Overview
Comment: | add shelter spell |
---|---|
Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA3-256: |
65ce62581424f4c4a9e26419270d2410 |
User & Date: | lexi on 2021-07-23 19:33:02 |
Other Links: | manifest | tags |
Context
2021-07-23
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22:48 | fix textures, add wires, add more magitech parts check-in: 49345366f9 user: lexi tags: trunk | |
19:33 | add shelter spell check-in: 65ce625814 user: lexi tags: trunk | |
2021-07-22
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20:26 | amulets are now made via powder intaglio check-in: 0c88d214a8 user: lexi tags: trunk | |
Changes
Modified data/runes.lua from [829a9ad70b] to [27c07e8c34].
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tone = {159,235,0}; minpower = 4; rarity = 34; amulets = { sapphire = { name = 'Unsealing'; desc = 'Wielding this amulet, a touch of your hand will unravel even the mightiest protective magics, leaving doors unsealed and walls free to tear down'; }; amethyst = { name = 'Purging'; desc = 'Free yourself from the grip of any malicious spellwork with a snap of your fingers — interrupting all of your own active spells in the process, including impending translocations'; cast = function(ctx) purge(ctx.caster) end; }; emerald = { ................................................................................ subjects = {{player=ctx.caster}}; disjunction = true, range = 4 + ctx.stats.power; duration = 10 + ctx.stats.power * 3; timeline = { [0] = function(s,_,tl) local ttns = 0.8 local vel = s.range / ttns s.visual_caster { amount = 300, time = ttns, glow = 14; texture = sorcery.lib.image('sorcery_sputter.png'):glow(sorcery.lib.color(160,255,80)):render(); minpos = { x = -0.0, y = h*0.5,z = -0.0 }; maxpos = { x = 0.0, y = h*0.5,z = 0.0 }; minvel = { x = -vel, y = -0.0, z = -vel }; maxvel = { x = vel, y = 0.0, z = vel }; minacc = { x = -0.2, y = -0.0, z = -0.2 }; ................................................................................ aspect_w = 16, aspect_h = 16; } } end; }; intervals = { {period = 0.1, after = 0.15, fn = function(c) print('interval running') for i = 1,80 do local life = 0.2 + math.random() * 2 local dir = vector.new(math.random()-0.5,0,math.random()-0.5):normalize() local pos = epicenter + (dir * (math.random()*radius)) print('setting particle at',pos) minetest.add_particle { texture = tex; pos = pos; expirationtime = life; velocity = {x = 0, y = math.random() * 0.3 + 0.1, z = 0}; size = 0.4 + math.random() * 3; glow = 14; ................................................................................ }; genesis = { name = 'Genesis'; tone = {235,0,175}; minpower = 5; rarity = 23; amulets = { mese = { mingrade = 4; name = 'Duplication'; desc = 'Bring an exact twin of any object or item into existence, no matter how common or rare it might be'; cast = function(ctx) local color = sorcery.lib.color(255,61,205) local dup, sndpos, anchor, sbj, ty if ctx.target.type == 'object' and ctx.target.ref:get_luaentity().name == '__builtin:item' then sorcery.vfx.imbue(color, ctx.target.ref) -- causes graphics card problems??? sndpos = 'subjects' sbj = {{player = ctx.target.ref}} ................................................................................ end if minetest.get_item_group(ty,'do_not_duplicate') ~= 0 then return true end sorcery.spell.cast { name = 'sorcery:duplicate'; caster = ctx.caster; duration = math.random(10,20) * ((10 - ctx.stats.power)*0.1); anchor = anchor; timeline = { [{whence=0, secs=1}] = function(s,te,tl) local mag = sbj and 0.5 or 0.7 local pv = sbj and vector.new(0,0,0) or ctx.target.under |
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tone = {159,235,0}; minpower = 4; rarity = 34; amulets = { sapphire = { name = 'Unsealing'; desc = 'Wielding this amulet, a touch of your hand will unravel even the mightiest protective magics, leaving doors unsealed and walls free to tear down'; cast = function(ctx) if ctx.target.type ~= 'node' then return false end local r = 2 + math.floor(ctx.stats.power / 2) local cast = false for x = -r,r do for y = -r,r do for z = -r,r do if x^2 + y^2 + z^2 <= r^2 then local pos = vector.offset(ctx.target.under, x,y,z) local abv = vector.offset(ctx.target.above, x,y,z) local meta = minetest.get_meta(pos) if meta:contains('sorcery_seal_mode') then meta:set_string('sorcery_seal_mode', '') meta:set_string('sorcery_wand_key', '') meta:set_string('owner', '') sorcery.vfx.enchantment_sparkle({under=pos,above=abv}, sorcery.lib.color(12,38,255)) cast = true end end end end end if cast then minetest.sound_play('sorcery_disjoin',{object=target},true) end return cast end; }; amethyst = { name = 'Purging'; desc = 'Free yourself from the grip of any malicious spellwork with a snap of your fingers — interrupting all of your own active spells in the process, including impending translocations'; cast = function(ctx) purge(ctx.caster) end; }; emerald = { ................................................................................ subjects = {{player=ctx.caster}}; disjunction = true, range = 4 + ctx.stats.power; duration = 10 + ctx.stats.power * 3; timeline = { [0] = function(s,_,tl) local ttns = 0.8 local vel = s.range / ttns s.visual_subjects { amount = 300, time = ttns, glow = 14; texture = sorcery.lib.image('sorcery_sputter.png'):glow(sorcery.lib.color(160,255,80)):render(); minpos = { x = -0.0, y = h*0.5,z = -0.0 }; maxpos = { x = 0.0, y = h*0.5,z = 0.0 }; minvel = { x = -vel, y = -0.0, z = -vel }; maxvel = { x = vel, y = 0.0, z = vel }; minacc = { x = -0.2, y = -0.0, z = -0.2 }; ................................................................................ aspect_w = 16, aspect_h = 16; } } end; }; intervals = { {period = 0.1, after = 0.15, fn = function(c) for i = 1,80 do local life = 0.2 + math.random() * 2 local dir = vector.new(math.random()-0.5,0,math.random()-0.5):normalize() local pos = epicenter + (dir * (math.random()*radius)) minetest.add_particle { texture = tex; pos = pos; expirationtime = life; velocity = {x = 0, y = math.random() * 0.3 + 0.1, z = 0}; size = 0.4 + math.random() * 3; glow = 14; ................................................................................ }; genesis = { name = 'Genesis'; tone = {235,0,175}; minpower = 5; rarity = 23; amulets = { amethyst = { name = 'Shelter'; desc = 'Pour the power of this amulet into the soil or sand and out will grow a warm and well-lit place of shelter, no matter how far you may be from civilization.'; cast = function(ctx) local ctr = ctx.caster:get_pos() local dim = { rmax = 2 + 6 * (ctx.stats.power*0.1) } dim.rx = math.random(math.max(3, dim.rmax - 4), dim.rmax) dim.rz = math.random(math.max(3, dim.rmax - 4), dim.rmax) dim.y = math.random(4, 7) for i = 1,10 do if sorcery.lib.node.is_air(ctr) then ctr = ctr:offset(0, -1, 0) else break end end local soilp = function(pos) local name = minetest.get_node(pos).name return minetest.get_item_group(name, 'soil') ~= 0 or minetest.get_item_group(name, 'sand') ~= 0 end if not soilp(ctr) then return false end -- scan map to determine maximum dimensions for x = -dim.rx, dim.rx do for z = -dim.rz, dim.rz do local pos = ctr:offset(x,0,z) if not soilp(pos) then dim.rx = math.min(dim.rx, math.abs(x)) dim.rz = math.min(dim.rz, math.abs(z)) end for y = 1, dim.y do if not sorcery.lib.node.is_air(pos:offset(0,y,0)) then dim.y = math.min(dim.y, y) end end end end -- bail if not enough room if dim.rx < 2 or dim.rz < 2 or dim.y < 2 then return false end local materials = { walls = {}; corners = {}; floor = {}; roof = {}; door = {}; door_lock = {}; lamp_floor = {}; lamp_ceil = {}; lamp_wall = {}; lamp_ext = {}; } local try = function(ary, ...) local a = {} for _, item in pairs{...} do if item and minetest.registered_items[item] then table.insert(a, item) end end if next(a) then table.insert(ary, a) return true end return false end for name,tree in pairs(sorcery.data.trees) do try(materials.corners, tree.node) try(materials.walls, tree.plank) try(materials.floor, tree.plank) end try(materials.roof, 'farming:straw') try(materials.floor, 'farming:straw') try(materials.roof, 'default:brick') try(materials.roof, 'default:desert_stonebrick') try(materials.walls, 'default:brick') try(materials.corners, 'default:brick') try(materials.walls, 'default:stonebrick') try(materials.corners, 'default:stonebrick') try(materials.walls, 'default:cobble', 'default:mossycobble') try(materials.walls, 'default:desert_cobble') try(materials.walls, 'default:desert_stonebrick') try(materials.corners, 'default:desert_stonebrick') try(materials.corners, 'default:desert_stonebrick') try(materials.corners, 'default:desert_stone_block') try(materials.walls, 'default:sandstone') try(materials.walls, 'default:sandstonebrick') try(materials.walls, 'default:desert_sandstone') try(materials.walls, 'default:desert_sandstone_brick') try(materials.walls, 'default:silver_sandstone') try(materials.walls, 'default:silver_sandstone_brick') try(materials.walls, 'default:sandstone', 'default:silver_sandstone', 'default:desert_sandstone') try(materials.walls, 'default:sandstonebrick', 'default:silver_sandstone_brick', 'default:desert_sandstone_brick') try(materials.roof, 'default:sandstonebrick', 'default:silver_sandstone_brick', 'default:desert_sandstone_brick') try(materials.corners, 'default:sandstonebrick') try(materials.corners, 'default:desert_sandstone_brick') try(materials.corners, 'default:silver_sandstone_brick') if math.random(1,10) == 7 then try(materials.corners, 'default:obsidianbrick') end try(materials.lamp_wall, 'default:torch_wall') try(materials.lamp_wall, 'morelights_modern:wall_lamp') try(materials.lamp_ext, 'default:torch') try(materials.lamp_ext, 'morelights_modern:wall_lamp') try(materials.lamp_ext, 'morelights_modern:lantern_f') for _, l in pairs { 'default:meselamp'; 'morelights_modern:barlight_s'; 'morelights_modern:ceilinglight'; 'morelights_modern:canlight_d'; 'morelights_modern:canlight_l'; 'morelights_vintage:hangingbulb'; 'morelights_vintage:chandelier'; } do try(materials.lamp_ceil, l) end for _, l in pairs { 'default:meselamp'; 'morelights_extras:f_block', 'morelights_extras:sandstone_block', 'morelights_extras:stone_block', 'morelights_modern:block', 'morelights_vintage:block', } do try(materials.lamp_floor, l) end for _, d in pairs { 'doors:door_wood'; 'doors:woodglass_door'; 'doors:slide_door'; 'doors:japanese_door'; 'doors:screen_door'; 'doors:door_glass'; } do try(materials.door, d) end for _, d in pairs { 'doors:door_steel'; 'xpanes:door_steel_bar'; } do try(materials.door_lock, d) end for k,v in pairs(materials) do if next(v) then materials[k] = select(2, sorcery.lib.tbl.pick(v)) end end local timeline = {} local per = 0.05 local i = 0 local spark = function(s,where) s.visual { amount = 30; time = 0.2; minpos = where:offset(-0.5, 0.0, -0.5); maxpos = where:offset( 0.5, 1.0, 0.5); minvel = vector.new(-0.4, -0.2, -0.4); maxvel = vector.new( 0.4, 0.2, 0.4); minacc = vector.new( 0, 0.2, 0); maxacc = vector.new( 0, 0.6, 0); minexptime = 0.2, maxexptime = 2.0; minsize = 0.3, maxsize = 2; texture = sorcery.vfx.glowspark(sorcery.lib.color(255,12,89)):render(); glow = minetest.LIGHT_MAX; animation = { type = 'vertical_frames', length = 3.1; aspect_w = 16, aspect_h = 16; } } end local setplane = function(y, mcat) for x = -dim.rx, dim.rx do for z = -dim.rz, dim.rz do timeline[{whence=0, secs=per*i}] = function(s) local node = select(2, sorcery.lib.tbl.pick(mcat)) local p = ctr:offset(x,y,z) minetest.set_node(p, {name=node}) spark(s,p) end end i = i + 1 end end setplane(0, materials.floor) local mpick=function(t) return select(2, sorcery.lib.tbl.pick(materials[t])) end local t_supports = per*i for y = 1, dim.y-1 do local mx,mz = dim.rx, dim.rz timeline[{whence=0, secs=per*i}] = function(s) for _,where in pairs { ctr:offset( mx,y, mz); ctr:offset(-mx,y, mz); ctr:offset(-mx,y,-mz); ctr:offset( mx,y,-mz); } do minetest.set_node(where, { name = mpick'corners' }) end end i=i+1 end local t_roof = per*i setplane(dim.y, materials.roof) timeline[{whence=0,secs=per*i - 0.4}] = function(s) s.visual { time = 30, amount = 2500; minpos = ctr:offset(-dim.rx,dim.y - 0.5,-dim.rz); maxpos = ctr:offset( dim.rx,dim.y + 0.5, dim.rz); minacc = vector.new(0,-0.5,0); maxacc = vector.new(0, 0.3,0); texture = sorcery.lib.image('sorcery_sputter.png'):glow(255,17,86):render(); glow = minetest.LIGHT_MAX; minexptime = 2.4, maxexptime = 8; minsize = 0.5, maxsize = 3; animation = { type = 'vertical_frames', length = 1.1; aspect_w = 16, aspect_h = 16; }; } end local t_walls = per*i for y = dim.y-1,1,-1 do timeline[{whence=0, secs=per*i}] = function(s) local xe, ze = dim.rx-1, dim.rz-1 for x=-xe,xe do minetest.set_node(ctr:offset(x,y, dim.rz), {name=mpick'walls'}) minetest.set_node(ctr:offset(x,y,-dim.rz), {name=mpick'walls'}) end for z=-ze,ze do minetest.set_node(ctr:offset(-dim.rx,y,z), {name=mpick'walls'}) minetest.set_node(ctr:offset( dim.rx,y,z), {name=mpick'walls'}) end end i=i+1 end local t_built = per*i local lighting = math.random(1,2) if lighting == 1 then local lh = math.ceil(dim.y * .6) local wlamps = { ctr:offset( dim.rx - 1 , lh,0); ctr:offset(-(dim.rx - 1), lh,0); ctr:offset(0, lh, dim.rz - 1); ctr:offset(0, lh, -(dim.rz - 1)); } sorcery.lib.tbl.shuffle(wlamps) for _, where in pairs(wlamps) do i = i + 10 timeline[{whence=0, secs = per*i}] = function(s) spark(s,where) local node = select(2,sorcery.lib.tbl.pick(materials.lamp_wall)) minetest.sound_play('sorcery_put',{pos=where,gain=0.8},true) minetest.set_node(where, { name=node; param2=minetest.dir_to_wallmounted(vector.normalize(ctr:offset(0,lh,0) - where)*-1); }) end end i=i+1 elseif lighting == 2 then local which = math.random(1,3) if which == 1 or which == 2 then i = i + 20 timeline[{whence=0, secs = per*i}] = function(s) local where = ctr:offset(0,dim.y,0) spark(s,where) minetest.sound_play('sorcery_put',{pos=where,gain=0.7},true) minetest.item_place(ItemStack(mpick'lamp_ceil'), nil, { type = "node"; under = where; above = where:offset(0,-1,0); }) end end if which == 1 or which == 3 then i = i + 20 local flamps = { ctr:offset( (dim.rx - 1), 0, (dim.rz - 1)); ctr:offset(-(dim.rx - 1), 0, (dim.rz - 1)); ctr:offset(-(dim.rx - 1), 0, -(dim.rz - 1)); ctr:offset( (dim.rx - 1), 0, -(dim.rz - 1)); } sorcery.lib.tbl.shuffle(flamps) for _, v in pairs(flamps) do timeline[{whence=0, secs = per*i}] = function(s) local node = select(2,sorcery.lib.tbl.pick(materials.lamp_floor)) spark(s,v) minetest.sound_play('sorcery_put',{pos=v,gain=0.7},true) minetest.set_node(v, {name = node}) end i = i + 7 end end end -- install door local doorside = ({ vector.new( dim.rx,1,0); vector.new(0,1, dim.rz); vector.new(-dim.rx,1,0); vector.new(0,1,-dim.rz); })[math.random(1,4)] local doorpos if math.random(1,3) == 1 then if doorside.z ~= 0 then doorside.x = doorside.x + math.random(-(dim.rx-1), dim.rx-1) elseif doorside.x ~= 0 then doorside.z = doorside.z + math.random(-(dim.rz-1), dim.rz-1) end end doorpos = ctr + doorside local door = mpick'door' i=i+5 timeline[{whence=0,secs=per*i}] = function(s) minetest.remove_node(doorpos) minetest.remove_node(doorpos:offset(0,1,0)) spark(s, doorpos) spark(s, doorpos:offset(0,1,0)) minetest.sound_play('sorcery_crunch', {pos = doorpos, gain = 0.9}, true) -- this is buggy af and needs to be replaced with a proper impl -- local d = ItemStack(door) -- d:get_definition().on_place(d, s.caster, { -- type = 'node'; -- above = doorpos; -- under = doorpos:offset(0,-1,0); -- }) end sorcery.spell.cast { name = 'sorcery:shelter'; groups = {'genesis','construct'}; caster = ctx.caster; anchor = ctr; radius = math.max(dim.rz, dim.rx); duration = per * i; timeline = timeline; sounds = { [{whence=0,secs=t_supports}] = { sound = 'sorcery_slide'; where = ctr:offset(0,dim.y,0); ephemeral = true, pitch = 0.7; }; [{whence=0,secs=t_roof}] = { sound = 'sorcery_slide'; where = ctr:offset(0,dim.y,0); ephemeral = true; }; }; } end; }; mese = { mingrade = 4; name = 'Duplication'; desc = 'Bring an exact twin of any object or item into existence, whether it be a thing quotidian or an impossible rarity'; cast = function(ctx) local color = sorcery.lib.color(255,61,205) local dup, sndpos, anchor, sbj, ty if ctx.target.type == 'object' and ctx.target.ref:get_luaentity().name == '__builtin:item' then sorcery.vfx.imbue(color, ctx.target.ref) -- causes graphics card problems??? sndpos = 'subjects' sbj = {{player = ctx.target.ref}} ................................................................................ end if minetest.get_item_group(ty,'do_not_duplicate') ~= 0 then return true end sorcery.spell.cast { name = 'sorcery:duplicate'; groups = {'genesis'}; caster = ctx.caster; duration = math.random(10,20) * ((10 - ctx.stats.power)*0.1); anchor = anchor; timeline = { [{whence=0, secs=1}] = function(s,te,tl) local mag = sbj and 0.5 or 0.7 local pv = sbj and vector.new(0,0,0) or ctx.target.under |
Modified data/trees.lua from [1a5929f3d1] to [e07b7cbc21].
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-- instead of asking for entries here. if your trees are listed here -- and you would like control over their properties, please commit -- the appropriate interop code to your repository and open an issue -- on the sorcery tracker for us to remove them. apple = { desc = 'Apple'; node = 'default:tree'; sapling = 'default:sapling'; leaves = 'default:leaves'; sap = 'Apple Syrup'; sapcolor = {218, 238, 66}; lathe = { cut = { {'default:fence_wood', 5, 2}; |
> |
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-- instead of asking for entries here. if your trees are listed here
-- and you would like control over their properties, please commit
-- the appropriate interop code to your repository and open an issue
-- on the sorcery tracker for us to remove them.
apple = {
desc = 'Apple';
node = 'default:tree';
plank = 'default:wood';
sapling = 'default:sapling';
leaves = 'default:leaves';
sap = 'Apple Syrup';
sapcolor = {218, 238, 66};
lathe = {
cut = {
{'default:fence_wood', 5, 2};
|
Modified lib/node.lua from [a6a32274e7] to [1c278a4b1d].
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}; nextto = { {x = 1, y = 0, z = 0}; {x = -1, y = 0, z = 0}; {x = 0, y = 0, z = 1}; {x = 0, y = 0, z = -1}; }; } ofs.adjoining = sorcery.lib.tbl.append(sorcery.lib.tbl.append( ofs.neighbors,ofs.planecorners),ofs.cubecorners) local purge_container = function(only, pos,node,meta,user) local offset = function(pos,range) |
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}; nextto = { {x = 1, y = 0, z = 0}; {x = -1, y = 0, z = 0}; {x = 0, y = 0, z = 1}; {x = 0, y = 0, z = -1}; }; cardinal = { {x = 1, y = 0, z = 0}; {x = -1, y = 0, z = 0}; {x = 0, y = 0, z = 1}; {x = 0, y = 0, z = -1}; }; } ofs.adjoining = sorcery.lib.tbl.append(sorcery.lib.tbl.append( ofs.neighbors,ofs.planecorners),ofs.cubecorners) local purge_container = function(only, pos,node,meta,user) local offset = function(pos,range) |