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https://github.com/sys4-fr/server-nalc.git
synced 2024-12-24 01:30:38 +01:00
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@ -53,7 +53,7 @@ function default.register_ores()
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-- Clay
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minetest.register_ore({
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minetest.register_ore({
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ore_type = "blob",
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ore = "default:clay",
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wherein = {"default:sand"},
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@ -74,7 +74,7 @@ function default.register_ores()
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-- Sand
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minetest.register_ore({
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minetest.register_ore({
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ore_type = "blob",
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ore = "default:sand",
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wherein = {"default:stone"},
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@ -68,13 +68,11 @@ end
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-- override hot nodes so they do not hurt player anywhere but mod
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if ARMOR_FIRE_PROTECT == true then
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minetest.after(2, function()
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for _, row in ipairs(ARMOR_FIRE_NODES) do
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if minetest.registered_nodes[row[1]] then
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minetest.override_item(row[1], {damage_per_second = 0})
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end
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for _, row in ipairs(ARMOR_FIRE_NODES) do
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if minetest.registered_nodes[row[1]] then
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minetest.override_item(row[1], {damage_per_second = 0})
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end
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end)
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end
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end
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local time = 0
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@ -90,7 +88,7 @@ armor = {
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.."list[current_player;craftpreview;7,2;1,1;]",
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textures = {},
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default_skin = "character",
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version = "0.4.3",
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version = "0.4.4",
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}
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if minetest.get_modpath("inventory_plus") then
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@ -254,13 +252,13 @@ armor.set_player_armor = function(self, player)
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self:update_player_visuals(player)
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end
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armor.update_armor = function(self, player, dtime)
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armor.update_armor = function(self, player)
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local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[update_armor]")
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if not name then
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return
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end
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local hp = player:get_hp() or 0
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if ARMOR_FIRE_PROTECT == true and dtime then
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if ARMOR_FIRE_PROTECT == true then
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pos.y = pos.y + 1.4 -- head level
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local node_head = minetest.get_node(pos).name
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pos.y = pos.y - 1.2 -- feet level
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@ -270,7 +268,7 @@ armor.update_armor = function(self, player, dtime)
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-- check for fire protection, if not enough then get hurt
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if row[1] == node_head or row[1] == node_feet then
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if hp > 0 and armor.def[name].fire < row[2] then
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hp = hp - row[3] * dtime
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hp = hp - row[3] * ARMOR_UPDATE_TIME
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player:set_hp(hp)
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break
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end
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@ -634,7 +632,7 @@ minetest.register_globalstep(function(dtime)
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time = time + dtime
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if time > ARMOR_UPDATE_TIME then
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for _,player in ipairs(minetest.get_connected_players()) do
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armor:update_armor(player, time)
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armor:update_armor(player)
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end
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time = 0
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end
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@ -1,3 +1,6 @@
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default
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inventory_plus?
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unified_inventory?
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fire?
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ethereal?
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bakedclay?
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@ -251,3 +251,4 @@ for k, v in pairs(ARMOR_MATERIALS) do
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},
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})
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end
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@ -33,10 +33,18 @@ depends: 3d_armor
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Makes hand wielded items visible to other players.
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[mod] Shields [shields]
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-------------------------------------
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-----------------------
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depends: 3d_armor
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Originally a part of 3d_armor, shields have been re-included as an optional extra.
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If you do not want shields then simply remove the shields folder from the modpack.
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[mod] Technic Armor [technic_armor]
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-----------------------------------
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depends: 3d_armor
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Adds tin, silver and technic materials to 3d_armor.
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Requires technic mod to be installed for craft registration.
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@ -132,3 +132,4 @@ end
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minetest.after(0, function()
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table.insert(armor.elements, "shield")
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end)
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@ -1,3 +1,6 @@
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[mod] Technic Armor [technic_armor]
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===================================
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Adds tin, silver and technic materials to 3d_armor.
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Requires technic mod to be installed for craft registration.
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@ -127,7 +127,7 @@ end
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function biome_lib:register_generate_plant(biomedef, nodes_or_function_or_model)
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-- if calling code passes an undefined node for a surface or
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-- if calling code passes an undefined node for a surface or
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-- as a node to be spawned, don't register an action for it.
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if type(nodes_or_function_or_model) == "string"
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@ -142,7 +142,7 @@ function biome_lib:register_generate_plant(biomedef, nodes_or_function_or_model)
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biome_lib:dbg("Warning: Registered function call using deprecated string method: "..dump(nodes_or_function_or_model))
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end
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if biomedef.check_air == false then
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if biomedef.check_air == false then
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biome_lib:dbg("Register no-air-check mapgen hook: "..dump(nodes_or_function_or_model))
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biome_lib.actionslist_no_aircheck[#biome_lib.actionslist_no_aircheck + 1] = { biomedef, nodes_or_function_or_model }
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local s = biomedef.surface
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@ -218,7 +218,7 @@ function biome_lib:populate_surfaces(biome, nodes_or_function_or_model, snodes,
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else
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if string.find(biome_surfaces_string, "group:") then
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for j = 1, #biome.surface do
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if string.find(biome.surface[j], "^group:")
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if string.find(biome.surface[j], "^group:")
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and minetest.get_item_group(dest_node.name, biome.surface[j]) then
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surface_ok = true
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break
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@ -497,13 +497,13 @@ function biome_lib:spawn_on_surfaces(sd,sp,sr,sc,ss,sa)
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chance = biome.spawn_chance,
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neighbors = biome.neighbors,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local p_top = { x = pos.x, y = pos.y + 1, z = pos.z }
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local p_top = { x = pos.x, y = pos.y + 1, z = pos.z }
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local n_top = minetest.get_node(p_top)
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local perlin_fertile_area = minetest.get_perlin(biome.seed_diff, perlin_octaves, perlin_persistence, perlin_scale)
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local noise1 = perlin_fertile_area:get2d({x=p_top.x, y=p_top.z})
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local noise2 = biome_lib.perlin_temperature:get2d({x=p_top.x, y=p_top.z})
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local noise3 = biome_lib.perlin_humidity:get2d({x=p_top.x+150, y=p_top.z+50})
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if noise1 > biome.plantlife_limit
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if noise1 > biome.plantlife_limit
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and noise2 <= biome.temp_min
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and noise2 >= biome.temp_max
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and noise3 <= biome.humidity_min
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@ -546,7 +546,7 @@ function biome_lib:spawn_on_surfaces(sd,sp,sr,sc,ss,sa)
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elseif biome.spawn_on_side then
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local onside = biome_lib:find_open_side(pos)
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if onside then
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if onside then
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minetest.set_node(onside.newpos, { name = plant_to_spawn, param2 = onside.facedir })
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end
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elseif biome.spawn_on_bottom then
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@ -652,7 +652,7 @@ function biome_lib:find_adjacent_wall(pos, verticals, randomflag)
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local verts = dump(verticals)
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if randomflag then
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local walltab = {}
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if string.find(verts, minetest.get_node({ x=pos.x-1, y=pos.y, z=pos.z }).name) then walltab[#walltab + 1] = 3 end
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if string.find(verts, minetest.get_node({ x=pos.x+1, y=pos.y, z=pos.z }).name) then walltab[#walltab + 1] = 2 end
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if string.find(verts, minetest.get_node({ x=pos.x , y=pos.y, z=pos.z-1 }).name) then walltab[#walltab + 1] = 5 end
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