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Add group based enchantments and bow enchantments

This commit is contained in:
Juraj Vajda
2022-11-13 11:00:16 -05:00
parent 399f533731
commit b8a478c05b
3 changed files with 216 additions and 16 deletions

View File

@ -8,6 +8,7 @@ Adds Enchanting Mechanics and API.
* adds enchanting table
* supports all registered tools with known tool groups: pickaxe, shovel, axe, sword, e.g. `groups = {pickaxe = 1}`
* support all bows with group `{bow = 1}`
* supports `default:bookshelf` or anything with `group:bookshelf`
* enchanting trade is for `default:mese_crystal` or anything with `groups = {enchanting_trade = 1}`
* adds enchantability for all MT default tools, for custom tools the enchantability can be set in the item group, e.g. `groups = {enchantability = 15}`
@ -50,30 +51,113 @@ Items enchantibility from worst to best:
Increases melee damage.
groups: sword
#### Fortune
Increases the number and/or chances of specific item drops. This value is not used in the engine; it is the responsibility of the game/mod code to implement this.
groups: pickaxe, shovel, axe
#### Unbreaking
Increases the item's durability.
groups: any
#### Efficiency
Increases the player's mining speed. Also adds mining groupcaps to item, e.g. enchanted wood pickaxe can mine level 1 nodes (e.g. obsidian) after enchantment.
groups: pickaxe, shovel, axe
#### Silk Touch
Causes certain blocks to drop themselves as items instead of their usual drops when mined. Mods can prevent this behaviour with adding group `{ no_silktouch = 1 }` to the nodes.
groups: pickaxe, shovel, axe
#### Curse of Vanishing
Causes the item to disappear on death.
groups: any
#### Knockback
Increases knockback (players only).
groups: sword
#### Power
Increases arrow damage.
Damage has to be calculated in the MOD where the bow comes from!
groups: bow
#### Punch
Increases arrow knockback.
Knockback has to be calculated in the MOD where the bow comes from!
This can be obtained from tool meta:
groups: bow
#### Infinity
Prevents regular arrows from being consumed when shot.
One arrow is needed INSIDE QUIVER to use a bow enchanted with Infinity.
Fired arrows cannot be retrieved even if they are not fired from Quiver.
Only set in item meta, logic for this has to be in the MOD where the bow comes from!
groups: bow
### API
`ItemStackMetaRef`
* `get_float(key)`: Returns `0` if key not present. `key` can be enchantment id prefixed with `is_`,
e.g. enchantment `punch` would have stored meta as `is_punch`. If returned value is bigger than zero
then the value represents enchantment level bonus. See below fields for bow:
* `power` Increase percentage
* `punch` Multiplier
* `infinity` If `1` then it is infinity enchanted
* `get_string(key)`: Returns `""` if key not present. See below fields for all enchantments:
* `x_enchanting` Serialized table with key/value pairs where: `key` is enchantment `id` and `value` is `Enchantment` definition
`Enchantment` definition
* `value` number, Value of the enchantment based on level, e.g. multiplier, percentage/number increase...
example:
```lua
-- For simplicity assuming that all meta are present (biggger than zero or not "")
-- MODs have to add those checks individually
local itemstack_meta = itemstack:get_meta()
local power_value = itemstack_meta:get_float('is_power')
local punch_value = itemstack_meta:get_float('is_punch')
local infinity_value = itemstack_meta:get_float('is_infinity')
-- Or for list of all enchantments
local x_enchanting = minetest.deserialize(itemstack_meta:get_string('x_enchanting')) or {}
local power_enchantment = enchantments.power
local punch_enchantment = enchantments.punch
local infinity_enchantment = enchantments.infinity
-- Custom logic
local new_damage = damage + damage * (punch_enchantment.value / 100)
local new_knockback = knockback * punch_enchantment.value
if enchantments.infinity.value > 0 then
-- Some logic for infinity
end
```
## Dependencies
- none