Overview
Comment: | continue work on runes, comment out test code in vfx.lua |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA3-256: |
967d5006f5925a1543e3114d867bb2bb |
User & Date: | lexi on 2021-10-16 23:51:50 |
Other Links: | manifest | tags |
Context
2021-10-17
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03:27 | fix amulets again check-in: 1d0bffea07 user: lexi tags: trunk | |
2021-10-16
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23:51 | continue work on runes, comment out test code in vfx.lua check-in: 967d5006f5 user: lexi tags: trunk | |
2021-08-01
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13:42 | remove debug statements >_< check-in: de7d27795b user: lexi tags: trunk | |
Changes
Modified data/runes.lua from [00d856eebe] to [655b36ebed].
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return { translocate = { name = 'Translocate'; tone = {0,235,233}; minpower = 2; rarity = 8; amulets = { amethyst = { name = 'Joining'; desc = 'Give this amulet to another and with a snap of their fingers they can arrive safely at your side from anywhere in the world — though returning whence they came may be a more difficult matter'; apply = function(ctx) local maker = ctx.user:get_player_name() ctx.meta:set_string('rune_join_target',maker) end; ................................................................................ }; gold = { name = 'Exchange'; desc = 'Give this amulet to another and they will be able to trade places with you no matter where in the world each of you might be.'; }; cobalt = { name = 'Sending'; desc = 'Give this amulet to another and by wielding this amulet against another they will be able to transport them instantly to your side'; }; iridium = { 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"; }; }; }; |
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return { translocate = { name = 'Translocate'; tone = {0,235,233}; minpower = 2; rarity = 8; amulets = { luxite = { name = 'Banishment Aura'; desc = 'Surround yourself with an aura that will banish those who get too close to you to the last place they slept'; }; amethyst = { name = 'Joining'; desc = 'Give this amulet to another and with a snap of their fingers they can arrive safely at your side from anywhere in the world — though returning whence they came may be a more difficult matter'; apply = function(ctx) local maker = ctx.user:get_player_name() ctx.meta:set_string('rune_join_target',maker) end; ................................................................................ }; gold = { name = 'Exchange'; desc = 'Give this amulet to another and they will be able to trade places with you no matter where in the world each of you might be.'; }; cobalt = { name = 'Sending'; desc = 'Give this amulet to another and by wielding this amulet against another they will be able to transport their target instantly to your side'; }; iridium = { 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"; }; }; }; |
Modified vfx.lua from [936cc31413] to [dc765bd287].
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}; } end sorcery.vfx.enchantment_sparkle = function(tgt,color) local minvel, maxvel if minetest.get_node(vector.add(tgt.under,{y=1,z=0,x=0})).name == 'air' then minvel = {x=0,z=0,y= 0.3} maxvel = {x=0,z=0,y= 1.5}; else local dir = vector.subtract(tgt.above,tgt.under) minvel = vector.multiply(dir, 0.3) maxvel = vector.multiply(dir, 1.2) end return minetest.add_particlespawner { amount = 50; time = 0.5; minpos = vector.subtract(tgt.under, 0.5); maxpos = vector.add(tgt.under, 0.5); minvel = minvel, maxvel = maxvel; minexptime = 1, maxexptime = 2; minsize = 0.5, maxsize = 2; texture = L.image('sorcery_spark.png'):multiply(color):render(); animation = { type = 'vertical_frames'; aspect_w = 16, aspect_h = 16; length = 2; }; glow = 14; } end sorcery.vfx.bloodburst = function(pos,size) for i=0, size or 48 do minetest.add_particle{ texture = 'sorcery_blood_' .. math.random(5) .. '.png', ................................................................................ local ppos = vector.add(po,tpos) local dir = vector.direction(ppos,scenter) local vel = math.random() * 0.8 + 0.4 local col if type(color) == 'function' then col = color(i, {high = high, far = far, dir = dir, vel = vel, pos = po}) else col = color end local et = math.floor((far/vel)*10)*.1 minetest.add_particle { pos = ppos; velocity = vector.multiply(dir,vel); expirationtime = 0.4; size = math.random()*2.4 + 0.6; texture = L.image('sorcery_sputter.png'):glow(col):render(); glow = 14; |
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}; } end sorcery.vfx.enchantment_sparkle = function(tgt,color) local minvel, maxvel if minetest.get_node(vector.add(tgt.under,{y=1,z=0,x=0})).name == 'air' then minvel = vector.new(-0.3,0.3,-0.3) maxvel = vector.new(0.6,1.5,0.6); else local dir = vector.subtract(tgt.above,tgt.under) minvel = vector.multiply(dir, 0.3) maxvel = vector.multiply(dir, 1.2) end print(minetest.get_player_by_name('singleplayer')) return minetest.add_particlespawner { amount = 450;--50; time = 2;--0.5; -- old syntax minpos = vector.subtract(tgt.under, 0.5); maxpos = vector.add(tgt.under, 0.5); minvel = minvel, maxvel = maxvel; minexptime = 1, maxexptime = 2; minsize = 0.5, maxsize = 2; texture = L.image('sorcery_spark.png'):multiply(color):render(); --new syntax -- can't use this shit until it gets merged :( -- pos = { -- min = vector.subtract(tgt.under, 0.5); -- max = vector.add(tgt.under, 0.5); -- }; -- pos = { -- min = vector.subtract(tgt.under, 0.8); -- max = vector.add (tgt.under, 0.8); -- }; -- vel_tween = { -- {min = minvel, max = maxvel}; -- {min = minvel * 3, max = maxvel * 3}; -- }; -- acc = { -- min = vector.new(0,-2,0); -- max = vector.new(0,-5,0); -- }; -- bounce = { min = 0.3, max = 2 }; -- exptime = { min = 0.5, max = 10 }; -- size = { min = 0.5, max = 1 }; -- collisiondetection = true; -- -- texpool = { -- { -- img = L.image('sorcery_spark.png'):multiply(color):render(); -- -- img = 'sorcery_inferno_crystal.png'; -- alpha_tween = { 0.8, 1; style = 'pulse', reps = 4}; -- -- scale = {x=4,y=0.5}; -- scale_tween = { {x=2,y=3}; {x=0,y=0}; style = 'pulse', reps = 6 }; -- }; -- -- { -- -- img = L.image('sorcery_divine_radiance_1.png'):multiply(L.color(255,0,0)):render(); -- -- fade = 'pulse'; -- -- fade_reps = 3; -- -- }; -- }; -- radius = { -- min = vector.new(0,0,0); -- max = 0; -- }; -- animation = { -- type = 'vertical_frames'; -- aspect_w = 16, aspect_h = 16; -- length = -1; -- }; -- glow = 14; } end sorcery.vfx.bloodburst = function(pos,size) for i=0, size or 48 do minetest.add_particle{ texture = 'sorcery_blood_' .. math.random(5) .. '.png', ................................................................................ local ppos = vector.add(po,tpos) local dir = vector.direction(ppos,scenter) local vel = math.random() * 0.8 + 0.4 local col if type(color) == 'function' then col = color(i, {high = high, far = far, dir = dir, vel = vel, pos = po}) else col = color end local et = math.floor((far/vel)*10)*.1 -- avoid freeze minetest.add_particle { pos = ppos; velocity = vector.multiply(dir,vel); expirationtime = 0.4; size = math.random()*2.4 + 0.6; texture = L.image('sorcery_sputter.png'):glow(col):render(); glow = 14; |