Comment: | add over-time spellcasting abstraction to enable metamagic and in particular disjunction, add more animations and sound effects, add excavation spell, possibly some others, forget when the last commit was, edit a bunch of magitech to make it subject to the disjunction mechanism (throw up a disjunction aura and waltz right through those force fields bby, wheee), also illumination spells, tweak runeforge and rune frequence to better the balance and also limit player frustration, move some math functions into their own library category, various tweaks and bugfixes, probably other shit i don't remember |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA3-256: |
147592b8e9972e05b003073cb2fde9b6 |
User & Date: | lexi on 2020-10-26 03:58:08 |
Other Links: | manifest | tags |
2020-10-30
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18:47 | add duplicate and elevate spells, add more sfx, various tweaks and bugfixes, add object handle class check-in: 6e106c135c user: lexi tags: trunk | |
2020-10-26
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03:58 | add over-time spellcasting abstraction to enable metamagic and in particular disjunction, add more animations and sound effects, add excavation spell, possibly some others, forget when the last commit was, edit a bunch of magitech to make it subject to the disjunction mechanism (throw up a disjunction aura and waltz right through those force fields bby, wheee), also illumination spells, tweak runeforge and rune frequence to better the balance and also limit player frustration, move some math functions into their own library category, various tweaks and bugfixes, probably other shit i don't remember check-in: 147592b8e9 user: lexi tags: trunk | |
2020-10-24
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01:21 | add some more spells, add spell infrastructure to support metamagic, especially disjunction, various tweaks and bugfixes. [emergency commit] check-in: 00922196a9 user: lexi tags: trunk | |
Modified data/runes.lua from [4908250df2] to [d5ad4a6740].
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-- a rune is an abstract object created by a runeforge, which can be -- applied to an amulet in order to imbue that amulet with unique -- and fearsome powers. the specific spell depends on the stone the -- rune is applied to, and not all runes can necessarily be applied -- to all stones. local sparkle = function(color, spell, amt,time,minsize,maxsize,sh) spell.visual_subjects { amount = amt, time = time, -- attached = s; minpos = { x = -0.3, y = -0.5, z = -0.3 }; maxpos = { x = 0.3, y = sh*1.1, z = 0.3 }; minvel = { x = -0.4, y = -0.2, z = -0.4 }; maxvel = { x = 0.4, y = 0.2, z = 0.4 }; minacc = { x = -0.5, y = -0.4, z = -0.5 }; maxacc = { x = 0.5, y = 0.4, z = 0.5 }; minexptime = 1.0, maxexptime = 2.0; minsize = minsize, maxsize = maxsize, glow = 14; texture = sorcery.vfx.glowspark(color):render(); animation = { type = 'vertical_frames'; aspect_w = 16, aspect_h = 16; }; } end local sparktrail = function(fn,tgt,color) return (fn or minetest.add_particlespawner)({ amount = 240, time = 1, attached = tgt; minpos = {x = -0.4, y = -0.5, z = -0.4}; maxpos = {x = 0.4, y = tgt:get_properties().eye_height or 0.5, z = 0.4}; minacc = {x = 0.0, y = 0.05, z = 0.0}; maxacc = {x = 0.0, y = 0.15, z = 0.0}; minexptime = 1.5, maxexptime = 5; minsize = 0.5, maxsize = 2.6, glow = 14; texture = sorcery.vfx.glowspark(color):render(); ................................................................................ }); end return { translocate = { name = 'Translocate'; tone = {0,235,233}; minpower = 3; rarity = 15; amulets = { amethyst = { name = 'Joining'; desc = 'Give this amulet to another and they can arrive safely at your side in a flash from anywhere in the world — though returning whence they came may be a more difficult matter'; apply = function(ctx) local maker = ctx.user:get_player_name() ctx.meta:set_string('rune_join_target',maker) ................................................................................ else local pos = minetest.string_to_pos(ctx.meta:get_string('rune_return_dest')) ctx.meta:set_string('rune_return_dest','') local subjects = { ctx.caster } local center = ctx.caster:get_pos() ctx.sparkle = false local delay = math.max(3,10 - ctx.stats.power) + 3*(math.random()*2-1) for _,s in pairs(subjects) do local offset = vector.subtract(s:get_pos(), center) local pt = sorcery.lib.node.get_arrival_point(vector.add(pos,offset)) if pt then -- minetest.sound_play('sorcery_stutter', { -- object = s, gain = 0.8; -- },true) ................................................................................ minetest.sound_play('sorcery_zap', { pos = s:get_pos(), gain = 0.4 },true) sorcery.vfx.body_sparkle(nil,sorcery.lib.color(20,255,120),2,s:get_pos()) s:set_pos(pt) sorcery.vfx.body_sparkle(s,sorcery.lib.color(20,120,255),2) end; }; sounds = { [0] = { pos = 'subjects'; sound = 'sorcery_stutter'; }; }; } end end end end; frame = { iridium = { name = 'Mass Return'; desc = 'Use this amulet once to bind it to a particular place, then carry yourself and everyone around you back to that point in a flash simply by using it again'; }; }; }; emerald = { ................................................................................ }; }; }; disjoin = { name = 'Disjoin'; tone = {159,235,0}; minpower = 4; rarity = 20; amulets = { sapphire = { name = 'Unsealing'; desc = 'Wielding this amulet, a touch of your hand will unravel even the mightiest protective magics, leaving doors unsealed and walls free to tear down'; }; amethyst = { name = 'Purging'; ................................................................................ name = 'Nullification'; desc = 'Not only will your victim\'s spells be nullified, but all enchanted objects they carry will be stripped of their power — or possibly even destroyed outright'; }; }; }; luxite = { name = 'Disjunctive Aura'; desc = 'For a time, all magic undertaken in your vicinity will fail totally'; cast = function(ctx) sorcery.spell.cast { caster = ctx.caster, attach = 'caster'; disjunction = true, range = 4 + ctx.stats.power; duration = 10 + ctx.stats.power * 3; timeline = { [0] = function(s,_,tl) sparkle(sorcery.lib.color(120,255,30), s, 30 * tl, tl, 0.3,1.4, ctx.heading.eyeheight*1.1) end }; sounds = { [0] = { sound = 'sorcery_disjoin', pos = 'caster' }; [1] = { sound = 'sorcery_powerdown', pos = 'caster' }; }; } end }; diamond = { name = 'Mundanity'; desc = 'Strip away the effects of all active potions and spells in your immediate vicinity, leaving adversaries without their magicks to enhance and protect them, and allies free of any curses they may be hobbled by -- and, of course, vice versa'; ................................................................................ }; } }; repulse = { name = 'Repulse'; tone = {0,180,235}; minpower = 1; rarity = 7; amulets = { amethyst = { name = 'Hurling'; desc = 'Wielding this amulet, a mere flick of your fingers will lift any target of your choice bodily into the air and press upon them with tremendous repulsive force, throwing them like a hapless ragdoll out of your path'; cast = function(ctx) if not (ctx.target and ctx.target.type == 'object') then return false end local tgt = ctx.target.ref local line = vector.subtract(ctx.caster:get_pos(), tgt:get_pos()) -- direction vector from target to caster print('line',dump(line)) local dir,mag = sorcery.lib.math.vsep(line) if mag > 6 then return false end -- no cheating! local force = 20 + (ctx.stats.power * 2.5) minetest.sound_play('sorcery_hurl',{pos=tgt:get_pos()},true) local immortal = tgt:get_luaentity():get_armor_groups().immortal or 0 if minetest.is_player(tgt) or immortal == 0 then tgt:punch(ctx.caster, 1, { ................................................................................ desc = 'Lift yourself high into the air with a blast of violent repulsive force against the ground, and drift down safely to a position of your choice'; cast = function(ctx) local power = 14 * (1+(ctx.stats.power * 0.2)) minetest.sound_play('sorcery_hurl',{object=ctx.caster},true) sorcery.spell.cast { caster = ctx.caster; subjects = {{player=ctx.caster}}; duration = power * 0.25; timeline = { [0] = function(s,_,tl) sparktrail(s.visual_subjects,ctx.caster,sorcery.lib.color(255,252,93)) ctx.caster:add_velocity{y=power;x=0,z=0} s.affect { duration = power * 0.25; raise = 2; fall = (power * 0.25) * 0.3; impacts = { gravity = 0.1; }; } end; }; } end; }; sapphire = { name = 'Flinging'; desc = 'Toss an enemy violently into the air, and allow the inevitable impact to do your dirty work for you'; }; emerald = { name = 'Shockwave'; desc = 'Let loose a stream of concussive force that slams into everything in your path and sends them hurtling away from you'; }; luxite = { name = 'Repulsive Aura'; ................................................................................ }; }; }; obliterate = { name = 'Obliterate'; tone = {255,0,10}; minpower = 5; rarity = 30; amulets = { amethyst = { name = 'Sapping'; desc = 'Punch a hole in enemy fortifications big enough to slip through but small enough to avoid immediate attention'; }; ruby = { name = 'Shattering'; ................................................................................ local bolt = minetest.add_entity(vector.add(heading.pos,vector.multiply(heading.yaw,2.5)),'sorcery:spell_projectile_flamebolt') bolt:set_rotation(heading.yaw) bolt:get_luaentity()._blastradius = radius bolt:set_velocity(vel) end; }; luxite = { name = 'Lethal Aura'; desc = 'For a time, anyone who approaches you, whether friend or foe, will suffer immediate retaliation as they are quickly sapped of their life force'; }; mese = { name = 'Cataclysm'; desc = 'Use this amulet once to pick a target, then visit devastation upon it from afar with a mere snap of your fingers'; }; diamond = { name = 'Killing'; mingrade = 4; desc = 'Wield this amulet against a foe to instantly snuff the life out of their mortal form, regardless of their physical protections.'; cast = function(ctx) if not (ctx.target and ctx.target.type == 'object') then return false end ................................................................................ }; }; }; excavate = { name = 'Excavate'; tone = {0,68,235}; minpower = 3; rarity = 60; amulets = { sapphire = { name = 'Tunnelling'; desc = 'Carve a long tunnel ahead of you into the rock'; }; emerald = { name = 'Boring'; desc = 'Release the force of this amulet to punch a deep borehole down into the earth below'; } }; }; genesis = { name = 'Genesis'; tone = {235,0,175}; minpower = 5; rarity = 50; amulets = { mese = { name = 'Duplication'; desc = 'Generate a copy of any object or item, no matter how common or rare'; }; }; }; luminate = { name = 'Luminate'; tone = {255,194,0}; minpower = 1; rarity = 25; amulets = { luxite = { name = 'Glow'; desc = 'Swathe yourself in an aura of sparkling radiance, casting light upon all the dark places where you voyage'; }; diamond = { name = 'Radiance'; ................................................................................ }; }; }; dominate = { name = 'Dominate'; tone = {235,0,228}; minpower = 4; rarity = 40; amulets = { amethyst = { name = 'Suffocation'; desc = 'Wrap this spell tightly around your victim\'s throat, cutting off their oxygen until you release them.'; }; emerald = { name = 'Caging'; desc = 'Trap your victim in an impenetrable field of force, leaving them with no way out but translocation or waiting for the field to release them'; }; ruby = { name = 'Exsanguination'; desc = 'Rip the life force out of another, leaving them on the brink of death, and use it to mend your own wounds and invigorate your being'; cast = function(ctx) if not (ctx.target and ctx.target.type == 'object') then return false end local tgt = ctx.target.ref local takefac = math.min(99,50 + (ctx.stats.power * 5)) / 100 local dmg = tgt:get_hp() * takefac print("!!! dmg calc",takefac,dmg,tgt:get_hp()) local numhits = math.random(6,10+ctx.stats.power/2) local function dohit(hitsleft) if tgt == nil or tgt:get_properties() == nil then return end tgt:punch(ctx.caster, 1, { full_punch_interval = 1; damage_groups = { fleshy = dmg / numhits } |
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-- a rune is an abstract object created by a runeforge, which can be -- applied to an amulet in order to imbue that amulet with unique -- and fearsome powers. the specific spell depends on the stone the -- rune is applied to, and not all runes can necessarily be applied -- to all stones. local sparkle_region = function(s) s.spell.visual_subjects { amount = s.amt, time = s.time, -- attached = s; minpos = s.minpos; maxpos = s.maxpos; minvel = { x = -0.4, y = -0.2, z = -0.4 }; maxvel = { x = 0.4, y = 0.2, z = 0.4 }; minacc = { x = -0.5, y = -0.4, z = -0.5 }; maxacc = { x = 0.5, y = 0.4, z = 0.5 }; minexptime = 1.0*(s.length or 1), maxexptime = 2.0 * (s.length or 1); minsize = s.minsize, maxsize = s.maxsize, glow = 14; texture = (s.img or sorcery.vfx.glowspark(s.color)):render(); animation = { type = 'vertical_frames'; aspect_w = 16, aspect_h = 16; length = 0.1 + (s.length or 1)*2; }; } end local sparkle = function(color, spell, amt,time,minsize,maxsize,sh) sparkle_region { spell = spell; amt = amt, time = time, color = color; minsize = minsize, maxsize = maxsize; minpos = { x = -0.3, y = -0.5, z = -0.3 }; maxpos = { x = 0.3, y = sh*1.1, z = 0.3 }; } end local sparktrail = function(fn,tgt,color,time) return (fn or minetest.add_particlespawner)({ amount = 240, time = time or 1, attached = tgt; minpos = {x = -0.4, y = -0.5, z = -0.4}; maxpos = {x = 0.4, y = tgt:get_properties().eye_height or 0.5, z = 0.4}; minacc = {x = 0.0, y = 0.05, z = 0.0}; maxacc = {x = 0.0, y = 0.15, z = 0.0}; minexptime = 1.5, maxexptime = 5; minsize = 0.5, maxsize = 2.6, glow = 14; texture = sorcery.vfx.glowspark(color):render(); ................................................................................ }); end return { translocate = { name = 'Translocate'; tone = {0,235,233}; minpower = 3; rarity = 10; amulets = { amethyst = { name = 'Joining'; desc = 'Give this amulet to another and they can arrive safely at your side in a flash from anywhere in the world — though returning whence they came may be a more difficult matter'; apply = function(ctx) local maker = ctx.user:get_player_name() ctx.meta:set_string('rune_join_target',maker) ................................................................................ else local pos = minetest.string_to_pos(ctx.meta:get_string('rune_return_dest')) ctx.meta:set_string('rune_return_dest','') local subjects = { ctx.caster } local center = ctx.caster:get_pos() ctx.sparkle = false local delay = math.max(3,10 - ctx.stats.power) + 3*(math.random()*2-1) if ctx.amulet.frame == 'tungsten' then delay = delay * 0.5 end for _,s in pairs(subjects) do local offset = vector.subtract(s:get_pos(), center) local pt = sorcery.lib.node.get_arrival_point(vector.add(pos,offset)) if pt then -- minetest.sound_play('sorcery_stutter', { -- object = s, gain = 0.8; -- },true) ................................................................................ minetest.sound_play('sorcery_zap', { pos = s:get_pos(), gain = 0.4 },true) sorcery.vfx.body_sparkle(nil,sorcery.lib.color(20,255,120),2,s:get_pos()) s:set_pos(pt) sorcery.vfx.body_sparkle(s,sorcery.lib.color(20,120,255),2) end; }; sounds = { [0] = { sound = 'sorcery_stutter', pos = 'subjects' }; }; } end end end end; frame = { tungsten = { name = 'Quick Return'; desc = 'Use this amulet once to bind it to a particular place, then discharge its spell to translocate yourself rapidly back to that point from anywhere in the world.'; }; iridium = { name = 'Mass Return'; desc = 'Use this amulet once to bind it to a particular place, then carry yourself and everyone around you back to that point in a flash simply by using it again'; }; }; }; emerald = { ................................................................................ }; }; }; disjoin = { name = 'Disjoin'; tone = {159,235,0}; minpower = 4; rarity = 40; amulets = { sapphire = { name = 'Unsealing'; desc = 'Wielding this amulet, a touch of your hand will unravel even the mightiest protective magics, leaving doors unsealed and walls free to tear down'; }; amethyst = { name = 'Purging'; ................................................................................ name = 'Nullification'; desc = 'Not only will your victim\'s spells be nullified, but all enchanted objects they carry will be stripped of their power — or possibly even destroyed outright'; }; }; }; luxite = { name = 'Disjunctive Aura'; desc = 'For a time, all magic undertaken in your vicinity will fail totally — including your own'; cast = function(ctx) local h = ctx.heading.eyeheight*1.1 sorcery.spell.cast { caster = ctx.caster, attach = 'caster'; subjects = {{player=ctx.caster}}; disjunction = true, range = 4 + ctx.stats.power; duration = 10 + ctx.stats.power * 3; timeline = { [0] = function(s,_,tl) local ttns = 0.8 local vel = s.range / ttns s.visual_caster { amount = 300, time = ttns, glow = 14; texture = sorcery.lib.image('sorcery_sputter.png'):glow(sorcery.lib.color(160,255,80)):render(); minpos = { x = -0.0, y = h*0.5,z = -0.0 }; maxpos = { x = 0.0, y = h*0.5,z = 0.0 }; minvel = { x = -vel, y = -0.0, z = -vel }; maxvel = { x = vel, y = 0.0, z = vel }; minacc = { x = -0.2, y = -0.0, z = -0.2 }; maxacc = { x = 0.2, y = 0.0, z = 0.2 }; minexptime = ttns, maxexptime = ttns * 2; minsize = 0.2, maxsize = 4.5; animation = { type = 'vertical_frames', length = 0.1 + ttns*2; aspect_w = 16, aspect_h = 16; } } end; [{whence=0,secs=0.8}] = function(s,te,tl) local range = s.range sparkle_region { spell = s, amt = 150*tl, time = tl; minsize = 1, maxsize = 8.4; minpos = { x = 0-range, y = -0.5, z = 0-range }; maxpos = { x = range, y = h, z = range }; img = sorcery.lib.image('sorcery_flicker.png'):glow(sorcery.lib.color(120,255,30)); } end; }; sounds = { [0.00] = {sound='sorcery_disjoin', where='caster'}; [{whence=0,secs=0.8}] = { sound='sorcery_disjoin_bg', where='subjects'; gain=0.5, stop = {whence=1,secs=-1.5} }; [1.00] = {sound='sorcery_powerdown', where='caster'}; }; } end }; diamond = { name = 'Mundanity'; desc = 'Strip away the effects of all active potions and spells in your immediate vicinity, leaving adversaries without their magicks to enhance and protect them, and allies free of any curses they may be hobbled by -- and, of course, vice versa'; ................................................................................ }; } }; repulse = { name = 'Repulse'; tone = {0,180,235}; minpower = 1; rarity = 5; amulets = { amethyst = { name = 'Hurling'; desc = 'Wielding this amulet, a mere flick of your fingers will lift any target of your choice bodily into the air and press upon them with tremendous repulsive force, throwing them like a hapless ragdoll out of your path'; cast = function(ctx) if not (ctx.target and ctx.target.type == 'object') then return false end local tgt = ctx.target.ref local line = vector.subtract(ctx.caster:get_pos(), tgt:get_pos()) -- direction vector from target to caster local dir,mag = sorcery.lib.math.vsep(line) if mag > 6 then return false end -- no cheating! local force = 20 + (ctx.stats.power * 2.5) minetest.sound_play('sorcery_hurl',{pos=tgt:get_pos()},true) local immortal = tgt:get_luaentity():get_armor_groups().immortal or 0 if minetest.is_player(tgt) or immortal == 0 then tgt:punch(ctx.caster, 1, { ................................................................................ desc = 'Lift yourself high into the air with a blast of violent repulsive force against the ground, and drift down safely to a position of your choice'; cast = function(ctx) local power = 14 * (1+(ctx.stats.power * 0.2)) minetest.sound_play('sorcery_hurl',{object=ctx.caster},true) sorcery.spell.cast { caster = ctx.caster; subjects = {{player=ctx.caster}}; duration = power * 0.30; timeline = { [0] = function(s,_,tl) sparktrail(s.visual_subjects,ctx.caster,sorcery.lib.color(255,252,93)) ctx.caster:add_velocity{y=power;x=0,z=0} s.affect { duration = power * 0.50; raise = 2; -- fall = (power * 0.25) * 0.3; impacts = { gravity = 0.1; }; } end; }; intervals = { {period = 0.2, after = {whence=0, secs=2}; fn = function(c) -- return gravity to normal once they touch down for si,sub in pairs(c.spell.subjects) do local p = sub.player:get_pos() for i=1,3 do local sum = vector.offset(p,0,-i,0) if not sorcery.lib.node.is_air(sum) then c.spell.release_subject(si) if #c.spell.subjects == 0 then return false end break end end end end}; }; } end; }; sapphire = { name = 'Flinging'; desc = 'Toss an enemy violently into the air, and allow the inevitable impact to do your dirty work for you'; cast = function(ctx) if not (ctx.target and ctx.target.type == 'object') then return false end local tgt = ctx.target.ref local power = 16 * (1+(ctx.stats.power * 0.2)) minetest.sound_play('sorcery_hurl',{object=ctx.caster},true) sorcery.spell.cast { caster = ctx.caster; subjects = {{player=tgt}}; duration = 4; timeline = { [0] = function(s,_,tl) for _,sub in pairs(s.subjects) do local height = (sub.player:get_properties().eye_height or 1)*1.3 local scenter = vector.add(sub.player:get_pos(), {x=0,y=height/2,z=0}) for i=1,math.random(64,128) do local high = (height+0.8)*math.random() - 0.8 local far = (high >= -0.5 and high <= height) and (math.random() * 0.3 + 0.4) or (math.random() * 0.5) local yaw = {x=0, y = math.random()*100, z=0} local po = vector.rotate({x=far,y=high,z=0}, yaw) local ppos = vector.add(po,sub.player:get_pos()) local dir = vector.direction(ppos,scenter) local vel = math.random() * 0.8 + 0.4 minetest.add_particle { pos = ppos; velocity = vector.multiply(dir,vel); expirationtime = far / vel; size = math.random()*2.4 + 0.6; texture = sorcery.lib.image('sorcery_sputter.png'):glow(sorcery.lib.color{ hue = math.random(41,63); saturation = 100; luminosity = 0.5 + math.random()*0.3; }):render(); glow = 14; animation = { type = 'vertical_frames', length = far/vel; aspect_w = 16, aspect_h = 16; }; } end end end; [0.3] = function(s,te,tl) sparktrail(s.visual_subjects,ctx.caster,sorcery.lib.color(255,252,93)) for _,sub in pairs(s.subjects) do sub.player:add_velocity{y=power;x=0,z=0} end end; [1] = (ctx.amulet.frame == 'cobalt') and function(s,te,tl) -- TODO add visuals for _,sub in pairs(s.subjects) do sub.player:add_velocity{y=-power*2;x=0,z=0} end end or nil; }; sounds = { [0.3] = { sound = 'sorcery_hurl'; where = 'subjects'; ephemeral = true; }; [1] = (ctx.amulet.frame == 'cobalt') and { sound = 'sorcery_hurl'; where = 'subjects'; ephemeral = true; } or nil; }; }; end; frame = { cobalt = { name = 'Crushing'; desc = 'Toss an enemy violently into the air, then bring them crashing down to earth with bone-shattering force'; }; iridium = { name = 'Mass Flinging'; desc = 'Send everyone around you hurtling into the sky, and allow the inevitable impact to do your dirty work for you'; }; }; }; emerald = { name = 'Shockwave'; desc = 'Let loose a stream of concussive force that slams into everything in your path and sends them hurtling away from you'; }; luxite = { name = 'Repulsive Aura'; ................................................................................ }; }; }; obliterate = { name = 'Obliterate'; tone = {255,0,10}; minpower = 5; rarity = 35; amulets = { amethyst = { name = 'Sapping'; desc = 'Punch a hole in enemy fortifications big enough to slip through but small enough to avoid immediate attention'; }; ruby = { name = 'Shattering'; ................................................................................ local bolt = minetest.add_entity(vector.add(heading.pos,vector.multiply(heading.yaw,2.5)),'sorcery:spell_projectile_flamebolt') bolt:set_rotation(heading.yaw) bolt:get_luaentity()._blastradius = radius bolt:set_velocity(vel) end; }; luxite = { name = 'Cataclysmic Aura'; desc = 'A storm of destructive force rages about you as you stand untouched, the master of its voracious dark energies'; }; mese = { name = 'Cataclysm'; desc = 'Use this amulet once to pick a target, then visit devastation upon it from afar whenever you so will with a mere snap of your fingers'; }; diamond = { name = 'Killing'; mingrade = 4; desc = 'Wield this amulet against a foe to instantly snuff the life out of their mortal form, regardless of their physical protections.'; cast = function(ctx) if not (ctx.target and ctx.target.type == 'object') then return false end ................................................................................ }; }; }; excavate = { name = 'Excavate'; tone = {0,68,235}; minpower = 3; rarity = 30; amulets = { luxite = { name = 'Stonestride'; desc = 'Rock walls will open up before you when you brandish this amulet before them, closing up again behind you without leaving a trace of your passage'; }; sapphire = { name = 'Tunnelling'; desc = 'Carve a long tunnel ahead of you into the rock and dirt'; cast = function(ctx) if ctx.target.type ~= 'node' then return false end local allowed = { ['default:stone'] = true; ['default:desert_stone'] = true; ['default:dirt'] = true; ['default:gravel'] = true; } if allowed[minetest.get_node(ctx.target.under).name] ~= true then return false end local timeline,sounds = {}, {} local tunnel_depth = math.random(5,9) * ctx.stats.power local cname = ctx.caster:get_player_name() local cut = function(step,s,te,tl) local smash = function(pos) if not allowed[minetest.get_node(pos).name] then return end if minetest.is_protected(pos, cname) then return end s.visual { amount = math.random(32,48), time = 0.2, glow = 14; texture = sorcery.lib.image('sorcery_spark.png'):glow(sorcery.lib.color(10,20,255)):render(); minpos = vector.subtract(pos, {x=0.5,y=0.5,z=0.5}); maxpos = vector.add (pos, {x=0.5,y=0.5,z=0.5}); minvel = {x = -0.3, y = -0.3, z = -0.3}; maxvel = {x = 0.3, y = 0.3, z = 0.3}; minacc = {x = -0.6, y = -0.6, z = -0.6}; maxacc = {x = 0.6, y = 0.6, z = 0.6}; minexptime = 0.4, maxexptime = 1.2; minsize = 0.3, maxsize = 1.2; animation = { type = 'vertical_frames', length = 1.3; aspect_w = 16, aspect_h = 16; }; } minetest.dig_node(pos) if math.random(5) == 1 then minetest.set_node(pos, {name='sorcery:air_flash_' .. tostring(math.random(10))}) end -- TODO visuals end local r = s.tunnel_radius local yaw = {x=0,y=s.tunnel_angle,z=0} s.visual { amount = 16, time = 3, glow = 14; texture = sorcery.lib.image('sorcery_sparking.png'):glow(sorcery.lib.color(20,60,255)):render(); minpos = vector.subtract(s.anchor, {x=r,y=r,z=r}); maxpos = vector.add (s.anchor, {x=r,y=r,z=r}); minvel = {x = -0.1, y = -0.1, z = -0.1}; maxvel = {x = 0.1, y = 0.1, z = 0.1}; minexptime = 1.0, maxexptime = 1.4; minsize = 1.5, maxsize = 4; animation = { type = 'vertical_frames', length = 1.5; aspect_w = 64, aspect_h = 64; }; } for x=-r,r do for y=-r,r do local xs = x < 0 and -1 or 1 local ys = y < 0 and -1 or 1 if x^2 + y^2 <= r^2 then if (x+xs)^2 + y^2 > r^2 or (y+ys)^2 + x^2 > r^2 then -- we're right at the edge - make a mess if math.random(5) == 1 then goto skip end end local p = vector.add(s.anchor,vector.rotate({x=x,y=y,z=0},yaw)) smash(p) end ::skip::end end -- if math.random(1,10) == 1 then -- s.tunnel_angle = s.tunnel_angle + math.random(-0.05,0.05) -- yaw.y = s.tunnel_angle -- end if math.random(1,21) == 1 then s.tunnel_radius = math.min(6,math.max(3,s.tunnel_radius + math.random(-1,1))) end local dir = vector.rotate({x=0,y=0,z=1},yaw) if sorcery.lib.math.vdcomp(1, dir) < 1 then dir = vector.normalize(dir) end s.anchor = vector.add(s.anchor,dir) end local tp = 0 for i=1,tunnel_depth do local now = {whence=0,secs=tp} timeline[now] = function(...) cut(i,...) end sounds[now] = { sound='sorcery_crunch', where='pos'; ephemeral=true, gain = math.random(3,10) * 0.1; } tp = tp + (math.random(2,5) * 0.1) end sounds[1] = {sound='sorcery_powerdown', where='pos'} sorcery.spell.cast { caster = ctx.caster; duration = tp; timeline = timeline, sounds = sounds; -- spell state anchor = ctx.target.under; tunnel_angle = ctx.caster:get_look_horizontal(); tunnel_radius = math.floor(math.random(3,5) * (ctx.stats.power * 0.1)); } end; }; emerald = { name = 'Boring'; desc = 'Release the force of this amulet to punch a deep borehole down into the earth below'; }; amethyst = { name = 'Shaftcutting'; desc = 'Cut a wide shaft up into the ceiling of a cavern'; }; }; }; genesis = { name = 'Genesis'; tone = {235,0,175}; minpower = 5; rarity = 25; amulets = { mese = { mingrade = 4; name = 'Duplication'; desc = 'Generate a copy of any object or item, no matter how common or rare'; }; }; }; luminate = { name = 'Luminate'; tone = {255,194,0}; minpower = 1; rarity = 5; amulets = { luxite = { name = 'Glow'; desc = 'Swathe yourself in an aura of sparkling radiance, casting light upon all the dark places where you voyage'; }; diamond = { name = 'Radiance'; ................................................................................ }; }; }; dominate = { name = 'Dominate'; tone = {235,0,228}; minpower = 4; rarity = 20; amulets = { amethyst = { name = 'Suffocation'; desc = 'Wrap this spell tightly around your victim\'s throat, cutting off their oxygen until you release them.'; }; emerald = { name = 'Caging'; desc = 'Trap your victim in an impenetrable field of force, leaving them with no way out but translocation or waiting for the field to release them'; }; luxite = { name = 'Vampiric Aura'; desc = 'For a time, anyone who approaches you, whether friend or foe, will suffer immediate retaliation as they are quickly sapped of their vital force in order to replenish your own'; }; ruby = { name = 'Exsanguination'; desc = 'Rip the life force out of another, leaving them on the brink of death, and use it to mend your own wounds and invigorate your being'; cast = function(ctx) if not (ctx.target and ctx.target.type == 'object') then return false end local tgt = ctx.target.ref local takefac = math.min(99,50 + (ctx.stats.power * 5)) / 100 local dmg = tgt:get_hp() * takefac local numhits = math.random(6,10+ctx.stats.power/2) local function dohit(hitsleft) if tgt == nil or tgt:get_properties() == nil then return end tgt:punch(ctx.caster, 1, { full_punch_interval = 1; damage_groups = { fleshy = dmg / numhits } |
Modified displacer.lua from [e06af858b3] to [ec3123df49].
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on_metadata_inventory_put = function(pos)
minetest.get_node_timer(pos):start(1)
end;
on_timer = function(pos,delta)
local meta = minetest.get_meta(pos)
if not meta:contains('active-device') then return false end
local inv = meta:get_inventory()
if inv:is_empty('cache') then return false end
local dev = gettxr(pos)
local active = minetest.string_to_pos(meta:get_string('active-device'))
local ad
................................................................................
if ad.partner then
remote = gettxr(ad.partner)
elseif ad.code then
local net = sorcery.farcaster.junction(pos,constants.xmit_wattage)
for _,n in pairs(net) do
for _,d in pairs(n.caps.net.devices.consume) do
if d.id == 'sorcery:displacer' then
local t = gettxr(d.pos)
for _,d in pairs(t.connections) do
if d.mode == 'receive' and d.code then
local match = true
for i=1,#d.code do
if d.code[i] ~= ad.code[i] then
match = false break
end
end
if match then
remote = t
break
end
end
end
end
if remote then break end
end
if remote then break end
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on_metadata_inventory_put = function(pos) minetest.get_node_timer(pos):start(1) end; on_timer = function(pos,delta) local meta = minetest.get_meta(pos) if not meta:contains('active-device') then return false end local probe = sorcery.spell.probe(pos) if probe.disjunction then return true end local inv = meta:get_inventory() if inv:is_empty('cache') then return false end local dev = gettxr(pos) local active = minetest.string_to_pos(meta:get_string('active-device')) local ad ................................................................................ if ad.partner then remote = gettxr(ad.partner) elseif ad.code then local net = sorcery.farcaster.junction(pos,constants.xmit_wattage) for _,n in pairs(net) do for _,d in pairs(n.caps.net.devices.consume) do if d.id == 'sorcery:displacer' then local dp = sorcery.spell.probe(d.pos) if not dp.disjunction then local t = gettxr(d.pos) for _,d in pairs(t.connections) do if d.mode == 'receive' and d.code then local match = true for i=1,#d.code do if d.code[i] ~= ad.code[i] then match = false break end end if match then remote = t break end end end end end if remote then break end end if remote then break end |
Modified enchanter.lua from [b41a4d81d6] to [5ad2e81269].
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if puncher == nil then return end -- i don't know why -- this is necessary but you get rare crashes without it -- perform leyline checks and call notify if necessary if minetest.get_item_group(node.name, 'sorcery_ley_device') ~= 0 then sorcery.lib.node.notifyneighbors(pos) end -- we're goint to do something VERY evil here and -- replace the air with a "glow-air" that removes -- itself after a short period of time, to create -- a flash of light when an enchanted tool's used -- to dig out a node local tool = puncher:get_wielded_item() |
> > > > > |
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if puncher == nil then return end -- i don't know why -- this is necessary but you get rare crashes without it -- perform leyline checks and call notify if necessary if minetest.get_item_group(node.name, 'sorcery_ley_device') ~= 0 then sorcery.lib.node.notifyneighbors(pos) end -- is there an active disjunction in effect here? -- if so, return immediately and perform no magic local probe = sorcery.spell.probe(pos) if probe.disjunction then return end -- we're goint to do something VERY evil here and -- replace the air with a "glow-air" that removes -- itself after a short period of time, to create -- a flash of light when an enchanted tool's used -- to dig out a node local tool = puncher:get_wielded_item() |
Modified forcefield.lua from [a330742505] to [2ecc37ddb4].
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}; on_construct = function(pos) minetest.get_node_timer(pos):start(1) end; on_timer = function(pos,delta) local orientation = math.floor(minetest.get_node(pos).param2 / 4) local costs = calc_cost(pos,delta) local l = sorcery.ley.netcaps(pos,delta) if l.self.powerdraw >= costs.mincost then local dist = l.self.powerdraw / (constants.cost_per_barrier * delta) for i=1,math.floor(dist) do local t = costs.targets[i] local str = math.min(0xFF,t[2] + 50*delta); minetest.swap_node(t[1], { name = 'sorcery:air_barrier_' .. math.max(1, math.floor(10*(str/0xFF))); param2 = str; }) minetest.get_node_timer(t[1]):start(1) end local pn = vector.add(pos, vector.divide(costs.aim,2)); local pp = vector.add(pn, pofstbl[orientation]) pn = vector.subtract(pn, pofstbl[orientation]) minetest.add_particlespawner { |
> > > > | | | | | > |
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}; on_construct = function(pos) minetest.get_node_timer(pos):start(1) end; on_timer = function(pos,delta) local orientation = math.floor(minetest.get_node(pos).param2 / 4) local costs = calc_cost(pos,delta) local probe = sorcery.spell.probe(pos) if probe.disjunction then return true end local l = sorcery.ley.netcaps(pos,delta) if l.self.powerdraw >= costs.mincost then local dist = l.self.powerdraw / (constants.cost_per_barrier * delta) for i=1,math.floor(dist) do local t = costs.targets[i] local str = math.min(0xFF,t[2] + 50*delta); local fprobe = sorcery.spell.probe(t[1]) if not fprobe.disjunction then minetest.swap_node(t[1], { name = 'sorcery:air_barrier_' .. math.max(1, math.floor(10*(str/0xFF))); param2 = str; }) minetest.get_node_timer(t[1]):start(1) end end local pn = vector.add(pos, vector.divide(costs.aim,2)); local pp = vector.add(pn, pofstbl[orientation]) pn = vector.subtract(pn, pofstbl[orientation]) minetest.add_particlespawner { |
Modified gems.lua from [58885d2bb0] to [42c4d86138].
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-- implement this logic themselves (for instance to check a range) if (probe.disjunction and not sp.ignore_disjunction) then return nil end local ctx = { caster = user; target = target; stats = stats; amulet = stack; meta = stack:get_meta(); -- avoid spell boilerplate color = sorcery.lib.color(sp.tone); today = minetest.get_day_count(); probe = probe; heading = { pos = user:get_pos(); yaw = user:get_look_dir(); ................................................................................ angle = user:get_look_horizontal(); eyeheight = user:get_properties().eye_height; }; sound = "xdecor_enchanting"; --FIXME make own sounds sparkle = true; } print('casting') local res = sp.cast(ctx) if res == nil or res == true then minetest.sound_play(ctx.sound, { pos = user:get_pos(); gain = 1; }) ................................................................................ end if res == nil then if not minetest.check_player_privs(user, 'sorcery:infinirune') then sorcery.amulet.setrune(stack) end end return ctx.amulet end; minetest.register_craftitem(amuletname, { description = sorcery.lib.str.capitalize(name) .. ' amulet'; inventory_image = img_sparkle:blit(img_stone):render(); wield_scale = { x = 0.6, y = 0.6, z = 0.6 }; groups = { sorcery_amulet = 1 }; on_use = useamulet; |
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-- implement this logic themselves (for instance to check a range) if (probe.disjunction and not sp.ignore_disjunction) then return nil end local ctx = { caster = user; target = target; stats = stats; wield = stack; amulet = stack:get_definition()._sorcery.amulet; meta = stack:get_meta(); -- avoid spell boilerplate color = sorcery.lib.color(sp.tone); today = minetest.get_day_count(); probe = probe; heading = { pos = user:get_pos(); yaw = user:get_look_dir(); ................................................................................ angle = user:get_look_horizontal(); eyeheight = user:get_properties().eye_height; }; sound = "xdecor_enchanting"; --FIXME make own sounds sparkle = true; } local res = sp.cast(ctx) if res == nil or res == true then minetest.sound_play(ctx.sound, { pos = user:get_pos(); gain = 1; }) ................................................................................ end if res == nil then if not minetest.check_player_privs(user, 'sorcery:infinirune') then sorcery.amulet.setrune(stack) end end return ctx.wield end; minetest.register_craftitem(amuletname, { description = sorcery.lib.str.capitalize(name) .. ' amulet'; inventory_image = img_sparkle:blit(img_stone):render(); wield_scale = { x = 0.6, y = 0.6, z = 0.6 }; groups = { sorcery_amulet = 1 }; on_use = useamulet; |
Modified gravitator.lua from [8ccd951dd6] to [64c5633477].
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};
on_construct = function(pos)
setmeta(pos,'off')
end;
on_timer = function(pos)
if p.color == nil then return false end
local vee = {x=0,y=-1,z=0};
minetest.add_particlespawner {
amount = 128;
time = 4;
minpos = vector.subtract(pos,radius);
maxpos = vector.add(pos,radius);
minvel = vector.multiply(vee, p.factor*0.5);
maxvel = vector.multiply(vee, p.factor);
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> > > | |
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}; on_construct = function(pos) setmeta(pos,'off') end; on_timer = function(pos) if p.color == nil then return false end local probe = sorcery.spell.probe(pos) if probe.disjunction then return true end local vee = {x=0,y=-1,z=0} minetest.add_particlespawner { amount = 128; time = 4; minpos = vector.subtract(pos,radius); maxpos = vector.add(pos,radius); minvel = vector.multiply(vee, p.factor*0.5); maxvel = vector.multiply(vee, p.factor); |
Modified harvester.lua from [ae53588867] to [da59e16e73].
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}; on_timer = function(pos,elapse) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() if inv:is_empty('charge') then return false end local put_in_hopper = sorcery.lib.node.discharger(pos) local discharge = function(item,idx) inv:set_stack('charge',idx,put_in_hopper(item)) end local ley = sorcery.ley.estimate(pos) local charged = false |
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}; on_timer = function(pos,elapse) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() if inv:is_empty('charge') then return false end local probe = sorcery.spell.probe(pos) if probe.disjunction then return true end local put_in_hopper = sorcery.lib.node.discharger(pos) local discharge = function(item,idx) inv:set_stack('charge',idx,put_in_hopper(item)) end local ley = sorcery.ley.estimate(pos) local charged = false |
Modified infuser.lua from [13d8509748] to [c4c14b0c08].
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local infuser_timer = function(pos, elapsed) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local infusion = inv:get_list('infusion') local potions = inv:get_list('potions') local elixir = infusion[1]:get_definition() local potionct = 0 do local ingredient -- *eyeroll* if infusion[1]:is_empty() then goto cancel end ingredient = infusion[1]:get_name() for i = 1,#potions do |
> > > |
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local infuser_timer = function(pos, elapsed) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local infusion = inv:get_list('infusion') local potions = inv:get_list('potions') local elixir = infusion[1]:get_definition() local probe = sorcery.spell.probe(pos) if probe.disjunction then return true end local potionct = 0 do local ingredient -- *eyeroll* if infusion[1]:is_empty() then goto cancel end ingredient = infusion[1]:get_name() for i = 1,#potions do |
Modified lib/image.lua from [680d9162e2] to [32e08434b2].
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end; transform = function(self, kind) return image.change(self, { fx = sorcery.lib.tbl.append(self.fx, {'transform' .. tostring(kind)}) }) end; } end; } return image |
> > |
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end;
transform = function(self, kind)
return image.change(self, {
fx = sorcery.lib.tbl.append(self.fx, {'transform' .. tostring(kind)})
})
end;
glow = function(self,color) return self:blit(self:multiply(color)) end;
} end;
}
return image
|
Added lib/math.lua version [80f52c4aaf].
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local fn = {} fn.vsep = function(vec) -- separate a vector into a direction + magnitude local magnitude = math.max(math.abs(vec.x), math.abs(vec.y), math.abs(vec.z)) local inv = 1 / magnitude return vector.multiply(vec,inv), magnitude end fn.vdcomp = function(dist,v1,v2) -- compare the distance between two points -- (cheaper than calculating distance outright) local d if v2 then d = vector.subtract(v1,v2) else d = v1 end local dsq = (d.x ^ 2) + (d.y ^ 2) + (d.z ^ 2) return dsq / (dist^2) -- [0,1) == less then -- 1 == equal -- >1 == greater than end return fn |
Modified portal.lua from [daf126a7a3] to [12b64fac56].
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local dev = portal_composition(pos)
if not dev then return false end
local dsp = portal_disposition(dev)
local crc = portal_circuit(pos)
local cap = sorcery.ley.netcaps(pos,delta)
local tune = sorcery.attunement.verify(pos)
local partner -- raw position of partner node, if any
if tune and tune.partner then
minetest.load_area(tune.partner)
-- we are attuned to a partner, but is it in the circuit?
for _,v in pairs(crc) do
if vector.equals(v.pos,tune.partner) then
partner = tune.partner
break
................................................................................
if cap.self.minpower ~= cap.self.powerdraw then return true end
-- clean out user table
for name,user in pairs(portal_context.users) do
if user and vector.equals(user.portal, pos) then
local found = false
for _,u in pairs(dsp.users) do
if u.object:get_player_name() == name then
found = true
end
end
if not found then
if user.sound then minetest.sound_fade(user.sound,1,0) end
portal_context.users[name] = nil
end
end
end
-- one user per pad only!
for _,n in pairs(dev.nodes) do
for _,u in pairs(dsp.users) do
if u.slot == n then
local pname = u.object:get_player_name()
if not portal_context.users[pname] then
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local dev = portal_composition(pos) if not dev then return false end local dsp = portal_disposition(dev) local crc = portal_circuit(pos) local cap = sorcery.ley.netcaps(pos,delta) local tune = sorcery.attunement.verify(pos) local partner -- raw position of partner node, if any local probe = sorcery.spell.probe(pos) if tune and tune.partner then minetest.load_area(tune.partner) -- we are attuned to a partner, but is it in the circuit? for _,v in pairs(crc) do if vector.equals(v.pos,tune.partner) then partner = tune.partner break ................................................................................ if cap.self.minpower ~= cap.self.powerdraw then return true end -- clean out user table for name,user in pairs(portal_context.users) do if user and vector.equals(user.portal, pos) then local found = false if not probe.disjunction then for _,u in pairs(dsp.users) do if u.object:get_player_name() == name then found = true end end end if not found then if user.sound then minetest.sound_fade(user.sound,1,0) end portal_context.users[name] = nil end end end if probe.disjunction then return true end -- one user per pad only! for _,n in pairs(dev.nodes) do for _,u in pairs(dsp.users) do if u.slot == n then local pname = u.object:get_player_name() if not portal_context.users[pname] then |
Modified runeforge.lua from [c8e0c3ac03] to [f2cf52d41a].
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}; _proto = { id = name, data = rune; }; }) end) for name,p in pairs(constants.phial_kinds) do local f = string.format local color = sorcery.lib.color(204,38,235) local fac = p.grade / 6 local id = f('phial_%s', name); sorcery.register_potion_tbl { name = id; label = f('%s Phial',p.name); desc = "A powerful liquid consumed in the operation of a rune forge. Its quality determines how fast new runes can be constructed and how much energy is required by the process."; color = color:brighten(1 + fac*0.5); ................................................................................ frame = proto.frame; framestats = proto.frame and sorcery.data.metals[proto.frame].amulet; tone = sorcery.lib.color(rd.tone); base_spell = base_spell; } end local runeforge_update = function(pos,time) local m = minetest.get_meta(pos) local i = m:get_inventory() local l = sorcery.ley.netcaps(pos,time or 1) local pow_min = l.self.powerdraw >= l.self.minpower local pow_max = l.self.powerdraw >= l.self.maxpower local has_phial = function() return not i:is_empty('phial') end if time and has_phial() and pow_min then -- roll for runes local int, powerfac = calc_phial_props(i:get_stack('phial',1)) local rolls = math.floor(time/int) local newrunes = {} for _=1,rolls do local choices = {} for name,rune in pairs(sorcery.data.runes) do print('considering',name) print('-- power',rune.minpower,(rune.minpower*powerfac)*time,'//',l.self.powerdraw,l.self.powerdraw/time,'free',l.freepower,'max',l.maxpower) if (rune.minpower*powerfac)*time <= l.self.powerdraw and math.random(rune.rarity) == 1 then local n = ItemStack(rune.item) choices[#choices + 1] = n end end if #choices > 0 then newrunes[#newrunes + 1] = choices[math.random(#choices)] end print('rune choices:',dump(choices)) print('me',dump(l.self)) end for _,r in pairs(newrunes) do if i:room_for_item('cache',r) and has_phial() then local qual = math.random(#constants.rune_grades) rune_set(r,{grade = qual}) i:add_item('cache',r) ................................................................................ list[context;phial;7.25,1.75;1,1;] list[context;refuse;8.50,1.75;1,1;] list[current_player;main;0.25,3;8,4;] image[0.25,0.50;1,1;sorcery_statlamp_%s.png] ]], (10.5 - constants.rune_cache_max*1.25)/2, constants.rune_cache_max, ((has_phial and pow_max) and 'green' ) or ((has_phial and pow_min) and 'yellow') or 'off') local ghost = function(slot,x,y,img) if i:is_empty(slot) then spec = spec .. string.format([[ image[%f,%f;1,1;%s.png] ]], x,y,img) end end ................................................................................ allow_metadata_inventory_take = function(pos,list,idx,stack,user) if list == 'amulet' or list == 'wrench' then return 1 end if list == 'phial' or list == 'refuse' then return stack:get_count() end return 0 end; allow_metadata_inventory_move = function(pos, fl,fi, tl,ti, count, user) local inv = minetest.get_meta(pos):get_inventory() local wrench if not inv:is_empty('wrench') then wrench = inv:get_stack('wrench',1):get_definition()._proto end if fl == 'cache' then if tl == 'cache' then return 1 end if tl == 'active' and inv:is_empty('active') then print(dump(wrench)) if wrench and wrench.powers.imbue and not inv:is_empty('amulet') then local amulet = inv:get_stack('amulet',1) local rune = inv:get_stack(fl,fi) local runeid = rune:get_definition()._proto.id ................................................................................ return 1 end end end end end if fl == 'active' then if tl == 'cache' and wrench and (wrench.powers.extract or wrench.powers.purge) then return 1 end end return 0 end; }) do local m = sorcery.data.metals |
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}; _proto = { id = name, data = rune; }; }) end) for name,p in pairs(constants.phial_kinds) do local f = string.format local color = sorcery.lib.color(142,232,0) local fac = p.grade / 6 local id = f('phial_%s', name); sorcery.register_potion_tbl { name = id; label = f('%s Phial',p.name); desc = "A powerful liquid consumed in the operation of a rune forge. Its quality determines how fast new runes can be constructed and how much energy is required by the process."; color = color:brighten(1 + fac*0.5); ................................................................................ frame = proto.frame; framestats = proto.frame and sorcery.data.metals[proto.frame].amulet; tone = sorcery.lib.color(rd.tone); base_spell = base_spell; } end local runeforge_update = function(pos,time) local m = minetest.get_meta(pos) local i = m:get_inventory() local l = sorcery.ley.netcaps(pos,time or 1) local probe = sorcery.spell.probe(pos) local pow_min = l.self.powerdraw >= l.self.minpower local pow_max = l.self.powerdraw >= l.self.maxpower local has_phial = function() return not i:is_empty('phial') end if time and has_phial() and pow_min and not probe.disjunction then -- roll for runes local int, powerfac = calc_phial_props(i:get_stack('phial',1)) local rolls = math.floor(time/int) local newrunes = {} for _=1,rolls do local choices = {} for name,rune in pairs(sorcery.data.runes) do -- print('considering',name) -- print('-- power',rune.minpower,(rune.minpower*powerfac)*time,'//',l.self.powerdraw,l.self.powerdraw/time,'free',l.freepower,'max',l.maxpower) if (rune.minpower*powerfac)*time <= l.self.powerdraw and math.random(rune.rarity) == 1 then choices[#choices + 1] = rune end end if #choices > 0 then -- if multiple runes were rolled up, be nice to the player -- and pick the rarest one to give them local rare, choice = 0 for i,c in pairs(choices) do if c.rarity > rare then rare = c.rarity choice = c end end newrunes[#newrunes + 1] = ItemStack(choice.item) end -- print('rune choices:',dump(choices)) -- print('me',dump(l.self)) end for _,r in pairs(newrunes) do if i:room_for_item('cache',r) and has_phial() then local qual = math.random(#constants.rune_grades) rune_set(r,{grade = qual}) i:add_item('cache',r) ................................................................................ list[context;phial;7.25,1.75;1,1;] list[context;refuse;8.50,1.75;1,1;] list[current_player;main;0.25,3;8,4;] image[0.25,0.50;1,1;sorcery_statlamp_%s.png] ]], (10.5 - constants.rune_cache_max*1.25)/2, constants.rune_cache_max, ((not (has_phial and pow_min)) and 'off' ) or ( probe.disjunction and 'blue' ) or ((has_phial and pow_max) and 'green') or 'yellow') local ghost = function(slot,x,y,img) if i:is_empty(slot) then spec = spec .. string.format([[ image[%f,%f;1,1;%s.png] ]], x,y,img) end end ................................................................................ allow_metadata_inventory_take = function(pos,list,idx,stack,user) if list == 'amulet' or list == 'wrench' then return 1 end if list == 'phial' or list == 'refuse' then return stack:get_count() end return 0 end; allow_metadata_inventory_move = function(pos, fl,fi, tl,ti, count, user) local inv = minetest.get_meta(pos):get_inventory() local probe = sorcery.spell.probe(pos) local wrench if not inv:is_empty('wrench') then wrench = inv:get_stack('wrench',1):get_definition()._proto end if fl == 'cache' then if probe.disjunction then return 0 end if tl == 'cache' then return 1 end if tl == 'active' and inv:is_empty('active') then print(dump(wrench)) if wrench and wrench.powers.imbue and not inv:is_empty('amulet') then local amulet = inv:get_stack('amulet',1) local rune = inv:get_stack(fl,fi) local runeid = rune:get_definition()._proto.id ................................................................................ return 1 end end end end end if fl == 'active' then if probe.disjunction then return 0 end if tl == 'cache' and wrench and (wrench.powers.extract or wrench.powers.purge) then return 1 end end return 0 end; }) do local m = sorcery.data.metals |
Added sounds/sorcery_disjoin_bg.ogg version [b5199cb6ff].
cannot compute difference between binary files
Added sounds/sorcery_hurl.ogg version [36a1bec900].
cannot compute difference between binary files
Added sounds/sorcery_powerdown.ogg version [12cb1c05f3].
cannot compute difference between binary files
Added spell.lua version [cfeba0d2de].
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-- this file is used to track active spells, for the purposes of metamagic -- like disjunction. a "spell" is a table consisting of several properties: -- a "disjoin" function that, if present, is called when the spell is -- abnormally interrupted, a "terminate" function that calls when the spell -- completes, a "duration" property specifying how long the spell lasts in -- seconds, and a "timeline" table that maps floats to functions called at -- specific points during the function's activity. it can also have a -- 'delay' property that specifies how long to wait until the spell sequence -- starts; the spell is however still vulnerable to disjunction during this -- period. there can also be a sounds table that maps timepoints to sounds -- the same way timeline does. each value should be a table of form {sound, -- where}. the `where` field may contain one of 'pos', 'caster', 'subjects', or -- a vector specifying a position in the world, and indicate where the sound -- should be played. by default 'caster' and 'subjects' sounds will be attached -- to the objects they reference; 'attach=false' can be added to prevent this. -- by default sounds will be faded out quickly when disjunction occurs; this -- can be controlled by the fade parameter. -- -- spells can have various other properties, for instance 'disjunction', which -- when true prevents other spells from being cast in its radius while it is -- still in effect. disjunction is absolute; there is no way to overwhelm it. -- -- the spell also needs at least one of "anchor", "subjects", or "caster". -- * an anchor is a position that, in combination with 'range', specifies the area -- where a spell is in effect; this is used for determining whether it -- is affected by a disjunction that incorporates part of that position -- * subjects is an array of individuals affected by the spell. when -- disjunction is cast on one of them, they will be removed from the -- table. each entry should have at least a 'player' field; they can -- also contain any other data useful to the spell. if a subject has -- a 'disjoin' field it must be a function called when they are removed -- from the list of spell targets. -- * caster is the individual who cast the spell, if any. a disjunction -- against their person will totally disrupt the spell. local log = function(...) sorcery.log('spell',...) end -- FIXME saving object refs is iffy, find a better alternative sorcery.spell = { active = {} } local get_spell_positions = function(spell) local spellpos if spell.anchor then spellpos = {spell.anchor} elseif spell.attach then if spell.attach == 'caster' then spellpos = {spell.caster:get_pos()} elseif spell.attach == 'subjects' or spell.attach == 'both' then if spell.attach == 'both' then spellpos = {spell.caster:get_pos()} else spellpos = {} end for _,s in pairs(spell.subjects) do spellpos[#spellpos+1] = s.player:get_pos() end else spellpos = {spell.attach:get_pos()} end else assert(false) end return spellpos end local inspellrange = function(spell,pos,range) local spellpos = get_spell_positions(spell) for _,p in pairs(spellpos) do if vector.equals(pos,p) or (range and sorcery.lib.math.vdcomp(range, pos,p)<=1) or (spell.range and sorcery.lib.math.vdcomp(spell.range,p,pos)<=1) then return true end end return false end sorcery.spell.probe = function(pos,range) -- this should be called before any magical effects are performed. -- other mods can overlay their own functions to e.g. protect areas -- from magic local result = {} -- first we need to check if any active injunctions are in effect -- injunctions are registered as spells with a 'disjunction = true' -- property for id,spell in pairs(sorcery.spell.active) do if not (spell.disjunction and (spell.anchor or spell.attach)) then goto skip end if inspellrange(spell,pos,range) then result.disjunction = true break end ::skip::end -- at some point we might also check to see if certain anti-magic -- blocks are nearby or suchlike. there should also be regions where -- perhaps certain kinds of magic are unusually empowered or weak -- (perhaps drawing on leyline affinity) return result end sorcery.spell.disjoin = function(d) local spells,targets = {},{} if d.spell then spells = {{v=d.spell}} elseif d.target then targets = {d.target} elseif d.pos then -- find spells anchored here and people in range for id,spell in pairs(sorcery.spell.active) do if not spell.anchor then goto skip end -- this intentionally excludes attached spells if inspellrange(spell,d.pos,d.range) then spells[#spells+1] = {v=spell,i=id} end ::skip::end local ppl = minetest.get_objects_inside_radius(d.pos,d.range) if #targets == 0 then targets = ppl else for _,p in pairs(ppl) do targets[#targets+1] = p end end end -- iterate over targets to remove from any spell's influence for _,t in pairs(targets) do for id,spell in pairs(sorcery.spell.active) do if spell.caster == t then spells[#spells+1] = {v=spell,i=id} else for si, sub in pairs(spell.subjects) do if sub.player == t then if sub.disjoin then sub:disjoin(spell) end spell.release_subject(si) break end end end end end -- spells to disjoin entirely for _,s in pairs(spells) do local spell = s.v if spell.disjoin then spell:disjoin() end spell.abort() if s.i then sorcery.spell.active[s.i] = nil else for k,v in pairs(sorcery.spell.active) do if v == spell then sorcery.spell.active[k] = nil break end end end end end -- when a new spell is created, we analyze it and make the appropriate calls -- to minetest.after to queue up the events. each job returned needs to be -- saved in 'jobs' so they can be canceled if the spell is disjoined. no polling -- necessary :D sorcery.spell.cast = function(proto) local s = table.copy(proto) s.jobs = s.jobs or {} s.vfx = s.vfx or {} s.sfx = s.sfx or {} s.impacts = s.impacts or {} s.subjects = s.subjects or {} s.delay = s.delay or 0 s.visual = function(def,subj) s.vfx[#s.vfx + 1] = { handle = minetest.add_particlespawner(def); subject = subj; } end s.visual_caster = function(def) -- convenience function local d = table.copy(def) d.attached = s.caster s.visual(d) end s.visual_subjects = function(def) for _,sub in pairs(s.subjects) do local d = table.copy(def) d.attached = sub.player s.visual(d,sub) end end s.affect = function(i) local etbl = {} for _,sub in pairs(s.subjects) do local eff = late.new_effect(sub.player, i) local rec = { effect = eff; subject = sub; } s.impacts[#s.impacts+1] = rec etbl[#etbl+1] = rec end return etbl end s.abort = function() for _,j in ipairs(s.jobs) do j:cancel() end for _,v in ipairs(s.vfx) do minetest.delete_particlespawner(v.handle) end for _,i in ipairs(s.sfx) do s.silence(i) end for _,i in ipairs(s.impacts) do i.effect:stop() end end s.release_subject = function(si) local t = s.subjects[si] print('releasing against',si,t) for _,f in pairs(s.sfx) do if f.subject == t then s.silence(f) end end for _,f in pairs(s.impacts) do if f.subject == t then f.effect:stop() end end for _,f in pairs(s.vfx) do if f.subject == t then minetest.delete_particlespawner(f.handle) end end s.subjects[si] = nil end local interpret_timespec = function(when) local t if type(when) == 'number' then t = s.duration * when else t = (s.duration * (when.whence or 0)) + when.secs end if t then return math.min(s.duration,math.max(0,t)) end log('invalid timespec ' .. dump(when)) return 0 end s.queue = function(when,fn) local elapsed = s.starttime and minetest.get_server_uptime() - s.starttime or 0 local timepast = interpret_timespec(when) if not timepast then timepast = 0 end local timeleft = s.duration - timepast local howlong = (s.delay + timepast) - elapsed if howlong < 0 then log('cannot time-travel! queue() called with `when` specifying timepoint that has already passed') howlong = 0 end s.jobs[#s.jobs+1] = minetest.after(howlong, function() -- this is somewhat awkward. since we're using a non-polling approach, we -- need to find a way to account for a caster or subject walking into an -- existing antimagic field, or someone with an existing antimagic aura -- walking into range of the anchor. so every time a spell effect would -- take place, we first check to see if it's in range of something nasty if not s.disjunction and -- avoid self-disjunction (s.caster and sorcery.spell.probe(s.caster:get_pos()).disjunction) or (s.anchor and sorcery.spell.probe(s.anchor,s.range).disjunction) then sorcery.spell.disjoin{spell=s} else if not s.disjunction then for _,sub in pairs(s.subjects) do local sp = sub.player:get_pos() if sorcery.spell.probe(sp).disjunction then sorcery.spell.disjoin{pos=sp} end end end -- spell still exists and we've removed any subjects who have been -- affected by a disjunction spell, it's now time to actually perform -- the queued-up action fn(s,timepast,timeleft) end end) end s.play_now = function(spec) local specs, stbl = {}, {} local addobj = function(obj,sub) if spec.attach == false then specs[#specs+1] = { spec = { pos = obj:get_pos() }; obj = obj, subject = sub; } else specs[#specs+1] = { spec = { object = obj }; obj = obj, subject = sub; } end end if spec.where == 'caster' then addobj(s.caster) elseif spec.where == 'subjects' then for _,sub in pairs(s.subjects) do addobj(sub.player,sub) end elseif spec.where == 'pos' then specs[#specs+1] = { spec = {pos = s.anchor} } else specs[#specs+1] = { spec = {pos = spec.where} } end for _,sp in pairs(specs) do sp.spec.gain = spec.gain local so = { handle = minetest.sound_play(spec.sound, sp.spec, spec.ephemeral); ctl = spec; -- object = sp.obj; subject = sp.subject; } stbl[#stbl+1] = so s.sfx[#s.sfx+1] = so end return stbl end s.play = function(when,spec) s.queue(when, function() local snds = s.play_now(spec) if spec.stop then s.queue(spec.stop, function() for _,snd in pairs(snds) do s.silence(snd) end end) end end) end s.silence = function(sound) if sound.ctl.fade == 0 then minetest.sound_stop(sound.handle) else minetest.sound_fade(sound.handle,sound.ctl.fade or 1,0) end end local startqueued, termqueued = false, false local myid = #sorcery.spell.active+1 s.cancel = function() s.abort() sorcery.spell.active[myid] = nil end local perform_disjunction_calls = function() local positions = get_spell_positions(s) for _,p in pairs(positions) do sorcery.spell.disjoin{pos = p, range = s.range} end end if s.timeline then for when_raw,what in pairs(s.timeline) do local when = interpret_timespec(when_raw) if s.delay == 0 and when == 0 then startqueued = true if s.disjunction then perform_disjunction_calls() end what(s,0,s.duration) elseif when_raw == 1 or when >= s.duration then -- avoid race conditions if not termqueued then termqueued = true s.queue(1,function(s,...) what(s,...) if s.terminate then s:terminate() end sorcery.spell.active[myid] = nil end) else log('multiple final timeline events not possible, ignoring') end elseif when == 0 and s.disjunction then startqueued = true s.queue(when_raw,function(...) perform_disjunction_calls() what(...) end) else s.queue(when_raw,what) end end end if s.intervals then for _,int in pairs(s.intervals) do local timeleft = s.duration - interpret_timespec(int.after) local iteration, itercount = 0, timeleft / int.period local function iterate(lastreturn) iteration = iteration + 1 local nr = int.fn { spell = s; iteration = iteration; iterationcount = itercount; timeleft = timeleft; timeelapsed = s.duration - timeleft; lastreturn = lastreturn; } if nr ~= false and iteration < itercount then s.jobs[#s.jobs+1] = minetest.after(int.period, function() iterate(nr) end) end end if int.after then s.queue(int.after, iterate) else s.queue({whence=0, secs=s.period}, iterate) end end end if s.disjunction and not startqueued then if s.delay == 0 then perform_disjunction_calls() else s.queue(0, function() perform_disjunction_calls() end) end end if s.sounds then for when,what in pairs(s.sounds) do s.play(when,what) end end sorcery.spell.active[myid] = s if not termqueued then s.jobs[#s.jobs+1] = minetest.after(s.delay + s.duration, function() if s.terminate then s:terminate() end sorcery.spell.active[myid] = nil end) end s.starttime = minetest.get_server_uptime() return s end |
Modified textures/sorcery_crackle.png from [faf84cf96c] to [58d455dd12].
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Added textures/sorcery_flicker.png version [d2be38b136].
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Added textures/sorcery_fog.png version [f33fe7d904].
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Added textures/sorcery_glitter.png version [e4de7bf843].
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Added textures/sorcery_poof.png version [01b7e56ad7].
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Added textures/sorcery_sparking.png version [6a1bae8d93].
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Added textures/sorcery_sputter.png version [3a75e25024].
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Modified tnodes.lua from [4064266f0d] to [46cef4271e].
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minetest.get_node_timer(pos):start(1) end; on_timer = function(pos,dtime) local meta = minetest.get_meta(pos) local elapsed = dtime + meta:get_float('duration') - meta:get_float('timeleft') local level = 1 - (elapsed / meta:get_float('duration')) local lum = math.ceil(level*meta:get_int('power')) if lum ~= i then if lum <= 0 then minetest.remove_node(pos) return false else minetest.swap_node(pos,{name='sorcery:air_glimmer_'..tostring(lum)}) end |
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minetest.get_node_timer(pos):start(1) end; on_timer = function(pos,dtime) local meta = minetest.get_meta(pos) local elapsed = dtime + meta:get_float('duration') - meta:get_float('timeleft') local level = 1 - (elapsed / meta:get_float('duration')) local lum = math.ceil(level*meta:get_int('power')) local probe = sorcery.spell.probe(pos) if probe.disjunction then minetest.remove_node(pos) return false end if lum ~= i then if lum <= 0 then minetest.remove_node(pos) return false else minetest.swap_node(pos,{name='sorcery:air_glimmer_'..tostring(lum)}) end |