forked from VoxeLibre/VoxeLibre
Randomize projectile cooldown timer
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@ -328,8 +328,13 @@ function mobs:register_mob(name, def)
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attacking = nil,
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visual_size_origin = def.visual_size or {x = 1, y = 1, z = 1},
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punch_timer_cooloff = def.punch_timer_cooloff or 0.5,
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projectile_cooldown = def.projectile_cooldown or 2,
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death_animation_timer = 0,
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hostile_cooldown = def.hostile_cooldown or 15,
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tilt_fly = def.tilt_fly,
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tilt_swim = def.tilt_swim,
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fall_slow = def.fall_slow,
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projectile_cooldown_min = def.projectile_cooldown_min or 2,
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projectile_cooldown_max = def.projectile_cooldown_max or 6,
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--end j4i stuff
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-- MCL2 extensions
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@ -353,10 +358,6 @@ function mobs:register_mob(name, def)
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ignited_by_sunlight = def.ignited_by_sunlight or false,
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eye_height = def.eye_height or 1.5,
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defuse_reach = def.defuse_reach or 4,
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hostile_cooldown = def.hostile_cooldown or 15,
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tilt_fly = def.tilt_fly,
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tilt_swim = def.tilt_swim,
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fall_slow = def.fall_slow,
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-- End of MCL2 extensions
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on_spawn = def.on_spawn,
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@ -2,6 +2,7 @@ local vector_direction = vector.direction
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local minetest_dir_to_yaw = minetest.dir_to_yaw
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local vector_distance = vector.distance
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local vector_multiply = vector.multiply
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local math_random = math.random
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--[[
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_ _ _ _
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@ -208,7 +209,7 @@ mobs.projectile_attack_walk = function(self,dtime)
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--do this to not load data into other mobs
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if not self.projectile_timer then
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self.projectile_timer = self.projectile_cooldown
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self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
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end
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--run projectile timer
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@ -218,7 +219,7 @@ mobs.projectile_attack_walk = function(self,dtime)
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--shoot
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if self.projectile_timer <= 0 then
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--reset timer
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self.projectile_timer = self.projectile_cooldown
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self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
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mobs.shoot_projectile(self)
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end
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end
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@ -291,7 +292,7 @@ mobs.projectile_attack_fly = function(self, dtime)
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--do this to not load data into other mobs
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if not self.projectile_timer then
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self.projectile_timer = self.projectile_cooldown
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self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
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end
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--run projectile timer
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@ -301,7 +302,7 @@ mobs.projectile_attack_fly = function(self, dtime)
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--shoot
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if self.projectile_timer <= 0 then
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--reset timer
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self.projectile_timer = self.projectile_cooldown
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self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
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mobs.shoot_projectile(self)
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end
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end
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