Import drippingwater mod
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mods/drippingwater/depends.txt
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mods/drippingwater/depends.txt
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default
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mods/drippingwater/init.lua
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mods/drippingwater/init.lua
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--Dripping Water Mod
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--by kddekadenz
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-- License of code, textures & sounds: CC0
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--Random
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math.randomseed(3)
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--Drop entities
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--water
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minetest.register_entity("drippingwater:drop_water", {
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hp_max = 2000,
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physical = true,
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collisionbox = {0,0,0,0,0,0},
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visual = "cube",
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visual_size = {x=0.05, y=0.1},
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textures = {"default_water.png","default_water.png","default_water.png","default_water.png", "default_water.png", "default_water.png"},
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spritediv = {x=1, y=1},
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initial_sprite_basepos = {x=0, y=0},
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on_activate = function(self, staticdata)
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self.object:setsprite({x=0,y=0}, 1, 1, true)
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end,
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on_step = function(self, dtime)
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local k = math.random(1,222)
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local ownpos = self.object:getpos()
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if k==1 then
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self.object:setacceleration({x=0, y=-5, z=0})
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end
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if minetest.env:get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
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self.object:setacceleration({x=0, y=-5, z=0})
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end
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if minetest.env:get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
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self.object:remove()
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minetest.sound_play({name="drippingwater_drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8})
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end
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end,
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})
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--lava
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minetest.register_entity("drippingwater:drop_lava", {
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hp_max = 2000,
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physical = true,
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collisionbox = {0,0,0,0,0,0},
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visual = "cube",
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visual_size = {x=0.05, y=0.1},
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textures = {"default_lava.png","default_lava.png","default_lava.png","default_lava.png", "default_lava.png", "default_lava.png"},
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spritediv = {x=1, y=1},
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initial_sprite_basepos = {x=0, y=0},
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on_activate = function(self, staticdata)
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self.object:setsprite({x=0,y=0}, 1, 0, true)
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end,
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on_step = function(self, dtime)
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local k = math.random(1,222)
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local ownpos = self.object:getpos()
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if k==1 then
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self.object:setacceleration({x=0, y=-5, z=0})
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end
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if minetest.env:get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
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self.object:setacceleration({x=0, y=-5, z=0})
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end
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if minetest.env:get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
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self.object:remove()
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minetest.sound_play({name="drippingwater_lavadrip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8})
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end
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end,
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})
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--Create drop
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minetest.register_abm(
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{nodenames = {"group:crumbly"},
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neighbors = {"group:water"},
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interval = 2,
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chance = 22,
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action = function(pos)
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if minetest.env:get_node({x=pos.x, y=pos.y -1, z=pos.z}).name == "air" and
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minetest.env:get_node({x=pos.x, y=pos.y -2, z=pos.z}).name == "air" then
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local i = math.random(-45,45) / 100
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minetest.env:add_entity({x=pos.x + i, y=pos.y - 0.5, z=pos.z + i}, "drippingwater:drop_water")
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end
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end,
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})
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--Cloudstone
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minetest.register_abm(
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{nodenames = {"default:cloud"},
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interval = 0,
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chance = 1,
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action = function(pos)
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if minetest.env:get_node({x=pos.x, y=pos.y -1, z=pos.z}).name == "air" and
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minetest.env:get_node({x=pos.x, y=pos.y -2, z=pos.z}).name == "air" then
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local i = math.random(-45,45) / 100
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minetest.env:add_entity({x=pos.x + i, y=pos.y - 0.5, z=pos.z + i}, "drippingwater:drop_water")
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end
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end,
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})
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--Create lava drop
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minetest.register_abm(
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{nodenames = {"group:crumbly"},
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neighbors = {"group:lava"},
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interval = 2,
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chance = 22,
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action = function(pos)
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if minetest.env:get_node({x=pos.x, y=pos.y -1, z=pos.z}).name == "air" and
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minetest.env:get_node({x=pos.x, y=pos.y -2, z=pos.z}).name == "air" then
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local i = math.random(-45,45) / 100
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minetest.env:add_entity({x=pos.x + i, y=pos.y - 0.5, z=pos.z + i}, "drippingwater:drop_lava")
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end
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end,
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})
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mods/drippingwater/readme.txt
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mods/drippingwater/readme.txt
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Dripping Water Mod
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by kddekadenz
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Installing instructions:
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1. Copy the drippingwater mod folder into games/gamemode/mods
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2. Start game and enjoy :)
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Manual:
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-> drops are generated rarely under crumbly nodes (dirt,grass,sandstone)
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-> waterdrops are generated under cloudstone massively
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-> they will stay some time at the generated block and than they fall down
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-> when they collide with the ground, a sound is played and they are destroyed
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License:
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code & sounds: CC0
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Changelog:
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16.04.2012 - first release
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28.04.2012 - drops are now 3D; added lava drops; fixed generating of drops (not at edges now)
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mods/drippingwater/sounds/drippingwater_drip.1.ogg
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mods/drippingwater/sounds/drippingwater_drip.1.ogg
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mods/drippingwater/sounds/drippingwater_drip.2.ogg
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mods/drippingwater/sounds/drippingwater_drip.2.ogg
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mods/drippingwater/sounds/drippingwater_drip.3.ogg
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mods/drippingwater/sounds/drippingwater_drip.3.ogg
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mods/drippingwater/sounds/drippingwater_lavadrip.1.ogg
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mods/drippingwater/sounds/drippingwater_lavadrip.1.ogg
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mods/drippingwater/sounds/drippingwater_lavadrip.2.ogg
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mods/drippingwater/sounds/drippingwater_lavadrip.2.ogg
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mods/drippingwater/sounds/drippingwater_lavadrip.3.ogg
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mods/drippingwater/sounds/drippingwater_lavadrip.3.ogg
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