mirror of
https://github.com/MinetestForFun/fishing.git
synced 2025-07-18 00:00:21 +02:00
remove material.lua useless
added formspec to display hunger baits chance(admin only) remove worm eat function update hoes function new prizes method decrement bobber move when fish,too hard to click this remove whitespace remove function to place bobber on random node
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@ -22,7 +22,7 @@ minetest.register_node("fishing:bobber_shark_box", {
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"fishing_bobber_shark.png",
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"fishing_bobber_shark.png",
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"fishing_bobber_shark.png^[transformFX"
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}, --
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},
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groups = {not_in_creative_inventory=1},
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})
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@ -42,7 +42,7 @@ local FISHING_BOBBER_SHARK_ENTITY={
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baitball = 0,
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prize = "",
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bait = "",
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-- DESTROY BOBBER WHEN PUNCHING IT
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on_punch = function (self, puncher, time_from_last_punch, tool_capabilities, dir)
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if not puncher:is_player() then return end
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@ -60,8 +60,8 @@ local FISHING_BOBBER_SHARK_ENTITY={
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minetest.sound_play("fishing_bobber1", { pos = self.object:getpos(), gain = 0.5, })
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self.object:remove()
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end,
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-- WHEN RIGHTCLICKING THE BOBBER THE FOLLOWING HAPPENS (CLICK AT THE RIGHT TIME WHILE HOLDING A FISHING POLE)
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on_rightclick = function (self, clicker)
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local item = clicker:get_wielded_item()
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@ -90,7 +90,7 @@ local FISHING_BOBBER_SHARK_ENTITY={
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-- weither player has fishing pole or not
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minetest.sound_play("fishing_bobber1", { pos = self.object:getpos(), gain = 0.5, })
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self.object:remove()
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elseif item_name == "fishing:baitball_shark" then
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if not fishing_setting.is_creative_mode then
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inv:remove_item("main", "fishing:baitball_shark")
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@ -108,8 +108,8 @@ local FISHING_BOBBER_SHARK_ENTITY={
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minetest.sound_play("fishing_baitball", {pos = self.object:getpos(), gain = 0.2, })
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end
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end,
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-- AS SOON AS THE BOBBER IS PLACED IT WILL ACT LIKE
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on_step = function(self, dtime)
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local pos = self.object:getpos()
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@ -131,29 +131,29 @@ local FISHING_BOBBER_SHARK_ENTITY={
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self.object:remove()
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return
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end
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--rotate bobber
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if math.random(1, 4) == 1 then
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self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/2880*math.pi))
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end
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self.timer = self.timer + 1
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if self.timer < self.randomtime then
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-- if fish or others items, move bobber to simulate fish on the line
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if self.prize ~= "" and math.random(1,3) == 1 then
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if self.old_pos2 == true then
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pos.y = pos.y-0.0525
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pos.y = pos.y-0.0425
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self.object:moveto(pos, false)
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self.old_pos2 = false
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else
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pos.y = pos.y+0.0525
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pos.y = pos.y+0.0425
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self.object:moveto(pos, false)
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self.old_pos2 = true
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end
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end
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return
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return
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end
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--change item on line
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self.timer = 0
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self.prize = ""
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@ -164,25 +164,22 @@ local FISHING_BOBBER_SHARK_ENTITY={
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self.randomtime = math.random(20,60)*10
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return
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end
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self.randomtime = math.random(1,5)*10
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local chance = math.random(1, 100)
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--if 1 you catch a treasure, maybe ...
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--if 1 you catch a treasure
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if chance == 1 then
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--You are lucky ? :)
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if math.random(1, 100) <= fishing_setting.settings["treasure_chance"] and fishing_setting.settings["treasure_enable"] then
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self.prize = fishing_setting.prizes["treasure"][math.random(1,#fishing_setting.prizes["treasure"])]
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else
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self.prize = fishing_setting.prizes["stuff"][math.random(1,#fishing_setting.prizes["stuff"])]
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end
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elseif chance <= fishing_setting.settings["fish_chance"] then
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self.prize = fishing_setting.prizes["shark"][math.random(1,#fishing_setting.prizes["shark"])]
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else
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if math.random(1, 100) <= 10 then
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self.prize = fishing_setting.prizes["plants"][math.random(1,#fishing_setting.prizes["plants"])]
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self.prize = fishing_setting.func.get_loot()
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end
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end
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if self.prize ~= "" then
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pos.y = self.old_pos.y-0.2
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self.object:moveto(pos, false)
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