Add in mob criticals when falling
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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 .. "sound_handling.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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@ -1,5 +1,4 @@
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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 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 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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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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death_effect(self)
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mobs.death_effect(self)
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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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--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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-- 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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