diff --git a/mods/ITEMS/REDSTONE/mesecons_noteblock/init.lua b/mods/ITEMS/REDSTONE/mesecons_noteblock/init.lua index d4f4dc19..41dc0fc6 100644 --- a/mods/ITEMS/REDSTONE/mesecons_noteblock/init.lua +++ b/mods/ITEMS/REDSTONE/mesecons_noteblock/init.lua @@ -1,5 +1,7 @@ minetest.register_node("mesecons_noteblock:noteblock", { description = "Note Block", + _doc_items_longdesc = "A note block is a redstone component which plays a musical note when it is supplied with redstone power.", + _doc_items_usagehelp = "Rightclick the note block to choose one of many possible notes to play.", tiles = {"mesecons_noteblock.png"}, groups = {handy=1,axey=1, material_wood=1}, drawtype = "allfaces_optional", @@ -42,6 +44,7 @@ minetest.register_craft({ mesecon.noteblock_play = function (pos, param2) local soundname + -- TODO: 24 piano notes if param2==8 then soundname="mesecons_noteblock_a" elseif param2==9 then @@ -68,20 +71,18 @@ mesecon.noteblock_play = function (pos, param2) soundname="mesecons_noteblock_gsharp" end local block_below_name = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name - if block_below_name == "mcl_core:glass" then - soundname="mesecons_noteblock_hihat" - end - if block_below_name == "mcl_core:stone" then + if minetest.get_item_group(block_below_name, "material_glass") ~= 0 then + -- TODO: Sticks and clicks soundname="mesecons_noteblock_kick" - end - if block_below_name == "mcl_core:chest" then - soundname="mesecons_noteblock_snare" - end - if block_below_name == "mcl_core:tree" then + elseif minetest.get_item_group(block_below_name, "material_wood") ~= 0 then + -- TODO: Bass guitar soundname="mesecons_noteblock_crash" - end - if block_below_name == "mcl_core:wood" then - soundname="mesecons_noteblock_litecrash" + elseif minetest.get_item_group(block_below_name, "material_sand") ~= 0 then + -- TODO: 24 Snare drum sounds + soundname="mesecons_noteblock_snare" + elseif minetest.get_item_group(block_below_name, "material_stone") ~= 0 then + -- TODO: Bass drum + soundname="mesecons_noteblock_snare" end minetest.sound_play(soundname, {pos = pos, gain = 1.0, max_hear_distance = 32,})