local dagger_uses = 16
local log = sorcery.logger('tools')
minetest.register_tool("sorcery:dagger", {
description = "Sacrificial Dagger",
inventory_image = "sorcery_dagger.png",
tool_capabilities = {
full_punch_interval = 1.6,
max_drop_level = 1,
damage_groups = { fleshy = 2 },
},
sound = { breaks = "default_tool_breaks" },
groups = { sorcery_sanctify = 1, sword = 1 },
punch_attack_uses = 16
})
local dagger_usefn = function(selfharm)
return function(stack,user,pointat)
if (not minetest.is_player(pointat)) and
selfharm == false then
return nil
end
local trough = minetest.find_node_near(user:get_pos(), 2.5, 'group:sorcery_trough', true)
if trough then
local cnn = minetest.get_node(trough).name
local ctr = minetest.registered_nodes[cnn]._sorcery
if (not ctr) or not ctr.container then
log.err('item',cnn,'is marked as a trough, but has no _sorcery.container table')
else
ctr = ctr.container
if (ctr.has == 'sorcery:blood' or not ctr.has) and
((not ctr.charge) or ctr.charge < (ctr.max or 1)) then
trough = {
pos = trough, ctr = ctr;
def = sorcery.register.liquid.db['sorcery:blood'].containers[ctr.empty or cnn]
}
else
trough = nil
end
end
end
local inv = user:get_inventory()
local btl = ItemStack('vessels:glass_bottle')
if not inv:contains_item('main', btl) then
return nil
end
local blood
local target
local caps
if selfharm then
blood = ItemStack('sorcery:blood 1')
target = user
caps = {
full_punch_interval = 1.0,
damage_groups = { fleshy = 3 },
}
else
if not minetest.is_player(pointat) then
return nil
end
target = pointat
caps = stack:get_tool_capabilities()
blood = ItemStack {
name = 'sorcery:blood';
count = math.floor(caps.damage_groups.fleshy * 1.5);
}
end
local pos = target:get_pos()
pos.y = pos.y + 1.5
local wear = 65535 / dagger_uses
stack:add_wear(wear)
if not trough then
inv:remove_item('main',btl)
inv:add_item('main',blood)
else
local amt = selfharm and math.random(1,2) or 2
sorcery.liquid.setctr(trough.pos, 'sorcery:blood', (trough.ctr.charge or 0) + (trough.def.res*amt), true)
end
target:punch(user, 1.0, caps, nil)
sorcery.vfx.bloodburst(pos)
if math.random(3 + sorcery.enchant.strength(stack,'sanctify') * 6) == 1 then
-- we've used up the consecration
local unholy = ItemStack("sorcery:dagger")
unholy:set_wear(stack:get_wear())
local ench = sorcery.enchant.get(stack)
if #ench.spells > 0 then
sorcery.enchant.set(unholy,ench)
end
return unholy
else
-- consecration is holding, return dagger as-is
return stack
end
end
end
minetest.register_tool("sorcery:dagger_consecrated", {
description = "Consecrated Dagger",
inventory_image = "sorcery_dagger_consecrated.png^sorcery_dagger_glow.png",
wield_image = "sorcery_dagger_consecrated.png",
tool_capabilities = {
full_punch_interval = 1.6,
max_drop_level = 1,
damage_groups = { fleshy = 6 },
},
sound = { breaks = "default_tool_breaks" },
groups = { sorcery_sanctify = 2, sword = 1 },
punch_attack_uses = 16,
on_use = dagger_usefn(false),
on_secondary_use = dagger_usefn(true),
})