This commit is contained in:
Elias Fleckenstein 2020-11-05 15:25:44 +01:00
parent cdafb1a07e
commit bbc6db489e
2 changed files with 9 additions and 3 deletions

View file

@ -304,7 +304,7 @@ mcl_enchanting.enchantments.mending = {
requires_tool = true, requires_tool = true,
} }
-- unimplemented -- implemented in mcl_bows
mcl_enchanting.enchantments.power = { mcl_enchanting.enchantments.power = {
name = "Power", name = "Power",
max_level = 5, max_level = 5,

View file

@ -33,7 +33,7 @@ local bow_load = {}
-- Another player table, this one stores the wield index of the bow being charged -- Another player table, this one stores the wield index of the bow being charged
local bow_index = {} local bow_index = {}
mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical) mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack)
local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity") local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
if power == nil then if power == nil then
power = BOW_MAX_SPEED --19 power = BOW_MAX_SPEED --19
@ -41,6 +41,12 @@ mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damag
if damage == nil then if damage == nil then
damage = 3 damage = 3
end end
if bow_stack then
local power_level = mcl_enchanting.get_enchantment(bow_stack, "power")
if power_level > 0 then
damage = damage + (power_level + 1) / 4
end
end
obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power}) obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
obj:set_acceleration({x=0, y=-GRAVITY, z=0}) obj:set_acceleration({x=0, y=-GRAVITY, z=0})
obj:set_yaw(yaw-math.pi/2) obj:set_yaw(yaw-math.pi/2)
@ -102,7 +108,7 @@ local player_shoot_arrow = function(itemstack, player, power, damage, is_critica
local dir = player:get_look_dir() local dir = player:get_look_dir()
local yaw = player:get_look_horizontal() local yaw = player:get_look_horizontal()
mcl_bows.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical) mcl_bows.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item())
return true return true
end end