Remove custom damage particles
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@ -420,13 +420,7 @@ local damage_effect = function(self, damage)
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pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5
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local texture
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-- do we have a single blood texture or multiple?
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if type(self.blood_texture) == "table" then
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texture = self.blood_texture[random(1, #self.blood_texture)]
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else
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texture = self.blood_texture
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end
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local texture = "mobs_blood.png"
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-- full heart damage (one particle for each 2 HP damage)
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if amount_large > 0 then
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effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true)
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@ -3182,7 +3176,6 @@ minetest.register_entity(name, {
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group_attack = def.group_attack or false,
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passive = def.passive or false,
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knock_back = def.knock_back ~= false,
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blood_texture = def.blood_texture or "mobs_blood.png",
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shoot_offset = def.shoot_offset or 0,
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floats = def.floats or 1, -- floats in water by default
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replace_rate = def.replace_rate,
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@ -123,8 +123,6 @@ functions needed for the mob to work properly which contains the following:
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e.g. {"player", "mobs_animal:chicken"}.
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'runaway_from' contains a table with mob names to run away from, add
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"player" to list to runaway from player also.
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'blood_texture' has the texture name to use for droplets e.g.
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"mobs_blood.png", or table {"blood1.png", "blood2.png"}
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'pathfinding' set to 1 for mobs to use pathfinder feature to locate
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player, set to 2 so they can build/break also (only
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works with dogfight attack and when 'mobs_griefing'
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@ -66,7 +66,6 @@ local slime_big = {
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textures = {{"mobs_mc_slime.png"}},
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visual = "mesh",
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mesh = "mobs_mc_slime.b3d",
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blood_texture ="mobs_mc_slime_blood.png",
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makes_footstep_sound = true,
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sounds = {
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jump = "green_slime_jump",
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@ -165,7 +164,6 @@ local magma_cube_big = {
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textures = {{ "mobs_mc_magmacube.png" }},
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visual = "mesh",
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mesh = "mobs_mc_magmacube.b3d",
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blood_texture = "mobs_mc_magmacube_blood.png",
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makes_footstep_sound = true,
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sounds = {
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jump = "mobs_mc_magma_cube_big",
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@ -51,7 +51,6 @@ mobs:register_mob("mobs_mc:squid", {
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view_range = 16,
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runaway = true,
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fear_height = 4,
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blood_texture = "mobs_mc_squid_blood.png",
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})
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-- TODO: Behaviour: squirt
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