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31dada114f
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@ -134,9 +134,6 @@ Any damage from a punch in pvp is put in a queue for a duration. This makes it p
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4. *Counter* reverses all damage plus bonus damage to the aggressor. (Must be within counter duration and full punch only)
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5. *Hasty guard* when you block immediately after being hit you can block the any damage from any angle, but this has a small-time window to activate. (depends on config or tool settings)
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#### takedown
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If enabled full punches can only kill a player. Spam punches will only bring the hp to one (half a heart).
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### effects
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#### disarming
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@ -323,10 +320,6 @@ This is used to divide the range value into two parts. The parts being optimal a
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``` lua
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pvp_revamped.optimal_distance_mul = 0.625
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```
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If true you would need a full punch in order to kill a player. Spam punches will only bring the hp to one.
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``` lua
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pvp_revamped.takedown = true
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```
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#### maneuvers
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Set how fast eachh player should dash.
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@ -39,7 +39,6 @@ pvp_revamped.config.lower_elevation_dmg_mul = tonumber(minetest.settings:get("pv
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pvp_revamped.config.velocity_dmg_mul = tonumber(minetest.settings:get("pvp_revamped.velocity_dmg_mul")) or 0.15
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pvp_revamped.config.optimal_distance_dmg_mul = tonumber(minetest.settings:get("pvp_revamped.optimal_distance_dmg_mul")) or 0.2
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pvp_revamped.config.maximum_distance_dmg_mul = tonumber(minetest.settings:get("pvp_revamped.maximum_distance_dmg_mul")) or 0.1
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pvp_revamped.config.takedown = minetest.settings:get_bool("pvp_revamped.takedown")
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pvp_revamped.config.optimal_distance_mul = tonumber(minetest.settings:get("pvp_revamped.optimal_distance_mul")) or 0.625
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pvp_revamped.config.projectile_full_throw_mul = tonumber(minetest.settings:get("pvp_revamped.projectile_full_throw_mul")) or 2
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pvp_revamped.config.projectile_half_throw_mul = tonumber(minetest.settings:get("pvp_revamped.projectile_half_throw_mul")) or 0.000005
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@ -81,7 +80,3 @@ pvp_revamped.config.shield_entity_rotate = {x = tonumber(xyz[1]), y = tonumber(x
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xyz = split("pvp_revamped.shield_entity_scale", {0.35, 0.35})
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pvp_revamped.config.shield_entity_scale = {x = tonumber(xyz[1]), y = tonumber(xyz[2]), z = tonumber(xyz[3])}
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if pvp_revamped.config.takedown == nil then
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pvp_revamped.config.takedown = true
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end
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@ -13,7 +13,6 @@ local projectile_spinning_gravity_mul = pvp_revamped.config.projectile_spinning_
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local projectile_dip_gravity_mul = pvp_revamped.config.projectile_dip_gravity_mul
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local clash_duration = pvp_revamped.config.clash_duration
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local hasty_guard_duration = pvp_revamped.config.hasty_guard_duration
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local takedown = pvp_revamped.config.takedown
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local projectile_throw_style_dip = pvp_revamped.projectile_throw_style_dip
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local projectile_throw_style_spinning = pvp_revamped.projectile_throw_style_spinning
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local player_data = pvp_revamped.player_data
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@ -333,20 +332,11 @@ minetest.register_globalstep(function(dtime)
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if damage > 0 and not (block and block.initial_time + block.hasty_guard_duration > timeframe) and not (shield and shield.initial_time + shield.hasty_guard_duration > timeframe) then
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hp = hp - damage
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if takedown and not data.full_punch and (hp - damage) < 1 then
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hp = 1
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end
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hp_change = true
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elseif damage < 0 then
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local hitter = get_player_by_name(data.name)
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local hitter_hp = hitter:get_hp()
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if (takedown and data.full_punch and (hitter_hp + damage) >= 1) or (not takedown and hitter_hp >= 1) then
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hitter:set_hp(hitter_hp + damage)
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elseif takedown and hitter_hp > 1 then
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hitter:set_hp(max(hitter_hp + damage, 1))
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end
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hitter:set_hp(hitter:get_hp() + damage)
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end
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local count = #hit_data
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@ -619,7 +619,6 @@ local function punch(player, hitter, time_from_last_punch, tool_capabilities, di
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local counter_dmg_mul = tool_capabilities.counter_dmg_mul or counter_dmg_mul
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hd.damage = -(hd.damage + (damage * counter_dmg_mul))
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hd.full_punch = true
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else
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-- Reduce, remove, or reverse the damage and resolve the clash.
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-- Negative damage will be applied to the hitter.
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@ -83,8 +83,6 @@ pvp_revamped.parry_dmg_mul (Parry damage multiplier) float 1.2
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pvp_revamped.counter_dmg_mul (Counter damage multiplier) float 1.5
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# This is used to divide the range value into two parts. The parts being optimal and maximum range.
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pvp_revamped.optimal_distance_mul (Optimal distance multiplier) float 0.625
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# If true you would need a full punch in order to kill a player. Spam punches will only bring the hp to 1.
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pvp_revamped.takedown (Take down) bool true
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[Maneuvers]
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# Set how fast eachh player should dash.
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