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Rename "Monster Spawner" to "Mob Spawner"

objects
Wuzzy 2018-01-07 16:58:44 +01:00
parent cc411efe4c
commit 3cf6656df2
7 changed files with 24 additions and 25 deletions

View File

@ -3153,7 +3153,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
groups = grp,
_doc_items_longdesc = "This allows you to place a single mob.",
_doc_items_usagehelp = "Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a monster spawner, you change the monster it spawns.",
_doc_items_usagehelp = "Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.",
on_place = function(itemstack, placer, pointed_thing)

View File

@ -65,7 +65,7 @@ mcl_torches.register_torch("mesecon_torch_on", "Redstone Torch",
[[Redstone torches can generally be placed at the side and on the top of full solid opaque blocks. The following exceptions apply:
Glass, fence, wall, hopper: Can only be placed on top
Upside-down slab/stair: Can only be placed on top
Soul sand, monster spawner: Placement possible
Soul sand, mob spawner: Placement possible
Glowstone and pistons: No placement possible]],
"jeija_torches_on.png",
"mcl_torches_torch_floor.obj", "mcl_torches_torch_wall.obj",

View File

@ -1,14 +1,14 @@
This mod adds a monster spawner for MineClone 2.
Monsters will appear around the monster spawner in semi-regular intervals.
This mod adds a mob spawner for MineClone 2.
Monsters will appear around the mob spawner in semi-regular intervals.
This mod is originally based on the mob spawner from Mobs Redo by TenPlus1
but has been modified quite a lot to fit the needs of MineClone 2.
Players can get a monster spawner by `giveme` and is initially empty after
Players can get a mob spawner by `giveme` and is initially empty after
placing.
## Programmer notes
To set the mob spawned by a monster spawner, first place the monster spawner
To set the mob spawned by a mob spawner, first place the mob spawner
(e.g. with `minetest.set_node`), then use the function
`mcl_mobspawners.setup_spawner` to set its attributes. See the comment
in `init.lua` for more info.

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@ -4,7 +4,7 @@ mcl_mobspawners = {}
local default_mob = "mobs_mc:pig"
-- Monster spawner
-- Mob spawner
local spawner_default = default_mob.." 0 15 4 15"
local function get_mob_textures(mob)
@ -55,7 +55,7 @@ All the arguments are optional!
]]
function mcl_mobspawners.setup_spawner(pos, Mob, MinLight, MaxLight, MaxMobsInArea, PlayerDistance, YOffset)
-- Activate monster spawner and disable editing functionality
-- Activate mob spawner and disable editing functionality
if Mob == nil then Mob = default_mob end
if MinLight == nil then MinLight = 0 end
if MaxLight == nil then MaxLight = 15 end
@ -83,9 +83,9 @@ function mcl_mobspawners.setup_spawner(pos, Mob, MinLight, MaxLight, MaxMobsInAr
t:start(2)
end
-- Spawn monsters around pos
-- Spawn mobs around pos
-- NOTE: The node is timer-based, rather than ABM-based.
local spawn_monsters = function(pos, elapsed)
local spawn_mobs = function(pos, elapsed)
-- get meta
local meta = minetest.get_meta(pos)
@ -105,7 +105,7 @@ local spawn_monsters = function(pos, elapsed)
-- are we spawning a registered mob?
if not mobs.spawning_mobs[mob] then
minetest.log("error", "[mcl_mobspawners] Monster Spawner: Mob doesn't exist: "..mob)
minetest.log("error", "[mcl_mobspawners] Mob Spawner: Mob doesn't exist: "..mob)
return
end
@ -142,9 +142,9 @@ local spawn_monsters = function(pos, elapsed)
end
--[[ HACK!
The doll may not stay spawned if the monster spawner is placed far away from
The doll may not stay spawned if the mob spawner is placed far away from
players, so we will check for its existance periodically when a player is nearby.
This would happen almost always when the monster spawner is placed by the mapgen.
This would happen almost always when the mob spawner is placed by the mapgen.
This is probably caused by a Minetest bug:
https://github.com/minetest/minetest/issues/4759
FIXME: Fix this horrible hack.
@ -203,7 +203,7 @@ local spawn_monsters = function(pos, elapsed)
end
-- The monster spawner node.
-- The mob spawner node.
-- PLACEMENT INSTRUCTIONS:
-- If this node is placed by a player, minetest.item_place, etc. default settings are applied
-- automatially.
@ -215,9 +215,9 @@ minetest.register_node("mcl_mobspawners:spawner", {
paramtype = "light",
sunlight_propagates = true,
walkable = true,
description = S("Monster Spawner"),
_doc_items_longdesc = S("A monster spawner regularily causes mobs to appear around it while a player is nearby. Mobs are spawned regardless of the light level."),
_doc_items_usagehelp = S("If you have a spawn egg, you use it to change the monter to spawn. Just place the item on the monster spawner."),
description = S("Mob Spawner"),
_doc_items_longdesc = S("A mob spawner regularily causes mobs to appear around it while a player is nearby. Mobs are spawned regardless of the light level."),
_doc_items_usagehelp = S("If you have a spawn egg, you use it to change the monter to spawn. Just place the item on the mob spawner."),
groups = {pickaxey=1, material_stone=1, deco_block=1},
is_ground_content = false,
drop = "",
@ -239,7 +239,7 @@ minetest.register_node("mcl_mobspawners:spawner", {
local name = placer:get_player_name()
local privs = minetest.get_player_privs(name)
if not privs.maphack then
minetest.chat_send_player(name, "Placement denied. You need the “maphack” privilege to place monster spawners.")
minetest.chat_send_player(name, "Placement denied. You need the “maphack” privilege to place mob spawners.")
return itemstack
end
local node_under = minetest.get_node(pointed_thing.under)
@ -264,7 +264,7 @@ minetest.register_node("mcl_mobspawners:spawner", {
end
end,
on_timer = spawn_monsters,
on_timer = spawn_mobs,
on_receive_fields = function(pos, formname, fields, sender)

View File

@ -70,9 +70,8 @@ mcl_torches.register_torch = function(substring, description, doc_items_longdesc
-- Special allowed nodes:
-- * soul sand
-- * end portal frame (TODO)
-- * monster spawner
-- * mob spawner
-- * Fence, wall, glass, hopper: Only on top
-- * Monster spawner
-- * Slab: Only on top if upside down
-- * Stairs: Only on top if upside down
@ -175,7 +174,7 @@ mcl_torches.register_torch("torch",
[[Torches can generally be placed on full solid opaque blocks. The following exceptions apply:
Glass, fence, wall, hopper: Can only be placed on top
Upside-down slab/stair: Can only be placed on top
Soul sand, monster spawner: Placement possible
Soul sand, mob spawner: Placement possible
Glowstone and pistons: No placement possible]],
"default_torch_on_floor.png",
"mcl_torches_torch_floor.obj", "mcl_torches_torch_wall.obj",

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@ -240,7 +240,7 @@ minetest.register_on_generated(function(minp, maxp)
table.sort(chestSlots)
local currentChest = 1
-- Calculate the monster spawner position, to be re-used for later
-- Calculate the mob spawner position, to be re-used for later
local spawner_pos = {x = x + math.ceil(dim.x/2), y = y+1, z = z + math.ceil(dim.z/2)}
table.insert(spawner_posses, spawner_pos)
@ -371,7 +371,7 @@ minetest.register_on_generated(function(minp, maxp)
end
end
-- Monster spawners are placed seperately, too
-- Mob spawners are placed seperately, too
-- We don't want to destroy non-ground nodes
for s=1, #spawner_posses do
local sp = spawner_posses[s]

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@ -1,3 +1,3 @@
minetest.register_privilege("maphack", {
description = "Can place and use advanced blocks like monster spawners, command blocks and barriers.",
description = "Can place and use advanced blocks like mob spawners, command blocks and barriers.",
})