Huge update

master
jordan4ibanez 2016-11-30 22:36:55 -05:00
parent 3ccfca9c13
commit 6bec607b0d
4 changed files with 1159 additions and 885 deletions

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screwdriver
xpanes

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init.lua

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init.lua.old Normal file
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--table length thing
function tablelength(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
--if in table thing
function intable(tbl, item)
for key, value in pairs(tbl) do
if value == item then return key end
end
return false
end
--DONE current goal, give a pickaxe a random table of enchantments -
--DONE for the cherry pick enchantment, do an on_dignode function for all players, then check for the enchantment, drop the item that was mined using player:dig_node
--do multiple levels for these
--DONE make the thing slowly raise the tool with a sound, make a noise with particles and throw the tool at the player
--possibly a max level enchant? maybe?
--damage group enchant?
--DONE make the enchantment box use the moving water texture, with an overlay, to make it look like it's magic
--make the enchantment box randomly eat items instead of enchanting them
--make the enchantment box explode, and kill player's in area on rare occasions
--make the enchant box clear the player's inventory on RARE occasions
--modify treecapitator to use voxel manip
--make bad effects also happen
enchant = {}
enchant.enchantments_pick = {
"speed", --speed (check a .after thing to tell how fast you'll dig it.)
"durable", --resistance or infinity - 1 is resistance 2 is infinity
"luck", --get multiple items
"cherry pick", --similar to silk touch in MC
}
enchant.pick = {
"default:pick_bronze",
"default:pick_diamond",
"default:pick_mese",
"default:pick_steel",
"default:pick_stone",
"default:pick_wood",
}
--since tools can't be modified on the fly, I have to do this. 384 tools from 6. GREAT.
--pickaxe enchantments
for x = 1,tablelength(enchant.pick) do
print(enchant.pick[x])
--try to do this some other, maybe
for a = 0,1 do --speed
for b = 0,1 do --durable
for c = 0,1 do --luck
for d = 0,1 do --cherry pick
if a.."_"..b.."_"..c.."_"..d ~= "0_0_0_0" then -- no enchantments, then don't duplicate the tool
--name the tool, and define it
local tool = enchant.pick[x]
local name = minetest.registered_items[enchant.pick[x]]["description"]
if a == 1 then
name = name.."\n-Speed"
end
if b == 1 then
name = name.."\n-Durable"
end
if c == 1 then
name = name.."\n-Luck"
end
if d == 1 then
name = name.."\n-Cherry Pick"
end
--print(tool.."_"..a.."_"..b.."_"..c.."_"..d)
--add the enchant to the tools - don't add to the logic above to improve readability
--global because of bugs with registered tools or something
local table = {}
local uses = 0
local maxlevel = 0
--if enchanted with speed, half time, if not, use standard tool time.
if a == 1 then
for i = 1,3 do
if minetest.registered_tools[enchant.pick[x]]["tool_capabilities"]["groupcaps"]["cracky"]["times"][i] then
table[i] = minetest.registered_tools[enchant.pick[x]]["tool_capabilities"]["groupcaps"]["cracky"]["times"][i]/2
end
end
else
table = minetest.registered_tools[enchant.pick[x]]["tool_capabilities"]["groupcaps"]["cracky"]["times"]
end
--if enchanted with durable, double the uses, if not, use standard uses.
if b == 1 then
uses = minetest.registered_tools[enchant.pick[x]]["tool_capabilities"]["groupcaps"]["cracky"]["uses"] * 2
else
uses = minetest.registered_tools[enchant.pick[x]]["tool_capabilities"]["groupcaps"]["cracky"]["uses"]
end
--possibly turn this into enchant
maxlevel = minetest.registered_tools[enchant.pick[x]]["tool_capabilities"]["groupcaps"]["cracky"]["maxlevel"]
minetest.register_tool(":"..tool.."_"..a.."_"..b.."_"..c.."_"..d, {
description = name,
inventory_image = minetest.registered_items[enchant.pick[x]]["inventory_image"],
groups = {not_in_creative_inventory=1,enchanted_pick=1,luck=c,cherry_pick=d}, --don't clutter the inventory
tool_capabilities = {
--full_punch_interval = 1.3,
--max_drop_level=0,
groupcaps={
cracky = {times=table, uses=uses, maxlevel=maxlevel},
},
damage_groups = {fleshy=3},
},
})
end
end
end
end
end
end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
enchant.enchantments_shovel = {
"speed", --speed (check a .after thing to tell how fast you'll dig it.)
"durable", --resistance or infinity - 1 is resistance 2 is infinity
"luck", --get multiple items
"cherry pick", --similar to silk touch in MC
}
enchant.shovel = {
"default:shovel_bronze",
"default:shovel_diamond",
"default:shovel_mese",
"default:shovel_steel",
"default:shovel_stone",
"default:shovel_wood",
}
--since tools can't be modified on the fly, I have to do this. 384 tools from 6. GREAT.
--pickaxe enchantments
for x = 1,tablelength(enchant.shovel) do
print(enchant.shovel[x])
--try to do this some other, maybe
for a = 0,1 do --speed
for b = 0,1 do --durable
for c = 0,1 do --luck
for d = 0,1 do --cherry pick
if a.."_"..b.."_"..c.."_"..d ~= "0_0_0_0" then -- no enchantments, then don't duplicate the tool
--name the tool, and define it
local tool = enchant.shovel[x]
local name = minetest.registered_items[enchant.shovel[x]]["description"]
if a == 1 then
name = name.."\n-Speed"
end
if b == 1 then
name = name.."\n-Durable"
end
if c == 1 then
name = name.."\n-Luck"
end
if d == 1 then
name = name.."\n-Cherry Pick"
end
--print(tool.."_"..a.."_"..b.."_"..c.."_"..d)
--add the enchant to the tools - don't add to the logic above to improve readability
--global because of bugs with registered tools or something
local table = {}
local uses = 0
local maxlevel = 0
--if enchanted with speed, half time, if not, use standard tool time.
if a == 1 then
for i = 1,3 do
if minetest.registered_tools[enchant.shovel[x]]["tool_capabilities"]["groupcaps"]["crumbly"]["times"][i] then
table[i] = minetest.registered_tools[enchant.shovel[x]]["tool_capabilities"]["groupcaps"]["crumbly"]["times"][i]/2
end
end
else
table = minetest.registered_tools[enchant.shovel[x]]["tool_capabilities"]["groupcaps"]["crumbly"]["times"]
end
--if enchanted with durable, double the uses, if not, use standard uses.
if b == 1 then
uses = minetest.registered_tools[enchant.shovel[x]]["tool_capabilities"]["groupcaps"]["crumbly"]["uses"] * 2
else
uses = minetest.registered_tools[enchant.shovel[x]]["tool_capabilities"]["groupcaps"]["crumbly"]["uses"]
end
--possibly turn this into enchant
maxlevel = minetest.registered_tools[enchant.shovel[x]]["tool_capabilities"]["groupcaps"]["crumbly"]["maxlevel"]
minetest.register_tool(":"..tool.."_"..a.."_"..b.."_"..c.."_"..d, {
description = name,
inventory_image = minetest.registered_items[enchant.shovel[x]]["inventory_image"],
groups = {not_in_creative_inventory=1,enchanted_shovel=1,luck=c,cherry_pick=d}, --don't clutter the inventory
tool_capabilities = {
--full_punch_interval = 1.3,
--max_drop_level=0,
groupcaps={
crumbly = {times=table, uses=uses, maxlevel=maxlevel},
},
damage_groups = {fleshy=3},
},
})
end
end
end
end
end
end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
enchant.enchantments_axe = {
"speed", --speed (check a .after thing to tell how fast you'll dig it.)
"durable", --resistance or infinity - 1 is resistance 2 is infinity
"luck", --get multiple items
"tree feller", --My favorite MC mod - replaces cherry pick
}
enchant.axe = {
"default:axe_bronze",
"default:axe_diamond",
"default:axe_mese",
"default:axe_steel",
"default:axe_stone",
"default:axe_wood",
}
--since tools can't be modified on the fly, I have to do this. 384 tools from 6. GREAT.
--pickaxe enchantments
for x = 1,tablelength(enchant.axe) do
--print(enchant.axe[x])
--try to do this some other, maybe
for a = 0,1 do --speed
for b = 0,1 do --durable
for c = 0,1 do --luck
for d = 0,1 do --tree feller
if a.."_"..b.."_"..c.."_"..d ~= "0_0_0_0" then -- no enchantments, then don't duplicate the tool
--name the tool, and define it
local tool = enchant.axe[x]
local name = minetest.registered_items[enchant.axe[x]]["description"]
if a == 1 then
name = name.."\n-Speed"
end
if b == 1 then
name = name.."\n-Durable"
end
if c == 1 then
name = name.."\n-Luck"
end
if d == 1 then
name = name.."\n-Tree Feller"
end
--print(tool.."_"..a.."_"..b.."_"..c.."_"..d)
--add the enchant to the tools - don't add to the logic above to improve readability
--global because of bugs with registered tools or something
local table = {}
local uses = 0
local maxlevel = 0
--if enchanted with speed, half time, if not, use standard tool time.
if a == 1 then
for i = 1,3 do
if minetest.registered_tools[enchant.axe[x]]["tool_capabilities"]["groupcaps"]["choppy"]["times"][i] then
table[i] = minetest.registered_tools[enchant.axe[x]]["tool_capabilities"]["groupcaps"]["choppy"]["times"][i]/2
end
end
else
table = minetest.registered_tools[enchant.axe[x]]["tool_capabilities"]["groupcaps"]["choppy"]["times"]
end
--if enchanted with durable, double the uses, if not, use standard uses.
if b == 1 then
uses = minetest.registered_tools[enchant.axe[x]]["tool_capabilities"]["groupcaps"]["choppy"]["uses"] * 2
else
uses = minetest.registered_tools[enchant.axe[x]]["tool_capabilities"]["groupcaps"]["choppy"]["uses"]
end
--possibly turn this into enchant
maxlevel = minetest.registered_tools[enchant.axe[x]]["tool_capabilities"]["groupcaps"]["choppy"]["maxlevel"]
minetest.register_tool(":"..tool.."_"..a.."_"..b.."_"..c.."_"..d, {
description = name,
inventory_image = minetest.registered_items[enchant.axe[x]]["inventory_image"],
groups = {not_in_creative_inventory=1,enchanted_axe=1,luck=c,tree_feller=d}, --don't clutter the inventory
tool_capabilities = {
--full_punch_interval = 1.3,
--max_drop_level=0,
groupcaps={
choppy = {times=table, uses=uses, maxlevel=maxlevel},
},
damage_groups = {fleshy=3},
},
})
end
end
end
end
end
end
local enchant_top = {
name = "default_water_source_animated.png^[colorize:red:120^enchant_table_top.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0,
},
}
function clear_inv(player)
local inv = player:get_inventory()
local size = inv:get_size("main")
for i = 1,size do
local stack = inv:get_stack("main", i)
inv:set_stack("main", i, "")
end
end
function decimate_player_with_crucible(pos)
local radius = 3
local min = {x=pos.x-radius,y=pos.y-radius,z=pos.z-radius}
local max = {x=pos.x+radius,y=pos.y+radius,z=pos.z+radius}
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(min,max)
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local data = vm:get_data()
for x = -radius,radius do
for y = -radius,radius do
for z = -radius,radius do
if x*x+y*y+z*z <= radius * radius + radius then --from sfan5's nuke mod (1.6)
local p_pos = area:index(pos.x+x,pos.y+y,pos.z+z)
data[p_pos] = minetest.get_content_id("air")
end
end
end
end
vm:set_data(data)
vm:calc_lighting()
vm:write_to_map()
vm:update_map()
minetest.forceload_block(pos)
--kill players and delete objects
for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, radius)) do
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
object:remove()
end
if object:is_player() then
object:set_hp(0)
clear_inv(object)
end
end
end
minetest.register_node("enchant:crucible", {
description = "Crucible",
--Thanks to Gambit and kilbith for this
tiles = {enchant_top,"enchant_table_bottom.png","enchant_table_side.png","enchant_table_side.png","enchant_table_side.png","enchant_table_side.png",},
paramtype2 = "facedir",
is_ground_content = true,
groups = {snappy=1,choppy=3,flammable=2},
paramtype = "light",
drawtype = "nodebox",
selection_box = {type="regular"},
node_box = {
type = "fixed",
fixed = {
--jukebox core - divide by 16 because 16 pixels
{-8/16, -8/16, -8/16, 8/16, 7/16, 8/16},
--top
{-8/16, 6/16, -8/16, 8/16, 7/16, 8/16},
--top trim
{6/16, 7/16, -8/16, 8/16, 8/16, 8/16},
{-8/16, 7/16, 6/16, 8/16, 8/16, 8/16},
{-8/16, 7/16, -8/16, -6/16, 8/16, 8/16},
{-8/16, 7/16, -8/16, 8/16, 8/16, -6/16},
},
},
on_place = minetest.rotate_node,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local name = itemstack:get_name()
--only enchantable items
if intable(enchant.pick, name) ~= false or intable(enchant.shovel, name) ~= false or intable(enchant.axe, name) ~= false then
local chance = math.random()
if chance <= 0.85 then
local meta = itemstack:get_metadata()
--only enchant unenchanted tools
if intable(enchant.pick, name) ~= false and meta == "" then
--set up a random amount of perks, with random perks, in a random order, random.
local enc_tab = {}
local counter = 1
for i = 1,math.random(1,tablelength(enchant.enchantments_pick)) do
local perk = enchant.enchantments_pick[math.random(1,tablelength(enchant.enchantments_pick))]
if intable(enc_tab, perk) == false then
enc_tab[counter] = perk
counter = counter + 1
end
end
local tool = itemstack:get_name()
local a, b, c, d = 0,0,0,0
if intable(enc_tab, enchant.enchantments_pick[1]) then --speed
a = 1
end
if intable(enc_tab, enchant.enchantments_pick[2]) then --durable
b = 1
end
if intable(enc_tab, enchant.enchantments_pick[3]) then --luck
c = 1
end
if intable(enc_tab, enchant.enchantments_pick[4]) then --cherry pick
d = 1
end
if a.."_"..b.."_"..c.."_"..d ~= "0_0_0_0" then -- no enchantments, then don't put out a normal tool
local name = itemstack:get_name()
itemstack:take_item()--set_name(tool.."_"..a.."_"..b.."_"..c.."_"..d)
local pos = pointed_thing.under
pos.y = pos.y + 0.7
--local item = minetest.add_item(pos, tool.."_"..a.."_"..b.."_"..c.."_"..d)
local item = minetest.add_item(pos,name)
if item == nil then
print(tool.."_"..a.."_"..b.."_"..c.."_"..d)
print("BUG!")
return
end
local item = item:get_luaentity().object
item:setvelocity({x = 0, y = 0.1, z = 0})
item:setacceleration({x = 0, y = 0, z = 0})
item:set_properties({automatic_rotate = 0}) --or do 10
local sound = minetest.sound_play("build", {
pos = pos,
max_hear_distance = 20,
gain = 1,
})
minetest.add_particlespawner({
amount = 100,
time = 13,
minpos = {x=pos.x-(6/16), y=pos.y-0.1, z=pos.z-(6/16)},
maxpos = {x=pos.x+(6/16), y=pos.y-0.1, z=pos.z+(6/16)},
minvel = {x=0, y=0, z=0},
maxvel = {x=0, y=0, z=0},
minacc = {x=0, y=0.1, z=0},
maxacc = {x=0, y=1, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 1,
maxsize = 1,
collisiondetection = false,
vertical = false,
texture = "bubble.png",
})
minetest.after(13, function()
--don't do anything if the player cancelled the event
if item:get_luaentity() == nil then
return
end
minetest.sound_stop(sound)
minetest.sound_play("enchant", {
pos = pos,
max_hear_distance = 20,
gain = 1,
})
minetest.add_particlespawner({
amount = 100,
time = 0.1,
minpos = item:getpos(),
maxpos = item:getpos(),
minvel = {x=-1, y=-1, z=-1},
maxvel = {x=1, y=1, z=1},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 1,
maxsize = 1,
collisiondetection = false,
vertical = false,
texture = "bubble.png",
})
--make it so you cannot get the enchantment before it's done with the cinematic
local newpos = item:getpos()
local newpos2= clicker:getpos()
item:remove()
local item = minetest.add_item(newpos, tool.."_"..a.."_"..b.."_"..c.."_"..d)
item:setvelocity({x=newpos2.x-newpos.x,y=(newpos2.y-newpos.y)+6,z=newpos2.z-newpos.z})
item:setacceleration({x = 0, y = -10, z = 0})
end)
return(itemstack)
else
--do nothing
end
end
if intable(enchant.shovel, name) ~= false and meta == "" then
--set up a random amount of perks, with random perks, in a random order, random.
local enc_tab = {}
local counter = 1
for i = 1,math.random(1,tablelength(enchant.enchantments_shovel)) do
local perk = enchant.enchantments_shovel[math.random(1,tablelength(enchant.enchantments_shovel))]
if intable(enc_tab, perk) == false then
enc_tab[counter] = perk
counter = counter + 1
end
end
local tool = itemstack:get_name()
local a, b, c, d = 0,0,0,0
if intable(enc_tab, enchant.enchantments_shovel[1]) then --speed
a = 1
end
if intable(enc_tab, enchant.enchantments_shovel[2]) then --durable
b = 1
end
if intable(enc_tab, enchant.enchantments_shovel[3]) then --luck
c = 1
end
if intable(enc_tab, enchant.enchantments_shovel[4]) then --cherry pick
d = 1
end
if a.."_"..b.."_"..c.."_"..d ~= "0_0_0_0" then -- no enchantments, then don't put out a normal tool
local name = itemstack:get_name()
itemstack:take_item()--set_name(tool.."_"..a.."_"..b.."_"..c.."_"..d)
local pos = pointed_thing.under
pos.y = pos.y + 0.7
--local item = minetest.add_item(pos, tool.."_"..a.."_"..b.."_"..c.."_"..d)
local item = minetest.add_item(pos,name)
if item == nil then
print(tool.."_"..a.."_"..b.."_"..c.."_"..d)
print("BUG!")
return
end
local item = item:get_luaentity().object
item:setvelocity({x = 0, y = 0.1, z = 0})
item:setacceleration({x = 0, y = 0, z = 0})
item:set_properties({automatic_rotate = 0}) --or do 10
local sound = minetest.sound_play("build", {
pos = pos,
max_hear_distance = 20,
gain = 1,
})
minetest.add_particlespawner({
amount = 100,
time = 13,
minpos = {x=pos.x-(6/16), y=pos.y-0.1, z=pos.z-(6/16)},
maxpos = {x=pos.x+(6/16), y=pos.y-0.1, z=pos.z+(6/16)},
minvel = {x=0, y=0, z=0},
maxvel = {x=0, y=0, z=0},
minacc = {x=0, y=0.1, z=0},
maxacc = {x=0, y=1, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 1,
maxsize = 1,
collisiondetection = false,
vertical = false,
texture = "bubble.png",
})
minetest.after(13, function()
--don't do anything if the player cancelled the event
if item:get_luaentity() == nil then
return
end
minetest.sound_stop(sound)
minetest.sound_play("enchant", {
pos = pos,
max_hear_distance = 20,
gain = 1,
})
minetest.add_particlespawner({
amount = 100,
time = 0.1,
minpos = item:getpos(),
maxpos = item:getpos(),
minvel = {x=-1, y=-1, z=-1},
maxvel = {x=1, y=1, z=1},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 1,
maxsize = 1,
collisiondetection = false,
vertical = false,
texture = "bubble.png",
})
--make it so you cannot get the enchantment before it's done with the cinematic
local newpos = item:getpos()
local newpos2= clicker:getpos()
item:remove()
local item = minetest.add_item(newpos, tool.."_"..a.."_"..b.."_"..c.."_"..d)
item:setvelocity({x=newpos2.x-newpos.x,y=(newpos2.y-newpos.y)+6,z=newpos2.z-newpos.z})
item:setacceleration({x = 0, y = -10, z = 0})
end)
return(itemstack)
else
--do nothing
end
end
if intable(enchant.axe, name) ~= false and meta == "" then
--set up a random amount of perks, with random perks, in a random order, random.
local enc_tab = {}
local counter = 1
for i = 1,math.random(1,tablelength(enchant.enchantments_axe)) do
local perk = enchant.enchantments_axe[math.random(1,tablelength(enchant.enchantments_axe))]
if intable(enc_tab, perk) == false then
enc_tab[counter] = perk
counter = counter + 1
end
end
local tool = itemstack:get_name()
local a, b, c, d = 0,0,0,0
if intable(enc_tab, enchant.enchantments_axe[1]) then --speed
a = 1
end
if intable(enc_tab, enchant.enchantments_axe[2]) then --durable
b = 1
end
if intable(enc_tab, enchant.enchantments_axe[3]) then --luck
c = 1
end
if intable(enc_tab, enchant.enchantments_axe[4]) then --cherry pick
d = 1
end
if a.."_"..b.."_"..c.."_"..d ~= "0_0_0_0" then -- no enchantments, then don't put out a normal tool
local name = itemstack:get_name()
itemstack:take_item()--set_name(tool.."_"..a.."_"..b.."_"..c.."_"..d)
local pos = pointed_thing.under
pos.y = pos.y + 0.7
--local item = minetest.add_item(pos, tool.."_"..a.."_"..b.."_"..c.."_"..d)
local item = minetest.add_item(pos,name)
if item == nil then
print(tool.."_"..a.."_"..b.."_"..c.."_"..d)
print("BUG!")
return
end
local item = item:get_luaentity().object
item:setvelocity({x = 0, y = 0.1, z = 0})
item:setacceleration({x = 0, y = 0, z = 0})
item:set_properties({automatic_rotate = 0}) --or do 10
local sound = minetest.sound_play("build", {
pos = pos,
max_hear_distance = 20,
gain = 1,
})
minetest.add_particlespawner({
amount = 100,
time = 13,
minpos = {x=pos.x-(6/16), y=pos.y-0.1, z=pos.z-(6/16)},
maxpos = {x=pos.x+(6/16), y=pos.y-0.1, z=pos.z+(6/16)},
minvel = {x=0, y=0, z=0},
maxvel = {x=0, y=0, z=0},
minacc = {x=0, y=0.1, z=0},
maxacc = {x=0, y=1, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 1,
maxsize = 1,
collisiondetection = false,
vertical = false,
texture = "bubble.png",
})
minetest.after(13, function()
--don't do anything if the player cancelled the event
if item:get_luaentity() == nil then
return
end
minetest.sound_stop(sound)
minetest.sound_play("enchant", {
pos = pos,
max_hear_distance = 20,
gain = 1,
})
minetest.add_particlespawner({
amount = 100,
time = 0.1,
minpos = item:getpos(),
maxpos = item:getpos(),
minvel = {x=-1, y=-1, z=-1},
maxvel = {x=1, y=1, z=1},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 1,
maxsize = 1,
collisiondetection = false,
vertical = false,
texture = "bubble.png",
})
--make it so you cannot get the enchantment before it's done with the cinematic
local newpos = item:getpos()
local newpos2= clicker:getpos()
item:remove()
local item = minetest.add_item(newpos, tool.."_"..a.."_"..b.."_"..c.."_"..d)
item:setvelocity({x=newpos2.x-newpos.x,y=(newpos2.y-newpos.y)+6,z=newpos2.z-newpos.z})
item:setacceleration({x = 0, y = -10, z = 0})
end)
return(itemstack)
else
--do nothing
end
end
-- then do the enchantments for other tools
--now let's make it do some enchanted actions!
--local meta_table = minetest.deserialize(itemstack:get_metadata())
--for i = 1,tablelength(meta_table) do --do all the enchantment actions ----- This should probably be some kind of function! ------
-- if meta_table[i] == "speed" then
-- print("this item has speed")
-- end
--end
--return(itemstack)
elseif chance > 0.85 and chance < 0.998 then
--it ate the item! such bad luck
itemstack:take_item()
minetest.sound_play("chomp", {
pos = pos,
max_hear_distance = 20,
gain = 1,
})
minetest.add_particlespawner({
amount = 200,
time = 5,
minpos = {x=pos.x-(6/16), y=pos.y-0.1, z=pos.z-(6/16)},
maxpos = {x=pos.x+(6/16), y=pos.y-0.1, z=pos.z+(6/16)},
minvel = {x=0, y=0, z=0},
maxvel = {x=0, y=0, z=0},
minacc = {x=0, y=0.5, z=0},
maxacc = {x=0, y=3, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 1,
maxsize = 1,
collisiondetection = false,
vertical = false,
texture = "heart.png",
})
elseif chance >= 0.999 then
--warning: this function is brutal
--you must have broken 200 mirrors and crashed with a salt truck, let's destroy your life
minetest.sound_play("bad_luck", {
pos = pos,
max_hear_distance = 55,
gain = 1,
})
minetest.add_particlespawner({
amount = 200,
time = 10,
minpos = {x=pos.x-(6/16), y=pos.y-0.1, z=pos.z-(6/16)},
maxpos = {x=pos.x+(6/16), y=pos.y-0.1, z=pos.z+(6/16)},
minvel = {x=0, y=0, z=0},
maxvel = {x=0, y=0, z=0},
minacc = {x=0, y=0.5, z=0},
maxacc = {x=0, y=3, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 1,
maxsize = 1,
collisiondetection = false,
vertical = false,
texture = "bubble.png^[colorize:red:120",
})
minetest.after(10, function() --give them the illusion that they might live
--explosion stuff (use this for fireworks/tnt/nukes)
decimate_player_with_crucible(pos)
minetest.add_particlespawner({
amount = 200,
time = 0.1,
minpos = pos,
maxpos = pos,
minvel = {x=-5, y=-5, z=-5},
maxvel = {x=5, y=5, z=5},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 3,
maxexptime = 5,
minsize = 1,
maxsize = 1,
collisiondetection = false,
vertical = false,
texture = "bubble.png",
})
minetest.sound_play("boom", {
pos = pos,
max_hear_distance = 55,
gain = 1,
})
end)
end
end
end,
})
minetest.register_craft({
output = "enchant:crucible",
recipe = {
{"default:stone","default:stone","default:stone"},
{"default:stone","bucket:bucket_water","default:stone"},
{"default:wood","default:wood","default:wood"},
}
})
--do some enchantments
----------------USE HANDLE NODE DROPS INSTEAD!!!
--let's rehandle the item drop
function unenchanted_add(pos,drops,digger)
local inv = digger:get_inventory()
if inv:room_for_item("main", drops[1]) == true then
inv:add_item("main", drops[1])
else
minetest.add_item(pos, drops[1])
end
end
function enchanted_add(pos,drops,digger)
local inv = digger:get_inventory()
local source_node = minetest.get_node(pos).name
if inv:room_for_item("main", source_node) == true then
inv:add_item("main", source_node)
else
minetest.add_item(pos, source_node)
end
end
function treecapitate(pos,drops,digger)
if minetest.get_item_group(minetest.get_node(pos).name, "choppy") ~= 0 then
for i = 1,20 do
if minetest.get_item_group(minetest.get_node(pos).name, "choppy") ~= 0 then
unenchanted_add(pos,drops,digger)
minetest.remove_node(pos)
pos.y = pos.y + 1
end
end
end
end
function super_treecapitate(pos,drops,digger)
if minetest.get_item_group(minetest.get_node(pos).name, "choppy") ~= 0 then
for i = 1,20 do
if minetest.get_item_group(minetest.get_node(pos).name, "choppy") ~= 0 then
unenchanted_add(pos,drops,digger)
if math.random() > 0.5 then
unenchanted_add(pos,drops,digger)
end
minetest.remove_node(pos)
pos.y = pos.y + 1
end
end
end
end
function minetest.handle_node_drops(pos, drops, digger)
local itemstack = digger:get_wielded_item()
local name = itemstack:get_name()
--mix the shovel and pickaxe enchants into one
if minetest.get_item_group(name, "enchanted_pick") == 1 or minetest.get_item_group(name, "enchanted_shovel") == 1 or minetest.get_item_group(name, "enchanted_axe") == 1 then
--this player just dug with an enchanted pickaxe or shovel - check if axe with treefeller first
if minetest.get_item_group(name, "tree_feller") == 0 then
if minetest.get_item_group(name, "cherry_pick") == 0 then
unenchanted_add(pos,drops,digger)
if minetest.get_item_group(name, "luck") == 1 then
if math.random() > 0.5 then
unenchanted_add(pos,drops,digger)
end
end
elseif minetest.get_item_group(name, "cherry_pick") == 1 then
enchanted_add(pos,drops,digger)
--add luck to this
if minetest.get_item_group(name, "luck") == 1 then
if math.random() > 0.5 then
enchanted_add(pos,drops,digger)
end
end
end
else
if minetest.get_item_group(name, "luck") == 1 then
super_treecapitate(pos,drops,digger)
else
treecapitate(pos,drops,digger)
end
end
else
unenchanted_add(pos,drops,digger)
end
end

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mod.conf Normal file
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name = enchantment