minetest-mod-nssm/rainbow_staff.lua

106 lines
2.7 KiB
Lua

-- The Rainbow Staff is a reward for defeating the final boss
-- 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
-- How long the rainbow generating entity should remain in existence, Used to be 10,
-- really should not last so long, given that it adds rainbow on every server step...
local max_rainbow_time = 1
if nssm.classic_rainbow_staff
and minetest.registered_nodes["nyancat:nyancat_rainbow"] then
minetest.register_entity("nssm:rainbow", {
textures = {"transparent.png"},
velocity = 10,
hp_max = 50,
on_step = function (self, pos, node, dtime)
self.timer = self.timer or os.time()
local pos = self.object:get_pos()
if minetest.is_protected(pos, "") then
return
end
if os.time() - self.timer > max_rainbow_time then
minetest.set_node(pos, {name = "nyancat:nyancat"})
self.object:remove()
end
if minetest.get_node(pos) then
local n = minetest.get_node(pos).name
if n ~= "nyancat:nyancat_rainbow" then
if n == "air" then
minetest.set_node(pos, {name = "nyancat:nyancat_rainbow"})
else
minetest.chat_send_all("Nome:" .. n)
minetest.set_node(pos, {name = "nyancat:nyancat"})
self.object:remove()
end
end
end
end
})
minetest.register_tool("nssm:rainbow_staff", {
description = "Rainbow Staff",
inventory_image = "rainbow_staff.png",
groups = {not_in_creative_inventory = 1},
on_use = function(itemstack, placer, pointed_thing)
local dir = placer:get_look_dir()
local playerpos = placer:get_pos()
local obj = minetest.add_entity({
x = playerpos.x + dir.x,
y = playerpos.y + 2 + dir.y,
z = playerpos.z + dir.z
}, "nssm:rainbow")
local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6}
obj:set_velocity(vec)
return itemstack
end
})
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 = 40},
},
groups = {not_in_creative_inventory = 1}
})
end