2016-03-31 16:11:15 -07:00
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minetest.register_node("loud_walking:plate_glass", {
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description = "Plate Glass",
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drawtype = "glasslike",
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paramtype = "light",
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sunlight_propagates = true,
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tiles = {"loud_walking_plate_glass.png"},
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light_source = 8,
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use_texture_alpha = true,
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is_ground_content = false,
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groups = {cracky = 3, level=1},
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sounds = default.node_sound_stone_defaults(),
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})
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minetest.register_node("loud_walking:scrith", {
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description = "Scrith",
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paramtype = "light",
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tiles = {"default_obsidian.png"},
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use_texture_alpha = true,
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is_ground_content = false,
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groups = {},
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sounds = default.node_sound_stone_defaults(),
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})
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2016-04-01 15:16:27 -07:00
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2016-04-08 13:01:33 -07:00
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minetest.register_node("loud_walking:sky_scrith", {
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description = "Transparent Scrith",
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drawtype = "glasslike",
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paramtype = "light",
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sunlight_propagates = true,
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tiles = {"loud_walking_sky_glass.png"},
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light_source = 1,
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use_texture_alpha = true,
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is_ground_content = false,
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groups = {},
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sounds = default.node_sound_stone_defaults(),
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})
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local node = loud_walking.clone_node("loud_walking:sky_scrith")
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node.tiles = {"loud_walking_cloud_glass.png"}
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minetest.register_node("loud_walking:cloud_scrith", node)
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local node = loud_walking.clone_node("loud_walking:sky_scrith")
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node.tiles = {"loud_walking_glass_detail.png"}
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2016-04-01 15:16:27 -07:00
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minetest.register_node("loud_walking:transparent_scrith", node)
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minetest.register_node("loud_walking:controls", {
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description = "Alien control system",
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paramtype = "light",
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tiles = {"loud_walking_controls.png"},
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use_texture_alpha = true,
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is_ground_content = false,
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groups = {},
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sounds = default.node_sound_stone_defaults(),
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on_punch = function(pos, node, puncher, pointed_thing)
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if not puncher:is_player() then
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return
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end
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local sr = math.random(20)
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if sr < 3 then
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puncher:set_hp(puncher:get_hp() - sr)
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elseif sr < 6 then
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local pos = puncher:getpos()
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2016-04-03 00:08:13 -07:00
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pos.x = pos.x + (math.random(-50, 50) * 160)
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pos.y = pos.y + (math.random(-50, 50) * 160)
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pos.z = pos.z + (math.random(-50, 50) * 160)
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2016-04-01 15:16:27 -07:00
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if pos.x > -31000 and pos.x < 31000 and pos.y > -31000 and pos.y < 31000 and pos.z > -31000 and pos.z < 31000 then
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puncher:setpos(pos)
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end
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elseif sr == 6 then
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for z1 = -4, 4 do
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for y1 = -4, 4 do
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for x1 = -4, 4 do
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local p = {x = pos.x + x1, y = pos.y + y1, z = pos.z + z1}
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local node = minetest.get_node(p)
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if node and node.name == "air" then
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minetest.set_node(p, {name="fire:basic_flame"})
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end
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end
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end
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end
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elseif sr == 7 then
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puncher:set_hp(20)
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elseif sr == 8 then
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minetest.set_timeofday(math.random(100)/100)
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elseif sr == 9 then
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local pos = puncher:getpos()
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for z1 = -1, 1 do
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for x1 = -1, 1 do
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minetest.set_node({x = pos.x + x1, y = pos.y - 1, z = pos.z + z1}, {name="air"})
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end
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end
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elseif sr == 10 then
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minetest.set_node(pos, {name="air"})
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else
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minetest.chat_send_player(puncher:get_player_name(), "Please do not press this button again.")
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end
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end
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})
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2016-04-03 00:08:13 -07:00
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loud_walking.decorations = {}
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do
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for i, odeco in pairs(minetest.registered_decorations) do
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local deco = {}
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if odeco.biomes then
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deco.biomes = {}
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for _, b in pairs(odeco.biomes) do
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deco.biomes[b] = true
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end
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end
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deco.deco_type = odeco.deco_type
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deco.decoration = odeco.decoration
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deco.schematic = odeco.schematic
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deco.fill_ratio = odeco.fill_ratio
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if odeco.noise_params then
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deco.fill_ratio = (odeco.noise_params.scale + odeco.noise_params.offset)
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end
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local nod = minetest.registered_nodes[deco.decoration]
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if nod and nod.groups and nod.groups.flower then
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deco.flower = true
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end
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loud_walking.decorations[#loud_walking.decorations+1] = deco
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end
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end
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local function register_flower(name, desc, biomes, chance)
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local groups = {}
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groups.snappy = 3
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groups.flammable = 2
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groups.flower = 1
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groups.flora = 1
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groups.attached_node = 1
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minetest.register_node("loud_walking:" .. name, {
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description = desc,
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drawtype = "plantlike",
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waving = 1,
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tiles = {"loud_walking_" .. name .. ".png"},
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inventory_image = "loud_walking_" .. name .. ".png",
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wield_image = "flowers_" .. name .. ".png",
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sunlight_propagates = true,
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paramtype = "light",
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walkable = false,
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buildable_to = true,
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stack_max = 99,
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groups = groups,
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sounds = default.node_sound_leaves_defaults(),
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selection_box = {
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type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
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}
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})
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local bi = {}
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if biomes then
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bi = {}
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for _, b in pairs(biomes) do
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bi[b] = true
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end
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end
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loud_walking.decorations[#loud_walking.decorations+1] = {
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deco_type = "simple",
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place_on = {"default:dirt_with_grass"},
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biomes = bi,
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fill_ratio = chance,
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flower = true,
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decoration = "loud_walking:"..name,
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}
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end
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register_flower("orchid", "Orchid", {"rainforest", "rainforest_swamp"}, 0.025)
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register_flower("bird_of_paradise", "Bird of Paradise", {"rainforest", "desertstone_grassland"}, 0.025)
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register_flower("gerbera", "Gerbera", {"savanna", "rainforest", "desertstone_grassland"}, 0.005)
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