starting line 185, init.lua
Code: Select all
if minetest.registered_items[name].walkable then
minetest.item_drop(ItemStack(def.drop or def.inventory_arrow), nil, vector.round(self.old_pos))
self.waiting_for_removal = true
self.object:remove()
if def.effects and def.effects.replace_node and not(minetest.is_protected(pos, self.shooter_name)) then
minetest.set_node(pos, {name = def.effects.replace_node})
end
if def.effects and def.effects.boom and not(minetest.is_protected(pos, self.shooter_name)) then
tnt.boom(pos,{description = "BOOM",radius = def.effects.boom})
end
return
end
Just add one to an arrow in farbows
Code: Select all
rcbows.register_arrow("farbows:fire_arrow", {
projectile_texture = "farbows_proyectile_arrow",
damage = 7,
inventory_arrow = {
name = "farbows:inv_fire_arrow",
description = S("Fire Arrow"),
inventory_image = "farbows_arrow_fire.png",
},
drop = "farbows:inv_arrow",
effects = {
--replace_node = "fire:basic_flame",
boom = 3, --the number is the radius of tnt explosion
trail_particle = "farbows_particle_fire.png",
}
})
Now fire arrows will explode if hittinng a node.
It should be added a dependency on tnt and checked if enable_tnt = true :)