# Throwing ## Developped by the Mynetest team This mod is a new rewrite of the original throwing mod by PilzAdam. Compatible replacement for it. ## Configuration 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.velocity_factor = 19 throwing.horizontal_acceleration_factor = -3 throwing.vertical_acceleration = -10 throwing.allow_arrow_placing = false ``` ## API There are two available functions in the mod API: ```lua function throwing.register_bow(name, definition) --[[ Name: Bow name (in second part of the itemstring). 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. ]] -- 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 (in second part of the itemstring). 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). * on_hit_sound (optional): sound played when the arrow hits a node or an object. * on_hit(pos, last_pos, node, object, hitter, data, self) (must exist, will crash if nil): 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(pos, thrower, next_index, data, self) (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 throw, 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(pos, thrower, data, self) (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 }) ```