ERROR: ...home/prestidigitator/.minetest/mods/creatures/api_players.lua:196:
attempt to index local 'race_settings' (a nil value)
if not creatures.player_settings[pname] then
return creatures.player_default;
end
paramat wrote:I haven't tried this yet, but i think the whole concept is excellent.
Sokomine wrote:Good luck with finding a server! It'd be very intresting to test this out on one.
custom = {mymod = {param1 = "test", param2 = 0, ...} ...}
HeroOfTheWinds wrote:Any chance of ever being able to possess Dungeon Masters? :3 If so, +1000. Having unlimited fireballs would be massive...
gameid = minetest
#backend = sqlite3
redis_address = localhost
redis_port = 6379
redis_hash = minetest
load_mod_animal_big_red = true
load_mod_animal_chicken = true
load_mod_animal_clownfish = true
load_mod_animal_cow = true
load_mod_animal_creeper = true
load_mod_animal_deer = true
load_mod_animal_dm = false
load_mod_animal_fish_blue_white = true
load_mod_animal_gull = true
load_mod_animal_rat = true
load_mod_animal_sheep = false
load_mod_animal_vombie = true
load_mod_animal_wolf = false
load_mod_animalmaterials = true
load_mod_barn = true
load_mod_factions = true
load_mod_mob_archer = false
load_mod_mob_guard = true
load_mod_mob_npc = true
load_mod_mob_oerkki = true
load_mod_mob_ostrich = true
load_mod_mob_shark = true
load_mod_mob_slime = false
load_mod_mobf = true
load_mod_mobf_settings = true
load_mod_trap = false
load_mod_zombies = false
load_mod_beds = true
load_mod_cannons = true
load_mod_moreores = true
load_mod_carts = true
load_mod_boats = true
load_mod_inventory_plus = true
load_mod_skins = true
load_mod_weather = false
load_mod_moreblocks = false
load_mod_snow = true
load_mod_snowdrift = true
load_mod_creatures = true
MirceaKitsune wrote:HeroOfTheWinds wrote:...it won't be possible to throw fireballs as a player. Attacks are one thing that remains mob specific, because players use tools instead. This will be fixed when I'll allow mobs to use items and tools, and disable coded mob attacks. In the case of the DM, the fireball thrower shall become an item (like the bow mod).
MirceaKitsune wrote:prestidigitator: Not really... although that sounds rather hacky. Like I said, my primary plan here is to have mobs able to use attack items like players (sword, bow, etc). Though to be honest, an ability to customize the default punch function might be useful. For example, if I add a dragon that can breathe fire, I wouldn't necessarily want the fire breather to be an item... and of course both mob and player dragons should breathe fire. So this is worth considering, but only if it can be scripted properly.
-- The hand
minetest.register_item(":", {
type = "none",
wield_image = "wieldhand.png",
wield_scale = {x=1,y=1,z=2.5},
tool_capabilities = {
full_punch_interval = 0.9,
max_drop_level = 0,
groupcaps = {
crumbly = {times={[2]=3.00, [3]=0.70}, uses=0, maxlevel=1},
snappy = {times={[3]=0.40}, uses=0, maxlevel=1},
oddly_breakable_by_hand = {times={[1]=3.50,[2]=2.00,[3]=0.70}, uses=0}
},
damage_groups = {fleshy=1},
}
})
Topywo wrote:Maybe this part:
"Important: For the mod to work properly, you must first disable the default player script. To do that, open minetest_game/mods/default/init.lua and comment out the dofile line for player.lua.:"
scares potential users off.
MirceaKitsune wrote:Topywo wrote:Maybe this part:
"Important: For the mod to work properly, you must first disable the default player script. To do that, open minetest_game/mods/default/init.lua and comment out the dofile line for player.lua.:"
scares potential users off.
Yes... I need to add a change to minetest_game to allow disabling the normal player script. minetest_game in its current form is not very friendly toward mods that implement their own player appearance management function. A switch was added to the bones mod however, so it shouldn't be too hard.
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