clear up comment confusion.
Factored out hard coded names for variable names. removed "minecraft" from README.md.hardcore_mode_test
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@ -1,7 +1,7 @@
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mcl_bamboo
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=========
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This mod adds minecraft-like bamboo nodes to your Mineclone 2 world.
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This mod adds working, familiar bamboo nodes to your Mineclone 2 world.
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Code: Michieal. Original (basic) bamboo code by: Small Joker.
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@ -10,6 +10,7 @@ local DOUBLE_DROP_CHANCE = 8
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-- "BAMBOO" goes here.
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local BAMBOO = "mcl_bamboo:bamboo"
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local BAMBOO_ENDCAP_NAME = "mcl_bamboo:bamboo_endcap"
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local BAMBOO_PLANK = BAMBOO .. "_plank"
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-- LOCALS
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local modname = minetest.get_current_modname()
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@ -33,7 +34,8 @@ local bamboo_def = {
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drop = {
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max_items = 1,
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-- Maximum number of item lists to drop.
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-- From the API:
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-- max_items: Maximum number of item lists to drop.
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-- The entries in 'items' are processed in order. For each:
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-- Item filtering is applied, chance of drop is applied, if both are
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-- successful the entire item list is dropped.
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@ -43,13 +45,13 @@ local bamboo_def = {
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items = {
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-- Examples:
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{
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-- 1 in 100 chance of dropping.
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-- 1 in DOUBLE_DROP_CHANCE chance of dropping.
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-- Default rarity is '1'.
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rarity = DOUBLE_DROP_CHANCE,
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items = {BAMBOO .. " 2"},
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},
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{
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-- 1 in 2 chance of dropping.
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-- 1 in 1 chance of dropping. (Note: this means that it will drop 100% of the time.)
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-- Default rarity is '1'.
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rarity = 1,
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items = {BAMBOO},
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@ -244,7 +246,7 @@ minetest.register_node("mcl_bamboo:bamboo_plank", {
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-- Bamboo Part 2 Base nodes.
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-- Bamboo Mosaic
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local bamboo_mosaic = table.copy(minetest.registered_nodes[BAMBOO .. "_plank"])
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local bamboo_mosaic = table.copy(minetest.registered_nodes[BAMBOO_PLANK])
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bamboo_mosaic.tiles = {"mcl_bamboo_bamboo_plank.png"}
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bamboo_mosaic.groups = {handy = 1, axey = 1, flammable = 3, fire_encouragement = 5, fire_flammability = 20}
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bamboo_mosaic.description = S("Bamboo Mosaic Plank")
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