Open Wuzzy2 opened 7 years ago
For example in minetest_game subgame:
/gamemode <name> <name> [player]
example: /gamemode creative damage
(enables creative mode and damage (health)).
/gamemode creative none
(enables only creative mode).
/gamemode none damage
(enables only damage (health)).
/gamemode c d
, /gamemode n d
(short version, n = none, c = creative, d = damage (health)).
/gamemode 1 2
, /gamemode 1 0
(number version, 0 = none, 1 = creative, 2 = damage (health)).
doing both creative or damage per player won't work: /gamemode creative creative
, /gamemode damage damage
.
It should add a code for per-player gamemodes:
creative.is_enabled_for=(name)
damage.is_enabled_for=(name)
none.is_enabled_for=(name)
or
gamemode.is_enabled_for=(gamemode),(gamemode):(name)
For example in MineClone 2 subgame:
/gamemode <mode> [player]
example /gamemode survival
(enables only damage (health)).
/gamemode creative
(enables only creative mode).
/gamemode none
(none (no damage, no creative)).
/gamemode s
(short version, s = survival, c = creative, n = none).
/gamemode 0
(number version, 0 = survival, 1 = creative, 2 = none (there is no adventure mode and spectator mode in this subgame)).
It should add a cod for pre-player gamemode too for MineClone 2 subgame:
gamemode.is_enabled_for=(gamemode):(name)
The creative mode is currently for the whole server, but it should be on a per-player basis. This also means the
/gamemode
command needs to be implemented correctly.I also should look into maybe providing compability with this function from Minetest Game:
creative.is_enabled_for(name)
No promises, however
@zaoqi