This commit is contained in:
Lizzy Fleckenstein 2020-11-06 15:05:31 +01:00
parent 86b2cd70f9
commit 494ffb41d3
3 changed files with 18 additions and 14 deletions

View File

@ -174,7 +174,7 @@ mcl_enchanting.enchantments.fire_protection = {
requires_tool = false, requires_tool = false,
}]]-- }]]--
-- unimplemented -- implemented in mcl_item_entity
mcl_enchanting.enchantments.fortune = { mcl_enchanting.enchantments.fortune = {
name = "Fortune", name = "Fortune",
max_level = 4, max_level = 4,
@ -254,9 +254,15 @@ mcl_enchanting.enchantments.knockback = {
local old_calculate_knockback = minetest.calculate_knockback local old_calculate_knockback = minetest.calculate_knockback
function minetest.calculate_knockback(player, hitter, time_from_last_punch, tool_capabilities, dir, distance, damage) function minetest.calculate_knockback(player, hitter, time_from_last_punch, tool_capabilities, dir, distance, damage)
local knockback = old_calculate_knockback(player, hitter, time_from_last_punch, tool_capabilities, dir, distance, damage) local knockback = old_calculate_knockback(player, hitter, time_from_last_punch, tool_capabilities, dir, distance, damage)
local luaentity
if hitter then
luaentity = hitter:get_luaentity()
end
if hitter and hitter:is_player() then if hitter and hitter:is_player() then
local wielditem = hitter:get_wielded_item() local wielditem = hitter:get_wielded_item()
knockback = knockback + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback") knockback = knockback + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
elseif luaentity and luaentity._knockback then
knockback = knockback + luaentity._knockback
end end
return knockback return knockback
end end
@ -366,7 +372,7 @@ mcl_enchanting.enchantments.protection = {
requires_tool = false, requires_tool = false,
} }
-- unimplemented -- implemented via minetest.calculate_knockback (together with the Knockback enchantment) and mcl_bows
mcl_enchanting.enchantments.punch = { mcl_enchanting.enchantments.punch = {
name = "Punch", name = "Punch",
max_level = 2, max_level = 2,

View File

@ -239,16 +239,9 @@ ARROW_ENTITY.on_step = function(self, dtime)
end end
-- Punch target object but avoid hurting enderman. -- Punch target object but avoid hurting enderman.
if lua then if not lua or lua.name ~= "mobs_mc:enderman" then
if lua.name ~= "mobs_mc:enderman" then
damage_particles(self.object:get_pos(), self._is_critical)
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=self._damage},
}, nil)
end
else
damage_particles(self.object:get_pos(), self._is_critical) damage_particles(self.object:get_pos(), self._is_critical)
self.object:set_pos(vector.subtract(obj:get_pos(), vector.multiply(vector.normalize(self.object:get_velocity()), 2)))
obj:punch(self.object, 1.0, { obj:punch(self.object, 1.0, {
full_punch_interval=1.0, full_punch_interval=1.0,
damage_groups={fleshy=self._damage}, damage_groups={fleshy=self._damage},

View File

@ -41,10 +41,14 @@ mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damag
if damage == nil then if damage == nil then
damage = 3 damage = 3
end end
local knockback
if bow_stack then if bow_stack then
local power_level = mcl_enchanting.get_enchantment(bow_stack, "power") local enchantments = mcl_enchanting.get_enchantments(bow_stack)
if power_level > 0 then if enchantments.power then
damage = damage + (power_level + 1) / 4 damage = damage + (enchantments.power + 1) / 4
end
if enchantments.punch then
knockback = enchantments.punch * 3
end end
end end
obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power}) obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
@ -55,6 +59,7 @@ mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damag
le._damage = damage le._damage = damage
le._is_critical = is_critical le._is_critical = is_critical
le._startpos = pos le._startpos = pos
le._knockback = knockback
minetest.sound_play("mcl_bows_bow_shoot", {pos=pos}, true) minetest.sound_play("mcl_bows_bow_shoot", {pos=pos}, true)
if shooter ~= nil and shooter:is_player() then if shooter ~= nil and shooter:is_player() then
if obj:get_luaentity().player == "" then if obj:get_luaentity().player == "" then