forked from VoxeLibre/VoxeLibre
Merge pull request 'master' (#9) from MineClone2/MineClone2:master into master
Reviewed-on: NO11/MineClone2#9
This commit is contained in:
commit
94e1d82b45
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@ -538,3 +538,12 @@ function mcl_util.get_object_name(object)
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return luaentity.nametag and luaentity.nametag ~= "" and luaentity.nametag or luaentity.description or luaentity.name
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end
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end
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function mcl_util.replace_mob(obj, mob)
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local rot = obj:get_yaw()
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local pos = obj:get_pos()
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obj:remove()
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obj = minetest.add_entity(pos, mob)
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obj:set_yaw(rot)
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return obj
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end
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@ -0,0 +1,31 @@
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# lightning
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Lightning mod for MineClone2 with the following API:
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## lightning.register_on_strike(function(pos, pos2, objects))
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Custom function called when a lightning strikes.
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* `pos`: impact position
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* `pos2`: rounded node position where fire is placed
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* `objects`: table with ObjectRefs of all objects within a radius of 3.5 around pos2
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## lightning.strike(pos)
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Let a lightning strike.
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* `pos`: optional, if not given a random pos will be chosen
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* `returns`: bool - success if a strike happened
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### Examples:
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```
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lightning.register_on_strike(function(pos, pos2, objects)
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for _, obj in pairs(objects) do
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obj:remove()
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end
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minetest.add_entity(pos, "mobs_mc:sheep")
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end)
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minetest.register_on_respawnplayer(function(player)
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lightning.strike(player:get_pos())
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end)
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```
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@ -31,6 +31,7 @@ lightning = {
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size = 100,
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-- disable this to stop lightning mod from striking
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auto = true,
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on_strike_functions = {},
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}
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local rng = PcgRandom(32321123312123)
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@ -54,6 +55,18 @@ end
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minetest.register_globalstep(revertsky)
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-- lightning strike API
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-- See API.md
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--[[
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lightning.register_on_strike(function(pos, pos2, objects)
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-- code
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end)
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]]
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function lightning.register_on_strike(func)
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table.insert(lightning.on_strike_functions, func)
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end
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-- select a random strike point, midpoint
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local function choose_pos(pos)
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if not pos then
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@ -79,14 +92,14 @@ local function choose_pos(pos)
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pos.z = math.floor(pos.z - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
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end
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local b, pos2 = line_of_sight(pos, {x = pos.x, y = pos.y - lightning.range_v, z = pos.z}, 1)
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local b, pos2 = line_of_sight(pos, { x = pos.x, y = pos.y - lightning.range_v, z = pos.z }, 1)
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-- nothing but air found
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if b then
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return nil, nil
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end
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local n = get_node({x = pos2.x, y = pos2.y - 1/2, z = pos2.z})
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local n = get_node({ x = pos2.x, y = pos2.y - 1/2, z = pos2.z })
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if n.name == "air" or n.name == "ignore" then
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return nil, nil
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end
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@ -94,7 +107,6 @@ local function choose_pos(pos)
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return pos, pos2
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end
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-- lightning strike API
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-- * pos: optional, if not given a random pos will be chosen
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-- * returns: bool - success if a strike happened
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function lightning.strike(pos)
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@ -108,21 +120,28 @@ function lightning.strike(pos)
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if not pos then
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return false
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end
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local objects = get_objects_inside_radius(pos2, 3.5)
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if lightning.on_strike_functions then
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for _, func in pairs(lightning.on_strike_functions) do
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func(pos, pos2, objects)
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end
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end
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end
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lightning.register_on_strike(function(pos, pos2, objects)
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local particle_pos = vector.offset(pos2, 0, (lightning.size / 2) + 0.5, 0)
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local particle_size = lightning.size * 10
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local time = 0.2
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add_particlespawner({
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amount = 1,
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time = 0.2,
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time = time,
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-- make it hit the top of a block exactly with the bottom
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minpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z },
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maxpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z },
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minvel = {x = 0, y = 0, z = 0},
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maxvel = {x = 0, y = 0, z = 0},
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minacc = {x = 0, y = 0, z = 0},
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maxacc = {x = 0, y = 0, z = 0},
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minexptime = 0.2,
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maxexptime = 0.2,
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minsize = lightning.size * 10,
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maxsize = lightning.size * 10,
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minpos = particle_pos,
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maxpos = particle_pos,
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minexptime = time,
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maxexptime = time,
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minsize = particle_size,
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maxsize = particle_size,
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collisiondetection = true,
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vertical = true,
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-- to make it appear hitting the node that will get set on fire, make sure
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@ -135,44 +154,27 @@ function lightning.strike(pos)
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sound_play({ name = "lightning_thunder", gain = 10 }, { pos = pos, max_hear_distance = 500 }, true)
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-- damage nearby objects, transform mobs
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-- TODO: use an API insteed of hardcoding this behaviour
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local objs = get_objects_inside_radius(pos2, 3.5)
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for o=1, #objs do
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local obj = objs[o]
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for _, obj in pairs(objects) do
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local lua = obj:get_luaentity()
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-- pig → zombie pigman (no damage)
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if lua and lua._on_strike then
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lua._on_strike(lua, pos, pos2, objects)
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end
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-- remove this when mob API is done
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if lua and lua.name == "mobs_mc:pig" then
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local rot = obj:get_yaw()
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obj:remove()
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obj = add_entity(pos2, "mobs_mc:pigman")
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obj:set_yaw(rot)
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-- mooshroom: toggle color red/brown (no damage)
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mcl_util.replace_mob(obj, "mobs_mc:pigman")
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elseif lua and lua.name == "mobs_mc:mooshroom" then
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if lua.base_texture[1] == "mobs_mc_mooshroom.png" then
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lua.base_texture = { "mobs_mc_mooshroom_brown.png", "mobs_mc_mushroom_brown.png" }
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else
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lua.base_texture = { "mobs_mc_mooshroom.png", "mobs_mc_mushroom_red.png" }
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end
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obj:set_properties({textures = lua.base_texture})
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-- villager → witch (no damage)
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--elseif lua and lua.name == "mobs_mc:villager" then
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-- Witches are incomplete, this code is unused
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-- TODO: Enable this code when witches are working.
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--[[
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local rot = obj:get_yaw()
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obj:remove()
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obj = minetest.add_entity(pos2, "mobs_mc:witch")
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obj:set_yaw(rot)
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]]
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-- charged creeper
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obj:set_properties({ textures = lua.base_texture })
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elseif lua and lua.name == "mobs_mc:villager" then
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mcl_util.replace_mob(obj, "mobs_mc:witch")
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elseif lua and lua.name == "mobs_mc:creeper" then
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local rot = obj:get_yaw()
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obj:remove()
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obj = add_entity(pos2, "mobs_mc:creeper_charged")
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obj:set_yaw(rot)
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-- Other objects: Just damage
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mcl_util.replace_mob(obj, "mobs_mc:creeper_charged")
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else
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mcl_util.deal_damage(obj, 5, {type = "lightning_bolt"})
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mcl_util.deal_damage(obj, 5, { type = "lightning_bolt" })
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end
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end
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@ -186,7 +188,7 @@ function lightning.strike(pos)
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local name = player:get_player_name()
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if ps[name] == nil then
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ps[name] = {p = player, sky = sky}
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mcl_weather.skycolor.add_layer("lightning", {{r=255,g=255,b=255}}, true)
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mcl_weather.skycolor.add_layer("lightning", { { r = 255, g = 255, b = 255 } }, true)
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mcl_weather.skycolor.active = true
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end
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end
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@ -201,7 +203,7 @@ function lightning.strike(pos)
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if rng:next(1,100) <= 3 then
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skeleton_lightning = true
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end
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if get_item_group(get_node({x = pos2.x, y = pos2.y - 1, z = pos2.z}).name, "liquid") < 1 then
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if get_item_group(get_node({ x = pos2.x, y = pos2.y - 1, z = pos2.z }).name, "liquid") < 1 then
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if get_node(pos2).name == "air" then
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-- Low chance for a lightning to spawn skeleton horse + skeletons
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if skeleton_lightning then
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@ -210,7 +212,7 @@ function lightning.strike(pos)
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local angle, posadd
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angle = math.random(0, math.pi*2)
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for i=1,3 do
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posadd = {x=math.cos(angle),y=0,z=math.sin(angle)}
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posadd = { x=math.cos(angle),y=0,z=math.sin(angle) }
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posadd = vector.normalize(posadd)
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local mob = add_entity(vector.add(pos2, posadd), "mobs_mc:skeleton")
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mob:set_yaw(angle-math.pi/2)
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@ -219,12 +221,11 @@ function lightning.strike(pos)
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-- Cause a fire
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else
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set_node(pos2, {name = "mcl_fire:fire"})
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set_node(pos2, { name = "mcl_fire:fire" })
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end
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end
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end
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end
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end)
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-- if other mods disable auto lightning during initialization, don't trigger the first lightning.
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after(5, function(dtime)
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@ -203,12 +203,8 @@ local dispenserdef = {
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else
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minetest.add_item(droppos, mobs_mc.items.mushroom_red .. " 5")
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end
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local oldyaw = obj:get_yaw()
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obj:remove()
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local cow = minetest.add_entity(pos, "mobs_mc:cow")
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cow:set_yaw(oldyaw)
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obj = cow
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entity = cow:get_luaentity()
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obj = mcl_util.replace_mob(obj, "mobs_mc:cow")
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entity = obj:get_luaentity()
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used = true
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end
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if used then
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@ -12,15 +12,7 @@ Authors of media (textures)
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BlockMen (CC BY-SA 3.0)
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This mod adds a bed to Minetest which allows to skip the night.
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To sleep, rightclick the bed. If playing in singleplayer mode the night gets skipped
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immediately. If playing multiplayer you get shown how many other players are in bed too,
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if all players are sleeping the night gets skipped. The night skip can be forced if more
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than 50% of the players are lying in bed and use this option.
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Another feature is a controlled respawning. If you have slept in bed (not just lying in
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it) your respawn point is set to the beds location and you will respawn there after
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To sleep, rightclick the bed.
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Another feature is a controlled respawning. If you have slept in bed your respawn point is set to the beds location and you will respawn there after
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death.
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You can disable the respawn at beds by setting "enable_bed_respawn = false" in
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minetest.conf.
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You can disable the night skip feature by setting "enable_bed_night_skip = false" in
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minetest.conf or by using the /set command in-game.
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Use the mcl_playersSleepingPercentage setting to enable/disable night skipping or set a percentage of how many players need to sleep to skip the night.
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@ -14,39 +14,34 @@ local worlds_mod = minetest.get_modpath("mcl_worlds")
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local function get_look_yaw(pos)
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local n = minetest.get_node(pos)
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if n.param2 == 1 then
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return math.pi / 2, n.param2
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elseif n.param2 == 3 then
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return -math.pi / 2, n.param2
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elseif n.param2 == 0 then
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return math.pi, n.param2
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local param = n.param2
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if param == 1 then
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return math.pi / 2, param
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elseif param == 3 then
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return -math.pi / 2, param
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elseif param == 0 then
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return math.pi, param
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else
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return 0, n.param2
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return 0, param
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end
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end
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local function players_in_bed_setting()
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return tonumber(minetest.settings:get("mcl_playersSleepingPercentage")) or 100
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end
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local function is_night_skip_enabled()
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local enable_night_skip = minetest.settings:get_bool("enable_bed_night_skip")
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if enable_night_skip == nil then
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enable_night_skip = true
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end
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return enable_night_skip
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return players_in_bed_setting() <= 100
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end
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local function check_in_beds(players)
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local in_bed = mcl_beds.player
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if not players then
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players = minetest.get_connected_players()
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end
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|
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for n, player in pairs(players) do
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local name = player:get_player_name()
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if not in_bed[name] then
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if player_in_bed <= 0 then
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return false
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end
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end
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return #players > 0
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return players_in_bed_setting() <= (player_in_bed * 100) / #players
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end
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-- These monsters do not prevent sleep
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|
@ -198,7 +193,7 @@ end
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local function update_formspecs(finished, ges)
|
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local ges = ges or #minetest.get_connected_players()
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local form_n = "size[12,5;true]"
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local all_in_bed = ges == player_in_bed
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local all_in_bed = players_in_bed_setting() <= (player_in_bed * 100) / ges
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local night_skip = is_night_skip_enabled()
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local button_leave = "button_exit[4,3;4,0.75;leave;"..F(S("Leave bed")).."]"
|
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local button_abort = "button_exit[4,3;4,0.75;leave;"..F(S("Abort sleep")).."]"
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|
@ -221,7 +216,13 @@ local function update_formspecs(finished, ges)
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form_n = form_n .. bg_sleep
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form_n = form_n .. button_abort
|
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else
|
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text = text .. "\n" .. S("You will fall asleep when all players are in bed.")
|
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local comment = "You will fall asleep when "
|
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if players_in_bed_setting() == 100 then
|
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comment = S(comment .. "all players are in bed.")
|
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else
|
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comment = S(comment .. "@1% of all players are in bed.", players_in_bed_setting())
|
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end
|
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text = text .. "\n" .. comment
|
||||
form_n = form_n .. bg_presleep
|
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form_n = form_n .. button_leave
|
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end
|
||||
|
@ -349,7 +350,6 @@ function mcl_beds.on_rightclick(pos, player, is_top)
|
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end
|
||||
end
|
||||
|
||||
|
||||
-- Callbacks
|
||||
minetest.register_on_joinplayer(function(player)
|
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local meta = player:get_meta()
|
||||
|
|
|
@ -37,5 +37,6 @@ Players in bed: @1/@2=Spieler im Bett: @1/@2
|
|||
Note: Night skip is disabled.=Anmerkung: Überspringen der Nacht deaktiviert.
|
||||
You're sleeping.=Sie schlafen.
|
||||
You will fall asleep when all players are in bed.=Sie werden einschlafen, wenn alle Spieler im Bett sind.
|
||||
You will fall asleep when @1% of all players are in bed.=Sie werden einschlafen, wenn @1% der Spieler im Bett sind.
|
||||
You're in bed.=Sie sind im Bett.
|
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Allows you to sleep=Zum Einschafen
|
||||
|
|
|
@ -37,5 +37,6 @@ Players in bed: @1/@2=
|
|||
Note: Night skip is disabled.=
|
||||
You're sleeping.=
|
||||
You will fall asleep when all players are in bed.=
|
||||
You will fall asleep when @1% of all players are in bed.=
|
||||
You're in bed.=
|
||||
Allows you to sleep=
|
||||
|
|
|
@ -93,7 +93,7 @@ minetest.register_craftitem("mcl_core:gold_ingot", {
|
|||
|
||||
minetest.register_craftitem("mcl_core:emerald", {
|
||||
description = S("Emerald"),
|
||||
_doc_items_longdesc = S("Emeralds are not very useful on their own, but they can exchanged for gold ingots by crafting."),
|
||||
_doc_items_longdesc = S("Emeralds are used in villager trades as currency."),
|
||||
inventory_image = "mcl_core_emerald.png",
|
||||
stack_max = 64,
|
||||
groups = { craftitem=1 },
|
||||
|
|
|
@ -95,7 +95,7 @@ Dirt acts as a soil for a few plants. When in light, this block may grow a grass
|
|||
Emerald=Smaragd
|
||||
Emerald Ore=Smaragderz
|
||||
Emerald ore is the ore of emeralds. It is very rare and can be found alone, not in clusters.=Smaragderz ist das Erz von Smaragden. Es ist sehr selten und kann nur einzeln gefunden werden, nicht in Ansammlungen.
|
||||
Emeralds are not very useful on their own, but they can exchanged for gold ingots by crafting.=Smaragde sind nicht besonders nützlich, aber man kann sie in der Fertigung durch Goldbarren eintauschen.
|
||||
Emeralds are used in villager trades as currency.=
|
||||
Flint=Feuerstein
|
||||
Flint is a raw material.=Feuerstein ist ein Rohstoff.
|
||||
Flowing Lava=Fließende Lava
|
||||
|
|
|
@ -95,7 +95,7 @@ Dirt acts as a soil for a few plants. When in light, this block may grow a grass
|
|||
Emerald=Esmeralda
|
||||
Emerald Ore=Mena de esmeralda
|
||||
Emerald ore is the ore of emeralds. It is very rare and can be found alone, not in clusters.=El mineral esmeralda es el mineral de las esmeraldas. Es muy raro y se puede encontrar solo, no en grupos.
|
||||
Emeralds are not very useful on their own, but they can exchanged for gold ingots by crafting.=Las esmeraldas no son muy útiles por sí mismas, pero pueden cambiarse por lingotes de oro haciendo artesanías.
|
||||
Emeralds are used in villager trades as currency.=
|
||||
Flint=Pedernal
|
||||
Flint is a raw material.=El pedernal es una materia prima.
|
||||
Flowing Lava=Lava que fluye
|
||||
|
|
|
@ -95,7 +95,7 @@ Dirt acts as a soil for a few plants. When in light, this block may grow a grass
|
|||
Emerald=Emeraude
|
||||
Emerald Ore=Minerai d'Emeraude
|
||||
Emerald ore is the ore of emeralds. It is very rare and can be found alone, not in clusters.=Le minerai d'émeraude produit des émeraudes. Il est très rare et peut être trouvé seul, pas en filons.
|
||||
Emeralds are not very useful on their own, but they can exchanged for gold ingots by crafting.=Les émeraudes ne sont pas très utiles seules, mais elles peuvent être échangées contre des lingots d'or.
|
||||
Emeralds are used in villager trades as currency.=Les émeraudes sont utilisées pour faire des échanges avec les villageois.
|
||||
Flint=Silex
|
||||
Flint is a raw material.=Le silex est une matière première.
|
||||
Flowing Lava=Lave qui coule
|
||||
|
|
|
@ -95,7 +95,7 @@ Dirt acts as a soil for a few plants. When in light, this block may grow a grass
|
|||
Emerald=Szmaragd
|
||||
Emerald Ore=Ruda szmaragdu
|
||||
Emerald ore is the ore of emeralds. It is very rare and can be found alone, not in clusters.=Ruda szmaragdu jest bardzo rzadka i występuje samotnie, nie w grupach.
|
||||
Emeralds are not very useful on their own, but they can exchanged for gold ingots by crafting.=Szmaragdy nie są zbyt użyteczne same w sobie, ale można z nich wytworzyć sztabki złota.
|
||||
Emeralds are used in villager trades as currency.=
|
||||
Flint=Krzemień
|
||||
Flint is a raw material.=Krzemień jest surowym materiałem.
|
||||
Flowing Lava=Płynąca lawa
|
||||
|
|
|
@ -95,7 +95,7 @@ Dirt acts as a soil for a few plants. When in light, this block may grow a grass
|
|||
Emerald=Изумруд
|
||||
Emerald Ore=Изумрудная руда
|
||||
Emerald ore is the ore of emeralds. It is very rare and can be found alone, not in clusters.=Изумрудная руда встречается очень редко и всегда по одному блоку.
|
||||
Emeralds are not very useful on their own, but they can exchanged for gold ingots by crafting.=Изумруды не очень полезны сами по себе, но их можно обменять на золотые слитки.
|
||||
Emeralds are used in villager trades as currency.=
|
||||
Flint=Кремень
|
||||
Flint is a raw material.=Кремень это необработанный материал.
|
||||
Flowing Lava=Текущая лава
|
||||
|
|
|
@ -95,7 +95,7 @@ Dirt acts as a soil for a few plants. When in light, this block may grow a grass
|
|||
Emerald=
|
||||
Emerald Ore=
|
||||
Emerald ore is the ore of emeralds. It is very rare and can be found alone, not in clusters.=
|
||||
Emeralds are not very useful on their own, but they can exchanged for gold ingots by crafting.=
|
||||
Emeralds are used in villager trades as currency.=
|
||||
Flint=
|
||||
Flint is a raw material.=
|
||||
Flowing Lava=
|
||||
|
|
|
@ -270,8 +270,14 @@ function mcl_enchanting.initialize()
|
|||
new_def.groups.not_in_creative_inventory = 1
|
||||
new_def.groups.not_in_craft_guide = 1
|
||||
new_def.groups.enchanted = 1
|
||||
new_def._mcl_armor_texture = new_def._mcl_armor_texture and new_def._mcl_armor_texture .. mcl_enchanting.overlay
|
||||
new_def._mcl_armor_preview = new_def._mcl_armor_preview and new_def._mcl_armor_preview .. mcl_enchanting.overlay
|
||||
|
||||
if new_def._mcl_armor_texture and not type(new_def._mcl_armor_texture) == "function" then
|
||||
new_def._mcl_armor_texture = new_def._mcl_armor_texture .. mcl_enchanting.overlay
|
||||
end
|
||||
if new_def._mcl_armor_preview and not type(new_def._mcl_armor_preview) == "function" then
|
||||
new_def._mcl_armor_preview = new_def._mcl_armor_preview .. mcl_enchanting.overlay
|
||||
end
|
||||
|
||||
new_def._mcl_enchanting_enchanted_tool = new_name
|
||||
new_def.after_use = get_after_use_callback(itemdef)
|
||||
local register_list = register_item_list
|
||||
|
|
|
@ -3,3 +3,27 @@ local S = minetest.get_translator(minetest.get_current_modname())
|
|||
minetest.register_privilege("maphack", {
|
||||
description = S("Can place and use advanced blocks like mob spawners, command blocks and barriers."),
|
||||
})
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
local name = player:get_player_name()
|
||||
local meta = player:get_meta()
|
||||
if meta:get_int("fly_changed") == 1 then return end
|
||||
|
||||
local fly = nil
|
||||
if minetest.is_creative_enabled(name) then
|
||||
fly = true
|
||||
end
|
||||
local player_privs = minetest.get_player_privs(name)
|
||||
player_privs.fly = fly
|
||||
minetest.set_player_privs(name, player_privs)
|
||||
end)
|
||||
|
||||
for _, action in pairs({"grant", "revoke"}) do
|
||||
minetest["register_on_priv_" .. action](function(name, _, priv)
|
||||
if priv == "fly" then
|
||||
local player = minetest.get_player_by_name(name)
|
||||
local meta = player:get_meta()
|
||||
meta:set_int("fly_changed", 1)
|
||||
end
|
||||
end)
|
||||
end
|
|
@ -35,40 +35,6 @@ minetest.register_craft({
|
|||
},
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "mcl_armor:helmet_chain",
|
||||
recipe = {
|
||||
{ "xpanes:bar_flat", "mcl_core:iron_ingot", "xpanes:bar_flat" },
|
||||
{ "xpanes:bar_flat", "", "xpanes:bar_flat" },
|
||||
}
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "mcl_armor:leggings_chain",
|
||||
recipe = {
|
||||
{ "xpanes:bar_flat", "mcl_core:iron_ingot", "xpanes:bar_flat" },
|
||||
{ "xpanes:bar_flat", "", "xpanes:bar_flat" },
|
||||
{ "xpanes:bar_flat", "", "xpanes:bar_flat" },
|
||||
}
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "mcl_armor:boots_chain",
|
||||
recipe = {
|
||||
{ "xpanes:bar_flat", "", "xpanes:bar_flat" },
|
||||
{ "xpanes:bar_flat", "", "xpanes:bar_flat" },
|
||||
}
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "mcl_armor:chestplate_chain",
|
||||
recipe = {
|
||||
{ "xpanes:bar_flat", "", "xpanes:bar_flat" },
|
||||
{ "xpanes:bar_flat", "mcl_core:iron_ingot", "xpanes:bar_flat" },
|
||||
{ "xpanes:bar_flat", "xpanes:bar_flat", "xpanes:bar_flat" },
|
||||
}
|
||||
})
|
||||
|
||||
-- Make red sand, red sandstone and more craftable in v6
|
||||
-- NOTE: When you change these, also update mcl_craftguide for the "v6" icon in
|
||||
-- the craft guide!
|
||||
|
|
|
@ -33,9 +33,12 @@ mcl_tnt_griefing (TNT destroys blocks) bool true
|
|||
# This setting is only read at startup.
|
||||
enable_bed_respawn (Respawn at bed) bool true
|
||||
|
||||
# If enabled, the night can be skipped if all players are in bed.
|
||||
# This setting is only read at startup.
|
||||
enable_bed_night_skip (Skip night when sleeping) bool true
|
||||
# How many players have to sleep to skip the night, in percent.
|
||||
# Setting to 0 will mean 1 player is always enough to skip the night. Setting above 100 will prevent skipping the night.
|
||||
# 100 by default.
|
||||
# The setting can be changed ingame using `/set mcl_playersSleepingPercentage <number>`
|
||||
mcl_playersSleepingPercentage (Players Sleeping Percentage) int 100
|
||||
|
||||
# Normally, players drop all their items when they die. Enable this
|
||||
# setting, so players always keep their inventory on death.
|
||||
mcl_keepInventory (Keep inventory on death) bool false
|
||||
|
|
Loading…
Reference in New Issue