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README
248 lines
6.1 KiB
Lua
248 lines
6.1 KiB
Lua
-- Generic colored-objects template by Vanessa Ezekowitz ~~ 2012-07-13
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-- License: WTFPL
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-- Before using this code, consult the README, particularly the "Semi-
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-- automatic generation of textures" section at the end, which descibes the
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-- use of the gentextures.sh BASH script included in this package. You"ll
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-- need to either follow those instructions or create your textures the usual,
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-- manual way. Without textures, this code won"t be very useful. :-)
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-- When configured properly, this code creates node names that follow the
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-- naming convention established in Unified Dyes, such as "mymod:red" or
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-- "mymod:dark_yellow_s50".
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-- ===========================================================================
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-- Edit the next several variables to define what mod this template will
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-- generate and how it should behave in general.
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-- ===========================================================================
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-- First, the standard machine-readable name of your mod
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colored_block_modname = "template"
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-- Human-readable description of the category of nodes you want to generate
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colored_block_description = "My Colored Block"
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-- The full node name of the neutral version of your main block as it
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-- exists right after crafting or mining it, before any dyes have been
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-- applied. Typically, this should refer to the white version of your
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-- mod's main block, but it can be anything as long as it makes sense.
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neutral_block = colored_block_modname..":white"
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-- This variable defines just how many of a given block a crafting operation
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-- should give. In most cases, the default (1) is correct.
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colored_block_yield = "1"
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-- If this object should let sunlight pass through it, set this to "true".
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-- Otherwise, set it to "false" (the default).
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colored_block_sunlight = "false"
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-- If the node should be something you can stand on, set this to "true"
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-- (the default). Otherwise, set it to false.
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colored_block_walkable = "true"
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-- What groups should the generated nodes belong to? Note that this must
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-- be in the form of a table as in the default.
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colored_block_groups = { snappy=3, flammable=2 }
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-- What sound should be played when the node is digged?
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colored_block_sound = "default.node_sound_leaves_defaults()"
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-- ======================================================
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-- You shouldn"t need to edit anything below this point.
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-- ======================================================
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-- ------------------------------------------------------------------
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-- Generate all of the base color node definitions and all variations
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-- except for the greyscale stuff.
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-- Hues are on a 30 degree spacing starting at red = 0 degrees.
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-- "s50" in a file/item name means "saturation: 50%".
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-- Texture brightness levels for the colors are 100%, 66% ("medium"),
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-- and 33% ("dark").
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shades = {
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"dark_",
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"medium_",
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"" -- represents "no special shade name", e.g. bright.
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}
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shades2 = {
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"Dark ",
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"Medium ",
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"" -- represents "no special shade name", e.g. bright.
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}
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hues = {
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"red",
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"orange",
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"yellow",
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"lime",
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"green",
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"aqua",
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"cyan",
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"skyblue",
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"blue",
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"violet",
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"magenta",
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"redviolet"
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}
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hues2 = {
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"Red ",
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"Orange ",
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"Yellow ",
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"Lime ",
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"Green ",
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"Aqua ",
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"Cyan ",
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"Sky Blue ",
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"Blue ",
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"Violet ",
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"Magenta ",
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"Red-violet "
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}
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greys = {
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"black",
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"darkgrey",
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"mediumgrey",
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"lightgrey",
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"white"
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}
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greys2 = {
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"Black ",
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"Dark Grey ",
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"Medium Grey ",
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"Light Grey ",
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"White "
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}
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greys3 = {
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"black",
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"darkgrey_paint",
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"mediumgrey_paint",
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"lightgrey_paint",
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"white_paint"
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}
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for shade = 1, 3 do
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shadename = shades[shade]
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shadename2 = shades2[shade]
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for hue = 1, 12 do
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huename = hues[hue]
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huename2 = hues2[hue]
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colorname = colored_block_modname..":"..shadename..huename
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pngname = colored_block_modname.."_"..shadename..huename..".png"
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nodedesc = shadename2..huename2..colored_block_description
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s50colorname = colored_block_modname..":"..shadename..huename.."_s50"
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s50pngname = colored_block_modname.."_"..shadename..huename.."_s50.png"
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s50nodedesc = shadename2..huename2..colored_block_description.." (50% Saturation)"
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minetest.register_node(colorname, {
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description = nodedesc,
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tiles = { pngname },
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inventory_image = pngname,
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wield_image = pngname,
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sunlight_propagates = colored_block_sunlight,
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paramtype = "light",
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walkable = colored_block_walkable,
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groups = colored_block_groups,
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sounds = colored_block_sound
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})
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minetest.register_node(s50colorname, {
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description = s50nodedesc,
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tiles = { s50pngname },
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inventory_image = s50pngname,
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wield_image = s50pngname,
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sunlight_propagates = colored_block_sunlight,
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paramtype = "light",
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walkable = colored_block_walkable,
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groups = colored_block_groups,
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sounds = colored_block_sound
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})
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minetest.register_craft( {
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type = "shapeless",
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output = colorname.." "..colored_block_yield,
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recipe = {
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neutral_block,
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"unifieddyes:"..shadename.."_"..huename
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}
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})
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minetest.register_craft( {
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type = "shapeless",
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output = colorname.." "..colored_block_yield,
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recipe = {
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neutral_block,
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"unifieddyes:"..shadename.."_"..huename.."_s50"
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}
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})
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end
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end
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-- ============================================================
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-- The 5 levels of greyscale.
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--
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-- Oficially these are 0, 25, 50, 75, and 100% relative to white,
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-- but in practice, they're actually 7.5%, 25%, 50%, 75%, and 95%.
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-- (otherwise black and white would wash out).
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for grey = 1,5 do
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greyname = greys[grey]
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greyname2 = greys2[grey]
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greyname3 = greys3[grey]
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greyshadename = colored_block_modname..":"..greyname
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pngname = colored_block_modname.."_"..greyname..".png"
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nodedesc = greyname2..colored_block_description
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minetest.register_node(greyshadename, {
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description = nodedesc,
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tiles = { pngname },
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inventory_image = pngname,
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wield_image = pngname,
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sunlight_propagates = colored_block_sunlight,
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paramtype = "light",
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walkable = colored_block_walkable,
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groups = colored_block_groups,
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sounds = colored_block_sound
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})
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minetest.register_craft( {
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type = "shapeless",
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output = greyshadename.." "..colored_block_yield,
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recipe = {
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neutral_block,
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"unifieddyes:"..greyname3
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}
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})
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end
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print("[" .. colored_block_modname .. "] Loaded!")
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