Improved damage mods in effects, resistance effect

This commit is contained in:
the-real-herowl 2024-01-13 05:49:02 +01:00
parent f821b4d704
commit f4d404b881
1 changed files with 28 additions and 4 deletions

View File

@ -60,11 +60,16 @@ local function generate_rational_fac_to_lvl(l1, l2)
end
local function generate_modifier_func(name, dmg_flag, mod_func)
return function(object, damage, reason)
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
return mod_func and mod_func(damage) or 0
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
return mod_func and mod_func(damage, EF[name][object]) or 0
end
end end
end
-- API - registers an effect
@ -86,8 +91,8 @@ end
-- lvl2_factor - integer - factor for lvl2 effect - defaults to 2 if uses_factor
-- 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
-- modifier_func - function(damage) - see damage_modifier, if not defined damage_modifier defaults to 100% resistance
-- damage_modifier - string - damage flag of which damage is changed as defined by modifier_func, pass empty string for all damage
-- 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)
local modname = minetest.get_current_modname()
@ -371,6 +376,25 @@ mcl_potions.register_effect({
damage_modifier = "is_fire",
})
mcl_potions.register_effect({
name = "resistance",
description = S("Resistance"),
get_tt = function(factor)
return S("resist @1% of incoming damage", math.floor(factor*100))
end,
res_condition = function(object)
return (not object:is_player())
end,
particle_color = "#2552A5",
uses_factor = true,
lvl1_factor = 0.2,
lvl2_factor = 0.4,
damage_modifier = "",
modifier_func = function(damage, effect_vals)
return damage - (effect_vals.factor)*damage
end,
})
mcl_potions.register_effect({
name = "bad_omen",
description = S("Bad Omen"),