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add worm farm drops
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commit
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@ -26,5 +26,6 @@ Changelog:
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- 1.1 - Spawning mobs can now select randomly from a table or single string
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- 1.1 - Spawning mobs can now select randomly from a table or single string
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- 1.2 - Code tidy and fixed wishing well replacements
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- 1.2 - Code tidy and fixed wishing well replacements
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- 1.3 - Add lightning staff as rare drop, tidy code, lightning fire check, slender potion
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- 1.3 - Add lightning staff as rare drop, tidy code, lightning fire check, slender potion
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- 1.4 - Bug fix falling nodes, add worm farm drops
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Lucky Blocks: 262 (depending on mods enabled)
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Lucky Blocks: 262 (depending on mods enabled)
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42
blocks.lua
42
blocks.lua
@ -881,6 +881,48 @@ if minetest.get_modpath("nether") then
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end
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end
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end
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end
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-- worm farm mod
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if minetest.get_modpath("worm_farm") then
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-- custom function (drop player inventory and replace with dry shrubs)
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local function wormy(pos, player)
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local player_inv = player:get_inventory()
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pos = player:get_pos() or pos
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for i = 1, player_inv:get_size("main") do
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local obj = minetest.add_item(pos, player_inv:get_stack("main", i))
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if obj then
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obj:set_velocity({
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x = math.random(-10, 10) / 9,
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y = 5,
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z = math.random(-10, 10) / 9,
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})
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end
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player_inv:set_stack("main", i, "ethereal:worm")
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end
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minetest.chat_send_player(player:get_player_name(),
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green .. S("Worm Attack!"))
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end
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lucky_block:add_blocks({
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{"nod", "default:chest", 0, {
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{name = "ethereal:worm", max = 5},
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{name = "worm_farm:worm_tea", max = 5},
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{name = "ethereal:worm", max = 5},
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{name = "worm_farm:worm_farm", max = 1}
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}},
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{"cus", wormy},
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{"dro", {"worm_farm:worm_farm"}, 1}
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})
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end
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-- Additional Wishing Well Styles
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-- Additional Wishing Well Styles
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lucky_block:add_blocks({
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lucky_block:add_blocks({
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13
init.lua
13
init.lua
@ -180,12 +180,13 @@ local function fill_chest(pos, items)
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if not stacks[s].chance
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if not stacks[s].chance
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or math.random(1, stacks[s].chance) == 1 then
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or math.random(1, stacks[s].chance) == 1 then
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if minetest.registered_items[stacks[s].name] then
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inv:set_stack("main", math.random(32), {
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if minetest.registered_items[stacks[s].name] then
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name = stacks[s].name,
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inv:set_stack("main", math.random(32), {
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count = math.random(stacks[s].max)
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name = stacks[s].name,
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})
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count = math.random(stacks[s].max)
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end
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})
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end
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end
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end
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end
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end
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end
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end
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