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Elias Åström 2021-03-20 11:02:42 +01:00
commit 46541a4adc
13 changed files with 83 additions and 70 deletions

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@ -960,7 +960,7 @@ mobs:register_mob("mobs_mc:villager", {
"mobs_mc_villager_smith.png", --hat "mobs_mc_villager_smith.png", --hat
}, },
}, },
visual_size = {x=3, y=3}, visual_size = {x=2.75, y=2.75},
makes_footstep_sound = true, makes_footstep_sound = true,
walk_velocity = 1.2, walk_velocity = 1.2,
run_velocity = 2.4, run_velocity = 2.4,

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@ -28,7 +28,7 @@ mobs:register_mob("mobs_mc:evoker", {
"blank.png", --no hat "blank.png", --no hat
-- TODO: Attack glow -- TODO: Attack glow
} }, } },
visual_size = {x=3, y=3}, visual_size = {x=2.75, y=2.75},
makes_footstep_sound = true, makes_footstep_sound = true,
damage = 6, damage = 6,
walk_velocity = 0.2, walk_velocity = 0.2,

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@ -36,7 +36,7 @@ mobs:register_mob("mobs_mc:illusioner", {
-- TODO: more sounds -- TODO: more sounds
distance = 16, distance = 16,
}, },
visual_size = {x=3, y=3}, visual_size = {x=2.75, y=2.75},
walk_velocity = 0.6, walk_velocity = 0.6,
run_velocity = 2, run_velocity = 2,
jump = true, jump = true,

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@ -30,7 +30,7 @@ mobs:register_mob("mobs_mc:vindicator", {
-- TODO: Glow when attacking (mobs_mc_vindicator.png) -- TODO: Glow when attacking (mobs_mc_vindicator.png)
}, },
}, },
visual_size = {x=3, y=3}, visual_size = {x=2.75, y=2.75},
makes_footstep_sound = true, makes_footstep_sound = true,
damage = 13, damage = 13,
reach = 2, reach = 2,

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@ -45,7 +45,7 @@ mobs:register_mob("mobs_mc:villager_zombie", {
{"mobs_mc_zombie_smith.png"}, {"mobs_mc_zombie_smith.png"},
{"mobs_mc_zombie_villager.png"} {"mobs_mc_zombie_villager.png"}
}, },
visual_size = {x=3, y=3}, visual_size = {x=2.75, y=2.75},
makes_footstep_sound = true, makes_footstep_sound = true,
damage = 3, damage = 3,
reach = 2, reach = 2,

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@ -25,7 +25,7 @@ mobs:register_mob("mobs_mc:witch", {
textures = { textures = {
{"mobs_mc_witch.png"}, {"mobs_mc_witch.png"},
}, },
visual_size = {x=3, y=3}, visual_size = {x=2.75, y=2.75},
makes_footstep_sound = true, makes_footstep_sound = true,
damage = 2, damage = 2,
reach = 2, reach = 2,

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@ -149,8 +149,8 @@ armor.set_player_armor = function(self, player)
if level then if level then
local texture = def.texture or item:gsub("%:", "_") local texture = def.texture or item:gsub("%:", "_")
local enchanted_addition = (mcl_enchanting.is_enchanted(item) and mcl_enchanting.overlay or "") local enchanted_addition = (mcl_enchanting.is_enchanted(item) and mcl_enchanting.overlay or "")
table.insert(textures, texture..".png"..enchanted_addition) table.insert(textures, "("..texture..".png"..enchanted_addition..")")
preview = "player.png^[opacity:0^"..texture.."_preview.png"..enchanted_addition..""..(preview and "^"..preview or "") preview = "(player.png^[opacity:0^"..texture.."_preview.png"..enchanted_addition..")"..(preview and "^"..preview or "")
armor_level = armor_level + level armor_level = armor_level + level
items = items + 1 items = items + 1
mcl_armor_points = mcl_armor_points + (def.groups["mcl_armor_points"] or 0) mcl_armor_points = mcl_armor_points + (def.groups["mcl_armor_points"] or 0)

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@ -19,7 +19,7 @@ function mcl_cocoas.place(itemstack, placer, pt, plantname)
-- Am I right-clicking on something that has a custom on_rightclick set? -- Am I right-clicking on something that has a custom on_rightclick set?
if placer and not placer:get_player_control().sneak then if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[under.name] and minetest.registered_nodes[under.name].on_rightclick then if minetest.registered_nodes[under.name] and minetest.registered_nodes[under.name].on_rightclick then
return minetest.registered_nodes[under.name].on_rightclick(pointed_thing.under, under, placer, itemstack) or itemstack return minetest.registered_nodes[under.name].on_rightclick(pt.under, under, placer, itemstack) or itemstack
end end
end end

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@ -85,14 +85,15 @@ minetest.register_craftitem("mcl_end:crystal", {
on_place = function(itemstack, placer, pointed_thing) on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type == "node" then if pointed_thing.type == "node" then
local pos = minetest.get_pointed_thing_position(pointed_thing) local pos = minetest.get_pointed_thing_position(pointed_thing)
local node = minetest.get_node(pos).name local node = minetest.get_node(pos)
local node_name = node.name
if placer and not placer:get_player_control().sneak then if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then if minetest.registered_nodes[node_name] and minetest.registered_nodes[node_name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack return minetest.registered_nodes[node_name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end end
end end
if find_crystal(pos) then return itemstack end if find_crystal(pos) then return itemstack end
if node == "mcl_core:obsidian" or node == "mcl_core:bedrock" then if node_name == "mcl_core:obsidian" or node_name == "mcl_core:bedrock" then
if not minetest.is_creative_enabled(placer:get_player_name()) then if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item() itemstack:take_item()
end end

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@ -50,69 +50,69 @@ local alldirs=
-- 3 exptime variants because the animation is not tied to particle expiration time. -- 3 exptime variants because the animation is not tied to particle expiration time.
-- 3 colorized variants to imitate minecraft's -- 3 colorized variants to imitate minecraft's
local smoke_pdef_base = { local smoke_pdef_base = {
amount = 0.001, amount = 0.001,
time = 0, time = 0,
-- minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 }), -- minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 }),
-- maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 }), -- maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 }),
minvel = { x = -0.1, y = 0.3, z = -0.1 }, minvel = { x = -0.1, y = 0.3, z = -0.1 },
maxvel = { x = 0.1, y = 1.6, z = 0.1 }, maxvel = { x = 0.1, y = 1.6, z = 0.1 },
-- minexptime = 3 exptime variants, -- minexptime = 3 exptime variants,
-- maxexptime = 3 exptime variants -- maxexptime = 3 exptime variants
minsize = 4.0, minsize = 4.0,
maxsize = 4.5, maxsize = 4.5,
-- texture = "mcl_particles_smoke_anim.png^[colorize:#000000:(3 colourize variants)", -- texture = "mcl_particles_smoke_anim.png^[colorize:#000000:(3 colourize variants)",
animation = { animation = {
type = "vertical_frames", type = "vertical_frames",
aspect_w = 8, aspect_w = 8,
aspect_h = 8, aspect_h = 8,
-- length = 3 exptime variants -- length = 3 exptime variants
}, },
collisiondetection = true, collisiondetection = true,
} }
local smoke_pdef_cached = {} local smoke_pdef_cached = {}
local spawn_smoke = function(pos) local spawn_smoke = function(pos)
local min = math.min local min = math.min
local new_minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 }) local new_minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 })
local new_maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 }) local new_maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 })
-- populate the cache -- populate the cache
if not next(smoke_pdef_cached) then if not next(smoke_pdef_cached) then
-- the last frame plays for 1/8 * N seconds, so we can take advantage of it -- the last frame plays for 1/8 * N seconds, so we can take advantage of it
-- to have varying exptime for each variant. -- to have varying exptime for each variant.
local exptimes = { 0.75, 1.5, 4.0 } local exptimes = { 0.75, 1.5, 4.0 }
local colorizes = { "199", "209", "243" } -- round(78%, 82%, 90% of 256) - 1 local colorizes = { "199", "209", "243" } -- round(78%, 82%, 90% of 256) - 1
local id = 1 local id = 1
for _,exptime in ipairs(exptimes) do for _,exptime in ipairs(exptimes) do
for _,colorize in ipairs(colorizes) do for _,colorize in ipairs(colorizes) do
smoke_pdef_base.minpos = new_minpos smoke_pdef_base.minpos = new_minpos
smoke_pdef_base.maxpos = new_maxpos smoke_pdef_base.maxpos = new_maxpos
smoke_pdef_base.maxexptime = exptime smoke_pdef_base.maxexptime = exptime
smoke_pdef_base.animation.length = exptime + 0.1 smoke_pdef_base.animation.length = exptime + 0.1
-- minexptime must be set such that the last frame is actully rendered, -- minexptime must be set such that the last frame is actully rendered,
-- even if its very short. Larger exptime -> larger range -- even if its very short. Larger exptime -> larger range
smoke_pdef_base.minexptime = min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1)) smoke_pdef_base.minexptime = min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
smoke_pdef_base.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize smoke_pdef_base.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize
smoke_pdef_cached[id] = table.copy(smoke_pdef_base) smoke_pdef_cached[id] = table.copy(smoke_pdef_base)
mcl_particles.add_node_particlespawner(pos, smoke_pdef_cached[id], "high") mcl_particles.add_node_particlespawner(pos, smoke_pdef_cached[id], "high")
id = id + 1 id = id + 1
end end
end end
-- cache already populated -- cache already populated
else else
for i, smoke_pdef in ipairs(smoke_pdef_cached) do for i, smoke_pdef in ipairs(smoke_pdef_cached) do
smoke_pdef.minpos = new_minpos smoke_pdef.minpos = new_minpos
smoke_pdef.maxpos = new_maxpos smoke_pdef.maxpos = new_maxpos
mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high") mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
end end
end end
--[[ Old smoke pdef --[[ Old smoke pdef
local spawn_smoke = function(pos) local spawn_smoke = function(pos)
mcl_particles.add_node_particlespawner(pos, { mcl_particles.add_node_particlespawner(pos, {
amount = 0.1, amount = 0.1,
time = 0, time = 0,
@ -132,7 +132,7 @@ local spawn_smoke = function(pos)
length = 2.1, length = 2.1,
}, },
}, "high") }, "high")
-- ]] -- ]]
end end

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@ -96,6 +96,8 @@ minetest.register_globalstep(function(dtime)
local player_velocity = player:get_velocity() or player:get_player_velocity() local player_velocity = player:get_velocity() or player:get_player_velocity()
local wielded = player:get_wielded_item()
-- controls head bone -- controls head bone
local pitch = - degrees(player:get_look_vertical()) local pitch = - degrees(player:get_look_vertical())
local yaw = degrees(player:get_look_horizontal()) local yaw = degrees(player:get_look_horizontal())
@ -107,13 +109,19 @@ minetest.register_globalstep(function(dtime)
player_vel_yaw = limit_vel_yaw(player_vel_yaw, yaw) player_vel_yaw = limit_vel_yaw(player_vel_yaw, yaw)
player_vel_yaws[name] = player_vel_yaw player_vel_yaws[name] = player_vel_yaw
-- controls right and left arms pitch when shooting a bow or punching -- controls right and left arms pitch when shooting a bow
if string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right then if string.find(wielded:get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35)) player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35)) player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
-- when punching
elseif controls.LMB and player:get_attach() == nil then elseif controls.LMB and player:get_attach() == nil then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0)) player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
-- when holding an item.
elseif wielded:get_name() ~= "" then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(20,0,0))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
-- resets arms pitch
else else
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0)) player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0)) player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))

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@ -72,7 +72,7 @@ minetest.register_on_joinplayer(function(player)
minetest.after(0, function(player) minetest.after(0, function(player)
wieldview:update_wielded_item(player) wieldview:update_wielded_item(player)
local itementity = minetest.add_entity(player:get_pos(), "wieldview:wieldnode") local itementity = minetest.add_entity(player:get_pos(), "wieldview:wieldnode")
itementity:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(-90, 0, 45)) itementity:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(90, 0, 45))
itementity:get_luaentity().wielder = name itementity:get_luaentity().wielder = name
end, player) end, player)
end) end)
@ -106,14 +106,18 @@ minetest.register_entity("wieldview:wieldnode", {
if player then if player then
local wielded = player:get_wielded_item() local wielded = player:get_wielded_item()
local itemstring = wielded:get_name() local itemstring = wielded:get_name()
if self.itemstring ~= itemstring then if self.itemstring ~= itemstring then
local def = minetest.registered_items[itemstring] local def = minetest.registered_items[itemstring]
self.object:set_properties({glow = def and def.light_source or 0}) self.object:set_properties({glow = def and def.light_source or 0})
-- wield item as cubic
if armor.textures[self.wielder].wielditem == "blank.png" then if armor.textures[self.wielder].wielditem == "blank.png" then
self.object:set_properties({textures = {itemstring}}) self.object:set_properties({textures = {itemstring}})
else else -- wield item as flat
self.object:set_properties({textures = {""}}) self.object:set_properties({textures = {""}})
end end
self.itemstring = itemstring self.itemstring = itemstring
end end
else else