MeseCraft a8abf9fede fix bucket references. remove hemp from source files. | 2 jaren geleden | |
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bweapons_api | 2 jaren geleden | |
bweapons_bows_pack | 3 jaren geleden | |
bweapons_firearms_pack | 3 jaren geleden | |
bweapons_hitech_pack | 3 jaren geleden | |
bweapons_magic_pack | 3 jaren geleden | |
bweapons_utility_pack | 3 jaren geleden | |
README.md | 3 jaren geleden | |
description.txt | 3 jaren geleden | |
modpack.txt | 3 jaren geleden |
Bweapons aims at providing a full progression of ranged weapons, from primitive bows to sci-fi rifles or magic staves and spellbooks. Modpack also provides an API to easily make your own weapons.
Content packs are split into separate mods, so if you don't like something (for example you only want to leave magic), you can simply disable them.
Minetest 5.0.0+
Minetest_game 5.0.0+
Full list of requirements:
API, implementing all of bweapons functionality and required by actual weapon packs
Pack of weapons, consisting of:
Requires : default, tnt, basic_materials, technic
Pack of weapons, consisting of:
Requires : default
Pack of weapons, consisting of:
Requires : default, tnt, basic_materials, technic
Pack of weapons, consisting of:
requires: default, magic_materials
Pack of utilities, consisting of:
Requires : default
Magic weapons have following world interactions:
All interactions respect area protection
Railgun, apart from requiring ammo also needs to be charged with technic EUs.
Magic tomes use mana and don't wear down, wear bar of staves represent their "charge", and they can be recharged by combining them with februm crystals on the crafting grid.
Modpack provides some settings, accessible via "Settings->All Settings->Mods->bweapons_api
You can also put these settings directly to your minetest.conf
bweapons_combine_velocity = false
Combines current player velocity with projectile velocity. Disabled by default since it modifies
projectile speed and can potentionally decrease collision detection effectivenes (if it's too fast).
bweapons_damage_multiplier = 1
Global weapon damage multiplier.
bweapons_projectile_raycast_distance = 0.5
Length of a projectile raycast, performed on each server step, used for collision detection.
Bigger values means better detection, but also the projectile would stop further from the
actual target.
To define weapons in your own mod you need to call bweapons.register_weapon(def)
where def
is a definition table. To see a complete list of possible definition options (with comments)
refer to this document.
Although not required, but bweapons_api provides a second function, for
convenient ammo registration bweapons.register_ammo(def)
. List of available definition
options can be found in the documentation mentioned above.
Also, you can see already defined weapon packs for reference, however, keep in mind, they don't contain all possible options.
Collision detection for projectiles is not perfect. It's much better than it was before (prior to minetest 5.0.0 it was very hacky, now it uses raycasting), however keep in mind to not make projectiles too fast, otherwise they might go through objects and nodes.
If you still want to make projectiles fast, there's a settingtypes.txt option that you can put in your minetest.conf, to increase length of the raycast ray that's used for collision detection in projectiles:
bweapons_projectile_raycast_distance = 0.5
All code is GPLv3 link to the license
All resources not covered in the "credits" section are licensed under CC BY 4.0 link to the license
Sounds from following users of freesound.org were mixed, cut, edited and used to produce sounds in this modpack:
All sounds listed above were licensed as CC0. Produced sounds are licensed under CC BY 4.0 link to the license