[Mod] NextGen Bows [nextgen_bows]
- StarNinjas
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[Mod] NextGen Bows [nextgen_bows]
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
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Re: [Mod] NextGen Bows [nextgen_bows]
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.
- StarNinjas
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Re: [Mod] NextGen Bows [nextgen_bows]
Hmm, interesting. Thanks for reporting the bug.
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- sirrobzeroone
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Re: [Mod] NextGen Bows [nextgen_bows]
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
- LMD
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Re: [Mod] NextGen Bows [nextgen_bows]
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.sirrobzeroone wrote: ↑Thu Aug 18, 2022 03:23Hey 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
- StarNinjas
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Re: [Mod] NextGen Bows [nextgen_bows]
Thanks, guys!
I have merged your PR, LMD!
I have merged your PR, LMD!
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- LMD
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Re: [Mod] NextGen Bows [nextgen_bows]
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.
Re: [Mod] NextGen Bows [nextgen_bows]
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
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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