posibility to configure blood or cry when attack or being under attack

master
mckaygerhard 2023-01-12 14:41:20 -04:00
parent 5ba7c54408
commit c55a8f8dcd
7 changed files with 29 additions and 4 deletions

View File

@ -33,6 +33,11 @@ of the inventory. also once in the game type `/m` and press
enter and you will get a crafting guide, equipping armor form
and changing skin form.
### Configuration
By default each interaction of attack causes blood, but you
can configure to make the enemy just cry with `enable_blood` to `false`
### Know issues
If yu got crash, somethigns you game get slow for movement, in singleplayer,
@ -41,7 +46,6 @@ a block just stop it.
To solve, go into your world directory and delete the affects.txt
and physics file. This happens sometimes when there is a crash.
Adventuretest License
------------------------------------------
Copyright (C) 2013-2014 Brandon Bohannon <brandon@bremaweb.com>

View File

@ -33,6 +33,11 @@ of the inventory. also once in the game type `/m` and press
enter and you will get a crafting guide, equipping armor form
and changing skin form.
### Configuration
By default each interaction of attack causes blood, but you
can configure to make the enemy just cry with `enable_blood` to `false`
### Know issues
If yu got crash, somethigns you game get slow for movement, in singleplayer,
@ -41,7 +46,6 @@ a block just stop it.
To solve, go into your world directory and delete the affects.txt
and physics file. This happens sometimes when there is a crash.
Adventuretest License
------------------------------------------
Copyright (C) 2013-2014 Brandon Bohannon <brandon@bremaweb.com>

View File

@ -5,6 +5,8 @@ enable_node_highlighting = true
debug_log_level = action
enable_blood = true
torches_enable_ceiling = false
torches_style = minetest

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@ -3,6 +3,11 @@ adventuretest = {}
adventuretest.seed = os.time()
local enable_blood
if minetest.setting_get("enable_blood") ~= nil then
enable_blood = minetest.setting_getbool("enable_blood") or true
end
game_origin = nil
if minetest.setting_get("game_origin") ~= nil then
game_origin = minetest.string_to_pos(minetest.setting_get("game_origin"))
@ -10,6 +15,9 @@ else
game_origin = {x=0,y=3,z=0}
end
adventuretest.blood = enable_blood
dofile(minetest.get_modpath("adventuretest").."/functions.lua");
dofile(minetest.get_modpath("adventuretest").."/register_functions.lua");
dofile(minetest.get_modpath("adventuretest").."/privs.lua")

View File

@ -216,10 +216,13 @@ end
adventuretest.register_pl_hook(default.player_globalstep,0)
if minetest.register_on_punchplayer ~= nil then
local enable_blood = adventuretest.blood
local texture_blood_cry = "mobs_blood_blue.png"
if enable_blood then texture_blood_cry = "mobs_blood.png" end
minetest.register_on_punchplayer( function(player, hitter, time_from_last_punch, tool_capabilities, dir)
local name = player:get_player_name()
process_weapon(hitter,time_from_last_punch,tool_capabilities)
blood_particles(player:getpos(),0.5,27,"mobs_blood.png")
blood_particles(player:getpos(),0.5,27,texture_blood_cry)
if player_anim[name] == "lay" or player_anim[name] == "sit" then
player:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
local sleep_hud = pd.get(name,"sleep_hud")

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@ -1,5 +1,9 @@
mobs = {}
local enable_blood = adventuretest.blood
local texture_blood_cry = "mobs_blood_blue.png"
if enable_blood then texture_blood_dry = "mobs_blood.png" end
dofile(minetest.get_modpath("mobs").."/step.lua")
mobs.mob_list = { npc={}, barbarian={}, monster={}, animal={}, npc_special={}}
@ -58,7 +62,7 @@ function mobs:register_mob(name, def)
knock_back = def.knock_back or 3,
blood_offset = def.blood_offset or 0,
blood_amount = def.blood_amount or 15,
blood_texture = def.blood_texture or "mobs_blood.png",
blood_texture = texture_blood_cry,
rewards = def.rewards or nil,
stationary = def.stationary or false,
activity_level = def.activity_level or 10,

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