Add a throwing.toolranks settting to allow globally disabling toolranks
#21
upsilon
2020-04-02 16:05:33 +0200
fbfafa00bbWait until the arrow hits its target before updating bow toolranks uses
upsilon
2020-02-16 19:11:25 +0100
4e9e6a8596Toolranks support: minor changes Reword documentation in README.md, fix a typo in init.lua and enable toolranks even if def.original_description exists---but do not overwrite it.
upsilon
2020-02-12 18:33:49 +0100
259386aa60no_toolranks in defs in throwing.register_bow
Louis
2020-02-12 18:07:44 +0100
52db64c20cRemove the overwritting
Louis
2020-02-12 17:55:31 +0100
52a03d22cfChange enable_toolranks to no_toolranks
Louis
2020-02-12 17:50:38 +0100
5169baacf4Add requested changes
Louis
2020-02-12 17:41:47 +0100
5cf46e0809Make bow shot able to level up the bow
Louis
2020-02-12 16:35:33 +0100
bfc01d2285Add toolrank support
Louis
2020-02-12 16:00:46 +0100
Change default allow_shot function to allow items that throw itself to be thrown by default This seems obvious, but wasn't the case
upsilon
2020-02-16 18:38:49 +0100
Make the data table different for each arrow I found myself discovering, while re-reading this code (and judging it not so readable, despite myself being its author), that data table of each arrow was in fact a single reference shared between all entities corresponding to an arrow of the same type. I'm really sorry about this and the catastrophes it may have caused (e.g., it made it easy to duplicate an item using a drop arrow by throwing a random item, and then throwing the item to duplicate before the first arrow hit the ground: both arrows would then produce the stack that was thrown last). I hope no player discovered this on a server that used this mod.
upsilon
2020-02-16 18:20:37 +0100
Merge throwing and throwing_arrows into a single modpack.
1.0
upsilon
2018-08-13 10:51:06 +0200
154566bd72Fix typos and update README * Mynetest has been renamed Eurythmia, * "Developed" contains only one P, * Bugs using `throw_itself` are to be expected as this field is mostly untested, * And the last paragraph is of questionable grammatical correctness.
upsilon
2018-08-13 10:37:45 +0200
90b85cdb2esupport for wielded_light shining supports also wielded_light.register_item_light("throwing:arrow", light_level) to set the light level
Alexander Weber
2018-05-08 22:42:19 +0200
be9d9753c4avoid loop in is_arrow() function
Alexander Weber
2018-05-08 22:17:42 +0200
7104780868check drawtype="airlike" instead of just "air"
Alexander Weber
2018-05-08 21:56:34 +0200
2f16062b92support for wielded_light shining supports also wielded_light.register_item_light("throwing:arrow", light_level) to set the light level
#16
Alexander Weber
2018-05-08 22:42:19 +0200
7eef0a62dfavoid loop in is_arrow() function
Alexander Weber
2018-05-08 22:17:42 +0200
3c0215f7aecheck drawtype="airlike" instead of just "air"
Alexander Weber
2018-05-08 21:56:34 +0200
Add an allow_shot field to throwing.register_bow definition table And make the throwing.throw_arrow function able to throw any item
upsilon
2017-06-20 16:23:04 +0200
8a27df9c24Fix calls to minetest.is_protected The name parameter was not specified.
upsilon
2017-01-13 18:04:41 +0100
a6ce9315b0Many things: * Use global variable throwing.modname instead of local modname * Use minetest.place_node instead of minetest.set_node for torch arrow and build arrow * Add an error return value to the on_hit function
upsilon
2017-01-12 20:49:42 +0100