readme updated
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README.txt
87
README.txt
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@ -12,9 +12,94 @@ sokoban level loader block
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-magic spells: heal spell, fireball spell, slow spell, float spell
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- farming: now seed has a quality, dependent on farming skill. Seed quality is directly related to probability of failure during seed growth.
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In case of failure seed devolves back to original state ( when planted ).
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-lots of tweaks and bug fixes ( water freezes to ice when dark )
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- huge amount of tweaks and bug corrections
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--------------------------------------------
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DETAILED DESCRIPTION OF SERVER
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SKILL SYSTEM:
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each action by player ( mining, killing, farming) raises the relevant skill (dig skill, experience, farming skill). Skills determine how well
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player can function.
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Experience:
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limits how well can player function in the enviroment:
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-limits efficient usage of weapons ( stone sword - lvl2, steel sword - lvl3, bronze sword - lvl4, silver sword,guns - lvl5, ..)
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-With too little experience player will walk slowly far away from spawn ( speed reduction (7./5)/(distance/500.+1.), this is corrected by
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experience
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-Also there is a limit how far from spawn player can wander (max_dist = 500+(magic+experience)/10), before effects of exhaustion
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set in. Effects include damage while player is in strong light ( 90% of max light).
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-can be used to reduce other player's jail sentence by 1 ( costs 100 xp)
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Experience is obtained by killing monsters ( farther from spawn more experience, monsters with more max hp/armor give more xp)
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Magic:
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-player can invest experience points into magic points and mana points.
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-To cast magic spell player needs enough mana, which regenerates on its own ( (magic skill/200+1)*0.1 mana regenerated every 2 seconds).
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Mana points are limited by max_mana quantity.
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-Magic skill directly affects the power of spells and duration of spell effect.
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Available spells: heal, fireball, slow, float
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Mining skill:
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limits how deep underground players are able do dig stone (max_depth = dig skill/5 +200). Also with larger dig skill players
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have access to better pickaxes, otherwise they break quickly. Larger dig skill will additionaly enhance durability of pickaxes.
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Mining skill is gained by (duh) mining. Mining better ores gives more xp (stone<coal<iron=copper<silver<gold<mese<diamond<mithril).
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Farming skill:
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Plants can grow on wet farming dirt or wet farming sand.
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When seed is planted it is given quality equal to 20 + player farming skill. During growing plant grows larger, with
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probability 10/quality it fails to do so and grows one step back toward seed. If plant fails completely ( back to seed ),
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block under it turns to dirt and plant changes to grass.
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Each application of hoe during plant growth increases quality by 4. Additionally, on each step of growth quality decreases
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by 3. So to grow crops successfuly you either need high farming skill OR need to work on plant with hoe during growth.
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Farming skill increases when player harvest succesfuly grown plant. Once plant fully grows it will change block under it
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into dirt.
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ENVIROMENT:
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Harsh desert populated by monsters, which become more dangerous ( more attack damage, better armor, more health) as player moves away
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from spawn. Enviroment imposes extra difficulties on inexperienced players should they wander too far away from spawn.
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Gravity changes with height, above height=y=50 its reduced by factor 2/((y/50)^2+1.)
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Diving in water becomes dangerous when player dives below depth 10 and damage increases with depth. More shallow water ( >=depth 5)
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imposes movement speed decrease.
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Players are encouraged to place protector which will make their homes into hard to get into fortresses. Any non authorised player
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is interrupted and reminded upon digging and slowed. If he doesnt stop digging he is sent to jail (after 3rd warning). Players that
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spam locked chests without protecting them ( using protector ) can loose their chests either by tnt destruction or takeover (other player
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places protector nearby and attempts to takeover, has 2/3 chance to succeed or 1/3 chance to loose protector).
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Players can place city block to punish players killing inside city area. Upon 3rd kill suspected player goes to jail. It is impossible
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to get out of jail until sentence has been served. After that player must wander through small labyrinth to freedom or get another
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player to open jail door from outside.
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MOBS:
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Grow stronger with distance from spawn, but give you more xp when killed. Mobs special to this server:
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-rats attack and drop can drop small pieces of wood when dead
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- bees will attack nearby players and can fly up in air. They can be picked up and placed ( in that case they wont attack owner).
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They can spawn from beehives and attack intruders.
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-soldiers will shoot from far away and drop steel/bread
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-water monster spawns inside water and can swim or follow player outside water. It is capable of basic short distance flight.
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NEW BUILDING BLOCKS:
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-landmine: mese activated, it slows all nearby players and reduces their hp (gradually) to 1hp.
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-gravity machine : can alter gravity when mese activated, it can be used with deadly effects by hurling player high in air after which he
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falls to his doom or for deadly drop traps with increased fall damage.
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-chicken spawner: spawns chickens as long its placed on top of working furnace).
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..
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zlib/libpng License
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Copyright (c) <2015> <ac>
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@ -223,7 +223,7 @@ farming.register_plant = function(name, def)
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{items = {mname .. ":" .. pname}, rarity = 9 - i},
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{items = {mname .. ":" .. pname}, rarity= 18 - i * 2},
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{items = {mname .. ":seed_" .. pname}, rarity = 9 - i},
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{items = {mname .. ":seed_" .. pname}, rarity = 18 - i * 2},
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{items = {mname .. ":seed_" .. pname}, rarity = 18 - i * 2}, --rnd comment: here plants drop seed when harvested
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}
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}
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local nodegroups = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1}
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@ -273,7 +273,7 @@ minetest.register_globalstep(function(dtime)
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mult = dist
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if mult>200 and pos.y> 0 and not privs.privs then -- only on "surface" and if not admin
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mult = (7./5)/(mult/500.+1.) -- starts linearly falling from 200
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t = 1-1/(playerdata[name].xp/10000+1); mult = 1*t+(1-t)*mult -- adjust factor with experience
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t = 1-1/((playerdata[name].xp+playerdata[name].magic)/10000+1); mult = 1*t+(1-t)*mult -- adjust factor with experience
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else
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mult = 1.
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end
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