Set strength for all bows and mass for all arrows

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upsilon 2020-04-02 17:18:19 +02:00
parent b723bb0783
commit 49e8ac3d78
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GPG Key ID: A80DAE1F266E1C3C

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@ -15,49 +15,56 @@ end
throwing.register_bow(":throwing:bow_wood", {
description = S("Wooden Bow"),
texture = "throwing_bow_wood.png",
uses = 50
uses = 50,
strength = .5
})
register_bow_craft("bow_wood", "default:wood")
throwing.register_bow(":throwing:bow_stone", {
description = S("Stone Bow"),
texture = "throwing_bow_stone.png",
uses = 100
uses = 100,
strength = .65
})
register_bow_craft("bow_stone", "default:cobble")
throwing.register_bow(":throwing:bow_steel", {
description = S("Steel Bow"),
texture = "throwing_bow_steel.png",
uses = 150
uses = 150,
strength = .8
})
register_bow_craft("bow_steel", "default:steel_ingot")
throwing.register_bow(":throwing:bow_bronze", {
description = S("Bronze Bow"),
texture = "throwing_bow_bronze.png",
uses = 200
uses = 200,
strength = .95
})
register_bow_craft("bow_bronze", "default:bronze_ingot")
throwing.register_bow(":throwing:bow_gold", {
description = S("Gold Bow"),
texture = "throwing_bow_gold.png",
uses = 250
uses = 250,
strength = 1.1
})
register_bow_craft("bow_gold", "default:gold_ingot")
throwing.register_bow(":throwing:bow_mese", {
description = S("Mese Bow"),
texture = "throwing_bow_mese.png",
uses = 300
uses = 300,
strength = 1.25
})
register_bow_craft("bow_mese", "default:mese_crystal")
throwing.register_bow(":throwing:bow_diamond", {
description = S("Diamond Bow"),
texture = "throwing_bow_diamond.png",
uses = 320
uses = 320,
strength = 1.4
})
register_bow_craft("bow_diamond", "default:diamond")
@ -110,6 +117,7 @@ if get_setting("arrow") then
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,
mass = 1,
on_hit_sound = "throwing_arrow",
on_hit = function(self, pos, _, node, object, hitter)
if object then
@ -135,6 +143,7 @@ if get_setting("golden_arrow") then
target = throwing.target_object,
allow_protected = true,
on_hit_sound = "throwing_arrow",
mass = 2,
on_hit = function(self, pos, _, _, object, hitter)
arrow_punch(object, hitter, {
full_punch_interval = 0.6,
@ -153,6 +162,7 @@ if get_setting("diamond_arrow") then
target = throwing.target_object,
allow_protected = true,
on_hit_sound = "throwing_arrow",
mass = .7,
on_hit = function(self, pos, _, _, object, hitter)
arrow_punch(object, hitter, {
full_punch_interval = 0.5,
@ -169,6 +179,7 @@ if get_setting("dig_arrow") then
description = S("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,
mass = 1,
on_hit_sound = "throwing_dig_arrow",
on_hit = function(self, pos, _, node, _, hitter)
return minetest.dig_node(pos)
@ -182,6 +193,7 @@ if get_setting("dig_arrow_admin") then
description = S("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,
mass = 1,
on_hit = function(self, pos, _, node, _, _)
minetest.remove_node(pos)
end,
@ -194,6 +206,7 @@ if get_setting("teleport_arrow") then
description = S("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,
mass = 1,
on_hit_sound = "throwing_teleport_arrow",
on_hit = function(self, _, last_pos, _, _, hitter)
if minetest.get_node(last_pos).name ~= "air" then
@ -215,6 +228,7 @@ if get_setting("fire_arrow") then
throwing.register_arrow("throwing:arrow_fire", {
description = S("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"},
mass = 1,
on_hit_sound = "default_place_node",
on_hit = function(self, pos, last_pos, _, _, hitter)
if minetest.get_node(last_pos).name ~= "air" then
@ -243,6 +257,7 @@ if get_setting("build_arrow") then
throwing.register_arrow("throwing:arrow_build", {
description = S("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"},
mass = 1,
on_hit_sound = "throwing_build_arrow",
on_hit = function(self, pos, last_pos, _, _, hitter)
if minetest.get_node(last_pos).name ~= "air" then
@ -273,6 +288,7 @@ if get_setting("drop_arrow") then
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,
mass = 1,
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