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cora 2021-09-27 03:23:04 +02:00
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`mcl_weather` `mcl_weather`
======================= =======================
This was largely rewritten to use particlespawners (what were you thinking !?) and an event based code flow. This was largely rewritten to use particlespawners (what were you thinking !?) and an event based code flow.
-cora, 2021-09
Weathers included
-----------------------
* rain
* snow
* thunder
Commands
-----------------------
`weather <weather>`, requires `weather_manager` privilege.
Dependencies
-----------------------
Lightning has been made a hard dependency since it is included in Mineclonia.
Adding new weathers:
It's as simple as calling a mcl_weather.register_weather(weatherdef):
Weatherdef
-----------------------
{
light_factor = 1,
-- 0-1
cloudcolor= ,
--hexrgb
sound,
--A sound name (loop)
min_duration ,
-- In seconds
max_duration ,
transitions,
--The chances how likely this weather is to change into another weather.
-- e.g.
-- {
-- [65] = "none",
-- [80] = "rain",
-- [100] = "thunder",
-- }
skylayer= ,
-- a skylayer defintion (see skycolor api)
particlespawners = {},
-- a table of particlespawnerdefinitions
start ,
--A function that is run when the weather is about to start
start_player,
--A function per player that is run when the weather is about to start
clear ,
--A function that is run when the weather is about to clear/change
clear_player , -- function per player that is run on change (first argument is the playername)
at_pos ,
--A function that is run for each player with current position as argument. weather is disabled for the player when it returns false
change_at_pos,
--function that is run for each player with current position as argument. return a weather name and the weather transitions into the supplied weather for that player
}
This was the original README.md from mcl2_weather:
Weather mod for MineClone 2. Forked from the `weather_pack` mod by xeranas. Weather mod for MineClone 2. Forked from the `weather_pack` mod by xeranas.