local img = {"eye", "men", "sun"} for i=1,3 do minetest.register_node("pyramids:deco_stone"..i, { description = "Sandstone with "..img[i], tiles = {"default_sandstone.png^pyramids_"..img[i]..".png"}, is_ground_content = true, groups = {crumbly=2,cracky=3}, sounds = default.node_sound_stone_defaults(), }) end trap_on_timer = function (pos, elapsed) local objs = minetest.get_objects_inside_radius(pos, 2) for i, obj in pairs(objs) do if obj:is_player() then local n = minetest.get_node(pos) if n and n.name then if minetest.registered_nodes[n.name].crack and minetest.registered_nodes[n.name].crack < 2 then minetest.set_node(pos, {name="pyramids:trap_2"}) minetest.check_for_falling(pos) end end end end return true end minetest.register_node("pyramids:trap", { description = "Cracked sandstone brick", tiles = {"default_sandstone_brick.png^pyramids_crack.png"}, is_ground_content = true, groups = {crumbly=2,cracky=3}, sounds = default.node_sound_stone_defaults(), on_construct = function(pos) minetest.get_node_timer(pos):start(0.1) end, crack = 1, on_timer = trap_on_timer, drop = "", }) minetest.register_node("pyramids:trap_2", { description = "trapstone", tiles = {"default_sandstone_brick.png^pyramids_crack.png^[transformR90"}, is_ground_content = true, groups = {crumbly=2,cracky=3,falling_node=1,not_in_creative_inventory=1}, sounds = default.node_sound_stone_defaults(), drop = "", })