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};
}
end
sorcery.vfx.enchantment_sparkle = function(tgt,color)
local minvel, maxvel
if minetest.get_node(vector.add(tgt.under,{y=1,z=0,x=0})).name == 'air' then
minvel = {x=0,z=0,y= 0.3} maxvel = {x=0,z=0,y= 1.5};
else
local dir = vector.subtract(tgt.above,tgt.under)
minvel = vector.multiply(dir, 0.3)
maxvel = vector.multiply(dir, 1.2)
end
return minetest.add_particlespawner {
amount = 50;
time = 0.5;
minpos = vector.subtract(tgt.under, 0.5);
maxpos = vector.add(tgt.under, 0.5);
minvel = minvel, maxvel = maxvel;
minexptime = 1, maxexptime = 2;
minsize = 0.5, maxsize = 2;
texture = L.image('sorcery_spark.png'):multiply(color):render();
animation = {
type = 'vertical_frames';
aspect_w = 16, aspect_h = 16;
length = 2;
};
glow = 14;
}
end
sorcery.vfx.bloodburst = function(pos,size)
for i=0, size or 48 do
minetest.add_particle{
texture = 'sorcery_blood_' .. math.random(5) .. '.png',
................................................................................
local ppos = vector.add(po,tpos)
local dir = vector.direction(ppos,scenter)
local vel = math.random() * 0.8 + 0.4
local col if type(color) == 'function'
then col = color(i, {high = high, far = far, dir = dir, vel = vel, pos = po})
else col = color
end
local et = math.floor((far/vel)*10)*.1
minetest.add_particle {
pos = ppos;
velocity = vector.multiply(dir,vel);
expirationtime = 0.4;
size = math.random()*2.4 + 0.6;
texture = L.image('sorcery_sputter.png'):glow(col):render();
glow = 14;
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};
}
end
sorcery.vfx.enchantment_sparkle = function(tgt,color)
local minvel, maxvel
if minetest.get_node(vector.add(tgt.under,{y=1,z=0,x=0})).name == 'air' then
minvel = vector.new(-0.3,0.3,-0.3) maxvel = vector.new(0.6,1.5,0.6);
else
local dir = vector.subtract(tgt.above,tgt.under)
minvel = vector.multiply(dir, 0.3)
maxvel = vector.multiply(dir, 1.2)
end
print(minetest.get_player_by_name('singleplayer'))
return minetest.add_particlespawner {
amount = 450;--50;
time = 2;--0.5;
-- old syntax
minpos = vector.subtract(tgt.under, 0.5);
maxpos = vector.add(tgt.under, 0.5);
minvel = minvel, maxvel = maxvel;
minexptime = 1, maxexptime = 2;
minsize = 0.5, maxsize = 2;
texture = L.image('sorcery_spark.png'):multiply(color):render();
--new syntax
-- can't use this shit until it gets merged :(
-- pos = {
-- min = vector.subtract(tgt.under, 0.5);
-- max = vector.add(tgt.under, 0.5);
-- };
-- pos = {
-- min = vector.subtract(tgt.under, 0.8);
-- max = vector.add (tgt.under, 0.8);
-- };
-- vel_tween = {
-- {min = minvel, max = maxvel};
-- {min = minvel * 3, max = maxvel * 3};
-- };
-- acc = {
-- min = vector.new(0,-2,0);
-- max = vector.new(0,-5,0);
-- };
-- bounce = { min = 0.3, max = 2 };
-- exptime = { min = 0.5, max = 10 };
-- size = { min = 0.5, max = 1 };
-- collisiondetection = true;
--
-- texpool = {
-- {
-- img = L.image('sorcery_spark.png'):multiply(color):render();
-- -- img = 'sorcery_inferno_crystal.png';
-- alpha_tween = { 0.8, 1; style = 'pulse', reps = 4};
-- -- scale = {x=4,y=0.5};
-- scale_tween = { {x=2,y=3}; {x=0,y=0}; style = 'pulse', reps = 6 };
-- };
-- -- {
-- -- img = L.image('sorcery_divine_radiance_1.png'):multiply(L.color(255,0,0)):render();
-- -- fade = 'pulse';
-- -- fade_reps = 3;
-- -- };
-- };
-- radius = {
-- min = vector.new(0,0,0);
-- max = 0;
-- };
-- animation = {
-- type = 'vertical_frames';
-- aspect_w = 16, aspect_h = 16;
-- length = -1;
-- };
-- glow = 14;
}
end
sorcery.vfx.bloodburst = function(pos,size)
for i=0, size or 48 do
minetest.add_particle{
texture = 'sorcery_blood_' .. math.random(5) .. '.png',
................................................................................
local ppos = vector.add(po,tpos)
local dir = vector.direction(ppos,scenter)
local vel = math.random() * 0.8 + 0.4
local col if type(color) == 'function'
then col = color(i, {high = high, far = far, dir = dir, vel = vel, pos = po})
else col = color
end
local et = math.floor((far/vel)*10)*.1 -- avoid freeze
minetest.add_particle {
pos = ppos;
velocity = vector.multiply(dir,vel);
expirationtime = 0.4;
size = math.random()*2.4 + 0.6;
texture = L.image('sorcery_sputter.png'):glow(col):render();
glow = 14;
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