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Improved the darkness effect

potions_api_redo
the-real-herowl 2024-01-22 21:49:26 +01:00 committed by the-real-herowl
parent 8d4f1575f1
commit 80d09918bf
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 is_visited_shepherd = meta:get_int("mcl_shepherd:special") == 1
local arg local arg
if has_darkness and not is_visited_shepherd then if has_darkness and not is_visited_shepherd then
arg = 0 if has_night_vision then arg = 0.1
else arg = 0 end
else else
-- Apply night vision only for dark sky -- 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" 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) res_condition = function(object)
return (not object:is_player()) return (not object:is_player())
end, end,
particle_color = "#484D48", particle_color = "#485D48",
}) })
mcl_potions.register_effect({ mcl_potions.register_effect({
@ -419,14 +419,14 @@ mcl_potions.register_effect({
object:get_meta():set_int("darkness", 1) object:get_meta():set_int("darkness", 1)
mcl_weather.skycolor.update_sky_color({object}) mcl_weather.skycolor.update_sky_color({object})
object:set_sky({fog = { object:set_sky({fog = {
fog_distance = 10, fog_distance = factor,
}}) }})
EF.darkness[object].flash = 0.6 EF.darkness[object].flash = 0.6
end, end,
on_step = function(dtime, object, factor, duration) on_step = function(dtime, object, factor, duration)
if object:get_meta():get_int("night_vision") ~= 1 then if object:get_meta():get_int("night_vision") ~= 1 then
local flash = EF.darkness[object].flash 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 elseif flash > 0.6 then EF.darkness[object].flashdir = false end
flash = EF.darkness[object].flashdir and (flash + dtime) or (flash - dtime) flash = EF.darkness[object].flashdir and (flash + dtime) or (flash - dtime)
object:set_sky({fog = { object:set_sky({fog = {
@ -435,7 +435,7 @@ mcl_potions.register_effect({
EF.darkness[object].flash = flash EF.darkness[object].flash = flash
else else
object:set_sky({fog = { object:set_sky({fog = {
fog_start = 0.99, fog_start = 0.9,
}}) }})
end end
mcl_weather.skycolor.update_sky_color({object}) mcl_weather.skycolor.update_sky_color({object})
@ -449,7 +449,9 @@ mcl_potions.register_effect({
}}) }})
end, end,
particle_color = "#000000", particle_color = "#000000",
uses_factor = false, uses_factor = true,
lvl1_factor = 30,
lvl2_factor = 20,
}) })
mcl_potions.register_effect({ mcl_potions.register_effect({
@ -573,7 +575,7 @@ mcl_potions.register_effect({
mcl_util.deal_damage(object, 1, {type = "magic"}) mcl_util.deal_damage(object, 1, {type = "magic"})
end end
end, end,
particle_color = "#000000", particle_color = "#292929",
uses_factor = true, uses_factor = true,
lvl1_factor = 2, lvl1_factor = 2,
lvl2_factor = 1, lvl2_factor = 1,