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Added effect stacking option to the potions API
Also: * Frost and Food Poisoning potion now stack their effects * fixed a crash related to tipped arrows
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@ -171,6 +171,7 @@ tt.register_snippet(function(itemstring, _, itemstack)
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if effect.uses_factor then factor = effect.level_to_factor(ef_level) end
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if effect.get_tt then ef_tt = minetest.colorize("grey", effect.get_tt(factor)) else ef_tt = "" end
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if ef_tt ~= "" then s = s.. ef_tt.. "\n" end
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if details.effect_stacks then s = s.. minetest.colorize("grey", S("...stacks")).. "\n" end
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end
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end
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return s:trim()
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@ -90,6 +90,9 @@ minetest.register_globalstep(function(dtime)
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else
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dur = details.dur
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end
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if details.effect_stacks then
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ef_level = ef_level + mcl_potions.get_effect_level(obj, name)
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end
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if mcl_potions.give_effect_by_level(name, obj, ef_level, dur) then
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applied = true
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end
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@ -97,7 +100,7 @@ minetest.register_globalstep(function(dtime)
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end
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if vals.def.custom_effect
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and vals.def.custom_effect(obj, (vals.potency+1) * mcl_potions.LINGERING_FACTOR) then
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and vals.def.custom_effect(obj, (vals.potency+1) * mcl_potions.LINGERING_FACTOR, plus) then
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applied = true
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end
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@ -64,7 +64,7 @@ function return_on_use(def, effect, dur)
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--def.on_use(user, effect, dur) -- Will do effect immediately but not reduce item count until eating delay ends which makes it exploitable by deliberately not finishing delay
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-- Wrapper for handling mcl_hunger delayed eating
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-- Wrapper for handling mcl_hunger delayed eating TODO migrate to the new function
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local name = user:get_player_name()
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mcl_hunger.eat_internal[name]._custom_itemstack = itemstack -- Used as comparison to make sure the custom wrapper executes only when the same item is eaten
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mcl_hunger.eat_internal[name]._custom_var = {
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@ -122,11 +122,14 @@ local function generate_on_use(effects, color, on_use, custom_effect)
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else
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dur = details.dur
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end
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if details.effect_stacks then
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ef_level = ef_level + mcl_potions.get_effect_level(user, name)
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end
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mcl_potions.give_effect_by_level(name, user, ef_level, dur)
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end
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if on_use then on_use(user, potency+1) end
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if custom_effect then custom_effect(user, potency+1) end
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if custom_effect then custom_effect(user, potency+1, plus) end
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itemstack = minetest.do_item_eat(0, "mcl_potions:glass_bottle", itemstack, user, pointed_thing)
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if itemstack then mcl_potions._use_potion(user, color) end
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@ -162,6 +165,7 @@ end
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-- -- -- dur_variable - bool - whether variants of the potion should have the length of this effect changed -
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-- -- -- - defaults to true
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-- -- -- - if at least one effect has this set to true, the potion has a "plus" variant
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-- -- -- effect_stacks - bool - whether the effect stacks - defaults to false
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-- uses_level - bool - whether the potion should come at different levels -
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-- - defaults to true if uses_level is true for at least one effect, else false
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-- drinkable - bool - defaults to true
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@ -172,7 +176,7 @@ end
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-- default_potent_level - int - potion level used for the default potent variant - defaults to 2
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-- default_extend_level - int - extention level (amount of +) used for the default extended variant - defaults to 1
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-- custom_on_use - function(user, level) - called when the potion is drunk, returns true on success
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-- custom_effect - function(object, level) - called when the potion effects are applied, returns true on success
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-- custom_effect - function(object, level, plus) - called when the potion effects are applied, returns true on success
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-- custom_splash_effect - function(pos, level) - called when the splash potion explodes, returns true on success
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-- custom_linger_effect - function(pos, radius, level) - called on the lingering potion step, returns true on success
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function mcl_potions.register_potion(def)
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@ -195,6 +199,9 @@ function mcl_potions.register_potion(def)
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pdef.description = S("Strange Potion")
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end
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pdef._tt_help = def._tt
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if def._tt and def.effect_stacks then
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pdef._tt_help = pdef._tt_help .. "\n" .. S("Stacks the effect")
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end
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pdef._dynamic_tt = def._dynamic_tt
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local potion_longdesc = def._longdesc
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if def._effect_list then
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@ -230,6 +237,7 @@ function mcl_potions.register_potion(def)
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level_scaling = details.level_scaling or 1,
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dur = details.dur or mcl_potions.DURATION,
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dur_variable = durvar,
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effect_stacks = details.effect_stacks and true or false
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}
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else
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error("Unable to register potion: effect not registered")
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@ -727,10 +735,12 @@ mcl_potions.register_potion({
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_longdesc = S("Freezes..."),
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color = "#5B7DAA",
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_effect_list = {
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frost = {},
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frost = {
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dur = mcl_potions.DURATION_POISON,
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effect_stacks = true,
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},
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},
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has_arrow = true,
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-- TODO implement effect stacking?
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})
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mcl_potions.register_potion({
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@ -764,10 +774,12 @@ mcl_potions.register_potion({
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_longdesc = S("Moves bowels too fast."),
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color = "#83A061",
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_effect_list = {
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food_poisoning = {dur=mcl_potions.DURATION_POISON},
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food_poisoning = {
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dur = mcl_potions.DURATION_POISON,
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effect_stacks = true,
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},
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},
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has_arrow = true,
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-- TODO implement effect stacking?
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})
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mcl_potions.register_potion({
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@ -151,6 +151,9 @@ function mcl_potions.register_splash(name, descr, color, def)
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else
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dur = details.dur
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end
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if details.effect_stacks then
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ef_level = ef_level + mcl_potions.get_effect_level(obj, name)
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end
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if rad > 0 then
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mcl_potions.give_effect_by_level(name, obj, ef_level, redux_map[rad]*dur)
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else
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@ -162,9 +165,9 @@ function mcl_potions.register_splash(name, descr, color, def)
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if def.custom_effect then
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local power = (potency+1) * mcl_potions.SPLASH_FACTOR
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if rad > 0 then
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def.custom_effect(obj, redux_map[rad] * power)
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def.custom_effect(obj, redux_map[rad] * power, plus)
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else
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def.custom_effect(obj, power)
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def.custom_effect(obj, power, plus)
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end
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end
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end
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@ -301,10 +301,14 @@ function mcl_potions.register_arrow(name, desc, color, def)
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else
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dur = details.dur
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end
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dur = dur * mcl_potions.SPLASH_FACTOR
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if details.effect_stacks then
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ef_level = ef_level + mcl_potions.get_effect_level(obj, name)
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end
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mcl_potions.give_effect_by_level(name, obj, ef_level, dur)
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end
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end
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if def.custom_effect then def.custom_effect(obj, potency+1) end
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if def.custom_effect then def.custom_effect(obj, potency+1, plus) end
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end
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else
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obj:punch(self.object, 1.0, {
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@ -329,14 +333,13 @@ function mcl_potions.register_arrow(name, desc, color, def)
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dur = details.dur
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end
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dur = dur * mcl_potions.SPLASH_FACTOR
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if rad > 0 then
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mcl_potions.give_effect_by_level(name, obj, ef_level, redux_map[rad]*dur)
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else
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mcl_potions.give_effect_by_level(name, obj, ef_level, dur)
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if details.effect_stacks then
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ef_level = ef_level + mcl_potions.get_effect_level(obj, name)
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end
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mcl_potions.give_effect_by_level(name, obj, ef_level, dur)
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end
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end
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if def.custom_effect then def.custom_effect(obj, potency+1) end
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if def.custom_effect then def.custom_effect(obj, potency+1, plus) end
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end
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if is_player then
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