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README.md
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README.md
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# Throwing
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## Developped by the Mynetest team
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This mod is a new rewrite of the original throwing mod by PilzAdam. Compatible replacement for it.
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## Configuration
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The settings are the following (they all default to true):
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```
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throwing.enable_arrow = true
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throwing.enable_golden_arrow = true
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throwing.enable_fire_arrow = true
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throwing.enable_teleport_arrow = true
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throwing.enable_dig_arrow = true
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throwing.enable_dig_arrow_admin = true
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throwing.enable_build_arrow = true
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```
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## API
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There are two available functions in the mod API:
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```lua
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function throwing.register_bow(name, itemcraft, description, texture[, groups])
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--[[
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Name: Bow name (in second part of the itemstring).
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Itemcraft: item used to craft the bow (nil if uncraftable).
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Description: Description of the bow.
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Texture: Texture of the bow, shown in inventory.
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Groups: optional groups.
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]]
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-- Example:
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throwing.register_bow("bow_stone", "default:cobble", "Stone Bow", "throwing_bow_stone.png")
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function throwing.register_arrow(name, itemcraft, craft_quantity, description, tiles, on_hit_sound, on_hit[, groups])
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--[[
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Name: Arrow name (in second part of the itemstring).
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Itemcraft: item used to craft the arrow (nil if uncraftable).
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Craft_quantity: quantity of arrows in the craft output.
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Tiles: tiles of the arrow.
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On_hit_sound: sound played when the arrow hits a node or an object (nil if no sound).
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On_hit: callback function: on_hit(pos, last_pos, node, object, hitter) where:
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* Pos: the position of the hitted node or object
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* Last_pos: the last air node where the arrow was (used by the build_arrow, for example)
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* Node and object: hitted node or object. Either node or object is nil, depending
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whether the arrow hitted a node or an object (you should always check for that).
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An object can be a player or a luaentity.
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* Hitter: the ObjectRef of the player who throwed the arrow.
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]]
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-- Examples:
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throwing.register_arrow("arrow_gold", "default:gold_ingot", 16, "Golden Arrow",
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{"throwing_arrow_gold.png", "throwing_arrow_gold.png", "throwing_arrow_gold_back.png", "throwing_arrow_gold_front.png", "throwing_arrow_gold_2.png", "throwing_arrow_gold.png"}, "throwing_arrow",
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function(pos, last_pos, node, object, hitter)
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if not object then
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return
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end
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object:punch(minetest.get_player_by_name(hitter), 1, {
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full_punch_interval = 1,
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damage_groups = {fleshy = 5}
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})
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end)
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throwing.register_arrow("arrow_build", "default:obsidian_glass", 1, "Build Arrow",
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{"throwing_arrow_build.png", "throwing_arrow_build.png", "throwing_arrow_build_back.png", "throwing_arrow_build_front.png", "throwing_arrow_build_2.png", "throwing_arrow_build.png"}, "throwing_build_arrow",
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function(pos, last_pos, node, object, hitter)
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if not node then
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return
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end
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minetest.set_node(last_pos, {name="default:obsidian_glass"})
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end)
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```
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