Added strength and weakness effects

* also highest effect level displayed in HUD set to 3000
* also improved indicating effects with strange factors in HUD
This commit is contained in:
the-real-herowl 2024-01-24 00:28:24 +01:00
parent 0e33947258
commit 456d205161
2 changed files with 35 additions and 6 deletions

View file

@ -605,6 +605,13 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
* tmp * ((armor[group] or 0) / 100.0) * tmp * ((armor[group] or 0) / 100.0)
end end
-- strength and weakness effects
local strength = mcl_potions.get_effect(hitter, "strength")
local weakness = mcl_potions.get_effect(hitter, "weakness")
local str_fac = strength and strength.factor or 1
local weak_fac = weakness and weakness.factor or 1
damage = damage * str_fac * weak_fac
if weapon then if weapon then
local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect") local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
if fire_aspect_level > 0 then if fire_aspect_level > 0 then

View file

@ -54,7 +54,7 @@ local function generate_rational_fac_to_lvl(l1, l2)
local a = (l1 - l2) * 2 local a = (l1 - l2) * 2
local b = 2*l2 - l1 local b = 2*l2 - l1
return function(factor) return function(factor)
if factor == 0 then return math.huge end if (factor - b) == 0 then return math.huge end
return math.round(a/(factor - b)) return math.round(a/(factor - b))
end end
end end
@ -247,21 +247,41 @@ mcl_potions.register_effect({
mcl_potions.register_effect({ mcl_potions.register_effect({
name = "strength", name = "strength",
description = S("Strength"), description = S("Strength"),
res_condition = function(object) get_tt = function(factor)
return (not object:is_player()) return S("+@1% melee damage", factor-1)
end, end,
particle_color = "#932423", particle_color = "#932423",
uses_factor = true,
lvl1_factor = 1.3,
lvl2_factor = 1.6,
}) })
mcl_potions.register_effect({ mcl_potions.register_effect({
name = "weakness", name = "weakness",
description = S("Weakness"), description = S("Weakness"),
res_condition = function(object) get_tt = function(factor)
return (not object:is_player()) return S("-@1% melee damage", 1-factor)
end, end,
particle_color = "#485D48", particle_color = "#485D48",
uses_factor = true,
lvl1_factor = 0.8,
lvl2_factor = 0.6,
}) })
-- implementation of strength and weakness effects
-- mobs have this implemented in mcl_mobs/combat.lua in mob_class:on_punch()
mcl_damage.register_modifier(function(object, damage, reason)
if reason.direct and reason.direct == reason.source then
local hitter = reason.direct
local strength = EF.strength[hitter]
local weakness = EF.weakness[hitter]
if not strength and not weakness then return end
local str_fac = strength and strength.factor or 1
local weak_fac = weakness and weakness.factor or 1
return damage * str_fac * weak_fac
end
end, 0)
mcl_potions.register_effect({ mcl_potions.register_effect({
name = "water_breathing", name = "water_breathing",
description = S("Water Breathing"), description = S("Water Breathing"),
@ -944,7 +964,9 @@ local function potions_set_icons(player)
player:hud_change(icon, "text", def.icon .. "^[resize:128x128") player:hud_change(icon, "text", def.icon .. "^[resize:128x128")
if def.uses_factor then if def.uses_factor then
local level = def.factor_to_level(vals.factor) local level = def.factor_to_level(vals.factor)
if level == math.huge then level = "" if level > 3000 or level == math.huge then level = ""
elseif level < 0 then level = "???"
elseif level == 0 then level = "0"
else level = mcl_util.to_roman(level) end else level = mcl_util.to_roman(level) end
player:hud_change(label, "text", level) player:hud_change(label, "text", level)
else else