80 lines
2.8 KiB
Markdown
80 lines
2.8 KiB
Markdown
# adventure_core
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![Aventure Core Screenshot](screenshot.png)
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A Minetest Core Adventure Mod
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Explainations are better left for the mod:
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![In-Game Guidebook](readme_assets/guidebook.jpg)
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## Elements
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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 farther from spawn.
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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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## Shop
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Either a chat command (/shop) and/or a craftable block (all set via settings)
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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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## 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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## Pouch and Guidebook
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The pouch allwos a player to view their current stash of elemental essence.
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The Guidebook is an in-game simple guide to adventure_core
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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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1. A small bridge
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2. Bozai Tree
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3. Rune thing from adventure_pack
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4. Bonfire
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5. Castle Flag
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6. Axe Stump
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------
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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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