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synced 2024-11-24 11:53:46 +01:00
Improved damage mods in effects, resistance effect
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40580843d5
commit
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@ -60,11 +60,16 @@ local function generate_rational_fac_to_lvl(l1, l2)
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end
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local function generate_modifier_func(name, dmg_flag, mod_func)
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return function(object, damage, reason)
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if dmg_flag ~= "" then return function(object, damage, reason)
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if EF[name][object] and not reason.flags.bypasses_magic and reason.flags[dmg_flag] then
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return mod_func and mod_func(damage) or 0
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return mod_func and mod_func(damage, EF[name][object]) or 0
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end
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end
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else return function(object, damage, reason)
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if EF[name][object] and not reason.flags.bypasses_magic then
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return mod_func and mod_func(damage, EF[name][object]) or 0
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end
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end end
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end
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-- API - registers an effect
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@ -86,8 +91,8 @@ end
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-- lvl2_factor - integer - factor for lvl2 effect - defaults to 2 if uses_factor
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-- timer_uses_factor - bool - whether hit_timer uses factor (uses_factor must be true) or a constant value (hit_timer_step must be defined)
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-- hit_timer_step - float - interval between hit_timer hits
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-- damage_modifier - string - damage flag of which damage is changed as defined by modifier_func
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-- modifier_func - function(damage) - see damage_modifier, if not defined damage_modifier defaults to 100% resistance
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-- damage_modifier - string - damage flag of which damage is changed as defined by modifier_func, pass empty string for all damage
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-- modifier_func - function(damage, effect_vals) - see damage_modifier, if not defined damage_modifier defaults to 100% resistance
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-- modifier_priority - integer - priority passed when registering damage_modifier - defaults to -50
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function mcl_potions.register_effect(def)
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local modname = minetest.get_current_modname()
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@ -371,6 +376,25 @@ mcl_potions.register_effect({
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damage_modifier = "is_fire",
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})
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mcl_potions.register_effect({
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name = "resistance",
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description = S("Resistance"),
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get_tt = function(factor)
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return S("resist @1% of incoming damage", math.floor(factor*100))
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end,
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res_condition = function(object)
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return (not object:is_player())
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end,
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particle_color = "#2552A5",
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uses_factor = true,
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lvl1_factor = 0.2,
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lvl2_factor = 0.4,
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damage_modifier = "",
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modifier_func = function(damage, effect_vals)
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return damage - (effect_vals.factor)*damage
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end,
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})
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mcl_potions.register_effect({
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name = "bad_omen",
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description = S("Bad Omen"),
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