forked from MineClone5/MineClone5
Merge pull request 'Add in criticals, and fix/overhaul ghasts, add in epCode's fixed ghast model' (#1605) from jordan4ibanez/MineClone2:mineclone5 into mineclone5
Reviewed-on: MineClone2/MineClone2#1605
This commit is contained in:
commit
704e313d5d
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@ -160,6 +160,7 @@ dofile(api_path .. "set_up.lua")
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dofile(api_path .. "attack_type_instructions.lua")
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dofile(api_path .. "attack_type_instructions.lua")
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dofile(api_path .. "sound_handling.lua")
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dofile(api_path .. "sound_handling.lua")
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dofile(api_path .. "death_logic.lua")
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dofile(api_path .. "death_logic.lua")
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dofile(api_path .. "mob_effects.lua")
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mobs.spawning_mobs = {}
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mobs.spawning_mobs = {}
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@ -528,9 +529,12 @@ function mobs:register_arrow(name, def)
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if self.hit_player
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if self.hit_player
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and player:is_player() then
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and player:is_player() then
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mobs.arrow_hit(self, player)
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if self.hit_player then
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self.hit_player(self, player)
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else
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mobs.arrow_hit(self, player)
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end
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print("wow everything is fucked")
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self.object:remove();
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self.object:remove();
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return
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return
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end
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end
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@ -1,5 +1,4 @@
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local minetest_add_item = minetest.add_item
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local minetest_add_item = minetest.add_item
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local minetest_add_particlespawner = minetest.add_particlespawner
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local minetest_sound_play = minetest.sound_play
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local minetest_sound_play = minetest.sound_play
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local math_pi = math.pi
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local math_pi = math.pi
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@ -10,37 +9,6 @@ local HALF_PI = math_pi / 2
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local vector_new = vector.new
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local vector_new = vector.new
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local death_effect = function(self)
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local pos = self.object:get_pos()
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local yaw = self.object:get_yaw()
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local collisionbox = self.object:get_properties().collisionbox
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local min, max
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if collisionbox then
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min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
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max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
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end
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minetest_add_particlespawner({
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amount = 50,
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time = 0.001,
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minpos = vector.add(pos, min),
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maxpos = vector.add(pos, max),
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minvel = vector.new(-0.5,0.5,-0.5),
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maxvel = vector.new(0.5,1,0.5),
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minexptime = 1.1,
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maxexptime = 1.5,
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minsize = 1,
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maxsize = 2,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_mob_death.png", -- this particle looks strange
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})
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end
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-- drop items
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-- drop items
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local item_drop = function(self, cooked, looting_level)
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local item_drop = function(self, cooked, looting_level)
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@ -127,7 +95,7 @@ mobs.death_logic = function(self, dtime)
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item_drop(self,false,1)
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item_drop(self,false,1)
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death_effect(self)
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mobs.death_effect(self)
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self.object:remove()
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self.object:remove()
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@ -170,6 +170,14 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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end
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end
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end
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end
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--if player is falling multiply damage by 1.5
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--critical hit
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if hitter:get_velocity().y < 0 then
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damage = damage * 1.5
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mobs.critical_effect(self)
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end
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local die = false
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local die = false
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-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
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-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
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@ -0,0 +1,61 @@
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local minetest_add_particlespawner = minetest.add_particlespawner
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mobs.death_effect = function(self)
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local pos = self.object:get_pos()
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local yaw = self.object:get_yaw()
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local collisionbox = self.object:get_properties().collisionbox
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local min, max
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if collisionbox then
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min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
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max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
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end
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minetest_add_particlespawner({
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amount = 50,
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time = 0.0001,
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minpos = vector.add(pos, min),
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maxpos = vector.add(pos, max),
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minvel = vector.new(-0.5,0.5,-0.5),
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maxvel = vector.new(0.5,1,0.5),
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minexptime = 1.1,
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maxexptime = 1.5,
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minsize = 1,
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maxsize = 2,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_mob_death.png", -- this particle looks strange
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})
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end
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mobs.critical_effect = function(self)
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local pos = self.object:get_pos()
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local yaw = self.object:get_yaw()
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local collisionbox = self.object:get_properties().collisionbox
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local min, max
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if collisionbox then
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min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
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max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
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end
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minetest_add_particlespawner({
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amount = 10,
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time = 0.0001,
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minpos = vector.add(pos, min),
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maxpos = vector.add(pos, max),
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minvel = vector.new(-1,1,-1),
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maxvel = vector.new(1,3,1),
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minexptime = 0.7,
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maxexptime = 1,
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minsize = 1,
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maxsize = 2,
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collisiondetection = false,
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vertical = false,
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texture = "heart.png^[colorize:black:255",
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})
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end
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@ -13,13 +13,15 @@ local S = minetest.get_translator("mobs_mc")
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mobs:register_mob("mobs_mc:ghast", {
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mobs:register_mob("mobs_mc:ghast", {
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type = "monster",
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type = "monster",
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spawn_class = "hostile",
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spawn_class = "hostile",
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pathfinding = 1,
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group_attack = true,
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group_attack = true,
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hostile = true,
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hp_min = 10,
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hp_min = 10,
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hp_max = 10,
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hp_max = 10,
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xp_min = 5,
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xp_min = 5,
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xp_max = 5,
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xp_max = 5,
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collisionbox = {-2, 5, -2, 2, 9, 2},
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reach = 60,
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eye_height = 3,
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collisionbox = {-2, 0, -2, 2, 4, 2},
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visual = "mesh",
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visual = "mesh",
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mesh = "mobs_mc_ghast.b3d",
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mesh = "mobs_mc_ghast.b3d",
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textures = {
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textures = {
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@ -35,8 +37,10 @@ mobs:register_mob("mobs_mc:ghast", {
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-- TODO: damage
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-- TODO: damage
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-- TODO: better death
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-- TODO: better death
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},
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},
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walk_velocity = 1.6,
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walk_velocity = 1.6,
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run_velocity = 3.2,
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run_velocity = 3.2,
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drops = {
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drops = {
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{name = mobs_mc.items.gunpowder, chance = 1, min = 0, max = 2, looting = "common"},
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{name = mobs_mc.items.gunpowder, chance = 1, min = 0, max = 2, looting = "common"},
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{name = mobs_mc.items.ghast_tear, chance = 10/6, min = 0, max = 1, looting = "common", looting_ignore_chance = true},
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{name = mobs_mc.items.ghast_tear, chance = 10/6, min = 0, max = 1, looting = "common", looting_ignore_chance = true},
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@ -47,22 +51,21 @@ mobs:register_mob("mobs_mc:ghast", {
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walk_start = 0, walk_end = 40,
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walk_start = 0, walk_end = 40,
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run_start = 0, run_end = 40,
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run_start = 0, run_end = 40,
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},
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},
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fall_damage = 0,
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fall_damage = 0,
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view_range = 100,
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view_range = 100,
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attack_type = "projectile",
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attack_type = "projectile",
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arrow = "mobs_mc:fireball",
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arrow = "mobs_mc:fireball",
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shoot_interval = 3.5,
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shoot_offset = -5,
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dogshoot_switch = 1,
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dogshoot_count_max =1,
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passive = false,
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jump = true,
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jump_height = 4,
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floats=1,
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floats=1,
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fly = true,
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fly = true,
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makes_footstep_sound = false,
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makes_footstep_sound = false,
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instant_death = true,
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fire_resistant = true,
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fire_resistant = true,
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shoot_arrow = function(self, pos, dir)
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-- 2-4 damage per arrow
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local dmg = math.random(2,4)
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mcl_bows.shoot_arrow("mobs_mc:fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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end,
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--[[
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do_custom = function(self)
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do_custom = function(self)
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if self.firing == true then
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if self.firing == true then
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self.base_texture = {"mobs_mc_ghast_firing.png"}
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self.base_texture = {"mobs_mc_ghast_firing.png"}
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@ -72,6 +75,7 @@ mobs:register_mob("mobs_mc:ghast", {
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self.object:set_properties({textures=self.base_texture})
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self.object:set_properties({textures=self.base_texture})
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end
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end
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end,
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end,
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]]--
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})
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})
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@ -102,11 +106,14 @@ mobs:register_arrow("mobs_mc:fireball", {
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if rawget(_G, "armor") and armor.last_damage_types then
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if rawget(_G, "armor") and armor.last_damage_types then
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armor.last_damage_types[player:get_player_name()] = "fireball"
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armor.last_damage_types[player:get_player_name()] = "fireball"
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end
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end
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--[[
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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 = 6},
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damage_groups = {fleshy = 6},
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}, nil)
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}, nil)
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mobs:boom(self, self.object:get_pos(), 1, true)
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]]--
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--mobs:boom(self, self.object:get_pos(), 1, true)
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mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
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end,
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end,
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hit_mob = function(self, mob)
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hit_mob = function(self, mob)
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@ -114,11 +121,13 @@ mobs:register_arrow("mobs_mc:fireball", {
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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 = 6},
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damage_groups = {fleshy = 6},
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}, nil)
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}, nil)
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mobs:boom(self, self.object:get_pos(), 1, true)
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--mobs:boom(self, self.object:get_pos(), 1, true)
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mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
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end,
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end,
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hit_node = function(self, pos, node)
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hit_node = function(self, pos, node)
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mobs:boom(self, pos, 1, true)
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--mobs:boom(self, pos, 1, true)
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mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
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end
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end
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})
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})
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@ -0,0 +1 @@
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Ghast fixed by epCode - Thanks!
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