Fix healing speed, and saturation usage again; to be more accurate.
parent
a6e2c94028
commit
e3abe72522
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@ -33,9 +33,8 @@ if mcl_hunger.active then
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hunger = math.min(20, math.max(0, hunger))
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hunger = math.min(20, math.max(0, hunger))
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player:get_meta():set_string("mcl_hunger:hunger", tostring(hunger))
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player:get_meta():set_string("mcl_hunger:hunger", tostring(hunger))
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if update_hudbars ~= false then
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if update_hudbars ~= false then
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-- math.floor(hunger) to stop the hunger float value from breaking the hud.
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hb.change_hudbar(player, "hunger", hunger)
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hb.change_hudbar(player, "hunger", math.floor(hunger))
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mcl_hunger.update_saturation_hud(player, nil, hunger)
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mcl_hunger.update_saturation_hud(player, nil, math.floor(hunger))
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end
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end
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return true
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return true
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end
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end
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@ -68,10 +67,7 @@ if mcl_hunger.active then
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local satuchanged = false
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local satuchanged = false
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local s = mcl_hunger.get_saturation(player)
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local s = mcl_hunger.get_saturation(player)
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if s > 0 then
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if s > 0 then
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mcl_hunger.set_saturation(player, math.max(s - 1.0, 0))
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mcl_hunger.set_saturation(player, math.max(s - 1.5, 0))
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h = mcl_hunger.get_hunger(player)
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h = math.max(h-0.25, 0)
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mcl_hunger.set_hunger(player, h)
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satuchanged = true
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satuchanged = true
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elseif s <= 0.0001 then
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elseif s <= 0.0001 then
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h = mcl_hunger.get_hunger(player)
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h = mcl_hunger.get_hunger(player)
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@ -28,7 +28,7 @@ mcl_hunger.EXHAUST_SWIM = 10 -- player movement in water
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mcl_hunger.EXHAUST_SPRINT = 100 -- sprint (per node)
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mcl_hunger.EXHAUST_SPRINT = 100 -- sprint (per node)
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mcl_hunger.EXHAUST_DAMAGE = 100 -- taking damage (protected by armor)
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mcl_hunger.EXHAUST_DAMAGE = 100 -- taking damage (protected by armor)
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mcl_hunger.EXHAUST_REGEN = 6000 -- Regenerate 1 HP
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mcl_hunger.EXHAUST_REGEN = 6000 -- Regenerate 1 HP
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mcl_hunger.EXHAUST_HUNGER = 5 -- Natural hunger overtime.
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mcl_hunger.EXHAUST_HUNGER = 5 -- Hunger status effect at base level.
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mcl_hunger.EXHAUST_LVL = 4000 -- at what exhaustion player saturation gets lowered
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mcl_hunger.EXHAUST_LVL = 4000 -- at what exhaustion player saturation gets lowered
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mcl_hunger.SATURATION_INIT = 5 -- Initial saturation for new/respawning players
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mcl_hunger.SATURATION_INIT = 5 -- Initial saturation for new/respawning players
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@ -150,11 +150,11 @@ minetest.register_globalstep(function(dtime)
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-- let hunger work always
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-- let hunger work always
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if player_health > 0 and player_health <= 20 then
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if player_health > 0 and player_health <= 20 then
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mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_HUNGER) --natural hunger overtime always ticking.
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--mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_HUNGER) -- later for hunger status effect
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mcl_hunger.update_exhaustion_hud(player, mcl_hunger.get_exhaustion(player))
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mcl_hunger.update_exhaustion_hud(player, mcl_hunger.get_exhaustion(player))
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end
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end
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if food_level >= 18 and food_level < 20 then -- slow regenration
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if food_level >= 18 then -- slow regeneration
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if player_health > 0 and player_health < 20 then
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if player_health > 0 and player_health < 20 then
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player:set_hp(player_health+1)
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player:set_hp(player_health+1)
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mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_REGEN)
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mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_REGEN)
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@ -171,10 +171,10 @@ minetest.register_globalstep(function(dtime)
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end
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end
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end
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end
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elseif food_tick_timer > 0.5 and food_level == 20 or food_saturation_level > 0 then -- fast regeneration
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elseif food_tick_timer > 0.5 and food_level == 20 and food_saturation_level > 0 then -- fast regeneration
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if player_health > 0 and player_health < 20 then
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if player_health > 0 and player_health < 20 then
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food_tick_timer = 0
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food_tick_timer = 0
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player:set_hp(player_health+1.5)
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player:set_hp(player_health+1)
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mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_REGEN)
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mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_REGEN)
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mcl_hunger.update_exhaustion_hud(player, mcl_hunger.get_exhaustion(player))
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mcl_hunger.update_exhaustion_hud(player, mcl_hunger.get_exhaustion(player))
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end
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end
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