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BIN
mods/CORE/mcl_particles/textures/mcl_particles_totem1.png
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mods/CORE/mcl_particles/textures/mcl_particles_totem1.png
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mods/CORE/mcl_particles/textures/mcl_particles_totem2.png
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mods/CORE/mcl_particles/textures/mcl_particles_totem2.png
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mods/CORE/mcl_particles/textures/mcl_particles_totem3.png
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mods/CORE/mcl_particles/textures/mcl_particles_totem3.png
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mods/CORE/mcl_particles/textures/mcl_particles_totem4.png
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mods/CORE/mcl_particles/textures/mcl_particles_totem4.png
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@ -4,6 +4,8 @@ minetest.register_on_leaveplayer(function(player)
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hud_totem[player] = nil
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hud_totem[player] = nil
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end)
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end)
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local particle_colors = {"98BF22", "C49E09", "337D0B", "B0B021", "1E9200"} -- TODO: real MC colors
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-- Save the player from death when holding totem of undying in hand
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-- Save the player from death when holding totem of undying in hand
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mcl_damage.register_modifier(function(obj, damage, reason)
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mcl_damage.register_modifier(function(obj, damage, reason)
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if obj:is_player() then
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if obj:is_player() then
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@ -14,7 +16,7 @@ mcl_damage.register_modifier(function(obj, damage, reason)
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local ppos = obj:get_pos()
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local ppos = obj:get_pos()
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local pnname = minetest.get_node(ppos).name
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local pnname = minetest.get_node(ppos).name
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-- Some exceptions when _not_ to save the player
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-- Some exceptions when _not_ to save the player
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for n=1, #mobs_mc.misc.totem_fail_nodes do
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for n = 1, #mobs_mc.misc.totem_fail_nodes do
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if pnname == mobs_mc.misc.totem_fail_nodes[n] then
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if pnname == mobs_mc.misc.totem_fail_nodes[n] then
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return
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return
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end
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end
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@ -30,16 +32,41 @@ mcl_damage.register_modifier(function(obj, damage, reason)
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end
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end
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-- Effects
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-- Effects
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minetest.sound_play({name = "mcl_totems_totem", gain=1}, {pos=ppos, max_hear_distance=16}, true)
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minetest.sound_play({name = "mcl_totems_totem", gain = 1}, {pos=ppos, max_hear_distance = 16}, true)
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for i = 1, 4 do
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for c = 1, #particle_colors do
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minetest.add_particlespawner({
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amount = math.floor(100 / (4 * #particle_colors)),
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time = 1,
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minpos = vector.offset(ppos, 0, -1, 0),
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maxpos = vector.offset(ppos, 0, 1, 0),
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minvel = vector.new(-1.5, 0, -1.5),
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maxvel = vector.new(1.5, 1.5, 1.5),
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minacc = vector.new(0, -0.1, 0),
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maxacc = vector.new(0, -1, 0),
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minexptime = 1,
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maxexptime = 3,
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minsize = 1,
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maxsize = 2,
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collisiondetection = true,
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collision_removal = true,
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object_collision = false,
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vertical = false,
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texture = "mcl_particles_totem" .. i .. ".png^[colorize:#" .. particle_colors[c],
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glow = 10,
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})
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end
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end
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-- Big totem overlay
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-- Big totem overlay
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if not hud_totem[obj] then
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if not hud_totem[obj] then
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hud_totem[obj] = obj:hud_add({
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hud_totem[obj] = obj:hud_add({
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hud_elem_type = "image",
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hud_elem_type = "image",
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text = "mcl_totems_totem.png",
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text = "mcl_totems_totem.png",
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position = { x=0.5, y=1 },
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position = {x = 0.5, y = 1},
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scale = { x=17, y=17 },
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scale = {x = 17, y = 17},
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offset = { x=0, y=-178 },
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offset = {x = 0, y = -178},
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z_index = 100,
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z_index = 100,
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})
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})
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minetest.after(3, function()
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minetest.after(3, function()
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