minetest_x_bows/README.md

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2021-03-01 12:44:27 -06:00
# RCBOWS
## function rcbows.register_arrow(name, def)
Example:
```
rcbows.register_arrow("farbows:e_arrow", {
damage = 5,
inventory_arrow = {
name = "farbows:inv_arrow",
description = S("Arrow"),
inventory_image = "farbows_arrow.png",
stack_max = 64, --optional, 99 by default
}
sounds = {
max_hear_distance = 10,
gain = 0.4,
},
})
```
## function rcbows.register_bow(name, def)
Example:
```
rcbows.register_bow("farbows:bow_wood", {
description = S("Wooden Bow"),
image = "farbows_bow_wood.png",
strength = 30,
uses = 150,
charge_time = 0.5,
recipe = {
{"", "group:wood", "farming:string"},
{"group:wood", "", "farming:string"},
{"", "group:wood", "farming:string"},
},
base_texture = "farbows_base_bow_wood.png",
overlay_empty = "farbows_overlay_empty.png",
overlay_charged = "farbows_overlay_charged.png",
arrows = "farbows:e_arrow",
sounds = {
max_hear_distance = 10,
gain = 0.4,
}
})
```
### Arrows
You can define "arrows" as a single arrow (string) or a table of arrows.
In this case the order matters. The first ones have preference over the last ones when charging the bow.
I.e:
```
arrows = {"farbows:e_arrow", ""farbows:ice_arrow""},
```
### Viewfinder
You can define a viewfinder for a bow. This produces a zoom effect.
```
viewfinder = {
zoom = 15, --level of zoom; by default 15.
texture = "" --optional
}
```
- When the bow charged, toogle the viewfinder with the secondary use (right-click).
- You can define an optional texture to being showed. If you define texture as empty (""), you get the default rcbows viewfinder texture.
## Audio
1. If you define ``sounds={}``, you get the default sounds.
For no sound at all do not declare 'sounds'.
Also you can set the sound parameters 'max_hear_distance' and 'gain'.
In example:
```
sounds = {
max_hear_distance = 10,
gain = 0.4,
}
```
2. You also can define your own soundfiles.
You can set "soundfile_draw_bow" and/or "soundfile_fire_arrow" for bows, and "soundfile_hit_arrow" for arrows.
In example for a Bow:
```
sounds = {
soundfile_draw_bow = "my_draw_bow"
soundfile_fire_arrow = "my_fire_arrow"
max_hear_distance = 5,
--set the gain by default (0.5)
}
```
In example for a Arrow:
```
sounds = {
soundfile_hit_arrow = "my_hit_arrow"
max_hear_distance = 5,
--set the gain by default (0.5)
}
```
## Drop
By default the arrow drops the inventory_arrow when reachs a solid node.
If you want to define another item to drop, define it with 'drop':
```
rcbows.register_arrow("farbows:e_arrow", {
damage = 5,
inventory_arrow = {
name = "farbows:inv_arrow",
description = S("Arrow"),
inventory_image = "farbows_arrow.png",
}
drop = "farbows_drop_arrow"
})
```
If you want not any drop at all, add:
```
drop = "",
```
## Arrow Effects
You can define some arrow effects
### replace_node
Replace the hit node for this one.
### trail_particle
Particle texture to create an arrow trail.
It can be a string with "texture" only, or a table for animated textures: {texture = "texture", animation = "animation"}.
### explosion
It requires "tnt" or "explosion" mods as an optional dependency.
It is a table in where to define:
- mod = "tnt" or "explosions",
- radius
- damage = It is "damage_radius" for the "tnt" mod or "strength" for "explosions"
In example:
```
rcbows.register_arrow("farbows:fire_arrow", {
damage = 7,
inventory_arrow = {
name = "farbows:inv_fire_arrow",
description = S("Fire Arrow"),
inventory_image = "farbows_arrow_fire.png",
},
drop = "farbows:inv_arrow",
effects = {
replace_node = "fire:basic_flame",
trail_particle = "farbows_particle_fire.png",
explosion = {
mod = "tnt",
radius= 10,
damage = 1,
}
}
})
```
### water
An effect that extinguishes the flames.
It requires "fire" mod as an optional dependency.
It is a table in where to define:
- flame_node = The name of the flame node to extinguish
- radius
- particles = A water particles effect [optional]
```
rcbows.register_arrow("farbows:water_arrow", {
projectile_texture = "farbows_water_arrow",
damage = 2,
inventory_arrow = {
name = "farbows:inv_water_arrow",
description = S("Water Arrow"),
inventory_image = "farbows_arrow_water.png",
},
drop = "bucket:bucket_empty",
effects = {
trail_particle = "default_water.png",
water = {
radius = 5,
flame_node = "fire:basic_flame",
particles = true,
},
}
})
```