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* 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.
Throwing
Developed by the Eurythmia team
This mod is an API for registering throwing and throwable things.
Mods based on this API:
- throwing_arrows is a compatible replacement for the throwing mod by PilzAdam.
- 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:
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.
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