Fishing & Mineshaft loot
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b91b587876
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d820c35937
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@ -11,12 +11,15 @@ Parameters:
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stacks_max = 3, -- Maximum number of item stacks to get. Default: 1
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items = { -- Table of possible loot items. This function selects between stacks_min and stacks_max of these.
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{
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weight = 5, -- Likelihood of this item being selected (see below). Optional (default: 1)
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itemstack = ItemStack("example:item1"), -- Itemstack to select
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-- OR
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itemstring = "example:item1", -- Which item to select
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amount_min = 1, -- Minimum size of itemstack. Must not be larger than 6553. Optional (default: 1)
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amount_max = 10, -- Maximum size of item stack. Must not be larger than item definition's stack_max or 6553. Optional (default: 1)
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wear_min = 1, -- Minimum wear value. Must be at least 1. Optional (default: no wear)
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wear_max = 1, -- Maxiumum wear value. Must be at least 1. Optional (default: no wear)
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weight = 5, -- Likelihood of this item being selected (see below). Optional (default: 1)
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},
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{ -- more tables like above, one table per item stack }
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}
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@ -56,24 +59,29 @@ function mcl_loot.get_loot(loot_definitions, pr)
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end
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if item then
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local itemstring = item.itemstring
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if item.amount_min and item.amount_max then
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itemstring = itemstring .. " " .. pr:next(item.amount_min, item.amount_max)
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end
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if item.wear_min and item.wear_max then
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-- Sadly, PseudoRandom only allows very narrow ranges, so we set wear in steps of 10
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local wear_min = math.floor(item.wear_min / 10)
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local wear_max = math.floor(item.wear_max / 10)
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local wear = pr:next(wear_min, wear_max) * 10
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if not item.amount_min and not item.amount_max then
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itemstring = itemstring .. " 1"
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local itemstack = item.itemstack
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if itemstring then
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if item.amount_min and item.amount_max then
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itemstring = itemstring .. " " .. pr:next(item.amount_min, item.amount_max)
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end
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if item.wear_min and item.wear_max then
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-- Sadly, PseudoRandom only allows very narrow ranges, so we set wear in steps of 10
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local wear_min = math.floor(item.wear_min / 10)
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local wear_max = math.floor(item.wear_max / 10)
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local wear = pr:next(wear_min, wear_max) * 10
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if not item.amount_min and not item.amount_max then
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itemstring = itemstring .. " 1"
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end
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itemstring = itemstring .. " " .. tostring(wear)
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itemstring = itemstring .. " " .. tostring(wear)
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end
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table.insert(items, itemstring)
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elseif itemstack then
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table.insert(items, itemstack)
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else
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minetest.log("error", "[mcl_loot] INTERNAL ERROR! Failed to select random loot item!")
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end
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table.insert(items, itemstring)
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else
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minetest.log("error", "[mcl_loot] INTERNAL ERROR! Failed to select random loot item!")
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end
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end
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@ -320,6 +320,23 @@ function mcl_enchanting.get_randomly_enchanted_book(enchantment_level, treasure,
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return mcl_enchanting.enchant_randomly(enchantment_level, treasure, no_reduced_bonus_chance)
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end
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function mcl_enchanting.get_uniform_randomly_enchanted_book(except)
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except = except or except
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local stack = ItemStack("mcl_enchanting:book_enchanted")
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local list = {}
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for enchantment in pairs(mcl_enchanting.enchantments) do
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if table.indexof(except, enchantment) == -1 then
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table.insert(list, enchantment)
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end
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end
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local index = math.random(#list)
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local enchantment = list[index]
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local enchantment_def = mcl_enchanting.enchantments[enchantment]
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local level = math.random(enchantment_def.max_level)
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mcl_enchanting.enchant(stack, enchantment, level)
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return stack
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end
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function mcl_enchanting.get_random_glyph_row()
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local glyphs = ""
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local x = 1.3
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@ -88,8 +88,7 @@ local fish = function(itemstack, player)
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items = {
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-- TODO: Enchanted Bow
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{ itemstring = "mcl_bows:bow", wear_min = 49144, wear_max = 65535 }, -- 75%-100% damage
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-- TODO: Enchanted Book
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{ itemstring = "mcl_books:book" },
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{ itemstack = mcl_enchanting.get_randomly_enchanted_book(30, true, true)},
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-- TODO: Enchanted Fishing Rod
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{ itemstring = "mcl_fishing:fishing_rod", wear_min = 49144, wear_max = 65535 }, -- 75%-100% damage
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{ itemstring = "mcl_mobs:nametag", },
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@ -21,8 +21,7 @@ local get_loot = function()
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{ itemstring = "mcl_jukebox:record_4", weight = 15 },
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{ itemstring = "mobs_mc:iron_horse_armor", weight = 15 },
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{ itemstring = "mcl_core:apple_gold", weight = 15 },
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-- TODO: Enchanted Book
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{ itemstring = "mcl_books:book", weight = 10 },
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{ itemstack = mcl_enchanting.get_uniform_randomly_enchanted_book({"soul_speed"}), weight = 10 },
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{ itemstring = "mobs_mc:gold_horse_armor", weight = 10 },
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{ itemstring = "mobs_mc:diamond_horse_armor", weight = 5 },
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-- TODO: Enchanted Golden Apple
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