Rarely spawn skeletons (+s. horse) on lightning
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@ -144,13 +144,37 @@ lightning.strike = function(pos)
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-- trigger revert of skybox
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-- trigger revert of skybox
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ttl = 0.1
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ttl = 0.1
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-- set the air node above it on fire
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-- Events caused by the lightning strike: Fire, enemy spawns,
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-- (TODO: damage)
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pos2.y = pos2.y + 1/2
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pos2.y = pos2.y + 1/2
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local skeleton_lightning = false
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if rng:next(1,100) <= 3 then
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skeleton_lightning = true
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end
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if minetest.get_item_group(minetest.get_node({x = pos2.x, y = pos2.y - 1, z = pos2.z}).name, "liquid") < 1 then
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if minetest.get_item_group(minetest.get_node({x = pos2.x, y = pos2.y - 1, z = pos2.z}).name, "liquid") < 1 then
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if minetest.get_node(pos2).name == "air" then
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if minetest.get_node(pos2).name == "air" then
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-- Cause a fire
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-- Low chance for a lightning to spawn skeleton horse + skeletons
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minetest.set_node(pos2, {name = "mcl_fire:fire"})
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if skeleton_lightning then
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minetest.add_entity(pos2, "mobs_mc:skeleton_horse")
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local angle, posadd
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angle = math.random(0, math.pi*2)
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for i=1,3 do
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posadd = {x=math.cos(angle),y=0,z=math.sin(angle)}
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posadd = vector.normalize(posadd)
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local mob = minetest.add_entity(vector.add(pos2, posadd), "mobs_mc:skeleton")
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mob:setyaw(angle-math.pi/2)
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angle = angle + (math.pi*2) / 3
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end
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end
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-- Cause a fire
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else
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minetest.set_node(pos2, {name = "mcl_fire:fire"})
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-- TODO: Damage
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end
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end
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-- TODO: Charged creeper
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end
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end
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end
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end
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