Comment: | balance amulets better, add sound effects, add debugging privilege for runes, swat various glitches and bugs |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA3-256: |
83426a2748e5b3d65016273423dd93ac |
User & Date: | lexi on 2020-10-22 15:51:39 |
Other Links: | manifest | tags |
2020-10-23
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00:08 | fix some showstopping bugs, more amulet spells, add sound effects, improve teleportation visuals check-in: 90e64c483c user: lexi tags: trunk | |
2020-10-22
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15:51 | balance amulets better, add sound effects, add debugging privilege for runes, swat various glitches and bugs check-in: 83426a2748 user: lexi tags: trunk | |
2020-10-21
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03:35 | add rune forges, runes, amulet frames, write sacrifice spell, touch up amulet graphics, enable enchantment of amulets (though spells cannot yet be cast), defuckulate syncresis core icon, unfuckitize sneaky leycalc bug that's probably been the cause of some long-standing wackiness, add item classes, add some more textures, disbungle various other asstastrophes, remove sneaky old debug code, improve library code, add utility for uploading merge requests check-in: 96c5289a2a user: lexi tags: trunk | |
Modified coins.lua from [7e4d0ae5aa] to [d6a069e16f].
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local inv = meta:get_inventory() local reduce_slot = function(slot) local i = inv:get_stack(slot,1) i:take_item(items_used) inv:set_stack(slot,1,i) end reduce_slot('ingot') if not inv:is_empty('gem') then reduce_slot('gem') end end update_press_output(meta) end; }) end minetest.register_craft { output = 'sorcery:coin_press'; recipe = { {'group:wood','group:wood','group:wood'}; {'basic_materials:steel_bar','default:steel_ingot','basic_materials:steel_bar'}; {'default:copper_ingot','default:stone','default:copper_ingot'}; }; } |
> |
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local inv = meta:get_inventory()
local reduce_slot = function(slot)
local i = inv:get_stack(slot,1)
i:take_item(items_used) inv:set_stack(slot,1,i)
end
reduce_slot('ingot')
if not inv:is_empty('gem') then reduce_slot('gem') end
minetest.sound_play('sorcery_coins', { pos = pos, gain = 0.7 })
end
update_press_output(meta)
end;
}) end
minetest.register_craft {
output = 'sorcery:coin_press';
recipe = {
{'group:wood','group:wood','group:wood'};
{'basic_materials:steel_bar','default:steel_ingot','basic_materials:steel_bar'};
{'default:copper_ingot','default:stone','default:copper_ingot'};
};
}
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Modified data/metals.lua from [127702c66e] to [3560b06dd9].
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slots = {
{
affinity = {'counterpraxic'};
confluence = 0.65;
interference = {speed = 1};
};
};
amulet = {};
};
lithium = {
tone = {255,252,93}, alpha = 80;
dye = 'yellow';
rarity = 13;
hardness = 2;
fuel = 80;
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image = {
block = 'sorcery_metal_iridium_shiny.png';
};
slots = {
{affinity={'counterpraxic','syncretic'}, confluence = 1.1};
{affinity={'cognic','entropic'}, confluence = 0.8};
};
amulet = {};
};
duridium = {
tone = {255,64,175}, alpha = 70;
cooktime = 120;
artificial = true;
durability = 3400;
speed = 3.1;
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slots = { { affinity = {'counterpraxic'}; confluence = 0.65; interference = {speed = 1}; }; }; amulet = { power = 1.5 }; }; lithium = { tone = {255,252,93}, alpha = 80; dye = 'yellow'; rarity = 13; hardness = 2; fuel = 80; ................................................................................ image = { block = 'sorcery_metal_iridium_shiny.png'; }; slots = { {affinity={'counterpraxic','syncretic'}, confluence = 1.1}; {affinity={'cognic','entropic'}, confluence = 0.8}; }; amulet = { power = 1.7 }; }; duridium = { tone = {255,64,175}, alpha = 70; cooktime = 120; artificial = true; durability = 3400; speed = 3.1; |
Modified data/oils.lua from [f8f2204848] to [fb12becfb1].
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'sorcery:extract_raspberry';
'sorcery:extract_raspberry';
'sorcery:extract_onion';
'farming:peas';
'farming:peas';
'farming:peas';
};
};
}
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> > > > > > > > | > > |
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'sorcery:extract_raspberry'; 'sorcery:extract_raspberry'; 'sorcery:extract_onion'; 'farming:peas'; 'farming:peas'; 'farming:peas'; }; }; luscious = { color = {10,255,10}; mix = { 'sorcery:extract_marram'; 'sorcery:extract_grape'; 'farming:cocoa_beans'; 'farming:sugar'; 'farming:sugar'; }; }; } |
Modified data/potions.lua from [eb3ff7cdbe] to [018fbedf8a].
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color = {119,51,111};
infusion = 'sorcery:oil_bleak';
};
Isolating = {
color = {188,78,225};
infusion = 'sorcery:extract_fern';
};
}
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> > > | > |
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color = {119,51,111}; infusion = 'sorcery:oil_bleak'; }; Isolating = { color = {188,78,225}; infusion = 'sorcery:extract_fern'; }; Subtle = { color = {230,253,150}, glow = 6; infusion = 'sorcery:oil_luscious'; }; } |
Modified data/runes.lua from [bd35ca52e8] to [720c3d8102].
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name = 'Translocate'; tone = {0,235,233}; minpower = 3; rarity = 15; amulets = { amethyst = { name = 'Joining'; desc = 'Give this amulet to another and they can arrive at your side in a flash from anywhere in the world — though returning whence they came may be a more difficult matter'; frame = { 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'; ................................................................................ name = 'Arrival'; desc = "Give this amulet to another and they will be able to arrive at your side in a flash from anywhere in the world, carrying others with them in the spell's grip"; }; }; }; sapphire = { name = 'Return'; desc = 'Use this amulet once to bind it to a particular point in the world, then use it again to return instantly to that point.'; frame = { iridium = { name = 'Mass Return'; desc = 'Use this amulet once to bind it to a particular point in the world, then carry yourself and everyone around you back to that point in a flash simply by using it again'; }; }; }; ................................................................................ ruby = { name = 'Shattering'; desc = 'Tear a violent wound in the earth with the destructive force of this amulet'; }; diamond = { name = 'Killing'; desc = 'Wield this amulet against a foe to instantly snuff the life out of their mortal form, regardless of their physical protections.'; frame = { iridium = { name = 'Massacre'; desc = "Unleash the dark and wicked force that lurks within this fell amulet to instantaneously slay all those who surround you, friend and foe alike"; }; }; }; ................................................................................ }; dominate = { name = 'Dominate'; tone = {235,0,228}; minpower = 4; rarity = 40; amulets = { 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 own being'; }; amethyst = { name = 'Disarming'; desc = 'Wield this amulet against a foe to rip all the weapons in their possession out of their grasp'; frame = { iridium = { name = 'Peacemaking'; |
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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) end; remove = function(ctx) ctx.meta:set_string('rune_join_target','') end; frame = { 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'; ................................................................................ name = 'Arrival'; desc = "Give this amulet to another and they will be able to arrive at your side in a flash from anywhere in the world, carrying others with them in the spell's grip"; }; }; }; sapphire = { name = 'Return'; desc = 'Use this amulet once to bind it to a particular point in the world, then discharge its spell to return instantly to that point.'; remove = function(ctx) ctx.meta:set_string('rune_return_dest','') 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 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 sorcery.vfx.body_sparkle(s,sorcery.lib.color(20,120,255),2) sorcery.vfx.body_sparkle(nil,sorcery.lib.color(20,255,120),2,pt) s:set_pos(pt) end end end end; frame = { iridium = { name = 'Mass Return'; desc = 'Use this amulet once to bind it to a particular point in the world, then carry yourself and everyone around you back to that point in a flash simply by using it again'; }; }; }; ................................................................................ ruby = { name = 'Shattering'; desc = 'Tear a violent wound in the earth with the destructive force of this amulet'; }; diamond = { name = 'Killing'; 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 local tgt = ctx.target.ref if not minetest.is_player(obj) then return false end local tgth = tgt:get_properties().eye_height sorcery.vfx.bloodburst(vector.add(tgt:get_pos(),{x=0,y=tgth/2,z=0}),20) minetest.sound_play('sorcery_bloody_burst', { pos = pos, gain = 1.5 }) tgt:set_hp(0) end; frame = { iridium = { name = 'Massacre'; desc = "Unleash the dark and wicked force that lurks within this fell amulet to instantaneously slay all those who surround you, friend and foe alike"; }; }; }; ................................................................................ }; 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.'; }; 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 own 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 } }) local tgth = tgt:get_properties().eye_height sorcery.vfx.bloodburst(vector.add(tgt:get_pos(),{x=0,y=tgth/2,z=0}),math.random(10 * takefac, 40 * takefac)) ctx.caster:set_hp(ctx.caster:get_hp() + math.max(1,(dmg/numhits)*takefac)) local sound = {'sorcery_bloody_hit','sorcery_crunch',false} sound = sound[math.random(#sound)] if sound ~= false then minetest.sound_play(sound, { pos = pos, gain = math.random(5,15)*0.1 }) end local nexthit = math.random() * 0.4 + 0.1 local dir = vector.subtract(ctx.caster:get_pos(), tgt:get_pos()) local spark = sorcery.lib.image('sorcery_spark.png') minetest.add_particlespawner { amount = math.random(80*takefac,150*takefac); texture = spark:blit(spark:multiply(sorcery.lib.color(255,20,10))):render(); time = nexthit; attached = tgt; minpos = {x = -0.3, y = -0.5, z = -0.3}; maxpos = {x = 0.3, y = tgth, z = 0.3}; minvel = vector.multiply(dir,0.5); maxvel = vector.multiply(dir,0.9); minacc = vector.multiply(dir,0.1); maxacc = vector.multiply(dir,0.2); minexptime = nexthit * 1.5; maxexptime = nexthit * 2; minsize = 0.5; maxsize = 5 * takefac; glow = 14; animation = { type = 'vertical_frames'; aspect_w = 16, aspect_h = 16; length = nexthit*2 + 0.1; }; } if hitsleft > 0 then minetest.after(nexthit, function() dohit(hitsleft-1) end) end end dohit(numhits) end; }; amethyst = { name = 'Disarming'; desc = 'Wield this amulet against a foe to rip all the weapons in their possession out of their grasp'; frame = { iridium = { name = 'Peacemaking'; |
Modified enchanter.lua from [bac74a37c3] to [b41a4d81d6].
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buildable_to = true; sunlight_propagates = true; light_source = i + 4; groups = { air = 1, sorcery_air = 1; not_in_creative_inventory = 1; }; on_construct = function(pos) minetest.get_node_timer(pos):start(0.05) end; on_timer = function(pos) if i <= 2 then minetest.remove_node(pos) else minetest.set_node(pos, {name='sorcery:air_flash_1'}) return true |
> > |
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buildable_to = true; sunlight_propagates = true; light_source = i + 4; groups = { air = 1, sorcery_air = 1; not_in_creative_inventory = 1; }; drop = {max_items = 0, items = {}}; on_blast = function() end; -- not affected by explosions on_construct = function(pos) minetest.get_node_timer(pos):start(0.05) end; on_timer = function(pos) if i <= 2 then minetest.remove_node(pos) else minetest.set_node(pos, {name='sorcery:air_flash_1'}) return true |
Modified forcefield.lua from [72bf5182e0] to [a330742505].
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minetest.register_node('sorcery:air_barrier_' .. tostring(i), { drawtype = 'glasslike'; walkable = true; pointable = false; sunlight_propagates = true; paramtype = 'light'; light_source = i; tiles = {'sorcery_transparent.png'}; groups = { air = 1; sorcery_air = 1; sorcery_force_barrier = i; }; -- _proto = { |
> > |
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minetest.register_node('sorcery:air_barrier_' .. tostring(i), { drawtype = 'glasslike'; walkable = true; pointable = false; sunlight_propagates = true; paramtype = 'light'; light_source = i; drop = {max_items = 0, items = {}}; on_blast = function() end; -- not affected by explosions tiles = {'sorcery_transparent.png'}; groups = { air = 1; sorcery_air = 1; sorcery_force_barrier = i; }; -- _proto = { |
Modified gems.lua from [e866e2741b] to [f5bc90eb64].
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};
})
end
if not gem.foreign_amulet then
local img = sorcery.lib.image
local img_stone = img('sorcery_amulet.png'):multiply(sorcery.lib.color(gem.tone))
local img_sparkle = img('sorcery_amulet_sparkle.png')
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 };
_sorcery = {
material = {
gem = true, id = name, data = gem;
value = (5 * shards_per_gem) + 4;
};
amulet = { base = name };
};
................................................................................
local framedid = string.format("%s_frame_%s", amuletname, metalid)
local img_frame = img(string.format('sorcery_amulet_frame_%s.png',metalid))
minetest.register_craftitem(framedid, {
description = string.format("%s-framed %s amulet",sorcery.lib.str.capitalize(metalid), name);
inventory_image = img_sparkle:blit(img_frame):blit(img_stone):render();
wield_scale = { x = 0.6, y = 0.6, z = 0.6 };
groups = { sorcery_amulet = 1 };
_sorcery = {
amulet = { base = name, frame = metalid };
};
})
local frag = metal.parts.fragment
minetest.register_craft {
output = framedid;
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}; }) end if not gem.foreign_amulet then local img = sorcery.lib.image local img_stone = img('sorcery_amulet.png'):multiply(sorcery.lib.color(gem.tone)) local img_sparkle = img('sorcery_amulet_sparkle.png') local useamulet = function(stack,user,target) local sp = sorcery.amulet.getspell(stack) if not sp or not sp.cast then return nil end local stats = sorcery.amulet.stats(stack) local ctx = { caster = user; target = target; stats = stats; sound = "xdecor_enchanting"; --FIXME make own sounds sparkle = true; amulet = stack; meta = stack:get_meta(); -- avoid spell boilerplate color = sorcery.lib.color(sp.tone); } 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 ctx.sparkle then sorcery.vfx.cast_sparkle(user, ctx.color, stats.power,0.5) 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; _sorcery = { material = { gem = true, id = name, data = gem; value = (5 * shards_per_gem) + 4; }; amulet = { base = name }; }; ................................................................................ local framedid = string.format("%s_frame_%s", amuletname, metalid) local img_frame = img(string.format('sorcery_amulet_frame_%s.png',metalid)) minetest.register_craftitem(framedid, { description = string.format("%s-framed %s amulet",sorcery.lib.str.capitalize(metalid), name); inventory_image = img_sparkle:blit(img_frame):blit(img_stone):render(); wield_scale = { x = 0.6, y = 0.6, z = 0.6 }; groups = { sorcery_amulet = 1 }; on_use = useamulet; _sorcery = { amulet = { base = name, frame = metalid }; }; }) local frag = metal.parts.fragment minetest.register_craft { output = framedid; |
Modified init.lua from [f9d7281393] to [e9275c1995].
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'harvester'; 'metallurgy-hot', 'metallurgy-cold'; 'entities'; 'recipes'; 'coins'; 'interop'; 'tnodes'; 'forcefield'; 'farcaster'; 'portal'; 'cookbook', 'writing'; 'disassembly'; 'displacer'; 'gravitator'; 'precipitator'; 'calendar', 'astrolabe'; 'keypunch'; 'runeforge'; 'admin'; } do sorcery.load(u) end sorcery.stage('finalize') sorcery.registry.defercheck() |
| |
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'harvester'; 'metallurgy-hot', 'metallurgy-cold';
'entities'; 'recipes'; 'coins'; 'interop';
'tnodes'; 'forcefield'; 'farcaster'; 'portal';
'cookbook', 'writing'; 'disassembly'; 'displacer';
'gravitator'; 'precipitator'; 'calendar', 'astrolabe';
'keypunch'; 'runeforge';
'privs', 'admin';
} do sorcery.load(u) end
sorcery.stage('finalize')
sorcery.registry.defercheck()
|
Modified lib/node.lua from [b1f018643d] to [5b83bf6142].
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offsets = ofs; purge_container = function(...) return purge_container(nil, ...) end; purge_only = function(lst) return function(...) return purge_container(lst, ...) end end; amass = function(startpoint,names,directions) if not directions then directions = ofs.neighbors end local nodes, positions, checked = {},{},{} local checkedp = function(pos) for _,v in pairs(checked) do if vector.equals(pos,v) then return true end |
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offsets = ofs; purge_container = function(...) return purge_container(nil, ...) end; purge_only = function(lst) return function(...) return purge_container(lst, ...) end 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; get_arrival_point = function(pos) local air = sorcery.lib.node.is_air if air(pos) then local n = {x=0,y=1,z=0} if air(vector.add(pos,n)) then return pos end local down = vector.subtract(pos,n) if air(down) then return down end else return nil end end; amass = function(startpoint,names,directions) if not directions then directions = ofs.neighbors end local nodes, positions, checked = {},{},{} local checkedp = function(pos) for _,v in pairs(checked) do if vector.equals(pos,v) then return true end |
Modified potions.lua from [32e1f8328e] to [f87e1ae861].
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local u = sorcery.lib
sorcery.registry.mk('infusions',false)
sorcery.registry.mk('residue',false)
sorcery.register_potion = function(name,label,desc,color,imgvariant,glow,extra)
local image = 'sorcery_liquid_'..(imgvariant or 'dull')..'.png' ..
'^[multiply:'..tostring(color)..
'^vessels_glass_bottle.png'
sorcery.register.residue.link('sorcery:' .. name, 'vessels:glass_bottle')
local node = {
................................................................................
);
short_description = label;
drawtype = "plantlike";
tiles = {image};
inventory_image = image;
paramtype = "light";
is_ground_content = false;
light_source = glow or 0;
drop = 'sorcery:' .. name;
preserve_metadata = function(pos,node,meta,newstack)
newstack[1]:get_meta():from_table(meta)
end;
walkable = false;
selection_box = {
type = "fixed",
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local u = sorcery.lib sorcery.registry.mk('infusions',false) sorcery.registry.mk('residue',false) sorcery.register_potion_tbl = function(tbl) -- :/ return sorcery.register_potion(tbl.name,tbl.label,tbl.desc,tbl.color,tbl.imgvariant,tbl.glow,tbl.extra) end sorcery.register_potion = function(name,label,desc,color,imgvariant,glow,extra) local image = 'sorcery_liquid_'..(imgvariant or 'dull')..'.png' .. '^[multiply:'..tostring(color).. '^vessels_glass_bottle.png' sorcery.register.residue.link('sorcery:' .. name, 'vessels:glass_bottle') local node = { ................................................................................ ); short_description = label; drawtype = "plantlike"; tiles = {image}; inventory_image = image; paramtype = "light"; is_ground_content = false; light_source = glow and math.min(minetest.LIGHT_MAX,glow) or 0; drop = 'sorcery:' .. name; preserve_metadata = function(pos,node,meta,newstack) newstack[1]:get_meta():from_table(meta) end; walkable = false; selection_box = { type = "fixed", |
Added privs.lua version [62e9e10513].
> > > > > |
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minetest.register_privilege('sorcery:infinirune', { description = "runes don't discharge upon use, for debugging use only"; give_to_singleplayer = false; give_to_admin = false; }) |
Modified runeforge.lua from [b4ccf2cc5a] to [e97e283f3c].
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 .. 20 21 22 23 24 25 26 27 28 29 30 31 32 33 .. 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 .. 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 ... 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 |
local constants = { rune_mine_interval = 90; -- how often a powered forge rolls for new runes rune_cache_max = 4; -- how many runes a runeforge can hold at a time rune_grades = {'Fragile', 'Shoddy', 'Ordinary', 'Pristine'}; -- how many grades of rune quality/power there are } sorcery.register.runes.foreach('sorcery:generate',{},function(name,rune) local id = 'sorcery:rune_' .. name rune.image = rune.image or string.format('sorcery_rune_%s.png',name) rune.item = id minetest.register_craftitem(id, { description = sorcery.lib.color(rune.tone):readable():fmt(rune.name .. ' Rune'); short_description = rune.name .. ' Rune'; ................................................................................ groups = { sorcery_rune = 1; not_in_creative_inventory = 1; }; _proto = { id = name, data = rune; }; }) end) local rune_set = function(stack,r) local m = stack:get_meta() local def = stack:get_definition()._proto.data local grade if r.grade then grade = r.grade elseif m:contains('rune_grade') then grade = m:get_int('rune_grade') end ................................................................................ local title = sorcery.lib.color(def.tone):readable():fmt(string.format('%s %s Rune',qpfx,def.name)) m:set_int('rune_grade',grade) m:set_string('description',title) end sorcery.amulet = {} sorcery.amulet.setrune = function(stack,rune) local m = stack:get_meta() if rune then local rp = rune:get_definition()._proto local rg = rune:get_meta():get_int('rune_grade') m:set_string('amulet_rune', rp.id) m:set_int('amulet_rune_grade', rg) local spell = sorcery.amulet.getspell(stack) if not spell then return nil end local name = string.format('Amulet of %s', spell.name) m:set_string('description', sorcery.lib.ui.tooltip { title = name; color = spell.tone; desc = spell.desc; }) else m:set_string('description','') m:set_string('amulet_rune','') m:set_string('amulet_rune_grade','') end return stack end sorcery.amulet.getrune = function(stack) local m = stack:get_meta() if not m:contains('amulet_rune') then return nil end local rune = m:get_string('amulet_rune') local grade = m:get_int('amulet_rune_grade') local rs = ItemStack(sorcery.data.runes[rune].item) ................................................................................ rune_set(rs, {grade = grade}) return rs end sorcery.amulet.getspell = function(stack) local m = stack:get_meta() local proto = stack:get_definition()._sorcery.amulet local rune = m:get_string('amulet_rune') local rd = sorcery.data.runes[rune] local spell = rd.amulets[proto.base] if not spell then return nil end local title,desc,cast = spell.name, spell.desc, spell.cast 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 end return { rune = rune; spell = spell; name = title; desc = desc; cast = cast; tone = sorcery.lib.color(rd.tone); } 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 if time and pow_min then -- roll for runes local rolls = math.floor(time/constants.rune_mine_interval) local newrunes = {} for _=1,rolls do local choices = {} for name,rune in pairs(sorcery.data.runes) do if rune.minpower*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 end print('rolled for runes, got', dump(newrunes)) for _,r in pairs(newrunes) do if i:room_for_item('cache',r) then local qual = math.random(#constants.rune_grades) rune_set(r,{grade = qual}) i:add_item('cache',r) end end end local spec = string.format([[ formspec_version[3] size[10.25,8] real_coordinates[true] list[context;cache;%f,0.25;%u,1;] list[context;amulet;3.40,1.50;1,1;] list[context;active;5.90,1.50;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, pow_max and 'green' or (pow_min and 'yellow') or 'off') m:set_string('formspec',spec) return true end local rfbox = { type = 'fixed'; fixed = { -0.5, -0.5, -0.5; ................................................................................ 'default_copper_block.png'; }; _sorcery = { ley = { mode = 'consume'; affinity = {'praxic'}; power = function(pos,time) local max,min = 0 for _,r in pairs(sorcery.data.runes) do if r.minpower > max then max = r.minpower end if min == nil or r.minpower < min then min = r.minpower end end return min*time,max*time end; }; on_leychange = runeforge_update; recipe = { note = 'Periodically creates runes when sufficiently powered and can be used to imbue them into an amulet, giving it a powerful magical effect'; }; }; on_construct = function(pos) local m = minetest.get_meta(pos) local i = m:get_inventory() i:set_size('cache',constants.rune_cache_max) i:set_size('amulet',1) i:set_size('active',1) m:set_string('infotext','Rune Forge') runeforge_update(pos) minetest.get_node_timer(pos):start(constants.rune_mine_interval) end; after_dig_node = sorcery.lib.node.purge_only {'amulet'}; on_timer = runeforge_update; on_metadata_inventory_move = function(pos, fl,fi, tl,ti, count, user) local inv = minetest.get_meta(pos):get_inventory() if fl == 'active' then inv:set_stack('amulet',1,sorcery.amulet.setrune(inv:get_stack('amulet',1))) elseif tl == 'active' then inv:set_stack('amulet',1,sorcery.amulet.setrune(inv:get_stack('amulet',1), inv:get_stack(tl,ti))) end end; on_metadata_inventory_put = function(pos, list, idx, stack, user) if list == 'amulet' then local inv = minetest.get_meta(pos):get_inventory() inv:set_stack('active',1,ItemStack(sorcery.amulet.getrune(stack))) end end; on_metadata_inventory_take = function(pos, list, idx, stack, user) if list == 'amulet' then minetest.get_meta(pos):get_inventory():set_stack('active',1,ItemStack()) end end; allow_metadata_inventory_put = function(pos,list,idx,stack,user) if list == 'amulet' then if minetest.get_item_group(stack:get_name(), 'sorcery_amulet') ~= 0 then return 1 end end return 0 end; allow_metadata_inventory_take = function(pos,list,idx,stack,user) if list == 'amulet' then return 1 end return 0 end; allow_metadata_inventory_move = function(pos, fl,fi, tl,ti, count, user) if fl == 'cache' then if tl == 'cache' then return 1 end if tl == 'active' then local inv = minetest.get_meta(pos):get_inventory() if not inv:is_empty('amulet') then local amulet = inv:get_stack('amulet',1) local rune = inv:get_stack(fl,fi) if sorcery.data.runes[rune:get_definition()._proto.id].amulets[amulet:get_definition()._sorcery.amulet.base] then return 1 end end end end if fl == 'active' then if tl == 'cache' then return 1 end end return 0 end; }) do local m = sorcery.data.metals -- temporary recipe until a fancier multi-part crafting path can be come up with |
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-- TODO make some kind of disposable "filter" tool that runeforges require -- to generate runes and that wears down over time, to make amulets more -- expensive than they currently are? the existing system is neat but -- i think amulets are a little overpowered for something that just -- passively consumes ley-current local constants = { rune_mine_interval = 250; -- how often a powered forge rolls for new runes rune_cache_max = 4; -- how many runes a runeforge can hold at a time 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.grade local i = constants.rune_mine_interval local fac = (g-1) / 5 return i - ((i*0.5) * fac), 0.5 * fac end sorcery.register.runes.foreach('sorcery:generate',{},function(name,rune) local id = 'sorcery:rune_' .. name rune.image = rune.image or string.format('sorcery_rune_%s.png',name) rune.item = id minetest.register_craftitem(id, { description = sorcery.lib.color(rune.tone):readable():fmt(rune.name .. ' Rune'); short_description = rune.name .. ' Rune'; ................................................................................ groups = { sorcery_rune = 1; not_in_creative_inventory = 1; }; _proto = { id = name, data = rune; }; }) end) for name,p in pairs(constants.phial_kinds) do local f = string.format local color = sorcery.lib.color(255,27,188) 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."; 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 }; }; } sorcery.register.infusions.link { infuse = p.infusion; into = 'sorcery:potion_subtle'; output = id; } end local register_rune_wrench = function(w) local mp = sorcery.data.metals[w.metal].parts minetest.register_tool(w.name, { description = w.desc; inventory_image = w.img; groups = { sorcery_magitech = 1; sorcery_rune_wrench = 1; crafttool = 50; }; _proto = w; _sorcery = { recipe = { note = w.note }; }; }) minetest.register_craft { output = w.name; recipe = { {'', mp.fragment,''}; {'', mp.ingot, mp.fragment}; {'sorcery:vidrium_fragment','', ''}; }; } end register_rune_wrench { name = 'sorcery:rune_wrench', desc = 'Rune Wrench'; img = 'sorcery_rune_wrench.png', metal = 'brass'; powers = { imbue = 30 }; note = 'A runeworking tool used to imbue amulets with enchantments'; } register_rune_wrench { name = 'sorcery:rune_wrench_iridium', desc = 'Iridium Rune Wrench'; img = 'sorcery_rune_wrench_iridium.png', metal = 'iridium'; powers = { imbue = 80, extract = 40 }; note = 'A rare and powerful runeworking tool used to imbue amulets with enchantments, or extract runes intact from enchanted amulets'; } local rune_set = function(stack,r) local m = stack:get_meta() local def = stack:get_definition()._proto.data local grade if r.grade then grade = r.grade elseif m:contains('rune_grade') then grade = m:get_int('rune_grade') end ................................................................................ local title = sorcery.lib.color(def.tone):readable():fmt(string.format('%s %s Rune',qpfx,def.name)) m:set_int('rune_grade',grade) m:set_string('description',title) end sorcery.amulet = {} sorcery.amulet.setrune = function(stack,rune,user) local m = stack:get_meta() if rune then local rp = rune:get_definition()._proto local rg = rune:get_meta():get_int('rune_grade') m:set_string('amulet_rune', rp.id) m:set_int('amulet_rune_grade', rg) local spell = sorcery.amulet.getspell(stack) if not spell then return nil end local name = string.format('Amulet of %s %s', constants.amulet_grades[rg], spell.name) m:set_string('description', sorcery.lib.ui.tooltip { title = name; color = spell.tone; desc = spell.desc; }) if spell.apply then spell.apply { stack = stack; meta = m; user = user; self = spell; } end else local spell = sorcery.amulet.getspell(stack) m:set_string('description','') m:set_string('amulet_rune','') m:set_string('amulet_rune_grade','') if spell and spell.remove then spell.remove { stack = stack; meta = m; user = user; self = spell; } end end return stack end sorcery.amulet.stats = function(stack) local spell = sorcery.amulet.getspell(stack) if not spell then return nil end local power = spell.grade if spell.base_spell then -- only consider the default effect of the frame metal -- if the frame doesn't totally override the spell power = power * (spell.framestats and spell.framestats.power or 1) end return { power = power; } end sorcery.amulet.getrune = function(stack) local m = stack:get_meta() if not m:contains('amulet_rune') then return nil end local rune = m:get_string('amulet_rune') local grade = m:get_int('amulet_rune_grade') local rs = ItemStack(sorcery.data.runes[rune].item) ................................................................................ rune_set(rs, {grade = grade}) return rs 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 = spell.name, spell.desc, spell.cast, spell.apply, spell.remove -- 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 base_spell = false end return { rune = rune; grade = rg; spell = spell; name = title, desc = desc; cast = cast, apply = apply, remove = remove; 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 rolls = math.floor(time/calc_phial_props(i:get_stack('phial',1))) local newrunes = {} for _=1,rolls do local choices = {} for name,rune in pairs(sorcery.data.runes) do if rune.minpower*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 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] list[context;cache;%f,0.25;%u,1;] list[context;amulet;3.40,1.50;1,1;] list[context;active;5.90,1.50;1,1;] list[context;wrench;1.25,1.75;1,1;] 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 ghost('active',5.90,1.50,'sorcery_ui_ghost_rune') ghost('amulet',3.40,1.50,'sorcery_ui_ghost_amulet') ghost('wrench',1.25,1.75,'sorcery_ui_ghost_rune_wrench') ghost('phial',7.25,1.75,'vessels_shelf_slot') m:set_string('formspec',spec) if i:is_empty('phial') then return false end return true end local rfbox = { type = 'fixed'; fixed = { -0.5, -0.5, -0.5; ................................................................................ 'default_copper_block.png'; }; _sorcery = { ley = { mode = 'consume'; affinity = {'praxic'}; power = function(pos,time) local i = minetest.get_meta(pos):get_inventory() if i:is_empty('phial') then return 0 end local phial = i:get_stack('phial',1) local max,min = 0 for _,r in pairs(sorcery.data.runes) do if r.minpower > max then max = r.minpower end if min == nil or r.minpower < min then min = r.minpower end end -- high-quality phials reduce power usage local fac = select(2, calc_phial_props(phial)) min = min * fac max = max * fac return min*time,max*time end; }; on_leychange = runeforge_update; recipe = { note = 'Periodically creates runes when sufficiently powered and can be used to imbue them into an amulet, giving it a powerful magical effect'; }; }; on_construct = function(pos) local m = minetest.get_meta(pos) local i = m:get_inventory() i:set_size('cache',constants.rune_cache_max) i:set_size('wrench',1) i:set_size('phial',1) i:set_size('refuse',1) i:set_size('amulet',1) i:set_size('active',1) m:set_string('infotext','Rune Forge') runeforge_update(pos) end; after_dig_node = sorcery.lib.node.purge_only {'amulet'}; on_timer = runeforge_update; on_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 local wwear = function(cap) local s = inv:get_stack('wrench',1) local wear = 65535 / wrench.powers[cap] s:add_wear(wear) inv:set_stack('wrench',1,s) end if fl == 'active' then inv:set_stack('amulet',1,sorcery.amulet.setrune(inv:get_stack('amulet',1),nil,user)) -- only special wrenches can extract runes intact if wrench.powers.extract then wwear('extract') minetest.sound_play('sorcery_chime', { pos = pos, gain = 0.5 }) elseif wrench.powers.purge then wwear('purge') inv:set_stack(tl,ti,ItemStack(nil)) minetest.sound_play('sorcery_disjoin', { pos = pos, gain = 0.5 }) end elseif tl == 'active' and wrench.powers.imbue then local amulet = sorcery.amulet.setrune(inv:get_stack('amulet',1), inv:get_stack(tl,ti), user) local spell = sorcery.amulet.getspell(amulet) sorcery.vfx.enchantment_sparkle({ under = pos; above = vector.add(pos,{x=0,y=1,z=0}); }, spell.tone:brighten(1.2):hex()) minetest.sound_play('xdecor_enchanting', { pos = pos, gain = 0.5 }) inv:set_stack('amulet',1,amulet) wwear('imbue') end -- trigger the update early to clean up the ghost image :/ -- minetest needs a cleaner way to handle these runeforge_update(pos) end; on_metadata_inventory_put = function(pos, list, idx, stack, user) local inv = minetest.get_meta(pos):get_inventory() if list == 'amulet' then inv:set_stack('active',1,ItemStack(sorcery.amulet.getrune(stack))) end runeforge_update(pos) if not inv:is_empty('phial') then minetest.get_node_timer(pos):start(calc_phial_props(inv:get_stack('phial',1))) end end; on_metadata_inventory_take = function(pos, list, idx, stack, user) if list == 'amulet' then minetest.get_meta(pos):get_inventory():set_stack('active',1,ItemStack()) end runeforge_update(pos) end; allow_metadata_inventory_put = function(pos,list,idx,stack,user) if list == 'amulet' then if minetest.get_item_group(stack:get_name(), 'sorcery_amulet') ~= 0 then return 1 end end if list == 'phial' then if minetest.get_item_group(stack:get_name(), 'sorcery_phial') ~= 0 then return stack:get_count() end end if list == 'wrench' then if minetest.get_item_group(stack:get_name(), 'sorcery_rune_wrench') ~= 0 then return 1 end end return 0 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' 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) if sorcery.data.runes[rune:get_definition()._proto.id].amulets[amulet:get_definition()._sorcery.amulet.base] then return 1 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 -- temporary recipe until a fancier multi-part crafting path can be come up with |
Added sounds/sorcery_bloody_burst.ogg version [86beb5bbfe].
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Added sounds/sorcery_chime.1.ogg version [f5f3fa1f0b].
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Added sounds/sorcery_chime.2.ogg version [e2c798dcb3].
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Added sounds/sorcery_coins.ogg version [24495c2ec0].
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Added sounds/sorcery_crunch.1.ogg version [bd7af2ce27].
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Added sounds/sorcery_crunch.2.ogg version [436bf86ffa].
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Added sounds/sorcery_disjoin.1.ogg version [bafe4e15de].
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Added sounds/sorcery_disjoin.2.ogg version [72809eab09].
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Added textures/sorcery_ui_ghost_amulet.png version [1e1e56f3c1].
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Added textures/sorcery_ui_ghost_rune_wrench.png version [1bd60d3986].
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Modified tnodes.lua from [1f5f95dd4b] to [4064266f0d].
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drawtype = 'airlike'; light_source = 5 + math.ceil(i * (11/minetest.LIGHT_MAX)); sunlight_propagates = true; buildable_to = true; pointable = false; walkable = false; floodable = true; groups = { air = 1; sorcery_air = 1; not_in_creative_inventory = 1; }; on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_float('duration',10) meta:set_float('timeleft',10) meta:set_int('power',minetest.LIGHT_MAX) minetest.get_node_timer(pos):start(1) |
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drawtype = 'airlike'; light_source = 5 + math.ceil(i * (11/minetest.LIGHT_MAX)); sunlight_propagates = true; buildable_to = true; pointable = false; walkable = false; floodable = true; drop = {max_items = 0, items = {}}; on_blast = function() end; -- not affected by explosions groups = { air = 1; sorcery_air = 1; not_in_creative_inventory = 1; }; on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_float('duration',10) meta:set_float('timeleft',10) meta:set_int('power',minetest.LIGHT_MAX) minetest.get_node_timer(pos):start(1) |
Modified vfx.lua from [291a2c52f8] to [343a5ccf55].
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sorcery.vfx = {} sorcery.vfx.cast_sparkle = function(caster,color,strength,duration) minetest.add_particlespawner { amount = 70 * strength; time = duration or 1.5; attached = caster; texture = sorcery.lib.image('sorcery_spark.png'):multiply(color):render(); minpos = { x = -0.1, z = 0.5, y = 1.2}; maxpos = { x = 0.1, z = 0.3, y = 1.6}; minvel = { x = -0.5, z = -0.5, y = -0.5}; maxvel = { x = 0.5, z = 0.5, y = 0.5}; minacc = { x = 0.0, z = 0.0, y = 0.5}; maxacc = { x = 0.0, z = 0.0, y = 0.5}; minsize = 0.4, maxsize = 0.8; minexptime = 1, maxexptime = 1; glow = 14; ................................................................................ type = 'vertical_frames'; aspect_w = 16; aspect_h = 16; length = 1.1; }; } end sorcery.vfx.enchantment_sparkle = function(tgt,color) local minvel, maxvel if minetest.get_node(vector.add(tgt.under,{y=1,z=0,x=0})).name == 'air' then minvel = {x=0,z=0,y= 0.3} maxvel = {x=0,z=0,y= 1.5}; else local dir = vector.subtract(tgt.under,tgt.above) |
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sorcery.vfx = {} sorcery.vfx.cast_sparkle = function(caster,color,strength,duration,pos) local ofs = pos and function(x) return vector.add(pos,x) end or function(x) return x end local height = caster:get_properties().eye_height minetest.add_particlespawner { amount = 70 * strength; time = duration or 1.5; attached = caster; texture = sorcery.lib.image('sorcery_spark.png'):multiply(color):render(); minpos = ofs({ x = 0.0, z = 0.6, y = height*0.7}); maxpos = ofs({ x = 0.4, z = 0.2, y = height*1.1}); minvel = { x = -0.5, z = -0.5, y = -0.5}; maxvel = { x = 0.5, z = 0.5, y = 0.5}; minacc = { x = 0.0, z = 0.0, y = 0.5}; maxacc = { x = 0.0, z = 0.0, y = 0.5}; minsize = 0.4, maxsize = 0.8; minexptime = 1, maxexptime = 1; glow = 14; ................................................................................ type = 'vertical_frames'; aspect_w = 16; aspect_h = 16; length = 1.1; }; } end sorcery.vfx.body_sparkle = function(body,color,str,pos) local img = sorcery.lib.image local tex = img('sorcery_spark.png') local pi = tex:blit(tex:multiply(color)):render() local ofs = pos and function(x) return vector.add(pos,x) end or function(x) return x end return minetest.add_particlespawner { amount = 25 * str; time = 0.5; attached = body; minpos = ofs{x = -0.5, y = -0.5, z = -0.5}; maxpos = ofs{x = 0.5, y = 1.5, z = 0.5}; minacc = {x = -0.3, y = 0.0, z = 0.3}; maxacc = {x = -0.3, y = 0.0, z = 0.3}; minvel = {x = -0.6, y = -0.2, z = 0.6}; maxvel = {x = -0.6, y = 0.2, z = 0.6}; minexptime = 1.0; maxexptime = 1.5; texture = pi; glow = 14; animation = { type = 'vertical_frames'; aspect_w = 16, aspect_h = 16; length = 1.6; }; } end sorcery.vfx.enchantment_sparkle = function(tgt,color) local minvel, maxvel if minetest.get_node(vector.add(tgt.under,{y=1,z=0,x=0})).name == 'air' then minvel = {x=0,z=0,y= 0.3} maxvel = {x=0,z=0,y= 1.5}; else local dir = vector.subtract(tgt.under,tgt.above) |
Modified wands.lua from [e3e1a760a8] to [a021a4fd8f].
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-- but power levels are unpredictable tone = u.color(255,117,40); tex = u.image('default_copper_block.png'); wandprops = { flux = 0.7, chargetime = 0.5 }; }; silver = { tone = u.color(215,238,241); tex = u.image('default_gold_block'):colorize(u.color(255,238,241), 255); wandprops = {}; }; steel = { tone = u.color(255,255,255); tex = u.image('default_steel_block'); wandprops = {}; }; }; gem = sorcery.data.gems; }; util = { baseid = function(wand) |
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-- but power levels are unpredictable tone = u.color(255,117,40); tex = u.image('default_copper_block.png'); wandprops = { flux = 0.7, chargetime = 0.5 }; }; silver = { tone = u.color(215,238,241); tex = u.image('default_gold_block.png'):colorize(u.color(255,238,241), 255); wandprops = {}; }; steel = { tone = u.color(255,255,255); tex = u.image('default_steel_block.png'); wandprops = {}; }; }; gem = sorcery.data.gems; }; util = { baseid = function(wand) |