sorcery  Check-in [65ce625814]

Overview
Comment:add shelter spell
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA3-256: 65ce62581424f4c4a9e26419270d241010df06817b8be6b6cbc96817120ba923
User & Date: lexi on 2021-07-23 19:33:02
Other Links: manifest | tags
Context
2021-07-23
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
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)