Fixed graphical features of some effects
* loading fixed (by adding on_load) * absorption bar never reaching end fixedpotions_api_redo
parent
489e798714
commit
6ff6db3627
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@ -437,9 +437,12 @@ mcl_potions.register_effect({
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return (not object:is_player())
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return (not object:is_player())
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end,
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end,
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on_start = function(object, factor)
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on_start = function(object, factor)
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hb.change_hudbar(object, "absorption", factor, math.floor(factor/20+1)*20)
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hb.change_hudbar(object, "absorption", factor, (math.floor(factor/20-0.05)+1)*20)
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EF.absorption[object].absorb = factor
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EF.absorption[object].absorb = factor
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end,
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end,
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on_load = function(object, factor)
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minetest.after(0, function() hb.change_hudbar(object, "absorption", nil, (math.floor(factor/20-0.05)+1)*20) end)
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end,
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on_step = function(dtime, object, factor, duration)
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on_step = function(dtime, object, factor, duration)
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hb.change_hudbar(object, "absorption", EF.absorption[object].absorb)
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hb.change_hudbar(object, "absorption", EF.absorption[object].absorb)
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end,
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end,
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@ -551,6 +554,15 @@ mcl_potions.register_effect({
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z_index = -400
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z_index = -400
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})
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})
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end,
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end,
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on_load = function(object, factor)
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EF.frost[object].vignette = object:hud_add({
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hud_elem_type = "image",
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position = {x = 0.5, y = 0.5},
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scale = {x = -101, y = -101},
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text = "mcl_potions_frost_hud.png",
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z_index = -400
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})
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end,
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on_hit_timer = function(object, factor, duration)
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on_hit_timer = function(object, factor, duration)
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if object:is_player() or object:get_luaentity() then
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if object:is_player() or object:get_luaentity() then
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mcl_util.deal_damage(object, 1, {type = "magic"})
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mcl_util.deal_damage(object, 1, {type = "magic"})
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@ -593,6 +605,16 @@ mcl_potions.register_effect({
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})
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})
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mcl_fovapi.apply_modifier(object, "mcl_potions:blindness")
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mcl_fovapi.apply_modifier(object, "mcl_potions:blindness")
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end,
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end,
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on_load = function(object, factor)
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EF.blindness[object].vignette = object:hud_add({
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hud_elem_type = "image",
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position = {x = 0.5, y = 0.5},
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scale = {x = -101, y = -101},
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text = "mcl_potions_blindness_hud.png",
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z_index = -401
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})
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mcl_fovapi.apply_modifier(object, "mcl_potions:blindness")
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end,
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on_end = function(object)
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on_end = function(object)
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mcl_fovapi.remove_modifier(object, "mcl_potions:blindness")
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mcl_fovapi.remove_modifier(object, "mcl_potions:blindness")
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if not EF.blindness[object] then return end
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if not EF.blindness[object] then return end
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@ -622,6 +644,12 @@ mcl_potions.register_effect({
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hb.change_hudbar(object, "exhaustion", nil, nil, nil, nil, "mcl_hunger_bar_foodpoison.png")
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hb.change_hudbar(object, "exhaustion", nil, nil, nil, nil, "mcl_hunger_bar_foodpoison.png")
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end
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end
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end,
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end,
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on_load = function(object, factor) -- TODO refactor and add hunger bar modifier API
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hb.change_hudbar(object, "hunger", nil, nil, "mcl_hunger_icon_foodpoison.png", nil, "mcl_hunger_bar_foodpoison.png")
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if mcl_hunger.debug then
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hb.change_hudbar(object, "exhaustion", nil, nil, nil, nil, "mcl_hunger_bar_foodpoison.png")
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end
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end,
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on_step = function(dtime, object, factor, duration)
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on_step = function(dtime, object, factor, duration)
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mcl_hunger.exhaust(object:get_player_name(), dtime*factor)
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mcl_hunger.exhaust(object:get_player_name(), dtime*factor)
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end,
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end,
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