forked from Mirrorlandia_minetest/minetest
Fix misrendered fall_damage_add_percent calculation formula (#13969)
Co-authored-by: rubenwardy <rw@rubenwardy.com>
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@ -2148,11 +2148,13 @@ to games.
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* `fall_damage_add_percent`: modifies the fall damage suffered when hitting
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* `fall_damage_add_percent`: modifies the fall damage suffered when hitting
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the top of this node. There's also an armor group with the same name.
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the top of this node. There's also an armor group with the same name.
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The final player damage is determined by the following formula:
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The final player damage is determined by the following formula:
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```lua
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damage =
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damage =
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collision speed
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collision speed
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* ((node_fall_damage_add_percent + 100) / 100) -- node group
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* ((node_fall_damage_add_percent + 100) / 100) -- node group
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* ((player_fall_damage_add_percent + 100) / 100) -- player armor group
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* ((player_fall_damage_add_percent + 100) / 100) -- player armor group
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- (14) -- constant tolerance
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- (14) -- constant tolerance
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```
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Negative damage values are discarded as no damage.
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Negative damage values are discarded as no damage.
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* `falling_node`: if there is no walkable block under the node it will fall
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* `falling_node`: if there is no walkable block under the node it will fall
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* `float`: the node will not fall through liquids (`liquidtype ~= "none"`)
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* `float`: the node will not fall through liquids (`liquidtype ~= "none"`)
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