Update 'mods/adv_lightsabers/force_api.lua'
This commit is contained in:
parent
edaf0141ca
commit
4668d1c5ec
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@ -1,292 +1,311 @@
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--------------------------
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-- Advanced Lightsabers --
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--------------------------
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------- Ver 1.1 ----------
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local force_ability = {}
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local ability_cooldown = {}
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local stunned = {}
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local floating = {}
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local player_physics = {}
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minetest.register_privilege("force_abilities", {
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description = "Allows player touse Force Abilities",
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give_to_singleplayer = false
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})
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minetest.register_on_joinplayer(function(player)
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ability_cooldown[player:get_player_name()] = 0.0
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force_ability[player:get_player_name()] = {}
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stunned[player:get_player_name()] = false
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floating[player:get_player_name()] = false
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player_physics[player:get_player_name()] = player:get_physics_override()
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end)
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minetest.register_on_leaveplayer(function(player)
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ability_cooldown[player:get_player_name()] = nil
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force_ability[player:get_player_name()] = nil
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floating[player:get_player_name()] = nil
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stunned[player:get_player_name()] = nil
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end)
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local function cooldown(player,duration)
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local playername = player:get_player_name()
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ability_cooldown[playername] = duration
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minetest.after(duration,function()
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ability_cooldown[playername] = 0.0
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minetest.chat_send_player(playername, "Force Cooldown is up")
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end)
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return ability_cooldown[playername]
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end
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-------------------
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-- Menu Formspec --
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-------------------
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local function force_menu_form()
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local formspec = {
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"size[6,3.476]",
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"real_coordinates[true]",
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"button[0.5,2.3;1.6,0.8;jump;Force Jump]",
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"button[2.25,2.3;1.6,0.8;throw;Saber Throw]",
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"button[4,2.3;1.6,0.8;push;Force Push]",
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"button[0.5,1.3;1.6,0.8;choke;Force Choke]",
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"button[2.25,1.3;1.6,0.8;bond;Crystal Bond]",
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"button[4,1.3;1.6,0.8;dash;Force Dash]",
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"button[0.5,0.3;1.6,0.8;heal;Force Heal]",
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"button[2.25,0.3;1.6,0.8;bleed;Crystal Bleed]",
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"button[4,0.3;1.6,0.8;stun;Force Stun]"
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}
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return table.concat(formspec, "")
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end
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local function show_force_menu(player)
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minetest.show_formspec(player, "adv_lightsabers:force_menu", force_menu_form(player))
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end
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--------------------------------------
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-- Use raycast to get pointed_thing --
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--------------------------------------
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local function ray_pointed_thing(player)
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local dir = player:get_look_dir()
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local pos = player:get_pos()
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pos.y = pos.y + player:get_properties().eye_height or 1.625
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local dest = vector.add(pos, vector.multiply(dir, 20))
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local ray = minetest.raycast(pos, dest, true, false)
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for pointed_thing in ray do
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if pointed_thing.type == "object" then
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local pointedobject = pointed_thing.ref
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if pointedobject:is_player() and pointedobject:get_player_name() ~= player:get_player_name() then
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return pointedobject
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end
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end
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end
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end
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---------------------
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-- Force Abilities --
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---------------------
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local function force_jump(player) -- Heightened Jump
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if player:get_player_control().sneak == true and player:get_player_control().jump == true then
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player:add_player_velocity({x=0,y=8,z=0})
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cooldown(player,20)
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end
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end
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local function force_push(player) -- Push entities a far distance
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local pointedobject = ray_pointed_thing(player)
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if player:get_player_control().sneak == true and player:get_player_control().LMB == true then
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if pointedobject and pointedobject:is_player() then
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local dir = player:get_look_dir()
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pointedobject:add_player_velocity(vector.multiply(dir,25))
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cooldown(player,20)
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end
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end
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end
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local function force_choke(player) -- Lift a Player off the ground and slowly choke them
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local pointedobject = ray_pointed_thing(player)
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if player:get_player_control().sneak == true and player:get_player_control().LMB == true then
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if pointedobject and pointedobject:is_player() then
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pointedobject:add_player_velocity({x=0,y=5,z=0})
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floating[pointedobject:get_player_name()] = true
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pointedobject:punch(player,1.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 1}},nil)
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minetest.after(1,function()
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pointedobject:punch(player,1.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 1}},nil)
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end)
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minetest.after(2,function()
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pointedobject:punch(player,1.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 1}},nil)
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end)
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minetest.after(3,function()
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pointedobject:punch(player,1.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 1}},nil)
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end)
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minetest.after(7.5,function()
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pointedobject:set_physics_override(1.0,1.0,1.0,true,true,false)
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end)
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cooldown(player,20)
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end
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end
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end
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local function force_dash(player) -- Give yourself a short but quick burst of speed
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if player:get_player_control().sneak == true
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and player:get_player_control().up == true
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and player:get_player_control().down == true then
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local dir = player:get_look_dir()
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dir.y = dir.y * 0.1
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player:add_player_velocity(vector.multiply(dir,25))
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cooldown(player,20)
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end
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end
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local function force_heal(player) -- Heal yourself by 4 hearts
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if player:get_player_control().sneak == true and player:get_player_control().RMB then
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local hp = player:get_hp()
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player:set_hp(hp + 8)
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cooldown(player,20)
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end
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end
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local function force_stun(player) -- Freeze Players in place for 5 seconds
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local pointedobject = ray_pointed_thing(player)
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if player:get_player_control().sneak == true and player:get_player_control().LMB == true then
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if pointedobject and pointedobject:is_player() then
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stunned[pointedobject:get_player_name()] = true
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minetest.after(5,function()
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stunned[pointedobject:get_player_name()] = false
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end)
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cooldown(player,20)
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end
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end
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end
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---------------
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-- Overrides --
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---------------
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local function stun()
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for _,player in ipairs(minetest.get_connected_players()) do
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local playername = player:get_player_name()
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if stunned[playername] == true then
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player:set_physics_override({speed = 0})
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minetest.after(10,function()
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stunned[player:get_player_name()] = false
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player:set_physics_override({speed = player_physics[player:get_player_name()].speed})
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end)
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end
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end
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end
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local function levitate()
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for _,player in ipairs(minetest.get_connected_players()) do
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local playername = player:get_player_name()
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if floating[playername] == true then
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player:set_physics_override({speed = 0, gravity = 0})
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minetest.after(4,function()
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floating[player:get_player_name()] = false
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player:set_physics_override({speed = player_physics[player:get_player_name()].speed,
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gravity = player_physics[player:get_player_name()].gravity
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})
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end)
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end
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end
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end
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----------
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-- Menu --
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----------
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local function force_menu()
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for _,player in ipairs(minetest.get_connected_players()) do
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if minetest.check_player_privs(player:get_player_name(), {force_abilities = true}) then
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local playername = player:get_player_name()
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if player:get_player_control().LMB == true
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and player:get_player_control().up == true
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and player:get_player_control().down == true then
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show_force_menu(player:get_player_name())
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end
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if force_ability[playername] == "force_jump" and ability_cooldown[playername] == 0.0 then
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force_jump(player)
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elseif force_ability[playername] == "force_push" and ability_cooldown[playername] == 0.0 then
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force_push(player)
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elseif force_ability[playername] == "force_choke" and ability_cooldown[playername] == 0.0 then
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force_choke(player)
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elseif force_ability[playername] == "force_dash" and ability_cooldown[playername] == 0.0 then
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force_dash(player)
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elseif force_ability[playername] == "force_heal" and ability_cooldown[playername] == 0.0 then
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force_heal(player)
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elseif force_ability[playername] == "force_stun" and ability_cooldown[playername] == 0.0 then
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force_stun(player)
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end
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end
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end
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end
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if formname ~= "adv_lightsabers:force_menu" then
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return
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end
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if fields.jump then
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local playername = player:get_player_name()
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force_ability[playername] = "force_jump"
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minetest.chat_send_player(playername,"Force Ability:Force Jump")
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end
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if fields.throw then
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local playername = player:get_player_name()
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force_ability[playername] = "saber_throw"
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minetest.chat_send_player(playername,"Force Ability:Saber Throw")
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end
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if fields.push then
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local playername = player:get_player_name()
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force_ability[playername] = "force_push"
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minetest.chat_send_player(playername,"Force Ability:Force Push")
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end
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if fields.choke then
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local playername = player:get_player_name()
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force_ability[playername] = "force_choke"
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minetest.chat_send_player(playername,"Force Ability:Force Choke")
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end
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if fields.bond then
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local playername = player:get_player_name()
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if player:get_wielded_item():get_name() == "adv_lightsabers:kyber_crystal" then
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minetest.chat_send_player(playername,"You have bonded with your Kyber Crystal")
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if math.random(1,2) == 1 then
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player:set_wielded_item("adv_lightsabers:kyber_crystal_blue")
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else
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player:set_wielded_item("adv_lightsabers:kyber_crystal_green")
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end
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end
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end
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if fields.dash then
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local playername = player:get_player_name()
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force_ability[playername] = "force_dash"
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minetest.chat_send_player(playername,"Force Ability:Force Dash")
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end
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if fields.heal then
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local playername = player:get_player_name()
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force_ability[playername] = "force_heal"
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minetest.chat_send_player(playername,"Force Ability:Force Heal")
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end
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if fields.bleed then
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local playername = player:get_player_name()
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if player:get_wielded_item():get_name() == "adv_lightsabers:kyber_crystal_blue"
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or player:get_wielded_item():get_name() == "adv_lightsabers:kyber_crystal_green" then
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minetest.chat_send_player(playername,"You have bled your Kyber Crystal")
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player:set_wielded_item("adv_lightsabers:kyber_crystal_red")
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end
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end
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if fields.stun then
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local playername = player:get_player_name()
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force_ability[playername] = "force_stun"
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minetest.chat_send_player(playername,"Force Ability:Force Stun")
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end
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end)
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minetest.register_globalstep(function()
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force_menu()
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stun()
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levitate()
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--------------------------
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-- Advanced Lightsabers --
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--------------------------
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------- Ver 1.1 ----------
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local force_ability = {}
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local ability_cooldown = {}
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local stunned = {}
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local floating = {}
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local player_physics = {}
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minetest.register_privilege("force_abilities", {
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description = "Allows player touse Force Abilities",
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give_to_singleplayer = false
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})
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minetest.register_on_joinplayer(function(player)
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ability_cooldown[player:get_player_name()] = 0.0
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force_ability[player:get_player_name()] = {}
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stunned[player:get_player_name()] = false
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floating[player:get_player_name()] = false
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player_physics[player:get_player_name()] = player:get_physics_override()
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end)
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minetest.register_on_leaveplayer(function(player)
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ability_cooldown[player:get_player_name()] = nil
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force_ability[player:get_player_name()] = nil
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floating[player:get_player_name()] = nil
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stunned[player:get_player_name()] = nil
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end)
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local function cooldown(player,duration)
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local playername = player:get_player_name()
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ability_cooldown[playername] = duration
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minetest.after(duration,function()
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ability_cooldown[playername] = 0.0
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minetest.chat_send_player(playername, "Force Cooldown is up")
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end)
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return ability_cooldown[playername]
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end
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-------------------
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-- Menu Formspec --
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-------------------
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local function force_menu_form()
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local formspec = {
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"size[6,3.476]",
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"real_coordinates[true]",
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"button[0.5,2.3;1.6,0.8;jump;Force Jump]",
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"button[2.25,2.3;1.6,0.8;throw;Saber Throw]",
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"button[4,2.3;1.6,0.8;push;Force Push]",
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"button[0.5,1.3;1.6,0.8;choke;Force Choke]",
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"button[2.25,1.3;1.6,0.8;bond;Crystal Bond]",
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"button[4,1.3;1.6,0.8;dash;Force Dash]",
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"button[0.5,0.3;1.6,0.8;heal;Force Heal]",
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"button[2.25,0.3;1.6,0.8;bleed;Crystal Bleed]",
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"button[4,0.3;1.6,0.8;stun;Force Stun]"
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}
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return table.concat(formspec, "")
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end
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local function show_force_menu(player)
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minetest.show_formspec(player, "adv_lightsabers:force_menu", force_menu_form(player))
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end
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--------------------------------------
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-- Use raycast to get pointed_thing --
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--------------------------------------
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local function ray_pointed_thing(player)
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local dir = player:get_look_dir()
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local pos = player:get_pos()
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pos.y = pos.y + player:get_properties().eye_height or 1.625
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local dest = vector.add(pos, vector.multiply(dir, 20))
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local ray = minetest.raycast(pos, dest, true, false)
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for pointed_thing in ray do
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if pointed_thing.type == "object" then
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local pointedobject = pointed_thing.ref
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if pointedobject:is_player() and pointedobject:get_player_name() ~= player:get_player_name() then
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return pointedobject
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end
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end
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end
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end
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---------------------
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-- Force Abilities --
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---------------------
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local function force_jump(player) -- Heightened Jump
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if player:get_player_control().sneak == true and player:get_player_control().jump == true then
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player:add_player_velocity({x=0,y=8,z=0})
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cooldown(player,20)
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end
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end
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local function force_push(player) -- Push entities a far distance
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local pointedobject = ray_pointed_thing(player)
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if player:get_player_control().sneak == true and player:get_player_control().LMB == true then
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if pointedobject and pointedobject:is_player() then
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local dir = player:get_look_dir()
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pointedobject:add_player_velocity(vector.multiply(dir,25))
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cooldown(player,20)
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end
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end
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end
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local function force_choke(player) -- Lift a Player off the ground and slowly choke them
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local pointedobject = ray_pointed_thing(player)
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if player:get_player_control().sneak == true and player:get_player_control().LMB == true then
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if pointedobject and pointedobject:is_player() then
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pointedobject:add_player_velocity({x=0,y=5,z=0})
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floating[pointedobject:get_player_name()] = true
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pointedobject:punch(player,1.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 1}},nil)
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minetest.after(1,function()
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pointedobject:punch(player,1.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 1}},nil)
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end)
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minetest.after(2,function()
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pointedobject:punch(player,1.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 1}},nil)
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end)
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minetest.after(3,function()
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pointedobject:punch(player,1.0,{full_punch_interval = 0.1,damage_groups = {fleshy = 1}},nil)
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end)
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minetest.after(7.5,function()
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pointedobject:set_physics_override(1.0,1.0,1.0,true,true,false)
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end)
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cooldown(player,20)
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end
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end
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end
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local function force_dash(player) -- Give yourself a short but quick burst of speed
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if player:get_player_control().sneak == true
|
||||
and player:get_player_control().up == true
|
||||
and player:get_player_control().down == true then
|
||||
local dir = player:get_look_dir()
|
||||
dir.y = dir.y * 0.1
|
||||
player:add_player_velocity(vector.multiply(dir,25))
|
||||
cooldown(player,20)
|
||||
end
|
||||
end
|
||||
|
||||
local function force_heal(player) -- Heal yourself by 4 hearts
|
||||
if player:get_player_control().sneak == true and player:get_player_control().RMB then
|
||||
local hp = player:get_hp()
|
||||
player:set_hp(hp + 8)
|
||||
cooldown(player,20)
|
||||
end
|
||||
end
|
||||
|
||||
local function force_stun(player) -- Freeze Players in place for 5 seconds
|
||||
local pointedobject = ray_pointed_thing(player)
|
||||
if player:get_player_control().sneak == true and player:get_player_control().LMB == true then
|
||||
if pointedobject and pointedobject:is_player() then
|
||||
stunned[pointedobject:get_player_name()] = true
|
||||
minetest.after(5,function()
|
||||
stunned[pointedobject:get_player_name()] = false
|
||||
end)
|
||||
cooldown(player,20)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
---------------
|
||||
-- Overrides --
|
||||
---------------
|
||||
|
||||
local function stun()
|
||||
for _,player in ipairs(minetest.get_connected_players()) do
|
||||
local playername = player:get_player_name()
|
||||
if stunned[playername] == true then
|
||||
player:set_physics_override({speed = 0})
|
||||
minetest.after(10,function()
|
||||
stunned[player:get_player_name()] = false
|
||||
player:set_physics_override({speed = player_physics[player:get_player_name()].speed})
|
||||
end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function levitate()
|
||||
for _,player in ipairs(minetest.get_connected_players()) do
|
||||
local playername = player:get_player_name()
|
||||
if floating[playername] == true then
|
||||
player:set_physics_override({speed = 0, gravity = 0})
|
||||
minetest.after(4,function()
|
||||
floating[player:get_player_name()] = false
|
||||
player:set_physics_override({speed = player_physics[player:get_player_name()].speed,
|
||||
gravity = player_physics[player:get_player_name()].gravity
|
||||
})
|
||||
end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
----------
|
||||
-- Menu --
|
||||
----------
|
||||
|
||||
local function force_menu()
|
||||
for _,player in ipairs(minetest.get_connected_players()) do
|
||||
if minetest.check_player_privs(player:get_player_name(), {force_abilities = true}) then
|
||||
local playername = player:get_player_name()
|
||||
if player:get_player_control().LMB == true
|
||||
and player:get_player_control().up == true
|
||||
and player:get_player_control().down == true then
|
||||
show_force_menu(player:get_player_name())
|
||||
end
|
||||
if force_ability[playername] == "force_jump" and ability_cooldown[playername] == 0.0 then
|
||||
force_jump(player)
|
||||
elseif force_ability[playername] == "force_push" and ability_cooldown[playername] == 0.0 then
|
||||
force_push(player)
|
||||
elseif force_ability[playername] == "force_choke" and ability_cooldown[playername] == 0.0 then
|
||||
force_choke(player)
|
||||
elseif force_ability[playername] == "force_dash" and ability_cooldown[playername] == 0.0 then
|
||||
force_dash(player)
|
||||
elseif force_ability[playername] == "force_heal" and ability_cooldown[playername] == 0.0 then
|
||||
force_heal(player)
|
||||
elseif force_ability[playername] == "force_stun" and ability_cooldown[playername] == 0.0 then
|
||||
force_stun(player)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||
if formname ~= "adv_lightsabers:force_menu" then
|
||||
return
|
||||
end
|
||||
if fields.jump then
|
||||
local playername = player:get_player_name()
|
||||
force_ability[playername] = "force_jump"
|
||||
minetest.chat_send_player(playername,"Force Ability:Force Jump")
|
||||
end
|
||||
if fields.throw then
|
||||
local playername = player:get_player_name()
|
||||
force_ability[playername] = "saber_throw"
|
||||
minetest.chat_send_player(playername,"Force Ability:Saber Throw")
|
||||
end
|
||||
if fields.push then
|
||||
local playername = player:get_player_name()
|
||||
force_ability[playername] = "force_push"
|
||||
minetest.chat_send_player(playername,"Force Ability:Force Push")
|
||||
end
|
||||
if fields.choke then
|
||||
local playername = player:get_player_name()
|
||||
force_ability[playername] = "force_choke"
|
||||
minetest.chat_send_player(playername,"Force Ability:Force Choke")
|
||||
end
|
||||
if fields.bond then
|
||||
local playername = player:get_player_name()
|
||||
if player:get_wielded_item():get_name() == "adv_lightsabers:kyber_crystal" then
|
||||
minetest.chat_send_player(playername,"You have bonded with your Kyber Crystal")
|
||||
if math.random(1,10) == 1 then
|
||||
player:set_wielded_item("adv_lightsabers:kyber_crystal_blue")
|
||||
elseif math.random(1,10) == 2 then
|
||||
player:set_wielded_item("adv_lightsabers:kyber_crystal_blue")
|
||||
elseif math.random(1,10) == 3 then
|
||||
player:set_wielded_item("adv_lightsabers:kyber_crystal_blue")
|
||||
elseif math.random(1,10) == 4 then
|
||||
player:set_wielded_item("adv_lightsabers:kyber_crystal_blue")
|
||||
elseif math.random(1,10) == 5 then
|
||||
player:set_wielded_item("adv_lightsabers:kyber_crystal_green")
|
||||
elseif math.random(1,10) == 6 then
|
||||
player:set_wielded_item("adv_lightsabers:kyber_crystal_green")
|
||||
elseif math.random(1,10) == 7 then
|
||||
player:set_wielded_item("adv_lightsabers:kyber_crystal_green")
|
||||
elseif math.random(1,10) == 8 then
|
||||
player:set_wielded_item("adv_lightsabers:kyber_crystal_green")
|
||||
elseif math.random(1,10) == 9 then
|
||||
player:set_wielded_item("adv_lightsabers:kyber_crystal_yellow")
|
||||
else
|
||||
player:set_wielded_item("adv_lightsabers:kyber_crystal_purple")
|
||||
end
|
||||
elseif player:get_wielded_item():get_name() == "adv_lightsabers:kyber_crystal_red" then
|
||||
minetest.chat_send_player(playername,"You have healed your Kyber Crystal")
|
||||
player:set_wielded_item("adv_lightsabers:kyber_crystal_white")
|
||||
end
|
||||
end
|
||||
if fields.dash then
|
||||
local playername = player:get_player_name()
|
||||
force_ability[playername] = "force_dash"
|
||||
minetest.chat_send_player(playername,"Force Ability:Force Dash")
|
||||
end
|
||||
if fields.heal then
|
||||
local playername = player:get_player_name()
|
||||
force_ability[playername] = "force_heal"
|
||||
minetest.chat_send_player(playername,"Force Ability:Force Heal")
|
||||
end
|
||||
if fields.bleed then
|
||||
local playername = player:get_player_name()
|
||||
if player:get_wielded_item():get_name() == "adv_lightsabers:kyber_crystal_blue"
|
||||
or player:get_wielded_item():get_name() == "adv_lightsabers:kyber_crystal_green" then
|
||||
minetest.chat_send_player(playername,"You have bled your Kyber Crystal")
|
||||
player:set_wielded_item("adv_lightsabers:kyber_crystal_red")
|
||||
end
|
||||
end
|
||||
if fields.stun then
|
||||
local playername = player:get_player_name()
|
||||
force_ability[playername] = "force_stun"
|
||||
minetest.chat_send_player(playername,"Force Ability:Force Stun")
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.register_globalstep(function()
|
||||
force_menu()
|
||||
stun()
|
||||
levitate()
|
||||
end)
|
Loading…
Reference in New Issue