Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
Ragnar wrote:WAY ahead of you! *Opens Notepad++*
Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
markveidemanis wrote:The latest update of Building_Blocks adds a spleef stick, however it can destroy anything ( Literally like adminpick ) and as far as i know it is not functional in any other way. So maybe you can use what is currently in building blocks as your Starting Point and build upon that. Also, the textures used in building blocks are quite good, maybe at least use them if you are not going to use the code from it. So i suggest that you look at some of the code from it, but start from scratch, maybe using some of the textures and code along the way. Possibly you could ask sdzen to add your code to his mod.
What do you mean by Spleef-Block?
Groups
-------
In a number of places, there is a group table. Groups define the
properties of a thing (item, node, armor of entity, capabilities of
tool) in such a way that the engine and other mods can can interact with
the thing without actually knowing what the thing is.
Usage:
- Groups are stored in a table, having the group names with keys and the
group ratings as values. For example:
groups = {crumbly=3, soil=1}
^ Default dirt (soil group actually currently not defined; TODO)
groups = {crumbly=2, soil=1, level=2, outerspace=1}
^ A more special dirt-kind of thing
- Groups always have a rating associated with them. If there is no
useful meaning for a rating for an enabled group, it shall be 1.
- When not defined, the rating of a group defaults to 0. Thus when you
read groups, you must interpret nil and 0 as the same value, 0.
You can read the rating of a group for an item or a node by using
minetest.get_item_group(itemname, groupname)
Groups of items
----------------
Groups of items can define what kind of an item it is (eg. wool).
Groups of nodes
----------------
In addition to the general item things, groups are used to define whether
a node is destroyable and how long it takes to destroy by a tool.
Groups of entities
-------------------
For entities, groups are, as of now, used only for calculating damage.
object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
object.set_armor_groups({level=2, fleshy=2, cracky=2})
Groups of tools
----------------
Groups in tools define which groups of nodes and entities they are
effective towards.
Groups in crafting recipes
---------------------------
An example: Make meat soup from any meat, any water and any bowl
{
output = 'food:meat_soup_raw',
recipe = {
{'group:meat'},
{'group:water'},
{'group:bowl'},
},
-- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
}
An another example: Make red wool from white wool and red dye
{
type = 'shapeless',
output = 'wool:red',
recipe = {'wool:white', 'group:dye,basecolor_red'},
}
Special groups
---------------
- immortal: Disables the group damage system for an entity
- level: Can be used to give an additional sense of progression in the game.
- A larger level will cause eg. a weapon of a lower level make much less
damage, and get weared out much faster, or not be able to get drops
from destroyed nodes.
- 0 is something that is directly accessible at the start of gameplay
- There is no upper limit
- dig_immediate: (player can always pick up node without tool wear)
- 2: node is removed without tool wear after 0.5 seconds or so
(rail, sign)
- 3: node is removed without tool wear immediately (torch)
- disable_jump: Player (and possibly other things) cannot jump from node
- fall_damage_add_percent: damage speed = speed * (1 + value/100)
- bouncy: value is bounce speed in percent
- falling_node: if there is no walkable block under the node it will fall
- attached_node: if the node under it is not a walkable block the node will be
dropped as an item. If the node is wallmounted the
wallmounted direction is checked.Likwid H-Craft wrote:Well I will help you, but what you, like have for the sticks? and etc.
Likwid H-Craft wrote:NP.
So you like use the pics kind of, for the base of they look like.
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