forked from VoxeLibre/VoxeLibre
469 lines
19 KiB
Lua
469 lines
19 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
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mcl_bows_s = {}
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-- local arrows = {
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-- ["mcl_bows:arrow"] = "mcl_bows:arrow_entity",
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-- }
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local GRAVITY = 9.81
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local BOW_DURABILITY = 385
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-- Charging time in microseconds
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local _BOW_CHARGE_TIME_HALF = 350000 -- bow level 1
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local _BOW_CHARGE_TIME_FULL = 900000 -- bow level 2 (full charge)
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local BOW_CHARGE_TIME_HALF = 350000 -- bow level 1
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local BOW_CHARGE_TIME_FULL = 900000 -- bow level 2 (full charge)
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-- Factor to multiply with player speed while player uses bow
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-- This emulates the sneak speed.
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local PLAYER_USE_CROSSBOW_SPEED = tonumber(minetest.settings:get("movement_speed_crouch")) / tonumber(minetest.settings:get("movement_speed_walk"))
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-- TODO: Use Minecraft speed (ca. 53 m/s)
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-- Currently nerfed because at full speed the arrow would easily get out of the range of the loaded map.
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local BOW_MAX_SPEED = 68
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local function play_load_sound(id, pos)
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minetest.sound_play("mcl_bows_crossbow_drawback_"..id, {pos=pos, max_hear_distance=12}, true)
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end
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--[[ Store the charging state of each player.
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keys: player name
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value:
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nil = not charging or player not existing
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number: currently charging, the number is the time from minetest.get_us_time
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in which the charging has started
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]]
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local bow_load = {}
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-- Another player table, this one stores the wield index of the bow being charged
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local bow_index = {}
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function mcl_bows_s.shoot_arrow_crossbow(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, crossbow_stack, collectable)
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
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if power == nil then
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power = BOW_MAX_SPEED --19
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end
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if damage == nil then
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damage = 3
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end
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local knockback
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if crossbow_stack then
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local enchantments = mcl_enchanting.get_enchantments(crossbow_stack)
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if enchantments.piercing then
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obj:get_luaentity()._piercing = 1 * enchantments.piercing
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else
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obj:get_luaentity()._piercing = 0
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end
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end
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obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
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obj:set_acceleration({x=0, y=-GRAVITY, z=0})
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obj:set_yaw(yaw-math.pi/2)
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local le = obj:get_luaentity()
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le._shooter = shooter
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le._source_object = shooter
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le._damage = damage
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le._is_critical = is_critical
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le._startpos = pos
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le._knockback = knockback
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le._collectable = collectable
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minetest.sound_play("mcl_bows_crossbow_shoot", {pos=pos, max_hear_distance=16}, true)
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if shooter and shooter:is_player() then
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if obj:get_luaentity().player == "" then
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obj:get_luaentity().player = shooter
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end
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obj:get_luaentity().node = shooter:get_inventory():get_stack("main", 1):get_name()
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end
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return obj
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end
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local function get_arrow(player)
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local inv = player:get_inventory()
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local arrow_stack, arrow_stack_id
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for i=1, inv:get_size("main") do
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local it = inv:get_stack("main", i)
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if not it:is_empty() and minetest.get_item_group(it:get_name(), "ammo_crossbow") ~= 0 then
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arrow_stack = it
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arrow_stack_id = i
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break
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end
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end
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return arrow_stack, arrow_stack_id
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end
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local function player_shoot_arrow(wielditem, player, power, damage, is_critical)
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local has_multishot_enchantment = mcl_enchanting.has_enchantment(player:get_wielded_item(), "multishot")
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local arrow_itemstring = wielditem:get_meta():get("arrow")
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if not arrow_itemstring then
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return false
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end
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local playerpos = player:get_pos()
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local dir = player:get_look_dir()
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local yaw = player:get_look_horizontal()
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if has_multishot_enchantment then
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-- calculate rotation by 10 degrees 'left' and 'right' of facing direction
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local pitch = player:get_look_vertical()
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local pitch_c = math.cos(pitch)
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local pitch_s = math.sin(pitch)
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local yaw_c = math.cos(yaw + math.pi / 2)
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local yaw_s = math.sin(yaw + math.pi / 2)
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local rot_left = {x = yaw_c * pitch_s * math.pi / 18, y = pitch_c * math.pi / 18, z = yaw_s * pitch_s * math.pi / 18}
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local rot_right = {x = - yaw_c * pitch_s * math.pi / 18, y = - pitch_c * math.pi / 18, z = - yaw_s * pitch_s * math.pi / 18}
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local dir_left = vector.rotate(dir, rot_left)
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local dir_right = vector.rotate(dir, rot_right)
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mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, {x=dir_left.x, y=dir_left.y, z=dir_left.z}, yaw, player, power, damage, is_critical, player:get_wielded_item(), false)
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mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, {x=dir_right.x, y=dir_right.y, z=dir_right.z}, yaw, player, power, damage, is_critical, player:get_wielded_item(), false)
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mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item(), true)
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else
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mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item(), true)
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end
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return true
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end
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-- Bow item, uncharged state
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minetest.register_tool("mcl_bows:crossbow", {
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description = S("Crossbow"),
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_tt_help = S("Launches arrows"),
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_doc_items_longdesc = S("Crossbows are ranged weapons to shoot arrows at your foes.").."\n"..
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S("The speed and damage of the arrow increases the longer you charge. The regular damage of the arrow is between 1 and 9. At full charge, there's also a 20% of a critical hit, dealing 10 damage instead."),
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_doc_items_usagehelp = S("To use the crossbow, you first need to have at least one arrow anywhere in your inventory (unless in Creative Mode). Hold down the right mouse button to charge, release to load an arrow into the chamber, then to shoot press left mouse."),
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_doc_items_durability = BOW_DURABILITY,
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inventory_image = "mcl_bows_crossbow.png",
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wield_scale = mcl_vars.tool_wield_scale,
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stack_max = 1,
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range = 4,
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-- Trick to disable digging as well
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on_use = function() return end,
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on_place = function(itemstack, player, pointed_thing)
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if pointed_thing and pointed_thing.type == "node" then
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-- Call on_rightclick if the pointed node defines it
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local node = minetest.get_node(pointed_thing.under)
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if player and not player:get_player_control().sneak then
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if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
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return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, player, itemstack) or itemstack
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end
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end
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end
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itemstack:get_meta():set_string("active", "true")
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return itemstack
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end,
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on_secondary_use = function(itemstack)
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itemstack:get_meta():set_string("active", "true")
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return itemstack
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end,
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groups = {weapon=1,weapon_ranged=1,crossbow=1,enchantability=1},
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_mcl_uses = 326,
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})
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minetest.register_tool("mcl_bows:crossbow_loaded", {
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description = S("Crossbow"),
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_tt_help = S("Launches arrows"),
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_doc_items_longdesc = S("Crossbows are ranged weapons to shoot arrows at your foes.").."\n"..
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S("The speed and damage of the arrow increases the longer you charge. The regular damage of the arrow is between 1 and 9. At full charge, there's also a 20% of a critical hit, dealing 10 damage instead."),
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_doc_items_usagehelp = S("To use the crossbow, you first need to have at least one arrow anywhere in your inventory (unless in Creative Mode). Hold down the right mouse button to charge, release to load an arrow into the chamber, then to shoot press left mouse."),
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_doc_items_durability = BOW_DURABILITY,
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inventory_image = "mcl_bows_crossbow_3.png",
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wield_scale = mcl_vars.tool_wield_scale,
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stack_max = 1,
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range = 4,
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-- Trick to disable digging as well
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on_use = function() return end,
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on_place = function(itemstack, player, pointed_thing)
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if pointed_thing and pointed_thing.type == "node" then
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-- Call on_rightclick if the pointed node defines it
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local node = minetest.get_node(pointed_thing.under)
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if player and not player:get_player_control().sneak then
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if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
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return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, player, itemstack) or itemstack
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end
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end
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end
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itemstack:get_meta():set_string("active", "true")
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return itemstack
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end,
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on_secondary_use = function(itemstack)
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itemstack:get_meta():set_string("active", "true")
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return itemstack
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end,
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groups = {weapon=1,weapon_ranged=1,crossbow=1,enchantability=1,not_in_creative_inventory=1},
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_mcl_uses = 326,
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})
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-- Iterates through player inventory and resets all the bows in "charging" state back to their original stage
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local function reset_bows(player)
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local inv = player:get_inventory()
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local list = inv:get_list("main")
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for place, stack in pairs(list) do
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if stack:get_name() == "mcl_bows:crossbow" or stack:get_name() == "mcl_bows:crossbow_enchanted" then
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stack:get_meta():set_string("active", "")
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elseif stack:get_name()=="mcl_bows:crossbow_0" or stack:get_name()=="mcl_bows:crossbow_1" or stack:get_name()=="mcl_bows:crossbow_2" then
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stack:set_name("mcl_bows:crossbow")
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stack:get_meta():set_string("active", "")
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list[place] = stack
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elseif stack:get_name()=="mcl_bows:crossbow_0_enchanted" or stack:get_name()=="mcl_bows:crossbow_1_enchanted" or stack:get_name()=="mcl_bows:crossbow_2_enchanted" then
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stack:set_name("mcl_bows:crossbow_enchanted")
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stack:get_meta():set_string("active", "")
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list[place] = stack
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end
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end
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inv:set_list("main", list)
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end
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-- Resets the bow charging state and player speed. To be used when the player is no longer charging the bow
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local function reset_bow_state(player, also_reset_bows)
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bow_load[player:get_player_name()] = nil
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bow_index[player:get_player_name()] = nil
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if minetest.get_modpath("playerphysics") then
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playerphysics.remove_physics_factor(player, "speed", "mcl_bows:use_crossbow")
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end
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if also_reset_bows then
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reset_bows(player)
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end
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end
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-- Bow in charging state
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for level=0, 2 do
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minetest.register_tool("mcl_bows:crossbow_"..level, {
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description = S("Crossbow"),
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_doc_items_create_entry = false,
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inventory_image = "mcl_bows_crossbow_"..level..".png",
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wield_scale = mcl_vars.tool_wield_scale,
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stack_max = 1,
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range = 0, -- Pointing range to 0 to prevent punching with bow :D
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1, bow=1, enchantability=1},
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-- Trick to disable digging as well
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on_use = function() return end,
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on_drop = function(itemstack, dropper, pos)
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reset_bow_state(dropper)
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itemstack:get_meta():set_string("active", "")
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if mcl_enchanting.is_enchanted(itemstack:get_name()) then
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itemstack:set_name("mcl_bows:crossbow_enchanted")
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else
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itemstack:set_name("mcl_bows:crossbow")
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end
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minetest.item_drop(itemstack, dropper, pos)
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itemstack:take_item()
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return itemstack
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end,
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-- Prevent accidental interaction with itemframes and other nodes
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on_place = function(itemstack)
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return itemstack
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end,
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_mcl_uses = 385,
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})
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end
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controls.register_on_release(function(player, key, time)
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if key~="RMB" and key~="zoom" then return end
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--local inv = minetest.get_inventory({type="player", name=player:get_player_name()})
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local wielditem = player:get_wielded_item()
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if wielditem:get_name()=="mcl_bows:crossbow_2" and get_arrow(player) or wielditem:get_name()=="mcl_bows:crossbow_2" and minetest.is_creative_enabled(player:get_player_name()) or wielditem:get_name()=="mcl_bows:crossbow_2_enchanted" and get_arrow(player) or wielditem:get_name()=="mcl_bows:crossbow_2_enchanted" and minetest.is_creative_enabled(player:get_player_name()) then
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local arrow_stack, arrow_stack_id = get_arrow(player)
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local arrow_itemstring
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if minetest.is_creative_enabled(player:get_player_name()) then
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if arrow_stack then
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arrow_itemstring = arrow_stack:get_name()
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else
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arrow_itemstring = "mcl_bows:arrow"
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end
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else
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arrow_itemstring = arrow_stack:get_name()
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arrow_stack:take_item()
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player:get_inventory():set_stack("main", arrow_stack_id, arrow_stack)
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end
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wielditem:get_meta():set_string("arrow", arrow_itemstring)
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if wielditem:get_name()=="mcl_bows:crossbow_2" then
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wielditem:set_name("mcl_bows:crossbow_loaded")
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else
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wielditem:set_name("mcl_bows:crossbow_loaded_enchanted")
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end
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player:set_wielded_item(wielditem)
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minetest.sound_play("mcl_bows_crossbow_load", {pos=player:get_pos(), max_hear_distance=16}, true)
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else
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reset_bow_state(player, true)
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end
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end)
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controls.register_on_press(function(player, key, time)
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if key~="LMB" then return end
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local wielditem = player:get_wielded_item()
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if wielditem:get_name()=="mcl_bows:crossbow_loaded" or wielditem:get_name()=="mcl_bows:crossbow_loaded_enchanted" then
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local enchanted = mcl_enchanting.is_enchanted(wielditem:get_name())
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local speed, damage
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local p_load = bow_load[player:get_player_name()]
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local charge
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-- Type sanity check
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if type(p_load) == "number" then
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charge = minetest.get_us_time() - p_load
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else
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-- In case something goes wrong ...
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-- Just assume minimum charge.
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charge = 0
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minetest.log("warning", "[mcl_bows] Player "..player:get_player_name().." fires arrow with non-numeric bow_load!")
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end
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charge = math.max(math.min(charge, BOW_CHARGE_TIME_FULL), 0)
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local charge_ratio = charge / BOW_CHARGE_TIME_FULL
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charge_ratio = math.max(math.min(charge_ratio, 1), 0)
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-- Calculate damage and speed
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-- Fully charged
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local is_critical = false
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speed = BOW_MAX_SPEED
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local r = math.random(1,5)
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if r == 1 then
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-- 20% chance for critical hit
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damage = 10
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is_critical = true
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else
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damage = 9
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end
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local has_shot = player_shoot_arrow(wielditem, player, speed, damage, is_critical)
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if enchanted then
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wielditem:set_name("mcl_bows:crossbow_enchanted")
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else
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wielditem:set_name("mcl_bows:crossbow")
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end
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if has_shot and not minetest.is_creative_enabled(player:get_player_name()) then
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local durability = BOW_DURABILITY
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local unbreaking = mcl_enchanting.get_enchantment(wielditem, "unbreaking")
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local multishot = mcl_enchanting.get_enchantment(wielditem, "multishot")
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if unbreaking > 0 then
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durability = durability * (unbreaking + 1)
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end
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if multishot then
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durability = durability / 3
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end
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wielditem:add_wear(65535/durability)
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end
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player:set_wielded_item(wielditem)
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reset_bow_state(player, true)
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end
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end)
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controls.register_on_hold(function(player, key, time)
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local name = player:get_player_name()
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local creative = minetest.is_creative_enabled(name)
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if key ~= "RMB" and key ~= "zoom" then
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return
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end
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--local inv = minetest.get_inventory({type="player", name=name})
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local wielditem = player:get_wielded_item()
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local enchantments = mcl_enchanting.get_enchantments(wielditem)
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if enchantments.quick_charge then
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BOW_CHARGE_TIME_HALF = _BOW_CHARGE_TIME_HALF - (enchantments.quick_charge * 0.13 * 1000000 * .5)
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BOW_CHARGE_TIME_FULL = _BOW_CHARGE_TIME_FULL - (enchantments.quick_charge * 0.13 * 1000000)
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else
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BOW_CHARGE_TIME_HALF = _BOW_CHARGE_TIME_HALF
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BOW_CHARGE_TIME_FULL = _BOW_CHARGE_TIME_FULL
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end
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if bow_load[name] == nil
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and (wielditem:get_name()=="mcl_bows:crossbow" or wielditem:get_name()=="mcl_bows:crossbow_enchanted")
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and (wielditem:get_meta():get("active") or key=="zoom") and (creative or get_arrow(player)) then
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local enchanted = mcl_enchanting.is_enchanted(wielditem:get_name())
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if enchanted then
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wielditem:set_name("mcl_bows:crossbow_0_enchanted")
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play_load_sound(0, player:get_pos())
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else
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wielditem:set_name("mcl_bows:crossbow_0")
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play_load_sound(0, player:get_pos())
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end
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player:set_wielded_item(wielditem)
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if minetest.get_modpath("playerphysics") then
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-- Slow player down when using bow
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playerphysics.add_physics_factor(player, "speed", "mcl_bows:use_crossbow", PLAYER_USE_CROSSBOW_SPEED)
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end
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bow_load[name] = minetest.get_us_time()
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bow_index[name] = player:get_wield_index()
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else
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if player:get_wield_index() == bow_index[name] then
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if type(bow_load[name]) == "number" then
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if wielditem:get_name() == "mcl_bows:crossbow_0" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_HALF then
|
|
wielditem:set_name("mcl_bows:crossbow_1")
|
|
play_load_sound(1, player:get_pos())
|
|
elseif wielditem:get_name() == "mcl_bows:crossbow_0_enchanted" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_HALF then
|
|
wielditem:set_name("mcl_bows:crossbow_1_enchanted")
|
|
play_load_sound(1, player:get_pos())
|
|
elseif wielditem:get_name() == "mcl_bows:crossbow_1" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_FULL then
|
|
wielditem:set_name("mcl_bows:crossbow_2")
|
|
play_load_sound(2, player:get_pos())
|
|
elseif wielditem:get_name() == "mcl_bows:crossbow_1_enchanted" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_FULL then
|
|
wielditem:set_name("mcl_bows:crossbow_2_enchanted")
|
|
play_load_sound(2, player:get_pos())
|
|
end
|
|
else
|
|
if wielditem:get_name() == "mcl_bows:crossbow_0" or wielditem:get_name() == "mcl_bows:crossbow_1" or wielditem:get_name() == "mcl_bows:crossbow_2" then
|
|
wielditem:set_name("mcl_bows:crossbow")
|
|
play_load_sound(1, player:get_pos())
|
|
elseif wielditem:get_name() == "mcl_bows:crossbow_0_enchanted" or wielditem:get_name() == "mcl_bows:crossbow_1_enchanted" or wielditem:get_name() == "mcl_bows:crossbow_2_enchanted" then
|
|
wielditem:set_name("mcl_bows:crossbow_enchanted")
|
|
play_load_sound(1, player:get_pos())
|
|
end
|
|
end
|
|
player:set_wielded_item(wielditem)
|
|
else
|
|
reset_bow_state(player, true)
|
|
end
|
|
end
|
|
end)
|
|
|
|
minetest.register_globalstep(function(dtime)
|
|
for _, player in pairs(minetest.get_connected_players()) do
|
|
local name = player:get_player_name()
|
|
local wielditem = player:get_wielded_item()
|
|
local wieldindex = player:get_wield_index()
|
|
--local controls = player:get_player_control()
|
|
if type(bow_load[name]) == "number" and ((wielditem:get_name()~="mcl_bows:crossbow_0" and wielditem:get_name()~="mcl_bows:crossbow_1" and wielditem:get_name()~="mcl_bows:crossbow_2" and wielditem:get_name()~="mcl_bows:crossbow_0_enchanted" and wielditem:get_name()~="mcl_bows:crossbow_1_enchanted" and wielditem:get_name()~="mcl_bows:crossbow_2_enchanted") or wieldindex ~= bow_index[name]) then
|
|
reset_bow_state(player, true)
|
|
end
|
|
end
|
|
end)
|
|
|
|
minetest.register_on_joinplayer(function(player)
|
|
reset_bows(player)
|
|
end)
|
|
|
|
minetest.register_on_leaveplayer(function(player)
|
|
reset_bow_state(player, true)
|
|
end)
|
|
|
|
if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
|
|
minetest.register_craft({
|
|
output = "mcl_bows:crossbow",
|
|
recipe = {
|
|
{"mcl_core:stick", "mcl_core:iron_ingot", "mcl_core:stick"},
|
|
{"mcl_mobitems:string", "mcl_bows:arrow", "mcl_mobitems:string"},
|
|
{"", "mcl_core:stick", ""},
|
|
}
|
|
})
|
|
end
|
|
|
|
minetest.register_craft({
|
|
type = "fuel",
|
|
recipe = "group:bow",
|
|
burntime = 15,
|
|
})
|
|
|
|
-- Add entry aliases for the Help
|
|
if minetest.get_modpath("doc") then
|
|
doc.add_entry_alias("tools", "mcl_bows:crossbow", "tools", "mcl_bows:crossbow_0")
|
|
doc.add_entry_alias("tools", "mcl_bows:crossbow", "tools", "mcl_bows:crossbow_1")
|
|
doc.add_entry_alias("tools", "mcl_bows:crossbow", "tools", "mcl_bows:crossbow_2")
|
|
end
|