local S = minetest.get_translator("rangedweapons") minetest.register_tool("rangedweapons:aa12_r", { stack_max= 1, wield_scale = {x=1.9,y=1.9,z=1.4}, description = "", rw_next_reload = "rangedweapons:aa12_rr", load_sound = "rangedweapons_rifle_clip_in", range = 0, groups = {not_in_creative_inventory = 1}, inventory_image = "rangedweapons_aa12_rld.png", }) minetest.register_tool("rangedweapons:aa12_rr", { stack_max= 1, wield_scale = {x=1.9,y=1.9,z=1.4}, description = "", rw_next_reload = "rangedweapons:aa12_rrr", load_sound = "rangedweapons_reload_a", range = 0, groups = {not_in_creative_inventory = 1}, inventory_image = "rangedweapons_aa12.png", }) minetest.register_tool("rangedweapons:aa12_rrr", { stack_max= 1, wield_scale = {x=1.9,y=1.9,z=1.4}, description = "", rw_next_reload = "rangedweapons:aa12", load_sound = "rangedweapons_reload_b", range = 0, groups = {not_in_creative_inventory = 1}, inventory_image = "rangedweapons_aa12.png", }) ------------------------------------------- minetest.register_tool("rangedweapons:aa12", { stack_max= 1, wield_scale = {x=1.9,y=1.9,z=1.4}, description = "" ..core.colorize("#35cdff","AA-12\n") ..S("Ranged damage: @1\n", 1) .. S("projectiles: @1\n", 5) ..S("Gun gravity: @1\n", 4) ..S("accuracy: @1%\n", 40) ..S("knockback: @1\n", 5) ..S("Reload delay: @1\n", 1.5) ..S("Clip size: @1\n", 20) ..S("Critical chance: @1%\n", 5) ..S("Critical efficiency: @1x\n", 2.0) ..S("Ammunition: @1 gauge shell\n", 12) ..S("Rate of fire: @1 (full-auto)\n", 0.2) ..S("Gun type: shotgun\n") ..S("Bullet velocity: @1", 25), range = 0, inventory_image = "rangedweapons_aa12.png", RW_gun_capabilities = { automatic_gun = 1, gun_damage = {fleshy=1,knockback=5}, gun_crit = 5, gun_critEffc = 2.0, suitable_ammo = {{"rangedweapons:shell",20}}, gun_skill = {"shotgun_skill",40}, gun_magazine = "rangedweapons:drum_mag", gun_unloaded = "rangedweapons:aa12_r", gun_velocity = 25, gun_accuracy = 40, gun_cooldown = 0.2, gun_reload = 1.5/4, gun_projectiles = 1, has_shell = 1, gun_durability = 750, gun_smokeSize = 8, gun_door_breaking = 1, gun_projectiles = 5, gun_gravity = 4, gun_unload_sound = "rangedweapons_rifle_clip_out", gun_sound = "rangedweapons_shotgun_shot", }, on_secondary_use = function(itemstack, user, pointed_thing) rangedweapons_reload_gun(itemstack, user) return itemstack end, })