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a6ce9315b0
* 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
3.0 KiB
3.0 KiB
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:
function throwing.register_bow(name, itemcraft, description, texture[, groups])
--[[
Name: Bow name (in second part of the itemstring).
Itemcraft: item used to craft the bow (nil if uncraftable).
Description: Description of the bow.
Texture: Texture of the bow, shown in inventory.
Groups: optional groups.
]]
-- Example:
throwing.register_bow("bow_stone", "default:cobble", "Stone Bow", "throwing_bow_stone.png")
function throwing.register_arrow(name, itemcraft, craft_quantity, description, tiles, on_hit_sound, on_hit[, groups])
--[[
Name: Arrow name (in second part of the itemstring).
Itemcraft: item used to craft the arrow (nil if uncraftable).
Craft_quantity: quantity of arrows in the craft output.
Tiles: tiles of the arrow.
On_hit_sound: sound played when the arrow hits a node or an object (nil if no sound).
On_hit: callback function: on_hit(pos, last_pos, node, object, hitter) where:
* Pos: the position of the hitted node or object
* Last_pos: the last air node where the arrow was (used by the build_arrow, for example)
* Node and object: hitted node or object. Either node or object is nil, depending
whether the arrow hitted a node or an object (you should always check for that).
An object can be a player or a luaentity.
* Hitter: the ObjectRef of the player who throwed the arrow.
* When it fails, it should return:
false[, reason]
]]
-- Examples:
throwing.register_arrow("arrow_gold", "default:gold_ingot", 16, "Golden Arrow",
{"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",
function(pos, last_pos, node, object, hitter)
if not object then
return
end
object:punch(minetest.get_player_by_name(hitter), 1, {
full_punch_interval = 1,
damage_groups = {fleshy = 5}
})
end)
throwing.register_arrow("arrow_build", "default:obsidian_glass", 1, "Build Arrow",
{"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",
function(pos, last_pos, node, object, hitter)
if not node then
return
end
if minetest.is_protected(last_pos) then
return false, "Area is protected"
end
return minetest.place_node(last_pos, {name="default:obsidian_glass"})
end)