Improved the darkness effect
parent
8d4f1575f1
commit
80d09918bf
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@ -124,7 +124,8 @@ mcl_weather.skycolor = {
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local is_visited_shepherd = meta:get_int("mcl_shepherd:special") == 1
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local is_visited_shepherd = meta:get_int("mcl_shepherd:special") == 1
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local arg
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local arg
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if has_darkness and not is_visited_shepherd then
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if has_darkness and not is_visited_shepherd then
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arg = 0
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if has_night_vision then arg = 0.1
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else arg = 0 end
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else
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else
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-- Apply night vision only for dark sky
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-- Apply night vision only for dark sky
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local is_dark = minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none"
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local is_dark = minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none"
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@ -259,7 +259,7 @@ mcl_potions.register_effect({
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res_condition = function(object)
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res_condition = function(object)
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return (not object:is_player())
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return (not object:is_player())
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end,
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end,
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particle_color = "#484D48",
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particle_color = "#485D48",
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})
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})
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mcl_potions.register_effect({
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mcl_potions.register_effect({
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@ -419,14 +419,14 @@ mcl_potions.register_effect({
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object:get_meta():set_int("darkness", 1)
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object:get_meta():set_int("darkness", 1)
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mcl_weather.skycolor.update_sky_color({object})
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mcl_weather.skycolor.update_sky_color({object})
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object:set_sky({fog = {
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object:set_sky({fog = {
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fog_distance = 10,
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fog_distance = factor,
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}})
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}})
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EF.darkness[object].flash = 0.6
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EF.darkness[object].flash = 0.6
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end,
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end,
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on_step = function(dtime, object, factor, duration)
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on_step = function(dtime, object, factor, duration)
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if object:get_meta():get_int("night_vision") ~= 1 then
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if object:get_meta():get_int("night_vision") ~= 1 then
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local flash = EF.darkness[object].flash
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local flash = EF.darkness[object].flash
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if flash < 0.1 then EF.darkness[object].flashdir = true
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if flash < 0.2 then EF.darkness[object].flashdir = true
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elseif flash > 0.6 then EF.darkness[object].flashdir = false end
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elseif flash > 0.6 then EF.darkness[object].flashdir = false end
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flash = EF.darkness[object].flashdir and (flash + dtime) or (flash - dtime)
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flash = EF.darkness[object].flashdir and (flash + dtime) or (flash - dtime)
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object:set_sky({fog = {
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object:set_sky({fog = {
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@ -435,7 +435,7 @@ mcl_potions.register_effect({
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EF.darkness[object].flash = flash
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EF.darkness[object].flash = flash
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else
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else
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object:set_sky({fog = {
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object:set_sky({fog = {
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fog_start = 0.99,
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fog_start = 0.9,
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}})
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}})
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end
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end
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mcl_weather.skycolor.update_sky_color({object})
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mcl_weather.skycolor.update_sky_color({object})
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@ -449,7 +449,9 @@ mcl_potions.register_effect({
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}})
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}})
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end,
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end,
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particle_color = "#000000",
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particle_color = "#000000",
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uses_factor = false,
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uses_factor = true,
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lvl1_factor = 30,
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lvl2_factor = 20,
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})
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})
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mcl_potions.register_effect({
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mcl_potions.register_effect({
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@ -573,7 +575,7 @@ mcl_potions.register_effect({
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mcl_util.deal_damage(object, 1, {type = "magic"})
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mcl_util.deal_damage(object, 1, {type = "magic"})
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end
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end
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end,
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end,
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particle_color = "#000000",
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particle_color = "#292929",
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uses_factor = true,
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uses_factor = true,
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lvl1_factor = 2,
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lvl1_factor = 2,
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lvl2_factor = 1,
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lvl2_factor = 1,
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