hp_max = 1,
physical = true,
collide_with_objects = false,
- collisionbox = {-0.24, -0.24, -0.24, 0.24, 0.24, 0.24},
+ collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
visual = "wielditem",
- visual_size = {x = 0.3, y = 0.3},
+ visual_size = {x = 0.4, y = 0.4},
textures = {""},
spritediv = {x = 1, y = 1},
initial_sprite_basepos = {x = 0, y = 0},
count = max_count
self.itemstring = stack:get_name().." "..max_count
end
- local s = 0.15 + 0.15 * (count / max_count)
- local c = 0.8 * s
+ local s = 0.2 + 0.1 * (count / max_count)
+ local c = s
local itemtable = stack:to_table()
local itemname = nil
if itemtable then
textures = {itemname},
visual_size = {x = s, y = s},
collisionbox = {-c, -c, -c, c, c, c},
- automatic_rotate = math.pi * 0.2,
+ automatic_rotate = math.pi * 0.5,
}
self.object:set_properties(prop)
end,
return
end
local p = self.object:getpos()
- p.y = p.y - 0.3
+ p.y = p.y - 0.5
local nn = core.get_node(p).name
-- If node is not registered or node is walkably solid and resting on nodebox
local v = self.object:getvelocity()
local name = stack:get_name()
if not overflow then
obj.itemstring = name.." "..count
- s = 0.15 + 0.15 * (count / max_count)
- c = 0.8 * s
+ s = 0.2 + 0.1 * (count / max_count)
+ c = s
object:set_properties({
visual_size = {x = s, y = s},
collisionbox = {-c, -c, -c, c, c, c}
self.object:remove()
return
else
- s = 0.3
- c = 0.24
+ s = 0.4
+ c = 0.3
object:set_properties({
visual_size = {x = s, y = s},
collisionbox = {-c, -c, -c, c, c, c}
})
obj.itemstring = name.." "..max_count
- s = 0.15 + 0.15 * (count / max_count)
- c = 0.8 * s
+ s = 0.2 + 0.1 * (count / max_count)
+ c = s
self.object:set_properties({
visual_size = {x = s, y = s},
collisionbox = {-c, -c, -c, c, c, c}