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