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A. Demant 2019-02-13 05:32:47 +01:00
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[![License: MIT](https://img.shields.io/badge/License-MIT-yellow.svg)](https://opensource.org/licenses/MIT)
# Physio stress modpack
# Physio stress modpack for Minetest
Main Repository:

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[![License: MIT](https://img.shields.io/badge/License-MIT-yellow.svg)](https://opensource.org/licenses/MIT)
#ph_integrate
# Minetest mod: ph_integrate
See license.txt for license information.
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Several eating items are enhanced with thirst value, leading to simultaneous increasing of saturation and thirst, e.g. an apple gives you also some water.
##Authors of source code
## Authors of source code
ademant (MIT)
##Authors of media (textures)
## Authors of media (textures)
Created by ademant (CC BY 3.0):

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[![License: MIT](https://img.shields.io/badge/License-MIT-yellow.svg)](https://opensource.org/licenses/MIT)
#Physio_Stress
# Minetest Mod: Physio_Stress
See license.txt for license information.
##Short Description
## Short Description
Physio-Stress is a mod providing following physiological enhancements:
- Sunburn
- Nyctophoby (Angst of darkness)
@ -13,13 +13,13 @@ Physio-Stress is a mod providing following physiological enhancements:
A main feature compared with other mods is the storage of relevant information in the player metadata not in mod space. For this the API of the mod xpfw is used, providing functions to handle player relevant data.
##Sunburn/Nyctophoby:
## Sunburn/Nyctophoby:
Each player can adjust to the actual light. Too fast changes in light leads to a kind of shock.
With the actual light amount a rolling mean value is calculated. Is the actual light level too high or too low compared with the rolling mean value, a shock is produced, leading to decreasing hit points.
The threshold is bigger if the player has at least one armor (from 3d_armor) as sun protection.
New player joining the game has a delay time, where sunburn/nyctophoby has no harm. In this time the rolling mean value establish.
##hunger/thirst:
## hunger/thirst:
Similar to other mods hunger (saturation) and thirst is implemented using the player metadata for storing.
The item_eat routine is rewritten to give the hp to field saturation instead HP.
If an item has the definition value "drink_hp" this value will be added to the thirst value.
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Saturation and thirst will decrease by time, walking, swimming, digging, crafting and building. For this the statistics from xpfw is used. Per time step the changes are used to calculate a decreasing of saturation and thirst.
For digging a correction is applied: A kind of hardness of the node is estimated from the value of the groups "choppy", "crumbly", "snappy" and "cracky". Digging harder nodes (higher values) lead to higher drain of saturation and thirst. Also digging a cracky node lead to highest drain, while digging other nodes lead to less drain.
##Exhaustion:
## Exhaustion:
By mod xpfw several speeds are measured: Walking, Swimming, Digging, building and crafting. Out of this speed a kind of exhaustion is calculated.
##Authors of source code
## Authors of source code
ademant (MIT)
##Authors of media (textures)
## Authors of media (textures)
Created by ademant (CC BY 3.0):
##Authors of media (sound)
## Authors of media (sound)
eat_generic: copied from mod hbhunger (https://github.com/creatively-survival/hbhunger)