namespace settings, alternative rainbow staff
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0fa121024c
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5
init.lua
5
init.lua
@ -1,8 +1,9 @@
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local path = minetest.get_modpath("nssm")
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nssm = {}
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nssm.mymapgenis = tonumber(minetest.setting_get('mymapgenis')) or 7
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nssm.multimobs = tonumber(minetest.setting_get('multimobs')) or 1000
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nssm.mymapgenis = tonumber(minetest.settings:get('nssm.mymapgenis')) or 7
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nssm.multimobs = tonumber(minetest.settings:get('nssm.multimobs')) or 1000
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nssm.init_rainbow_staff = minetest.settings:get_bool('nssm.classic_rainbow_staff')
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dofile(path.."/spawn.lua")
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@ -1,46 +1,72 @@
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--rainbow!
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minetest.register_entity("nssm:rainbow", {
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textures = {"transparent.png"},
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velocity = 10,
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hp_max = 50,
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on_step = function (self, pos, node, dtime)
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self.timer = self.timer or os.time()
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-- The Rainbow Staff is a reward for defeating the final boss
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-- Classic implementation produces ranbow blocks in any direction it is pointed at and used
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-- This tends to be problematic on servers, so is replaced with a powerful tool instead
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-- if classic rainbow staff is not enabled
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local pos = self.object:getpos()
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if minetest.is_protected(pos, "") then
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return
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end
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if nssm.classic_rainbow_staff then
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minetest.register_entity("nssm:rainbow", {
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textures = {"transparent.png"},
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velocity = 10,
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hp_max = 50,
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on_step = function (self, pos, node, dtime)
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self.timer = self.timer or os.time()
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if os.time() - self.timer > 10 then
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minetest.set_node(pos, {name="nyancat:nyancat"})
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self.object:remove()
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end
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local pos = self.object:getpos()
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if minetest.is_protected(pos, "") then
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return
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end
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if minetest.get_node(pos) then
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local n = minetest.get_node(pos).name
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if n ~= "nyancat:nyancat_rainbow" then
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if n=="air" then
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minetest.set_node(pos, {name="nyancat:nyancat_rainbow"})
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else
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minetest.chat_send_all("Nome:"..n)
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minetest.set_node(pos, {name="nyancat:nyancat"})
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self.object:remove()
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end
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end
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end
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end
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})
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if os.time() - self.timer > 10 then
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minetest.set_node(pos, {name="nyancat:nyancat"})
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self.object:remove()
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end
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minetest.register_tool("nssm:rainbow_staff", {
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description = "Rainbow Staff",
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inventory_image = "rainbow_staff.png",
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on_use = function(itemstack, placer, pointed_thing)
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local dir = placer:get_look_dir();
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local playerpos = placer:getpos();
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local obj = minetest.add_entity({x=playerpos.x+0+dir.x,y=playerpos.y+2+dir.y,z=playerpos.z+0+dir.z}, "nssm:rainbow")
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local vec = {x=dir.x*6,y=dir.y*6,z=dir.z*6}
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obj:setvelocity(vec)
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return itemstack
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end,
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groups = {not_in_creative_inventory=1,}
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})
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if minetest.get_node(pos) then
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local n = minetest.get_node(pos).name
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if n ~= "nyancat:nyancat_rainbow" then
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if n=="air" then
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minetest.set_node(pos, {name="nyancat:nyancat_rainbow"})
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else
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minetest.chat_send_all("Nome:"..n)
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minetest.set_node(pos, {name="nyancat:nyancat"})
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self.object:remove()
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end
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end
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end
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end
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})
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minetest.register_tool("nssm:rainbow_staff", {
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description = "Rainbow Staff",
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inventory_image = "rainbow_staff.png",
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on_use = function(itemstack, placer, pointed_thing)
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local dir = placer:get_look_dir();
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local playerpos = placer:getpos();
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local obj = minetest.add_entity({x=playerpos.x+0+dir.x,y=playerpos.y+2+dir.y,z=playerpos.z+0+dir.z}, "nssm:rainbow")
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local vec = {x=dir.x*6,y=dir.y*6,z=dir.z*6}
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obj:setvelocity(vec)
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return itemstack
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end,
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groups = {not_in_creative_inventory=1,}
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})
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else
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minetest.register_tool("nssm:rainbow_staff", {
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description = "Rainbow Bludgeon",
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inventory_image = "rainbow_staff.png",
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tool_capabilities = {
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full_punch_interval = 0.2,
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max_drop_level=1,
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groupcaps={
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snappy={times={[1]=0.80, [2]=0.40, [3]=0.20}, uses=70, maxlevel=1},
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crumbly={times={[1]=0.80, [2]=0.40, [3]=0.20}, uses=70, maxlevel=1},
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choppy={times={[1]=0.80, [2]=0.40, [3]=0.20}, uses=70, maxlevel=1},
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cracky={times={[1]=0.80, [2]=0.40, [3]=0.20}, uses=70, maxlevel=1},
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fleshy={times={[1]=0.80, [2]=0.60, [3]=0.20}, uses=140, maxlevel=1}
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},
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damage_groups = {fleshy=20},
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},
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groups = {not_in_creative_inventory=1,}
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})
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end
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@ -1,15 +1,17 @@
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# ABOUT SETTINGS
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# Mapgen: write here (after "int") 6 (mgv6) or 7 (mgv7 or valleys or fractal or flat)
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mymapgenis (Mapgen) int 7
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nssm.mymapgenis (Mapgen) int 7
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# Mobs-Multiplier: multiplier defining the spawn abundance for the mobs:
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# 0 = spawn disabled
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# a number between 0 and 1000 = less then default
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# 1000 = default
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# more than 1000 = suicide is not the fastest way of dying
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multimobs (Multimobs) int 1000
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nssm.multimobs (Multimobs) int 1000
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# Difficult-level:
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# Multiplier to raise life and damage of the mobs
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mob_difficulty (Mob_difficulty) int 1
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nssm.mob_difficulty (Mob difficulty) int 1
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nssm.classic_rainbow_staff (Use the classical rainbow staff) bool true
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