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local punch_interval = 1.4
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-- calculate mob damage
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@ -2356,7 +2352,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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-- check for tool immunity or special damage
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for n = 1, #self.immune_to do
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if self.immune_to[n][1] == weapon:get_name() then
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if self.immune_to[n][1] == weapon_def.name then
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damage = self.immune_to[n][2] or 0
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break
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@ -2375,67 +2371,57 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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-- print ("Mob Damage is", damage)
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if use_cmi then
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local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage)
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if cancel then return end
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if use_cmi
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and cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) then
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return
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end
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-- add weapon wear
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if tool_capabilities then
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punch_interval = tool_capabilities.full_punch_interval or 1.4
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end
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punch_interval = tool_capabilities.full_punch_interval or 1.4
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if weapon:get_definition()
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and weapon:get_definition().tool_capabilities then
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-- toolrank support
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local wear = floor((punch_interval / 75) * 9000)
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-- toolrank support
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local wear = floor((punch_interval / 75) * 9000)
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if mobs.is_creative(hitter:get_player_name()) then
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if tr then
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wear = 1
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else
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wear = 0
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end
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end
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if mobs.is_creative(hitter:get_player_name()) then
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if tr then
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if weapon:get_definition()
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and weapon:get_definition().original_description then
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weapon:add_wear(toolranks.new_afteruse(weapon, hitter, nil, {wear = wear}))
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end
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wear = 1
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else
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weapon:add_wear(wear)
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wear = 0
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end
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hitter:set_wielded_item(weapon)
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end
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if tr then
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if weapon_def.original_description then
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weapon:add_wear(toolranks.new_afteruse(weapon, hitter, nil, {wear = wear}))
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end
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else
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weapon:add_wear(wear)
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end
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hitter:set_wielded_item(weapon)
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-- only play hit sound and show blood effects if damage is 1 or over
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if damage >= 1 then
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-- weapon sounds
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if weapon:get_definition().sounds ~= nil then
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if weapon_def.sounds then
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local s = random(0, #weapon:get_definition().sounds)
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local s = random(0, #weapon_def.sounds)
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minetest.sound_play(weapon:get_definition().sounds[s], {
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object = self.object, --hitter,
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minetest.sound_play(weapon_def.sounds[s], {
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object = self.object,
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max_hear_distance = 8
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})
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else
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minetest.sound_play("default_punch", {
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object = self.object, --hitter,
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object = self.object,
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max_hear_distance = 5
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})
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end
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-- blood_particles
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if self.blood_amount > 0
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and not disable_blood then
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if not disable_blood and self.blood_amount > 0 then
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local pos = self.object:get_pos()
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@ -2455,17 +2441,13 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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-- do damage
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self.health = self.health - floor(damage)
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-- exit here if dead, special item check
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if weapon:get_name() == "mobs:pick_lava" then
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if check_for_death(self, "hit", {type = "punch",
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puncher = hitter, hot = true}) then
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return
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end
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else
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if check_for_death(self, "hit", {type = "punch",
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puncher = hitter}) then
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return
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end
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-- exit here if dead, check for tools with fire damage
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local hot = tool_capabilities and tool_capabilities.damage_groups
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and tool_capabilities.damage_groups.fire
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if check_for_death(self, "hit", {type = "punch",
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puncher = hitter, hot = hot}) then
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return
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end
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--[[ add healthy afterglow when hit (can cause hit lag with larger textures)
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@ -2480,43 +2462,40 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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end)
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end) ]]
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-- knock back effect (only on full punch)
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if self.knock_back
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and tflp >= punch_interval then
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local v = self.object:get_velocity()
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local r = 1.4 - min(punch_interval, 1.4)
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local kb = r * 5
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local up = 2
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-- if already in air then dont go up anymore when hit
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if v.y > 0
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or self.fly then
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up = 0
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end
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-- direction error check
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dir = dir or {x = 0, y = 0, z = 0}
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-- check if tool already has specific knockback value
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if tool_capabilities.damage_groups["knockback"] then
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kb = tool_capabilities.damage_groups["knockback"]
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else
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kb = kb * 1.5
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end
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self.object:set_velocity({
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x = dir.x * kb,
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y = up,
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z = dir.z * kb
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})
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self.pause_timer = 0.25
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end
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end -- END if damage
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-- knock back effect (only on full punch)
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if self.knock_back
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and tflp >= punch_interval then
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local v = self.object:get_velocity()
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local kb = damage or 1
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local up = 2
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-- if already in air then dont go up anymore when hit
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if v.y > 0
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or self.fly then
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up = 0
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end
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-- direction error check
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dir = dir or {x = 0, y = 0, z = 0}
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-- use tool knockback value or default
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kb = tool_capabilities.damage_groups["knockback"] or (kb * 1.5)
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self.object:set_velocity({
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x = dir.x * kb,
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y = up,
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z = dir.z * kb
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})
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self.pause_timer = 0.25
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end
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-- if skittish then run away
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if self.runaway == true then
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if self.runaway == true
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and self.order ~= "stand" then
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local lp = hitter:get_pos()
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local s = self.object:get_pos()
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1
api.txt
1
api.txt
@ -148,6 +148,7 @@ functions needed for the mob to work properly which contains the following:
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'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc.
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'min' minimum number of items dropped, set to 0 for rare drops.
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'max' maximum number of items dropped.
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Note: If weapon has {fire=1} damage group set then cooked items will drop.
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'visual' holds the look of the mob you wish to create:
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'cube' looks like a normal node
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