local splash_image = function(colorstring, opacity) if not opacity then opacity = 127 end return "mcl_potions_splash_overlay.png^[colorize:"..colorstring..":"..tostring(opacity).."^mcl_potions_splash_bottle.png" end local function register_splash(name, descr, color, def) local id = "mcl_potions:"..name.."_splash" minetest.register_craftitem(id, { description = descr, inventory_image = splash_image(color), groups = {brewitem=1, not_in_creative_inventory=0}, on_use = function(item, placer, pointed_thing) local velocity = 10 local dir = placer:get_look_dir(); local pos = placer:get_pos(); local obj = minetest.add_entity({x=pos.x+dir.x,y=pos.y+2+dir.y,z=pos.z+dir.z}, id.."_flying") obj:set_velocity({x=dir.x*velocity,y=dir.y*velocity,z=dir.z*velocity}) obj:set_acceleration({x=0, y=-9.8, z=0}) if not minetest.settings:get_bool("creative_mode") then item:take_item() end return item end, stack_max = 1, }) local w = 0.7 minetest.register_entity(id.."_flying",{ textures = {splash_image(color)}, hp_max = 1, visual_size = {x=w/2,y=w/2}, collisionbox = {0,0,0,0,0,0}, on_step = function(self, dtime) local pos = self.object:getpos() local node = minetest.get_node(pos) local n = node.name local d = 2 local redux_map = {7/8,0.5,0.25} if n ~= "air" and n ~= "mcl_portals:portal" and n ~= "mcl_portals:portal_end" or mcl_potions.is_obj_hit(self, pos) then minetest.sound_play("mcl_potions_breaking_glass", {pos = pos, max_hear_distance = 16, gain = 1}) minetest.add_particlespawner({ amount = 50, time = 2, minpos = {x=pos.x-d, y=pos.y+0.5, z=pos.z-d}, maxpos = {x=pos.x+d, y=pos.y+d, z=pos.z+d}, minvel = {x=-1, y=0, z=-1}, maxvel = {x=1, y=0.5, z=1}, minacc = {x=-0.5, y=0, z=-0.5}, maxacc = {x=0.5, y=.2, z=0.5}, minexptime = 1, maxexptime = 3, minsize = 2, maxsize = 4, collisiondetection = true, vertical = false, texture = "mcl_potions_sprite.png^[colorize:"..color..":127", }) self.object:remove() for _,obj in pairs(minetest.get_objects_inside_radius(pos, 4)) do local entity = obj:get_luaentity() if obj:is_player() or entity._cmi_is_mob then local pos2 = obj:get_pos() local rad = math.floor(math.sqrt((pos2.x-pos.x)^2 + (pos2.y-pos.y)^2 + (pos2.z-pos.z)^2)) if rad > 0 then def.potion_fun(obj, redux_map[rad]) else def.potion_fun(obj, 1) end end end end end, }) end local splash_DUR = mcl_potions.DURATION*mcl_potions.SPLASH_FACTOR local splash_DUR_2 = mcl_potions.DURATION_2*mcl_potions.SPLASH_FACTOR local splash_DUR_pl = mcl_potions.DURATION_PLUS*mcl_potions.SPLASH_FACTOR register_splash("water", "Splash Water", "#0000FF", { potion_fun = function(player, redx) end, }) register_splash("river_water", "Splash River Water", "#0000FF", { potion_fun = function(player, redx) end, }) register_splash("awkward", "Splash Awkward Potion", "#0000FF", { potion_fun = function(player, redx) end, }) register_splash("mundane", "Splash Mundane Potion", "#0000FF", { potion_fun = function(player, redx) end, }) register_splash("thick", "Splash Thick Potion", "#0000FF", { potion_fun = function(player, redx) end, }) register_splash("healing", "Splash Healing", "#AA0000", { potion_fun = function(player, redx) mcl_potions.healing_func(player, 3*redx) end, }) register_splash("healing_2", "Splash Healing II", "#DD0000", { potion_fun = function(player, redx) mcl_potions.healing_func(player, 6*redx) end, }) register_splash("harming", "Splash Harming", "#660099", { potion_fun = function(player, redx) mcl_potions.healing_func(player, -4*redx) end, }) register_splash("harming_2", "Splash Harming II", "#330066", { potion_fun = function(player, redx) mcl_potions.healing_func(player, -6*redx) end, }) register_splash("leaping", "Splash Leaping", "#00CC33", { potion_fun = function(player, redx) mcl_potions.leaping_func(player, 1.2, splash_DUR*redx) end }) register_splash("leaping_2", "Splash Leaping II", "#00EE33", { potion_fun = function(player, redx) mcl_potions.leaping_func(player, 1.4, splash_DUR_2*redx) end }) register_splash("leaping_plus", "Splash Leaping +", "#00DD33", { potion_fun = function(player, redx) mcl_potions.leaping_func(player, 1.2, splash_DUR_pl*redx) end }) register_splash("swiftness", "Splash Swiftness", "#009999", { potion_fun = function(player, redx) mcl_potions.swiftness_func(player, 1.2, splash_DUR*redx) end }) register_splash("swiftness_2", "Splash Swiftness II", "#00BBBB", { potion_fun = function(player, redx) mcl_potions.swiftness_func(player, 1.4, splash_DUR_2*redx) end }) register_splash("swiftness_plus", "Splash Swiftness +", "#00BBBB", { potion_fun = function(player, redx) mcl_potions.swiftness_func(player, 1.2, splash_DUR_pl*redx) end }) register_splash("slowness", "Splash Slowness", "#000080", { potion_fun = function(player, redx) mcl_potions.swiftness_func(player, 0.85, splash_DUR*mcl_potions.INV_FACTOR*redx) end }) register_splash("slowness_2", "Splash Slowness IV", "#000080", { potion_fun = function(player, redx) mcl_potions.swiftness_func(player, 0.4, 20*mcl_potions.SPLASH_FACTOR*redx) end }) register_splash("slowness_plus", "Splash Slowness +", "#000066", { potion_fun = function(player, redx) mcl_potions.swiftness_func(player, 0.85, splash_DUR_pl*mcl_potions.INV_FACTOR*redx) end }) register_splash("poison", "Splash Poison", "#335544", { potion_fun = function(player, redx) mcl_potions.poison_func(player, 2.5, splash_DUR*mcl_potions.INV_FACTOR*redx) end }) register_splash("poison_2", "Splash Poison II", "#446655", { potion_fun = function(player, redx) mcl_potions.poison_func(player, 1.2, splash_DUR_2*mcl_potions.INV_FACTOR*redx) end }) register_splash("poison_plus", "Splash Poison +", "#557766", { potion_fun = function(player, redx) mcl_potions.poison_func(player, 2.5, splash_DUR_pl*mcl_potions.INV_FACTOR*redx) end }) register_splash("regeneration", "Splash Regeneration", "#A52BB2", { potion_fun = function(player, redx) mcl_potions.regeneration_func(player, 2.5, splash_DUR*mcl_potions.INV_FACTOR*redx) end }) register_splash("regeneration_2", "Splash Regeneration II", "#B52CC2", { potion_fun = function(player, redx) mcl_potions.regeneration_func(player, 1.2, (splash_DUR_2*mcl_potions.INV_FACTOR + 1)*redx) end }) register_splash("regeneration_plus", "Splash Regeneration +", "#C53DD3", { potion_fun = function(player, redx) mcl_potions.regeneration_func(player, 2.5, splash_DUR_pl*mcl_potions.INV_FACTOR*redx) end }) register_splash("invisibility", "Splash Invisibility", "#B0B0B0", { potion_fun = function(player, redx) mcl_potions.invisiblility_func(player, splash_DUR*redx) end }) register_splash("invisibility_plus", "Splash Invisibility +", "#A0A0A0", { potion_fun = function(player, redx) mcl_potions.invisiblility_func(player, splash_DUR_pl*redx) end }) register_splash("weakness", "Splash Weakness", "#6600AA", { potion_fun = function(player, redx) mcl_potions.weakness_func(player, -4, splash_DUR*mcl_potions.INV_FACTOR*redx) end }) register_splash("weakness_plus", "Splash Weakness +", "#7700BB", { potion_fun = function(player, redx) mcl_potions.weakness_func(player, -4, splash_DUR_pl*mcl_potions.INV_FACTOR*redx) end }) register_splash("strength", "Splash Strength", "#D444D4", { potion_fun = function(player, redx) mcl_potions.strength_func(player, 3, splash_DUR*redx) end }) register_splash("strength_2", "Splash Strength II", "#D444F4", { potion_fun = function(player, redx) mcl_potions.strength_func(player, 6, splash_DUR_2*redx) end }) register_splash("strength_plus", "Splash Strength +", "#D444E4", { potion_fun = function(player, redx) mcl_potions.strength_func(player, 3, splash_DUR_pl*redx) end }) register_splash("water_breathing", "Splash Water Breathing", "#0000AA", { potion_fun = function(player, redx) mcl_potions.water_breathing_func(player, splash_DUR*redx) end }) register_splash("water_breathing_plus", "Splash Water Breathing +", "#0000CC", { potion_fun = function(player, redx) mcl_potions.water_breathing_func(player, splash_DUR_pl*redx) end }) register_splash("fire_resistance", "Splash Fire Resistance", "#D0A040", { potion_fun = function(player, redx) mcl_potions.fire_resistance_func(player, splash_DUR*redx) end }) register_splash("fire_resistance_plus", "Splash Fire Resistance +", "#E0B050", { potion_fun = function(player, redx) mcl_potions.fire_resistance_func(player, splash_DUR_pl*redx) end }) register_splash("night_vision", "Splash Night Vision", "#1010AA", { potion_fun = function(player, redx) mcl_potions.night_vision_func(player, splash_DUR*redx) end }) register_splash("night_vision_plus", "Splash Night Vision +", "#2020BA", { potion_fun = function(player, redx) mcl_potions.night_vision_func(player, splash_DUR_pl*redx) end })