witchcraft, new nodes, hud/hunger

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D00Med 2017-01-12 06:27:31 +10:00
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HUD API
=======
hud.register(name, def)
-- name: statbar name (health, air, hunger, armor already used by default)
-- def: <HUD item definition> (see below)
hud.change_item(player, name, def)
-- player: player object
-- name: statbar name
-- def: table containing new values
-- currently supported: number, text and offset
hud.swap_statbar(player, name1, name2) -- swaps position and offset of statbar with name1 with statbar with name2
-- player: player object
-- name1: statbar name
-- name2: statbar name
hud.remove_item(player, name)
HUD item definition
{
hud_elem_type = "statbar", -- currently only supported type (same as in lua-api.txt)
position = {x=<x>, y=<y>}, -- position of statbar (same as in lua-api.txt)
size = {x=24, y=24}, -- statbar texture size (default 24x24), needed to be scaled correctly
text = "hud_heart_fg.png", -- texture name (same as in lua-api.txt)
number = 20, -- number/2 = number of full textures(e.g. hearts)
max = 20, -- used to prevent "overflow" of statbars
alignment = {x=-1,y=-1}, -- alignment on screen (same as in lua-api.txt)
offset = HUD_HEALTH_OFFSET,
background = "hud_heart_bg.png", -- statbar background texture name
autohide_bg = false, -- hide statbar background textures when number = 0
events = { -- called on events "damage" and "breath_changed" of players
{
type = "damage",
func = function(player)
-- do something here
end
}
},
}
HUNGER API
==========
-- Register food with given values to change eating actions
hunger.register_food(name, saturation, replace_with_item, poisen, heal, sound)
-- name: item name, e.g. "default:apple"
-- saturation: amount of added saturation
-- replace_with_item: item name that get returned after eating (can be nil)
-- poisen: duration in seconds (1hp damage per second, player can't die) (can be nil)
-- heal: added HP when eating this food (can be nil)
-- sound: costum eating sound (replaces default eating sound) (can be nil)

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Modpack "Better HUD and hunger"
===============================
ModPack-Version: 2.x.1
Copyright (c) 2013-2016 BlockMen <blockmen2015@gmail.com>
About this mod:
~~~~~~~~~~~~~~~
This Modpack includes two mods, "Better HUD" (hud) and "Hunger"(hunger).
HUD:
The hud mod improves the HUD of Minetest and adds statbars for Hunger and Armor (hidden by default).
Also it provides an API to add new statbars easily, see API.txt for more informations.
Changes in builtin HUD items:
- Adds background for Health bar
- Uses better textures for Hotbar
- Uses texture for crosshair
- Positions of builtin statbars can be changed via "hud.conf" file
- Experimental "ItemWheel" that replaces the hotbar (must be enabled by adding "hud_item_wheel = true" in minetest.conf)
This mod supports the 3d_armor mod by stu (https://github.com/stujones11/minetest-3d_armor)
Hunger:
The hunger mod adds hunger mechanics to Minetest, which are based on player actions and on time.
Also it changes the eating in Minetest, e.g. an Apple does not restore Health, but it rises your saturation.
Example: 1 apple fills up the hunger bar by 1 "bread" (statbar symbol).
Although the statbar show 20 hunger points (10 breads) on the HUD you can fill it up to 30 points.
By default it supports a lot of food already (see full list below) and food that for registered via the API.
For more information how to register more food see API.txt
License:
~~~~~~~~
(c) Copyright BlockMen (2013-2016)
Code:
Licensed under the GNU LGPL version 2.1 or higher.
You can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License
as published by the Free Software Foundation;
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
See LICENSE.txt and http://www.gnu.org/licenses/lgpl-2.1.txt
Textures:
see README.txt in each submodule
Github:
~~~~~~~
https://github.com/BlockMen/hud_hunger
Forum:
~~~~~~
https://forum.minetest.net/viewtopic.php?id=6342
Changelog:
~~~~~~~~~~
see changelog.txt in each submodule
Dependencies (hunger):
~~~~~~~~~~~~~
- default
- farming
- flowers
- hud
Supported food/mods:
~~~~~~~~~~~~~~~~~~~~
- Apples (default)
- Animalmaterials (mobf modpack)
- Bread (default)
- Bushes
- bushes_classic
- Creatures
- Dwarves (beer and such)
- Docfarming
- Ethereal
- Fishing
- Farming plus
- Farming (default and Farming Redo)
- Food
- fruit
- Glooptest
- JKMod
- kpgmobs
- Mobfcooking
- Mobs Redo
- Mooretrees
- Mtfoods
- mushroom
- mush45
- Seaplants (sea)
- Simple mobs
- Wine

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--##Better HUD example config file##
------------------------------------
-- This example moves the statbars in the down left and down right corners. By Echoes91
-- NOTICE --
-- if damage is disabled no statbar is shown at all
-- Make sure that the statbars are shown correct on other screen resolutions aswell
HUD_SB_SIZE = {x = 24, y = 24} -- statbar icon size in pixel before (!) scaling
--
-- health bar
--
HUD_HEALTH_POS = {x = 0, y = 1} -- min 0, max 1
HUD_HEALTH_OFFSET = {x = 10, y = -30} -- offset in pixel
--
-- hunger bar
--
HUD_HUNGER_POS = {x = 1, y = 1} -- min 0, max 1
HUD_HUNGER_OFFSET = {x = -250, y = -30} -- offset in pixel
--
-- breath bar
--
HUD_AIR_POS = {x = 1, y = 1} -- min 0, max 1
HUD_AIR_OFFSET = {x = -250, y = -60} -- offset in pixel
--
-- armor bar
--
HUD_ARMOR_POS = {x = 0, y = 1} -- min 0, max 1
HUD_ARMOR_OFFSET = {x = 10, y = -60} -- offset in pixel

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@ -0,0 +1,38 @@
hud.register(name, def)
-- name: statbar name (health, air, hunger, armor already used by default)
-- def: <HUD item definition> (see below)
hud.change_item(player, name, def)
-- player: player object
-- name: statbar name
-- def: table containing new values
-- currently supported: number, text and offset
hud.swap_statbar(player, name1, name2) -- swaps position and offset of statbar with name1 with statbar with name2
-- player: player object
-- name1: statbar name
-- name2: statbar name
hud.remove_item(player, name)
HUD item definition
{
hud_elem_type = "statbar", -- currently only supported type (same as in lua-api.txt)
position = {x=<x>, y=<y>}, -- position of statbar (same as in lua-api.txt)
size = {x=24, y=24}, -- statbar texture size (default 24x24), needed to be scaled correctly
text = "hud_heart_fg.png", -- texture name (same as in lua-api.txt)
number = 20, -- number/2 = number of full textures(e.g. hearts)
max = 20, -- used to prevent "overflow" of statbars
alignment = {x=-1,y=-1}, -- alignment on screen (same as in lua-api.txt)
offset = HUD_HEALTH_OFFSET,
background = "hud_heart_bg.png", -- statbar background texture name
autohide_bg = false, -- hide statbar background textures when number = 0
events = { -- called on events "damage" and "breath_changed" of players
{
type = "damage",
func = function(player)
-- do something here
end
}
},
}

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@ -0,0 +1,502 @@
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That's all there is to it!

View File

@ -0,0 +1,67 @@
Minetest mod "Better HUD"
=========================
Version: 2.1.5
(c) Copyright BlockMen (2013-2016)
About this mod:
~~~~~~~~~~~~~~~
This mod improves the HUD of Minetest and adds (hidden by default) statbars for Hunger and Armor.
Also it provides an API to add new statbars easily, see API.txt for more informations.
Changes in builtin HUD items:
- Adds background for Health bar
- Uses better textures for Hotbar
- Uses texture for crosshair
- Positions of builtin statbars can be changed via "hud.conf" file
- Experimental "ItemWheel" that replaces the hotbar (must be enabled by adding "hud_item_wheel = true" in minetest.conf)
This mod gets provided as Modpack aswell, which includes the hunger mod (https://github.com/BlockMen/hunger)
More information concerning the hunger mechanics can be get there.
This mod supports the 3d_armor mod by stu (https://github.com/stujones11/minetest-3d_armor)
License:
~~~~~~~~
(c) Copyright BlockMen (2013-2016)
Code:
Licensed under the GNU LGPL version 2.1 or higher.
You can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License
as published by the Free Software Foundation;
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
See LICENSE.txt and http://www.gnu.org/licenses/lgpl-2.1.txt
Textures:
hud_heart_fg.png - celeron55 (CC BY-SA 3.0), modified by BlockMen
hud_heart_bg.png - celeron55 (CC BY-SA 3.0), modified by BlockMen
hud_hunger_fg.png - PilzAdam (WTFPL), modified by BlockMen
hud_hunger_bg.png - PilzAdam (WTFPL), modified by BlockMen
wieldhand.png (from character.png) - Jordach (CC BY-SA 3.0), modified by BlockMen
hud_air_fg.png - kaeza (WTFPL), modified by BlockMen
hud_armor_fg.png - Stu (CC BY-SA 3.0), modified by BlockMen
hud_armor_bg.png - Stu (CC BY-SA 3.0), modified by BlockMen
Github:
~~~~~~~
https://github.com/BlockMen/hud
Forum:
~~~~~~
https://forum.minetest.net/viewtopic.php?id=6342
Changelog:
~~~~~~~~~~
see changelog.txt

275
mods/hud_hunger/hud/api.lua Normal file
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@ -0,0 +1,275 @@
-- global values
hud.registered_items = {}
hud.damage_events = {}
hud.breath_events = {}
-- keep id handling internal
local hud_id = {} -- hud item ids
local sb_bg = {} -- statbar background ids
-- localize often used table
local items = hud.registered_items
local function throw_error(msg)
minetest.log("error", "Better HUD[error]: " .. msg)
end
--
-- API
--
function hud.register(name, def)
if not name or not def then
throw_error("not enough parameters given")
return false
end
--TODO: allow other elements
if def.hud_elem_type ~= "statbar" then
throw_error("The given HUD element is no statbar")
return false
end
if items[name] ~= nil then
throw_error("A statbar with that name already exists")
return false
end
-- actually register
-- add background first since draworder is based on id :\
if def.hud_elem_type == "statbar" and def.background ~= nil then
sb_bg[name] = table.copy(def)
sb_bg[name].text = def.background
if not def.autohide_bg and def.max then
sb_bg[name].number = def.max
end
end
-- add item itself
items[name] = def
-- register events
if def.events then
for _,v in pairs(def.events) do
if v and v.type and v.func then
if v.type == "damage" then
table.insert(hud.damage_events, v)
end
if v.type == "breath" then
table.insert(hud.breath_events, v)
end
end
end
end
-- no error so far, return success
return true
end
-- swaps stabar positions
function hud.swap_statbar(player, item1, item2)
if not player or not item1 or not item2 then
throw_error("Not enough parameters given to swap statbars")
return false
end
local def1 = items[item1] or nil
local def2 = items[item2] or nil
if not def1 or not def2 then
throw_error("Can't swap statbars. Given statbars are not correct")
return false
end
local pos_swap = false
local p_name = player:get_player_name()
local elem1 = hud_id[p_name.."_"..item1]
local elem2 = hud_id[p_name.."_"..item2]
if not elem1 or not elem2 or not elem1.id or not elem2.id then
return false
end
player:hud_change(elem2.id, "offset", def1.offset)
player:hud_change(elem1.id, "offset", def2.offset)
if def1.position.x ~= def2.position.x or def1.position.y ~= def2.position.y then
player:hud_change(elem2.id, "position", def1.position)
player:hud_change(elem1.id, "position", def2.position)
pos_swap = true
end
-- do the items have backgrounds? if so, swap them aswell
local bg1 = hud_id[p_name.."_"..item1.."_bg"] or nil
local bg2 = hud_id[p_name.."_"..item2.."_bg"] or nil
if bg1 ~= nil and bg1.id then
player:hud_change(bg1.id, "offset", def2.offset)
if pos_swap == true then
player:hud_change(bg1.id, "position", def2.position)
end
end
if bg2 ~= nil and bg2.id then
player:hud_change(bg2.id, "offset", def1.offset)
if pos_swap == true then
player:hud_change(bg2.id, "position", def1.position)
end
end
return true
end
function hud.change_item(player, name, def)
if not player or not player:is_player() or not name or not def then
throw_error("Not enough parameters given to change HUD item")
return false
end
local i_name = player:get_player_name().."_"..name
local elem = hud_id[i_name]
if not elem then
throw_error("Given HUD element " .. dump(name) .. " does not exist".." hääää")
return false
end
-- Only update if values supported and value actually changed
-- update supported values (currently number and text only)
if def.number and elem.number then
if def.number ~= elem.number then
if elem.max and def.number > elem.max and not def.max then
def.number = elem.max
end
if def.max then
elem.max = def.max
end
player:hud_change(elem.id, "number", def.number)
elem.number = def.number
-- hide background when set
local bg = hud_id[i_name.."_bg"]
if elem.autohide_bg then
if def.number < 1 then
player:hud_change(bg.id, "number", 0)
else
local num = bg.number
if bg.max then
num = bg.max
end
player:hud_change(bg.id, "number", num)
end
else
if bg and bg.max and bg.max < 1 and def.max and def.max > bg.max then
player:hud_change(bg.id, "number", def.max)
bg.max = def.max
bg.number = def.max
end
end
end
end
if def.text and elem.text then
if def.text ~= elem.text then
player:hud_change(elem.id, "text", def.text)
elem.text = def.text
end
end
if def.offset and elem.offset then
if def.item_name and def.offset == "item" then
-- for legacy reasons
if def.item_name then
hud.swap_statbar(player, name, def.item_name)
end
else
player:hud_change(elem.id, "offset", def.offset)
elem.offset = def.offset
end
end
return true
end
function hud.remove_item(player, name)
if not player or not name then
throw_error("Not enough parameters given")
return false
end
local i_name = player:get_player_name().."_"..name
if hud_id[i_name] == nil then
throw_error("Given HUD element " .. dump(name) .. " does not exist")
return false
end
player:hud_remove(hud_id[i_name].id)
hud_id[i_name] = nil
return true
end
--
-- Add registered HUD items to joining players
--
-- Following code is placed here to keep HUD ids internal
local function add_hud_item(player, name, def)
if not player or not name or not def then
throw_error("not enough parameters given")
return false
end
local i_name = player:get_player_name().."_"..name
hud_id[i_name] = def
hud_id[i_name].id = player:hud_add(def)
end
minetest.register_on_joinplayer(function(player)
-- first: hide the default statbars
local hud_flags = player:hud_get_flags()
hud_flags.healthbar = false
hud_flags.breathbar = false
player:hud_set_flags(hud_flags)
-- now add the backgrounds for statbars
for _,item in pairs(sb_bg) do
add_hud_item(player, _.."_bg", item)
end
-- and finally the actual HUD items
for _,item in pairs(items) do
add_hud_item(player, _, item)
end
-- fancy hotbar (only when no crafting mod present)
if minetest.get_modpath("crafting") == nil then
minetest.after(0.5, function()
player:hud_set_hotbar_image("hud_hotbar.png")
player:hud_set_hotbar_selected_image("hud_hotbar_selected.png")
end)
end
end)
function hud.player_event(player, event)
if not player then return end -- ADDED
--needed for first update called by on_join
minetest.after(0, function(player) -- ADDED (player)
if event == "health_changed" then
for _,v in pairs(hud.damage_events) do
if v.func then
v.func(player)
end
end
end
if event == "breath_changed" then
for _,v in pairs(hud.breath_events) do
if v.func then
v.func(player)
end
end
end
if event == "hud_changed" then--called when flags changed
end
end, player) -- ADDED , player)
end
core.register_playerevent(hud.player_event)

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HUD_IW_MAX = 8
HUD_IW_TICK = 0.4
if minetest.is_singleplayer() == true then
HUD_IW_TICK = 0.2
end
HUD_SB_SIZE = {x = 24, y = 24}
HUD_HEALTH_POS = {x = 0.5,y = 1}
HUD_HEALTH_OFFSET = {x = -262, y = -87}
HUD_AIR_POS = {x = 0.5, y = 1}
HUD_AIR_OFFSET = {x = 15, y = -87}
HUD_HUNGER_POS = {x = 0.5, y = 1}
HUD_HUNGER_OFFSET = {x = 15, y = -110}
HUD_ARMOR_POS = {x = 0.5, y = 1}
HUD_ARMOR_OFFSET = {x = -262, y = -110}
-- Reorder everything when using ItemWeel
hud.item_wheel = minetest.setting_getbool("hud_item_wheel")
if hud.item_wheel then
HUD_HEALTH_POS = {x = 0.5,y = 1}
HUD_HEALTH_OFFSET = {x = -385, y = -77}
HUD_AIR_POS = {x = 0.5, y = 1}
HUD_AIR_OFFSET = {x = 150, y = -77}
HUD_HUNGER_POS = {x = 0.5, y = 1}
HUD_HUNGER_OFFSET = {x = 180, y = -44}
HUD_ARMOR_POS = {x = 0.5, y = 1}
HUD_ARMOR_OFFSET = {x = -415, y = -44}
end
-- read hud.conf settings
function hud.read_conf()
local mod_path = minetest.get_modpath("hud")
local set = io.open(mod_path .. "/hud.conf", "r")
if set then
dofile(mod_path .. "/hud.conf")
set:close()
end
end
hud.read_conf()
local damage_enabled = minetest.setting_getbool("enable_damage")
hud.show_hunger = minetest.get_modpath("hunger") ~= nil
hud.show_armor = minetest.get_modpath("3d_armor") ~= nil
-- check if some settings are invalid
local enable_hunger = minetest.setting_getbool("hud_hunger_enable")
if (enable_hunger == true or HUD_ENABLE_HUNGER == true) and not hud.show_hunger then
hud.notify_hunger(5)
end
if damage_enabled ~= true then
hud.show_armor = false
return
end
hud.register("health", {
hud_elem_type = "statbar",
position = HUD_HEALTH_POS,
size = HUD_SB_SIZE,
text = "hud_heart_fg.png",
number = 20,
alignment = {x = -1, y = -1},
offset = HUD_HEALTH_OFFSET,
background = "hud_heart_bg.png",
events = {
{
type = "damage",
func = function(player)
hud.change_item(player, "health", {number = player:get_hp()})
end
}
},
})
hud.register("air", {
hud_elem_type = "statbar",
position = HUD_AIR_POS,
size = HUD_SB_SIZE,
text = "hud_air_fg.png",
number = 0,
alignment = {x = -1, y = -1},
offset = HUD_AIR_OFFSET,
background = nil,
events = {
{
type = "breath",
func = function(player)
if not player then return end -- ADDED
local air = player:get_breath() or 11
if air > 10 then
air = 0
end
hud.change_item(player, "air", {number = air * 2})
end
}
},
})
hud.register("armor", {
hud_elem_type = "statbar",
position = HUD_ARMOR_POS,
size = HUD_SB_SIZE,
text = "hud_armor_fg.png",
number = 0,
alignment = {x = -1, y = -1},
offset = HUD_ARMOR_OFFSET,
background = "hud_armor_bg.png",
autohide_bg = true,
max = 20,
})
hud.register("hunger", {
hud_elem_type = "statbar",
position = HUD_HUNGER_POS,
size = HUD_SB_SIZE,
text = "hud_hunger_fg.png",
number = 0,
alignment = {x = -1, y = -1},
offset = HUD_HUNGER_OFFSET,
background = "hud_hunger_bg.png",
max = 0,
})

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2.1.5
-----
- Fixed armor not being updated correct due armor mod changes
2.1.4
-----
- Fixed unhandled exception in hud.swap_statbar()
2.1.3
-----
- Added hud.swap_statbar() and fix wrong behavior of previous workaround
- Fixed missing background of some statbars in multiplayer
2.1.2
-----
- Fixed crash caused by animated nodes (reported by Krock)
- Fixed "freezing" of empty slots (reported by kilbith)
2.1.1
-----
- Added itemcounting/wearout info
- Added support for hud scaling
- Fixed typo causing endless updating
- Fixed image scaling of some textures (like glass)
- Improved ItemWheel image
2.1
---
- Added "ItemWheel" (experimental)
- Fixed disapperaring hunger bar (reported by poet-nohit)
2.0.1
-----
- Fix disappearing hotbar (reported by poet-nohit)
- Fix unused global var
- Added one more check to catch probably incorrect players
2.0
---
- Complete rewrite
- Moved hunger into seperate mod
- Added API
- Switched License to LGPL 2.1
===== ===== =====
----- 0-1.x -----
===== ===== =====
1.4.1
-----
- ###
1.4
---
- New hunger mechanics/added experimental player-action based hunger
- Better crosshair texture, switched to "new" default hand
- Added support for farming redo mod, kpgmobs and jkmod
1.3.3
-----
- Prevent crash with armor mod and missing player
- Add support for ethereal mod (by TenPlus1)
1.3.2
-----
- Fix dependecies (by Chris Beelby)
- Add support for creatures mod
- Add optional healing for food (by TenPlus1)
1.3.1
-----
- Add compatibility for statbar scaling
- Fix typo in depends.txt
- Lower maintimer tick
1.3
---
- New way hunger is saved (all old files in world dirctory can get deleted [e.g. hud_BlockMen_hunger])
- Fixed healing (not while drowning, fix after death)
- Add support for mods: seaplants[sea] and mobfcooking (by Xanthin)
- Tweaked hand image
- Player can die caus of starving now
1.2
---
- Send statbar values only to client when changed
- Hide armor bar if not wearing armor
- More reliable food overrides (by CiaranG)
- Support for bushes_classic foods (plantlife modpack) (by CiaranG)
- Add support for mushroom mod food/poison (by CiaranG)
- Add support for mods: fruit and mush45
- New images for hotbar, smaller armor icons
1.1
---
- added support for stu's 3darmor mod
- restructured and cleaned up code
- added support for poisen food (damages player, but does not kill)
1.0
---
- hunger is reset after death
- health and hunger bar is shown correct on all screen resolutions now
- switched to changed native hotbar image support
- fixed revival of player when drown
- hunger bar is not shown anymore if hunger is disabled
- hunger can be disabled by minetest.conf ("hud_hunger_enable = false")
0.5 Beta
----------
- removed the fancy borders of hud inventory bar and moved to new native support
- moved crosshair to native support too
0.4 Beta
----------
- enabled drowning
0.3 Beta
----------
- added fancy borders of hud inventory bar (only for screenheight <= 800)
0.2.3 Beta
----------
- added support for food of glooptest and bushes (commit by CheeseKeg)
0.2.2 Beta
----------
- added support for food of animalmaterials (mobf modpack),fishing
0.2.1 Beta
----------
- tweaked override of food
- added support for food of dwares, moretrees and simple mobs
0.2 Beta
--------
- added support of custom config files
- you can eat max. 50% more than before (although it isnt shown in hunger bar)
- you get healed with 8 breads and more (in hunger bar) now
- a bread (from farming) == 2 breads in hunger bar

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3d_armor?

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--##Better HUD example config file##
------------------------------------
-- This example moves the statbars in the down left and down right corners. By Echoes91
-- NOTICE --
-- if damage is disabled no statbar is shown at all
-- Make sure that the statbars are shown correct on other screen resolutions aswell
HUD_SB_SIZE = {x = 24, y = 24} -- statbar icon size in pixel before (!) scaling
--
-- health bar
--
HUD_HEALTH_POS = {x = 0, y = 1} -- min 0, max 1
HUD_HEALTH_OFFSET = {x = 10, y = -30} -- offset in pixel
--
-- hunger bar
--
HUD_HUNGER_POS = {x = 1, y = 1} -- min 0, max 1
HUD_HUNGER_OFFSET = {x = -250, y = -30} -- offset in pixel
--
-- breath bar
--
HUD_AIR_POS = {x = 1, y = 1} -- min 0, max 1
HUD_AIR_OFFSET = {x = -250, y = -60} -- offset in pixel
--
-- armor bar
--
HUD_ARMOR_POS = {x = 0, y = 1} -- min 0, max 1
HUD_ARMOR_OFFSET = {x = 10, y = -60} -- offset in pixel

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hud = {}
local path = minetest.get_modpath("hud")
dofile(path .. "/api.lua")
dofile(path .. "/builtin.lua")
dofile(path .. "/legacy.lua")
if hud.item_wheel then
dofile(path .. "/itemwheel.lua")
end

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local hb = {}
local scale = tonumber(core.setting_get("hud_scaling")) or 1
local function update_wheel(player)
local name = player:get_player_name()
if not player or not name then
return
end
local i = player:get_wield_index()
local i1 = i - 1
local i3 = i + 1
-- it's a wheel
if i1 < 1 then
i1 = HUD_IW_MAX
end
if i3 > HUD_IW_MAX then
i3 = 1
end
-- get the displayed items
local inv = player:get_inventory()
local item = hb[name].item
local index = hb[name].index
local item2 = player:get_wielded_item():get_name()
-- update all items when wielded has changed
if item and item2 and item ~= item2 or item == "wheel_init" or (index and index ~= i) then
local items = {}
items[1] = inv:get_stack("main", i1):get_name() or nil
items[2] = item2
items[3] = inv:get_stack("main", i3):get_name() or nil
local num = player:get_wielded_item():get_count()
local wear = player:get_wielded_item():get_wear()
if num < 2 then
num = ""
else
num = tostring(num)
end
if wear > 0 then
num = tostring(100 - math.floor((wear/65535)*100)) .. "%"
end
for n, m in pairs(items) do
-- some default values
local image = "hud_wielded.png"
local need_scale = false
local s1 = {x = 1*scale, y = 1*scale}
local s2 = {x = 3*scale, y = 3*scale}
if n ~= 2 then
s1 = {x = 0.6*scale, y = 0.6*scale}
s2 = {x = 2*scale, y = 2*scale}
end
-- get the images
local def = minetest.registered_items[m]
if def then
if def.tiles and (def.tiles[1] and not def.tiles[1].name) then
image = minetest.inventorycube(def.tiles[1], def.tiles[6] or def.tiles[3] or def.tiles[1], def.tiles[3] or def.tiles[1])
need_scale = true
end
if def.inventory_image and def.inventory_image ~= "" then
image = def.inventory_image
need_scale = false
end
if def.wielded_image and def.wielded_image ~= "" then
image = def.wielded_image
need_scale = false
end
-- needed for nodes with inventory cube inv imges, e.g. glass
if string.find(image, 'inventorycube') then
need_scale = true
end
end
-- get the id and update hud elements
local id = hb[name].id[n]
if id and image then
if need_scale then
player:hud_change(id, "scale", s1)
else
player:hud_change(id, "scale", s2)
end
-- make previous and next item darker
--if n ~= 2 then
--image = image .. "^[colorize:#0005"
--end
player:hud_change(id, "text", image)
end
end
if hb[name].id[4] then
player:hud_change(hb[name].id[4], "text", num)
end
end
-- update wielded buffer
if hb[name].id[2] ~= nil then
hb[name].item = item2
hb[name].index = i
end
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
hb[name]= {}
hb[name].id = {}
hb[name].item = "wheel_init"
hb[name].index = 1
minetest.after(0.1, function()
-- hide builtin hotbar
local hud_flags = player:hud_get_flags()
hud_flags.hotbar = false
player:hud_set_flags(hud_flags)
player:hud_add({
hud_elem_type = "image",
text = "hud_new.png",
position = {x = 0.5, y = 1},
scale = {x = 1*scale, y = 1*scale},
alignment = {x = 0, y = -1},
offset = {x = 0, y = 0}
})
hb[name].id[1] = player:hud_add({
hud_elem_type = "image",
text = "hud_wielded.png",
position = {x = 0.5, y = 1},
scale = {x = 1*scale, y = 1*scale},
alignment = {x = 0, y = -1},
offset = {x = -75*scale, y = -8*scale}
})
hb[name].id[2] = player:hud_add({
hud_elem_type = "image",
text = "hud_wielded.png",
position = {x = 0.5, y = 1},
scale = {x = 3*scale, y = 3*scale},
alignment = {x = 0, y = -1},
offset = {x = 0, y = -12*scale}
})
hb[name].id[3] = player:hud_add({
hud_elem_type = "image",
text = "hud_wielded.png",
position = {x = 0.5, y = 1},
scale = {x = 1*scale, y = 1*scale},
alignment = {x = 0, y = -1},
offset = {x = 75*scale, y = -8*scale}
})
hb[name].id[4] = player:hud_add({
hud_elem_type = "text",
position = {x = 0.5, y = 1},
offset = {x = 35*scale, y = -55*scale},
alignment = {x = 0, y = -1},
number = 0xffffff,
text = "",
})
-- init item wheel
minetest.after(0, function()
hb[name].item = "wheel_init"
update_wheel(player)
end)
end)
end)
local function update_wrapper(a, b, player)
local name = player:get_player_name()
if not name then
return
end
minetest.after(0, function()
hb[name].item = "wheel_init"
update_wheel(player)
end)
end
minetest.register_on_placenode(update_wrapper)
minetest.register_on_dignode(update_wrapper)
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer >= HUD_IW_TICK then
timer = 0
for _, player in ipairs(minetest.get_connected_players()) do
update_wheel(player)
end
end--timer
end)

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-- Armor
function hud.set_armor()
end
if hud.show_armor then
local shields = minetest.get_modpath("shields") ~= nil
local armor_org_func = armor.set_player_armor
local function get_armor_lvl(def)
-- items/protection based display
local lvl = def.level or 0
local max = 63 -- full diamond armor
if shields then
max = 84.14 -- full diamond armor + diamond shield
end
-- TODO: is there a sane way to read out max values?
local ret = lvl/max
if ret > 1 then
ret = 1
end
return tonumber(20 * ret)
end
function armor.set_player_armor(self, player)
armor_org_func(self, player)
local name = player:get_player_name()
local def = self.def
local armor_lvl = 0
if def[name] and def[name].level then
armor_lvl = get_armor_lvl(def[name])
end
hud.change_item(player, "armor", {number = armor_lvl})
end
end
function hud.notify_hunger(delay, use)
local txt_part = "enable"
if use then
txt_part = "use"
end
minetest.after(delay, function()
minetest.chat_send_all("#Better HUD: You can't " .. txt_part .. " hunger without the \"hunger\" mod")
minetest.chat_send_all(" Enable it or download it from \"https://github.com/BlockMen/hunger\"")
end)
end
-- Hunger related functions
if not hud.show_hunger then
function hud.set_hunger()
hud.notify_hunger(1, true)
end
function hud.get_hunger()
hud.notify_hunger(1, true)
end
function hud.item_eat(hp_change, replace_with_item)
return function(itemstack, user, pointed_thing)
hud.notify_hunger(1, true)
local func = minetest.item_eat(hp_change, replace_with_item)
return func(itemstack, user, pointed_thing)
end
end
function hud.save_hunger()
hud.notify_hunger(1, true)
end
function hud.load_hunger(player)
hud.notify_hunger(1, true)
end
end

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-- Register food with given values to change eating actions
hunger.register_food(name, saturation, replace_with_item, poisen, heal, sound)
-- name: item name, e.g. "default:apple"
-- saturation: amount of added saturation
-- replace_with_item: item name that get returned after eating (can be nil)
-- poisen: duration in seconds (1hp damage per second, player can't die) (can be nil)
-- heal: added HP when eating this food (can be nil)
-- sound: costum eating sound (replaces default eating sound) (can be nil)

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GNU LESSER GENERAL PUBLIC LICENSE
Version 2.1, February 1999
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
[This is the first released version of the Lesser GPL. It also counts
as the successor of the GNU Library Public License, version 2, hence
the version number 2.1.]
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
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That's all there is to it!

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@ -0,0 +1,97 @@
Minetest mod "Hunger"
=====================
Version: 1.1.3
(c) Copyright BlockMen (2015)
About this mod:
~~~~~~~~~~~~~~~
This mod adds hunger mechanics to Minetest, which are based on player actions and on time.
Also it changes the eating in Minetest, e.g. an Apple does not restore Health, but it rises your saturation.
Example: 1 apple fills up the hunger bar by 1 "bread" (statbar symbol).
Although the statbar show 20 hunger points (10 breads) on the HUD you can fill it up to 30 points.
By default it supports a lot of food already (see full list below) and food that for registered via the API.
For more information how to register more food see API.txt
Information:
This mod depends on the "Better HUD" mod (https://github.com/BlockMen/hud) to provide information about your current saturation.
For Modders:
~~~~~~~~~~~~
This mod alters the behavior of minetest.item_eat().
All callbacks that are registered via minetest.register_on_item_eat() are called AFTER this mod actions, so the itemstack
will have changed already when callbacks are called. You can get the original itemstack as 6th parameter of your function then.
License:
~~~~~~~~
(c) Copyright BlockMen (2015)
Code:
Licensed under the GNU LGPL version 2.1 or higher.
You can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License
as published by the Free Software Foundation;
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
See LICENSE.txt and http://www.gnu.org/licenses/lgpl-2.1.txt
Textures:
hunger_statbar_poisen.png - BlockMen (CC-BY 3.0)
Sounds:
hunger_eat.ogg - BlockMen (CC-BY 3.0)
Github:
~~~~~~~
https://github.com/BlockMen/hunger
Forum:
~~~~~~
-
Changelog:
~~~~~~~~~~
see changelog.txt
Dependencies:
~~~~~~~~~~~~~
- Default
- Farming
- Better HUD (https://github.com/BlockMen/hud)
Supported food/mods:
~~~~~~~~~~~~~~~~~~~~
- Apples (default)
- Animalmaterials (mobf modpack)
- Bread (default)
- Bushes
- bushes_classic
- Creatures
- Dwarves (beer and such)
- Docfarming
- Fishing
- Farming plus
- Farming (default and Tenplus1's fork)
- Food
- fruit
- Glooptest
- JKMod
- kpgmobs
- Mobfcooking
- Mooretrees
- Mtfoods
- mushroom
- mush45
- Seaplants (sea)
- Simple mobs

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@ -0,0 +1,28 @@
1.0
---
- Partly rewritten (based on Better HUD hunger mechanics)
- Added API to register food
- Added eating sounds
- Hungerbar image changes when poisend
1.1
---
- Fixed healing after death
- Fixed healing while drowning
- Fixed crashed caused by Pipeworks mod
- Added wrapper for minetest.item_eat(). see Readme.txt for more informations
- Updated HUD-API usage
- Added beans of Farming Redo
1.1.1
-----
- Fixed unhandled exception (reported by Martin_Devil)
- Added support for mtg mushrooms
1.1.2
-----
- Fixed crash on invalid values given
1.1.3
-----
- Prevent server crash caused by specific usernames (by beyondlimits)

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@ -0,0 +1,31 @@
default
hud
animalmaterials?
bucket?
bushes?
bushes_classic?
cooking?
creatures?
docfarming?
dwarves?
ethereal?
farming?
farming_plus?
ferns?
fishing?
flowers?
fruit?
glooptest?
jkanimals?
jkfarming?
jkwine?
kpgmobs?
mobfcooking?
mobs?
moretrees?
mtfoods?
mush45?
mushroom?
pizza?
seaplants?
3d_armor?

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@ -0,0 +1,322 @@
local register_food = hunger.register_food
register_food("default:apple", 2)
if minetest.get_modpath("farming") then
register_food("farming:bread", 4)
end
if minetest.get_modpath("flowers") then
register_food("flowers:mushroom_brown", 1)
register_food("flowers:mushroom_red", 1, "", 3)
end
if minetest.get_modpath("mobs") then
if mobs.mod ~= nil and mobs.mod == "redo" then
register_food("mobs:cheese", 4)
register_food("mobs:meat", 8)
register_food("mobs:meat_raw", 4)
register_food("mobs:rat_cooked", 4)
register_food("mobs:honey", 2)
register_food("mobs:pork_raw", 3, "", 3)
register_food("mobs:pork_cooked", 8)
register_food("mobs:chicken_cooked", 6)
register_food("mobs:chicken_raw", 2, "", 3)
register_food("mobs:chicken_egg_fried", 2)
if minetest.get_modpath("bucket") then
register_food("mobs:bucket_milk", 3, "bucket:bucket_empty")
end
else
register_food("mobs:meat", 6)
register_food("mobs:meat_raw", 3)
register_food("mobs:rat_cooked", 5)
end
end
if minetest.get_modpath("moretrees") then
register_food("moretrees:coconut_milk", 1)
register_food("moretrees:raw_coconut", 2)
register_food("moretrees:acorn_muffin", 3)
register_food("moretrees:spruce_nuts", 1)
register_food("moretrees:pine_nuts", 1)
register_food("moretrees:fir_nuts", 1)
end
if minetest.get_modpath("dwarves") then
register_food("dwarves:beer", 2)
register_food("dwarves:apple_cider", 1)
register_food("dwarves:midus", 2)
register_food("dwarves:tequila", 2)
register_food("dwarves:tequila_with_lime", 2)
register_food("dwarves:sake", 2)
end
if minetest.get_modpath("animalmaterials") then
register_food("animalmaterials:milk", 2)
register_food("animalmaterials:meat_raw", 3)
register_food("animalmaterials:meat_pork", 3)
register_food("animalmaterials:meat_beef", 3)
register_food("animalmaterials:meat_chicken", 3)
register_food("animalmaterials:meat_lamb", 3)
register_food("animalmaterials:meat_venison", 3)
register_food("animalmaterials:meat_undead", 3, "", 3)
register_food("animalmaterials:meat_toxic", 3, "", 5)
register_food("animalmaterials:meat_ostrich", 3)
register_food("animalmaterials:fish_bluewhite", 2)
register_food("animalmaterials:fish_clownfish", 2)
end
if minetest.get_modpath("fishing") then
register_food("fishing:fish_raw", 2)
register_food("fishing:fish_cooked", 5)
register_food("fishing:sushi", 6)
register_food("fishing:shark", 4)
register_food("fishing:shark_cooked", 8)
register_food("fishing:pike", 4)
register_food("fishing:pike_cooked", 8)
end
if minetest.get_modpath("glooptest") then
register_food("glooptest:kalite_lump", 1)
end
if minetest.get_modpath("bushes") then
register_food("bushes:sugar", 1)
register_food("bushes:strawberry", 2)
register_food("bushes:berry_pie_raw", 3)
register_food("bushes:berry_pie_cooked", 4)
register_food("bushes:basket_pies", 15)
end
if minetest.get_modpath("bushes_classic") then
-- bushes_classic mod, as found in the plantlife modpack
local berries = {
"strawberry",
"blackberry",
"blueberry",
"raspberry",
"gooseberry",
"mixed_berry"}
for _, berry in ipairs(berries) do
if berry ~= "mixed_berry" then
register_food("bushes:" .. berry, 1)
end
register_food("bushes:" .. berry .. "_pie_raw", 2)
register_food("bushes:" .. berry .. "_pie_cooked", 5)
register_food("bushes:basket_" .. berry, 15)
end
end
if minetest.get_modpath("mushroom") then
register_food("mushroom:brown", 1)
register_food("mushroom:red", 1, "", 3)
-- mushroom potions: red = strong poison, brown = light restorative
if minetest.get_modpath("vessels") then
register_food("mushroom:brown_essence", 1, "vessels:glass_bottle", nil, 4)
register_food("mushroom:poison", 1, "vessels:glass_bottle", 10)
end
end
if minetest.get_modpath("docfarming") then
register_food("docfarming:carrot", 3)
register_food("docfarming:cucumber", 2)
register_food("docfarming:corn", 3)
register_food("docfarming:potato", 4)
register_food("docfarming:bakedpotato", 5)
register_food("docfarming:raspberry", 3)
end
if minetest.get_modpath("farming_plus") then
register_food("farming_plus:carrot_item", 3)
register_food("farming_plus:banana", 2)
register_food("farming_plus:orange_item", 2)
register_food("farming:pumpkin_bread", 4)
register_food("farming_plus:strawberry_item", 2)
register_food("farming_plus:tomato_item", 2)
register_food("farming_plus:potato_item", 4)
register_food("farming_plus:rhubarb_item", 2)
end
if minetest.get_modpath("mtfoods") then
register_food("mtfoods:dandelion_milk", 1)
register_food("mtfoods:sugar", 1)
register_food("mtfoods:short_bread", 4)
register_food("mtfoods:cream", 1)
register_food("mtfoods:chocolate", 2)
register_food("mtfoods:cupcake", 2)
register_food("mtfoods:strawberry_shortcake", 2)
register_food("mtfoods:cake", 3)
register_food("mtfoods:chocolate_cake", 3)
register_food("mtfoods:carrot_cake", 3)
register_food("mtfoods:pie_crust", 3)
register_food("mtfoods:apple_pie", 3)
register_food("mtfoods:rhubarb_pie", 2)
register_food("mtfoods:banana_pie", 3)
register_food("mtfoods:pumpkin_pie", 3)
register_food("mtfoods:cookies", 2)
register_food("mtfoods:mlt_burger", 5)
register_food("mtfoods:potato_slices", 2)
register_food("mtfoods:potato_chips", 3)
register_food("mtfoods:casserole", 3)
register_food("mtfoods:glass_flute", 2)
register_food("mtfoods:orange_juice", 2)
register_food("mtfoods:apple_juice", 2)
register_food("mtfoods:apple_cider", 2)
register_food("mtfoods:cider_rack", 2)
end
if minetest.get_modpath("fruit") then
register_food("fruit:apple", 2)
register_food("fruit:pear", 2)
register_food("fruit:bananna", 3)
register_food("fruit:orange", 2)
end
if minetest.get_modpath("mush45") then
register_food("mush45:meal", 4)
end
if minetest.get_modpath("seaplants") then
register_food("seaplants:kelpgreen", 1)
register_food("seaplants:kelpbrown", 1)
register_food("seaplants:seagrassgreen", 1)
register_food("seaplants:seagrassred", 1)
register_food("seaplants:seasaladmix", 6)
register_food("seaplants:kelpgreensalad", 1)
register_food("seaplants:kelpbrownsalad", 1)
register_food("seaplants:seagrassgreensalad", 1)
register_food("seaplants:seagrassgreensalad", 1)
end
if minetest.get_modpath("mobfcooking") then
register_food("mobfcooking:cooked_pork", 6)
register_food("mobfcooking:cooked_ostrich", 6)
register_food("mobfcooking:cooked_beef", 6)
register_food("mobfcooking:cooked_chicken", 6)
register_food("mobfcooking:cooked_lamb", 6)
register_food("mobfcooking:cooked_venison", 6)
register_food("mobfcooking:cooked_fish", 6)
end
if minetest.get_modpath("creatures") then
register_food("creatures:meat", 6)
register_food("creatures:flesh", 3)
register_food("creatures:rotten_flesh", 3, "", 3)
end
if minetest.get_modpath("ethereal") then
register_food("ethereal:strawberry", 1)
register_food("ethereal:banana", 4)
register_food("ethereal:pine_nuts", 1)
register_food("ethereal:bamboo_sprout", 0, "", 3)
register_food("ethereal:fern_tubers", 1)
register_food("ethereal:banana_bread", 7)
register_food("ethereal:mushroom_plant", 2)
register_food("ethereal:coconut_slice", 2)
register_food("ethereal:golden_apple", 4, "", nil, 10)
register_food("ethereal:wild_onion_plant", 2)
register_food("ethereal:mushroom_soup", 4, "ethereal:bowl")
register_food("ethereal:mushroom_soup_cooked", 6, "ethereal:bowl")
register_food("ethereal:hearty_stew", 6, "ethereal:bowl", 3)
register_food("ethereal:hearty_stew_cooked", 10, "ethereal:bowl")
if minetest.get_modpath("bucket") then
register_food("ethereal:bucket_cactus", 2, "bucket:bucket_empty")
end
register_food("ethereal:fish_raw", 2)
register_food("ethereal:fish_cooked", 5)
register_food("ethereal:seaweed", 1)
register_food("ethereal:yellowleaves", 1, "", nil, 1)
register_food("ethereal:sashimi", 4)
register_food("ethereal:orange", 2)
end
if minetest.get_modpath("farming") and farming.mod == "redo" then
register_food("farming:bread", 6)
register_food("farming:potato", 1)
register_food("farming:baked_potato", 6)
register_food("farming:cucumber", 4)
register_food("farming:tomato", 4)
register_food("farming:carrot", 3)
register_food("farming:carrot_gold", 6, "", nil, 8)
register_food("farming:corn", 3)
register_food("farming:corn_cob", 5)
register_food("farming:melon_slice", 2)
register_food("farming:pumpkin_slice", 1)
register_food("farming:pumpkin_bread", 9)
register_food("farming:coffee_cup", 2, "farming:drinking_cup")
register_food("farming:coffee_cup_hot", 3, "farming:drinking_cup", nil, 2)
register_food("farming:cookie", 2)
register_food("farming:chocolate_dark", 3)
register_food("farming:donut", 4)
register_food("farming:donut_chocolate", 6)
register_food("farming:donut_apple", 6)
register_food("farming:raspberries", 1)
register_food("farming:blueberries", 1)
register_food("farming:muffin_blueberry", 4)
if minetest.get_modpath("vessels") then
register_food("farming:smoothie_raspberry", 2, "vessels:drinking_glass")
end
register_food("farming:rhubarb", 1)
register_food("farming:rhubarb_pie", 6)
register_food("farming:beans", 1)
register_food("farming:grapes", 1)
end
if minetest.get_modpath("kpgmobs") then
register_food("kpgmobs:uley", 3)
register_food("kpgmobs:meat", 6)
register_food("kpgmobs:rat_cooked", 5)
register_food("kpgmobs:med_cooked", 4)
if minetest.get_modpath("bucket") then
register_food("kpgmobs:bucket_milk", 4, "bucket:bucket_empty")
end
end
if minetest.get_modpath("jkfarming") then
register_food("jkfarming:carrot", 3)
register_food("jkfarming:corn", 3)
register_food("jkfarming:melon_part", 2)
register_food("jkfarming:cake", 3)
end
if minetest.get_modpath("jkanimals") then
register_food("jkanimals:meat", 6)
end
if minetest.get_modpath("jkwine") then
register_food("jkwine:grapes", 2)
register_food("jkwine:winebottle", 1)
end
if minetest.get_modpath("cooking") then
register_food("cooking:meat_beef_cooked", 4)
register_food("cooking:fish_bluewhite_cooked", 3)
register_food("cooking:fish_clownfish_cooked", 1)
register_food("cooking:meat_chicken_cooked", 2)
register_food("cooking:meat_cooked", 2)
register_food("cooking:meat_pork_cooked", 3)
register_food("cooking:meat_toxic_cooked", -3)
register_food("cooking:meat_venison_cooked", 3)
register_food("cooking:meat_undead_cooked", 1)
end
-- ferns mod of plantlife_modpack
if minetest.get_modpath("ferns") then
register_food("ferns:fiddlehead", 1, "", 1)
register_food("ferns:fiddlehead_roasted", 3)
register_food("ferns:ferntuber_roasted", 3)
register_food("ferns:horsetail_01", 1)
end
if minetest.get_modpath("pizza") then
register_food("pizza:pizza", 30, "", nil, 30)
register_food("pizza:pizzaslice", 5, "", nil, 5)
end
if minetest.get_modpath("wine") then
register_food("wine:glass_wine", 2)
register_food("wine:glass_beer", 2)
register_food("wine:glass_mead", 2)
register_food("wine:glass_cider", 2)
end

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-- read/write
function hunger.read(player)
local inv = player:get_inventory()
if not inv then
return nil
end
local hgp = inv:get_stack("hunger", 1):get_count()
if hgp == 0 then
hgp = 21
inv:set_stack("hunger", 1, ItemStack({name = ":", count = hgp}))
else
hgp = hgp
end
if tonumber(hgp) > HUNGER_MAX + 1 then
hgp = HUNGER_MAX + 1
end
return hgp - 1
end
function hunger.save(player)
local inv = player:get_inventory()
local name = player:get_player_name()
local value = hunger.players[name].lvl
if not inv or not value then
return nil
end
if value > HUNGER_MAX then
value = HUNGER_MAX
end
if value < 0 then
value = 0
end
inv:set_stack("hunger", 1, ItemStack({name = ":", count = value + 1}))
return true
end
function hunger.update_hunger(player, new_lvl)
local name = player:get_player_name() or nil
if not name then
return false
end
if minetest.setting_getbool("enable_damage") == false then
hunger.players[name] = 20
return
end
local lvl = hunger.players[name].lvl
if new_lvl then
lvl = new_lvl
end
if lvl > HUNGER_MAX then
lvl = HUNGER_MAX
end
hunger.players[name].lvl = lvl
if lvl > 20 then
lvl = 20
end
hud.change_item(player, "hunger", {number = lvl})
hunger.save(player)
end
local update_hunger = hunger.update_hunger
-- player-action based hunger changes
function hunger.handle_node_actions(pos, oldnode, player, ext)
if not player or not player:is_player() then
return
end
local name = player:get_player_name()
if not name or not hunger.players[name] then
return
end
local exhaus = hunger.players[name].exhaus
if not exhaus then
hunger.players[name].exhaus = 0
--return
end
local new = HUNGER_EXHAUST_PLACE
-- placenode event
if not ext then
new = HUNGER_EXHAUST_DIG
end
-- assume its send by action_timer(globalstep)
if not pos and not oldnode then
new = HUNGER_EXHAUST_MOVE
end
exhaus = exhaus + new
if exhaus > HUNGER_EXHAUST_LVL then
exhaus = 0
local h = tonumber(hunger.players[name].lvl)
if h > 0 then
update_hunger(player, h - 1)
end
end
hunger.players[name].exhaus = exhaus
end
-- sprint settings
local enable_sprint = minetest.setting_getbool("sprint") ~= false
local enable_sprint_particles = minetest.setting_getbool("sprint_particles") ~= false
-- 3d armor support
local armor_mod = minetest.get_modpath("3d_armor")
-- Sets the sprint state of a player (false = stopped, true = sprinting)
function set_sprinting(name, sprinting)
if not hunger.players[name] then
return false
end
local player = minetest.get_player_by_name(name)
-- is 3d_armor active, then set to armor defaults
local def = {}
if armor_mod and armor and armor.def[name] then
def = armor.def[name]
end
def.speed = def.speed or 1
def.jump = def.jump or 1
def.gravity = def.gravity or 1
if sprinting == true then
player:set_physics_override({
speed = def.speed + SPRINT_SPEED,
jump = def.jump + SPRINT_JUMP,
gravity = def.gravity
})
--print ("Speed:", def.speed + SPRINT_SPEED, "Jump:", def.jump + SPRINT_JUMP, "Gravity:", def.gravity)
else
player:set_physics_override({
speed = def.speed,
jump = def.jump,
gravity = def.gravity
})
--print ("Speed:", def.speed, "Jump:", def.jump, "Gravity:", def.gravity)
end
return true
end
-- Time based hunger functions
local hunger_timer = 0
local health_timer = 0
local action_timer = 0
local function hunger_globaltimer(dtime)
hunger_timer = hunger_timer + dtime
health_timer = health_timer + dtime
action_timer = action_timer + dtime
if action_timer > HUNGER_MOVE_TICK then
for _,player in ipairs(minetest.get_connected_players()) do
local controls = player:get_player_control()
-- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then
hunger.handle_node_actions(nil, nil, player)
end
if enable_sprint then
local name = player:get_player_name()
-- check if player should be sprinting (hunger must be over 6 points)
if player
and controls.aux1
and controls.up
and not minetest.check_player_privs(name, {fast = true})
and hunger.players[name].lvl > 6 then
set_sprinting(name, true)
-- create particles behind player when sprinting
if enable_sprint_particles then
local pos = player:getpos()
local node = minetest.get_node({
x = pos.x,
y = pos.y - 1,
z = pos.z
})
if node.name ~= "air" then
minetest.add_particlespawner({
time = 0.01,
amount = 5,
minpos = {x = pos.x - 0.25, y = pos.y + 0.1, z = pos.z - 0.25},
maxpos = {x = pos.x + 0.25, y = pos.y + 0.1, z = pos.z + 0.25},
minvel = {x = -0.5, y = 1, z = -0.5},
maxvel = {x = 0.5, y = 2, z = 0.5},
minacc = {x = 0, y = -5, z = 0},
maxacc = {x = 0, y = -12, z = 0},
minexptime = 0.25,
maxexptime = 0.5,
minsize = 0.5,
maxsize = 1.0,
vertical = false,
collisiondetection = false,
texture = "default_dirt.png",
})
end
end
-- Lower the player's hunger
update_hunger(player,
hunger.players[name].lvl - (SPRINT_DRAIN * HUNGER_MOVE_TICK))
else
set_sprinting(name, false)
end
end
end
action_timer = 0
end
-- lower saturation by 1 point after <HUNGER_TICK> second(s)
if hunger_timer > HUNGER_TICK then
for _,player in ipairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local tab = hunger.players[name]
if tab then
local hunger = tab.lvl
if hunger > 0 then
update_hunger(player, hunger - 1)
end
end
end
hunger_timer = 0
end
-- heal or damage player, depending on saturation
if health_timer > HUNGER_HEALTH_TICK then
for _,player in ipairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local tab = hunger.players[name]
if tab then
local air = player:get_breath() or 0
local hp = player:get_hp()
-- heal player by 1 hp if not dead and saturation is > 15 (of 30) player is not drowning
if tonumber(tab.lvl) > HUNGER_HEAL_LVL and hp > 0 and air > 0 then
player:set_hp(hp + HUNGER_HEAL)
end
-- or damage player by 1 hp if saturation is < 2 (of 30)
if tonumber(tab.lvl) < HUNGER_STARVE_LVL then
player:set_hp(hp - HUNGER_STARVE)
end
end
end
health_timer = 0
end
end
if minetest.setting_getbool("enable_damage") then
minetest.register_globalstep(hunger_globaltimer)
end
-- food functions
local food = hunger.food
function hunger.register_food(name, hunger_change, replace_with_item, poisen, heal, sound)
food[name] = {}
food[name].saturation = hunger_change -- hunger points added
food[name].replace = replace_with_item -- what item is given back after eating
food[name].poisen = poisen -- time its poisening
food[name].healing = heal -- amount of HP
food[name].sound = sound -- special sound that is played when eating
end
-- Poison player
local function poisenp(tick, time, time_left, player)
time_left = time_left + tick
if time_left < time then
minetest.after(tick, poisenp, tick, time, time_left, player)
else
hud.change_item(player, "hunger", {text = "hud_hunger_fg.png"})
end
local hp = player:get_hp() -1 or 0
if hp > 0 then
player:set_hp(hp)
end
end
-- wrapper for minetest.item_eat (this way we make sure other mods can't break this one)
local org_eat = core.do_item_eat
core.do_item_eat = function(hp_change, replace_with_item, itemstack, user, pointed_thing)
local old_itemstack = itemstack
itemstack = hunger.eat(hp_change, replace_with_item, itemstack, user, pointed_thing)
for _, callback in pairs(core.registered_on_item_eats) do
local result = callback(hp_change, replace_with_item, itemstack, user, pointed_thing, old_itemstack)
if result then
return result
end
end
return itemstack
end
function hunger.eat(hp_change, replace_with_item, itemstack, user, pointed_thing)
local item = itemstack:get_name()
local def = food[item]
if not def then
def = {}
if type(hp_change) ~= "number" then
hp_change = 1
core.log("error", "Wrong on_use() definition for item '" .. item .. "'")
end
def.saturation = hp_change * 1.3
def.replace = replace_with_item
end
local func = hunger.item_eat(def.saturation, def.replace, def.poisen, def.healing, def.sound)
return func(itemstack, user, pointed_thing)
end
function hunger.item_eat(hunger_change, replace_with_item, poisen, heal, sound)
return function(itemstack, user, pointed_thing)
if itemstack:take_item() == nil and user == nil then
return itemstack
end
local name = user:get_player_name()
if not hunger.players[name] then
return itemstack
end
local sat = tonumber(hunger.players[name].lvl or 0)
local hp = user:get_hp()
-- Saturation
if sat < HUNGER_MAX and hunger_change then
sat = sat + hunger_change
hunger.update_hunger(user, sat)
end
-- Healing
if hp < 20 and heal then
hp = hp + heal
if hp > 20 then
hp = 20
end
user:set_hp(hp)
end
-- Poison
if poisen then
hud.change_item(user, "hunger", {text = "hunger_statbar_poisen.png"})
poisenp(1.0, poisen, 0, user)
end
-- eating sound
sound = sound or "hunger_eat"
minetest.sound_play(sound, {to_player = name, gain = 0.7})
if replace_with_item then
if itemstack:is_empty() then
itemstack:add_item(replace_with_item)
else
local inv = user:get_inventory()
if inv:room_for_item("main", {name = replace_with_item}) then
inv:add_item("main", replace_with_item)
else
local pos = user:getpos()
pos.y = math.floor(pos.y + 0.5)
core.add_item(pos, replace_with_item)
end
end
end
return itemstack
end
end

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-- read/write
function hunger.read(player)
local inv = player:get_inventory()
if not inv then
return nil
end
local hgp = inv:get_stack("hunger", 1):get_count()
if hgp == 0 then
hgp = 21
inv:set_stack("hunger", 1, ItemStack({name = ":", count = hgp}))
else
hgp = hgp
end
if tonumber(hgp) > HUNGER_MAX + 1 then
hgp = HUNGER_MAX + 1
end
return hgp - 1
end
function hunger.save(player)
local inv = player:get_inventory()
local name = player:get_player_name()
local value = hunger.players[name].lvl
if not inv or not value then
return nil
end
if value > HUNGER_MAX then
value = HUNGER_MAX
end
if value < 0 then
value = 0
end
inv:set_stack("hunger", 1, ItemStack({name = ":", count = value + 1}))
return true
end
function hunger.update_hunger(player, new_lvl)
local name = player:get_player_name() or nil
if not name then
return false
end
if minetest.setting_getbool("enable_damage") == false then
hunger.players[name] = 20
return
end
local lvl = hunger.players[name].lvl
if new_lvl then
lvl = new_lvl
end
if lvl > HUNGER_MAX then
lvl = HUNGER_MAX
end
hunger.players[name].lvl = lvl
if lvl > 20 then
lvl = 20
end
hud.change_item(player, "hunger", {number = lvl})
hunger.save(player)
end
local update_hunger = hunger.update_hunger
-- player-action based hunger changes
function hunger.handle_node_actions(pos, oldnode, player, ext)
if not player or not player:is_player() then
return
end
local name = player:get_player_name()
if not name or not hunger.players[name] then
return
end
local exhaus = hunger.players[name].exhaus
if not exhaus then
hunger.players[name].exhaus = 0
--return
end
local new = HUNGER_EXHAUST_PLACE
-- placenode event
if not ext then
new = HUNGER_EXHAUST_DIG
end
-- assume its send by action_timer(globalstep)
if not pos and not oldnode then
new = HUNGER_EXHAUST_MOVE
end
exhaus = exhaus + new
if exhaus > HUNGER_EXHAUST_LVL then
exhaus = 0
local h = tonumber(hunger.players[name].lvl)
if h > 0 then
update_hunger(player, h - 1)
end
end
hunger.players[name].exhaus = exhaus
end
-- Time based hunger functions
local hunger_timer = 0
local health_timer = 0
local action_timer = 0
local function hunger_globaltimer(dtime)
hunger_timer = hunger_timer + dtime
health_timer = health_timer + dtime
action_timer = action_timer + dtime
if action_timer > HUNGER_MOVE_TICK then
for _,player in ipairs(minetest.get_connected_players()) do
local controls = player:get_player_control()
-- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then
hunger.handle_node_actions(nil, nil, player)
end
end
action_timer = 0
end
-- lower saturation by 1 point after <HUNGER_TICK> second(s)
if hunger_timer > HUNGER_TICK then
for _,player in ipairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local tab = hunger.players[name]
if tab then
local hunger = tab.lvl
if hunger > 0 then
update_hunger(player, hunger - 1)
end
end
end
hunger_timer = 0
end
-- heal or damage player, depending on saturation
if health_timer > HUNGER_HEALTH_TICK then
for _,player in ipairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local tab = hunger.players[name]
if tab then
local air = player:get_breath() or 0
local hp = player:get_hp()
-- heal player by 1 hp if not dead and saturation is > 15 (of 30) player is not drowning
if tonumber(tab.lvl) > HUNGER_HEAL_LVL and hp > 0 and air > 0 then
player:set_hp(hp + HUNGER_HEAL)
end
-- or damage player by 1 hp if saturation is < 2 (of 30)
if tonumber(tab.lvl) < HUNGER_STARVE_LVL then
player:set_hp(hp - HUNGER_STARVE)
end
end
end
health_timer = 0
end
end
if minetest.setting_getbool("enable_damage") then
minetest.register_globalstep(hunger_globaltimer)
end
-- food functions
local food = hunger.food
function hunger.register_food(name, hunger_change, replace_with_item, poisen, heal, sound)
food[name] = {}
food[name].saturation = hunger_change -- hunger points added
food[name].replace = replace_with_item -- what item is given back after eating
food[name].poisen = poisen -- time its poisening
food[name].healing = heal -- amount of HP
food[name].sound = sound -- special sound that is played when eating
end
-- Poison player
local function poisenp(tick, time, time_left, player)
time_left = time_left + tick
if time_left < time then
minetest.after(tick, poisenp, tick, time, time_left, player)
else
hud.change_item(player, "hunger", {text = "hud_hunger_fg.png"})
end
local hp = player:get_hp() -1 or 0
if hp > 0 then
player:set_hp(hp)
end
end
-- wrapper for minetest.item_eat (this way we make sure other mods can't break this one)
local org_eat = core.do_item_eat
core.do_item_eat = function(hp_change, replace_with_item, itemstack, user, pointed_thing)
local old_itemstack = itemstack
itemstack = hunger.eat(hp_change, replace_with_item, itemstack, user, pointed_thing)
for _, callback in pairs(core.registered_on_item_eats) do
local result = callback(hp_change, replace_with_item, itemstack, user, pointed_thing, old_itemstack)
if result then
return result
end
end
return itemstack
end
function hunger.eat(hp_change, replace_with_item, itemstack, user, pointed_thing)
local item = itemstack:get_name()
local def = food[item]
if not def then
def = {}
if type(hp_change) ~= "number" then
hp_change = 1
core.log("error", "Wrong on_use() definition for item '" .. item .. "'")
end
def.saturation = hp_change * 1.3
def.replace = replace_with_item
end
local func = hunger.item_eat(def.saturation, def.replace, def.poisen, def.healing, def.sound)
return func(itemstack, user, pointed_thing)
end
function hunger.item_eat(hunger_change, replace_with_item, poisen, heal, sound)
return function(itemstack, user, pointed_thing)
if itemstack:take_item() == nil and user == nil then
return itemstack
end
local name = user:get_player_name()
if not hunger.players[name] then
return itemstack
end
local sat = tonumber(hunger.players[name].lvl or 0)
local hp = user:get_hp()
-- Saturation
if sat < HUNGER_MAX and hunger_change then
sat = sat + hunger_change
hunger.update_hunger(user, sat)
end
-- Healing
if hp < 20 and heal then
hp = hp + heal
if hp > 20 then
hp = 20
end
user:set_hp(hp)
end
-- Poison
if poisen then
hud.change_item(user, "hunger", {text = "hunger_statbar_poisen.png"})
poisenp(1.0, poisen, 0, user)
end
-- eating sound
sound = sound or "hunger_eat"
minetest.sound_play(sound, {to_player = name, gain = 0.7})
if replace_with_item then
if itemstack:is_empty() then
itemstack:add_item(replace_with_item)
else
local inv = user:get_inventory()
if inv:room_for_item("main", {name = replace_with_item}) then
inv:add_item("main", replace_with_item)
else
local pos = user:getpos()
pos.y = math.floor(pos.y + 0.5)
core.add_item(pos, replace_with_item)
end
end
end
return itemstack
end
end

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hunger = {}
hunger.players = {}
hunger.food = {}
HUNGER_TICK = 600 -- time in seconds after that 1 hunger point is taken
HUNGER_HEALTH_TICK = 4 -- time in seconds after player gets healed/damaged
HUNGER_MOVE_TICK = 0.5 -- time in seconds after the movement is checked
HUNGER_EXHAUST_DIG = 3 -- exhaustion increased this value after digged node
HUNGER_EXHAUST_PLACE = 1 -- exhaustion increased this value after placed
HUNGER_EXHAUST_MOVE = 1.5 -- exhaustion increased this value if player movement detected
HUNGER_EXHAUST_LVL = 160 -- at what exhaustion player saturation gets lowered
HUNGER_HEAL = 1 -- number of HP player gets healed after HUNGER_HEALTH_TICK
HUNGER_HEAL_LVL = 15 -- lower level of saturation needed to get healed
HUNGER_STARVE = 1 -- number of HP player gets damaged by hunger after HUNGER_HEALTH_TICK
HUNGER_STARVE_LVL = 3 -- level of staturation that causes starving
HUNGER_MAX = 30 -- maximum level of saturation
SPRINT_SPEED = 0.8 -- how much faster player can run if satiated
SPRINT_JUMP = 0.1 -- how much higher player can jump if satiated
SPRINT_DRAIN = 0.35 -- how fast to drain satation while sprinting (0-1)
local modpath = minetest.get_modpath("hunger")
dofile(modpath .. "/functions.lua")
dofile(modpath .. "/food.lua")
-- legacy functions
hud.item_eat = hunger.item_eat
hud.set_hunger = hunger.save
hud.get_hunger = hunger.load
hud.save_hunger = hunger.save
hud.load_hunger = hunger.load
-- Callbacks
if minetest.setting_getbool("enable_damage") then
minetest.register_on_joinplayer(function(player)
local inv = player:get_inventory()
inv:set_size("hunger", 1)
local name = player:get_player_name()
hunger.players[name] = {}
hunger.players[name].lvl = hunger.read(player)
hunger.players[name].exhaus = 0
local lvl = hunger.players[name].lvl
if lvl > 20 then
lvl = 20
end
minetest.after(0.8, function()
hud.swap_statbar(player, "hunger", "air")
hud.change_item(player, "hunger", {number = lvl, max = 20})
end)
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
hunger.players[name] = nil
end)
-- for exhaustion
minetest.register_on_placenode(hunger.handle_node_actions)
minetest.register_on_dignode(hunger.handle_node_actions)
minetest.register_on_respawnplayer(function(player)
hunger.update_hunger(player, 20)
end)
end

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@ -0,0 +1,61 @@
hunger = {}
hunger.players = {}
hunger.food = {}
HUNGER_TICK = 600 -- time in seconds after that 1 hunger point is taken
HUNGER_HEALTH_TICK = 4 -- time in seconds after player gets healed/damaged
HUNGER_MOVE_TICK = 0.5 -- time in seconds after the movement is checked
HUNGER_EXHAUST_DIG = 3 -- exhaustion increased this value after digged node
HUNGER_EXHAUST_PLACE = 1 -- exhaustion increased this value after placed
HUNGER_EXHAUST_MOVE = 1.5 -- exhaustion increased this value if player movement detected
HUNGER_EXHAUST_LVL = 160 -- at what exhaustion player saturation gets lowered
HUNGER_HEAL = 1 -- number of HP player gets healed after HUNGER_HEALTH_TICK
HUNGER_HEAL_LVL = 15 -- lower level of saturation needed to get healed
HUNGER_STARVE = 1 -- number of HP player gets damaged by hunger after HUNGER_HEALTH_TICK
HUNGER_STARVE_LVL = 3 -- level of staturation that causes starving
HUNGER_MAX = 30 -- maximum level of saturation
local modpath = minetest.get_modpath("hunger")
dofile(modpath .. "/functions.lua")
dofile(modpath .. "/food.lua")
-- legacy functions
hud.item_eat = hunger.item_eat
hud.set_hunger = hunger.save
hud.get_hunger = hunger.load
hud.save_hunger = hunger.save
hud.load_hunger = hunger.load
-- Callbacks
if minetest.setting_getbool("enable_damage") then
minetest.register_on_joinplayer(function(player)
local inv = player:get_inventory()
inv:set_size("hunger", 1)
local name = player:get_player_name()
hunger.players[name] = {}
hunger.players[name].lvl = hunger.read(player)
hunger.players[name].exhaus = 0
local lvl = hunger.players[name].lvl
if lvl > 20 then
lvl = 20
end
minetest.after(0.8, function()
hud.swap_statbar(player, "hunger", "air")
hud.change_item(player, "hunger", {number = lvl, max = 20})
end)
end)
-- for exhaustion
minetest.register_on_placenode(hunger.handle_node_actions)
minetest.register_on_dignode(hunger.handle_node_actions)
minetest.register_on_respawnplayer(function(player)
hunger.update_hunger(player, 20)
end)
end

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default

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local path = minetest.get_modpath("mapgen")
dofile(path.."/nodes.lua")

69
mods/mapgen/nodes.lua Normal file
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minetest.register_node("mapgen:granite", {
description = "Granite",
tiles = {"mapgen_granite.png"},
groups = {cracky = 2},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("mapgen:granite_brown", {
description = "Brown Granite",
tiles = {"mapgen_granite_brown.png"},
groups = {cracky = 2},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("mapgen:limestone", {
description = "Limestone",
tiles = {"mapgen_limestone.png"},
groups = {cracky = 2},
sounds = default.node_sound_stone_defaults()
})
minetest.register_node("mapgen:palm_tree", {
description = "Palm Tree",
tiles = {
"mapgen_palmtree_top.png",
"mapgen_palmtree_top.png",
"mapgen_palmtree_side.png",
},
groups = {choppy = 2, tree = 1, flammable = 1, oddly_breakable_by_hand=1},
sounds = default.node_sound_wood_defaults(),
on_place = minetest.rotate_node
})
minetest.register_node("mapgen:palm_wood", {
description = "Palm Wood Planks",
tiles = {
"mapgen_palmtree_wood.png",
},
groups = {choppy = 1, flammable = 1, oddly_breakable_by_hand=1},
sounds = default.node_sound_wood_defaults()
})
minetest.register_node("mapgen:palm_leaves", {
description = "Palm Leaves",
drawtype = "allfaces",
paramtype = "light",
tiles = {
"mapgen_palmleaves.png",
},
groups = {snappy = 1, oddly_breakable_by_hand = 1, flammable = 1, dig_immediate = 1, leaves = 1, leafdecay = 3},
sounds = default.node_sound_leaves_defaults()
})
minetest.register_node("mapgen:moss", {
description = "Moss",
drawtype = "nodebox",
tiles = {"mapgen_moss.png"},
paramtype = "light",
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.3125, 0.5},
}
},
buildable_to = true,
groups = {snappy = 1, oddly_breakable_by_hand=1, dig_immediate=3},
sounds = default.node_sound_defaults()
})

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@ -26,9 +26,9 @@ mobs:register_mob("mobs_m:smallfish", {
fly = true,
fly_in = "default:water_source",
fall_damage = 0,
fall_speed = -6,
fall_speed = 0,
drops = {
{name = "mobs_m:fish_meat",
{name = "mobs_m:smallfish_raw",
chance = 9, min = 1, max = 1},
},
water_damage = 0,
@ -60,7 +60,7 @@ mobs:register_mob("mobs_m:riverfish", {
hp_max = 25,
armor = 90,
collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2},
visual_scale = {x=1.2, y=1.2},
visual_size = {x=1.6, y=1.6},
visual = "mesh",
mesh = "fish.b3d",
textures = {
@ -76,11 +76,11 @@ mobs:register_mob("mobs_m:riverfish", {
jump_height = 0,
stepheight = 1.5,
fly = true,
fly_in = "default:water_source",
fly_in = "default:river_water_source",
fall_damage = 0,
fall_speed = -6,
fall_speed = 0,
drops = {
{name = "mobs_m:fish_meat",
{name = "mobs_m:smallfish_raw",
chance = 9, min = 1, max = 1},
},
water_damage = 0,
@ -100,4 +100,23 @@ mobs:register_mob("mobs_m:riverfish", {
mobs:register_spawn("mobs_m:riverfish", {"default:river_water_source",}, 20, 10, 15000, 2, 11000)
mobs:register_egg("mobs_m:riverfish", "River Fish", "default_dirt.png", 1)
mobs:register_egg("mobs_m:riverfish", "River Fish", "default_dirt.png", 1)
minetest.register_craftitem("mobs_m:smallfish_raw", {
description = "Small Raw Fish"
inventory_image = "mobs_smallfish_item",
on_use = minetest.item_eat(1)
})
minetest.register_craftitem("mobs_m:smallfish_cooked", {
description = "Small Cooked Fish"
inventory_image = "mobs_smallfish_cooked",
on_use = minetest.item_eat(2)
})
minetest.register_craft({
type = "cooking",
output = "mobs_m:smallfish_raw",
recipe = "mobs_m:smallfish_cooked",
cooktime = 3,
})

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# Player Effects
## Summary
This is an framework for assigning temporary status effects to players. This mod is aimed to modders and maybe interested people. This framework is a work in progress and not finished.
## Profile
* Name: Player Effects
* Short name: `playereffects`
* Current version: 1.1.1 (This is a [SemVer](http://semver.org/).)
* Dependencies: None!
* Discussion page: [here](https://forum.minetest.net/viewtopic.php?f=11&t=9689)
## Information for players
This mod alone is not aimed directly at players. Briefly, the point of this mod is to help other mods to implement temporary status effects for players in a clean and consistant way.
Here is the information which may be relevant to you: Your current status effects are shown on the HUD on the right side, along with a timer which shows the time until the effect gets disabled. It is possible for the server to disable this feature entirely. Some status effects may also be hidden and are never exposed to the HUD.
You only have to install this mod iff you have a mod which implements Player Effects. Here is a list of known mods which do:
* Magic Beans—Wuzzys Fork [`magicbeans_w`]
## Information for server operators
By default, this mod stores the effects into the file `playereffects.mt` in the current world path every 10 seconds. On a regular server shutdown, this file is also written to. The data in this file is read when the mod is started.
It is save to delete `playereffects.mt` when the mod does currently not run. This simply erases all active and inactive effects when the server starts again.
You can disable the automatic saving in `settings.lua`.
### Configuration
Player Effects can be configured. Just edit the file `settings.lua`. You find everything you need to know in that file. Be careful to not delete the lines, just edit them.
## Information for modders
This is a framework for other mods to depend on. It provides means to define, apply and remove temporary status effects to players in a (hopefully) unobstrusive way.
A status effect is an effect for a player which changes some property of the player. This property can be practically everything. Currently, the framework supports one kind of effect, which I call “exclusive effects”. For each property (speed, gravity, whatver), there can be only one effect in place at the same time. Here are some examples for possible status effects:
* high walking speed (`speed` property)
* high jump height (`jump` property)
* low player gravity (`gravity` property)
* high player gravity (`gravity` property)
* having the X privilege granted (binary “do I have the property?” property) (yes, this is weird, but it works!)
The framework aims to provide means to define effect types and to apply and cancel effects to players. The framework aims to be a stable foundation stone. This means it needs a lot of testing.
## Known bugs
### Effect timers dont stop when game gets paused
When you paused the game in singleplayer mode, the effect timers just continue as if nothing happened. Of course, all effect timers should be stopped while the game is paused, like everything else. Apparently this bug cannot be fixed with the current Lua API.
## API documentation
### Data types
#### Effect type (`effect_type`)
An effect type is a description of what is later to be concretely applied as an effect to a player. An effect type, however, is *not* assigned to a player. There are two kinds of effect types: Repeating and non-repeating. See the section on `effect` for more information.
`effect_type` is a table with these fields:
* `description`: Human-readable short description of the effect. Will be exposed to the HUD, iff `hidden` is `false`.
* `groups`: A table of groups to which this effect type belongs to.
* `apply`: Function to be called when effect is applied. See `playereffects.register_effect_type`.
* `cancel`: Function to be called when effect is cancelled. See `playereffects.register_effect_type`.
* `icon`: This is optional. It can be the file name of a texture. Should have a size of 16px×16px. Will be exposed to the HUD, iff `hidden` is `false`.
* `hidden`: Iff this is false, it will not be exposed to the HUD when this effect is active.
* `cancel_on_death`: Iff this is true, the effect will be cancelled automatically when the player dies.
* `repeat_interval` is an optional number. When specified, the effects of this type becomes a repeating effect. Repeating effects call `apply` an arbitrary number of times; non-repeating effects just call it once when the effect is created. The number specifies the interval in seconds between each call. Iff this parameter is `nil`, the effect type is a non-repeating effect.
Normally you dont need to read or edit fields of this table. Use `playereffects.register_effect_type` to add a new effect type to Player Effects.
#### Effect group
An effect group is basically a concept. Any effect type can be member of any number of effect groups. The main point of effect groups is to find effects which affect the same property. For example, an effect which makes you faster and another effect which makes you slower both affect the same property: speed. The group for that then would be the string `"speed"`. See also `examples.lua`, which includes the effects `high_speed` and `low_speed`.
Currently, the main rule of Player Effects requires that there can only be one effect in place. Dont worry, Player Effects already does that job for you. Back to the example: it is possible to be fast and it is possible to be slow. But it is not possible to be fast `and` slow at the same time. Player Effects ensures that by cancelling all conflicting concepts before applying a new one.
The concept of groups may be changed or extended in the future.
You can invent effect groups (like the groups in Minetest) on the fly. A group is just a string. Practically, you should use groups which other people use.
#### Effect (`effect`)
An effect is an current change of a player property (like speed, jump height, and so on). It is the realization of an effect type. All effects are temporary. There are currently two types of effects: Repeating and non-repeating. Non-repeating effects call their `apply` callback once when they are created. Repeating effects call their apply callback multiple times with a specified interval. By default, effects are non-repeating.
`effect` is a table with the following modding-relevant fields:
* `playername`: The name of the player to which the effect belongs to.
* `effect_id`: A globally unique identifier of the effect. It is a number and assigned automatically by Player Effects.
* `effect_type_id`: The identifier of the effects effect type. It is a string and assigned by `playereffects.register_effect_type`.
* `metadata`: An optional field which may contain a table with additional, modder-defined data to be “remembered” for later. The `apply` callback can set this field.
Internally, Player Effects also uses these fields:
* `start_time`: The operating system time (from `os.time()`) of when the effect has been started.
* `time_left`: The number of seconds left before the effect runs out. This number is only set when the effect starts or the effect is unfrozen because i.e. a player re-joins. You cant use this field to blindly get the remaining time of the effect.
* `repeat_interval_start_time` and `repeat_interval_time_left`: Same as `start_time` and `time_left`, but for repeating effects.
You should normally not need to care about these internally used fields.
### Functions
#### `playereffects.register_effect_type(effect_type_id, description, icon, groups, apply, cancel, hidden, cancel_on_death, repeat_interval)`
Adds a new effect type for the Player Effects mods, so it can be later be applied to players.
##### Parameters
* `effect_type_id` is the identifier (a string) which is internally used by the mod. Later known as `effect_type_id`. You may choose the identifier at will, but please use only alphanumeric ASCII characters. The identifier must be unique along all mods.
* `description` is the text which is exposed to the HUD and visible to the player.
* `icon`: This is optional an can be `nil`. It can be the file name of a texture. Should have a size of 16px×16px. In this case, this is the icon for the HUD. Basically this is just eye-candy. If this is `nil`, no icon is shown. The icon will be exposed to the HUD, iff `hidden` is `false`.
* `groups` is a table of strings to which the effect type is assigned to.
* `apply`: See below.
* `cancel`: See below.
* `hidden` is an optional boolean value. Iff `true`, the effect description and icon will not be exposed to the player HUD. Otherwise, the effect is exposed. Default: `false`
* `cancel_on_death` is an optional boolean value. Iff true, the effect will be cancelled automatically when the player dies. Default: `true`.
* `repeat_interval` is an optional number. When specified, the effects of this type becomes a repeating effect. Repeating effects call `apply` an arbitrary number of times; non-repeating effects just call it once when the effect is created. The number specifies the interval in seconds between each call. Iff this parameter is `nil`, the effect type is a non-repeating effect.
###### `apply` function
The `apply` function is a callback function which is called by Player Effects. Here the modder can put all the gameplay-relevant code.
`apply` takes a player object as its only argument. This is the player to which the effect is applied to.
The function may return a table. This table will be added as the field `metadata` to the resulting `effect`.
The function may return `false`. This is used to tell Player Effects that the effect could, for whatever reason, not be successfully applied. Currently, this feature is experimental and possibly broken.
The function may also return just `nil` on a normal success without metadata.
###### `cancel` function
The `cancel` function is called by Player Effects when the effect is to be cancelled. Here the modder can do all the code which is needed to revert the changes an earlier `apply` call made.
`cancel` takes an `effect` as its first argument and a player object as its second argument. Remember, this `effect` may also contain a field called `metadata`, which may have been added by an earlier `apply` call. `player` is the player to which the effect is/was applied. This argument is just there for convenience reasons.
Player Effects does not care about the return value of this function.
##### Return value
Always `nil`.
#### `playereffects.apply_effect_type(effect_type_id, duration, player, repeat_interval_time_left)`
Attempts to apply a new effect of a certain type for a certain duration to a certain player. This function can fail, although this should rarely happen. This function handles non-repeating effects and repeating effects as well.
##### Parameters
* `effect_type_id`: The identifier of the effect type. This is the name which was used in `playereffects.register_effect_type` and always a string.
* `duration`: How long the effect. Please use only positive values and only integers. If a repeating effect type is specified, this number specifies the number of repetitions; for non-repeating effects this number specifies the effect duration in seconds.
* `player`: The player object to which the new effect should be applied to.
* `repeat_interval_time_left`: This parameter is optional and only for repeating effects. If it is a number, it specifies the time until the first call of the `apply` callback fires. By default, a full repeat interval is waited until the first call.
##### Return value
The function either returns `false` or a number. Iff the function returns `false`, the effect was not successfully applied. The function may return `false` on these occasions:
* `player` is not a valid player object
* The `apply` function of the effect type returned `false`
On success, the function returns a number. This number is the effect ID of the effect which has been just created. This effect ID can be used later, for `playereffects.cancel_effect`, for example.
#### `playereffects.cancel_effect(effect_id)`
Cancels a single effect.
##### Parameter
* `effect_id`: The effect ID of the effect which shall be cancelled.
##### Return value
Always `nil`.
#### `playereffects.cancel_effect_group(groupname, playername)`
Cancels all a players effects which belong to a certain group.
##### Parameters
* `groupname`: The name of the effect group (string) of which all active effects of the player shall be cancelled.
* `playername`: The name of the player to which the effects which are about to be cancelled belong to.
##### Return value
Always `nil`.
#### `playereffects.cancel_effect_type(effect_type_id, cancel_all, playername)`
Cancels one or all player effect with a certain effect type
Careful! This function has *not* been tested yet!
##### Parameters
* `effect_type_id`: Identifier of the effect type.
* `cancel_all`: Iff true, cancels all active effects with this effect type
* `playername`: Name of the player to which the effects belong to
##### Return value
Always `nil`.
#### `playereffects.get_remaining_effect_time(effect_id)`
Returns the remaining time of an effect.
##### Parameter
* `effect_id`: The effect identifier of the effect in question
##### Return value
Iff the effect exists, the remaining effect time is returned in full seconds. Iff the effect does not exist, `nil` is returned.
#### `playereffects.get_player_effects(playername)`
Returns all active effects of a player.
##### Parameter
`playername`: The name of the player from which the effects are requested.
##### Return value
A table of all `effect`s which belong to the player. If the player does not exist, this function returns an empty table.
## Examples
This mod comes with extensive examples. The examples are disabled by default. Edit `settings.lua` to enable the examples. See `examples.lua` to find out how they are programmed. The examples are only for demonstration purposes. They are not intended to be used in an actual game.
### Chat commands
The examples are mainly accessible with chat commands. Since this is just an example, everyone can use these examples.
#### Apply effect
These commands apply (or try to) apply an effect to you. You will get a response in the chat which give you the `effect_id` on success. On failure, the example will tell you that it failed.
* `fast`: Makes you faster for 10 seconds.
* `slow`: Makes you slower for 120s.
* `hfast`: Makes you faster for 10s. This is a hidden effect and is not exposed to the HUD.
* `highjump`: Increases your jump height for 20s.
* `fly`: Gives you the `fly` privilege for a minute. You keep the privilege even when you die. Better dont mess around with this privilege manually when you use this.
* `regen`: Gives you a half heart per second 10 times (5 hearts overall healing). This is an example of a repeating effect.
* `slowregen`: Gives you a half heart every 15 seconds, 10 times (5 hearts overall healing). This is an example of a repeating effect.
* `blind`: Tints the whole screen black for 5 seconds. This is highly experimental and will be drawn over many existing HUD elements. In other words, prepare your HUD to be messed up.
* `null`: Tries to apply an effect which always fails. This demonstrates the failure of effects.
#### Cancel effects
* `cancelall`: Cancels all your active effects.
#### Testing
* `stresstest [number]`: Applies `number` dummy effects which dont do anything to you. Iff omitted, `number` is assumed to be 100. This command is there to test the performance of this mod for absurdly large effect numbers.

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Framework for temporary effects for players.

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----- EXAMPLE EFFECT TYPES -----
--[[ This is just a helper function to inform the user of the chat command
of the result and, if successful, shows the effect ID. ]]
local function notify(name, retcode)
if(retcode == false) then
minetest.chat_send_player(name, "Effect application failed. Effect was NOT applied.")
else
minetest.chat_send_player(name, "Effect applied. Effect ID: "..tostring(retcode))
end
end
--[[ Null effect. The apply function always returns false, which means applying the
effect will never succeed ]]
playereffects.register_effect_type("null", "No effect", nil, {},
function()
return false
end
)
-- Makes the player screen black for 5 seconds (very experimental!)
playereffects.register_effect_type("blind", "Blind", nil, {},
function(player)
local hudid = player:hud_add({
hud_elem_type = "image",
position = { x=0.5, y=0.5 },
scale = { x=-100, y=-100 },
text = "playereffects_example_black.png",
})
if(hudid ~= nil) then
return { hudid = hudid }
else
minetest.log("error", "[playereffects] [examples] The effect \"Blind\" could not be applied. The call to hud_add(...) failed.")
return false
end
end,
function(effect, player)
player:hud_remove(effect.metadata.hudid)
end
)
-- Makes the user faster
playereffects.register_effect_type("high_speed", "High speed", nil, {"speed"},
function(player)
player:set_physics_override(4,nil,nil)
end,
function(effect, player)
player:set_physics_override(1,nil,nil)
end
)
-- Makes the user faster (hidden effect)
playereffects.register_effect_type("high_speed_hidden", "High speed", nil, {"speed"},
function(player)
player:set_physics_override(4,nil,nil)
end,
function(effect, player)
player:set_physics_override(1,nil,nil)
end,
true
)
-- Slows the user down
playereffects.register_effect_type("low_speed", "Low speed", nil, {"speed"},
function(player)
player:set_physics_override(0.25,nil,nil)
end,
function(effect, player)
player:set_physics_override(1,nil,nil)
end
)
-- Increases the jump height
playereffects.register_effect_type("highjump", "Greater jump height", "playereffects_example_highjump.png", {"jump"},
function(player)
player:set_physics_override(nil,2,nil)
end,
function(effect, player)
player:set_physics_override(nil,1,nil)
end
)
-- Adds the “fly” privilege. Keep the privilege even if the player dies
playereffects.register_effect_type("fly", "Fly mode available", "playereffects_example_fly.png", {"fly"},
function(player)
local playername = player:get_player_name()
local privs = minetest.get_player_privs(playername)
privs.fly = true
minetest.set_player_privs(playername, privs)
end,
function(effect, player)
local privs = minetest.get_player_privs(effect.playername)
privs.fly = nil
minetest.set_player_privs(effect.playername, privs)
end,
false, -- not hidden
false -- do NOT cancel the effect on death
)
-- Repeating effect type: Adds 1 HP per second
playereffects.register_effect_type("regen", "Regeneration", "heart.png", {"health"},
function(player)
player:set_hp(player:get_hp()+1)
end,
nil, nil, nil, 1
)
-- Repeating effect type: Adds 1 HP per 3 seconds
playereffects.register_effect_type("slowregen", "Slow Regeneration", "heart.png", {"health"},
function(player)
player:set_hp(player:get_hp()+1)
end,
nil, nil, nil, 15
)
-- Dummy effect for the stree test
playereffects.register_effect_type("stress", "Stress Test Effect", nil, {},
function(player)
end,
function(effect, player)
end
)
------ Chat commands for the example effects ------
-- Null effect (never succeeds)
minetest.register_chatcommand("null", {
params = "",
description = "Does nothing.",
privs = {},
func = function(name, param)
local ret = playereffects.apply_effect_type("null", 5, minetest.get_player_by_name(name))
notify(name, ret)
end,
})
minetest.register_chatcommand("blind", {
params = "",
description = "Makes your screen black for a short time.",
privs = {},
func = function(name, param)
local ret = playereffects.apply_effect_type("blind", 5, minetest.get_player_by_name(name))
notify(name, ret)
end,
})
minetest.register_chatcommand("fast", {
params = "",
description = "Makes you fast for a short time.",
privs = {},
func = function(name, param)
local ret = playereffects.apply_effect_type("high_speed", 10, minetest.get_player_by_name(name))
notify(name, ret)
end,
})
minetest.register_chatcommand("hfast", {
params = "",
description = "Makes you fast for a short time (hidden effect).",
privs = {},
func = function(name, param)
local ret = playereffects.apply_effect_type("high_speed_hidden", 10, minetest.get_player_by_name(name))
notify(name, ret)
end,
})
minetest.register_chatcommand("slow", {
params = "",
description = "Makes you slow for a long time.",
privs = {},
func = function(name, param)
local ret = playereffects.apply_effect_type("low_speed", 120, minetest.get_player_by_name(name))
notify(name, ret)
end,
})
minetest.register_chatcommand("highjump", {
params = "",
description = "Makes you jump higher for a short time.",
privs = {},
func = function(name, param)
local ret = playereffects.apply_effect_type("highjump", 20, minetest.get_player_by_name(name))
notify(name, ret)
end,
})
minetest.register_chatcommand("fly", {
params = "",
description = "Grants you the fly privilege for a minute. You keep the effect when you die.",
privs = {},
func = function(name, param)
local ret = playereffects.apply_effect_type("fly", 60, minetest.get_player_by_name(name))
notify(name, ret)
end,
})
minetest.register_chatcommand("regen", {
params = "",
description = "Gives you 1 half heart per second 10 times, healing you by 5 hearts in total.",
privs = {},
func = function(name, param)
local ret = playereffects.apply_effect_type("regen", 10, minetest.get_player_by_name(name))
notify(name, ret)
end,
})
minetest.register_chatcommand("slowregen", {
params = "",
description = "Gives you 1 half heart every 3 seconds 10 times, healing you by 5 hearts in total.",
privs = {},
func = function(name, param)
local ret = playereffects.apply_effect_type("slowregen", 10, minetest.get_player_by_name(name))
notify(name, ret)
end,
})
--[[
Cancel all active effects
]]
minetest.register_chatcommand("cancelall", {
params = "",
description = "Cancels all your effects.",
privs = {},
func = function(name, param)
local effects = playereffects.get_player_effects(name)
for e=1, #effects do
playereffects.cancel_effect(effects[e].effect_id)
end
minetest.chat_send_player(name, "All effects cancelled.")
end,
})
--[[ The stress test applies a shitload of effects at once.
This is used to test the performance of this mod at very large effect numbers. ]]
minetest.register_chatcommand("stresstest", {
params = "[<effects>]",
descriptions = "Start the stress test for Player Effects with <effects> effects.",
privs = {server=true},
func = function(name, param)
local player = minetest.get_player_by_name(name)
local max = 100
if(type(param)=="string") then
if(type(tonumber(param)) == "number") then
max = tonumber(param)
end
end
minetest.debug("[playereffects] Stress test started for "..name.." with "..max.." effects.")
for i=1,max do
playereffects.apply_effect_type("stress", math.random(6,60), player)
if(i%100==0) then
minetest.debug("[playereffects] Effect "..i.." of "..max.." applied.")
minetest.chat_send_player(name, "[playereffects] Effect "..i.." of "..max.." applied.")
end
end
end
})

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--[=[ Main tables ]=]
playereffects = {}
--[[ table containing the groups (experimental) ]]
playereffects.groups = {}
--[[ table containing all the HUD info tables, indexed by player names.
A single HUD info table is formatted like this: { text_id = 1, icon_id=2, pos = 0 }
Where: text_id: HUD ID of the textual effect description
icon_id: HUD ID of the effect icon (optional)
pos: Y offset factor (starts with 0)
Example of full table:
{ ["player1"] = {{ text_id = 1, icon_id=4, pos = 0 }}, ["player2] = { { text_id = 5, icon_id=6, pos = 0 }, { text_id = 7, icon_id=8, pos = 1 } } }
]]
playereffects.hudinfos = {}
--[[ table containing all the effect types ]]
playereffects.effect_types = {}
--[[ table containing all the active effects ]]
playereffects.effects = {}
--[[ table containing all the inactive effects.
Effects become inactive if a player leaves an become active again if they join again. ]]
playereffects.inactive_effects = {}
-- Variable for counting the effect_id
playereffects.last_effect_id = 0
--[=[ Include settings ]=]
dofile(minetest.get_modpath("playereffects").."/settings.lua")
-- defaults
if(playereffects.use_hud == nil) then
playereffects.use_hud = true
end
if(playereffects.use_autosave == nil) then
playereffects.use_autosave = true
end
if(playereffects.autosave_time == nil) then
playereffects.autosave_time = 10
end
if(playereffects.use_examples == nil) then
playereffects.use_examples = false
end
--[=[ Load inactive_effects and last_effect_id from playereffects.mt, if this file exists ]=]
do
local filepath = minetest.get_worldpath().."/playereffects.mt"
local file = io.open(filepath, "r")
if file then
minetest.log("action", "[playereffects] playereffects.mt opened.")
local string = file:read()
io.close(file)
if(string ~= nil) then
local savetable = minetest.deserialize(string)
playereffects.inactive_effects = savetable.inactive_effects
minetest.debug("[playereffects] playereffects.mt successfully read.")
minetest.debug("[playereffects] inactive_effects = "..dump(playereffects.inactive_effects))
playereffects.last_effect_id = savetable.last_effect_id
minetest.debug("[playereffects] last_effect_id = "..dump(playereffects.last_effect_id))
end
end
end
function playereffects.next_effect_id()
playereffects.last_effect_id = playereffects.last_effect_id + 1
return playereffects.last_effect_id
end
--[=[ API functions ]=]
function playereffects.register_effect_type(effect_type_id, description, icon, groups, apply, cancel, hidden, cancel_on_death, repeat_interval)
local effect_type = {}
effect_type.description = description
effect_type.apply = apply
effect_type.groups = groups
effect_type.icon = icon
if cancel ~= nil then
effect_type.cancel = cancel
else
effect_type.cancel = function() end
end
if hidden ~= nil then
effect_type.hidden = hidden
else
effect_type.hidden = false
end
if cancel_on_death ~= nil then
effect_type.cancel_on_death = cancel_on_death
else
effect_type.cancel_on_death = true
end
effect_type.repeat_interval = repeat_interval
playereffects.effect_types[effect_type_id] = effect_type
minetest.log("action", "[playereffects] Effect type "..effect_type_id.." registered!")
end
function playereffects.apply_effect_type(effect_type_id, duration, player, repeat_interval_time_left)
local start_time = os.time()
local is_player = false
if(type(player)=="userdata") then
if(player.is_player ~= nil) then
if(player:is_player() == true) then
is_player = true
end
end
end
if(is_player == false) then
minetest.log("error", "[playereffects] Attempted to apply effect type "..effect_type_id.." to a non-player!")
return false
end
local playername = player:get_player_name()
local groups = playereffects.effect_types[effect_type_id].groups
for k,v in pairs(groups) do
playereffects.cancel_effect_group(v, playername)
end
local metadata
if(playereffects.effect_types[effect_type_id].repeat_interval == nil) then
local status = playereffects.effect_types[effect_type_id].apply(player)
if(status == false) then
minetest.log("action", "[playereffects] Attempt to apply effect type "..effect_type_id.." to player "..playername.." failed!")
return false
else
metadata = status
end
end
local effect_id = playereffects.next_effect_id()
local smallest_hudpos
local biggest_hudpos = -1
local free_hudpos
if(playereffects.hudinfos[playername] == nil) then
playereffects.hudinfos[playername] = {}
end
local hudinfos = playereffects.hudinfos[playername]
for effect_id, hudinfo in pairs(hudinfos) do
local hudpos = hudinfo.pos
if(hudpos > biggest_hudpos) then
biggest_hudpos = hudpos
end
if(smallest_hudpos == nil) then
smallest_hudpos = hudpos
elseif(hudpos < smallest_hudpos) then
smallest_hudpos = hudpos
end
end
if(smallest_hudpos == nil) then
free_hudpos = 0
elseif(smallest_hudpos >= 0) then
free_hudpos = smallest_hudpos - 1
else
free_hudpos = biggest_hudpos + 1
end
local repeat_interval = playereffects.effect_types[effect_type_id].repeat_interval
if(repeat_interval ~= nil) then
if(repeat_interval_time_left == nil) then
repeat_interval_time_left = repeat_interval
end
end
--[[ show no more than 20 effects on the screen, so that hud_update does not need to be called so often ]]
local text_id, icon_id
if(free_hudpos <= 20) then
text_id, icon_id = playereffects.hud_effect(effect_type_id, player, free_hudpos, duration, repeat_interval_time_left)
local hudinfo = {
text_id = text_id,
icon_id = icon_id,
pos = free_hudpos,
}
playereffects.hudinfos[playername][effect_id] = hudinfo
else
text_id, icon_id = nil, nil
end
local effect = {
playername = playername,
effect_id = effect_id,
effect_type_id = effect_type_id,
start_time = start_time,
repeat_interval_start_time = start_time,
time_left = duration,
repeat_interval_time_left = repeat_interval_time_left,
metadata = metadata,
}
playereffects.effects[effect_id] = effect
-- minetest.log("action", "[playereffects] Effect type "..effect_type_id.." applied to player "..playername.." (effect_id = "..effect_id..").")
if(repeat_interval ~= nil) then
minetest.after(repeat_interval_time_left, playereffects.repeater, effect_id, duration, player, playereffects.effect_types[effect_type_id].apply)
else
minetest.after(duration, function(effect_id) playereffects.cancel_effect(effect_id) end, effect_id)
end
return effect_id
end
function playereffects.repeater(effect_id, repetitions, player, apply)
local effect = playereffects.effects[effect_id]
if(effect ~= nil) then
local repetitions = effect.time_left
apply(player)
repetitions = repetitions - 1
effect.time_left = repetitions
if(repetitions <= 0) then
playereffects.cancel_effect(effect_id)
else
local repeat_interval = playereffects.effect_types[effect.effect_type_id].repeat_interval
effect.repeat_interval_time_left = repeat_interval
effect.repeat_interval_start_time = os.time()
minetest.after(
repeat_interval,
playereffects.repeater,
effect_id,
repetitions,
player,
apply
)
end
end
end
function playereffects.cancel_effect_type(effect_type_id, cancel_all, playername)
local effects = playereffects.get_player_effects(playername)
if(cancel_all==nil) then all = false end
for e=1, #effects do
if(effects[e].effect_type_id == effect_type_id) then
playereffects.cancel_effect(effects[e].effect_id)
if(cancel_all==false) then
return
end
end
end
end
function playereffects.cancel_effect_group(groupname, playername)
local effects = playereffects.get_player_effects(playername)
for e=1,#effects do
local effect = effects[e]
local thesegroups = playereffects.effect_types[effect.effect_type_id].groups
local delete = false
for g=1,#thesegroups do
if(thesegroups[g] == groupname) then
playereffects.cancel_effect(effect.effect_id)
break
end
end
end
end
function playereffects.get_remaining_effect_time(effect_id)
local now = os.time()
local effect = playereffects.effects[effect_id]
if(effect ~= nil) then
return (effect.time_left - os.difftime(now, effect.start_time))
else
return nil
end
end
function playereffects.cancel_effect(effect_id)
local effect = playereffects.effects[effect_id]
if(effect ~= nil) then
local player = minetest.get_player_by_name(effect.playername)
local hudinfo = playereffects.hudinfos[effect.playername][effect_id]
if(hudinfo ~= nil) then
if(hudinfo.text_id~=nil) then
player:hud_remove(hudinfo.text_id)
end
if(hudinfo.icon_id~=nil) then
player:hud_remove(hudinfo.icon_id)
end
playereffects.hudinfos[effect.playername][effect_id] = nil
end
playereffects.effect_types[effect.effect_type_id].cancel(effect, player)
playereffects.effects[effect_id] = nil
-- minetest.log("action", "[playereffects] Effect type "..effect.effect_type_id.." cancelled from player "..effect.playername.."!")
end
end
function playereffects.get_player_effects(playername)
if(minetest.get_player_by_name(playername) ~= nil) then
local effects = {}
for k,v in pairs(playereffects.effects) do
if(v.playername == playername) then
table.insert(effects, v)
end
end
return effects
else
return {}
end
end
--[=[ Saving all data to file ]=]
function playereffects.save_to_file()
local save_time = os.time()
local savetable = {}
local inactive_effects = {}
for id,effecttable in pairs(playereffects.inactive_effects) do
local playername = id
if(inactive_effects[playername] == nil) then
inactive_effects[playername] = {}
end
for i=1,#effecttable do
table.insert(inactive_effects[playername], effecttable[i])
end
end
for id,effect in pairs(playereffects.effects) do
local new_duration, new_repeat_duration
if(playereffects.effect_types[effect.effect_type_id].repeat_interval ~= nil) then
new_duration = effect.time_left
new_repeat_duration = effect.repeat_interval_time_left - os.difftime(save_time, effect.repeat_interval_start_time)
else
new_duration = effect.time_left - os.difftime(save_time, effect.start_time)
end
local new_effect = {
effect_id = effect.effect_id,
effect_type_id = effect.effect_type_id,
time_left = new_duration,
repeat_interval_time_left = new_repeat_duration,
start_time = effect.start_time,
repeat_interval_start_time = effect.repeat_interval_start_time,
playername = effect.playername,
metadata = effect.metadata
}
if(inactive_effects[effect.playername] == nil) then
inactive_effects[effect.playername] = {}
end
table.insert(inactive_effects[effect.playername], new_effect)
end
savetable.inactive_effects = inactive_effects
savetable.last_effect_id = playereffects.last_effect_id
local savestring = minetest.serialize(savetable)
local filepath = minetest.get_worldpath().."/playereffects.mt"
local file = io.open(filepath, "w")
if file then
file:write(savestring)
io.close(file)
minetest.log("action", "[playereffects] Wrote playereffects data into "..filepath..".")
else
minetest.log("error", "[playereffects] Failed to write playereffects data into "..filepath..".")
end
end
--[=[ Callbacks ]=]
--[[ Cancel all effects on player death ]]
minetest.register_on_dieplayer(function(player)
local effects = playereffects.get_player_effects(player:get_player_name())
for e=1,#effects do
if(playereffects.effect_types[effects[e].effect_type_id].cancel_on_death == true) then
playereffects.cancel_effect(effects[e].effect_id)
end
end
end)
minetest.register_on_leaveplayer(function(player)
local leave_time = os.time()
local playername = player:get_player_name()
local effects = playereffects.get_player_effects(playername)
playereffects.hud_clear(player)
if(playereffects.inactive_effects[playername] == nil) then
playereffects.inactive_effects[playername] = {}
end
for e=1,#effects do
local new_duration = effects[e].time_left - os.difftime(leave_time, effects[e].start_time)
local new_effect = effects[e]
new_effect.time_left = new_duration
table.insert(playereffects.inactive_effects[playername], new_effect)
playereffects.cancel_effect(effects[e].effect_id)
end
end)
minetest.register_on_shutdown(function()
minetest.log("action", "[playereffects] Server shuts down. Rescuing data into playereffects.mt")
playereffects.save_to_file()
end)
minetest.register_on_joinplayer(function(player)
local playername = player:get_player_name()
-- load all the effects again (if any)
if(playereffects.inactive_effects[playername] ~= nil) then
for i=1,#playereffects.inactive_effects[playername] do
local effect = playereffects.inactive_effects[playername][i]
playereffects.apply_effect_type(effect.effect_type_id, effect.time_left, player, effect.repeat_interval_time_left)
end
playereffects.inactive_effects[playername] = nil
end
end)
playereffects.globalstep_timer = 0
playereffects.autosave_timer = 0
minetest.register_globalstep(function(dtime)
playereffects.globalstep_timer = playereffects.globalstep_timer + dtime
playereffects.autosave_timer = playereffects.autosave_timer + dtime
-- Update HUDs of all players
if(playereffects.globalstep_timer >= 1) then
playereffects.globalstep_timer = 0
local players = minetest.get_connected_players()
for p=1,#players do
playereffects.hud_update(players[p])
end
end
-- Autosave into file
if(playereffects.use_autosave == true and playereffects.autosave_timer >= playereffects.autosave_time) then
playereffects.autosave_timer = 0
minetest.log("action", "[playereffects] Autosaving mod data to playereffects.mt ...")
playereffects.save_to_file()
end
end)
--[=[ HUD ]=]
function playereffects.hud_update(player)
if(playereffects.use_hud == true) then
local now = os.time()
local playername = player:get_player_name()
local hudinfos = playereffects.hudinfos[playername]
if(hudinfos ~= nil) then
for effect_id, hudinfo in pairs(hudinfos) do
local effect = playereffects.effects[effect_id]
if(effect ~= nil and hudinfo.text_id ~= nil) then
local description = playereffects.effect_types[effect.effect_type_id].description
local repeat_interval = playereffects.effect_types[effect.effect_type_id].repeat_interval
if(repeat_interval ~= nil) then
local repeat_interval_time_left = os.difftime(effect.repeat_interval_start_time + effect.repeat_interval_time_left, now)
player:hud_change(hudinfo.text_id, "text", description .. " ("..tostring(effect.time_left).."/"..tostring(repeat_interval_time_left) .. "s )")
else
local time_left = os.difftime(effect.start_time + effect.time_left, now)
player:hud_change(hudinfo.text_id, "text", description .. " ("..tostring(time_left).." s)")
end
end
end
end
end
end
function playereffects.hud_clear(player)
if(playereffects.use_hud == true) then
local playername = player:get_player_name()
local hudinfos = playereffects.hudinfos[playername]
if(hudinfos ~= nil) then
for effect_id, hudinfo in pairs(hudinfos) do
local effect = playereffects.effects[effect_id]
if(hudinfo.text_id ~= nil) then
player:hud_remove(hudinfo.text_id)
end
if(hudinfo.icon_id ~= nil) then
player:hud_remove(hudinfo.icon_id)
end
playereffects.hudinfos[playername][effect_id] = nil
end
end
end
end
function playereffects.hud_effect(effect_type_id, player, pos, time_left, repeat_interval_time_left)
local text_id, icon_id
local effect_type = playereffects.effect_types[effect_type_id]
if(playereffects.use_hud == true and effect_type.hidden == false) then
local color
if(playereffects.effect_types[effect_type_id].cancel_on_death == true) then
color = 0xFFFFFF
else
color = 0xF0BAFF
end
local description = playereffects.effect_types[effect_type_id].description
if(repeat_interval_time_left ~= nil) then
text = description .. " ("..tostring(time_left).."/"..tostring(repeat_interval_time_left) .. "s )"
else
text = description .. " ("..tostring(time_left).." s)"
end
text_id = player:hud_add({
hud_elem_type = "text",
position = { x = 1, y = 0.3 },
name = "effect_"..effect_type_id,
text = text,
scale = { x = 170, y = 20},
alignment = { x = -1, y = 0 },
direction = 1,
number = color,
offset = { x = -5, y = pos*20 }
})
if(playereffects.effect_types[effect_type_id].icon ~= nil) then
icon_id = player:hud_add({
hud_elem_type = "image",
scale = { x = 1, y = 1 },
position = { x = 1, y = 0.3 },
name = "effect_icon_"..effect_type_id,
text = playereffects.effect_types[effect_type_id].icon,
alignment = { x = -1, y=0 },
direction = 0,
offset = { x = -186, y = pos*20 },
})
end
else
text_id = nil
icon_id = nil
end
return text_id, icon_id
end
-- LOAD EXAMPLES
if(playereffects.use_examples == true) then
dofile(minetest.get_modpath(minetest.get_current_modname()).."/examples.lua")
end

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--[[
Settings for Player Effects
]]
-- Wheather to use the HUD to expose the active effects to players (true or false)
playereffects.use_hud = true
-- Wheather to use autosave (true or false)
playereffects.use_autosave = true
-- The time interval between autosaves, in seconds (only used when use_autosave is true)
playereffects.autosave_time = 10
-- If true, this loads some examples from example.lua.
playereffects.use_examples = false

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--brewing stand and level 2 potions
-- GENERATED CODE
-- Node Box Editor, version 0.8.1 - Glass
minetest.register_node("witchcraft:brewing_stand", {
tiles = {
"witchcraft_brewing_stand_top.png",
"witchcraft_brewing_stand_top.png",
"witchcraft_brewing_stand_side.png",
"witchcraft_brewing_stand_side.png",
"witchcraft_brewing_stand_side.png",
"witchcraft_brewing_stand_side.png"
},
drawtype = "nodebox",
use_texture_alpha = true,
paramtype = "light",
drop = {
items = {
{items = {'witchcraft:brewing_stand_unready'}, rarity = 1},
}
},
groups = {cracky=1, oddly_breakable_by_hand=1},
node_box = {
type = "fixed",
fixed = {
{-0.25, -0.5, -0.25, 0.25, -0.4375, 0.25}, -- NodeBox1
{-0.0625, -0.5, -0.0625, 0.0625, 0, 0.0625}, -- NodeBox2
{-0.5, 0, -0.125, 0.5, 0.0625, 0.125}, -- NodeBox3
{-0.4375, -0.1875, -0.0625, -0.3125, 0.375, 0.0625}, -- NodeBox4
{0.3125, -0.1875, -0.0625, 0.4375, 0.375, 0.0625}, -- NodeBox5
{-0.125, 0.0625, -0.125, 0.125, 0.125, 0.125}, -- NodeBox6
{-0.1875, 0.125, -0.125, 0.1875, 0.375, 0.125}, -- NodeBox7
{-0.125, 0.125, -0.1875, 0.125, 0.375, 0.1875}, -- NodeBox8
{-0.0625, 0.375, -0.0625, 0.0625, 0.5, 0.0625}, -- NodeBox9
}
},
on_rightclick = function(pos, node, clicker, item, _)
local wield_item = clicker:get_wielded_item():get_name()
local new_item = wield_item.."_2"
if minetest.get_item_group(wield_item, "potion") ~= 0 then
minetest.set_node(pos, {name="witchcraft:brewing_stand_active", param2=node.param2})
item:take_item()
minetest.after(30, function()
minetest.set_node(pos, {name="witchcraft:brewing_stand_unready", param2=node.param2})
minetest.add_item(pos, new_item)
end)
end
end,
})
minetest.register_node("witchcraft:brewing_stand_active", {
tiles = {
"witchcraft_brewing_stand_top.png",
"witchcraft_brewing_stand_top.png",
"witchcraft_brewing_stand_side.png",
"witchcraft_brewing_stand_side.png",
"witchcraft_brewing_stand_side.png",
"witchcraft_brewing_stand_side.png"
},
drawtype = "nodebox",
use_texture_alpha = true,
paramtype = "light",
light_source = 1,
drop = {
items = {
{items = {'witchcraft:brewing_stand_unready'}, rarity = 1},
}
},
groups = {cracky=1, oddly_breakable_by_hand=1},
node_box = {
type = "fixed",
fixed = {
{-0.25, -0.5, -0.25, 0.25, -0.4375, 0.25}, -- NodeBox1
{-0.0625, -0.5, -0.0625, 0.0625, 0, 0.0625}, -- NodeBox2
{-0.5, 0, -0.125, 0.5, 0.0625, 0.125}, -- NodeBox3
{-0.4375, -0.1875, -0.0625, -0.3125, 0.375, 0.0625}, -- NodeBox4
{0.3125, -0.1875, -0.0625, 0.4375, 0.375, 0.0625}, -- NodeBox5
{-0.125, 0.0625, -0.125, 0.125, 0.125, 0.125}, -- NodeBox6
{-0.1875, 0.125, -0.125, 0.1875, 0.375, 0.125}, -- NodeBox7
{-0.125, 0.125, -0.1875, 0.125, 0.375, 0.1875}, -- NodeBox8
{-0.0625, 0.375, -0.0625, 0.0625, 0.5, 0.0625}, -- NodeBox9
}
}
})
minetest.register_node("witchcraft:brewing_stand_unready", {
description = "brewing stand",
tiles = {
"witchcraft_brewing_stand_top.png^[colorize:black:100",
"witchcraft_brewing_stand_top.png^[colorize:black:100",
"witchcraft_brewing_stand_side.png^[colorize:black:100",
"witchcraft_brewing_stand_side.png^[colorize:black:100",
"witchcraft_brewing_stand_side.png^[colorize:black:100",
"witchcraft_brewing_stand_side.png^[colorize:black:100"
},
inventory_image = "witchcraft_brewing_stand_inv.png",
drawtype = "nodebox",
use_texture_alpha = true,
paramtype = "light",
light_source = 1,
drop = {
items = {
{items = {'witchcraft:brewing_stand_unready'}, rarity = 1},
}
},
groups = {cracky=1, oddly_breakable_by_hand=1},
node_box = {
type = "fixed",
fixed = {
{-0.25, -0.5, -0.25, 0.25, -0.4375, 0.25}, -- NodeBox1
{-0.0625, -0.5, -0.0625, 0.0625, 0, 0.0625}, -- NodeBox2
{-0.5, 0, -0.125, 0.5, 0.0625, 0.125}, -- NodeBox3
{-0.4375, -0.1875, -0.0625, -0.3125, 0.375, 0.0625}, -- NodeBox4
{0.3125, -0.1875, -0.0625, 0.4375, 0.375, 0.0625}, -- NodeBox5
{-0.125, 0.0625, -0.125, 0.125, 0.125, 0.125}, -- NodeBox6
{-0.1875, 0.125, -0.125, 0.1875, 0.375, 0.125}, -- NodeBox7
{-0.125, 0.125, -0.1875, 0.125, 0.375, 0.1875}, -- NodeBox8
{-0.0625, 0.375, -0.0625, 0.0625, 0.5, 0.0625}, -- NodeBox9
}
},
on_rightclick = function(pos, node, clicker, item, _)
local wield_item = clicker:get_wielded_item():get_name()
if wield_item == "default:mese_crystal_fragment" then
minetest.set_node(pos, {name="witchcraft:brewing_stand", param2=node.param2})
item:take_item()
end
end,
})
--end of GENERATED CODE
minetest.register_abm({
nodenames = {"witchcraft:brewing_stand_active"},
interval = 0.5,
chance = 1,
action = function(pos, node)
minetest.add_particlespawner({
amount = 2,
time = 1,
minpos = {x=pos.x-0.1, y=pos.y, z=pos.z-0.1},
maxpos = {x=pos.x+0.1, y=pos.y, z=pos.z+0.1},
minvel = {x=0, y=0.5, z=0},
maxvel = {x=0, y=0.6, z=0},
minacc = {x=0, y=0.2, z=0},
maxacc = {x=0, y=0.3, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 0.5,
maxsize = 1,
collisiondetection = false,
texture = "witchcraft_smoke.png"
})
end
})
minetest.register_craft({
output = 'witchcraft:brewing_stand_unready',
recipe = {
{'', '', ''},
{'group:stick', 'default:diamond', 'group:stick'},
{'', 'default:obsidian_shard', ''},
}
})

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default
vessels
tnt
fire
playereffects
farming?
lightning?
pmobs?
hud_hunger?
moreplants?
horror?

3803
mods/witchcraft/init.lua Normal file

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mods/witchcraft/init_old.lua Normal file

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License for Code
----------------
Copyright (C) 2016 DOOmed <heiselong@gmx.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
License for Textures, Models and Sounds
---------------------------------------
CC-BY-SA 3.0 UNPORTED. Created by DOOmed
All potion bottles derived from
vessels_glass_bottle.png (by Authors)
kilbith (WTFPL)

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mtllib 3 4ths.mtl
o converted_out
v 0.375 -0.25 -0.375
v 0.375 -0.25 0.375
v 0.375 0.1875 0.375
v 0.375 0.1875 -0.375
v -0.375 -0.25 -0.375
v -0.375 -0.25 0.375
v -0.375 0.1875 0.375
v -0.375 0.1875 -0.375
usemtl none
s off
g nodebox21
f 1 2 3 4
f 5 6 7 8
f 1 4 8 5
f 2 3 7 6
f 1 2 6 5
f 4 3 7 8

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mtllib 1 4th.mtl
o converted_out
v 0.375 -0.25 -0.375
v 0.375 -0.25 0.375
v 0.375 -0.0625 0.375
v 0.375 -0.0625 -0.375
v -0.375 -0.25 -0.375
v -0.375 -0.25 0.375
v -0.375 -0.0625 0.375
v -0.375 -0.0625 -0.375
usemtl none
s off
g nodebox21
f 1 2 3 4
f 5 6 7 8
f 1 4 8 5
f 2 3 7 6
f 1 2 6 5
f 4 3 7 8

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@ -0,0 +1,19 @@
mtllib full.mtl
o converted_out
v 0.375 -0.25 -0.375
v 0.375 -0.25 0.375
v 0.375 0.375 0.375
v 0.375 0.375 -0.375
v -0.375 -0.25 -0.375
v -0.375 -0.25 0.375
v -0.375 0.375 0.375
v -0.375 0.375 -0.375
usemtl none
s off
g nodebox21
f 1 2 3 4
f 5 6 7 8
f 1 4 8 5
f 2 3 7 6
f 1 2 6 5
f 4 3 7 8

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mtllib half.mtl
o converted_out
v 0.375 -0.25 -0.375
v 0.375 -0.25 0.375
v 0.375 0.0625 0.375
v 0.375 0.0625 -0.375
v -0.375 -0.25 -0.375
v -0.375 -0.25 0.375
v -0.375 0.0625 0.375
v -0.375 0.0625 -0.375
usemtl none
s off
g nodebox21
f 1 2 3 4
f 5 6 7 8
f 1 4 8 5
f 2 3 7 6
f 1 2 6 5
f 4 3 7 8

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Witchcraft by D00Med
Some notes:
>farming_redo is required for the mod even though this is not shown in depends.txt
>mobs_redo is optionally required for the mod, but since pmobs requires it, it is assumed that if you have pmobs then you have mobs.
>Some potions are dangerous!
Some crafting recipes:
herbs(shapeless):
weed or groundfungus or bush
jar of eyes:
eye, X, X
eye, X. X
drinking glass, X, X
eyes(shapeless):
jar of eyes
magic cooking pot:
copper lump, X, copper lump
copper lump, X, copper lump
X, copper lump, X
the magic cooking pot cooks its contents without fire, so there is no need to light a fire underneath.
potion shelf:
wood, wood, wood
potion, potion, potion
wood, wood, wood
empty scroll:
paper, diamond, paper
paper, paper, paper
Need some slime? try scraping it out of an empty cauldron with a drinking glass.
Potion ingredients(may be slightly inaccurate):
>herbs
>jar of eyes
>diamond
>apple
>gold lumps
>mese crystal fragment
>obsidian shard
>jar of slime
>curlyfruit
>mushroom(moreplants)
>red mushroom(flowers)
>grass
>umbrella plant
>glass
>glass fragments
>flint
>tnt
>copper block
>steel block
>steel ingot
>lilypad
>dirt
>sand
>gravel
>bucket of water
>bullrush
>bones
About the recipes:
init.lua contains the pot recipes. For each pot there is a line similar to the one below, in the 'witchraft.pot' table.
{"blue", "brown", "default:dirt", "blue2", "moreplants:bullrush", "red", "purple"},
{"potion name", "result1", "ingredient1", "result2", "ingredient2", "combine potion", "combine result"}
The first column of the table("blue"), is the color of the current potion pot. In the example, it is the blue pot, so the ingredients and results in the other columns
will apply to the blue pot, ie: the blue pot must be rightclicked. It is important that the name of the pot is in the name of it's texture, eg: a blue pot has the texture "witchraft_pot_blue.png"
The second and fourth columns are the two possible results after adding new ingredients. The last column is the result after combining the current potion with another.
The third and fifth columns are the ingredients required. The ingredient req. to make the potion in column 2 must be in column 3, and the ingredient req. to make the potion in columns 4 must be in columns 5.
The 6th column is the potion that can be combined with the current potion to make a new potion.

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mods/witchcraft/scrolls.lua Normal file
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--scrolls
minetest.register_craftitem("witchcraft:scroll_day", {
description = "Scroll of day",
inventory_image = "witchcraft_scroll.png^witchcraft_sun_over.png",
stack_max = 1,
on_use = function(item)
minetest.set_timeofday(0.5)
item:take_item()
return item
end,
})
minetest.register_craftitem("witchcraft:scroll_night", {
description = "Scroll of night",
inventory_image = "witchcraft_scroll.png^witchcraft_moon_over.png",
stack_max = 1,
on_use = function(item)
minetest.set_timeofday(0)
item:take_item()
return item
end,
})
if minetest.get_modpath("pmobs")then
minetest.register_craftitem("witchcraft:scroll_wild", {
description = "Scroll of Wild",
inventory_image = "witchcraft_scroll.png^witchcraft_dark_over.png",
stack_max = 1,
on_use = function(item, placer)
local pos = placer:getpos();
minetest.env:add_entity(pos, "pmobs:dog")
item:take_item()
return item
end,
})
end
minetest.register_craftitem("witchcraft:scroll_fireball", {
description = "Scroll of fireball",
inventory_image = "witchcraft_scroll.png^witchcraft_fire_over.png",
stack_max = 1,
on_use = function(item, placer, pos)
local dir = placer:get_look_dir();
local playerpos = placer:getpos();
local obj = minetest.env:add_entity({x=playerpos.x+dir.x*1.5,y=playerpos.y+1.5+dir.y,z=playerpos.z+0+dir.z}, "witchcraft:fireball")
local obj2 = minetest.env:add_entity({x=playerpos.x+dir.x*1.5,y=playerpos.y+1.5+dir.y,z=playerpos.z+0+dir.z}, "witchcraft:fireball")
local obj3 = minetest.env:add_entity({x=playerpos.x+dir.x*1.5,y=playerpos.y+1.5+dir.y,z=playerpos.z+0+dir.z}, "witchcraft:fireball")
local obj4 = minetest.env:add_entity({x=playerpos.x+dir.x*1.5,y=playerpos.y+1.5+dir.y,z=playerpos.z+0+dir.z}, "witchcraft:fireball")
obj2:setvelocity({x=dir.x*7+0.5,y=dir.y*7,z=dir.z*7+0.5})
obj3:setvelocity({x=dir.x*7-0.5,y=dir.y*7,z=dir.z*7-0.5})
obj4:setvelocity({x=dir.x*7,y=dir.y*7-0.5,z=dir.z*7})
obj:setvelocity({x=dir.x*7,y=dir.y*7+0.5,z=dir.z*7})
item:take_item()
return item
end,
})
if minetest.get_modpath("lightning") then
minetest.register_craftitem("witchcraft:scroll_lightning", {
description = "Scroll of lightning",
inventory_image = "witchcraft_scroll.png^witchcraft_thunder_over.png",
stack_max = 1,
on_use = function(item, placer, pos)
local playerpos = placer:getpos();
local dir = placer:get_look_dir();
lightning.strike({x=playerpos.x+dir.x*2,y=playerpos.y+0+dir.y,z=playerpos.z+dir.z*2})
item:take_item()
return item
end,
})
end
minetest.register_craftitem("witchcraft:scroll_icicle", {
description = "Scroll of icicle",
inventory_image = "witchcraft_scroll.png^witchcraft_ice_over.png",
stack_max = 1,
on_use = function(item, placer, pos)
local dir = placer:get_look_dir();
local playerpos = placer:getpos();
local vec = {x=dir.x*7,y=dir.y*7,z=dir.z*7}
local obj = minetest.env:add_entity({x=playerpos.x+dir.x*1.5,y=playerpos.y+1.5+dir.y,z=playerpos.z+0+dir.z}, "witchcraft:ice")
local obj2 = minetest.env:add_entity({x=playerpos.x+dir.x*1.5,y=playerpos.y+1.5+dir.y,z=playerpos.z+1+dir.z}, "witchcraft:ice")
local obj3 = minetest.env:add_entity({x=playerpos.x+1+dir.x*1.5,y=playerpos.y+1.5+dir.y,z=playerpos.z+0+dir.z}, "witchcraft:ice")
obj:setvelocity(vec)
obj2:setvelocity(vec)
obj3:setvelocity(vec)
item:take_item()
return item
end,
})
minetest.register_craftitem("witchcraft:scroll_nature", {
description = "Scroll of nature",
inventory_image = "witchcraft_scroll.png^witchcraft_leaf_over.png",
stack_max = 1,
on_use = function(item, placer, pos)
local dir = placer:get_look_dir();
local playerpos = placer:getpos();
local vec = {x=dir.x*6,y=dir.y*6,z=dir.z*6}
local obj = minetest.env:add_entity({x=playerpos.x+dir.x*1.5,y=playerpos.y+1.5+dir.y,z=playerpos.z+0+dir.z}, "witchcraft:tree")
obj:setvelocity(vec)
item:take_item()
return item
end,
})
minetest.register_craftitem("witchcraft:scroll", {
description = "Blank Scroll",
inventory_image = "witchcraft_scroll.png",
})
minetest.register_craftitem("witchcraft:scroll_recipe", {
description = "Recipe Scroll",
inventory_image = "witchcraft_scroll.png^witchcraft_writing_over.png",
on_use = function(itemstack, user, pointed_thing)
local formspec = "size[10,9]"..
"background[-0.6,-0.5;11.5,10.4;witchcraft_recipes.png]";
minetest.show_formspec(user:get_player_name(), "witchcraft:scroll", formspec);
end,
})
if minetest.get_modpath("pmobs")then
minetest.register_craft({
output = 'witchcraft:scroll_wild',
recipe = {
{'mobs:meat_raw'},
{'witchcraft:scroll'},
}
})
end
minetest.register_craft({
output = 'witchcraft:scroll',
recipe = {
{'default:paper', 'default:paper', ''},
{'default:paper', 'default:paper', ''},
}
})
minetest.register_craft({
output = 'witchcraft:scroll_recipe',
recipe = {
{'dye:black'},
{'witchcraft:scroll'},
}
})
minetest.register_craft({
output = 'witchcraft:scroll_icicle',
recipe = {
{'default:ice'},
{'default:diamond'},
{'witchcraft:scroll'},
}
})
minetest.register_craft({
output = 'witchcraft:scroll_fireball',
recipe = {
{'default:obsidian_shard'},
{'default:diamond'},
{'witchcraft:scroll'},
}
})
minetest.register_craft({
output = 'witchcraft:scroll_nature',
recipe = {
{'default:leaves'},
{'default:diamond'},
{'witchcraft:scroll'},
}
})
minetest.register_craft({
output = 'witchcraft:scroll_day',
recipe = {
{'default:torch'},
{'default:diamond'},
{'witchcraft:scroll'},
}
})
minetest.register_craft({
output = 'witchcraft:scroll_night',
recipe = {
{'default:coal_lump'},
{'default:diamond'},
{'witchcraft:scroll'},
}
})
minetest.register_craft({
output = 'witchcraft:scroll_lightning',
recipe = {
{'default:steel_ingot'},
{'default:diamond'},
{'witchcraft:scroll'},
}
})
--scroll powers
minetest.register_entity("witchcraft:fireball", {
textures = {"tnt_boom.png"},
velocity = 0.1,
damage = 2,
collisionbox = {0, 0, 0, 0, 0, 0},
on_step = function(self, obj, pos)
local remove = minetest.after(2, function()
self.object:remove()
end)
local pos = self.object:getpos()
local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= "witchcraft:fireball" and obj:get_luaentity().name ~= "__builtin:item" then
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=3},
}, nil)
self.object:remove()
end
end
end
for dx=0,1 do
for dy=0,1 do
for dz=0,1 do
local p = {x=pos.x+dx, y=pos.y, z=pos.z+dz}
local t = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
local n = minetest.env:get_node(p).name
if n ~= "witchcraft:fireball" and n ~="default:dirt_with_grass" and n ~="default:dirt_with_dry_grass" and n ~="default:stone" then
if minetest.registered_nodes[n].groups.flammable --[[or math.random(1, 100) <= 1]] then
minetest.env:set_node(t, {name="fire:basic_flame"})
self.object:remove()
return
end
end
end
end
end
hit_node = function(self, pos, node)
-- local pos = self.object:getpos()
for dx=-4,4 do
for dy=-4,4 do
for dz=-4,4 do
local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
local t = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
local n = minetest.env:get_node(pos).name
if math.random(1, 50) <= 35 then
minetest.env:remove_node(p)
end
if minetest.registered_nodes[n].groups.flammable or math.random(1, 100) <=5 then
minetest.env:set_node(t, {name="fire:basic_flame"})
end
end
end
end
end
local apos = self.object:getpos()
local vec = self.object:getvelocity()
local part = minetest.add_particlespawner(
6, --amount
0.3, --time
{x=apos.x-0.3, y=apos.y-0.3, z=apos.z-0.3}, --minpos
{x=apos.x+0.3, y=apos.y+0.3, z=apos.z+0.3}, --maxpos
{x=-0, y=-0, z=-0}, --minvel
{x=0, y=0, z=0}, --maxvel
{x=0,y=-0.5,z=0}, --minacc
{x=-vec.x,y=-vec.y,z=-vec.z}, --maxacc
0.1, --minexptime
0.3, --maxexptime
1, --minsize
2, --maxsize
false, --collisiondetection
"witchcraft_flame.png" --texture
)
end,
})
minetest.register_entity("witchcraft:tree", {
textures = {"witchcraft_skin.png"},
velocity = 1,
damage = 2,
collisionbox = {0, 0, 0, 0, 0, 0},
on_step = function(self, obj, pos)
local remove = minetest.after(2, function()
self.object:remove()
end)
local pos = self.object:getpos()
local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= "witchcraft:tree" and obj:get_luaentity().name ~= "__builtin:item" then
obj:remove()
local treepos = self.object:getpos()
default.grow_new_jungle_tree(treepos)
self.object:remove()
end
end
end
for dx=0,1 do
for dy=0,1 do
for dz=0,1 do
local p = {x=pos.x+dx, y=pos.y, z=pos.z+dz}
local t = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
local n = minetest.env:get_node(p).name
if n ~= "witchcraft:tree" and n ~="air" then
local treepos = self.object:getpos()
default.grow_new_jungle_tree(treepos)
self.object:remove()
elseif n == "default:wood" or n =="default:tree" or n =="default:dirt_with_grass" or n =="default:dirt_with_dry_grass" then
self.hit_node(self, pos, node)
self.object:remove()
return
end
end
end
end
hit_node = function(self, pos, node)
local treepos = self.object:getpos()
default.grow_new_jungle_tree(treepos)
end
local apos = self.object:getpos()
local part = minetest.add_particlespawner(
6, --amount
0.3, --time
{x=apos.x-0.3, y=apos.y-0.3, z=apos.z-0.3}, --minpos
{x=apos.x+0.3, y=apos.y+0.3, z=apos.z+0.3}, --maxpos
{x=-0, y=-0, z=-0}, --minvel
{x=0, y=0, z=0}, --maxvel
{x=0,y=-0.5,z=0}, --minacc
{x=0.5,y=0.5,z=0.5}, --maxacc
0.1, --minexptime
0.3, --maxexptime
1, --minsize
2, --maxsize
false, --collisiondetection
"witchcraft_leaf_over.png" --texture
)
end,
})
minetest.register_entity("witchcraft:ice", {
visual="sprite",
visual_size={x=1,y=1},
physical=false,
textures={"witchcraft_ice.png"},
velocity = 1,
rotate = 90,
auto_rotate = true,
damage = 2,
collisionbox = {0, 0, 0, 0, 0, 0},
on_step = function(self, obj, pos)
local remove = minetest.after(10, function()
self.object:remove()
end)
local pos = self.object:getpos()
local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= "witchcraft:ice" and obj:get_luaentity().name ~= "__builtin:item" then
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=1},
}, nil)
self.object:remove()
end
end
for dx=0,1 do
for dy=0,1 do
for dz=0,1 do
local p = {x=pos.x+dx, y=pos.y, z=pos.z+dz}
local t = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
local n = minetest.env:get_node(p).name
if n == "default:water_source" or n =="default:river_water_source" then
local pos = self.object:getpos()
minetest.set_node(pos, {name="default:ice"})
self.object:remove()
elseif n ~= "air" then
local velo = self.object:getvelocity()
self.object:setvelocity({x=velo.x*-1, y=velo.y*0, z=velo.z*1})
--self.object:remove()
return
end
end
end
end
local apos = self.object:getpos()
local part = minetest.add_particlespawner(
10, --amount
0.3, --time
{x=apos.x-0.3, y=apos.y-0.3, z=apos.z-0.3}, --minpos
{x=apos.x+0.3, y=apos.y+0.3, z=apos.z+0.3}, --maxpos
{x=-0, y=-0, z=-0}, --minvel
{x=0, y=0, z=0}, --maxvel
{x=0,y=-0.5,z=0}, --minacc
{x=0.5,y=0.5,z=0.5}, --maxacc
0.1, --minexptime
0.3, --maxexptime
0.2, --minsize
0.5, --maxsize
false, --collisiondetection
"witchcraft_light_over.png" --texture
)
end
end
})

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