forked from VoxeLibre/VoxeLibre
Added some missing effects and improved API
* added a way to have a damage modifier relying on type instead of flag * added Slow Falling * added Levitation * added Health Boost * added Absorption
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@ -521,7 +521,9 @@ end
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local function update_health(player)
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local hp_max = player:get_properties().hp_max
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hb.change_hudbar(player, "health", player:get_hp(), hp_max)
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local hp = player:get_hp()
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if hp > hp_max then hp = hp_max end
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hb.change_hudbar(player, "health", hp, hp_max)
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end
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-- update built-in HUD bars
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@ -59,14 +59,19 @@ local function generate_rational_fac_to_lvl(l1, l2)
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end
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end
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local function generate_modifier_func(name, dmg_flag, mod_func)
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if dmg_flag ~= "" then return function(object, damage, reason)
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if EF[name][object] and not reason.flags.bypasses_magic and reason.flags[dmg_flag] then
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local function generate_modifier_func(name, dmg_flag, mod_func, is_type)
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if dmg_flag == "" then return function(object, damage, reason)
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if EF[name][object] and not reason.flags.bypasses_magic then
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return mod_func and mod_func(damage, EF[name][object]) or 0
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end
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end
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elseif is_type then return function(object, damage, reason)
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if EF[name][object] and not reason.flags.bypasses_magic and reason.type == dmg_flag then
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return mod_func and mod_func(damage, EF[name][object]) or 0
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end
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end
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else return function(object, damage, reason)
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if EF[name][object] and not reason.flags.bypasses_magic then
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if EF[name][object] and not reason.flags.bypasses_magic and reason.flags[dmg_flag] then
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return mod_func and mod_func(damage, EF[name][object]) or 0
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end
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end end
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@ -92,6 +97,7 @@ end
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-- timer_uses_factor - bool - whether hit_timer uses factor (uses_factor must be true) or a constant value (hit_timer_step must be defined)
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-- hit_timer_step - float - interval between hit_timer hits
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-- damage_modifier - string - damage flag of which damage is changed as defined by modifier_func, pass empty string for all damage
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-- dmg_mod_is_type - bool - damage_modifier string is used as type instead of flag of damage, defaults to false
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-- modifier_func - function(damage, effect_vals) - see damage_modifier, if not defined damage_modifier defaults to 100% resistance
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-- modifier_priority - integer - priority passed when registering damage_modifier - defaults to -50
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function mcl_potions.register_effect(def)
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@ -164,7 +170,7 @@ function mcl_potions.register_effect(def)
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end
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if def.damage_modifier then
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mcl_damage.register_modifier(
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generate_modifier_func(name, def.damage_modifier, def.modifier_func),
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generate_modifier_func(name, def.damage_modifier, def.modifier_func, def.dmg_mod_is_type),
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def.modifier_priority or -50
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)
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end
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@ -295,6 +301,28 @@ mcl_potions.register_effect({
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lvl2_factor = 1,
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})
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mcl_potions.register_effect({
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name = "slow_falling",
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description = S("Slow Falling"),
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get_tt = function(factor)
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return S("decreases gravity effects")
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end,
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res_condition = function(object)
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return (not object:is_player())
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end,
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on_start = function(object, factor)
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playerphysics.add_physics_factor(object, "gravity", "mcl_potions:slow_falling", 0.5)
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end,
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on_step = function(dtime, object, factor, duration)
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local vel = object:get_velocity().y
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if vel < -3 then object:add_velocity(vector.new(0,-3-vel,0)) end
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end,
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on_end = function(object)
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playerphysics.remove_physics_factor(object, "gravity", "mcl_potions:slow_falling")
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end,
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particle_color = "#ACCCFF",
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})
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mcl_potions.register_effect({
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name = "swiftness",
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description = S("Swiftness"),
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@ -337,6 +365,22 @@ mcl_potions.register_effect({
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lvl2_factor = 0.3,
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})
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mcl_potions.register_effect({
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name = "levitation",
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description = S("Levitation"),
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get_tt = function(factor)
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return S("moves you upwards at @1 nodes/s", factor)
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end,
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on_step = function(dtime, object, factor, duration)
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local vel = object:get_velocity().y
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if vel<factor then object:add_velocity(vector.new(0,factor,0)) end
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end,
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particle_color = "#420E7E",
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uses_factor = true,
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lvl1_factor = 0.9,
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lvl2_factor = 1.8,
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})
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mcl_potions.register_effect({
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name = "night_vision",
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description = S("Night Vision"),
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@ -362,6 +406,64 @@ mcl_potions.register_effect({
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uses_factor = false,
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})
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mcl_potions.register_effect({
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name = "health_boost",
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description = S("Health Boost"),
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get_tt = function(factor)
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return S("increases HP by @1", factor)
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end,
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res_condition = function(object)
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return (not object:is_player())
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end,
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on_start = function(object, factor)
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object:set_properties({hp_max = minetest.PLAYER_MAX_HP_DEFAULT+factor})
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end,
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on_end = function(object)
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object:set_properties({hp_max = minetest.PLAYER_MAX_HP_DEFAULT})
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end,
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particle_color = "#FF2222",
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uses_factor = true,
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lvl1_factor = 4,
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lvl2_factor = 8,
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})
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mcl_potions.register_effect({
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name = "absorption",
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description = S("Absorption"),
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get_tt = function(factor)
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return S("absorbs up to @1 incoming damage", factor)
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end,
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res_condition = function(object)
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return (not object:is_player())
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end,
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on_start = function(object, factor)
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hb.change_hudbar(object, "absorption", factor, math.floor(factor/20+1)*20)
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EF.absorption[object].absorb = factor
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end,
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on_step = function(dtime, object, factor, duration)
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hb.change_hudbar(object, "absorption", EF.absorption[object].absorb)
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end,
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on_end = function(object)
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hb.change_hudbar(object, "absorption", 0)
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end,
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particle_color = "#B59500",
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uses_factor = true,
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lvl1_factor = 4,
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lvl2_factor = 8,
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damage_modifier = "",
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modifier_func = function(damage, effect_vals)
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local absorb = effect_vals.absorb
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local carryover = 0
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if absorb > damage then
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effect_vals.absorb = absorb - damage
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else
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carryover = damage - absorb
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effect_vals.absorb = 0
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end
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return carryover
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end,
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})
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mcl_potions.register_effect({
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name = "fire_resistance",
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description = S("Fire Resistance"),
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@ -438,6 +540,8 @@ mcl_potions.register_effect({
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-- ██║░░██║╚██████╔╝██████╦╝
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-- ╚═╝░░╚═╝░╚═════╝░╚═════╝░
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hb.register_hudbar("absorption", 0xFFFFFF, S("Absorption"), {bar = "[fill:2x16:#B59500", icon = "mcl_potions_icon_absorb.png"}, 0, 0, 0, false)
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local icon_ids = {}
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local function potions_set_hudbar(player)
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@ -496,6 +600,7 @@ local function potions_init_icons(player)
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})
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table.insert(icon_ids[name], id)
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end
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hb.init_hudbar(player, "absorption")
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end
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local function potions_set_icons(player)
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@ -247,13 +247,13 @@ minetest.register_globalstep(function(dtime)
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food_tick_timer = 0
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-- let hunger work always
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if player_health > 0 and player_health <= 20 then
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if player_health > 0 then
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--mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_HUNGER) -- later for hunger status effect
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mcl_hunger.update_exhaustion_hud(player)
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end
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if food_level >= 18 then -- slow regeneration
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if player_health > 0 and player_health < 20 then
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if player_health > 0 and player_health < player:get_properties().hp_max then
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player:set_hp(player_health+1)
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mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_REGEN)
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mcl_hunger.update_exhaustion_hud(player)
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@ -270,7 +270,7 @@ minetest.register_globalstep(function(dtime)
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end
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elseif food_tick_timer > max_tick_timer and food_level == 20 and food_saturation_level > 0 then -- fast regeneration
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if player_health > 0 and player_health < 20 then
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if player_health > 0 and player_health < player:get_properties().hp_max then
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food_tick_timer = 0
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player:set_hp(player_health+1)
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mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_REGEN)
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