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README.md

adventure_core

Aventure Core Screenshot A Minetest Core Adventure Mod

Explainations are better left for the mod:

In-Game Guidebook

Elements

  • 4 Elements, each are a floating entity in game world, and are clicked on by players
  • These spawn as player walks throughout world. More spawn farther from spawn.
  • They spawn by biome in default. Otherwise, they spawn anywhere.
  • They also make sound, this is how you normally find them. They produce a small amount of light.

Shop

Either a chat command (/shop) and/or a craftable block (all set via settings)

Players "spend" elements to purchase adventure items/nodes. These are ideally things only obtainable through the adventure shop.

Starting Items

All players can (via a setting) start with the guidebook, and pouch. One explains the system, the other displays the current total number of elements a player has.

Pouch and Guidebook

The pouch allwos a player to view their current stash of elemental essence.

The Guidebook is an in-game simple guide to adventure_core

If default (minetest game) is present:

  • the player crafts the adventure_shop via normal crafting. This can also be disabled via setting, and a server owner can decide where to place the shop(s) via creative mode.
  • the player can also craft the adventure_guidebook, and adventure_pouch.

if default is not present:

The player can do a command to bring up the formspec for both pouch and guidebook: /guidebook /pouch

In this mode, the shop can be crafted (if enabled) with the /make_shop command, which requires 10 of each element to create.

Built-in Nodes

Adventure core ships with some built-in nodes a player can create in the shop, as well as a (if enabled) craftable shop node.

Built-in ones, 6 static mesh nodes:

  1. A small bridge
  2. Bozai Tree
  3. Rune thing from adventure_pack
  4. Bonfire
  5. Castle Flag
  6. Axe Stump

Integrating with adventure core

To register your nodes and items with the adventure core shop, merely depend on adventure_core in your depends.txt, and use the following function to register:

adv_core.register_object(object_name, lfire, lwater, learth, lair)

Where object name would be: "default:apple" etc. and lfire,lwater... are the element costs.

There are other functions that expose the element system so you can use it for your own rewards system:

adv_core.spawn_element(element_type, pos) --Element_type can be: "fire" "water" "earth" "air"

adv_core.reward_player(name, fire, water, earth, air, notify) --notify is 'true' or 'false', and will tell the player when the action occurs

adv_core.take_from_player(name, fire, water, earth, air, notify)

adv_core.player_can_afford(name, fire, water, earth, air) --returns true if they can

adv_core.player_can_afford_object(name, object_name) --returns true if they can