Fix up Readme and Formspec typo
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README.md
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README.md
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@ -5,35 +5,43 @@ Explainations are better left for the mod:
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![In-Game Guidebook](readme_assets/guidebook.jpg)
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![In-Game Guidebook](readme_assets/guidebook.jpg)
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### Quick description:
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## Elements
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- 4 Elements, each are a floating entity in game world, physicaly interact.
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- 4 Elements, each are a floating entity in game world, and are clicked on by players
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- These spawn as player walks throughout world. More spawn on newly generated chunks, especially farther from spawn.
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- These spawn as player walks throughout world. More spawn farther from spawn.
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- They spawn by biome in default. Otherwise, they spawn anywhere. They are right-clicked to capture.
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- They spawn by biome in default. Otherwise, they spawn anywhere.
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- They also make sound, this is how you normally find them. They produce a small amount of light.
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- They also make sound, this is how you normally find them. They produce a small amount of light.
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Used in a crafting shop kind of block. It lets a player search by name.
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## Shop
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The player then is able to "buy" that node using the stacked elements (which are tracked by player).
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All players can (setting) start with the guidebook, and pouch. One explains the system, the other displays the current total number of elements a player has.
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Either a chat command (/shop) and/or a craftable block (all set via settings)
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------Default
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Players "spend" elements to purchase adventure items/nodes. These are ideally things only obtainable through the adventure shop.
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In default, 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.
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In default, the player can also craft the adventure_guidebook, and adventure_purse.
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--------
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## Starting Items
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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.
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Without default, the player can do a command to bring up the formspec for both purse and guidebook:
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/adventure_guidebook
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/adventure_purse
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Without default, the shop can be crafted with the /make_shop command, which requires 10 of each element to create.
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## Pouch and Guidebook
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--------
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For both, when a player captures one element, the player gets a small text dialog showing them how much of element they have captured.
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Adventure core ships with some built-in nodes a player can create in the shop, as well as a (if enabled) craftable shop node.
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#### If default (minetest game) is present:
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- 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.
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- the player can also craft the adventure_guidebook, and adventure_pouch.
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### if default is *not* present:
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The player can do a command to bring up the formspec for both pouch and guidebook:
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/guidebook
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/pouch
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In this mode, the shop can be crafted (if enabled) with the /make_shop command, which requires 10 of each element to create.
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## Built-in Nodes
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*Adventure core* ships with some built-in nodes a player can create in the shop, as well as a (if enabled) craftable *shop node*.
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Built-in ones, 6 static mesh nodes:
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Built-in ones, 6 static mesh nodes:
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1. A small bridge
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1. A small bridge
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@ -44,9 +52,24 @@ Built-in ones, 6 static mesh nodes:
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6. Axe Stump
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6. Axe Stump
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------
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------
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Adventure core works by a player registering a node_name and element requirement, The node inventory image from the node_def/item_def is used as the picture, except for nodes with a mesh drawtype, these are displayed with a viewable mesh!
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## Integrating with adventure core
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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:
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```
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adv_core.register_object(object_name, lfire, lwater, learth, lair)
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```
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Where object name would be: "default:apple" etc. and lfire,lwater... are the element costs.
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There are other functions that expose the element system so you can use it for your own rewards system:
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```
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adv_core.spawn_element(element_type, pos) --Element_type can be: "fire" "water" "earth" "air"
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adv_core.reward_player(name, fire, water, earth, air, notify) --notify is 'true' or 'false', and will tell the player when the action occurs
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adv_core.take_from_player(name, fire, water, earth, air, notify)
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adv_core.player_can_afford(name, fire, water, earth, air) --returns true if they can
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adv_core.player_can_afford_object(name, object_name) --returns true if they can
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@ -36,7 +36,7 @@ function adv_core.guide_formspec(name)
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if adv_core.setting("enable_chat_commands",true) then
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if adv_core.setting("enable_chat_commands",true) then
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table.insert(formspec, "type '/pouch' in chat, or\n")
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table.insert(formspec, "type '/pouch' in chat, or\n")
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end
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end
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table.insert(formspec, "craft a 'guidebook'.\n")
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table.insert(formspec, "craft a 'pouch'.\n")
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table.insert(formspec, "<global halign=center>\n There is also a Adventure shop!\n")
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table.insert(formspec, "<global halign=center>\n There is also a Adventure shop!\n")
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if adv_core.setting("enable_adventure_shop",true) then
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if adv_core.setting("enable_adventure_shop",true) then
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if adv_core.setting("enable_chat_commands",true) then
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if adv_core.setting("enable_chat_commands",true) then
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