Add code for totem partciles
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@ -4,6 +4,41 @@ 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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-- Totem particle registration
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-- TODO: real MC colors, these are randomly selected colors:
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local colors = {"#7FFF00", "#698B22", "#BCEE68", "#EEEE00", "#C5F007"}
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for c, color in pairs(colors) do
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local colorizing = ".png^[colorize:"..color
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for n = 1, 4 do
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minetest.register_entity("mcl_totems:totem_particle"..n.."_color"..c, {
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physical = true,
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collide_with_objects = false,
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collisionbox = {-0.02,-0.02,-0.02, 0.02,0.02,0.02},
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pointable = false,
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visual = "sprite",
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visual_size = {x=0.2, y=0.2},
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textures = {"mcl_particles_totem"..n..colorizing},
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spritediv = {x=1, y=1},
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initial_sprite_basepos = {x=0, y=0},
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static_save = false,
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glow = 5,
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on_activate = function(self, staticdata)
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self.object:set_velocity({x = math.random(-4, 4)*math.random(), y = math.random(-1, 4)*math.random(), z = math.random(-4, 4)*math.random()})
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minetest.after(0.3, function()
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self.object:set_acceleration({x=0, y=-4, z=0})
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self.object:set_velocity({x=0, y=0, z=0})
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end)
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end,
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on_step = function(self, dtime)
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local r = math.random(1,80)
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if r == 1 then
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self.object:remove()
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end
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end
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})
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end
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end
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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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@ -32,6 +67,15 @@ mcl_damage.register_modifier(function(obj, damage, reason)
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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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--Particles
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for i = 1, 200 do
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local particle = "mcl_totems:totem_particle"..math.random(1, 4).."_color"..math.random(1, 5)
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minetest.after(math.random(1, 2)*math.random(), function()
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local new_pos = obj:get_pos()
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minetest.add_entity({x=new_pos.x, y=new_pos.y + 1, z=new_pos.z}, particle)
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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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