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dead-playe
Author | SHA1 | Date |
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kno10 | 3c00777fb7 |
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@ -928,6 +928,8 @@ end
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-- falling and fall damage
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-- falling and fall damage
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-- returns true if mob died
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-- returns true if mob died
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function mob_class:falling(pos, moveresult)
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function mob_class:falling(pos, moveresult)
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if moveresult and moveresult.touching_ground then return false end
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if self.fly and self.state ~= "die" then
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if self.fly and self.state ~= "die" then
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return
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return
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end
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end
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@ -950,13 +952,7 @@ function mob_class:falling(pos, moveresult)
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new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0)
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new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0)
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elseif v.y <= 0 and v.y > self.fall_speed then
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elseif v.y <= 0 and v.y > self.fall_speed then
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-- fall downwards at set speed
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-- fall downwards at set speed
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if moveresult and moveresult.touching_ground then
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new_acceleration = vector.new(0, self.fall_speed, 0)
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-- when touching ground, retain a minimal gravity to keep the touching_ground flag
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-- but also to not get upwards acceleration with large dtime when on bouncy ground
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new_acceleration = vector.new(0, self.fall_speed * 0.01, 0)
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else
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new_acceleration = vector.new(0, self.fall_speed, 0)
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end
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else
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else
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-- stop accelerating once max fall speed hit
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-- stop accelerating once max fall speed hit
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new_acceleration =vector.zero()
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new_acceleration =vector.zero()
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@ -72,24 +72,18 @@ local axolotl = {
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fly = true,
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fly = true,
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fly_in = { "mcl_core:water_source", "mclx_core:river_water_source" },
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fly_in = { "mcl_core:water_source", "mclx_core:river_water_source" },
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breathes_in_water = true,
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breathes_in_water = true,
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jump = false, -- would get them out of the water too often
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jump = true,
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damage = 2,
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damage = 2,
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reach = 2,
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reach = 2,
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attack_type = "dogfight",
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attack_type = "dogfight",
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attack_animals = true,
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attack_animals = true,
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specific_attack = {
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specific_attack = {
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"mobs_mc:cod",
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"extra_mobs_cod",
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"mobs_mc:glow_squid",
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"extra_mobs_glow_squid",
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"mobs_mc:salmon",
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"extra_mobs_salmon",
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"mobs_mc:tropical_fish",
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"extra_mobs_tropical_fish",
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"mobs_mc:squid",
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"mobs_mc_squid"
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"mobs_mc:zombie", -- todo: only drowned?
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},
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"mobs_mc:baby_zombie",
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"mobs_mc:husk",
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"mobs_mc:baby_husk",
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"mobs_mc:guardian_elder",
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"mobs_mc:guardian",
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},
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runaway = true,
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runaway = true,
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}
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}
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@ -5,6 +5,9 @@
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--- Copyright (C) 2022 - 2023, Michieal. See License.txt
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--- Copyright (C) 2022 - 2023, Michieal. See License.txt
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-- CONSTS
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-- CONSTS
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local DOUBLE_DROP_CHANCE = 8
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-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
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-- "BAMBOO" goes here.
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local BAMBOO = "mcl_bamboo:bamboo"
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local BAMBOO = "mcl_bamboo:bamboo"
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local BAMBOO_ENDCAP_NAME = "mcl_bamboo:bamboo_endcap"
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local BAMBOO_ENDCAP_NAME = "mcl_bamboo:bamboo_endcap"
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local BAMBOO_PLANK = BAMBOO .. "_plank"
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local BAMBOO_PLANK = BAMBOO .. "_plank"
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@ -13,7 +16,7 @@ local BAMBOO_PLANK = BAMBOO .. "_plank"
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local modname = minetest.get_current_modname()
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local modname = minetest.get_current_modname()
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local S = minetest.get_translator(modname)
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local S = minetest.get_translator(modname)
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local node_sound = mcl_sounds.node_sound_wood_defaults()
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local node_sound = mcl_sounds.node_sound_wood_defaults()
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local pr = PseudoRandom((os.time() + 15766) * 12)
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local pr = PseudoRandom((os.time() + 15766) * 12) -- switched from math.random() to PseudoRandom because the random wasn't very random.
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local on_rotate
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local on_rotate
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if minetest.get_modpath("screwdriver") then
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if minetest.get_modpath("screwdriver") then
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@ -28,7 +31,33 @@ local bamboo_def = {
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paramtype = "light",
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paramtype = "light",
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groups = {handy = 1, axey = 1, choppy = 1, dig_by_piston = 1, plant = 1, non_mycelium_plant = 1, flammable = 3},
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groups = {handy = 1, axey = 1, choppy = 1, dig_by_piston = 1, plant = 1, non_mycelium_plant = 1, flammable = 3},
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sounds = node_sound,
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sounds = node_sound,
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drop = BAMBOO,
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drop = {
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max_items = 1,
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-- From the API:
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-- max_items: Maximum number of item lists to drop.
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-- The entries in 'items' are processed in order. For each:
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-- Item filtering is applied, chance of drop is applied, if both are
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-- successful the entire item list is dropped.
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-- Entry processing continues until the number of dropped item lists
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-- equals 'max_items'.
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-- Therefore, entries should progress from low to high drop chance.
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items = {
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-- Examples:
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{
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-- 1 in DOUBLE_DROP_CHANCE chance of dropping.
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-- Default rarity is '1'.
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rarity = DOUBLE_DROP_CHANCE,
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items = {BAMBOO .. " 2"},
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},
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{
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-- 1 in 1 chance of dropping. (Note: this means that it will drop 100% of the time.)
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-- Default rarity is '1'.
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rarity = 1,
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items = {BAMBOO},
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},
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},
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},
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inventory_image = "mcl_bamboo_bamboo_shoot.png",
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inventory_image = "mcl_bamboo_bamboo_shoot.png",
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wield_image = "mcl_bamboo_bamboo_shoot.png",
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wield_image = "mcl_bamboo_bamboo_shoot.png",
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@ -57,6 +86,7 @@ local bamboo_def = {
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on_rotate = on_rotate,
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on_rotate = on_rotate,
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on_place = function(itemstack, placer, pointed_thing)
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on_place = function(itemstack, placer, pointed_thing)
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if not pointed_thing then
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if not pointed_thing then
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return itemstack
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return itemstack
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end
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end
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@ -211,6 +241,9 @@ local bamboo_def = {
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if node_above and ((bamboo_node and bamboo_node > 0) or node_above.name == BAMBOO_ENDCAP_NAME) then
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if node_above and ((bamboo_node and bamboo_node > 0) or node_above.name == BAMBOO_ENDCAP_NAME) then
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minetest.remove_node(new_pos)
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minetest.remove_node(new_pos)
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minetest.sound_play(node_sound.dug, sound_params, true)
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minetest.sound_play(node_sound.dug, sound_params, true)
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if pr:next(1, DOUBLE_DROP_CHANCE) == 1 then
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minetest.add_item(new_pos, istack)
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end
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minetest.add_item(new_pos, istack)
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minetest.add_item(new_pos, istack)
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end
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end
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end,
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end,
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@ -9,6 +9,8 @@ local SIDE_SCAFFOLDING = false
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local SIDE_SCAFFOLD_NAME = "mcl_bamboo:scaffolding_horizontal"
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local SIDE_SCAFFOLD_NAME = "mcl_bamboo:scaffolding_horizontal"
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-- ---------------------------------------------------------------------------
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-- ---------------------------------------------------------------------------
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local SCAFFOLDING_NAME = "mcl_bamboo:scaffolding"
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local SCAFFOLDING_NAME = "mcl_bamboo:scaffolding"
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-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
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-- "BAMBOO" goes here.
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local BAMBOO = "mcl_bamboo:bamboo"
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local BAMBOO = "mcl_bamboo:bamboo"
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local BAMBOO_PLANK = BAMBOO .. "_plank"
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local BAMBOO_PLANK = BAMBOO .. "_plank"
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@ -7,6 +7,8 @@
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-- LOCALS
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-- LOCALS
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local modname = minetest.get_current_modname()
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local modname = minetest.get_current_modname()
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-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
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-- "BAMBOO" goes here.
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local BAMBOO = "mcl_bamboo:bamboo"
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local BAMBOO = "mcl_bamboo:bamboo"
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mcl_bamboo = {}
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mcl_bamboo = {}
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@ -5,6 +5,8 @@
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--- These are all of the fuel recipes and all of the crafting recipes, consolidated into one place.
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--- These are all of the fuel recipes and all of the crafting recipes, consolidated into one place.
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--- Copyright (C) 2022 - 2023, Michieal. See License.txt
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--- Copyright (C) 2022 - 2023, Michieal. See License.txt
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-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
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-- "BAMBOO" goes here.
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local BAMBOO = "mcl_bamboo:bamboo"
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local BAMBOO = "mcl_bamboo:bamboo"
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local BAMBOO_PLANK = BAMBOO .. "_plank"
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local BAMBOO_PLANK = BAMBOO .. "_plank"
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-- Craftings
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-- Craftings
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@ -163,7 +163,7 @@ end
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function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname)
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function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname)
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local name = player:get_player_name()
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local name = player:get_player_name()
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local model = player_model[name]
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local model = player_model[name]
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local anim = models[model].animations[player_anim[name]]
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local anim = models[model].animations["stand"]
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local textures = get_player_textures(name)
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local textures = get_player_textures(name)
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if not player_visible[name] then
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if not player_visible[name] then
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textures = table.copy(textures)
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textures = table.copy(textures)
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