Fixed graphical features of some effects

* loading fixed (by adding on_load)
* absorption bar never reaching end fixed
This commit is contained in:
the-real-herowl 2024-01-20 00:01:06 +01:00 committed by the-real-herowl
parent 6d9bd67cf8
commit 6aa07a0258
1 changed files with 29 additions and 1 deletions

View File

@ -437,9 +437,12 @@ mcl_potions.register_effect({
return (not object:is_player())
end,
on_start = function(object, factor)
hb.change_hudbar(object, "absorption", factor, math.floor(factor/20+1)*20)
hb.change_hudbar(object, "absorption", factor, (math.floor(factor/20-0.05)+1)*20)
EF.absorption[object].absorb = factor
end,
on_load = function(object, factor)
minetest.after(0, function() hb.change_hudbar(object, "absorption", nil, (math.floor(factor/20-0.05)+1)*20) end)
end,
on_step = function(dtime, object, factor, duration)
hb.change_hudbar(object, "absorption", EF.absorption[object].absorb)
end,
@ -551,6 +554,15 @@ mcl_potions.register_effect({
z_index = -400
})
end,
on_load = function(object, factor)
EF.frost[object].vignette = object:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {x = -101, y = -101},
text = "mcl_potions_frost_hud.png",
z_index = -400
})
end,
on_hit_timer = function(object, factor, duration)
if object:is_player() or object:get_luaentity() then
mcl_util.deal_damage(object, 1, {type = "magic"})
@ -593,6 +605,16 @@ mcl_potions.register_effect({
})
mcl_fovapi.apply_modifier(object, "mcl_potions:blindness")
end,
on_load = function(object, factor)
EF.blindness[object].vignette = object:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {x = -101, y = -101},
text = "mcl_potions_blindness_hud.png",
z_index = -401
})
mcl_fovapi.apply_modifier(object, "mcl_potions:blindness")
end,
on_end = function(object)
mcl_fovapi.remove_modifier(object, "mcl_potions:blindness")
if not EF.blindness[object] then return end
@ -622,6 +644,12 @@ mcl_potions.register_effect({
hb.change_hudbar(object, "exhaustion", nil, nil, nil, nil, "mcl_hunger_bar_foodpoison.png")
end
end,
on_load = function(object, factor) -- TODO refactor and add hunger bar modifier API
hb.change_hudbar(object, "hunger", nil, nil, "mcl_hunger_icon_foodpoison.png", nil, "mcl_hunger_bar_foodpoison.png")
if mcl_hunger.debug then
hb.change_hudbar(object, "exhaustion", nil, nil, nil, nil, "mcl_hunger_bar_foodpoison.png")
end
end,
on_step = function(dtime, object, factor, duration)
mcl_hunger.exhaust(object:get_player_name(), dtime*factor)
end,