From f63d48b6f2c7a5e8bf17f34106158fe0c1d1e350 Mon Sep 17 00:00:00 2001 From: Vanessa Ezekowitz Date: Fri, 13 Jul 2012 23:23:39 -0400 Subject: fixed some missing commas caused byt he previous groups= change. --- modtemplate.lua~ | 235 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 235 insertions(+) create mode 100644 modtemplate.lua~ (limited to 'modtemplate.lua~') diff --git a/modtemplate.lua~ b/modtemplate.lua~ new file mode 100644 index 0000000..20ec900 --- /dev/null +++ b/modtemplate.lua~ @@ -0,0 +1,235 @@ +-- Generic colored-objects template by Vanessa Ezekowitz ~~ 2012-07-13 + +-- License: WTFPL + +-- Before using this code, consult the README, particularly the "Semi- +-- automatic generation of textures" section at the end, which descibes the +-- use of the gentextures.sh BASH script included in this package. You"ll +-- need to either follow those instructions or create your textures the usual, +-- manual way. Without textures, this code won"t be very useful. :-) + +-- When configured properly, this code creates node names that follow the +-- naming convention established in Unified Dyes, such as "mymod:red" or +-- "mymod:dark_yellow_s50". + + +-- =========================================================================== +-- Edit the next several variables to define what mod this template will +-- generate and how it should behave in general. +-- =========================================================================== + +-- First, the standard machine-readable name of your mod + +colored_block_modname = "mymod" + +-- Human-readable description of the category of nodes you want to generate + +colored_block_description = "My Colored Block" + +-- The full node name of the neutral version of your main block as it +-- exists right after crafting or mining it, before any dyes have been +-- applied. Typically, this should refer to the white version of your +-- mod's main block, but it can be anything as long as it makes sense. + +neutral_block = colored_block_modname .. ":white" + +-- This variable defines just how many of a given block a crafting operation +-- should give. In most cases, the default (1) is correct. + +colored_block_yield = "1" + +-- If this object should let sunlight pass through it, set this to "true". +-- Otherwise, set it to "false" (the default). + +colored_block_sunlight = "false" + +-- If the node should be something you can stand on, set this to "true" +-- (the default). Otherwise, set it to false. + +colored_block_walkable = "true" + +-- What groups should the generated nodes belong to? + +colored_block_groups = "{ snappy = 3, flammable = 2 }" + +-- What sound should be played when the node is digged? + +colored_block_groups = "default.node_sound_leaves_defaults()" + + +-- ====================================================== +-- You shouldn"t need to edit anything below this point. +-- ====================================================== + + +-- ------------------------------------------------------------------ +-- Generate all of the base color node definitions and all variations +-- except for the greyscale stuff. + +-- Hues are on a 30 degree spacing starting at red = 0 degrees. +-- "s50" in a file/item name means "saturation: 50%". +-- Texture brightness levels for the colors are 100%, 66% ("medium"), +-- and 33% ("dark"). + +shades = { + "dark", + "medium", + "" -- represents "no special shade name", e.g. bright. +} + +shades2 = { + "Dark ", + "Medium ", + "" -- represents "no special shade name", e.g. bright. +} + +hues = { + "red", + "orange", + "yellow", + "lime", + "green", + "aqua", + "cyan", + "skyblue", + "blue", + "violet", + "magenta", + "redviolet" +} + +hues2 = { + "Red ", + "Orange ", + "Yellow ", + "Lime ", + "Green ", + "Aqua ", + "Cyan ", + "Sky Blue ", + "Blue ", + "Violet ", + "Magenta ", + "Red-violet " +} + +greys = { + "black", + "darkgrey", + "mediumgrey", + "lightgrey", + "white" +} + +greys2 = { + "Black ", + "Dark Grey ", + "Medium Grey ", + "Light Grey ", + "White " +} + +greys3 = { + "black", + "darkgrey_paint", + "mediumgrey_paint", + "lightgrey_paint", + "white_paint" +} + +for shade = 1, 3 do + + shadename = shades[shade] + shadename2 = shades2[shade] + + for hue = 1, 12 do + + huename = hues[hue] + huename2 = hues2[hue] + + minetest.register_node(colored_block_modname .. ":" .. shadename .. "_" .. huename, { + description = shadename2 .. huename2 .. colored_block_description, + tiles = { colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png" }, + inventory_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png", + wield_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. ".png", + sunlight_propagates = colored_block_sunlight, + paramtype = "light", + walkable = colored_block_walkable, + groups = colored_block_groups, + sounds = colored_block_groups + }) + + minetest.register_node(colored_block_modname .. ":" .. shadename .. "_" .. huename .. "_s50", { + description = shadename2 .. huename2 .. colored_block_description .. " (50% Saturation)", + tiles = { colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png" }, + inventory_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png", + wield_image = colored_block_modname .. "_" .. shadename .. "_" .. huename .. "_s50.png", + sunlight_propagates = colored_block_sunlight, + paramtype = "light", + walkable = colored_block_walkable, + groups = colored_block_groups, + sounds = colored_block_groups + }) + + minetest.register_craft( { + type = "shapeless", + output = colored_block_modname .. ":" .. shadename .. "_" .. huename .. " " .. colored_block_yield, + recipe = { + neutral_block, + "unifieddyes:" .. shadename .. "_" .. huename + } + }) + + minetest.register_craft( { + type = "shapeless", + output = colored_block_modname .. ":" .. shadename .. "_" .. huename "_s50 " .. colored_block_yield, + recipe = { + neutral_block, + "unifieddyes:" .. shadename .. "_" .. huename .. "_s50" + } + }) + + end +end + + +-- ============================================================ +-- The 5 levels of greyscale. +-- +-- Oficially these are 0, 25, 50, 75, and 100% relative to white, +-- but in practice, they're actually 7.5%, 25%, 50%, 75%, and 95%. +-- (otherwise black and white would wash out). + +for grey = 1,5 do + + greyname = greys[grey] + greyname2 = greys2[grey] + greyname3 = greys3[grey] + + minetest.register_node(colored_block_modname .. ":" .. greyname, { + description = greyname2 .. colored_block_description, + tiles = { colored_block_modname .. "_" .. greyname .. ".png" }, + inventory_image = colored_block_modname .. "_" .. greyname .. ".png", + wield_image = colored_block_modname .. "_" .. greyname .. ".png", + sunlight_propagates = colored_block_sunlight, + paramtype = "light", + walkable = colored_block_walkable, + groups = colored_block_groups, + sounds = colored_block_groups + }) + + minetest.register_craft( { + type = "shapeless", + output = colored_block_modname .. ":" .. greyname .. " " .. colored_block_yield, + recipe = { + neutral_block, + "unifieddyes:" .. greyname3 + } + }) + +end + + +print("[" .. colored_block_modname .. "] Loaded!") + + -- cgit v1.2.3