init
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12
README.md
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12
README.md
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Bell that rings every hour as many times as the hour counts (1-12 times)
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Works like a church bell.
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The positions of placed bells are saved. Thus, each bell can ring independently of the load status of the area the bell is in.
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You can ring a bell manually.
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There is also a small bell (looks like the normal one) that can be crafted from gold blocks. Unlike the normal bell, this craftable one won't ring automaticly and has a much smaller hear distance.
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If you actually want to use this mod, you need to create a folder sounds/ in it (on the same level as textures/) and put sound files named bell_bell.ogg (for the large, uncraftable bell) and bell_small.ogg (for the craftable one) into the folder.
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License: GPLv3
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1
depends.txt
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1
depends.txt
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default?
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260
init.lua
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260
init.lua
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-- bell_positions are saved through server restart
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-- bells ring every hour
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-- they ring as many times as a bell ought to
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bell = {};
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bell.RING_INTERVAL = 3600; --60*60; -- ring each hour
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bell.BELL_SAVE_FILE = minetest.get_worldpath().."/bell_positions.data";
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local bell_positions = {};
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bell.save_bell_positions = function( player )
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str = minetest.serialize( ({ bell_data = bell_positions}) );
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local file, err = io.open( bell.BELL_SAVE_FILE, "wb");
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if (err ~= nil) then
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if( player ) then
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minetest.chat_send_player(player:get_player_name(), "Error: Could not save bell data");
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end
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return
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end
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file:write( str );
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file:flush();
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file:close();
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--minetest.chat_send_all("Wrote data to savefile "..tostring( bell.BELL_SAVE_FILE ));
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end
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bell.restore_bell_data = function()
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local bell_position_table;
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local file, err = io.open(bell.BELL_SAVE_FILE, "rb");
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if (err ~= nil) then
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print("Error: Could not open bell data savefile (ignore this message on first start)");
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return
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end
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local str = file:read();
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file:close();
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local bell_positions_table = minetest.deserialize( str );
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if( bell_positions_table and bell_positions_table.bell_data ) then
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bell_positions = bell_positions_table.bell_data;
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print("[bell] Read positions of bells from savefile.");
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end
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end
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-- actually ring the bell
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bell.ring_bell_once = function()
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for i,v in ipairs( bell_positions ) do
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-- print("Ringing bell at "..tostring( minetest.pos_to_string( v )));
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minetest.sound_play( "bell_bell",
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{ pos = v, gain = 1.5, max_hear_distance = 300,});
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end
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end
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bell.ring_bell = function()
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-- figure out if this is the right time to ring
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local sekunde = tonumber( os.date( "%S"));
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local minute = tonumber( os.date( "%M"));
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local stunde = tonumber( os.date( "%I")); -- in 12h-format (a bell that rings 24x at once would not survive long...)
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local delay = bell.RING_INTERVAL;
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--print("[bells]It is now H:"..tostring( stunde ).." M:"..tostring(minute).." S:"..tostring( sekunde ));
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--local datum = os.date( "Stunde:%l Minute:%M Sekunde:%S");
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--print('[bells] ringing bells at '..tostring( datum ))
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delay = bell.RING_INTERVAL - sekunde - (minute*60);
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-- make sure the bell rings the next hour
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minetest.after( delay, bell.ring_bell );
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-- if no bells are around then don't ring
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if( bell_positions == nil or #bell_positions < 1 ) then
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return;
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end
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if( sekunde > 10 ) then
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-- print("[bells] Too late. Waiting for "..tostring( delay ).." seconds.");
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return;
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end
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-- ring the bell for each hour once
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for i=1,stunde do
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minetest.after( (i-1)*5, bell.ring_bell_once );
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end
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end
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-- first call (after the server has been started)
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minetest.after( 10, bell.ring_bell );
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-- read data about bell positions
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bell.restore_bell_data();
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-- Ein kleiner Helfer, um zu prüfen, ob ein Werkzeug eine Spitzhacke ist.
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-- Diese Funktion wird von der Glocke unten benötigt.
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local function is_pickaxe(itemstack)
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-- Prüfen, ob der Spieler überhaupt etwas in der Hand hält
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if not itemstack or itemstack:is_empty() then
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return false
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end
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-- Die korrekte Funktion, um die Werkzeug-Fähigkeiten abzufragen
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local capabilities = itemstack:get_tool_capabilities()
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if capabilities and capabilities.groupcaps and capabilities.groupcaps.cracky then
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return true
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end
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return false
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end
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-- Registrierung der überarbeiteten Glocke
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minetest.register_node("bell:bell", {
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description = "Automatic hour bell",
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-- KORRIGIERT: Notwendig für korrekte Physik und Form
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drawtype = "nodebox",
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paramtype = "facedir",
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tiles = {"bell_bell.png"},
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inventory_image = 'bell_bell.png',
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wield_image = 'bell_bell.png',
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stack_max = 1, -- Beachte: stack_max=1 kann unpraktisch sein, aber ich habe es beibehalten.
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-- HINZUGEFÜGT: Die detaillierte Form der kleinen Glocke
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node_box = {
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type = "fixed",
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fixed = {
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{-0.3, -0.5, -0.3, 0.3, -0.35, 0.3}, -- Rand
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{-0.2, -0.35, -0.2, 0.2, 0.0, 0.2}, -- Unterer Körper
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{-0.15, 0.0, -0.15, 0.15, 0.3, 0.15}, -- Oberer Körper
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{-0.1, 0.3, -0.1, 0.1, 0.4, 0.1}, -- Aufhängung
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}
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},
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groups = {
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cracky = 3, -- Härte 4 ist jetzt sinnvoll, da der Abbau kontrolliert wird
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disable_punch_damage = 1
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},
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-- HINZUGEFÜGT: Die neue, robuste Abbaulogik
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on_dig = function(pos, node, digger)
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if is_pickaxe(digger:get_wielded_item()) then
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minetest.node_dig(pos, node, digger)
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end
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-- Ansonsten passiert nichts
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end,
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-- #################################################
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-- ## DEINE BISHERIGE LOGIK WURDE VOLL ÜBERNOMMEN ##
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-- #################################################
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on_punch = function (pos,node,puncher)
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minetest.sound_play( "bell_bell",
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{ pos = pos, gain = 1.5, max_hear_distance = 300,});
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minetest.chat_send_all(puncher:get_player_name().." hat die Glocke geläutet!")
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end,
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after_place_node = function(pos, placer)
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if( placer ~= nil ) then
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minetest.chat_send_all(placer:get_player_name().." hat eine neue Glocke an "..tostring( minetest.pos_to_string( pos )).." aufgehängt.");
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end
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-- remember that there is a bell at that position
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table.insert( bell_positions, pos );
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bell.save_bell_positions( placer );
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end,
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after_dig_node = function(pos, oldnode, oldmetadata, digger)
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if( digger ~= nil ) then
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minetest.chat_send_all(digger:get_player_name().." hat die Glocke bei "..tostring( minetest.pos_to_string( pos )).." entfernt.");
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end
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local found = 0;
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-- actually remove the bell from the list
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for i,v in ipairs( bell_positions ) do
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if( v ~= nil and v.x == pos.x and v.y == pos.y and v.z == pos.z ) then
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found = i;
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end
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end
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-- actually remove the bell
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if( found > 0 ) then
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table.remove( bell_positions, found );
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bell.save_bell_positions( digger );
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end
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end,
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})
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-- Registrierung der kleinen Glocke
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minetest.register_node("bell:bell_small", {
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description = "Manual small bell",
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drawtype = "nodebox",
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paramtype = "facedir", -- Erlaubt das Drehen beim Platzieren
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tiles = {"bell_small.png"},
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inventory_image = 'bell_small.png',
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wield_image = 'bell_small.png',
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stack_max = 10,
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-- Die finale Nodebox-Form für die kleine Glocke
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node_box = {
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type = "fixed",
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fixed = {
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-- 1. Der breite untere Rand
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{-0.3, -0.5, -0.3, 0.3, -0.35, 0.3},
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-- 2. Unterer, breiter Körper
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{-0.2, -0.35, -0.2, 0.2, 0.0, 0.2},
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-- 3. Oberer, schmaler Körper
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{-0.15, 0.0, -0.15, 0.15, 0.3, 0.15},
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-- 4. Die Aufhängung
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{-0.1, 0.3, -0.1, 0.1, 0.4, 0.1},
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}
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},
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groups = {
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cracky = 3, -- Robuste Härte, die ein gutes Werkzeug erfordert
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disable_punch_damage = 1 -- Sicherheitshalber beibehalten
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},
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-- Spielt nur den Sound bei einem kurzen Klick
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on_punch = function (pos, node, puncher)
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-- Hier kannst du den Sound für die kleine Glocke anpassen, falls gewünscht
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minetest.sound_play("bell_small" , {
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pos = pos,
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gain = 1.0, -- Etwas leiser als die große Glocke
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max_hear_distance = 200
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});
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minetest.chat_send_all(puncher:get_player_name().." has rung the small bell!")
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end,
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-- Diese Funktion gibt uns die volle Kontrolle über den Abbauvorgang
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on_dig = function(pos, node, digger)
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-- Erlaube den Abbau nur, wenn der Spieler eine Spitzhacke benutzt
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if is_pickaxe(digger:get_wielded_item()) then
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-- Wenn ja, führe den normalen Abbauvorgang aus.
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-- Dieser beachtet die Härte "cracky=4" und die Werkzeug-Qualität.
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minetest.node_dig(pos, node, digger)
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end
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-- Wenn der Spieler die Hand oder ein falsches Werkzeug benutzt, passiert nichts.
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end,
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})
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minetest.register_craft({
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output = "bell:bell_small",
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recipe = {
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{"", "default:goldblock", "" },
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{"default:goldblock", "default:goldblock", "default:goldblock"},
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{"default:goldblock", "", "default:goldblock"},
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},
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})
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5
mod.conf
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5
mod.conf
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release = 398
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author = Sokomine
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name = bell
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description = A bell that sounds each hour - like a historic bell in a church or town hall
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title = Bell
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BIN
sounds/bell_bell.ogg
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BIN
sounds/bell_bell.ogg
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BIN
sounds/bell_small.ogg
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BIN
sounds/bell_small.ogg
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BIN
textures/bell_bell.png
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BIN
textures/bell_bell.png
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After Width: | Height: | Size: 732 B |
BIN
textures/bell_small.png
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BIN
textures/bell_small.png
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Binary file not shown.
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After Width: | Height: | Size: 715 B |
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