Update 'mods/rangedweapons/e11.lua'
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@ -71,7 +71,7 @@ rangedweapons_e11_shot.on_step = function(self, dtime, node, pos)
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if obj:get_luaentity() ~= nil then
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if obj:get_luaentity() ~= nil then
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if obj:get_luaentity().name ~= "rangedweapons:e11_shot" and obj:get_luaentity().name ~= "__builtin:item" then
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if obj:get_luaentity().name ~= "rangedweapons:e11_shot" and obj:get_luaentity().name ~= "__builtin:item" then
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if math.random(1, 100) <= 10 then
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if math.random(1, 100) <= 10 then
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local damage = math.random(28,40)
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local damage = math.random(20,30)
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obj:punch(self.object, 1.0, {
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obj: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 = damage, knockback=0},
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damage_groups= {fleshy = damage, knockback=0},
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@ -79,7 +79,7 @@ rangedweapons_e11_shot.on_step = function(self, dtime, node, pos)
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minetest.sound_play("crit", {pos = self.lastpos, gain = 0.8})
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minetest.sound_play("crit", {pos = self.lastpos, gain = 0.8})
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self.object:remove()
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self.object:remove()
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else
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else
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local damage = math.random(12,18)
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local damage = math.random(5,15)
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obj:punch(self.object, 1.0, {
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obj: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 = damage, knockback = 0},
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damage_groups= {fleshy = damage, knockback = 0},
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