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pvp_knockb
Author | SHA1 | Date |
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epCode | b90ff44f73 | |
epCode | 3557f02b8f | |
epCode | c3425a69b1 | |
epCode | b7eda10054 |
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@ -292,7 +292,7 @@ mcl_mobs:register_mob("mobs_mc:enderman", {
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random = {name="mobs_mc_enderman_random", gain=0.5},
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random = {name="mobs_mc_enderman_random", gain=0.5},
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distance = 16,
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distance = 16,
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},
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},
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walk_velocity = 0.2,
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walk_velocity = 2.5,
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run_velocity = 3.4,
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run_velocity = 3.4,
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damage = 7,
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damage = 7,
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reach = 2,
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reach = 2,
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@ -128,12 +128,34 @@ mcl_enchanting.enchantments.fire_aspect = {
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}
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}
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minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage)
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minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage)
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if hitter and hitter:is_player() then
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if hitter then
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local wielditem = hitter:get_wielded_item()
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local p = player:get_pos()
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if wielditem then
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if time_from_last_punch > 0.5 then
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local fire_aspect_level = mcl_enchanting.get_enchantment(wielditem, "fire_aspect")
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local yy=0
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if fire_aspect_level > 0 then
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if math.abs(player:get_velocity().y) < 0.1 then
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mcl_burning.set_on_fire(player, fire_aspect_level * 4)
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yy=4
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end
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player:get_meta():set_string("punched", tostring(minetest.get_gametime()))
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minetest.after(0.4, function()
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player:get_meta():set_string("punched", "0")
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end)
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local d = vector.new()
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if hitter:is_player() then
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d = hitter:get_look_dir()
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elseif hitter:get_luaentity() then
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d = minetest.yaw_to_dir(hitter:get_yaw())
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end
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player:add_velocity({x=d.x*4,y=yy,z=d.z*4})
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end
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if hitter:is_player() then
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local wielditem = hitter:get_wielded_item()
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if wielditem then
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local fire_aspect_level = mcl_enchanting.get_enchantment(wielditem, "fire_aspect")
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if fire_aspect_level > 0 then
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mcl_burning.set_on_fire(player, fire_aspect_level * 4)
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end
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end
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end
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end
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end
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end
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end
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@ -231,13 +231,18 @@ minetest.register_globalstep(function(dtime)
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local velocity = player:get_velocity() or player:get_player_velocity()
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local velocity = player:get_velocity() or player:get_player_velocity()
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local mod_speed = 5
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-- Apply animations based on what the player is doing
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-- Apply animations based on what the player is doing
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if player:get_hp() == 0 then
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if player:get_hp() == 0 then
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player_set_animation(player, "die")
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player_set_animation(player, "die")
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elseif player:get_meta():get("punched") and tonumber(player:get_meta():get("punched")) > 0 then
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player_set_animation(player, "run_walk", animation_speed_mod)
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player:set_animation_frame_speed((math.abs(velocity.x)+math.abs(velocity.z))*mod_speed)
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elseif walking and velocity.x > 0.35
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elseif walking and velocity.x > 0.35
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or walking and velocity.x < -0.35
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or walking and velocity.x < -0.35
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or walking and velocity.z > 0.35
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or walking and velocity.z > 0.35
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or walking and velocity.z < -0.35 then
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or walking and velocity.z < -0.35 then
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player:set_animation_frame_speed((math.abs(velocity.x)+math.abs(velocity.z))*mod_speed)
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local wielded_itemname = player:get_wielded_item():get_name()
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local wielded_itemname = player:get_wielded_item():get_name()
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local no_arm_moving = string.find(wielded_itemname, "mcl_bows:bow") or mcl_shields.wielding_shield(player, 1) or mcl_shields.wielding_shield(player, 2)
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local no_arm_moving = string.find(wielded_itemname, "mcl_bows:bow") or mcl_shields.wielding_shield(player, 1) or mcl_shields.wielding_shield(player, 2)
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if player_sneak[name] ~= controls.sneak then
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if player_sneak[name] ~= controls.sneak then
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