Uploaded a new version which fixes problems with projectiles.
It also adds some new features:
EXTRA-DATA
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You can refer to a variable called "data" in monster hooks. It's a table. Put whatever you want there, that data is always relative only to the specific monster in the hook, and automatically released when the monster dies.
PROJECTILES
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Due to how the switcher works, it needs to know a little more data about the projectiles running in the game. In particular if a projectile should not be respawned if it hits the monster, it needs to have the following line:
defineAiSwitcherProjectileReplacement("projectilename");
If a projectile must be respawned, but in a different form (like "fire_arrow" which becomes "arrow"):
defineAiSwitcherProjectileReplacement("projectilename", "whatitbecomesname");
Standard magic arrows and quarrels are already defined by the main script.
NOTE: I had little time to test this, so please report any bugs and I'll try to fix them asap (which will likely be later than you think

)