lucky_block/init.lua

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lucky_block = {}
lucky_schems = {}
-- Load support for intllib.
local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
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-- example custom function (punches player with 5 damage)
local function punchy(pos, player)
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player:punch(player, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 5}
}, nil)
minetest.chat_send_player(player:get_player_name(), S("Stop hitting yourself!"))
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end
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-- pint sized player
local function pint(pos, player)
player:set_properties({visual_size = {x = 0.5, y = 0.5}})
minetest.chat_send_player(player:get_player_name(), S("Pint Sized Player!"))
minetest.sound_play("default_place_node", {pos = pos, gain = 1.0})
minetest.after (180, function(player, pos) -- 3 minutes
if player and player:is_player() then
player:set_properties({visual_size = {x = 1.0, y = 1.0}})
minetest.sound_play("default_place_node", {pos = pos, gain = 1.0})
end
end, player)
end
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local function drop(pos, itemstack)
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local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
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if obj then
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obj:setvelocity({
x = math.random(-10, 10) / 9,
y = 5,
z = math.random(-10, 10) / 9,
})
end
end
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-- custom function to drop player inventory and replace with dry shrubs
local function bushy(pos, player)
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local player_inv = player:get_inventory() ; pos = player:get_pos() or pos
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for i = 1, player_inv:get_size("main") do
drop(pos, player_inv:get_stack("main", i))
player_inv:set_stack("main", i, "default:dry_shrub")
end
minetest.chat_send_player(player:get_player_name(), S("Dry shrub takeover!"))
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end
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-- default blocks
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local lucky_list = {
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{"cus", pint},
{"sch", "wishingwell", 0, true},
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{"cus", bushy},
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{"cus", punchy},
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{"fal", {"default:wood", "default:gravel", "default:sand", "default:desert_sand", "default:stone", "default:dirt", "default:goldblock"}, 0},
{"lig"},
{"nod", "lucky_block:super_lucky_block", 0},
{"exp", 2},
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}
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-- ability to add new blocks to list
function lucky_block:add_blocks(list)
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for s = 1, #list do
table.insert(lucky_list, list[s])
end
end
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-- call to purge the block list
function lucky_block:purge_block_list()
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lucky_list = {
{"nod", "lucky_block:super_lucky_block", 0}
}
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end
-- add schematics to global list
function lucky_block:add_schematics(list)
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for s = 1, #list do
table.insert(lucky_schems, list[s])
end
end
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-- import schematics and default blocks
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dofile(minetest.get_modpath("lucky_block") .. "/schems.lua")
dofile(minetest.get_modpath("lucky_block") .. "/blocks.lua")
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-- for random colour selection
local all_colours = {
"grey", "black", "red", "yellow", "green", "cyan", "blue", "magenta",
"orange", "violet", "brown", "pink", "dark_grey", "dark_green", "white"
}
-- default items in chests
local chest_stuff = {
{name = "default:apple", max = 3},
{name = "default:steel_ingot", max = 2},
{name = "default:gold_ingot", max = 2},
{name = "default:diamond", max = 1},
{name = "default:pick_steel", max = 1}
}
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-- call to purge the chest items list
function lucky_block:purge_chest_items()
chest_stuff = {}
end
-- ability to add to chest items list
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function lucky_block:add_chest_items(list)
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for s = 1, #list do
table.insert(chest_stuff, list[s])
end
end
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-- particle effects
local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow)
radius = radius or 2
min_size = min_size or 0.5
max_size = max_size or 1
gravity = gravity or -10
glow = glow or 0
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minetest.add_particlespawner({
amount = amount,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x = -radius, y = -radius, z = -radius},
maxvel = {x = radius, y = radius, z = radius},
minacc = {x = 0, y = gravity, z = 0},
maxacc = {x = 0, y = gravity, z = 0},
minexptime = 0.1,
maxexptime = 1,
minsize = min_size,
maxsize = max_size,
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texture = texture,
glow = glow,
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})
end
-- temp entity for mob damage
minetest.register_entity("lucky_block:temp", {
physical = true,
collisionbox = {0, 0, 0, 0, 0, 0},
visual_size = {x = 0, y = 0},
visual = "sprite",
textures = {"tnt_smoke.png"},
on_step = function(self, dtime)
self.timer = (self.timer or 0) + dtime
if self.timer > 0.5 then
self.object:remove()
end
end
})
-- modified from TNT mod to deal entity damage only
local function entity_physics(pos, radius)
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radius = radius * 2
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local objs = minetest.get_objects_inside_radius(pos, radius)
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local obj_pos, dist
-- add temp entity to cause damage
local tmp_ent = minetest.add_entity(pos, "lucky_block:temp")
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for n = 1, #objs do
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obj_pos = objs[n]:get_pos()
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dist = vector.distance(pos, obj_pos)
if dist < 1 then dist = 1 end
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local damage = math.floor((4 / dist) * radius)
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local ent = objs[n]:get_luaentity()
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if objs[n]:is_player() then
objs[n]:set_hp(objs[n]:get_hp() - damage)
else --if ent.health then
--objs[n]:punch(objs[n], 1.0, {
objs[n]:punch(tmp_ent, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
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}, pos)
end
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end
end
-- fill chest with random items from list
local function fill_chest(pos, items)
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local stacks = items or {}
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local inv = minetest.get_meta(pos):get_inventory()
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inv:set_size("main", 8 * 4)
for i = 0, 2, 1 do
local stuff = chest_stuff[math.random(1, #chest_stuff)]
table.insert(stacks, {name = stuff.name, count = math.random(1, stuff.max)})
end
for s = 1, #stacks do
if not inv:contains_item("main", stacks[s]) then
inv:set_stack("main", math.random(1, 32), stacks[s])
end
end
end
-- explosion with protection check
local function explode(pos, radius, sound)
sound = sound or "tnt_explode"
if minetest.get_modpath("tnt") and tnt and tnt.boom
and not minetest.is_protected(pos, "") then
tnt.boom(pos, {
radius = radius,
damage_radius = radius,
sound = sound,
})
else
minetest.sound_play(sound, {pos = pos, gain = 1.0,
max_hear_distance = 32})
entity_physics(pos, radius)
effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
end
end
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-- this is what happens when you dig a lucky block
local lucky_block = function(pos, digger)
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math.randomseed(os.time()) -- make sure it's really random
math.random()
local luck = math.random(1, #lucky_list) ; -- luck = 1
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local action = lucky_list[luck][1]
local schem
-- print ("luck ["..luck.." of "..#lucky_list.."]", action)
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-- place schematic
if action == "sch" then
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if #lucky_schems == 0 then
print ("[lucky block] No schematics")
return
end
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local schem = lucky_list[luck][2]
local switch = lucky_list[luck][3] or 0
local force = lucky_list[luck][4]
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if switch == 1 then
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pos = vector.round(digger:get_pos())
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end
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for i = 1, #lucky_schems do
if schem == lucky_schems[i][1] then
local p1 = vector.subtract(pos, lucky_schems[i][3])
minetest.place_schematic(p1, lucky_schems[i][2], "", {}, force)
break
end
end
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if switch == 1 then
digger:setpos(pos, false)
end
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-- place node (if chest then fill chest)
elseif action == "nod" then
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local nod = lucky_list[luck][2]
local switch = lucky_list[luck][3]
local items = lucky_list[luck][4]
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if switch == 1 then
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pos = digger:get_pos()
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end
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if not minetest.registered_nodes[nod] then
print (nod)
nod = "default:goldblock"
end
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effect(pos, 25, "tnt_smoke.png", 8, 8, 2, 1, 0)
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minetest.set_node(pos, {name = nod})
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if nod == "default:chest" then
fill_chest(pos, items)
end
-- place entity
elseif action == "spw" then
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local pos2 = {}
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local num = lucky_list[luck][3] or 1
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local tame = lucky_list[luck][4]
local own = lucky_list[luck][5]
local range = lucky_list[luck][6] or 5
local name = lucky_list[luck][7]
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for i = 1, num do
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pos2.x = pos.x + math.random(-range, range)
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pos2.y = pos.y + 1
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pos2.z = pos.z + math.random(-range, range)
local nod = minetest.get_node(pos2)
local def = minetest.registered_nodes[nod.name]
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if def and def.walkable == false then
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local entity = lucky_list[luck][2]
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-- coloured sheep
if entity == "mobs:sheep" then
local colour = "_" .. all_colours[math.random(#all_colours)]
entity = "mobs:sheep" .. colour
end
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-- has entity been registered?
if minetest.registered_entities[entity] then
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local ent = minetest.add_entity(pos2, entity):get_luaentity()
if tame then
ent.tamed = true
end
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if own then
ent.owner = digger:get_player_name()
end
if name then
ent.nametag = name
ent.object:set_properties({
nametag = name,
nametag_color = "#FFFF00"
})
end
else
print ("[lucky_block] " .. entity .. " could not be spawned")
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end
end
end
-- explosion
elseif action == "exp" then
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local rad = lucky_list[luck][2] or 2
local snd = lucky_list[luck][3] or "tnt_explode"
explode(pos, rad, snd)
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-- teleport
elseif action == "tel" then
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local xz_range = lucky_list[luck][2] or 10
local y_range = lucky_list[luck][3] or 5
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pos.x = pos.x + math.random(-xz_range, xz_range)
pos.x = pos.y + math.random(-y_range, y_range)
pos.x = pos.z + math.random(-xz_range, xz_range)
effect(pos, 25, "tnt_smoke.png", 8, 8, 1, -10, 0)
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digger:setpos(pos, false)
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effect(pos, 25, "tnt_smoke.png", 8, 8, 1, -10, 0)
minetest.chat_send_player(digger:get_player_name(), S("Random Teleport!"))
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-- drop items
elseif action == "dro" then
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local num = lucky_list[luck][3] or 1
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local colours = lucky_list[luck][4]
local items = #lucky_list[luck][2]
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for i = 1, num do
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local item = lucky_list[luck][2][math.random(1, items)]
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if colours then
item = item .. all_colours[math.random(#all_colours)]
end
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if not minetest.registered_nodes[item]
and not minetest.registered_craftitems[item]
and not minetest.registered_tools[item] then
item = "default:coal_lump"
end
local obj = minetest.add_item(pos, item)
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if obj then
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obj:setvelocity({
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x = math.random(-10, 10) / 9,
y = 5,
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z = math.random(-10, 10) / 9,
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})
end
end
-- lightning strike
elseif action == "lig" then
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local nod = lucky_list[luck][2]
if nod and not minetest.registered_nodes[nod] then
print (nod)
nod = "fire:basic_flame"
end
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pos = digger:get_pos()
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if nod then
minetest.set_node(pos, {name = nod})
end
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minetest.add_particle({
pos = pos,
velocity = {x = 0, y = 0, z = 0},
acceleration = {x = 0, y = 0, z = 0},
expirationtime = 1.0,
collisiondetection = false,
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texture = "lucky_lightning.png",
size = math.random(100, 150),
glow = 15,
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})
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entity_physics(pos, 2)
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minetest.sound_play("lightning", {
pos = pos,
gain = 1.0,
max_hear_distance = 25
})
-- falling nodes
elseif action == "fal" then
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local nods = lucky_list[luck][2]
local switch = lucky_list[luck][3]
local spread = lucky_list[luck][4]
local range = lucky_list[luck][5] or 5
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if switch == 1 then
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pos = digger:get_pos()
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end
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if spread then
pos.y = pos.y + 10
else
pos.y = pos.y + #nods
end
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minetest.remove_node(pos)
local pos2 = {x = pos.x, y = pos.y, z = pos.z}
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for s = 1, #nods do
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minetest.after(0.5 * s, function()
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if spread then
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pos2.x = pos.x + math.random(-range, range)
pos2.z = pos.z + math.random(-range, range)
end
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local n = minetest.registered_nodes[nods[s]]
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if n then
local obj = minetest.add_entity(pos2, "__builtin:falling_node")
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obj:get_luaentity():set_node(n)
end
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end)
end
-- troll block, disappears or explodes after 2 seconds
elseif action == "tro" then
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local nod = lucky_list[luck][2]
local snd = lucky_list[luck][3]
local exp = lucky_list[luck][4]
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minetest.set_node(pos, {name = nod})
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if snd then
minetest.sound_play(snd, {
pos = pos,
gain = 1.0,
max_hear_distance = 10
})
end
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if not minetest.registered_nodes[nod] then
print (nod)
nod = "default:goldblock"
end
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minetest.after(2.0, function()
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if exp then
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minetest.set_node(pos, {name = "air"})
explode(pos, 2)
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else
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minetest.set_node(pos, {name = "air"})
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minetest.sound_play("default_hard_footstep", {
pos = pos,
gain = 1.0,
max_hear_distance = 10
})
end
end)
-- floor paint
elseif action == "flo" then
local size = lucky_list[luck][2] or 1
local nods = lucky_list[luck][3] or {"default:dirt"}
local offs = lucky_list[luck][4] or 0
local num = 1
for x = 0, size - 1 do
for z = 0, size - 1 do
minetest.after(0.5 * num, function()
minetest.set_node({
x = (pos.x + x) - offs,
y = pos.y - 1,
z = (pos.z + z) - offs
}, {name = nods[math.random(#nods)]})
minetest.sound_play("default_place_node", {
pos = pos,
gain = 1.0,
max_hear_distance = 10
})
end)
num = num + 1
end
end
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-- custom function
elseif action == "cus" then
local func = lucky_list[luck][2]
if func then func(pos, digger) end
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end
end
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-- lucky block itself
minetest.register_node('lucky_block:lucky_block', {
description = S("Lucky Block"),
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tiles = {{
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name = "lucky_block_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1
},
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}},
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inventory_image = minetest.inventorycube("lucky_block.png"),
sunlight_propagates = false,
is_ground_content = false,
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paramtype = "light",
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light_source = 3,
groups = {oddly_breakable_by_hand = 3},
sounds = default.node_sound_wood_defaults(),
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on_dig = function(pos, node, digger)
minetest.set_node(pos, {name = "air"})
lucky_block(pos, digger)
end,
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on_blast = function() end,
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})
minetest.register_craft({
output = "lucky_block:lucky_block",
recipe = {
{"default:gold_ingot", "default:gold_ingot", "default:gold_ingot"},
{"default:gold_ingot", "default:chest", "default:gold_ingot"},
{"default:gold_ingot", "default:gold_ingot", "default:gold_ingot"}
}
})
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-- super lucky block
minetest.register_node('lucky_block:super_lucky_block', {
description = S("Super Lucky Block (use pick)"),
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tiles = {{
name="lucky_block_super_animated.png",
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animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1
},
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}},
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inventory_image = minetest.inventorycube("lucky_block_super.png"),
sunlight_propagates = false,
is_ground_content = false,
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paramtype = "light",
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groups = {cracky = 1, level = 2},
sounds = default.node_sound_stone_defaults(),
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on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", "Super Lucky Block")
end,
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on_dig = function(pos)
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if math.random(1, 10) < 8 then
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minetest.set_node(pos, {name = "air"})
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effect(pos, 25, "tnt_smoke.png", 8, 8, 1, -10, 0)
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minetest.sound_play("fart1", {
pos = pos,
gain = 1.0,
max_hear_distance = 10
})
if math.random(1, 5) == 1 then
pos.y = pos.y + 0.5
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minetest.add_item(pos, "default:goldblock " .. math.random(1, 5))
end
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else
minetest.set_node(pos, {name = "lucky_block:lucky_block"})
end
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end,
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on_blast = function() end,
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})
minetest.after(0, function()
print (S("[MOD] Lucky Blocks loaded (@1 in total)", #lucky_list))
end)