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added 'arrow_override' function to mob definition
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9
api.lua
9
api.lua
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@ -8,7 +8,7 @@ local use_cmi = minetest.global_exists("cmi")
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mobs = {
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mod = "redo",
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version = "20210731",
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version = "20210801",
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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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@ -2703,6 +2703,12 @@ function mob_class:do_states(dtime)
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local obj = minetest.add_entity(p, self.arrow)
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local ent = obj:get_luaentity()
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local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
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-- check for custom override for arrow
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if self.arrow_override then
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self.arrow_override(ent)
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end
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local v = ent.velocity or 1 -- or set to default
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ent.switch = 1
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@ -3573,6 +3579,7 @@ minetest.register_entity(name, setmetatable({
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armor = def.armor,
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on_rightclick = def.on_rightclick,
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arrow = def.arrow,
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arrow_override = def.arrow_override,
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shoot_interval = def.shoot_interval,
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sounds = def.sounds,
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animation = def.animation,
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2
api.txt
2
api.txt
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@ -123,6 +123,8 @@ functions needed for the mob to work properly which contains the following:
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continue chasing.
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'arrow' holds the pre-defined arrow object to shoot when
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attacking.
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'arrow_override' function that allows tweaking of arrow entity from
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inside mob definition (self) passed to function.
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'dogshoot_switch' allows switching between attack types by using timers
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(1 for shoot, 2 for dogfight)
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'dogshoot_count_max' contains how many seconds before switching from
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@ -23,6 +23,7 @@ Lucky Blocks: 9
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Changelog:
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- 1.56 - Added arrow_override function to mob definition to tweak arrow entity settings, tamed monsters no longer despawn when outside loaded map area.
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- 1.55 - Add 'peaceful_player' privelage and setting so mobs don't attack specific players (thanks sfence), add support for MarkBu's pathfinder mod, remove need for default mod
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- 1.54 - Simplified animal breeding function, added editable settings (thanks Wuzzy), Child mobs now take 20 mins to grow up, reverted to simple mob spawning with setting to use area checks, on_flop added, air_damage added.
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- 1.53 - Added 'on_map_load' settings to mobs:spawn so that mobs will only spawn when new areas of map are loaded.
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