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Modifying fall damage via armor group (#11080)
Adds a new fall_damage_add_percent armor group which influences the fall damage in addition to the existing node group.
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@ -1730,7 +1730,15 @@ to games.
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* `3`: the node always gets the digging time 0 seconds (torch)
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* `disable_jump`: Player (and possibly other things) cannot jump from node
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or if their feet are in the node. Note: not supported for `new_move = false`
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* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
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* `fall_damage_add_percent`: modifies the fall damage suffered when hitting
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the top of this node. There's also an armor group with the same name.
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The final player damage is determined by the following formula:
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damage =
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collision speed
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* ((node_fall_damage_add_percent + 100) / 100) -- node group
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* ((player_fall_damage_add_percent + 100) / 100) -- player armor group
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- (14) -- constant tolerance
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Negative damage values are discarded as no damage.
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* `falling_node`: if there is no walkable block under the node it will fall
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* `float`: the node will not fall through liquids
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* `level`: Can be used to give an additional sense of progression in the game.
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@ -1750,12 +1758,15 @@ to games.
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`"toolrepair"` crafting recipe
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### `ObjectRef` groups
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### `ObjectRef` armor groups
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* `immortal`: Skips all damage and breath handling for an object. This group
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will also hide the integrated HUD status bars for players. It is
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automatically set to all players when damage is disabled on the server and
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cannot be reset (subject to change).
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* `fall_damage_add_percent`: Modifies the fall damage suffered by players
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when they hit the ground. It is analog to the node group with the same
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name. See the node group above for the exact calculation.
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* `punch_operable`: For entities; disables the regular damage mechanism for
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players punching it by hand or a non-tool item, so that it can do something
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else than take damage.
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