[Mod] NextGen Bows [nextgen_bows]

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StarNinjas
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[Mod] NextGen Bows [nextgen_bows]

by StarNinjas » Post

Image
Hey guys! This is a fork of the X_Bows mod by SaKeL.
For now, it just adds a Wooden Bow (Crafted with string and sticks) and Arrows (Crafted with flint, a stick and wool).
I'm planning on adding crossbows in the future, for now, this is a simple polished bow mod.
Enjoy!
License
- Code - GNU Lesser General Public License v2.1 or later (see included LICENSE file) by SaKeL edits by StarNinjas
- Textures - CC0 StarNinjas
- Sounds - Please check the LICNESE file.
Download
- Version 1.0 https://github.com/starninjas/nextgen_bows
Don't go to bed tonight, without knowing what would happen if you died. https://thegospelfilm.org/

Jackknife
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Re: [Mod] NextGen Bows [nextgen_bows]

by Jackknife » Post

The mod doesn’t work after I updated to the latest Minetest version. It won’t launch the arrows, it plays the bow animation but that’s all it does. Ironically the X_bows mod is doing the same exact thing.

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Re: [Mod] NextGen Bows [nextgen_bows]

by StarNinjas » Post

Hmm, interesting. Thanks for reporting the bug.
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sirrobzeroone
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Re: [Mod] NextGen Bows [nextgen_bows]

by sirrobzeroone » Post

StarNinjas wrote:
Wed Aug 17, 2022 20:04
Hmm, interesting
Hey StarNinjas I looked at X-bows and in that case I think it might be related to the particle definition changes, just wanted to drop a note here in case nextgen does things similarly to X and if you haven't already got a fix give you a starting point.

https://minetest.gitlab.io/minetest/def ... definition

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LMD
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Re: [Mod] NextGen Bows [nextgen_bows]

by LMD » Post

sirrobzeroone wrote:
Thu Aug 18, 2022 03:23
StarNinjas wrote:
Wed Aug 17, 2022 20:04
Hmm, interesting
Hey StarNinjas I looked at X-bows and in that case I think it might be related to the particle definition changes, just wanted to drop a note here in case nextgen does things similarly to X and if you haven't already got a fix give you a starting point.

https://minetest.gitlab.io/minetest/def ... definition
Again, this has nothing to do with the particles - backwards compatibility was preserved - but rather a critical bug in XBows. I have opened a PR for NextGen Bows.
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Re: [Mod] NextGen Bows [nextgen_bows]

by StarNinjas » Post

Thanks, guys!
I have merged your PR, LMD!
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Re: [Mod] NextGen Bows [nextgen_bows]

by LMD » Post

StarNinjas wrote:
Fri Aug 19, 2022 20:44
Thanks, guys!
I have merged your PR, LMD!
You're welcome. That makes at least one fixed bow mod :)

SaKeL has unfortunately responded to the BitBucket issue so far... Perhaps I should reach out to him via a CDB thread.
My stuff: Projects - Mods - Website

xisd
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Re: [Mod] NextGen Bows [nextgen_bows]

by xisd » Post

Hi, nice mod
If I may add the suggestion of adding callbacks to allow other mods to define what happen when the arrows land inside in the arrow definition.

My use case would be to register a "torch-arrow" (a bit like the torch crossbow from torch_bomb but I don't want to other stuff)
So what I want is call the default:torch on_place function when the arrow land on a node.
But I guess you could do a lots of other things : exploding arrows, freezing arrows, portal arrows, etc..

So I thought maybes theses callbacks could be useful :

on_fly => do something while the arrows is flying (like emit light, make an extra sound, etc..)
on_hit_node => do something instead or before attaching itself to the node
on_hit_player => do something instead or before doing the damages to player (like visual effects, trigger poison damage, etc..)
on_hit_object => do something when hitting non-player object instead or before doing the hit sound

Or maybe a generic callback triggered when the arrow lands, but I figured since these tests already are in your on_step definition, why not use them =D

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