forked from MineClone5/MineClone5
Add crying obsidian
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1a4ec50939
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9db3b97202
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@ -1,16 +1,24 @@
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-- Dripping Water Mod
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-- by kddekadenz
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local math = math
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-- License of code, textures & sounds: CC0
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local function register_drop(liquid, glow, sound, nodes)
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minetest.register_entity("mcl_dripping:drop_" .. liquid, {
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local math_random = math.random
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local all_dirs = {
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{x = 0, y = 0, z = 1},
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{x = 0, y = 1, z = 0},
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{x = 1, y = 0, z = 0},
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{x = 0, y = 0, z =-1},
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{x = 0, y =-1, z = 0},
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{x =-1, y = 0, z = 0},
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}
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local function register_drop_entity(substance, glow, sound, texture_file_name)
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minetest.register_entity("mcl_dripping:drop_" .. substance, {
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hp_max = 1,
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physical = true,
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collide_with_objects = false,
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collisionbox = {-0.01, 0.01, -0.01, 0.01, 0.01, 0.01},
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collisionbox = {-0.01, -0.01, -0.01, 0.01, 0.01, 0.01},
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glow = glow,
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pointable = false,
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visual = "sprite",
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@ -22,11 +30,18 @@ local function register_drop(liquid, glow, sound, nodes)
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_dropped = false,
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on_activate = function(self)
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self.object:set_properties({
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textures = {"[combine:2x2:" .. -math.random(1, 16) .. "," .. -math.random(1, 16) .. "=default_" .. liquid .. "_source_animated.png"}
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textures = {
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"[combine:2x2:"
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.. -math_random(1, 16)
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.. ","
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.. -math_random(1, 16)
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.. "="
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.. (texture_file_name or ("default_" .. substance .. "_source_animated.png"))
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}
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})
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end,
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on_step = function(self, dtime)
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local k = math.random(1, 222)
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local k = math_random(1, 222)
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local ownpos = self.object:get_pos()
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if k == 1 then
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self.object:set_acceleration(vector.new(0, -5, 0))
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@ -38,7 +53,9 @@ local function register_drop(liquid, glow, sound, nodes)
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local ent = self.object:get_luaentity()
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if not ent._dropped then
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ent._dropped = true
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minetest.sound_play({name = "drippingwater_" .. sound .. "drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
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if sound then
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minetest.sound_play({name = "drippingwater_" .. sound .. "drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
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end
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end
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if k < 3 then
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self.object:remove()
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@ -46,6 +63,10 @@ local function register_drop(liquid, glow, sound, nodes)
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end
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end,
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})
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end
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local function register_liquid_drop(liquid, glow, sound, nodes)
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register_drop_entity(liquid, glow, sound)
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minetest.register_abm({
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label = "Create drops",
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nodenames = nodes,
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@ -55,12 +76,31 @@ local function register_drop(liquid, glow, sound, nodes)
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action = function(pos)
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if minetest.get_item_group(minetest.get_node(vector.offset(pos, 0, 1, 0)).name, liquid) ~= 0
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and minetest.get_node(vector.offset(pos, 0, -1, 0)).name == "air" then
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local x, z = math.random(-45, 45) / 100, math.random(-45, 45) / 100
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local x, z = math_random(-45, 45) / 100, math_random(-45, 45) / 100
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minetest.add_entity(vector.offset(pos, x, -0.520, z), "mcl_dripping:drop_" .. liquid)
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end
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end,
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})
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end
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register_drop("water", 1, "", {"group:opaque", "group:leaves"})
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register_drop("lava", math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3), "lava", {"group:opaque"})
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register_liquid_drop("water", 1, "", {"group:opaque", "group:leaves"})
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register_liquid_drop("lava", math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3), "lava", {"group:opaque"})
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register_drop_entity("crying_obsidian", 10, nil, "mcl_core_crying_obsidian.png")
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minetest.register_abm({
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label = "Create crying obsidian drops",
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nodenames = {"mcl_core:crying_obsidian"},
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neighbors = {"air"},
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interval = 2,
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chance = 22,
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action = function(pos)
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local i0 = math_random(1, 6)
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for i = i0, i0 + 5 do
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local dir = all_dirs[(i % 6) + 1]
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if minetest.get_node(vector.add(pos, dir)).name == "air" then
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minetest.add_entity(vector.offset(pos, dir.x * 0.52, dir.y * 0.52, dir.z * 0.52), "mcl_dripping:drop_crying_obsidian")
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return
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end
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end
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end,
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})
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@ -1,29 +1,30 @@
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Dripping Mod
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by kddekadenz
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modified for MineClone 2 by Wuzzy and NO11
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Installing instructions:
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1. Copy the mcl_dripping mod folder into games/gamemode/mods
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2. Start game and enjoy :)
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Manual:
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-> drops are generated rarely under solid nodes
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-> they will stay some time at the generated block and than they fall down
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-> when they collide with the ground, a sound is played and they are destroyed
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License:
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code & sounds: CC0
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Changelog:
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16.04.2012 - first release
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28.04.2012 - drops are now 3D; added lava drops; fixed generating of drops (not at edges now)
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Dripping Mod
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by kddekadenz
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modified for MineClone 2 by Wuzzy and NO11
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modified for MineClone 5 by kay27
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Installing instructions:
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1. Copy the mcl_dripping mod folder into games/gamemode/mods
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2. Start game and enjoy :)
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Manual:
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-> drops are generated rarely under solid nodes
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-> they will stay some time at the generated block and than they fall down
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-> when they collide with the ground, a sound is played and they are destroyed
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License:
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code & sounds: CC0
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Changelog:
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16.04.2012 - first release
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28.04.2012 - drops are now 3D; added lava drops; fixed generating of drops (not at edges now)
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@ -155,6 +155,8 @@ Oak Wood Planks=
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Oak leaves are grown from oak trees.=
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Obsidian=
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Obsidian is an extremely hard mineral with an enourmous blast-resistance. Obsidian is formed when water meets lava.=
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Crying Obsidian=
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Crying obsidian is a luminous obsidian that can generate as part of ruined portals.=
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One of the most common blocks in the world, almost the entire underground consists of stone. It sometimes contains ores. Stone may be created when water meets lava.=
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Orange Stained Glass=
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Packed Ice=
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@ -826,6 +826,19 @@ minetest.register_node("mcl_core:obsidian", {
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end,
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})
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minetest.register_node("mcl_core:crying_obsidian", {
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description = S("Crying Obsidian"),
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_doc_items_longdesc = S("Crying obsidian is a luminous obsidian that can generate as part of ruined portals."),
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tiles = {"default_obsidian.png^mcl_core_crying_obsidian.png"},
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is_ground_content = false,
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light_source = 10,
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sounds = mcl_sounds.node_sound_stone_defaults(),
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stack_max = 64,
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groups = {pickaxey=5, building_block=1, material_stone=1},
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_mcl_blast_resistance = 1200,
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_mcl_hardness = 50,
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})
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minetest.register_node("mcl_core:ice", {
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description = S("Ice"),
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_doc_items_longdesc = S("Ice is a solid block usually found in cold areas. It melts near block light sources at a light level of 12 or higher. When it melts or is broken while resting on top of another block, it will turn into a water source."),
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