diff --git a/api.lua b/api.lua index c8b5479..1d29385 100644 --- a/api.lua +++ b/api.lua @@ -3,7 +3,7 @@ mobs = {} mobs.mod = "redo" -mobs.version = "20180312" +mobs.version = "20180313" -- Intllib @@ -1857,8 +1857,8 @@ local do_states = function(self, dtime) self.object:settexturemod("") end - -- walk right up to player when timer active - if dist < 1.5 then + -- walk right up to player unless the timer is active + if self.v_start and (self.stop_to_explode or dist < 1.5) then set_velocity(self, 0) else set_velocity(self, self.run_velocity) @@ -1870,8 +1870,7 @@ local do_states = function(self, dtime) set_animation(self, "walk") end - -- walk right up to player unless the timer is active - if self.v_start and (self.stop_to_explode or dist < 1.5) then + if self.v_start then self.timer = self.timer + dtime self.blinktimer = (self.blinktimer or 0) + dtime @@ -1899,7 +1898,6 @@ local do_states = function(self, dtime) if minetest.find_node_near(pos, 1, {"group:water"}) or minetest.is_protected(pos, "") then - damage_radius = 0 node_break_radius = 0 end diff --git a/api.txt b/api.txt index 379807c..7b22cbe 100644 --- a/api.txt +++ b/api.txt @@ -100,9 +100,6 @@ functions needed for the mob to work properly which contains the following: 'stop_to_explode' When set to true (default), mob must stop and wait for explosion_timer in order to explode. If false, mob will continue chasing. - 'explosion_radius' has the radius of the explosion which defaults to 1. - 'explosion_timer' number of seconds before mob explodes while still - inside view range. 'arrow' holds the pre-defined arrow object to shoot when attacking. 'dogshoot_switch' allows switching between attack types by using timers