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- Here is an example of how to register a bow:
- bows.register_bow("bow_wood",{
- description = "Wooden bow",
- texture = "bows_bow.png",
- texture_loaded = "bows_bow_loaded.png",
- uses = 50, -- How many time you can use a bow to shoot
- level = 1, -- Higher levels mean faster arrows
- -- Crafting recipe to make bow, can be left nil
- craft = {
- {"", "group:stick", "farming:string"},
- {"group:stick", "", "farming:string"},
- {"", "group:stick", "farming:string"}
- },
- })
- Here is an example of how to register an arrow:
- bows.register_arrow("arrow_steel",{
- description = "Steel arrow",
- -- Arrow texture, the ^[colorize section changes the default arrows colour
- texture = "bows_arrow_wood.png^[colorize:#FFFFFFcc",
- damage = 8, -- How many 1/2 hearts damage it can do
- craft_count = 4, -- How many arrows are made from recipe below
- craft = {
- {"default:steel_ingot", "group:stick", bows.feather}
- },
- -- Special function when an entity or mob is hit
- on_hit_object = function(self, target, hp, user, lastpos)
- if target:get_luaentity().name == "mob_horse:horse" then
- print ("--- aww da horsey!!! " .. hp .. " damage points!")
- end
- end,
- -- Special function when arrow hits a node
- on_hit_node = function(self, pos, user, arrow_pos)
- if self.node.name == "default:glass" then
- minetest.sound_play("default_break_glass", {
- pos = pos, gain = 1.0, max_hear_distance = 10})
- minetest.remove_node(pos)
- minetest.add_item(pos, "vessels:glass_fragments")
- end
- end,
- })
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