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If slime/mcube was killd, smaller m. att. attacker
Previously, if you killed a big slime, the smaller slimes that spawn are neutral.
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@ -20,6 +20,7 @@ local spawn_children_on_die = function(self, pos, child_mob, children_count, spa
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end
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end
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local mother_stuck = minetest.registered_nodes[minetest.get_node(pos).name].walkable
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local mother_stuck = minetest.registered_nodes[minetest.get_node(pos).name].walkable
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angle = math.random(0, math.pi*2)
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angle = math.random(0, math.pi*2)
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local children = {}
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for i=1,children_count do
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for i=1,children_count do
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dir = {x=math.cos(angle),y=0,z=math.sin(angle)}
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dir = {x=math.cos(angle),y=0,z=math.sin(angle)}
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posadd = vector.multiply(vector.normalize(dir), spawn_distance)
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posadd = vector.multiply(vector.normalize(dir), spawn_distance)
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@ -34,8 +35,22 @@ local spawn_children_on_die = function(self, pos, child_mob, children_count, spa
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local mob = minetest.add_entity(newpos, child_mob)
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local mob = minetest.add_entity(newpos, child_mob)
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mob:set_velocity(vector.multiply(dir, eject_speed * speed_penalty))
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mob:set_velocity(vector.multiply(dir, eject_speed * speed_penalty))
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mob:set_yaw(angle - math.pi/2)
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mob:set_yaw(angle - math.pi/2)
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table.insert(children, mob)
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angle = angle + (math.pi*2)/children_count
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angle = angle + (math.pi*2)/children_count
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end
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end
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-- If mother was murdered, children attack the killer after 1 second
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if self.state == "attack" then
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minetest.after(1.0, function(children, enemy)
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for c=1, #children do
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local child = children[c]
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local le = child:get_luaentity()
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if le ~= nil then
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le.state = "attack"
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le.attack = enemy
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end
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end
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end, children, self.attack)
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end
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end
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end
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end
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end
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