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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
This commit is contained in:
the-real-herowl 2024-01-14 08:46:36 +01:00
parent 08942d3b25
commit fce73ab2bf
5 changed files with 117 additions and 10 deletions

View File

@ -521,7 +521,9 @@ end
local function update_health(player)
local hp_max = player:get_properties().hp_max
hb.change_hudbar(player, "health", player:get_hp(), hp_max)
local hp = player:get_hp()
if hp > hp_max then hp = hp_max end
hb.change_hudbar(player, "health", hp, hp_max)
end
-- update built-in HUD bars

View File

@ -59,14 +59,19 @@ local function generate_rational_fac_to_lvl(l1, l2)
end
end
local function generate_modifier_func(name, dmg_flag, mod_func)
if dmg_flag ~= "" then return function(object, damage, reason)
if EF[name][object] and not reason.flags.bypasses_magic and reason.flags[dmg_flag] then
local function generate_modifier_func(name, dmg_flag, mod_func, is_type)
if dmg_flag == "" then return function(object, damage, reason)
if EF[name][object] and not reason.flags.bypasses_magic then
return mod_func and mod_func(damage, EF[name][object]) or 0
end
end
elseif is_type then return function(object, damage, reason)
if EF[name][object] and not reason.flags.bypasses_magic and reason.type == dmg_flag then
return mod_func and mod_func(damage, EF[name][object]) or 0
end
end
else return function(object, damage, reason)
if EF[name][object] and not reason.flags.bypasses_magic then
if EF[name][object] and not reason.flags.bypasses_magic and reason.flags[dmg_flag] then
return mod_func and mod_func(damage, EF[name][object]) or 0
end
end end
@ -92,6 +97,7 @@ end
-- timer_uses_factor - bool - whether hit_timer uses factor (uses_factor must be true) or a constant value (hit_timer_step must be defined)
-- hit_timer_step - float - interval between hit_timer hits
-- damage_modifier - string - damage flag of which damage is changed as defined by modifier_func, pass empty string for all damage
-- dmg_mod_is_type - bool - damage_modifier string is used as type instead of flag of damage, defaults to false
-- modifier_func - function(damage, effect_vals) - see damage_modifier, if not defined damage_modifier defaults to 100% resistance
-- modifier_priority - integer - priority passed when registering damage_modifier - defaults to -50
function mcl_potions.register_effect(def)
@ -164,7 +170,7 @@ function mcl_potions.register_effect(def)
end
if def.damage_modifier then
mcl_damage.register_modifier(
generate_modifier_func(name, def.damage_modifier, def.modifier_func),
generate_modifier_func(name, def.damage_modifier, def.modifier_func, def.dmg_mod_is_type),
def.modifier_priority or -50
)
end
@ -295,6 +301,28 @@ mcl_potions.register_effect({
lvl2_factor = 1,
})
mcl_potions.register_effect({
name = "slow_falling",
description = S("Slow Falling"),
get_tt = function(factor)
return S("decreases gravity effects")
end,
res_condition = function(object)
return (not object:is_player())
end,
on_start = function(object, factor)
playerphysics.add_physics_factor(object, "gravity", "mcl_potions:slow_falling", 0.5)
end,
on_step = function(dtime, object, factor, duration)
local vel = object:get_velocity().y
if vel < -3 then object:add_velocity(vector.new(0,-3-vel,0)) end
end,
on_end = function(object)
playerphysics.remove_physics_factor(object, "gravity", "mcl_potions:slow_falling")
end,
particle_color = "#ACCCFF",
})
mcl_potions.register_effect({
name = "swiftness",
description = S("Swiftness"),
@ -337,6 +365,22 @@ mcl_potions.register_effect({
lvl2_factor = 0.3,
})
mcl_potions.register_effect({
name = "levitation",
description = S("Levitation"),
get_tt = function(factor)
return S("moves you upwards at @1 nodes/s", factor)
end,
on_step = function(dtime, object, factor, duration)
local vel = object:get_velocity().y
if vel<factor then object:add_velocity(vector.new(0,factor,0)) end
end,
particle_color = "#420E7E",
uses_factor = true,
lvl1_factor = 0.9,
lvl2_factor = 1.8,
})
mcl_potions.register_effect({
name = "night_vision",
description = S("Night Vision"),
@ -348,7 +392,7 @@ mcl_potions.register_effect({
end,
on_start = function(object, factor)
object:get_meta():set_int("night_vision", 1)
mcl_weather.skycolor.update_sky_color({object})
mcl_weather.skycolor.update_sky_color({object})
end,
on_step = function(dtime, object, factor, duration)
mcl_weather.skycolor.update_sky_color({object})
@ -362,6 +406,64 @@ mcl_potions.register_effect({
uses_factor = false,
})
mcl_potions.register_effect({
name = "health_boost",
description = S("Health Boost"),
get_tt = function(factor)
return S("increases HP by @1", factor)
end,
res_condition = function(object)
return (not object:is_player())
end,
on_start = function(object, factor)
object:set_properties({hp_max = minetest.PLAYER_MAX_HP_DEFAULT+factor})
end,
on_end = function(object)
object:set_properties({hp_max = minetest.PLAYER_MAX_HP_DEFAULT})
end,
particle_color = "#FF2222",
uses_factor = true,
lvl1_factor = 4,
lvl2_factor = 8,
})
mcl_potions.register_effect({
name = "absorption",
description = S("Absorption"),
get_tt = function(factor)
return S("absorbs up to @1 incoming damage", factor)
end,
res_condition = function(object)
return (not object:is_player())
end,
on_start = function(object, factor)
hb.change_hudbar(object, "absorption", factor, math.floor(factor/20+1)*20)
EF.absorption[object].absorb = factor
end,
on_step = function(dtime, object, factor, duration)
hb.change_hudbar(object, "absorption", EF.absorption[object].absorb)
end,
on_end = function(object)
hb.change_hudbar(object, "absorption", 0)
end,
particle_color = "#B59500",
uses_factor = true,
lvl1_factor = 4,
lvl2_factor = 8,
damage_modifier = "",
modifier_func = function(damage, effect_vals)
local absorb = effect_vals.absorb
local carryover = 0
if absorb > damage then
effect_vals.absorb = absorb - damage
else
carryover = damage - absorb
effect_vals.absorb = 0
end
return carryover
end,
})
mcl_potions.register_effect({
name = "fire_resistance",
description = S("Fire Resistance"),
@ -438,6 +540,8 @@ mcl_potions.register_effect({
-- ██║░░██║╚██████╔╝██████╦╝
-- ╚═╝░░╚═╝░╚═════╝░╚═════╝░
hb.register_hudbar("absorption", 0xFFFFFF, S("Absorption"), {bar = "[fill:2x16:#B59500", icon = "mcl_potions_icon_absorb.png"}, 0, 0, 0, false)
local icon_ids = {}
local function potions_set_hudbar(player)
@ -496,6 +600,7 @@ local function potions_init_icons(player)
})
table.insert(icon_ids[name], id)
end
hb.init_hudbar(player, "absorption")
end
local function potions_set_icons(player)

View File

@ -247,13 +247,13 @@ minetest.register_globalstep(function(dtime)
food_tick_timer = 0
-- let hunger work always
if player_health > 0 and player_health <= 20 then
if player_health > 0 then
--mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_HUNGER) -- later for hunger status effect
mcl_hunger.update_exhaustion_hud(player)
end
if food_level >= 18 then -- slow regeneration
if player_health > 0 and player_health < 20 then
if player_health > 0 and player_health < player:get_properties().hp_max then
player:set_hp(player_health+1)
mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_REGEN)
mcl_hunger.update_exhaustion_hud(player)
@ -270,7 +270,7 @@ minetest.register_globalstep(function(dtime)
end
elseif food_tick_timer > max_tick_timer and food_level == 20 and food_saturation_level > 0 then -- fast regeneration
if player_health > 0 and player_health < 20 then
if player_health > 0 and player_health < player:get_properties().hp_max then
food_tick_timer = 0
player:set_hp(player_health+1)
mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_REGEN)

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