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Import drippingwater mod

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Wuzzy 2017-01-06 02:45:04 +01:00
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commit dd74a0a5ff
9 changed files with 163 additions and 0 deletions

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mods/drippingwater/init.lua Normal file
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--Dripping Water Mod
--by kddekadenz
-- License of code, textures & sounds: CC0
--Random
math.randomseed(3)
--Drop entities
--water
minetest.register_entity("drippingwater:drop_water", {
hp_max = 2000,
physical = true,
collisionbox = {0,0,0,0,0,0},
visual = "cube",
visual_size = {x=0.05, y=0.1},
textures = {"default_water.png","default_water.png","default_water.png","default_water.png", "default_water.png", "default_water.png"},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
on_activate = function(self, staticdata)
self.object:setsprite({x=0,y=0}, 1, 1, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:getpos()
if k==1 then
self.object:setacceleration({x=0, y=-5, z=0})
end
if minetest.env:get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:setacceleration({x=0, y=-5, z=0})
end
if minetest.env:get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
self.object:remove()
minetest.sound_play({name="drippingwater_drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8})
end
end,
})
--lava
minetest.register_entity("drippingwater:drop_lava", {
hp_max = 2000,
physical = true,
collisionbox = {0,0,0,0,0,0},
visual = "cube",
visual_size = {x=0.05, y=0.1},
textures = {"default_lava.png","default_lava.png","default_lava.png","default_lava.png", "default_lava.png", "default_lava.png"},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
on_activate = function(self, staticdata)
self.object:setsprite({x=0,y=0}, 1, 0, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:getpos()
if k==1 then
self.object:setacceleration({x=0, y=-5, z=0})
end
if minetest.env:get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:setacceleration({x=0, y=-5, z=0})
end
if minetest.env:get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
self.object:remove()
minetest.sound_play({name="drippingwater_lavadrip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8})
end
end,
})
--Create drop
minetest.register_abm(
{nodenames = {"group:crumbly"},
neighbors = {"group:water"},
interval = 2,
chance = 22,
action = function(pos)
if minetest.env:get_node({x=pos.x, y=pos.y -1, z=pos.z}).name == "air" and
minetest.env:get_node({x=pos.x, y=pos.y -2, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.env:add_entity({x=pos.x + i, y=pos.y - 0.5, z=pos.z + i}, "drippingwater:drop_water")
end
end,
})
--Cloudstone
minetest.register_abm(
{nodenames = {"default:cloud"},
interval = 0,
chance = 1,
action = function(pos)
if minetest.env:get_node({x=pos.x, y=pos.y -1, z=pos.z}).name == "air" and
minetest.env:get_node({x=pos.x, y=pos.y -2, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.env:add_entity({x=pos.x + i, y=pos.y - 0.5, z=pos.z + i}, "drippingwater:drop_water")
end
end,
})
--Create lava drop
minetest.register_abm(
{nodenames = {"group:crumbly"},
neighbors = {"group:lava"},
interval = 2,
chance = 22,
action = function(pos)
if minetest.env:get_node({x=pos.x, y=pos.y -1, z=pos.z}).name == "air" and
minetest.env:get_node({x=pos.x, y=pos.y -2, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.env:add_entity({x=pos.x + i, y=pos.y - 0.5, z=pos.z + i}, "drippingwater:drop_lava")
end
end,
})

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Dripping Water Mod
by kddekadenz
Installing instructions:
1. Copy the drippingwater mod folder into games/gamemode/mods
2. Start game and enjoy :)
Manual:
-> drops are generated rarely under crumbly nodes (dirt,grass,sandstone)
-> waterdrops are generated under cloudstone massively
-> they will stay some time at the generated block and than they fall down
-> when they collide with the ground, a sound is played and they are destroyed
License:
code & sounds: CC0
Changelog:
16.04.2012 - first release
28.04.2012 - drops are now 3D; added lava drops; fixed generating of drops (not at edges now)

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