Power
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@ -304,7 +304,7 @@ mcl_enchanting.enchantments.mending = {
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requires_tool = true,
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requires_tool = true,
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}
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}
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-- unimplemented
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-- implemented in mcl_bows
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mcl_enchanting.enchantments.power = {
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mcl_enchanting.enchantments.power = {
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name = "Power",
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name = "Power",
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max_level = 5,
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max_level = 5,
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@ -33,7 +33,7 @@ local bow_load = {}
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-- Another player table, this one stores the wield index of the bow being charged
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-- Another player table, this one stores the wield index of the bow being charged
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local bow_index = {}
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local bow_index = {}
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mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical)
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mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack)
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
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if power == nil then
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if power == nil then
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power = BOW_MAX_SPEED --19
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power = BOW_MAX_SPEED --19
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@ -41,6 +41,12 @@ mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damag
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if damage == nil then
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if damage == nil then
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damage = 3
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damage = 3
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end
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end
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if bow_stack then
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local power_level = mcl_enchanting.get_enchantment(bow_stack, "power")
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if power_level > 0 then
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damage = damage + (power_level + 1) / 4
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end
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end
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obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
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obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
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obj:set_acceleration({x=0, y=-GRAVITY, z=0})
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obj:set_acceleration({x=0, y=-GRAVITY, z=0})
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obj:set_yaw(yaw-math.pi/2)
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obj:set_yaw(yaw-math.pi/2)
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@ -102,7 +108,7 @@ local player_shoot_arrow = function(itemstack, player, power, damage, is_critica
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local dir = player:get_look_dir()
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local dir = player:get_look_dir()
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local yaw = player:get_look_horizontal()
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local yaw = player:get_look_horizontal()
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mcl_bows.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical)
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mcl_bows.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item())
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return true
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return true
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end
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end
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