Improved the darkness effect

This commit is contained in:
the-real-herowl 2024-01-22 21:49:26 +01:00
parent 65b923c43c
commit 394b090c83
2 changed files with 10 additions and 7 deletions

View file

@ -124,7 +124,8 @@ mcl_weather.skycolor = {
local is_visited_shepherd = meta:get_int("mcl_shepherd:special") == 1
local arg
if has_darkness and not is_visited_shepherd then
arg = 0
if has_night_vision then arg = 0.1
else arg = 0 end
else
-- Apply night vision only for dark sky
local is_dark = minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none"

View file

@ -259,7 +259,7 @@ mcl_potions.register_effect({
res_condition = function(object)
return (not object:is_player())
end,
particle_color = "#484D48",
particle_color = "#485D48",
})
mcl_potions.register_effect({
@ -419,14 +419,14 @@ mcl_potions.register_effect({
object:get_meta():set_int("darkness", 1)
mcl_weather.skycolor.update_sky_color({object})
object:set_sky({fog = {
fog_distance = 10,
fog_distance = factor,
}})
EF.darkness[object].flash = 0.6
end,
on_step = function(dtime, object, factor, duration)
if object:get_meta():get_int("night_vision") ~= 1 then
local flash = EF.darkness[object].flash
if flash < 0.1 then EF.darkness[object].flashdir = true
if flash < 0.2 then EF.darkness[object].flashdir = true
elseif flash > 0.6 then EF.darkness[object].flashdir = false end
flash = EF.darkness[object].flashdir and (flash + dtime) or (flash - dtime)
object:set_sky({fog = {
@ -435,7 +435,7 @@ mcl_potions.register_effect({
EF.darkness[object].flash = flash
else
object:set_sky({fog = {
fog_start = 0.99,
fog_start = 0.9,
}})
end
mcl_weather.skycolor.update_sky_color({object})
@ -449,7 +449,9 @@ mcl_potions.register_effect({
}})
end,
particle_color = "#000000",
uses_factor = false,
uses_factor = true,
lvl1_factor = 30,
lvl2_factor = 20,
})
mcl_potions.register_effect({
@ -573,7 +575,7 @@ mcl_potions.register_effect({
mcl_util.deal_damage(object, 1, {type = "magic"})
end
end,
particle_color = "#000000",
particle_color = "#292929",
uses_factor = true,
lvl1_factor = 2,
lvl2_factor = 1,