namespace settings, alternative rainbow staff

This commit is contained in:
Tai Kedzierski 2018-12-23 01:55:33 +00:00
parent 0fa121024c
commit 2c5d2ebee6
3 changed files with 76 additions and 47 deletions

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@ -1,8 +1,9 @@
local path = minetest.get_modpath("nssm") local path = minetest.get_modpath("nssm")
nssm = {} nssm = {}
nssm.mymapgenis = tonumber(minetest.setting_get('mymapgenis')) or 7 nssm.mymapgenis = tonumber(minetest.settings:get('nssm.mymapgenis')) or 7
nssm.multimobs = tonumber(minetest.setting_get('multimobs')) or 1000 nssm.multimobs = tonumber(minetest.settings:get('nssm.multimobs')) or 1000
nssm.init_rainbow_staff = minetest.settings:get_bool('nssm.classic_rainbow_staff')
dofile(path.."/spawn.lua") dofile(path.."/spawn.lua")

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@ -1,5 +1,10 @@
--rainbow! -- The Rainbow Staff is a reward for defeating the final boss
minetest.register_entity("nssm:rainbow", { -- Classic implementation produces ranbow blocks in any direction it is pointed at and used
-- This tends to be problematic on servers, so is replaced with a powerful tool instead
-- if classic rainbow staff is not enabled
if nssm.classic_rainbow_staff then
minetest.register_entity("nssm:rainbow", {
textures = {"transparent.png"}, textures = {"transparent.png"},
velocity = 10, velocity = 10,
hp_max = 50, hp_max = 50,
@ -29,9 +34,9 @@ minetest.register_entity("nssm:rainbow", {
end end
end end
end end
}) })
minetest.register_tool("nssm:rainbow_staff", { minetest.register_tool("nssm:rainbow_staff", {
description = "Rainbow Staff", description = "Rainbow Staff",
inventory_image = "rainbow_staff.png", inventory_image = "rainbow_staff.png",
on_use = function(itemstack, placer, pointed_thing) on_use = function(itemstack, placer, pointed_thing)
@ -43,4 +48,25 @@ minetest.register_tool("nssm:rainbow_staff", {
return itemstack return itemstack
end, end,
groups = {not_in_creative_inventory=1,} groups = {not_in_creative_inventory=1,}
}) })
else
minetest.register_tool("nssm:rainbow_staff", {
description = "Rainbow Bludgeon",
inventory_image = "rainbow_staff.png",
tool_capabilities = {
full_punch_interval = 0.2,
max_drop_level=1,
groupcaps={
snappy={times={[1]=0.80, [2]=0.40, [3]=0.20}, uses=70, maxlevel=1},
crumbly={times={[1]=0.80, [2]=0.40, [3]=0.20}, uses=70, maxlevel=1},
choppy={times={[1]=0.80, [2]=0.40, [3]=0.20}, uses=70, maxlevel=1},
cracky={times={[1]=0.80, [2]=0.40, [3]=0.20}, uses=70, maxlevel=1},
fleshy={times={[1]=0.80, [2]=0.60, [3]=0.20}, uses=140, maxlevel=1}
},
damage_groups = {fleshy=20},
},
groups = {not_in_creative_inventory=1,}
})
end

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@ -1,15 +1,17 @@
# ABOUT SETTINGS # ABOUT SETTINGS
# Mapgen: write here (after "int") 6 (mgv6) or 7 (mgv7 or valleys or fractal or flat) # Mapgen: write here (after "int") 6 (mgv6) or 7 (mgv7 or valleys or fractal or flat)
mymapgenis (Mapgen) int 7 nssm.mymapgenis (Mapgen) int 7
# Mobs-Multiplier: multiplier defining the spawn abundance for the mobs: # Mobs-Multiplier: multiplier defining the spawn abundance for the mobs:
# 0 = spawn disabled # 0 = spawn disabled
# a number between 0 and 1000 = less then default # a number between 0 and 1000 = less then default
# 1000 = default # 1000 = default
# more than 1000 = suicide is not the fastest way of dying # more than 1000 = suicide is not the fastest way of dying
multimobs (Multimobs) int 1000 nssm.multimobs (Multimobs) int 1000
# Difficult-level: # Difficult-level:
# Multiplier to raise life and damage of the mobs # Multiplier to raise life and damage of the mobs
mob_difficulty (Mob_difficulty) int 1 nssm.mob_difficulty (Mob difficulty) int 1
nssm.classic_rainbow_staff (Use the classical rainbow staff) bool true