mirror of
https://github.com/FaceDeer/dfcaverns.git
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0a0c97b74e
* latest versions of mapgen_helper and subterrane * initial work * call it "minetest_game" compatibility instead of "default" compatibility * Getting started on moving all default dependencies to a single root mod * distilling out more dependencies * fix some typos * more default dependencies * beds * start getting some MCL equivalents set up * mine gas dependencies * reorganize * add some mapgen stuff * getting close to actually being able to run mineclone with this * it actually runs! Crashes with out-of-memory error when you try to go below -64, but it's a start. * hide flowing pit plasma from creative inventory * mineclone 5 settings * Update subterrane * get rid of meselamp dependency, bring in ancient lanterns from deep roads * stair dependencies * add mcl fences * add mcl blast resistance and hardness to everything. Also an alternate name for Nethercap in MCL, since "nether" has another meaning there. * buckets of oil and syrup should work in mineclone now * 'splosions! * make hunters avoid repaired ancient lanterns * mapgen torchspine wasn't having its timer set * split mapgen compatibility code into its own file * bypass dependency indirection for df_farming. * apply threshold alpha to food items, they look better that way * bypass dependency indirection for df_mapitems * bypass dependency indirection for df_primordial_items * bypass dependency indirection for df_trees * bypass dependency indirection for df_underworld_items * bypass dependency indirection for df_caverns * fixing up the puzzle seal to work in both * fix puzzle seal formspec for mcl * create built-in substitutes for fireflies and bones mods for when those aren't available * set up mcl dungeon loot for underworld warriors, port over some translations from default * overlooked a debug * add itemslot backgrounds for mcl * added mineclone groups to all registered nodes. TODO: craftitems. This was extremely tedious. Completely untested, aside from simply running the game. * minor fixes to the built-in bones node * eatable group for edibles * clean up some TODOs * adjust pit plasma abm conditions * add df_ambience * fixing up explosions. Also make slade sand diggable in mcl, and fix a bug in web generators * make tower cap caves less chirpy, fix bigger goblin hut schematic, allow glowing spindlestem extract bottles * avoid an undeclared global check * alas, cave pearls aren't set up right for attached_node_facedir. * bunch of work on mineclone ores, moved main config into df_dependencies * add a few more ores * update depends in mod.conf * add opaque group to light-sensitive dirt types Mineclone adds the "opaque" group only to non-light nodes, and torches check for the opaque group to decide whether they can be placed there. light-sensitive nodes need the "light" paramtype to work, though. So adding the opaque group manually to these. * add a touch of reverb to one of the whisper tracks, it didn't fit with the others without it * bloodthorn also needs to be set opaque * add sound to torchspines * isolate Nethercap translation name to make it easier to swap out in Mineclone contexts * ambience tweak * fix dirt spreads https://github.com/FaceDeer/dfcaverns/issues/35 * adding achievements! Almost all untested yet. * fix a few achievements glitches * tweak some more achievements, add delay when achievements unlock other achievements * fix farming achievements, fix spindlestem callbacks on place * icons for farming achievements * more achievement icons, fix ancient lantern achievement * two more icons, update text * add icons for upper cavern layers * all achievements have icons now. Also add another sound to the magma sea ambience * hook into awards' trigger system to get "x/y" progress displayed for the multi-achievement achievements * ironically, Mineclone has an old version of awards that is incompatible with my trigger work. * every award should now have a description and a difficulty. * removing leftovers * missing callbacks for farmables * put growth restrictions on farmables so the achievement doesn't trigger inappropriately. * enable ores in MCL2, fix some undeclared globals, fix icecap growth in MCL (achievements are a good debugging tool) * get *all* the copper and iron containing nodes * fix old awards mod's handling of grouped dig items * Add a little bonus for players who activate a slade breacher - a handheld 'splosion tool * used the wrong drop method * beef up explosions in MCL, make slade brick craftable from slade sand and lava * better creative mode checks, fix crash when digging walls in MCL * Update subterrane * various bugfixes and tweaks * whipping up a simple puzzle chest to give a clue about ancient numbering The coding is done, but UI and a node mesh need to be done * prepare for some art tomorrow * chest node and sounds * images for the combination dials * add puzzle chests to the underworld buildings * update translations * oops, can't initialize the contents of puzzle chests every time or players get endless stuff * add backgrounds to item slots in MCL * wrap the existing function rather than copy and pasting it * fix bucket dependency in cooking recipes * add _mcl_saturation to edibles
104 lines
4.0 KiB
Lua
104 lines
4.0 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
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-- misc
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if df_dependencies.node_name_glass_bottle then
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awards.register_achievement("dfcaverns_captured_ice_sprite", {
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title = S("Capture an Ice Sprite"),
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description = S("You've captured an ice sprite and placed it in a bottle. It dances and sparkles and sheds light through the frosted glass while making a faint tinkling sound. Pretty."),
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icon = "dfcaverns_awards_backgroundx32.png^ice_sprites_bottle.png^dfcaverns_awards_foregroundx32.png",
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difficulty = 2,
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trigger = {
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type = "craft",
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item = "ice_sprites:ice_sprite_bottle",
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target = 1,
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},
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})
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end
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df_mapitems.on_veinstone_punched = function(pos, node, puncher, pointed_thing)
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awards.unlock(puncher:get_player_name(), "dfcaverns_punched_veinstone")
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end
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awards.register_achievement("dfcaverns_punched_veinstone", {
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title = S("Punch Veinstone"),
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description = S("Punch a vein to hear the heartbeat of the stone."),
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difficulty = 2,
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icon = "dfcaverns_awards_backgroundx32.png^((".. df_dependencies.texture_stone .. "^dfcaverns_veins.png)^[resize:32x32)^dfcaverns_awards_foregroundx32.png",
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})
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if minetest.get_modpath("df_underworld_items") then
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if minetest.get_modpath("hunter_statue") then
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hunter_statue.player_punched = function(node_name, pos, player)
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if node_name ~= "df_underworld_items:hunter_statue" then return end
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awards.unlock(player:get_player_name(), "dfcaverns_attacked_by_guardian_statue")
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end
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awards.register_achievement("dfcaverns_attacked_by_guardian_statue", {
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title = S("Get Attacked by an Underworld Guardian"),
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difficulty = 2,
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description = S("You've discovered something important about those mysterious slade statues in the Underworld."),
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icon = "dfcaverns_awards_backgroundx32.png^dfcaverns_guardian_achievement.png^dfcaverns_awards_foregroundx32.png",
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secret=true,
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})
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end
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df_underworld_items.puzzle_seal_solved = function(pos, player)
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if player == nil then return end
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awards.unlock(player:get_player_name(), "dfcaverns_solved_puzzle_seal")
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end
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awards.register_achievement("dfcaverns_solved_puzzle_seal", {
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title = S("Solve a Puzzle Seal"),
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difficulty = 4,
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description = S("Decipher the code of the ancients. Do you dare turn the key?"),
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icon = "dfcaverns_puzzle_seal_solvedx32.png^dfcaverns_awards_foregroundx32.png",
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})
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df_underworld_items.slade_breacher_triggered = function(pos, player)
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awards.unlock(player:get_player_name(), "dfcaverns_triggered_slade_breacher")
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end
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awards.register_achievement("dfcaverns_triggered_slade_breacher", {
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title = S("Trigger a Slade Breacher"),
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difficulty = 1,
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description = S("Activating a puzzle seal has produced a breach in the slade foundations of the world."),
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icon = "dfcaverns_puzzle_seal_activex32.png^dfcaverns_awards_foregroundx32.png",
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secret=true,
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})
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df_underworld_items.ancient_lantern_fixed = function(pos, player)
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awards.unlock(player:get_player_name(), "dfcaverns_repaired_lantern")
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end
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awards.register_achievement("dfcaverns_repaired_lantern", {
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title = S("Repair an Ancient Lantern"),
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difficulty = 2,
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description = S("You may not be able to build new ones, but at least you can get the old ones shining brightly again."),
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icon = "dfcaverns_awards_backgroundx32.png^((dfcaverns_slade_brick.png^(" .. df_dependencies.texture_meselamp .. "^[mask:dfcaverns_lantern_mask.png))^[resize:32x32)^dfcaverns_awards_foregroundx32.png",
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secret=true,
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})
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-- awards.register_achievement("dfcaverns_repaired_100_lanterns", {
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-- title = S("Repair 100 Ancient Lanterns"),
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-- description = S(""),
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-- icon =,
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-- })
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end
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-- can't think of an easy way to detect these
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--awards.register_achievement("dfcaverns_torch_detonated_mine_gas", {
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-- title = S("Detonate Mine Gas"),
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-- description = S(""),
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-- icon =,
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--})
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--awards.register_achievement("dfcaverns_looted_underworld_bones", {
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-- title = S("Loot Ancient Warrior Bones"),
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-- description = S(""),
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-- icon =,
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--})
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--
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--awards.register_achievement("dfcaverns_looted_100_underworld_bones", {
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-- title = S("Loot 100 Ancient Warrior Bones"),
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-- description = S(""),
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-- icon =,
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--})
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