1 --hurt sound and disable fall damage group handling
2 minetest.register_on_player_hpchange(function(player, hp_change, reason)
3 if reason.type == "fall" then
4 if minetest.get_item_group(minetest.get_node(player:get_pos()).name, "disable_fall_damage") > 0 then
7 --boots absorb fall damage
8 local fall_damage = math.floor(player:get_player_velocity().y+0.5)+13
9 --print("fall damage:",fall_damage)
10 local inv = player:get_inventory()
11 local stack = inv:get_stack("armor_feet", 1)
12 local name = stack:get_name()
16 absorption = minetest.get_item_group(name,"armor_level")*2
17 --print("absorbtion:",absorption)
18 local wear_level = ((9-minetest.get_item_group(name,"armor_level"))*8)*(5-minetest.get_item_group(name,"armor_type"))*math.abs(fall_damage)
20 stack:add_wear(wear_level)
22 inv:set_stack("armor_feet", 1, stack)
24 local new_stack = inv:get_stack("armor_feet",1):get_name()
26 if new_stack == "" then
27 minetest.sound_play("armor_break",{to_player=player:get_player_name(),gain=1,pitch=math.random(80,100)/100})
28 recalculate_armor(player)
32 minetest.sound_play("armor_fall_damage", {object=player, gain = 1.0, max_hear_distance = 60,pitch = math.random(80,100)/100})
34 local pos = player:get_pos()
35 minetest.add_particlespawner({
38 minpos = {x=pos.x-0.5, y=pos.y+0.1, z=pos.z-0.5},
39 maxpos = {x=pos.x+0.5, y=pos.y+0.1, z=pos.z+0.5},
40 minvel = vector.new(-0.5,1,-0.5),
41 maxvel = vector.new(0.5 ,2 ,0.5),
42 minacc = {x=0, y=-9.81, z=1},
43 maxacc = {x=0, y=-9.81, z=1},
49 collisiondetection = true,
50 collision_removal = true,
52 node = {name= name.."particletexture"},
53 --texture = "eat_particles_1.png"
56 fall_damage = fall_damage + absorption
58 if fall_damage >= 0 then
61 minetest.sound_play("hurt", {object=player, gain = 1.0, max_hear_distance = 60,pitch = math.random(80,100)/100})
64 minetest.sound_play("hurt", {object=player, gain = 1.0, max_hear_distance = 60,pitch = math.random(80,100)/100})
66 --print("returned fall damage",fall_damage)
69 elseif hp_change < 0 then
70 minetest.sound_play("hurt", {object=player, gain = 1.0, max_hear_distance = 60,pitch = math.random(80,100)/100})
75 --throw all items on death
76 minetest.register_on_dieplayer(function(player, reason)
77 local pos = player:get_pos()
78 local inv = player:get_inventory()
80 for i = 1,inv:get_size("main") do
81 local stack = inv:get_stack("main", i)
82 local name = stack:get_name()
83 local count = stack:get_count()
85 local obj = minetest.add_item(pos, stack)
87 obj:set_velocity(vector.new(math.random(-3,3),math.random(4,8),math.random(-3,3)))
89 inv:set_stack("main", i, ItemStack(""))
91 inv:set_stack("main", i, ItemStack(""))
95 local stack = inv:get_stack("armor_head", 1)
96 local name = stack:get_name()
98 local obj = minetest.add_item(pos, stack)
100 obj:set_velocity(vector.new(math.random(-3,3),math.random(4,8),math.random(-3,3)))
102 inv:set_stack("armor_head", 1, ItemStack(""))
105 stack = inv:get_stack("armor_torso", 1)
106 name = stack:get_name()
108 local obj = minetest.add_item(pos, stack)
110 obj:set_velocity(vector.new(math.random(-3,3),math.random(4,8),math.random(-3,3)))
112 inv:set_stack("armor_torso", 1, ItemStack(""))
115 stack = inv:get_stack("armor_legs", 1)
116 name = stack:get_name()
118 local obj = minetest.add_item(pos, stack)
120 obj:set_velocity(vector.new(math.random(-3,3),math.random(4,8),math.random(-3,3)))
122 inv:set_stack("armor_legs", 1, ItemStack(""))
126 stack = inv:get_stack("armor_feet", 1)
127 name = stack:get_name()
129 local obj = minetest.add_item(pos, stack)
131 obj:set_velocity(vector.new(math.random(-3,3),math.random(4,8),math.random(-3,3)))
133 inv:set_stack("armor_feet", 1, ItemStack(""))
137 recalculate_armor(player)
141 --this dumps the players crafting table on closing the inventory
142 dump_craft = function(player)
143 local inv = player:get_inventory()
144 local pos = player:get_pos()
145 pos.y = pos.y + player:get_properties().eye_height
146 for i = 1,inv:get_size("craft") do
147 local item = inv:get_stack("craft", i)
148 local obj = minetest.add_item(pos, item)
150 local x=math.random(-2,2)*math.random()
151 local y=math.random(2,5)
152 local z=math.random(-2,2)*math.random()
153 obj:set_velocity({x=x, y=y, z=z})
155 inv:set_stack("craft", i, nil)
160 --play sound to keep up with player's placing vs inconsistent client placing sound
161 minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
162 local node = minetest.registered_nodes[newnode.name]
163 local sound = node.sounds
166 placing = sound.placing
168 --only play the sound when is defined
169 if type(placing) == "table" then
170 minetest.sound_play(placing.name, {
173 --pitch = math.random(60,100)/100
178 --replace stack when empty (building)
179 minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
180 local old = itemstack:get_name()
181 --pass through to check
182 minetest.after(0,function(pos, newnode, placer, oldnode, itemstack, pointed_thing,old)
186 local new = placer:get_wielded_item():get_name()
187 if old ~= new and new == "" then
188 local inv = placer:get_inventory()
189 --check if another stack
190 if inv:contains_item("main", old) then
191 --print("moving stack")
192 --run through inventory
193 for i = 1,inv:get_size("main") do
194 --if found set wielded item and remove old stack
195 if inv:get_stack("main", i):get_name() == old then
196 local count = inv:get_stack("main", i):get_count()
197 placer:set_wielded_item(old.." "..count)
198 inv:set_stack("main",i,ItemStack(""))
199 minetest.sound_play("pickup", {
202 pitch = math.random(60,100)/100
209 end,pos, newnode, placer, oldnode, itemstack, pointed_thing,old)
212 local do_critical_particles = function(pos)
213 minetest.add_particlespawner({
218 minvel = vector.new(-2,-2,-2),
219 maxvel = vector.new(2,8,2),
220 minacc = {x=0, y=4, z=0},
221 maxacc = {x=0, y=12, z=0},
226 collisiondetection = false,
228 texture = "critical.png",
232 --we need to do this to override the default damage mechanics
233 minetest.register_on_joinplayer(function(player)
234 local meta = player:get_meta()
235 meta:set_float("player_punch_timer",0)
238 minetest.register_globalstep(function(dtime)
239 for _,player in ipairs(minetest.get_connected_players()) do
240 local meta = player:get_meta()
241 local punch_timer = meta:get_float("player_punch_timer")
243 --limit this so the game engine isn't calculating huge floats
244 if punch_timer > 0 then
245 punch_timer = punch_timer - dtime
246 if punch_timer < 0 then punch_timer = 0 end
247 meta:set_float("player_punch_timer",punch_timer)
252 --this throws the player when they're punched and activates the custom damage mechanics
253 minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage)
254 local meta = player:get_meta()
255 local punch_timer = meta:get_float("player_punch_timer")
256 local hurt = tool_capabilities.damage_groups.damage
257 local hp = player:get_hp()
258 if punch_timer <= 0 and hp > 0 then
259 meta:set_float("player_punch_timer",0.25)
260 if hitter:is_player() and hitter ~= player then
261 local puncher_vel = hitter:get_player_velocity().y
262 if puncher_vel < 0 then
265 do_critical_particles(player:get_pos())
266 minetest.sound_play("critical", {pos=player:get_pos(), gain = 0.1, max_hear_distance = 16,pitch = math.random(80,100)/100})
270 dir = vector.multiply(dir,10)
271 local vel = player:get_player_velocity()
277 local hp_modifier = math.ceil(calculate_armor_absorbtion(player)/3)
278 --print("hp_modifier:",hp_modifier)
279 damage_armor(player,math.abs(hurt))
281 --print("hurt:",hurt,"|","hp_modifier:",hp_modifier)
282 local modify_output = (hurt == 0)
284 hurt = hurt - hp_modifier
286 if modify_output == false and hurt <= 0 then
288 elseif modify_output == true then
291 player:add_player_velocity(dir)
292 player:set_hp(hp-hurt)