Skip to content
Snippets Groups Projects
  1. May 28, 2016
  2. May 26, 2016
  3. May 25, 2016
  4. May 24, 2016
  5. May 23, 2016
  6. May 22, 2016
  7. May 21, 2016
  8. May 20, 2016
  9. May 19, 2016
  10. May 18, 2016
  11. May 16, 2016
  12. May 15, 2016
  13. May 02, 2016
  14. May 01, 2016
    • rubenwardy's avatar
      Add give_initial_items API · acafe5ca
      rubenwardy authored
      acafe5ca
    • Auke Kok's avatar
      TNT: Combine adjacent TNT into the explosion · 12c763a6
      Auke Kok authored
      This uses a vmanip to count adjacent tnt nodes and explodes them
      all at once, using an inverse square law to recalculate the radius.
      The maximum explosion becomes 125 nodes of tnt yielding a radius of
      15 nodes, which does not break my machine and makes it return
      in under a second.
      
      This makes both bigger explosions and less stability issues.
      
      The drop code has been simplified and now drops at all times a
      reasonable amount of drops, never blanketing the area with drops,
      even at the larges explosion level.
      
      Particles are scaled up according to explosion size as well - a
      bigger explosion will show bigger particles.
      
      To scale the tnt:boom particle, we move it to the _effects() function.
      12c763a6
  15. Apr 30, 2016
    • Auke Kok's avatar
      TNT: Allow mods to override entity physics. · 098ea0d1
      Auke Kok authored
      Introduces an `on_blast(luaobj, damage)` callback that mods can attach
      to an entity def. The function will get called with the damage that
      TNT would make.
      
      The function should return three values:
      
        bool do_damage, bool do_knockback, table drops
      
      do_damage allows the mod to tell the TNT code to perform damage on
      the entity for the mod. The mod code should not do anything with
      the entity HP. The entity should not be immortal. If false, then
      the entity will not be damaged by the TNT mod.
      
      do_knockback allows the mod to tell the TNT mod to perform an
      entity knockback effect. If false, no knockback effect is applied
      to the entity.
      
      the drops table is a list of items to drop. It may be nil. E.g. {
      "wool:red" }.
      
      I've documented both on_blast() API methods in game_api.txt. It is
      a better place than lua_api.txt.
      098ea0d1
Loading