local modname = minetest.get_current_modname() local S = minetest.get_translator(modname) local modpath = minetest.get_modpath(modname) local function temple_placement_callback(p1, p2, pr) --dont remove foliage - looks kind of nice for a jt local chests = minetest.find_nodes_in_area(p1, p2, "mcl_chests:trapped_chest_small") -- Add jungle temple loot into chests for c=1, #chests do local lootitems = mcl_loot.get_multi_loot({ { stacks_min = 2, stacks_max = 6, items = { { itemstring = "mcl_mobitems:bone", weight = 20, amount_min = 4, amount_max=6 }, { itemstring = "mcl_mobitems:rotten_flesh", weight = 16, amount_min = 3, amount_max=7 }, { itemstring = "mcl_core:gold_ingot", weight = 15, amount_min = 2, amount_max = 7 }, --{ itemstring = "mcl_bamboo:bamboo", weight = 15, amount_min = 1, amount_max=3 }, --FIXME BAMBOO { itemstring = "mcl_core:iron_ingot", weight = 15, amount_min = 1, amount_max = 5 }, { itemstring = "mcl_core:diamond", weight = 3, amount_min = 1, amount_max = 3 }, { itemstring = "mcl_mobitems:saddle", weight = 3, }, { itemstring = "mcl_core:emerald", weight = 2, amount_min = 1, amount_max = 3 }, { itemstring = "mcl_books:book", weight = 1, func = function(stack, pr) mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr) end }, { itemstring = "mcl_mobitems:iron_horse_armor", weight = 1, }, { itemstring = "mcl_mobitems:gold_horse_armor", weight = 1, }, { itemstring = "mcl_mobitems:diamond_horse_armor", weight = 1, }, { itemstring = "mcl_core:apple_gold_enchanted", weight = 2, }, } }}, pr) mcl_structures.init_node_construct(chests[c]) local meta = minetest.get_meta(chests[c]) local inv = meta:get_inventory() mcl_loot.fill_inventory(inv, "main", lootitems, pr) end -- TODO: initialize traps end mcl_structures.register_structure("jungle_temple",{ place_on = {"group:grass_block","group:dirt","mcl_core:dirt_with_grass"}, noise_params = { offset = 0, scale = 0.0000812, spread = {x = 250, y = 250, z = 250}, seed = 31585, octaves = 3, persist = -0.2, flags = "absvalue", }, flags = "place_center_x, place_center_z", solid_ground = true, make_foundation = true, y_offset = -5, chunk_probability = 256, y_max = mcl_vars.mg_overworld_max, y_min = 1, biomes = { "Jungle" }, sidelen = 18, filenames = { modpath.."/schematics/mcl_structures_jungle_temple.mts", modpath.."/schematics/mcl_structures_jungle_temple_nice.mts", }, after_place = function(pos,def,pr) local hl = def.sidelen / 2 local p1 = vector.offset(pos,-hl,-hl,-hl) local p2 = vector.offset(pos,hl,hl,hl) temple_placement_callback(p1, p2, pr) end, })