Comment: | fix some showstopping bugs, more amulet spells, add sound effects, improve teleportation visuals |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA3-256: |
90e64c483cf23b6ba5b92e8987d2e92c |
User & Date: | lexi on 2020-10-23 00:08:30 |
Other Links: | manifest | tags |
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 | |
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 | |
Modified altar.lua from [f718356661] to [71f6a713cb].
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local altar_item_offset = { x = 0, y = -0.3, z = 0 } local range = function(min, max) local span = max - min local val = math.random() * span return val + min end ................................................................................ -- we pick a random gift and roll against its rarity -- to determine if the god is feeling generous local gift = sorcery.lib.tbl.pick(god.gifts) local data = god.gifts[gift] local value, rarity = data[1], data[2] if value <= divine_favor and math.random(rarity) == 1 then bestow(gift) print(god.name .. ' has produced ' .. gift .. ' upon an altar as a gift') if math.random(god.generosity) == 1 then -- unappreciated gifts may incur divine -- irritation divine_favor = divine_favor - 1 end end end |
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local altar_item_offset = { x = 0, y = -0.3, z = 0 } local log = function(...) sorcery.log('altar',...) end local range = function(min, max) local span = max - min local val = math.random() * span return val + min end ................................................................................ -- we pick a random gift and roll against its rarity -- to determine if the god is feeling generous local gift = sorcery.lib.tbl.pick(god.gifts) local data = god.gifts[gift] local value, rarity = data[1], data[2] if value <= divine_favor and math.random(rarity) == 1 then bestow(gift) log(god.name .. ' has produced ' .. gift .. ' upon an altar as a gift') if math.random(god.generosity) == 1 then -- unappreciated gifts may incur divine -- irritation divine_favor = divine_favor - 1 end end end |
Modified cookbook.lua from [fe2bed6abe] to [604c53eb6c].
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end return names[math.random(#names)] end end local find_builtin = function(method,kind) return function(out) local rec = {} local crec = sorcery.lib.tbl.walk(minetest.registered_items[out],{'_sorcery','recipe','canonical',kind}) local w=0, lst if crec then lst = {} for i,v in pairs(crec) do if #v > w then w = #v end for j,n in pairs(v) do lst[#lst+1] = n end ................................................................................ w = (i.width == 0) and 3 or i.width lst = i.items end -- for j=1,#i.items do for j,item in pairs(lst) do local row = math.floor((j-1) / w) local col = (j-1) % w if item then rec[1 + (row * 3) + col] = item end end return rec end end local function group_eval(i) if string.sub(i,1,6) == 'group:' then local g = string.sub(i,7) ................................................................................ chance = 4; slots = { {0,0}; {0,1}; }; pick = function(restrict) -- TODO make sure affinity restrictions match return sorcery.data.infusions[math.random(#sorcery.data.infusions)].output end; title = function(output) for _,i in pairs(sorcery.data.infusions) do if i.output == output then if i._proto and i._proto.name then return i._proto.name else break end end end return 'Mysterious Potion' end; find = function(out) for _,i in pairs(sorcery.data.infusions) do if i.output == out then return { i.infuse, i.into } end end end; props = function(out) for _,i in pairs(sorcery.data.infusions) do if i.output == out then if i.recipe then return i.recipe else return {} end end end end; }; grind = { |
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end return names[math.random(#names)] end end local find_builtin = function(method,kind) return function(out) local rec = {} local crec = sorcery.lib.tbl.walk(minetest.registered_items[out],{'_sorcery','recipe','canonical',kind}) local w, lst = 0 if crec then lst = {} for i,v in pairs(crec) do if #v > w then w = #v end for j,n in pairs(v) do lst[#lst+1] = n end ................................................................................ w = (i.width == 0) and 3 or i.width lst = i.items end -- for j=1,#i.items do for j,item in pairs(lst) do local row = math.floor((j-1) / w) local col = (j-1) % w if item then rec[1 + (row * 3) + col] = item end end return rec end end local function group_eval(i) if string.sub(i,1,6) == 'group:' then local g = string.sub(i,7) ................................................................................ chance = 4; slots = { {0,0}; {0,1}; }; pick = function(restrict) -- TODO make sure affinity restrictions match return sorcery.register.infusions.db[math.random(#sorcery.register.infusions.db)].output end; title = function(output) for _,i in pairs(sorcery.register.infusions.db) do if i.output == output then if i._proto and i._proto.name then return i._proto.name else break end end end return 'Mysterious Potion' end; find = function(out) for _,i in pairs(sorcery.register.infusions.db) do if i.output == out then return { i.infuse, i.into } end end end; props = function(out) for _,i in pairs(sorcery.register.infusions.db) do if i.output == out then if i.recipe then return i.recipe else return {} end end end end; }; grind = { |
Modified data/extracts.lua from [c62e0cc7f2] to [442aef28cd].
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raspberry = {"group:food_raspberries", {228,51,210}}; chili = {"farming:chili_pepper", {243,75,49}}; pine = {"default:pine_sapling", {41,166,80}}; cocoa = {"farming:cocoa_beans", {146,38,0}}; grape = {"farming:grapes", {206,56,214}}; kelp = {"default:sand_with_kelp", {109,185,145}}; fern = {"default:fern_1", {164,238,47}}; marram = {"default:marram_grass_1", {127,255,210}}; }; |
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raspberry = {"group:food_raspberries", {228,51,210}}; chili = {"farming:chili_pepper", {243,75,49}}; pine = {"default:pine_sapling", {41,166,80}}; cocoa = {"farming:cocoa_beans", {146,38,0}}; grape = {"farming:grapes", {206,56,214}}; kelp = {"default:sand_with_kelp", {109,185,145}}; fern = {"default:fern_1", {164,238,47}}; greengrass = {"default:grass_1", {185,255,115}}; marram = {"default:marram_grass_1", {127,255,210}}; shrub = {"default:dry_shrub", {187,149,76}}; }; |
Modified data/oils.lua from [fb12becfb1] to [6619d22587].
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'farming:peas';
'farming:peas';
};
};
luscious = {
color = {10,255,10};
mix = {
'sorcery:extract_marram';
'sorcery:extract_grape';
'farming:cocoa_beans';
'farming:sugar';
'farming:sugar';
};
};
}
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'farming:peas';
'farming:peas';
};
};
luscious = {
color = {10,255,10};
mix = {
'sorcery:extract_greengrass';
'sorcery:extract_grape';
'farming:cocoa_beans';
'farming:sugar';
'farming:sugar';
};
};
}
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Modified data/resonance.lua from [436a325bac] to [c464435f82].
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'sorcery:essence_flame'; 'sorcery:gem_ruby'; }; }; ['default:mese_crystal'] = { mode = 'random'; give = { {value = 1; item = 'default:mese_fragment'}; {value = 2; item = 'sorcery:essence_force'}; }; }; }; meld = { { |
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'sorcery:essence_flame';
'sorcery:gem_ruby';
};
};
['default:mese_crystal'] = {
mode = 'random';
give = {
{value = 1; item = 'default:mese_crystal_fragment'};
{value = 2; item = 'sorcery:essence_force'};
};
};
};
meld = {
{
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Modified data/runes.lua from [720c3d8102] to [47aa367750].
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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'; }; }; }; emerald = { name = 'Banishment'; desc = 'Use this amulet once to bind it to a particular point in the world, then wield it against a foe to whisk them away immediately to your chosen prison'; frame = { iridium = { name = 'Mass Banishment'; 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 = { name = 'Escape'; desc = 'Immediately transport yourself out of a dangerous situation back to the last place you slept'; frame = { cobalt = { name = 'Vengeful Exit'; desc = 'Translocate away to the safety of your boudoir with a fearsome blast of dangerous radiance that will send bodies flying and deal heavy damage to those nearby'; }; iridium = { name = 'Mass Escape'; ................................................................................ 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'; }; diamond = { name = 'Shockwave'; desc = 'Unleash a tidal wave of force in every direction, blasting friends and foes alike away from you with enough violence to sprain and fracture bone'; }; }; }; obliterate = { name = 'Obliterate'; tone = {255,0,10}; ................................................................................ name = 'Sapping'; desc = 'Punch a hole in enemy fortifications big enough to slip through but small enough to avoid immediate attention'; }; 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) ................................................................................ }; 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'; 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 = { ................................................................................ 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()) |
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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 place, then discharge its spell to translocate yourself back to that point from anywhere in the world.'; 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 local delay = math.max(3,10 - ctx.stats.power) + 3*(math.random()*2-1) print('teledelay',delay,ctx.stats.power) 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) local windup = minetest.sound_play('sorcery_windup',{ object = s, gain = 0.4; }) local mydelay = delay + math.random(-10,10)*.1; local spark = sorcery.lib.image('sorcery_spark.png') local sh = s:get_properties().eye_height local sparkle = function(amt,time,minsize,maxsize) minetest.add_particlespawner { 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 = spark:blit(spark:multiply(sorcery.lib.color(29,205,247))):render(); animation = { type = 'vertical_frames'; aspect_w = 16, aspect_h = 16; }; } end sparkle(mydelay*100,mydelay,0.3,1.3) minetest.after(mydelay*0.4, function() local timeleft = mydelay - (mydelay*0.4) sparkle(timeleft*150, timeleft, 0.6,1.8) end) minetest.after(mydelay*0.7, function() local timeleft = mydelay - (mydelay*0.7) sparkle(timeleft*80, timeleft, 2,4) end) sorcery.lib.node.preload(pt,s) minetest.after(mydelay, function() minetest.sound_stop(windup) minetest.sound_play('sorcery_zap', { pos = pt, gain = 0.4 },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) 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 = { name = 'Banishment'; desc = 'Use this amulet once to bind it to a particular point in the world, then wield it against a foe to whisk them away immediately to your chosen prison'; frame = { iridium = { name = 'Mass Banishment'; 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'; 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() minetest.sound_play('sorcery_splunch', {pos=oldpos}, true) sorcery.vfx.body_sparkle(nil,sorcery.lib.color(244,38,131),2,oldpos) s:set_pos(spp) minetest.sound_play('sorcery_splunch', {pos=spp}, true) sorcery.vfx.body_sparkle(nil,sorcery.lib.color(244,38,89),2,spp) end -- TODO decide what happens to the people who don't have -- respawn points already set end end; frame = { cobalt = { name = 'Vengeful Exit'; desc = 'Translocate away to the safety of your boudoir with a fearsome blast of dangerous radiance that will send bodies flying and deal heavy damage to those nearby'; }; iridium = { name = 'Mass Escape'; ................................................................................ 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'; }; 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'; desc = 'For a period of time, anyone who approaches you will be violently thrust aside'; }; diamond = { name = 'Blastwave'; desc = 'Unleash a tidal wave of force in every direction, blasting friends and foes alike away from you with enough violence to sprain and fracture bone'; }; }; }; obliterate = { name = 'Obliterate'; tone = {255,0,10}; ................................................................................ name = 'Sapping'; desc = 'Punch a hole in enemy fortifications big enough to slip through but small enough to avoid immediate attention'; }; ruby = { name = 'Shattering'; desc = 'Tear a violent wound in the earth with the destructive force of this amulet'; }; emerald = { name = 'Detonate'; desc = 'Wielding this amulet, you can loose an extraordinarily powerful bolt of flame from your fingertips that will explode violently on impact, wreaking total havoc wherever it lands'; cast = function(ctx) local speed = 40 local radius = math.random(math.floor(ctx.stats.power*0.5),math.ceil(ctx.stats.power)) local heading = ctx.heading heading.pos.y = heading.pos.y + heading.eyeheight*0.9 local vel = vector.multiply(heading.yaw,speed) 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'; }; 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 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) ................................................................................ }; 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 = { ................................................................................ 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()) |
Modified data/spells.lua from [151760f504] to [16c84d9b57].
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uses = 32; affinity = {'acacia','blazing'}; leytype = 'praxic'; desc = 'Conjure a gout of fire to scorch your foes with a flick of this wand'; cast = function(ctx) local speed = 30 -- TODO maybe amethyst tip increases speed? local radius = math.random(math.max(1,math.floor((ctx.stats.power or 1) - 0.5)), math.ceil((ctx.stats.power or 1)+0.5)) print('!! radius',radius) local heading = ctx.heading heading.pos.y = heading.pos.y + heading.eyeheight*0.9 local vel = vector.multiply(heading.yaw,speed) 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) ................................................................................ cast = function(ctx) local tgt = target_node(ctx, 'sorcery:enchanter') if not tgt then return false end local inv = minetest.get_meta(ctx.target.under):get_inventory() for _,name in pairs{'foci','item'} do for i=1,inv:get_size(name) do local stack = 'sorcery:ash' if ctx.base.gem == 'sapphire' then stack = nil end inv:set_stack(name,i,ItemStack(stack)) end end enchantment_sparkle(ctx,sorcery.lib.color(255,12,0)) enchantment_sparkle(ctx,sorcery.lib.color(85,18,35)) enchantment_sparkle(ctx,sorcery.lib.color(0,0,0)) end }; |
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uses = 32; affinity = {'acacia','blazing'}; leytype = 'praxic'; desc = 'Conjure a gout of fire to scorch your foes with a flick of this wand'; cast = function(ctx) local speed = 30 -- TODO maybe amethyst tip increases speed? local radius = math.random(math.max(1,math.floor((ctx.stats.power or 1) - 0.5)), math.ceil((ctx.stats.power or 1)+0.5)) local heading = ctx.heading heading.pos.y = heading.pos.y + heading.eyeheight*0.9 local vel = vector.multiply(heading.yaw,speed) 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) ................................................................................ cast = function(ctx) local tgt = target_node(ctx, 'sorcery:enchanter') if not tgt then return false end local inv = minetest.get_meta(ctx.target.under):get_inventory() for _,name in pairs{'foci','item'} do for i=1,inv:get_size(name) do if inv:get_stack(name,i):is_empty() then goto skip end local stack = 'sorcery:ash' if ctx.base.gem == 'sapphire' then stack = nil end inv:set_stack(name,i,ItemStack(stack)) ::skip::end end enchantment_sparkle(ctx,sorcery.lib.color(255,12,0)) enchantment_sparkle(ctx,sorcery.lib.color(85,18,35)) enchantment_sparkle(ctx,sorcery.lib.color(0,0,0)) end }; |
Modified depends.txt from [01a845eb65] to [5b69774a87].
5 6 7 8 9 10 11 |
basic_materials vessels late instant_ores screwdriver hopper? unifieddyes? |
> |
5 6 7 8 9 10 11 12 |
basic_materials
vessels
late
instant_ores
screwdriver
hopper?
unifieddyes?
beds?
|
Modified gems.lua from [f5bc90eb64] to [d9755d7797].
61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 |
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(); |
< < > > > > > > > > > > > |
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 |
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; amulet = stack; meta = stack:get_meta(); -- avoid spell boilerplate color = sorcery.lib.color(sp.tone); today = minetest.get_day_count(); heading = { pos = user:get_pos(); yaw = user:get_look_dir(); pitch = user:get_look_vertical(); 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(); |
Modified portal.lua from [e011f87b11] to [daf126a7a3].
297 298 299 300 301 302 303 304 305 306 307 308 309 310 ... 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 ... 362 363 364 365 366 367 368 369 370 371 372 373 374 375 ... 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 |
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 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 portal_context.users[pname] = { time = 0, portal = pos } end local user = portal_context.users[pname] if not vector.equals(pos,user.portal) then user.time = 0 user.portal = pos end local cap = sorcery.ley.netcaps(pos,delta) local jc = (constants.portal_jump_cost_local*delta) if not user.dest and cap.freepower >= jc then user.dest = portal_pick_destination(dev,crc,partner) sorcery.lib.node.preload(user.dest, u.object) end if not user.dest then goto skippad end local fac = math.min(1,(user.time / constants.portal_jump_time)) minetest.add_particlespawner { time = 1, amount = 100 + (fac * 200); minsize = 0.2 + fac*0.7, maxsize = 0.4 + fac*0.9; minvel = {y = 0.2, x=0,z=0}, maxvel = {y = 0.5, x=0,z=0}; minacc = {y = 0.0, x=0,z=0}, maxacc = {y = 0.3, x=0,z=0}; minpos = vector.add(n.pad,{x = -0.5, y = 0.5, z = -0.5}); maxpos = vector.add(n.pad,{x = 0.5, y = 0.5, z = 0.5}); ................................................................................ aspect_w = 16, aspect_h = 16; }; } end -- hack to try and swat an unkillable fucking impossibug if user.time > constants.portal_jump_time * 2 then user.time = 0 elseif user.time >= constants.portal_jump_time then local dd = portal_disposition(portal_composition(user.dest)) if #dd.freepads > 0 then local destpad = dd.freepads[math.random(#dd.freepads)].pad local rng = function(min,max) return (math.random() * (max - min)) + min end ................................................................................ glow = 14; animation = { type = 'vertical_frames', length = life + 0.1; aspect_w = 16, aspect_h = 16; }; } end user.dest = nil user.time = 0 portal_context.users[pname] = nil u.object:set_pos(vector.add(destpad, {y=0.5,z=0,x=0})) end else user.time = user.time + delta end |
> > > > > > > > > > > > > > > > > > > |
297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 ... 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 ... 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 ... 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 |
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 portal_context.users[pname] = { time = 0, portal = pos } end local user = portal_context.users[pname] if not vector.equals(pos,user.portal) then if user.sound then minetest.sound_fade(user.sound,1,0) user.sound = nil end user.time = 0 user.portal = pos end local cap = sorcery.ley.netcaps(pos,delta) local jc = (constants.portal_jump_cost_local*delta) if not user.dest and cap.freepower >= jc then user.dest = portal_pick_destination(dev,crc,partner) sorcery.lib.node.preload(user.dest, u.object) end if not user.dest then goto skippad end local fac = math.min(1,(user.time / constants.portal_jump_time)) if user.time == 0 then user.sound = minetest.sound_play('sorcery_windup', {pos=pos}) end minetest.add_particlespawner { time = 1, amount = 100 + (fac * 200); minsize = 0.2 + fac*0.7, maxsize = 0.4 + fac*0.9; minvel = {y = 0.2, x=0,z=0}, maxvel = {y = 0.5, x=0,z=0}; minacc = {y = 0.0, x=0,z=0}, maxacc = {y = 0.3, x=0,z=0}; minpos = vector.add(n.pad,{x = -0.5, y = 0.5, z = -0.5}); maxpos = vector.add(n.pad,{x = 0.5, y = 0.5, z = 0.5}); ................................................................................ aspect_w = 16, aspect_h = 16; }; } end -- hack to try and swat an unkillable fucking impossibug if user.time > constants.portal_jump_time * 2 then user.time = 0 if user.sound then minetest.sound_stop(user.sound) user.sound = nil end elseif user.time >= constants.portal_jump_time then local dd = portal_disposition(portal_composition(user.dest)) if #dd.freepads > 0 then local destpad = dd.freepads[math.random(#dd.freepads)].pad local rng = function(min,max) return (math.random() * (max - min)) + min end ................................................................................ glow = 14; animation = { type = 'vertical_frames', length = life + 0.1; aspect_w = 16, aspect_h = 16; }; } end if user.sound then minetest.sound_fade(user.sound,1,0) user.sound = nil end user.dest = nil user.time = 0 user.sound = nil minetest.sound_play('sorcery_zap',{pos=pos},true) minetest.sound_play('sorcery_zap',{pos=destpad},true) portal_context.users[pname] = nil u.object:set_pos(vector.add(destpad, {y=0.5,z=0,x=0})) end else user.time = user.time + delta end |
Modified runeforge.lua from [e97e283f3c] to [c8e0c3ac03].
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 .. 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 .. 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 .. 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 ... 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 ... 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 ... 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 ... 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 |
-- 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 ................................................................................ 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) ................................................................................ }; _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; ................................................................................ }; }) 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'; ................................................................................ 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 { ................................................................................ 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; } ................................................................................ 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) ................................................................................ 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 |
| | | | | | < > > > > | > | > < | | > | > > | > > | > > | > > > > > > > > | > |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 .. 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 .. 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 .. 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 ... 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 ... 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 ... 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 ... 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 |
-- 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 = 240; -- 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 ................................................................................ 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 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) ................................................................................ }; _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); 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 = 'sorcery:'..id; } end local register_rune_wrench = function(w) local mp = sorcery.data.metals[w.metal].parts minetest.register_tool(w.name, { description = w.desc; ................................................................................ }; }) minetest.register_craft { output = w.name; recipe = { {'', mp.fragment,''}; {'', mp.ingot, mp.fragment}; {'sorcery:fragment_vidrium','', ''}; }; } end register_rune_wrench { name = 'sorcery:rune_wrench', desc = 'Rune Wrench'; img = 'sorcery_rune_wrench.png', metal = 'brass'; ................................................................................ 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 if spell.minrune then -- indicating quality makes less sense if it's restricted name = string.format('Amulet of %s', spell.name) else name = string.format('Amulet of %s %s', constants.amulet_grades[rg], spell.name) end m:set_string('description', sorcery.lib.ui.tooltip { title = name; color = spell.tone; desc = spell.desc; }) if spell.apply then spell.apply { ................................................................................ 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; frame = proto.frame; framestats = proto.frame and sorcery.data.metals[proto.frame].amulet; tone = sorcery.lib.color(rd.tone); base_spell = base_spell; } ................................................................................ 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) ................................................................................ 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 local runegrade = rune:get_meta():get_int('rune_grade') if sorcery.data.runes[runeid].amulets[amulet:get_definition()._sorcery.amulet.base] then local spell do -- haaaack local i=ItemStack(amulet:get_name()) local im = i:get_meta() im:set_string('amulet_rune',runeid) im:set_int('amulet_rune_grade',runegrade) spell = sorcery.amulet.getspell(i) end if not spell.mingrade or runegrade >= spell.mingrade then 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 |
Modified sorcery.md from [06f5d982e8] to [246ca8c1c8].
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## first-party * **default** * **stairs** for slabs, used in crafting recipes * **screwdriver** for several crafting recipes * **vessels** for potions, ink bottles, etc. * **tnt** for the flamebolt spell impact effect ## third-party * **xdecor** for various tools and ingredients, especially honey and the hammer * **basic_materials** for crafting ingredients * **instant_ores** for ore generation. temporary, will be removed and replaced with home-grown mechanism soon * **farming redo** for potion ingredients * **late** for spell, potion, and gravitator effects |
> |
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## first-party
* **default**
* **stairs** for slabs, used in crafting recipes
* **screwdriver** for several crafting recipes
* **vessels** for potions, ink bottles, etc.
* **tnt** for the flamebolt spell impact effect
* **beds** for the escape amulet *(optional)*
## third-party
* **xdecor** for various tools and ingredients, especially honey and the hammer
* **basic_materials** for crafting ingredients
* **instant_ores** for ore generation. temporary, will be removed and replaced with home-grown mechanism soon
* **farming redo** for potion ingredients
* **late** for spell, potion, and gravitator effects
|
Added sounds/sorcery_splunch.ogg version [1bea3745a1].
cannot compute difference between binary files
Added sounds/sorcery_stutter.ogg version [ef5efc482f].
cannot compute difference between binary files
Added sounds/sorcery_windup.ogg version [060bf562bb].
cannot compute difference between binary files
Added sounds/sorcery_zap.ogg version [0c5f6f503c].
cannot compute difference between binary files
Modified wands.lua from [a021a4fd8f] to [b35b5eeee9].
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wandprops = { sturdiness = 1.5 }; }; diamond = { item = 'sorcery:shard_diamond'; wandprops = { sturdiness = 1.7, reliability = 0.85 }; }; mese = { item = 'default:mese_fragment'; wandprops = { generate = 2 }; }; cobalt = { item = 'sorcery:powder_cobalt'; wandprops = { power = 1.4 }; }; iridium = { |
| |
37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 |
wandprops = { sturdiness = 1.5 };
};
diamond = {
item = 'sorcery:shard_diamond';
wandprops = { sturdiness = 1.7, reliability = 0.85 };
};
mese = {
item = 'default:mese_crystal_fragment';
wandprops = { generate = 2 };
};
cobalt = {
item = 'sorcery:powder_cobalt';
wandprops = { power = 1.4 };
};
iridium = {
|