| Comment: | fix some showstopping bugs, more amulet spells, add sound effects, improve teleportation visuals |
|---|---|
| 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
| ||
| 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
| ||
| 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
| ||
| 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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|
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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].
82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 ... 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 ... 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 |
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';
};
};
}
|
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 = {
{
|
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].
179
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...
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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
};
|
<
>
|
|
179
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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 |
> |
6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
## 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].
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_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 = {
|