sorcery  Check-in [15f176a7fe]

Overview
Comment:add background noise for condensers (temporary hack, need to write a proper environment sound framework as the fucking env_sounds module is completely impossible to extend), fix a couple of really stupid bugs, make higher-quality phials increase the chance of getting good runes so it's not a complete waste to burn iridium or levitanium powder on making them, add targeted disjunction and some other amulet spells
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA3-256: 15f176a7fefa031a320ed873892e85e5ff4bcd338cdae268d27277b8767ea759
User & Date: lexi on 2020-10-31 19:49:49
Other Links: manifest | tags
Context
2021-04-21
01:32
ui tweaks, rework enchantment slightly check-in: 41fdb5b0b8 user: lexi tags: trunk
2020-10-31
19:49
add background noise for condensers (temporary hack, need to write a proper environment sound framework as the fucking env_sounds module is completely impossible to extend), fix a couple of really stupid bugs, make higher-quality phials increase the chance of getting good runes so it's not a complete waste to burn iridium or levitanium powder on making them, add targeted disjunction and some other amulet spells check-in: 15f176a7fe user: lexi tags: trunk
2020-10-30
19:03
squish oversized sound effect check-in: b96185e88b user: lexi tags: trunk
Changes

Modified data/runes.lua from [3a290dc995] to [56e196edd6].

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				sounds = {
					[0] = { sound = 'sorcery_stutter', pos = 'subjects' };
				};
			}
		end
	end
end





















return {
	translocate = {
		name = 'Translocate';
		tone = {0,235,233};
		minpower = 3;
		rarity = 7;
		amulets = {
................................................................................
					else
						ctx.sparkle = false
					end
				end;
				frame = {
					tungsten = {
						name = 'Quick Joining';
						desc = 'Give this amulet to another and they can arrive safely at your side almost instantaneously from anywhere in the world — though returning whence they came may be a more difficult matter';
					};
					gold = {
						name = 'Exchange';
						desc = 'Give this amulet to another and they will be able to trade places with you no matter where in the world each of you might be.'; 
					};
					cobalt = {
						name = 'Sending';
................................................................................
				end;
				cast = function(ctx)
					if not ctx.meta:contains('rune_return_dest') then
						local pos = ctx.caster:get_pos()
						ctx.meta:set_string('rune_return_dest',minetest.pos_to_string(pos))
						return true -- play effects but do not break spell
					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)
						teleport(ctx,{{ref=ctx.caster}},delay,pos)
................................................................................
						desc = 'Use this amulet once to bind it to a particular point in the world, then use it again to seize up everyone surrounding you in the grip of a fearsome magic that will deport them all in the blink of an eye to whatever destination you have chosen';
					};
				};
			};
			ruby = minetest.get_modpath('beds') and {
				name = 'Escape';
				desc = 'Immediately transport yourself out of a dangerous situation back to the last place you slept, before anyone has time to net you in a disjunction';

				cast = function(ctx)
					-- if not beds.spawns then beds.read_spawns() end
					local subjects = {ctx.caster}
					for _,s in pairs(subjects) do
						local spp = beds.spawn[ctx.caster:get_player_name()]
						if spp then
							local oldpos = s:get_pos()
................................................................................
			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';
				desc = 'Free yourself from the grip of any malicious spellwork with a snap of your fingers — interrupting all of your own active spells in the process, including impending translocations';
				cast = function(ctx)
					local h = ctx.heading.eyeheight * 1.1
					minetest.add_particlespawner {
						time = 0.2, amount = math.random(200,250), attached = ctx.caster;
						glow = 14, texture = sorcery.vfx.glowspark(sorcery.lib.color(156,255,10)):render();
						minpos = {x = -0.3, y = -0.5, z = -0.3};
						maxpos = {x =  0.3, y =  h,   z =  0.3};
						minvel = {x = -1.8, y = -1.8, z = -1.8};
						maxvel = {x =  1.8, y =  1.8, z =  1.8};
						minsize = 0.2, maxsize = 5;
						animation = {
							type = 'vertical_frames', length = 4.1;
							aspect_w = 16, aspect_h = 16;
						};
						minexptime = 2, maxexptime = 4;
					}
					minetest.sound_play('sorcery_disjoin',{object=ctx.caster},true)
					sorcery.spell.disjoin{target=ctx.caster}
				end;
			};
			emerald = {
				name = 'Disjunction Field';
				desc = 'Render an area totally opaque to spellwork for a period of time, disrupting any existing spells and preventing further spellcasting therein';
			};
			ruby = {
				name = 'Disjunction';
				desc = 'Wield this amulet against a spellcaster to disrupt and abort all their spells in progress, perhaps to trap a foe intent on translocating away, or unleash its force upon the victim of a malign hex to free them from its clutches';







				frame = {
					iridium = {
						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';
................................................................................
				mingrade = 4;
				name = 'Duplication';
				desc = 'Bring an exact twin of any object or item into existence, no matter how common or rare it might be';
				cast = function(ctx)
					local color = sorcery.lib.color(255,61,205)
					local dup, sndpos, anchor, sbj, ty
					if ctx.target.type == 'object' and ctx.target.ref:get_luaentity().name == '__builtin:item' then
						sorcery.vfx.imbue(color, ctx.target.ref)
						sndpos = 'subjects'
						sbj = {{player = ctx.target.ref}}
						local item = ItemStack(ctx.target.ref:get_luaentity().itemstring)
						local r = function() return math.random() * 2 - 1 end
						local putpos = vector.offset(ctx.target.ref:get_pos(), r(), 1, r())
						dup = function()
							item:set_count(1) -- nice try bouge-san
................................................................................
										vp[#vp+1] = sum
									end
								end
								if #vp > 0 then npos=vp[math.random(#vp)] end
							end
							if npos then
								minetest.set_node(npos, minetest.get_node(ctx.target.under))



								minetest.get_meta(npos):from_table(origmeta)
								return npos, true
							else
								local nstack = ItemStack(ty)
								nstack:get_meta():from_table(origmeta)
								local leftover = ctx.caster:get_inventory():add_item('main',nstack)
								if leftover and not leftover.is_empty() then
................................................................................
		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';















































				iridium = {
					name = 'Aura';
					desc = 'Dazzling golden luminance emanates from the bodies of all those around you, and you walk in light even amid the darkest depths of the earth';
				};
			};
			diamond = {
				name = 'Radiance';
				desc = 'Set the air around you alight with a mystic luminance, letting you see clearly a great distance in every direction for several minutes';
				frame = {
					iridium = {
						name = 'Sunshine';
						mingrade = 5;
						desc = 'Unleash the power of this amulet to seize ultimate control over the forces of nature and summon the Sun high into the nighttime sky';





















					};
				};
			};
		};
	};
	dominate = {
		name = 'Dominate';







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				sounds = {
					[0] = { sound = 'sorcery_stutter', pos = 'subjects' };
				};
			}
		end
	end
end

local purge = function(target)
	local h = target:get_properties().eye_height * 1.1
	minetest.add_particlespawner {
		time = 0.2, amount = math.random(200,250), attached = target;
		glow = 14, texture = sorcery.vfx.glowspark(sorcery.lib.color(156,255,10)):render();
		minpos = {x = -0.3, y = -0.5, z = -0.3};
		maxpos = {x =  0.3, y =  h,   z =  0.3};
		minvel = {x = -1.8, y = -1.8, z = -1.8};
		maxvel = {x =  1.8, y =  1.8, z =  1.8};
		minsize = 0.2, maxsize = 5;
		animation = {
			type = 'vertical_frames', length = 4.1;
			aspect_w = 16, aspect_h = 16;
		};
		minexptime = 2, maxexptime = 4;
	}
	minetest.sound_play('sorcery_disjoin',{object=target},true)
	sorcery.spell.disjoin{target=target}
end

return {
	translocate = {
		name = 'Translocate';
		tone = {0,235,233};
		minpower = 3;
		rarity = 7;
		amulets = {
................................................................................
					else
						ctx.sparkle = false
					end
				end;
				frame = {
					tungsten = {
						name = 'Quick Joining';
						desc = 'Give this amulet to another and they can arrive safely at your side almost instantaneously from anywhere at all in the world — though returning whence they came may be a more difficult matter';
					};
					gold = {
						name = 'Exchange';
						desc = 'Give this amulet to another and they will be able to trade places with you no matter where in the world each of you might be.'; 
					};
					cobalt = {
						name = 'Sending';
................................................................................
				end;
				cast = function(ctx)
					if not ctx.meta:contains('rune_return_dest') then
						local pos = ctx.caster:get_pos()
						ctx.meta:set_string('rune_return_dest',minetest.pos_to_string(pos))
						return true -- play effects but do not break spell
					else
						if ctx.caster:get_attach() ~= nil then return false end
						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)
						teleport(ctx,{{ref=ctx.caster}},delay,pos)
................................................................................
						desc = 'Use this amulet once to bind it to a particular point in the world, then use it again to seize up everyone surrounding you in the grip of a fearsome magic that will deport them all in the blink of an eye to whatever destination you have chosen';
					};
				};
			};
			ruby = minetest.get_modpath('beds') and {
				name = 'Escape';
				desc = 'Immediately transport yourself out of a dangerous situation back to the last place you slept, before anyone has time to net you in a disjunction';
				mingrade = 4;
				cast = function(ctx)
					-- if not beds.spawns then beds.read_spawns() end
					local subjects = {ctx.caster}
					for _,s in pairs(subjects) do
						local spp = beds.spawn[ctx.caster:get_player_name()]
						if spp then
							local oldpos = s:get_pos()
................................................................................
			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';
				desc = 'Free yourself from the grip of any malicious spellwork with a snap of your fingers — interrupting all of your own active spells in the process, including impending translocations';
				cast = function(ctx) purge(ctx.caster) end;


















			};
			emerald = {
				name = 'Disjunction Field';
				desc = 'Render an area totally opaque to spellwork for a period of time, disrupting any existing spells and preventing further spellcasting therein';
			};
			ruby = {
				name = 'Disjunction';
				desc = 'Wield this amulet against a spellcaster to disrupt and abort all their spells in progress, perhaps to trap a foe intent on translocating away, or unleash its force upon the victim of a malign hex to free them from its clutches';
				mingrade = 3;
				cast = function(ctx)
					if ctx.target.type == 'object'
						then purge(ctx.target.ref)
						else return false
					end
				end;
				frame = {
					iridium = {
						name = 'Nullification';
						mingrade = 5;
						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';
................................................................................
				mingrade = 4;
				name = 'Duplication';
				desc = 'Bring an exact twin of any object or item into existence, no matter how common or rare it might be';
				cast = function(ctx)
					local color = sorcery.lib.color(255,61,205)
					local dup, sndpos, anchor, sbj, ty
					if ctx.target.type == 'object' and ctx.target.ref:get_luaentity().name == '__builtin:item' then
						-- sorcery.vfx.imbue(color, ctx.target.ref) -- causes graphics card problems???
						sndpos = 'subjects'
						sbj = {{player = ctx.target.ref}}
						local item = ItemStack(ctx.target.ref:get_luaentity().itemstring)
						local r = function() return math.random() * 2 - 1 end
						local putpos = vector.offset(ctx.target.ref:get_pos(), r(), 1, r())
						dup = function()
							item:set_count(1) -- nice try bouge-san
................................................................................
										vp[#vp+1] = sum
									end
								end
								if #vp > 0 then npos=vp[math.random(#vp)] end
							end
							if npos then
								minetest.set_node(npos, minetest.get_node(ctx.target.under))
								if minetest.registered_nodes[ty].on_construct then
									minetest.registered_nodes[ty].on_construct(npos)
								end
								minetest.get_meta(npos):from_table(origmeta)
								return npos, true
							else
								local nstack = ItemStack(ty)
								nstack:get_meta():from_table(origmeta)
								local leftover = ctx.caster:get_inventory():add_item('main',nstack)
								if leftover and not leftover.is_empty() then
................................................................................
		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';
				cast = function(ctx)
					local fac = (ctx.stats.power * 0.1)
					local radius = 2 + 5*fac
					local period = 0.4 - 0.3*fac
					local glowduration = 5 + 50*fac
					sorcery.spell.cast {
						name = "sorcery:glow";
						caster = ctx.caster;
						subjects = {{player=ctx.caster}};
						duration = 40 + 120*fac;
						nodes = {};
						disjoin = function(self)
							for _,n in pairs(self.nodes) do
								if sorcery.lib.str.beginswith(minetest.get_node(n).name,'sorcery:air_glimmer_') then
									minetest.remove_node(n)
								end
							end
						end;
						intervals = {
							{period = period, after = {whence=0,secs=0.7}, fn = function(c)
								print('cycling!')
								for _,sub in pairs(c.spell.subjects) do
									local ox, oy, oz = math.random(-radius,radius),
													   math.random(-radius,radius),
													   math.random(-radius,radius)
									local pos = vector.offset(sub.player:get_pos(), ox,oy,oz)
									print('pos',minetest.pos_to_string(pos),'player',minetest.pos_to_string(sub.player:get_pos()))
									if sorcery.lib.node.is_air(pos) then
										print('is air!')
										local power = math.random(4,minetest.LIGHT_MAX)
										minetest.set_node(pos, {
											name = 'sorcery:air_glimmer_' .. tostring(power);
										})
										c.spell.nodes[#c.spell.nodes + 1] = pos
										local d = glowduration * (0.5 + math.random()*0.5)
										local m = minetest.get_meta(pos)
										m:set_float('duration', d)
										m:set_float('timeleft', d)
										m:set_int('power', power)
									else
										print('not air!', dump(minetest.get_node(pos)))
									end
								end
							end};
						};
					}
				end;
				iridium = {
					name = 'Aura';
					desc = 'Dazzling golden luminance emanates from the bodies of all those around you, and you walk in light even amid the darkest depths of the earth';
				};
			};
			diamond = {
				name = 'Radiance';
				desc = 'Set the air around you alight with a mystic luminance, letting you see clearly a great distance in every direction for several minutes';
				frame = {
					iridium = {
						name = 'Sunshine';
						mingrade = 5;
						desc = 'Unleash the power of this amulet to seize ultimate control over the forces of nature and summon the Sun high into the nighttime sky';
						cast = function(ctx)
							local time = minetest.get_timeofday()
							if not (time < 0.3 or time > 0.7) then return false end
							local diff = 0.5 - time
							local frames = 40
							local duration = 1.5
							local delta = diff / frames
							local tl = {}
							for i=1,frames do
								local wh = {whence=0, secs=duration*(i/frames)}
								tl[wh] = function(s)
									minetest.set_timeofday(time + delta*i)
								end
							end
							sorcery.spell.cast {
								name = 'sorcery:sunshine';
								caster = ctx.caster;
								timeline = tl;
								duration = duration;
							}
						end;
					};
				};
			};
		};
	};
	dominate = {
		name = 'Dominate';

Modified data/spells.lua from [16c84d9b57] to [dffc43152b].

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				local delta = vector.subtract(pos,center)
				local near = 1 - (delta.x^2 + delta.y^2 + delta.z^2)/(range^2)
				if minetest.get_node(pos).name == 'air' then
					minetest.set_node(pos,{name='sorcery:air_glimmer_' .. tostring(lum)})
					do local lm = minetest.get_meta(pos)
						lm:set_float('duration',duration)
						lm:set_float('timeleft',duration)
						lm:set_float('power',lum * near)
					end
				end
			end
		end;
	};
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				local delta = vector.subtract(pos,center)
				local near = 1 - (delta.x^2 + delta.y^2 + delta.z^2)/(range^2)
				if minetest.get_node(pos).name == 'air' then
					minetest.set_node(pos,{name='sorcery:air_glimmer_' .. tostring(lum)})
					do local lm = minetest.get_meta(pos)
						lm:set_float('duration',duration)
						lm:set_float('timeleft',duration)
						lm:set_int('power',lum * near)
					end
				end
			end
		end;
	};
}

Modified leylines.lua from [fd8a9ad01c] to [a8ee2829a5].

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sorcery.ley.estimate = function(pos)
	local affs = {
		'praxic'; 'counterpraxic'; 'cognic';
		'mandatic'; 'occlutic'; 'imperic';
		'syncretic'; 'entropic';
	};
	local forcemap = minetest.get_perlin(0xe9a01d, 3, 2, 150)
	local aff1map = minetest.get_perlin(0x10eb03, 3, 2, 300)
	local aff2map = minetest.get_perlin(0x491e12, 3, 2, 240)
	local txpos = { --- :( :( :( :(
		x = pos.x;
		y = pos.z;
		z = pos.y;
	}

	local normalize = function(map)
		local v = map:get_2d(txpos)
		return (v + 6) / 12 -- seriously??
	end
................................................................................
				end;
			};
			recipe = {
				note = 'Captures radiant force and suffuses it through distribution net. Energy production varies with local leyline strength.';
			};
		};
	})













end

minetest.register_craft {
	output = 'sorcery:condenser';
	recipe = {
		{'sorcery:accumulator'};
		{'sorcery:conduit'};







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sorcery.ley.estimate = function(pos)
	local affs = {
		'praxic'; 'counterpraxic'; 'cognic';
		'mandatic'; 'occlutic'; 'imperic';
		'syncretic'; 'entropic';
	};
	local forcemap = minetest.get_perlin(0xe9a01d, 3, 2, 150)
	local aff1map  = minetest.get_perlin(0x10eb03, 3, 2, 300)
	local aff2map  = minetest.get_perlin(0x491e12, 3, 2, 240)
	local txpos = { 
		x = pos.x;
		y = pos.z; --- :( :( :( :(
		z = pos.y;
	}

	local normalize = function(map)
		local v = map:get_2d(txpos)
		return (v + 6) / 12 -- seriously??
	end
................................................................................
				end;
			};
			recipe = {
				note = 'Captures radiant force and suffuses it through distribution net. Energy production varies with local leyline strength.';
			};
		};
	})
	
	minetest.register_abm {
		name = 'Condenser sound effects';
		nodenames = {'sorcery:condenser'};
		neighbors = {'group:sorcery_ley_device'};
		interval = 5.6, chance = 1, catch_up = false;
		action = function(pos)
			local force = sorcery.ley.estimate(pos).force
			minetest.sound_play('sorcery_condenser_bg', {
				pos = pos, max_hear_distance = 5 + 8*force, gain = force*0.3;
			})
		end;
	}
end

minetest.register_craft {
	output = 'sorcery:condenser';
	recipe = {
		{'sorcery:accumulator'};
		{'sorcery:conduit'};

Modified lib/node.lua from [4b89fedafd] to [b8ef82adf6].

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	end; 

	is_air = function(pos)
		local n = sorcery.lib.node.force(pos)
		if n.name == 'air' then return true end
		local d = minetest.registered_nodes[n.name]
		if not d then return false end
		return not d.walkable
	end;

	is_clear = function(pos)
		if not sorcery.lib.node.is_air(pos) then return false end
		local ents = minetest.get_objects_inside_radius(pos,0.5)
		if #ents > 0 then return false end
		return true







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	end; 

	is_air = function(pos)
		local n = sorcery.lib.node.force(pos)
		if n.name == 'air' then return true end
		local d = minetest.registered_nodes[n.name]
		if not d then return false end
		return (d.walkable == false) and (d.drawtype == 'airlike' or d.buildable_to == true)
	end;

	is_clear = function(pos)
		if not sorcery.lib.node.is_air(pos) then return false end
		local ents = minetest.get_objects_inside_radius(pos,0.5)
		if #ents > 0 then return false end
		return true

Modified runeforge.lua from [f2cf52d41a] to [4e5c236dfa].

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	rune_grades = {'Fragile', 'Weak', 'Ordinary', 'Pristine', 'Sublime'};
	-- how many grades of rune quality/power there are
	
	amulet_grades = {'Slight', 'Minor', 'Major', 'Grand', 'Ultimate' };
	-- what kind of amulet each rune grade translates to
	
	phial_kinds = {
		lesser   = {grade = 1; name = 'Lesser';   infusion = 'sorcery:powder_brass'};


		simple   = {grade = 2; name = 'Simple';   infusion = 'sorcery:powder_silver'};


		great    = {grade = 3; name = 'Great';    infusion = 'sorcery:powder_gold'};


		splendid = {grade = 4; name = 'Splendid'; infusion = 'sorcery:powder_electrum'};


		exalted  = {grade = 5; name = 'Exalted';  infusion = 'sorcery:powder_levitanium'};


		supreme  = {grade = 6; name = 'Supreme';  infusion = 'sorcery:essence_force'};


	};
}
local calc_phial_props = function(phial) --> mine interval: float, time factor: float
	local g = phial:get_definition()._proto.data.grade
	local i = constants.rune_mine_interval 
	local fac = (g-1) / 5
	return i - ((i*0.5) * fac), 0.5 * fac
................................................................................
	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);
		imgvariant = (fac >= 5) and 'sparkle' or 'dull';
		glow = 5+p.grade;
		extra = {
			groups = { sorcery_phial = p.grade };
			_proto = { id = name, data = p };
		};
................................................................................
end

sorcery.amulet.getspell = function(stack)
	local m = stack:get_meta()
	local proto = stack:get_definition()._sorcery.amulet
	if not m:contains('amulet_rune') then return nil end
	local rune = m:get_string('amulet_rune')
	local rg = m:get_string('amulet_rune_grade')
	local rd = sorcery.data.runes[rune]
	local spell = rd.amulets[proto.base]
	if not spell then return nil end
	local title,desc,cast,apply,remove,mingrade = spell.name, spell.desc, spell.cast, spell.apply, spell.remove, spell.mingrade -- FIXME in serious need of refactoring
	local base_spell = true

	if proto.frame and spell.frame and spell.frame[proto.frame] then
		local sp = spell.frame[proto.frame]

		title = sp.name or title
		desc = sp.desc or desc
		cast = sp.desc or cast
		apply = sp.apply or apply
		remove = sp.remove or remove
		mingrade = sp.mingrade or remove
		base_spell = false

	end
	
	return {
		rune = rune, grade = rg;
		spell = spell, mingrade = mingrade;
		name = title, desc = desc;
		cast = cast, apply = apply, remove = remove;
................................................................................
	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)
................................................................................
			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)
				-- consume a phial
				local ph = i:get_stack('phial',1)
				local n = ph:get_name()
				ph:take_item(1) i:set_stack('phial',1,ph)
				minetest.add_item(pos,i:add_item('refuse',ItemStack(sorcery.register.residue.db[n])))
			else break end
		end
	end

	has_phial = has_phial()
	local spec = string.format([[
		formspec_version[3] size[10.25,8] real_coordinates[true]







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	rune_grades = {'Fragile', 'Weak', 'Ordinary', 'Pristine', 'Sublime'};
	-- how many grades of rune quality/power there are
	
	amulet_grades = {'Slight', 'Minor', 'Major', 'Grand', 'Ultimate' };
	-- what kind of amulet each rune grade translates to
	
	phial_kinds = {
		lesser   = {grade = 1, name = 'Lesser';   infusion = 'sorcery:powder_brass';
			dist = { Fragile = 1, Weak = 0.7,  Ordinary = 0.1, Pristine = 0.05, Sublime = 0.01 };
		};
		simple   = {grade = 2, name = 'Simple';   infusion = 'sorcery:powder_silver';
			dist = { Fragile = 1, Weak = 0.8,  Ordinary = 0.2, Pristine = 0.07, Sublime = 0.015 };
		};
		great    = {grade = 3, name = 'Great';    infusion = 'sorcery:powder_gold';
			dist = { Fragile = 1, Weak = 0.9,  Ordinary = 0.5, Pristine = 0.1,  Sublime = 0.05 };
		};
		splendid = {grade = 4, name = 'Splendid'; infusion = 'sorcery:powder_electrum';
			dist = { Fragile = 1, Weak = 0.95, Ordinary = 0.7, Pristine = 0.3,  Sublime = 0.1 };
		};
		exalted  = {grade = 5, name = 'Exalted';  infusion = 'sorcery:powder_iridium';
			dist = { Fragile = 0, Weak = 1,    Ordinary = 0.9, Pristine = 0.5,  Sublime = 0.25 };
		};
		supreme  = {grade = 6, name = 'Supreme';  infusion = 'sorcery:powder_levitanium';
			dist = { Fragile = 0, Weak = 0,    Ordinary = 1,   Pristine = 0.7,  Sublime = 0.4 };
		};
	};
}
local calc_phial_props = function(phial) --> mine interval: float, time factor: float
	local g = phial:get_definition()._proto.data.grade
	local i = constants.rune_mine_interval 
	local fac = (g-1) / 5
	return i - ((i*0.5) * fac), 0.5 * fac
................................................................................
	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, and affects your odds of getting a high-quality rune.";
		color = color:brighten(1 + fac*0.5);
		imgvariant = (fac >= 5) and 'sparkle' or 'dull';
		glow = 5+p.grade;
		extra = {
			groups = { sorcery_phial = p.grade };
			_proto = { id = name, data = p };
		};
................................................................................
end

sorcery.amulet.getspell = function(stack)
	local m = stack:get_meta()
	local proto = stack:get_definition()._sorcery.amulet
	if not m:contains('amulet_rune') then return nil end
	local rune = m:get_string('amulet_rune')
	local rg = m:get_int('amulet_rune_grade')
	local rd = sorcery.data.runes[rune]
	local spell = rd.amulets[proto.base]
	if not spell then return nil end
	local title,desc,cast,apply,remove,mingrade = spell.name, spell.desc, spell.cast, spell.apply, spell.remove, spell.mingrade -- FIXME in serious need of refactoring
	local base_spell = true

	if proto.frame and spell.frame and spell.frame[proto.frame] then
		local sp = spell.frame[proto.frame]
		if not sp.mingrade or rg >= sp.mingrade then
			title = sp.name or title
			desc = sp.desc or desc
			cast = sp.desc or cast
			apply = sp.apply or apply
			remove = sp.remove or remove
			mingrade = sp.mingrade or mingrade
			base_spell = false
		end
	end
	
	return {
		rune = rune, grade = rg;
		spell = spell, mingrade = mingrade;
		name = title, desc = desc;
		cast = cast, apply = apply, remove = remove;
................................................................................
	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 phial = i:get_stack('phial',1)
		local int, powerfac = calc_phial_props(phial)
		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)
................................................................................
			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
				-- iterate through qualities from highest to lowest, rolling against the phial's
				-- distribution for each, and stopping when we find one
				local qdist = phial:get_definition()._proto.data.dist
				for i=#constants.rune_grades,1,-1 do
					local chance = qdist[constants.rune_grades[i]]
					if chance == 1 or math.random() <= chance then
						qual = i
						break
					end
				end
				rune_set(r,{grade = qual})
				i:add_item('cache',r)
				-- consume a phial
				local ph = i:get_stack('phial',1)

				ph:take_item(1) i:set_stack('phial',1,ph)
				minetest.add_item(pos,i:add_item('refuse',ItemStack(sorcery.register.residue.db[ph:get_name()])))
			else break end
		end
	end

	has_phial = has_phial()
	local spec = string.format([[
		formspec_version[3] size[10.25,8] real_coordinates[true]

Added sounds/sorcery_condenser_bg.ogg version [51e11fd1e4].

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