Achievements: Add “Into Fire”, fix “DIAMONDS!”
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@ -12,6 +12,14 @@ item_drop_settings.random_item_velocity = true --this sets random item velocity
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item_drop_settings.drop_single_item = false --if true, the drop control drops 1 item instead of the entire stack, and sneak+drop drops the stack
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-- drop_single_item is disabled by default because it is annoying to throw away items from the intentory screen
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local check_pickup_achievements = function(object, player)
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local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
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if itemname == "mcl_mobitems:blaze_rod" then
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awards.unlock(player:get_player_name(), "mcl:blazeRod")
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elseif itemname == "mcl_core:diamond" then
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awards.unlock(player:get_player_name(), "mcl:diamonds")
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end
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end
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minetest.register_globalstep(function(dtime)
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for _,player in ipairs(minetest.get_connected_players()) do
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@ -33,6 +41,7 @@ minetest.register_globalstep(function(dtime)
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max_hear_distance = 100,
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gain = 10.0,
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})
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check_pickup_achievements(object, player)
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object:get_luaentity().itemstring = ""
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object:remove()
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end
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@ -92,6 +101,7 @@ minetest.register_globalstep(function(dtime)
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gain = 10.0,
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})
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end
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check_pickup_achievements(object, player)
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object:get_luaentity().itemstring = ""
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object:remove()
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else
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@ -109,13 +109,10 @@ awards.register_achievement("mcl:buildSword", {
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awards.register_achievement("mcl:diamonds", {
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title = S("DIAMONDS!"),
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description = S("Pick up a diamond from the floor."),
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icon = "default_stone.png^default_mineral_diamond.png",
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trigger = {
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type = "dig",
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node = "mcl_core:stone_with_diamond",
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target = 1
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}
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})
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awards.register_achievement("mcl:bookcase", {
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title = S("Librarian"),
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icon = "default_bookshelf.png",
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@ -126,6 +123,11 @@ awards.register_achievement("mcl:bookcase", {
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}
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})
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awards.register_achievement("mcl:blazeRod", {
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title = S("Into Fire"),
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description = S("Pick up a blaze rod from the floor."),
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icon = "mcl_mobitems_blaze_rod.png",
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})
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-- NON-PC ACHIEVEMENTS (XBox, Pocket Edition, etc.)
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