Merge throwing and throwing_arrows into a single modpack.
118
README.md
|
@ -1,115 +1,5 @@
|
||||||
# Throwing
|
This modpack contains:
|
||||||
|
* `throwing`, an API for registering throwing and throwable things,
|
||||||
|
* `throwing_arrow`, a compatible replacement for the throwing mod by PilzAdam using the throwing API.
|
||||||
|
|
||||||
## Developed by the Eurythmia team
|
Please refer to the mods individual README for more information.
|
||||||
|
|
||||||
This mod is an API for registering throwing and throwable things.
|
|
||||||
|
|
||||||
Mods based on this API:
|
|
||||||
* [throwing_arrows](https://github.com/MT-Eurythmia/throwing_arrows) is a compatible replacement for the throwing mod by PilzAdam.
|
|
||||||
* [sling](https://github.com/tacotexmex/sling) is a mod written by @tacotexmex that enables item stack and single item throwing of any item.
|
|
||||||
|
|
||||||
## Configuration
|
|
||||||
|
|
||||||
The settings are the following:
|
|
||||||
```
|
|
||||||
throwing.velocity_factor = 19
|
|
||||||
throwing.horizontal_acceleration_factor = -3
|
|
||||||
throwing.vertical_acceleration = -10
|
|
||||||
|
|
||||||
throwing.allow_arrow_placing = false
|
|
||||||
|
|
||||||
throwing.bow_cooldown = 0.2
|
|
||||||
```
|
|
||||||
|
|
||||||
## API
|
|
||||||
|
|
||||||
There are two available functions in the mod API:
|
|
||||||
```lua
|
|
||||||
function throwing.register_bow(name, definition)
|
|
||||||
--[[
|
|
||||||
Name: Bow name. If it doesn't contain ":", the "throwing:" prefix will be added.
|
|
||||||
Definition: definition table, containing:
|
|
||||||
* itemcraft (optional, you may want to register your own craft or to make the bow uncraftable): item used to craft the bow.
|
|
||||||
* description (highly recommended): description of the bow.
|
|
||||||
* texture (essential): texture of the bow, shown in inventory.
|
|
||||||
* groups (optional): groups of the item.
|
|
||||||
* uses: number of uses of the bow (default is 50).
|
|
||||||
* allow_shot (optional): function(player, itemstack, index, last_run):
|
|
||||||
- player: the player using the bow
|
|
||||||
- itemstack: the itemstack of the bow
|
|
||||||
- index: index of the arrow in the inventory
|
|
||||||
- last_run: whether this is the last time this function is called before actually calling `spawn_arrow_entity`.
|
|
||||||
Currently, `allow_shot` is actually run twice (once before the delay, and once after).
|
|
||||||
- should return true if the shot can be made, and false otherwise
|
|
||||||
- the default function checks that the arrow to be thrown is a registered arrow
|
|
||||||
- it can return a second return value, which is the new itemstack
|
|
||||||
* throw_itself (optional): whether the bow should throw itself instead of the arrow next to it in the inventory.
|
|
||||||
If present, allow_shot is ignored.
|
|
||||||
Default is false.
|
|
||||||
*Warning*: this field is not known to be currently used by a mod. If you encounter bugs using it, please open
|
|
||||||
an issue!
|
|
||||||
* cooldown: bow cooldown. Default is setting throwing.bow_cooldown
|
|
||||||
* function spawn_arrow_entity(position, arrow, player): defaults to throwing.spawn_arrow_entity
|
|
||||||
* sound: sound to be played when the bow is used
|
|
||||||
* delay: delay before throwing the arrow
|
|
||||||
]]
|
|
||||||
|
|
||||||
-- Example:
|
|
||||||
throwing.register_bow("bow_wood", {
|
|
||||||
itemcraft = "default:wood",
|
|
||||||
description = "Wooden Bow",
|
|
||||||
texture = "throwing_bow_wood.png"
|
|
||||||
})
|
|
||||||
|
|
||||||
itemcraft, craft_quantity, description, tiles, on_hit_sound, on_hit[, on_throw[, groups]]
|
|
||||||
function throwing.register_arrow(name, definition table)
|
|
||||||
--[[
|
|
||||||
Name: Arrow name. If it doesn't contain ":", the "throwing:" prefix will be added.
|
|
||||||
Definition: definition table, containing:
|
|
||||||
* itemcraft (optional, you may want to register your own craft or to make the arrow uncraftable): item used to craft the arrow.
|
|
||||||
* craft_quantity (optional, defaulting to 1 if itemcraft is non-nil, pointless otherwise): quantity of arrows in the craft output.
|
|
||||||
* tiles (essential): tiles of the arrow.
|
|
||||||
* target (optional, defaulting to throwing.target_both): what the arrow is able to hit (throwing.target_node, throwing.target_object, throwing.target_both).
|
|
||||||
* allow_protected (optional, defaulting to false): whether the arrow can be throw in a protected area
|
|
||||||
* on_hit_sound (optional): sound played when the arrow hits a node or an object.
|
|
||||||
* on_hit(self, pos, last_pos, node, object, hitter, data) (optional but very useful): callback function:
|
|
||||||
- pos: the position of the hit node or object.
|
|
||||||
- last_pos: the last air node where the arrow was
|
|
||||||
- node and object: hit node or object. Either node or object is nil, depending
|
|
||||||
whether the arrow hit a node or an object.
|
|
||||||
- hitter: an ObjectRef to the thrower player.
|
|
||||||
- data: a data table associated to the entity where you can store what you want
|
|
||||||
- self: the arrow entity table (it allows you to hack a lot!)
|
|
||||||
- If it fails, it should return:
|
|
||||||
false[, reason]
|
|
||||||
* on_throw(self, pos, thrower, itemstack, index, data) (optional): callback function: on_throw:
|
|
||||||
- pos: the position from where the arrow is throw (which a bit higher than the hitter position)
|
|
||||||
- thrower: an ObjectRef to the thrower player
|
|
||||||
- next_index: the index next to the arrow in the "main" inventory
|
|
||||||
- data: a data table associated to the entity where you can store what you want
|
|
||||||
- self: the arrow entity table
|
|
||||||
- If the arrow shouldn't be thrown, it should return false.
|
|
||||||
* on_throw_sound (optional, there is a default sound, specify "" for no sound): sound to be played when the arrow is throw
|
|
||||||
* on_hit_fails(self, pos, thrower, data) (optional): callback function called if the hit failed (e.g. because on_hit returned false or because the area was protected)
|
|
||||||
]]
|
|
||||||
|
|
||||||
-- Example:
|
|
||||||
throwing.register_arrow("arrow", {
|
|
||||||
itemcraft = "default:steel_ingot",
|
|
||||||
craft_quantity = 16,
|
|
||||||
description = "Arrow",
|
|
||||||
tiles = {"throwing_arrow.png", "throwing_arrow.png", "throwing_arrow_back.png", "throwing_arrow_front.png", "throwing_arrow_2.png", "throwing_arrow.png"},
|
|
||||||
target = throwing.target_object,
|
|
||||||
on_hit_sound = "throwing_arrow",
|
|
||||||
on_hit = function(pos, _, _, object, hitter)
|
|
||||||
object:punch(hitter, 1, {
|
|
||||||
full_punch_interval = 1,
|
|
||||||
damage_groups = {fleshy = 3}
|
|
||||||
})
|
|
||||||
end
|
|
||||||
})
|
|
||||||
```
|
|
||||||
|
|
||||||
If the item to throw is an arrow registered using `throwing.register_arrow`, the entity used will be the entity automatically registered by this function.
|
|
||||||
Otherwise, if its definition contains a `throwing_entity` field, this field will be used as the entity name if it is a string, otherwise it will be called as a `function(pos, player)` that has to spawn the object and return the corresponding ObjectRef.
|
|
||||||
If the item is neither an arrow nor has a `throwing_entity` field, the corresponding `__builtin:item` will be used.
|
|
||||||
|
|
0
modpack.txt
Normal file
115
throwing/README.md
Normal file
|
@ -0,0 +1,115 @@
|
||||||
|
# Throwing
|
||||||
|
|
||||||
|
## Developed by the Eurythmia team
|
||||||
|
|
||||||
|
This mod is an API for registering throwing and throwable things.
|
||||||
|
|
||||||
|
Mods based on this API:
|
||||||
|
* [throwing_arrows](https://github.com/MT-Eurythmia/throwing/tree/master/throwing_arrows) is a compatible replacement for the throwing mod by PilzAdam.
|
||||||
|
* [sling](https://github.com/tacotexmex/sling) is a mod written by @tacotexmex that enables item stack and single item throwing of any item.
|
||||||
|
|
||||||
|
## Configuration
|
||||||
|
|
||||||
|
The settings are the following:
|
||||||
|
```
|
||||||
|
throwing.velocity_factor = 19
|
||||||
|
throwing.horizontal_acceleration_factor = -3
|
||||||
|
throwing.vertical_acceleration = -10
|
||||||
|
|
||||||
|
throwing.allow_arrow_placing = false
|
||||||
|
|
||||||
|
throwing.bow_cooldown = 0.2
|
||||||
|
```
|
||||||
|
|
||||||
|
## API
|
||||||
|
|
||||||
|
There are two available functions in the mod API:
|
||||||
|
```lua
|
||||||
|
function throwing.register_bow(name, definition)
|
||||||
|
--[[
|
||||||
|
Name: Bow name. If it doesn't contain ":", the "throwing:" prefix will be added.
|
||||||
|
Definition: definition table, containing:
|
||||||
|
* itemcraft (optional, you may want to register your own craft or to make the bow uncraftable): item used to craft the bow.
|
||||||
|
* description (highly recommended): description of the bow.
|
||||||
|
* texture (essential): texture of the bow, shown in inventory.
|
||||||
|
* groups (optional): groups of the item.
|
||||||
|
* uses: number of uses of the bow (default is 50).
|
||||||
|
* allow_shot (optional): function(player, itemstack, index, last_run):
|
||||||
|
- player: the player using the bow
|
||||||
|
- itemstack: the itemstack of the bow
|
||||||
|
- index: index of the arrow in the inventory
|
||||||
|
- last_run: whether this is the last time this function is called before actually calling `spawn_arrow_entity`.
|
||||||
|
Currently, `allow_shot` is actually run twice (once before the delay, and once after).
|
||||||
|
- should return true if the shot can be made, and false otherwise
|
||||||
|
- the default function checks that the arrow to be thrown is a registered arrow
|
||||||
|
- it can return a second return value, which is the new itemstack
|
||||||
|
* throw_itself (optional): whether the bow should throw itself instead of the arrow next to it in the inventory.
|
||||||
|
If present, allow_shot is ignored.
|
||||||
|
Default is false.
|
||||||
|
*Warning*: this field is not known to be currently used by a mod. If you encounter bugs using it, please open
|
||||||
|
an issue!
|
||||||
|
* cooldown: bow cooldown. Default is setting throwing.bow_cooldown
|
||||||
|
* function spawn_arrow_entity(position, arrow, player): defaults to throwing.spawn_arrow_entity
|
||||||
|
* sound: sound to be played when the bow is used
|
||||||
|
* delay: delay before throwing the arrow
|
||||||
|
]]
|
||||||
|
|
||||||
|
-- Example:
|
||||||
|
throwing.register_bow("bow_wood", {
|
||||||
|
itemcraft = "default:wood",
|
||||||
|
description = "Wooden Bow",
|
||||||
|
texture = "throwing_bow_wood.png"
|
||||||
|
})
|
||||||
|
|
||||||
|
itemcraft, craft_quantity, description, tiles, on_hit_sound, on_hit[, on_throw[, groups]]
|
||||||
|
function throwing.register_arrow(name, definition table)
|
||||||
|
--[[
|
||||||
|
Name: Arrow name. If it doesn't contain ":", the "throwing:" prefix will be added.
|
||||||
|
Definition: definition table, containing:
|
||||||
|
* itemcraft (optional, you may want to register your own craft or to make the arrow uncraftable): item used to craft the arrow.
|
||||||
|
* craft_quantity (optional, defaulting to 1 if itemcraft is non-nil, pointless otherwise): quantity of arrows in the craft output.
|
||||||
|
* tiles (essential): tiles of the arrow.
|
||||||
|
* target (optional, defaulting to throwing.target_both): what the arrow is able to hit (throwing.target_node, throwing.target_object, throwing.target_both).
|
||||||
|
* allow_protected (optional, defaulting to false): whether the arrow can be throw in a protected area
|
||||||
|
* on_hit_sound (optional): sound played when the arrow hits a node or an object.
|
||||||
|
* on_hit(self, pos, last_pos, node, object, hitter, data) (optional but very useful): callback function:
|
||||||
|
- pos: the position of the hit node or object.
|
||||||
|
- last_pos: the last air node where the arrow was
|
||||||
|
- node and object: hit node or object. Either node or object is nil, depending
|
||||||
|
whether the arrow hit a node or an object.
|
||||||
|
- hitter: an ObjectRef to the thrower player.
|
||||||
|
- data: a data table associated to the entity where you can store what you want
|
||||||
|
- self: the arrow entity table (it allows you to hack a lot!)
|
||||||
|
- If it fails, it should return:
|
||||||
|
false[, reason]
|
||||||
|
* on_throw(self, pos, thrower, itemstack, index, data) (optional): callback function: on_throw:
|
||||||
|
- pos: the position from where the arrow is throw (which a bit higher than the hitter position)
|
||||||
|
- thrower: an ObjectRef to the thrower player
|
||||||
|
- next_index: the index next to the arrow in the "main" inventory
|
||||||
|
- data: a data table associated to the entity where you can store what you want
|
||||||
|
- self: the arrow entity table
|
||||||
|
- If the arrow shouldn't be thrown, it should return false.
|
||||||
|
* on_throw_sound (optional, there is a default sound, specify "" for no sound): sound to be played when the arrow is throw
|
||||||
|
* on_hit_fails(self, pos, thrower, data) (optional): callback function called if the hit failed (e.g. because on_hit returned false or because the area was protected)
|
||||||
|
]]
|
||||||
|
|
||||||
|
-- Example:
|
||||||
|
throwing.register_arrow("arrow", {
|
||||||
|
itemcraft = "default:steel_ingot",
|
||||||
|
craft_quantity = 16,
|
||||||
|
description = "Arrow",
|
||||||
|
tiles = {"throwing_arrow.png", "throwing_arrow.png", "throwing_arrow_back.png", "throwing_arrow_front.png", "throwing_arrow_2.png", "throwing_arrow.png"},
|
||||||
|
target = throwing.target_object,
|
||||||
|
on_hit_sound = "throwing_arrow",
|
||||||
|
on_hit = function(pos, _, _, object, hitter)
|
||||||
|
object:punch(hitter, 1, {
|
||||||
|
full_punch_interval = 1,
|
||||||
|
damage_groups = {fleshy = 3}
|
||||||
|
})
|
||||||
|
end
|
||||||
|
})
|
||||||
|
```
|
||||||
|
|
||||||
|
If the item to throw is an arrow registered using `throwing.register_arrow`, the entity used will be the entity automatically registered by this function.
|
||||||
|
Otherwise, if its definition contains a `throwing_entity` field, this field will be used as the entity name if it is a string, otherwise it will be called as a `function(pos, player)` that has to spawn the object and return the corresponding ObjectRef.
|
||||||
|
If the item is neither an arrow nor has a `throwing_entity` field, the corresponding `__builtin:item` will be used.
|
374
throwing_arrows/LICENSE.txt
Normal file
|
@ -0,0 +1,374 @@
|
||||||
|
Mozilla Public License Version 2.0
|
||||||
|
==================================
|
||||||
|
|
||||||
|
1. Definitions
|
||||||
|
--------------
|
||||||
|
|
||||||
|
1.1. "Contributor"
|
||||||
|
means each individual or legal entity that creates, contributes to
|
||||||
|
the creation of, or owns Covered Software.
|
||||||
|
|
||||||
|
1.2. "Contributor Version"
|
||||||
|
means the combination of the Contributions of others (if any) used
|
||||||
|
by a Contributor and that particular Contributor's Contribution.
|
||||||
|
|
||||||
|
1.3. "Contribution"
|
||||||
|
means Covered Software of a particular Contributor.
|
||||||
|
|
||||||
|
1.4. "Covered Software"
|
||||||
|
means Source Code Form to which the initial Contributor has attached
|
||||||
|
the notice in Exhibit A, the Executable Form of such Source Code
|
||||||
|
Form, and Modifications of such Source Code Form, in each case
|
||||||
|
including portions thereof.
|
||||||
|
|
||||||
|
1.5. "Incompatible With Secondary Licenses"
|
||||||
|
means
|
||||||
|
|
||||||
|
(a) that the initial Contributor has attached the notice described
|
||||||
|
in Exhibit B to the Covered Software; or
|
||||||
|
|
||||||
|
(b) that the Covered Software was made available under the terms of
|
||||||
|
version 1.1 or earlier of the License, but not also under the
|
||||||
|
terms of a Secondary License.
|
||||||
|
|
||||||
|
1.6. "Executable Form"
|
||||||
|
means any form of the work other than Source Code Form.
|
||||||
|
|
||||||
|
1.7. "Larger Work"
|
||||||
|
means a work that combines Covered Software with other material, in
|
||||||
|
a separate file or files, that is not Covered Software.
|
||||||
|
|
||||||
|
1.8. "License"
|
||||||
|
means this document.
|
||||||
|
|
||||||
|
1.9. "Licensable"
|
||||||
|
means having the right to grant, to the maximum extent possible,
|
||||||
|
whether at the time of the initial grant or subsequently, any and
|
||||||
|
all of the rights conveyed by this License.
|
||||||
|
|
||||||
|
1.10. "Modifications"
|
||||||
|
means any of the following:
|
||||||
|
|
||||||
|
(a) any file in Source Code Form that results from an addition to,
|
||||||
|
deletion from, or modification of the contents of Covered
|
||||||
|
Software; or
|
||||||
|
|
||||||
|
(b) any new file in Source Code Form that contains any Covered
|
||||||
|
Software.
|
||||||
|
|
||||||
|
1.11. "Patent Claims" of a Contributor
|
||||||
|
means any patent claim(s), including without limitation, method,
|
||||||
|
process, and apparatus claims, in any patent Licensable by such
|
||||||
|
Contributor that would be infringed, but for the grant of the
|
||||||
|
License, by the making, using, selling, offering for sale, having
|
||||||
|
made, import, or transfer of either its Contributions or its
|
||||||
|
Contributor Version.
|
||||||
|
|
||||||
|
1.12. "Secondary License"
|
||||||
|
means either the GNU General Public License, Version 2.0, the GNU
|
||||||
|
Lesser General Public License, Version 2.1, the GNU Affero General
|
||||||
|
Public License, Version 3.0, or any later versions of those
|
||||||
|
licenses.
|
||||||
|
|
||||||
|
1.13. "Source Code Form"
|
||||||
|
means the form of the work preferred for making modifications.
|
||||||
|
|
||||||
|
1.14. "You" (or "Your")
|
||||||
|
means an individual or a legal entity exercising rights under this
|
||||||
|
License. For legal entities, "You" includes any entity that
|
||||||
|
controls, is controlled by, or is under common control with You. For
|
||||||
|
purposes of this definition, "control" means (a) the power, direct
|
||||||
|
or indirect, to cause the direction or management of such entity,
|
||||||
|
whether by contract or otherwise, or (b) ownership of more than
|
||||||
|
fifty percent (50%) of the outstanding shares or beneficial
|
||||||
|
ownership of such entity.
|
||||||
|
|
||||||
|
2. License Grants and Conditions
|
||||||
|
--------------------------------
|
||||||
|
|
||||||
|
2.1. Grants
|
||||||
|
|
||||||
|
Each Contributor hereby grants You a world-wide, royalty-free,
|
||||||
|
non-exclusive license:
|
||||||
|
|
||||||
|
(a) under intellectual property rights (other than patent or trademark)
|
||||||
|
Licensable by such Contributor to use, reproduce, make available,
|
||||||
|
modify, display, perform, distribute, and otherwise exploit its
|
||||||
|
Contributions, either on an unmodified basis, with Modifications, or
|
||||||
|
as part of a Larger Work; and
|
||||||
|
|
||||||
|
(b) under Patent Claims of such Contributor to make, use, sell, offer
|
||||||
|
for sale, have made, import, and otherwise transfer either its
|
||||||
|
Contributions or its Contributor Version.
|
||||||
|
|
||||||
|
2.2. Effective Date
|
||||||
|
|
||||||
|
The licenses granted in Section 2.1 with respect to any Contribution
|
||||||
|
become effective for each Contribution on the date the Contributor first
|
||||||
|
distributes such Contribution.
|
||||||
|
|
||||||
|
2.3. Limitations on Grant Scope
|
||||||
|
|
||||||
|
The licenses granted in this Section 2 are the only rights granted under
|
||||||
|
this License. No additional rights or licenses will be implied from the
|
||||||
|
distribution or licensing of Covered Software under this License.
|
||||||
|
Notwithstanding Section 2.1(b) above, no patent license is granted by a
|
||||||
|
Contributor:
|
||||||
|
|
||||||
|
(a) for any code that a Contributor has removed from Covered Software;
|
||||||
|
or
|
||||||
|
|
||||||
|
(b) for infringements caused by: (i) Your and any other third party's
|
||||||
|
modifications of Covered Software, or (ii) the combination of its
|
||||||
|
Contributions with other software (except as part of its Contributor
|
||||||
|
Version); or
|
||||||
|
|
||||||
|
(c) under Patent Claims infringed by Covered Software in the absence of
|
||||||
|
its Contributions.
|
||||||
|
|
||||||
|
This License does not grant any rights in the trademarks, service marks,
|
||||||
|
or logos of any Contributor (except as may be necessary to comply with
|
||||||
|
the notice requirements in Section 3.4).
|
||||||
|
|
||||||
|
2.4. Subsequent Licenses
|
||||||
|
|
||||||
|
No Contributor makes additional grants as a result of Your choice to
|
||||||
|
distribute the Covered Software under a subsequent version of this
|
||||||
|
License (see Section 10.2) or under the terms of a Secondary License (if
|
||||||
|
permitted under the terms of Section 3.3).
|
||||||
|
|
||||||
|
2.5. Representation
|
||||||
|
|
||||||
|
Each Contributor represents that the Contributor believes its
|
||||||
|
Contributions are its original creation(s) or it has sufficient rights
|
||||||
|
to grant the rights to its Contributions conveyed by this License.
|
||||||
|
|
||||||
|
2.6. Fair Use
|
||||||
|
|
||||||
|
This License is not intended to limit any rights You have under
|
||||||
|
applicable copyright doctrines of fair use, fair dealing, or other
|
||||||
|
equivalents.
|
||||||
|
|
||||||
|
2.7. Conditions
|
||||||
|
|
||||||
|
Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted
|
||||||
|
in Section 2.1.
|
||||||
|
|
||||||
|
3. Responsibilities
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
3.1. Distribution of Source Form
|
||||||
|
|
||||||
|
All distribution of Covered Software in Source Code Form, including any
|
||||||
|
Modifications that You create or to which You contribute, must be under
|
||||||
|
the terms of this License. You must inform recipients that the Source
|
||||||
|
Code Form of the Covered Software is governed by the terms of this
|
||||||
|
License, and how they can obtain a copy of this License. You may not
|
||||||
|
attempt to alter or restrict the recipients' rights in the Source Code
|
||||||
|
Form.
|
||||||
|
|
||||||
|
3.2. Distribution of Executable Form
|
||||||
|
|
||||||
|
If You distribute Covered Software in Executable Form then:
|
||||||
|
|
||||||
|
(a) such Covered Software must also be made available in Source Code
|
||||||
|
Form, as described in Section 3.1, and You must inform recipients of
|
||||||
|
the Executable Form how they can obtain a copy of such Source Code
|
||||||
|
Form by reasonable means in a timely manner, at a charge no more
|
||||||
|
than the cost of distribution to the recipient; and
|
||||||
|
|
||||||
|
(b) You may distribute such Executable Form under the terms of this
|
||||||
|
License, or sublicense it under different terms, provided that the
|
||||||
|
license for the Executable Form does not attempt to limit or alter
|
||||||
|
the recipients' rights in the Source Code Form under this License.
|
||||||
|
|
||||||
|
3.3. Distribution of a Larger Work
|
||||||
|
|
||||||
|
You may create and distribute a Larger Work under terms of Your choice,
|
||||||
|
provided that You also comply with the requirements of this License for
|
||||||
|
the Covered Software. If the Larger Work is a combination of Covered
|
||||||
|
Software with a work governed by one or more Secondary Licenses, and the
|
||||||
|
Covered Software is not Incompatible With Secondary Licenses, this
|
||||||
|
License permits You to additionally distribute such Covered Software
|
||||||
|
under the terms of such Secondary License(s), so that the recipient of
|
||||||
|
the Larger Work may, at their option, further distribute the Covered
|
||||||
|
Software under the terms of either this License or such Secondary
|
||||||
|
License(s).
|
||||||
|
|
||||||
|
3.4. Notices
|
||||||
|
|
||||||
|
You may not remove or alter the substance of any license notices
|
||||||
|
(including copyright notices, patent notices, disclaimers of warranty,
|
||||||
|
or limitations of liability) contained within the Source Code Form of
|
||||||
|
the Covered Software, except that You may alter any license notices to
|
||||||
|
the extent required to remedy known factual inaccuracies.
|
||||||
|
|
||||||
|
3.5. Application of Additional Terms
|
||||||
|
|
||||||
|
You may choose to offer, and to charge a fee for, warranty, support,
|
||||||
|
indemnity or liability obligations to one or more recipients of Covered
|
||||||
|
Software. However, You may do so only on Your own behalf, and not on
|
||||||
|
behalf of any Contributor. You must make it absolutely clear that any
|
||||||
|
such warranty, support, indemnity, or liability obligation is offered by
|
||||||
|
You alone, and You hereby agree to indemnify every Contributor for any
|
||||||
|
liability incurred by such Contributor as a result of warranty, support,
|
||||||
|
indemnity or liability terms You offer. You may include additional
|
||||||
|
disclaimers of warranty and limitations of liability specific to any
|
||||||
|
jurisdiction.
|
||||||
|
|
||||||
|
4. Inability to Comply Due to Statute or Regulation
|
||||||
|
---------------------------------------------------
|
||||||
|
|
||||||
|
If it is impossible for You to comply with any of the terms of this
|
||||||
|
License with respect to some or all of the Covered Software due to
|
||||||
|
statute, judicial order, or regulation then You must: (a) comply with
|
||||||
|
the terms of this License to the maximum extent possible; and (b)
|
||||||
|
describe the limitations and the code they affect. Such description must
|
||||||
|
be placed in a text file included with all distributions of the Covered
|
||||||
|
Software under this License. Except to the extent prohibited by statute
|
||||||
|
or regulation, such description must be sufficiently detailed for a
|
||||||
|
recipient of ordinary skill to be able to understand it.
|
||||||
|
|
||||||
|
5. Termination
|
||||||
|
--------------
|
||||||
|
|
||||||
|
5.1. The rights granted under this License will terminate automatically
|
||||||
|
if You fail to comply with any of its terms. However, if You become
|
||||||
|
compliant, then the rights granted under this License from a particular
|
||||||
|
Contributor are reinstated (a) provisionally, unless and until such
|
||||||
|
Contributor explicitly and finally terminates Your grants, and (b) on an
|
||||||
|
ongoing basis, if such Contributor fails to notify You of the
|
||||||
|
non-compliance by some reasonable means prior to 60 days after You have
|
||||||
|
come back into compliance. Moreover, Your grants from a particular
|
||||||
|
Contributor are reinstated on an ongoing basis if such Contributor
|
||||||
|
notifies You of the non-compliance by some reasonable means, this is the
|
||||||
|
first time You have received notice of non-compliance with this License
|
||||||
|
from such Contributor, and You become compliant prior to 30 days after
|
||||||
|
Your receipt of the notice.
|
||||||
|
|
||||||
|
5.2. If You initiate litigation against any entity by asserting a patent
|
||||||
|
infringement claim (excluding declaratory judgment actions,
|
||||||
|
counter-claims, and cross-claims) alleging that a Contributor Version
|
||||||
|
directly or indirectly infringes any patent, then the rights granted to
|
||||||
|
You by any and all Contributors for the Covered Software under Section
|
||||||
|
2.1 of this License shall terminate.
|
||||||
|
|
||||||
|
5.3. In the event of termination under Sections 5.1 or 5.2 above, all
|
||||||
|
end user license agreements (excluding distributors and resellers) which
|
||||||
|
have been validly granted by You or Your distributors under this License
|
||||||
|
prior to termination shall survive termination.
|
||||||
|
|
||||||
|
************************************************************************
|
||||||
|
* *
|
||||||
|
* 6. Disclaimer of Warranty *
|
||||||
|
* ------------------------- *
|
||||||
|
* *
|
||||||
|
* Covered Software is provided under this License on an "as is" *
|
||||||
|
* basis, without warranty of any kind, either expressed, implied, or *
|
||||||
|
* statutory, including, without limitation, warranties that the *
|
||||||
|
* Covered Software is free of defects, merchantable, fit for a *
|
||||||
|
* particular purpose or non-infringing. The entire risk as to the *
|
||||||
|
* quality and performance of the Covered Software is with You. *
|
||||||
|
* Should any Covered Software prove defective in any respect, You *
|
||||||
|
* (not any Contributor) assume the cost of any necessary servicing, *
|
||||||
|
* repair, or correction. This disclaimer of warranty constitutes an *
|
||||||
|
* essential part of this License. No use of any Covered Software is *
|
||||||
|
* authorized under this License except under this disclaimer. *
|
||||||
|
* *
|
||||||
|
************************************************************************
|
||||||
|
|
||||||
|
************************************************************************
|
||||||
|
* *
|
||||||
|
* 7. Limitation of Liability *
|
||||||
|
* -------------------------- *
|
||||||
|
* *
|
||||||
|
* Under no circumstances and under no legal theory, whether tort *
|
||||||
|
* (including negligence), contract, or otherwise, shall any *
|
||||||
|
* Contributor, or anyone who distributes Covered Software as *
|
||||||
|
* permitted above, be liable to You for any direct, indirect, *
|
||||||
|
* special, incidental, or consequential damages of any character *
|
||||||
|
* including, without limitation, damages for lost profits, loss of *
|
||||||
|
* goodwill, work stoppage, computer failure or malfunction, or any *
|
||||||
|
* and all other commercial damages or losses, even if such party *
|
||||||
|
* shall have been informed of the possibility of such damages. This *
|
||||||
|
* limitation of liability shall not apply to liability for death or *
|
||||||
|
* personal injury resulting from such party's negligence to the *
|
||||||
|
* extent applicable law prohibits such limitation. Some *
|
||||||
|
* jurisdictions do not allow the exclusion or limitation of *
|
||||||
|
* incidental or consequential damages, so this exclusion and *
|
||||||
|
* limitation may not apply to You. *
|
||||||
|
* *
|
||||||
|
************************************************************************
|
||||||
|
|
||||||
|
8. Litigation
|
||||||
|
-------------
|
||||||
|
|
||||||
|
Any litigation relating to this License may be brought only in the
|
||||||
|
courts of a jurisdiction where the defendant maintains its principal
|
||||||
|
place of business and such litigation shall be governed by laws of that
|
||||||
|
jurisdiction, without reference to its conflict-of-law provisions.
|
||||||
|
Nothing in this Section shall prevent a party's ability to bring
|
||||||
|
cross-claims or counter-claims.
|
||||||
|
|
||||||
|
9. Miscellaneous
|
||||||
|
----------------
|
||||||
|
|
||||||
|
This License represents the complete agreement concerning the subject
|
||||||
|
matter hereof. If any provision of this License is held to be
|
||||||
|
unenforceable, such provision shall be reformed only to the extent
|
||||||
|
necessary to make it enforceable. Any law or regulation which provides
|
||||||
|
that the language of a contract shall be construed against the drafter
|
||||||
|
shall not be used to construe this License against a Contributor.
|
||||||
|
|
||||||
|
10. Versions of the License
|
||||||
|
---------------------------
|
||||||
|
|
||||||
|
10.1. New Versions
|
||||||
|
|
||||||
|
Mozilla Foundation is the license steward. Except as provided in Section
|
||||||
|
10.3, no one other than the license steward has the right to modify or
|
||||||
|
publish new versions of this License. Each version will be given a
|
||||||
|
distinguishing version number.
|
||||||
|
|
||||||
|
10.2. Effect of New Versions
|
||||||
|
|
||||||
|
You may distribute the Covered Software under the terms of the version
|
||||||
|
of the License under which You originally received the Covered Software,
|
||||||
|
or under the terms of any subsequent version published by the license
|
||||||
|
steward.
|
||||||
|
|
||||||
|
10.3. Modified Versions
|
||||||
|
|
||||||
|
If you create software not governed by this License, and you want to
|
||||||
|
create a new license for such software, you may create and use a
|
||||||
|
modified version of this License if you rename the license and remove
|
||||||
|
any references to the name of the license steward (except to note that
|
||||||
|
such modified license differs from this License).
|
||||||
|
|
||||||
|
10.4. Distributing Source Code Form that is Incompatible With Secondary
|
||||||
|
Licenses
|
||||||
|
|
||||||
|
If You choose to distribute Source Code Form that is Incompatible With
|
||||||
|
Secondary Licenses under the terms of this version of the License, the
|
||||||
|
notice described in Exhibit B of this License must be attached.
|
||||||
|
|
||||||
|
Exhibit A - Source Code Form License Notice
|
||||||
|
-------------------------------------------
|
||||||
|
|
||||||
|
This Source Code Form is subject to the terms of the Mozilla Public
|
||||||
|
License, v. 2.0. If a copy of the MPL was not distributed with this
|
||||||
|
file, You can obtain one at http://mozilla.org/MPL/2.0/.
|
||||||
|
|
||||||
|
If it is not possible or desirable to put the notice in a particular
|
||||||
|
file, then You may include the notice in a location (such as a LICENSE
|
||||||
|
file in a relevant directory) where a recipient would be likely to look
|
||||||
|
for such a notice.
|
||||||
|
|
||||||
|
You may add additional accurate notices of copyright ownership.
|
||||||
|
|
||||||
|
Exhibit B - "Incompatible With Secondary Licenses" Notice
|
||||||
|
---------------------------------------------------------
|
||||||
|
|
||||||
|
This Source Code Form is "Incompatible With Secondary Licenses", as
|
||||||
|
defined by the Mozilla Public License, v. 2.0.
|
||||||
|
|
22
throwing_arrows/README.md
Normal file
|
@ -0,0 +1,22 @@
|
||||||
|
# Bows and Arrows for Throwing
|
||||||
|
|
||||||
|
This mod registers basic bows and arrows for the [throwing API](https://github.com/MT-Eurythmia/throwing). It makes `throwing` a compatible replacement for the throwing mod by PilzAdam.
|
||||||
|
|
||||||
|
## Settings
|
||||||
|
|
||||||
|
The settings are the following:
|
||||||
|
```
|
||||||
|
throwing.enable_arrow = true
|
||||||
|
throwing.enable_golden_arrow = true
|
||||||
|
throwing.enable_fire_arrow = true
|
||||||
|
throwing.enable_teleport_arrow = true
|
||||||
|
throwing.enable_dig_arrow = true
|
||||||
|
throwing.enable_dig_arrow_admin = true
|
||||||
|
throwing.enable_build_arrow = true
|
||||||
|
|
||||||
|
throwing.arrow_teleport_in_protected = true
|
||||||
|
```
|
||||||
|
|
||||||
|
## Screenshot
|
||||||
|
|
||||||
|
![Screenshot](screenshot.png)
|
5
throwing_arrows/depends.txt
Normal file
|
@ -0,0 +1,5 @@
|
||||||
|
throwing
|
||||||
|
default
|
||||||
|
farming
|
||||||
|
mesecons?
|
||||||
|
mesecons_button?
|
1
throwing_arrows/description.txt
Normal file
|
@ -0,0 +1 @@
|
||||||
|
Classic bows and arrows for the throwing_redo API
|
224
throwing_arrows/init.lua
Normal file
|
@ -0,0 +1,224 @@
|
||||||
|
throwing.register_bow(":throwing:bow_wood", {
|
||||||
|
itemcraft = "default:wood",
|
||||||
|
description = "Wooden Bow",
|
||||||
|
texture = "throwing_bow_wood.png",
|
||||||
|
uses = 50
|
||||||
|
})
|
||||||
|
throwing.register_bow(":throwing:bow_stone", {
|
||||||
|
itemcraft = "default:cobble",
|
||||||
|
description = "Stone Bow",
|
||||||
|
texture = "throwing_bow_stone.png",
|
||||||
|
uses = 100
|
||||||
|
})
|
||||||
|
throwing.register_bow(":throwing:bow_steel", {
|
||||||
|
itemcraft = "default:steel_ingot",
|
||||||
|
description = "Steel Bow",
|
||||||
|
texture = "throwing_bow_steel.png",
|
||||||
|
uses = 150
|
||||||
|
})
|
||||||
|
throwing.register_bow(":throwing:bow_bronze", {
|
||||||
|
itemcraft = "default:bronze_ingot",
|
||||||
|
description = "Bronze Bow",
|
||||||
|
texture = "throwing_bow_bronze.png",
|
||||||
|
uses = 200
|
||||||
|
})
|
||||||
|
throwing.register_bow(":throwing:bow_gold", {
|
||||||
|
itemcraft = "default:gold_ingot",
|
||||||
|
description = "Gold Bow",
|
||||||
|
texture = "throwing_bow_gold.png",
|
||||||
|
uses = 250
|
||||||
|
})
|
||||||
|
throwing.register_bow(":throwing:bow_mese", {
|
||||||
|
itemcraft = "default:mese_crystal",
|
||||||
|
description = "Mese Bow",
|
||||||
|
texture = "throwing_bow_mese.png",
|
||||||
|
uses = 300
|
||||||
|
})
|
||||||
|
throwing.register_bow(":throwing:bow_diamond", {
|
||||||
|
itemcraft = "default:diamond",
|
||||||
|
description = "Diamond Bow",
|
||||||
|
texture = "throwing_bow_diamond.png",
|
||||||
|
uses = 320
|
||||||
|
})
|
||||||
|
|
||||||
|
local function get_setting(name)
|
||||||
|
local value = minetest.settings:get_bool("throwing.enable_"..name)
|
||||||
|
if value == true or value == nil then
|
||||||
|
return true
|
||||||
|
else
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if get_setting("arrow") then
|
||||||
|
throwing.register_arrow("throwing:arrow", {
|
||||||
|
itemcraft = "default:steel_ingot",
|
||||||
|
craft_quantity = 16,
|
||||||
|
description = "Arrow",
|
||||||
|
tiles = {"throwing_arrow.png", "throwing_arrow.png", "throwing_arrow_back.png", "throwing_arrow_front.png", "throwing_arrow_2.png", "throwing_arrow.png"},
|
||||||
|
target = throwing.target_both,
|
||||||
|
allow_protected = true,
|
||||||
|
on_hit_sound = "throwing_arrow",
|
||||||
|
on_hit = function(self, pos, _, node, object, hitter)
|
||||||
|
if object then
|
||||||
|
object:punch(hitter, 1, {
|
||||||
|
full_punch_interval = 1,
|
||||||
|
damage_groups = {fleshy = 3}
|
||||||
|
})
|
||||||
|
elseif node then
|
||||||
|
if node.name == "mesecons_button:button_off" and minetest.get_modpath("mesecons_button") and minetest.get_modpath("mesecons") then
|
||||||
|
minetest.registered_items["mesecons_button:button_off"].on_rightclick(vector.round(pos), node)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
})
|
||||||
|
end
|
||||||
|
|
||||||
|
if get_setting("golden_arrow") then
|
||||||
|
throwing.register_arrow("throwing:arrow_gold", {
|
||||||
|
itemcraft = "default:gold_ingot",
|
||||||
|
craft_quantity = 16,
|
||||||
|
description = "Golden Arrow",
|
||||||
|
tiles = {"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"},
|
||||||
|
target = throwing.target_object,
|
||||||
|
allow_protected = true,
|
||||||
|
on_hit_sound = "throwing_arrow",
|
||||||
|
on_hit = function(self, pos, _, _, object, hitter)
|
||||||
|
object:punch(hitter, 1, {
|
||||||
|
full_punch_interval = 1,
|
||||||
|
damage_groups = {fleshy = 5}
|
||||||
|
})
|
||||||
|
end
|
||||||
|
})
|
||||||
|
end
|
||||||
|
|
||||||
|
if get_setting("dig_arrow") then
|
||||||
|
throwing.register_arrow("throwing:arrow_dig", {
|
||||||
|
itemcraft = "default:pick_wood",
|
||||||
|
description = "Dig Arrow",
|
||||||
|
tiles = {"throwing_arrow_dig.png", "throwing_arrow_dig.png", "throwing_arrow_dig_back.png", "throwing_arrow_dig_front.png", "throwing_arrow_dig_2.png", "throwing_arrow_dig.png"},
|
||||||
|
target = throwing.target_node,
|
||||||
|
on_hit_sound = "throwing_dig_arrow",
|
||||||
|
on_hit = function(self, pos, _, node, _, hitter)
|
||||||
|
return minetest.dig_node(pos)
|
||||||
|
end
|
||||||
|
})
|
||||||
|
end
|
||||||
|
|
||||||
|
if get_setting("dig_arrow_admin") then
|
||||||
|
throwing.register_arrow("throwing:arrow_dig_admin", {
|
||||||
|
description = "Admin Dig Arrow",
|
||||||
|
tiles = {"throwing_arrow_dig.png", "throwing_arrow_dig.png", "throwing_arrow_dig_back.png", "throwing_arrow_dig_front.png", "throwing_arrow_dig_2.png", "throwing_arrow_dig.png"},
|
||||||
|
target = throwing.target_node,
|
||||||
|
on_hit = function(self, pos, _, node, _, _)
|
||||||
|
minetest.remove_node(pos)
|
||||||
|
end,
|
||||||
|
groups = {not_in_creative_inventory = 1}
|
||||||
|
})
|
||||||
|
end
|
||||||
|
|
||||||
|
if get_setting("teleport_arrow") then
|
||||||
|
throwing.register_arrow("throwing:arrow_teleport", {
|
||||||
|
itemcraft = "default:diamond",
|
||||||
|
description = "Teleport Arrow",
|
||||||
|
tiles = {"throwing_arrow_teleport.png", "throwing_arrow_teleport.png", "throwing_arrow_teleport_back.png", "throwing_arrow_teleport_front.png", "throwing_arrow_teleport_2.png", "throwing_arrow_teleport.png"},
|
||||||
|
allow_protected = true,
|
||||||
|
on_hit_sound = "throwing_teleport_arrow",
|
||||||
|
on_hit = function(self, _, last_pos, _, _, hitter)
|
||||||
|
if minetest.get_node(last_pos).name ~= "air" then
|
||||||
|
minetest.log("warning", "[throwing] BUG: node at last_pos was not air")
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
if minetest.setting_getbool("throwing.allow_teleport_in_protected") == false then
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
hitter:moveto(last_pos)
|
||||||
|
end
|
||||||
|
})
|
||||||
|
end
|
||||||
|
|
||||||
|
if get_setting("fire_arrow") then
|
||||||
|
throwing.register_arrow("throwing:arrow_fire", {
|
||||||
|
itemcraft = "default:torch",
|
||||||
|
description = "Torch Arrow",
|
||||||
|
tiles = {"throwing_arrow_fire.png", "throwing_arrow_fire.png", "throwing_arrow_fire_back.png", "throwing_arrow_fire_front.png", "throwing_arrow_fire_2.png", "throwing_arrow_fire.png"},
|
||||||
|
on_hit_sound = "default_place_node",
|
||||||
|
on_hit = function(self, pos, last_pos, _, _, hitter)
|
||||||
|
if minetest.get_node(last_pos).name ~= "air" then
|
||||||
|
minetest.log("warning", "[throwing] BUG: node at last_pos was not air")
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
local r_pos = vector.round(pos)
|
||||||
|
local r_last_pos = vector.round(last_pos)
|
||||||
|
-- Make sure that only one key is different
|
||||||
|
if r_pos.y ~= r_last_pos.y then
|
||||||
|
r_last_pos.x = r_pos.x
|
||||||
|
r_last_pos.z = r_pos.z
|
||||||
|
elseif r_pos.x ~= r_last_pos.x then
|
||||||
|
r_last_pos.y = r_pos.y
|
||||||
|
r_last_pos.z = r_pos.z
|
||||||
|
end
|
||||||
|
minetest.registered_items["default:torch"].on_place(ItemStack("default:torch"), hitter,
|
||||||
|
{type="node", under=r_pos, above=r_last_pos})
|
||||||
|
end
|
||||||
|
})
|
||||||
|
end
|
||||||
|
|
||||||
|
if get_setting("build_arrow") then
|
||||||
|
throwing.register_arrow("throwing:arrow_build", {
|
||||||
|
itemcraft = "default:obsidian_glass",
|
||||||
|
description = "Build Arrow",
|
||||||
|
tiles = {"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"},
|
||||||
|
on_hit_sound = "throwing_build_arrow",
|
||||||
|
on_hit = function(self, pos, last_pos, _, _, hitter)
|
||||||
|
if minetest.get_node(last_pos).name ~= "air" then
|
||||||
|
minetest.log("warning", "[throwing] BUG: node at last_pos was not air")
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
local r_pos = vector.round(pos)
|
||||||
|
local r_last_pos = vector.round(last_pos)
|
||||||
|
-- Make sure that only one key is different
|
||||||
|
if r_pos.y ~= r_last_pos.y then
|
||||||
|
r_last_pos.x = r_pos.x
|
||||||
|
r_last_pos.z = r_pos.z
|
||||||
|
elseif r_pos.x ~= r_last_pos.x then
|
||||||
|
r_last_pos.y = r_pos.y
|
||||||
|
r_last_pos.z = r_pos.z
|
||||||
|
end
|
||||||
|
minetest.registered_items["default:obsidian_glass"].on_place(ItemStack("default:obsidian_glass"), hitter,
|
||||||
|
{type="node", under=r_pos, above=r_last_pos})
|
||||||
|
end
|
||||||
|
})
|
||||||
|
end
|
||||||
|
|
||||||
|
if get_setting("drop_arrow") then
|
||||||
|
throwing.register_arrow("throwing:arrow_drop", {
|
||||||
|
itemcraft = "default:copper_ingot",
|
||||||
|
craft_quantity = 16,
|
||||||
|
description = "Drop Arrow",
|
||||||
|
tiles = {"throwing_arrow_drop.png", "throwing_arrow_drop.png", "throwing_arrow_drop_back.png", "throwing_arrow_drop_front.png", "throwing_arrow_drop_2.png", "throwing_arrow_drop.png"},
|
||||||
|
on_hit_sound = "throwing_build_arrow",
|
||||||
|
allow_protected = true,
|
||||||
|
on_throw = function(self, _, thrower, _, index, data)
|
||||||
|
local inventory = thrower:get_inventory()
|
||||||
|
if index >= inventory:get_size("main") or inventory:get_stack("main", index+1):get_name() == "" then
|
||||||
|
return false, "nothing to drop"
|
||||||
|
end
|
||||||
|
data.itemstack = inventory:get_stack("main", index+1)
|
||||||
|
data.index = index+1
|
||||||
|
thrower:get_inventory():set_stack("main", index+1, nil)
|
||||||
|
end,
|
||||||
|
on_hit = function(self, _, last_pos, _, _, hitter, data)
|
||||||
|
minetest.item_drop(ItemStack(data.itemstack), hitter, last_pos)
|
||||||
|
end,
|
||||||
|
on_hit_fails = function(self, _, thrower, data)
|
||||||
|
if not minetest.setting_getbool("creative_mode") then
|
||||||
|
thrower:get_inventory():set_stack("main", data.index, data.itemstack)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
})
|
||||||
|
end
|
1
throwing_arrows/mod.conf
Normal file
|
@ -0,0 +1 @@
|
||||||
|
name = throwing_arrows
|
BIN
throwing_arrows/screenshot.png
Normal file
After Width: | Height: | Size: 366 KiB |
BIN
throwing_arrows/sounds/throwing_arrow.ogg
Normal file
BIN
throwing_arrows/sounds/throwing_build_arrow.ogg
Normal file
BIN
throwing_arrows/sounds/throwing_dig_arrow.ogg
Normal file
BIN
throwing_arrows/sounds/throwing_sound.ogg
Normal file
BIN
throwing_arrows/sounds/throwing_teleport_arrow.ogg
Normal file
BIN
throwing_arrows/textures/throwing_arrow.png
Normal file
After Width: | Height: | Size: 139 B |
BIN
throwing_arrows/textures/throwing_arrow_2.png
Normal file
After Width: | Height: | Size: 141 B |
BIN
throwing_arrows/textures/throwing_arrow_back.png
Normal file
After Width: | Height: | Size: 153 B |
BIN
throwing_arrows/textures/throwing_arrow_build.png
Normal file
After Width: | Height: | Size: 139 B |
BIN
throwing_arrows/textures/throwing_arrow_build_2.png
Normal file
After Width: | Height: | Size: 141 B |
BIN
throwing_arrows/textures/throwing_arrow_build_back.png
Normal file
After Width: | Height: | Size: 146 B |
BIN
throwing_arrows/textures/throwing_arrow_build_front.png
Normal file
After Width: | Height: | Size: 120 B |
BIN
throwing_arrows/textures/throwing_arrow_dig.png
Normal file
After Width: | Height: | Size: 139 B |
BIN
throwing_arrows/textures/throwing_arrow_dig_2.png
Normal file
After Width: | Height: | Size: 141 B |
BIN
throwing_arrows/textures/throwing_arrow_dig_admin.png
Normal file
After Width: | Height: | Size: 148 B |
BIN
throwing_arrows/textures/throwing_arrow_dig_admin_2.png
Normal file
After Width: | Height: | Size: 147 B |
BIN
throwing_arrows/textures/throwing_arrow_dig_admin_back.png
Normal file
After Width: | Height: | Size: 145 B |
BIN
throwing_arrows/textures/throwing_arrow_dig_admin_front.png
Normal file
After Width: | Height: | Size: 120 B |
BIN
throwing_arrows/textures/throwing_arrow_dig_back.png
Normal file
After Width: | Height: | Size: 146 B |
BIN
throwing_arrows/textures/throwing_arrow_dig_front.png
Normal file
After Width: | Height: | Size: 120 B |
BIN
throwing_arrows/textures/throwing_arrow_drop.png
Normal file
After Width: | Height: | Size: 210 B |
BIN
throwing_arrows/textures/throwing_arrow_drop_2.png
Normal file
After Width: | Height: | Size: 207 B |
BIN
throwing_arrows/textures/throwing_arrow_drop_back.png
Normal file
After Width: | Height: | Size: 216 B |
BIN
throwing_arrows/textures/throwing_arrow_drop_front.png
Normal file
After Width: | Height: | Size: 178 B |
BIN
throwing_arrows/textures/throwing_arrow_fire.png
Normal file
After Width: | Height: | Size: 195 B |
BIN
throwing_arrows/textures/throwing_arrow_fire_2.png
Normal file
After Width: | Height: | Size: 190 B |
BIN
throwing_arrows/textures/throwing_arrow_fire_back.png
Normal file
After Width: | Height: | Size: 197 B |
BIN
throwing_arrows/textures/throwing_arrow_fire_front.png
Normal file
After Width: | Height: | Size: 234 B |
BIN
throwing_arrows/textures/throwing_arrow_front.png
Normal file
After Width: | Height: | Size: 119 B |
BIN
throwing_arrows/textures/throwing_arrow_gold.png
Normal file
After Width: | Height: | Size: 148 B |
BIN
throwing_arrows/textures/throwing_arrow_gold_2.png
Normal file
After Width: | Height: | Size: 147 B |
BIN
throwing_arrows/textures/throwing_arrow_gold_back.png
Normal file
After Width: | Height: | Size: 145 B |
BIN
throwing_arrows/textures/throwing_arrow_gold_front.png
Normal file
After Width: | Height: | Size: 120 B |
BIN
throwing_arrows/textures/throwing_arrow_teleport.png
Normal file
After Width: | Height: | Size: 139 B |
BIN
throwing_arrows/textures/throwing_arrow_teleport_2.png
Normal file
After Width: | Height: | Size: 141 B |
BIN
throwing_arrows/textures/throwing_arrow_teleport_back.png
Normal file
After Width: | Height: | Size: 141 B |
BIN
throwing_arrows/textures/throwing_arrow_teleport_front.png
Normal file
After Width: | Height: | Size: 119 B |
BIN
throwing_arrows/textures/throwing_bow_bronze.png
Normal file
After Width: | Height: | Size: 422 B |
BIN
throwing_arrows/textures/throwing_bow_diamond.png
Normal file
After Width: | Height: | Size: 408 B |
BIN
throwing_arrows/textures/throwing_bow_gold.png
Normal file
After Width: | Height: | Size: 466 B |
BIN
throwing_arrows/textures/throwing_bow_mese.png
Normal file
After Width: | Height: | Size: 425 B |
BIN
throwing_arrows/textures/throwing_bow_steel.png
Normal file
After Width: | Height: | Size: 391 B |
BIN
throwing_arrows/textures/throwing_bow_stone.png
Normal file
After Width: | Height: | Size: 397 B |
BIN
throwing_arrows/textures/throwing_bow_wood.png
Normal file
After Width: | Height: | Size: 388 B |
BIN
throwing_arrows/textures/throwing_empty.png
Normal file
After Width: | Height: | Size: 68 B |