Overview
Comment: | look i don't fucking remember okay |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA3-256: |
a08f21c56c00148cff83a118fe0525e1 |
User & Date: | lexi on 2021-06-23 09:31:24 |
Other Links: | manifest | tags |
Context
2021-06-24
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07:15 | add basic keg impl check-in: 9b8118877e user: lexi tags: trunk | |
2021-06-23
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09:31 | look i don't fucking remember okay check-in: a08f21c56c user: lexi tags: trunk | |
2021-04-21
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01:32 | ui tweaks, rework enchantment slightly check-in: 41fdb5b0b8 user: lexi tags: trunk | |
Changes
Modified data/compat.lua from [40f7d044df] to [e10c4cb361].
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['default:stone_with_iron' ] = { id = 'steel', metal = true };-- :/
['default:stone_with_copper' ] = { id = 'copper', metal = true };
['default:stone_with_tin' ] = { id = 'tin', metal = true };
['default:stone_with_gold' ] = { id = 'gold', metal = true };
['default:stone_with_mese' ] = { id = 'mese', gem = true };
['default:stone_with_diamond'] = { id = 'diamond', gem = true };
};
}
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> > | > |
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['default:stone_with_iron' ] = { id = 'steel', metal = true };-- :/ ['default:stone_with_copper' ] = { id = 'copper', metal = true }; ['default:stone_with_tin' ] = { id = 'tin', metal = true }; ['default:stone_with_gold' ] = { id = 'gold', metal = true }; ['default:stone_with_mese' ] = { id = 'mese', gem = true }; ['default:stone_with_diamond'] = { id = 'diamond', gem = true }; }; residue = { ['farming:hemp_oil'] = 'vessels:glass_bottle'; }; } |
Modified data/oils.lua from [1e67dfd074] to [dff1ef8974].
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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'; }; }; luck = { color = {156,54,255}; style = 'sparkle'; mix = { 'sorcery:extract_marram'; 'farming:hemp_leaf'; 'farming:hemp_oil'; 'xdecor:honey'; 'farming:salt'; 'farming:salt'; }; }; } |
| | > < |
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'farming:peas'; 'farming:peas'; }; }; luscious = { color = {10,255,10}; mix = { 'farming:hemp_oil'; 'farming:grapes'; 'farming:cocoa_beans'; 'farming:cocoa_beans'; 'farming:sugar'; 'farming:sugar'; }; }; luck = { color = {156,54,255}; style = 'sparkle'; mix = { 'sorcery:extract_marram'; 'farming:hemp_leaf'; 'xdecor:honey'; 'farming:salt'; 'farming:salt'; }; }; } |
Modified data/runes.lua from [92db18c27d] to [b47d0e6fa4].
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if sorcery.lib.node.is_clear(sum) then vp[#vp+1] = sum end end if #vp > 0 then npos=vp[math.random(#vp)] end end if npos then minetest.set_node(npos, minetest.get_node(ctx.target.under)) if minetest.registered_nodes[ty].on_construct then minetest.registered_nodes[ty].on_construct(npos) end minetest.get_meta(npos):from_table(origmeta) return npos, true else local nstack = ItemStack(ty) nstack:get_meta():from_table(origmeta) local leftover = ctx.caster:get_inventory():add_item('main',nstack) if leftover and not leftover.is_empty() then ................................................................................ }; }; }; luminate = { name = 'Luminate'; tone = {255,194,0}; minpower = 1; rarity = 5; amulets = { luxite = { name = 'Glow'; desc = 'Swathe yourself in an aura of sparkling radiance, casting light upon all the dark places where you voyage'; cast = function(ctx) local fac = (ctx.stats.power * 0.1) local radius = 2 + 5*fac ................................................................................ if sorcery.lib.str.beginswith(minetest.get_node(n).name,'sorcery:air_glimmer_') then minetest.remove_node(n) end end end; intervals = { {period = period, after = {whence=0,secs=0.7}, fn = function(c) print('cycling!') for _,sub in pairs(c.spell.subjects) do local ox, oy, oz = math.random(-radius,radius), math.random(-radius,radius), math.random(-radius,radius) local pos = vector.offset(sub.player:get_pos(), ox,oy,oz) print('pos',minetest.pos_to_string(pos),'player',minetest.pos_to_string(sub.player:get_pos())) if sorcery.lib.node.is_air(pos) then print('is air!') local power = math.random(4,minetest.LIGHT_MAX) minetest.set_node(pos, { name = 'sorcery:air_glimmer_' .. tostring(power); }) c.spell.nodes[#c.spell.nodes + 1] = pos local d = glowduration * (0.5 + math.random()*0.5) local m = minetest.get_meta(pos) m:set_float('duration', d) m:set_float('timeleft', d) m:set_int('power', power) else print('not air!', dump(minetest.get_node(pos))) end end end}; }; } end; iridium = { |
| | | | | < | < | | |
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if sorcery.lib.node.is_clear(sum) then vp[#vp+1] = sum end end if #vp > 0 then npos=vp[math.random(#vp)] end end if npos then minetest.place_node(npos, minetest.get_node(ctx.target.under)) -- if minetest.registered_nodes[ty].on_construct then -- minetest.registered_nodes[ty].on_construct(npos) -- end minetest.get_meta(npos):from_table(origmeta) return npos, true else local nstack = ItemStack(ty) nstack:get_meta():from_table(origmeta) local leftover = ctx.caster:get_inventory():add_item('main',nstack) if leftover and not leftover.is_empty() then ................................................................................ }; }; }; luminate = { name = 'Luminate'; tone = {255,194,0}; minpower = 1; rarity = 8; amulets = { luxite = { name = 'Glow'; desc = 'Swathe yourself in an aura of sparkling radiance, casting light upon all the dark places where you voyage'; cast = function(ctx) local fac = (ctx.stats.power * 0.1) local radius = 2 + 5*fac ................................................................................ if sorcery.lib.str.beginswith(minetest.get_node(n).name,'sorcery:air_glimmer_') then minetest.remove_node(n) end end end; intervals = { {period = period, after = {whence=0,secs=0.7}, fn = function(c) for _,sub in pairs(c.spell.subjects) do local ox, oy, oz = math.random(-radius,radius), math.random(-radius,radius), math.random(-radius,radius) local pos = vector.offset(sub.player:get_pos(), ox,oy,oz) -- print('pos',minetest.pos_to_string(pos),'player',minetest.pos_to_string(sub.player:get_pos())) if sorcery.lib.node.is_air(pos) then local power = math.random(4,minetest.LIGHT_MAX) minetest.set_node(pos, { name = 'sorcery:air_glimmer_' .. tostring(power); }) c.spell.nodes[#c.spell.nodes + 1] = pos local d = glowduration * (0.5 + math.random()*0.5) local m = minetest.get_meta(pos) m:set_float('duration', d) m:set_float('timeleft', d) m:set_int('power', power) -- else -- print('not air!', dump(minetest.get_node(pos))) end end end}; }; } end; iridium = { |
Modified enchanter.lua from [5ad2e81269] to [9c51c1ba24].
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end sorcery.enchant.strength = function(stack,id) -- this functions should be used whenever you need to -- determine the power of a particular enchantment on -- an enchanted item. local e = sorcery.enchant.get(stack) local p = 0.0 local slots = sorcery.matreg.lookup[stack:get_name()].data.slots -- TODO handle strength-boosting spells! for _,s in pairs(e.spells) do if s.id == id then p = p + ((s.boost * slots[s.slot].confluence)/10) end end return p end sorcery.enchant.stackup = function(stack) -- stack update function. this should be called whenever -- the enchantment status of a stack changes; it will -- alter/reset tool capabilities and tooltip as necessary local e = sorcery.enchant.get(stack) local meta = stack:get_meta() ................................................................................ local material = sorcery.enchant.getsubj(tool) local totalcost = 0 do local done = {} for _,sp in pairs(ench.spells) do if done[sp.id] then goto skip end done[sp.id] = true local data = sorcery.data.enchants[sp.id] local strength = sorcery.enchant.strength(tool,sp.id) local ch = math.random(1,100) local props = { fail = ch > sp.reliability; user = puncher; pos = pos; node = node; tool = tool; ................................................................................ enchantment = ench; power = strength; spell = sp; sparks = sparks; cost = data.cost; } if data.on_dig then data.on_dig(props) end if props.cost ~= 0 then totalcost = totalcost + math.max(1,math.floor(props.cost * strength)) end if ch > sp.reliability then goto skip end sparks[#sparks + 1] = { color = sorcery.lib.color(data.tone):brighten(1.1); count = strength * 7; } ::skip::end end if totalcost > 0 then local conservation = math.floor(sorcery.enchant.strength(tool,'conserve') * 6) -- totalcost = totalcost - (totalcost * conservation) if conservation == 0 or math.random(conservation) == 1 then ench.energy = math.max(0,ench.energy - (totalcost - (material.data.energysource or 0))) ................................................................................ }; velocity = { x = range(-1.3,1.3); z = range(-1.3,1.3); y = range( 0.3,0.9); }; expirationtime = life; size = range(0.5,1.5); texture = sorcery.lib.image('sorcery_spark.png'):multiply(s.color):render(); glow = 14; animation = { type = "vertical_frames"; aspect_w = 16; aspect_h = 16; length = life + 0.1; |
> > | > | > | | | > | | |
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end sorcery.enchant.strength = function(stack,id) -- this functions should be used whenever you need to -- determine the power of a particular enchantment on -- an enchanted item. local e = sorcery.enchant.get(stack) local p = 0.0 local ct = 0 local slots = sorcery.matreg.lookup[stack:get_name()].data.slots -- TODO handle strength-boosting spells! for _,s in pairs(e.spells) do if s.id == id then p = p + ((s.boost * slots[s.slot].confluence)/10) ct = ct + 1 end end return p, ct end sorcery.enchant.stackup = function(stack) -- stack update function. this should be called whenever -- the enchantment status of a stack changes; it will -- alter/reset tool capabilities and tooltip as necessary local e = sorcery.enchant.get(stack) local meta = stack:get_meta() ................................................................................ local material = sorcery.enchant.getsubj(tool) local totalcost = 0 do local done = {} for _,sp in pairs(ench.spells) do if done[sp.id] then goto skip end done[sp.id] = true local data = sorcery.data.enchants[sp.id] local strength, nsp = sorcery.enchant.strength(tool,sp.id) local ch = math.random(1,100) local props = { fail = ch > sp.reliability; user = puncher; pos = pos; node = node; tool = tool; ................................................................................ enchantment = ench; power = strength; spell = sp; sparks = sparks; cost = data.cost; } if data.on_dig then data.on_dig(props) end if props.cost ~= 0 then totalcost = totalcost + math.max(1,props.cost * nsp) --[[math.max(1,math.floor(props.cost * strength))]] end -- strength does not increase cost but number of spell slots occupied does -- incentive for the player to be more clever, less brute-force-y if ch > sp.reliability then goto skip end sparks[#sparks + 1] = { color = sorcery.lib.color(data.tone):brighten(1.1); count = strength * 8; } ::skip::end end if totalcost > 0 then local conservation = math.floor(sorcery.enchant.strength(tool,'conserve') * 6) -- totalcost = totalcost - (totalcost * conservation) if conservation == 0 or math.random(conservation) == 1 then ench.energy = math.max(0,ench.energy - (totalcost - (material.data.energysource or 0))) ................................................................................ }; velocity = { x = range(-1.3,1.3); z = range(-1.3,1.3); y = range( 0.3,0.9); }; expirationtime = life; size = range(0.2,1.5); texture = sorcery.lib.image('sorcery_spark.png'):multiply(s.color):render(); glow = 14; animation = { type = "vertical_frames"; aspect_w = 16; aspect_h = 16; length = life + 0.1; |
Modified potions.lua from [2e6379fa76] to [0b5549f5e7].
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local u = sorcery.lib sorcery.registry.mk('infusions',false) sorcery.registry.mk('residue',false) sorcery.register_potion_tbl = function(tbl) -- :/ return sorcery.register_potion(tbl.name,tbl.label,tbl.desc,tbl.color,tbl.imgvariant,tbl.glow,tbl.extra) end sorcery.register_potion = function(name,label,desc,color,imgvariant,glow,extra) local image = 'sorcery_liquid_'..(imgvariant or 'dull')..'.png' .. '^[multiply:'..tostring(color).. |
> |
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local u = sorcery.lib
sorcery.registry.mk('infusions',false)
sorcery.registry.mk('residue',false)
sorcery.register.residue.meld(sorcery.data.compat.residue)
sorcery.register_potion_tbl = function(tbl) -- :/
return sorcery.register_potion(tbl.name,tbl.label,tbl.desc,tbl.color,tbl.imgvariant,tbl.glow,tbl.extra)
end
sorcery.register_potion = function(name,label,desc,color,imgvariant,glow,extra)
local image = 'sorcery_liquid_'..(imgvariant or 'dull')..'.png' ..
'^[multiply:'..tostring(color)..
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Modified registration.lua from [d98f045dad] to [8bf4e2559c].
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end
db[key] = value
for id in pairs(dat.iters) do
reg.invoke(id,key)
end
end
reg.meld = function(tbl)
for k,v in pairs(tbl) do reg.add(k,v) end
end
sorcery.register[name] = reg
local nextfn = sorcery.registry.defercheck
sorcery.registry.defercheck = function()
if #dat.defer ~= 0 then
print('WARNING: ' .. tostring(#dat.defer) .. ' deferred iterator(s) have not yet been discharged for registry “' .. name .. '”')
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end
db[key] = value
for id in pairs(dat.iters) do
reg.invoke(id,key)
end
end
reg.meld = function(tbl)
for k,v in pairs(tbl) do reg.link(k,v) end
end
sorcery.register[name] = reg
local nextfn = sorcery.registry.defercheck
sorcery.registry.defercheck = function()
if #dat.defer ~= 0 then
print('WARNING: ' .. tostring(#dat.defer) .. ' deferred iterator(s) have not yet been discharged for registry “' .. name .. '”')
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Modified vfx.lua from [d0158e43bb] to [8567a33693].
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sorcery.vfx.imbue = function(color, target, strength, height) local tpos if target.get_pos then tpos = target:get_pos() if target.get_properties then height = height or ((target:get_properties().eye_height or 1)*1.3) end else tpos = target end height = height or 1 local scenter = vector.add(tpos, {x=0,y=height/2,z=0}) for i=1,math.random(64*(strength or 1),128*(strength or 1)) do local high = (height+0.8)*math.random() - 0.8 local far = (high >= -0.5 and high <= height) and (math.random() * 0.3 + 0.4) or (math.random() * 0.5) local yaw = {x=0, y = math.random()*(2*math.pi), z=0} local po = vector.rotate({x=far,y=high,z=0}, yaw) local ppos = vector.add(po,tpos) |
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sorcery.vfx.imbue = function(color, target, strength, height) local tpos if target.get_pos then tpos = target:get_pos() if target.get_properties then height = height or ((target:get_properties().eye_height or 1)*1.3) end else tpos = vector.offset(target, 0,0.5,0) end height = height or 1 local scenter = vector.add(tpos, {x=0,y=height/2,z=0}) for i=1,math.random(24*(strength or 1),32*(strength or 1)) do local high = (height+0.8)*math.random() - 0.8 local far = (high >= -0.5 and high <= height) and (math.random() * 0.3 + 0.4) or (math.random() * 0.5) local yaw = {x=0, y = math.random()*(2*math.pi), z=0} local po = vector.rotate({x=far,y=high,z=0}, yaw) local ppos = vector.add(po,tpos) |