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Nerf vex summoning so evoker doesnt spawn infinite vexes
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1 changed files with 11 additions and 1 deletions
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@ -11,6 +11,8 @@ local S = minetest.get_translator("mobs_mc")
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local pr = PseudoRandom(os.time()*666)
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local spawned_vexes = {} --this is stored locally so the mobs engine doesn't try to store it in staticdata
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mcl_mobs:register_mob("mobs_mc:evoker", {
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description = S("Evoker"),
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type = "monster",
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@ -42,16 +44,24 @@ mcl_mobs:register_mob("mobs_mc:evoker", {
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attack_type = "dogfight",
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-- Summon vexes
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custom_attack = function(self, to_attack)
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local r = pr:next(2,4)
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if not spawned_vexes[self] then spawned_vexes[self] = {} end
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if #spawned_vexes[self] >= 7 then return end
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for k,v in pairs(spawned_vexes[self]) do
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if not v or v.health <= 0 then table.remove(spawned_vexes[self],k) end
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end
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local r = pr:next(1,4)
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local basepos = self.object:get_pos()
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basepos.y = basepos.y + 1
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for i=1, r do
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local spawnpos = vector.add(basepos, minetest.yaw_to_dir(pr:next(0,360)))
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local vex = minetest.add_entity(spawnpos, "mobs_mc:vex")
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local ent = vex:get_luaentity()
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-- Mark vexes as summoned and start their life clock (they take damage it reaches 0)
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ent._summoned = true
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ent._lifetimer = pr:next(33, 108)
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table.insert(spawned_vexes[self],ent)
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end
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end,
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shoot_interval = 15,
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