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63 Commits

Author SHA1 Message Date
Eliy21 95be0ca64c Remove unnecessary space in the attack reach limit on mobs code 2023-12-14 09:32:23 +01:00
Eliy21 c09c3aad47 Make fire aspect enchant respect attack reach limit 2023-12-14 09:32:08 +01:00
Eliy21 bac92efd8f Add vertical lift & minimum pvp knockback 2023-12-14 09:31:53 +01:00
Eliy21 fafe585dde Prevent knockback if player is beyond attack reach limit 2023-12-14 09:30:22 +01:00
Eliy21 589d7e660e Fix a potential bug that could bypass attack reach limit when a stronger attack breaches the invul 2023-12-14 09:30:03 +01:00
Eliy21 d074ed6cc3 Readjust pvp enchant knockback to make the running knockback difference more pronounced 2023-12-14 09:29:50 +01:00
Eliy21 bf8c452165 Nerf long pvp enchanted knockbacks especially when running 2023-12-14 09:29:29 +01:00
Eliy21 2901eadc55 Add player invulnerability & fix not continuously damaging players when holding the attack key
Player invulnerability is the same as Minecraft's Damage Immunity https://minecraft.wiki/w/Damage#Immunity

The old code for some reason only allows a few damage by holding and does not continuously damage other players after a few hits
2023-12-14 09:29:11 +01:00
the-real-herowl d658b1977f Nerfed vexes and evokers 2023-12-13 07:02:55 +01:00
the-real-herowl 2e30b2120c Nerfed slime and magma cube attack range 2023-12-13 07:02:06 +01:00
Bakawun 8555afe7f7 Mobs:creeper: add another missing comma 2023-12-13 06:44:39 +01:00
Bakawun 89a2c3f681 Mobs:creeper: fix missing comma 2023-12-13 06:44:19 +01:00
the-real-herowl 80af7a29a9 Unified and refactored FOV API code 2023-12-13 06:42:35 +01:00
the-real-herowl 0aa2ff6a68 Made spyglass reset instant 2023-12-13 06:42:16 +01:00
bakawun a30df7dcdc Merge branch 'master' of https://git.minetest.land/MineClone2/MineClone2 into myserver 2023-12-13 06:41:29 +01:00
the-real-herowl dd50112349 Fixed the exclusive modifiers not being exclusive 2023-12-12 09:52:02 +01:00
Michieal d63cf1478d Fixed a couple of errors
Removed a debug statement that was broken.
Changed `modififer` to `modifier` in a code block.
2023-12-12 09:50:59 +01:00
the-real-herowl b5112fd5c5 Script and documentation cleanup 2023-12-12 09:50:38 +01:00
the-real-herowl 9e1a2a480b Updated credits 2023-12-12 09:50:23 +01:00
the-real-herowl fafc28a694 Updated the api.md file 2023-12-12 09:50:03 +01:00
the-real-herowl 4314de9d88 Made bow unfocus faster 2023-12-12 09:49:46 +01:00
the-real-herowl a37ebc0f87 Moved sprinting into the new FOV api 2023-12-12 09:49:30 +01:00
the-real-herowl 9dd524003d Fixed modifier application and removal 2023-12-12 09:49:12 +01:00
the-real-herowl 7334416a53 Re-registered FOV mods using new API version 2023-12-12 09:48:55 +01:00
the-real-herowl b4329d0b44 Made fovapi registration more robust 2023-12-12 09:48:38 +01:00
Michieal fb13dfec4f Reworked some of the Apply_Modifier code to help prevent errors. 2023-12-12 09:48:24 +01:00
Michieal 0e3c8f063f Put in check to prevent Trying to Reference a Nil error in Apply_Modifier. 2023-12-12 09:48:07 +01:00
Michieal 149097ff90 Put in checks to prevent repeatedly applying the same FOV modifier.
Added short circuit to remove_modifier if the modifier is not currently applied.
2023-12-12 09:47:51 +01:00
Michieal 03a4afa416 Set up the Bows to use the new FOV API. Bows now zoom in and clear out the zoom. 2023-12-12 09:47:32 +01:00
Michieal a6a39cb8f0 Added reset for player respawning to remove FOV modifiers.
Fixed missing on_end call in remove_all_modifiers.
Added mcl_fovapi to Bows, Sprint, and Spyglass.
Set up the Spyglass to use the new FOV API.
2023-12-12 09:47:12 +01:00
Michieal a82ff254ff Added reset for player respawning to remove FOV modifiers.
Fixed missing on_end call in remove_all_modifiers.
Added mcl_fovapi to Bows, Sprint, and Spyglass.
2023-12-12 09:46:56 +01:00
Michieal a24e5f85c0 Fleshed out the API Documentation.
Modified missing pieces of code.
2023-12-12 09:46:42 +01:00
Michieal dd00dc4496 Initial API state. 2023-12-12 09:46:22 +01:00
Michieal b4e8b0ea88 Initial Commit. 2023-12-12 09:46:06 +01:00
bakawun 8fad74c90f core:explosions: fix blast radius rounding
mc rounds to nearest int, do the same
simplify the calculation
2023-12-12 09:26:03 +01:00
bakawun 06132d01a8 controls:android:fix bow/rocket/spyglass/burger_follow
this requires the following minetest pr
https://github.com/minetest/minetest/pull/14087
2023-12-12 09:25:35 +01:00
bakawun ba564f843f mobs:villager: reduce job/bed/bell search radius
and turn it into a setting
this makes villager breeding possible on low end
hardware like android
2023-12-12 09:23:53 +01:00
bakawun cff3d8d802 mapgen:villages:Increase village spawn chance
from ~1.3% to ~3.3% to more close match mc 50% chance
per 500 blocks
2023-12-12 09:23:26 +01:00
bakawun 238031921a obs: loot table updates
fix table being defined twice for hoglin
enable looting enchantment effects wheee missing
use int 1 in N chances
correct some values to those from mc wiki
2023-12-12 09:22:46 +01:00
bakawun e152a392e0 loot chance: fix 1 in N chance calculation.
add mc 2nd roll when enchanted to base chance value
remove unused math.floor calculation from num to drop
remove looting_ignore_chance, only used for ghast and
its not needed.
2023-12-12 09:22:27 +01:00
bakawun 91880967cb Set all mob spawn chance weights according to mc now that weights are actually taken into account 2023-12-12 09:21:55 +01:00
bakawun d2d04d77ca Spawning: add a comment to clarify what the random select is doing 2023-12-12 09:21:28 +01:00
bakawun 8c7e26989f Spawning: break mob selection loop when out of bounds 2023-12-12 09:21:10 +01:00
bakawun 31a56f6a2a Spawning: remove unused summary_chance 2023-12-12 09:20:53 +01:00
bakawun 3a00986266 Spawning: remove another unused perlin var 2023-12-12 09:20:37 +01:00
cora ad3a888e65 Mob spawning: Remove unused vars 2023-12-12 09:20:15 +01:00
bakawun e86c8a8ac6 Spawning: fix random weighted choice 2023-12-12 09:20:00 +01:00
bakawun d12cbbb706 mobs:shulker:use on_attack to set shoot interval
to between 1 and 6 seconds
2023-12-12 09:19:28 +01:00
the-real-herowl 2a0e21444b Fixed crashes 2023-12-12 09:19:13 +01:00
bakawun 78ef56a2f3 Shulker: align armor value with mc and set it to 0 when opened 2023-12-12 09:18:52 +01:00
bakawun 697fdca549 Shulker: make bullet speed match mc
speed is 5 according to https://www.gmbinder.com/share/-MelLRYIg8yCfuAqQ82g#:~:text=After%20doing%20some%20experimentation%20I,~5%20blocks%2Fsecond).
2023-12-12 09:18:37 +01:00
cora 83522126c5 Fix shulker bullets ignoring armor 2023-12-12 09:18:17 +01:00
cora 069513f70b Add a get_arrow_hit_func function to mcl_mobs
reason for this is that player:punch used by most mobs ignores armor
worn by player
2023-12-12 09:17:55 +01:00
cora 6c93e17731 Make shulker bullets homing 2023-12-12 09:17:36 +01:00
cora 28c1fb4278 Add an option for mob arrows to be "homing" 2023-12-12 09:17:18 +01:00
Bakawun a845437ea3 Shulker, add missing false statement 2023-12-12 09:17:01 +01:00
Bakawun 2a3abe54e9 Shulker; fix attack open animation, improve peek 2023-12-12 09:16:45 +01:00
Bakawun b7f84bb059 Shulker: randomize shoot interval
Randomize shoot interval to between 1 and 5.5 seconds and set default shoot interval to 5.5
2023-12-12 09:16:20 +01:00
Bakawun 74aa25da4c Shulker: Make shulker peek periodically
Adjust walk and animation settings so the shulker peeks out randomly.
2023-12-12 09:16:04 +01:00
Bakawun 69cca594e2 Shulker: lower shoot interval to 1 second
In this video we can see the shulkers are shooting at a rate of once per second.
https://youtube.com/shorts/8tUFaSZ4b7I?si=sszp4cnyXR4dXg9B

The wiki confirms this but mentions a range of 1 to 5.5 seconds. 
I think this range is caused by the shulker closing and stopping shots for a few seconds but no longer than the max interval of 5.5

https://minecraft.fandom.com/wiki/Shulker#:~:text=The%20shulker%20continues%20firing%20every,unaffected%20by%20Levitation%20when%20hit
2023-12-12 09:15:49 +01:00
Bakawun 77e2beea17 Ghast: align attributes with mc
Ghast should spawn much more rarely than they currently do
I set the value to 1/4th of the original value before 72000 was set as an attempt to lower spawn rates, it actually increased them.

Align View distance, sound distance and shot interval with mc wiki.
https://minecraft.fandom.com/wiki/Ghast

Align fireball velocity with mc issue tracker
https://bugs.mojang.com/browse/MC-238286
2023-12-12 09:14:48 +01:00
bakawun 0952a92a5e fix walking and running animation for horse donkey and mule
no more gliding horses
2023-12-12 09:12:46 +01:00
bakawun edc4c95f6d mobs:animations:align animation to movement speed
change walk speed of evoker and enderman to match mc
make enderman walk less
2023-12-12 09:12:12 +01:00
255 changed files with 468 additions and 2654 deletions

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@ -127,8 +127,6 @@
* mim
* Dark
* Bakawun
* JoseDouglas26
* Zasco
## Music
* Jordach for the jukebox music compilation from Big Freaking Dig
@ -224,7 +222,6 @@
* Isaac Dennis
* ADLON
* Sab Pyrope
* JoseDouglas26
## Funders
* 40W

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@ -1,4 +1,4 @@
title = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6
version=0.87.0-SNAPSHOT
version=0.86.0-SNAPSHOT

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@ -31,7 +31,6 @@ local known_controls = {
aux1 = true,
down = true,
up = true,
zoom = true,
}
minetest.register_on_joinplayer(function(player)

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@ -459,7 +459,7 @@ function mcl_explosions.explode(pos, strength, info, direct, source)
end
-- The maximum blast radius (in the air)
local radius = math.ceil(1.3 * strength / (0.3 * 0.75) * 0.3)
local radius = math.floor(1.3 * strength / 0.225 * 0.3 + 0.5)
if not sphere_shapes[radius] then
sphere_shapes[radius] = compute_sphere_rays(radius)

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 foi pego(a) em uma explosão.

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@ -160,7 +160,7 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
return
end
local undef = minetest.registered_nodes[unode.name]
if undef and undef.on_rightclick and not invert_wall then
if undef and undef.on_rightclick then
undef.on_rightclick(pointed_thing.under, unode, placer,
itemstack, pointed_thing)
return
@ -198,11 +198,25 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
local p2
if is_y then
p2 = 0
if invert_wall then
if fdir == 3 or fdir == 1 then
p2 = 12
else
p2 = 6
end
end
elseif is_x then
p2 = 12
if invert_wall then
p2 = 0
else
p2 = 12
end
elseif is_z then
p2 = 6
if invert_wall then
p2 = 0
else
p2 = 6
end
end
minetest.set_node(pos, {name = wield_name, param2 = p2})
@ -313,7 +327,7 @@ function mcl_util.hopper_push(pos, dst_pos)
local dst_list = 'main'
local dst_inv, stack_id
if dst_def._mcl_hoppers_on_try_push then
dst_inv, dst_list, stack_id = dst_def._mcl_hoppers_on_try_push(dst_pos, pos, hop_inv, hop_list)
else
@ -351,7 +365,7 @@ function mcl_util.hopper_pull(pos, src_pos)
local src_list = 'main'
local src_inv, stack_id
if src_def._mcl_hoppers_on_try_pull then
src_inv, src_list, stack_id = src_def._mcl_hoppers_on_try_pull(src_pos, pos, hop_inv, hop_list)
else
@ -1061,7 +1075,7 @@ function mcl_util.move_list(src_inv, src_listname, out_inv, out_listname, pos, d
v.y = v.y * 4 + 2
v.z = v.z * 4
obj:set_velocity(v)
mcl_util.mcl_log("item velocity calculated "..vector.to_string(v), "[mcl_util]")
minetest.log("error", vector.to_string(v))
end
if not insta_collect then
obj:get_luaentity()._insta_collect = false
@ -1082,12 +1096,3 @@ function mcl_util.move_player_list(player, src_listname)
vector.offset(player:get_pos(), 0, 1.2, 0),
player:get_look_dir(), false)
end
function mcl_util.is_it_christmas()
local date = os.date("*t")
if date.month == 12 and date.day >= 24 or date.month == 1 and date.day <= 7 then
return true
else
return false
end
end

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@ -1,23 +0,0 @@
# textdomain: mcl_boats
Acacia Boat=Barco de Acácia
Birch Boat=Barco de Bétula
Boat=Barco
Boats are used to travel on the surface of water.=Barcos são usados para viajar na superfície da água
Dark Oak Boat=Barco de Carvalho Escuro
Jungle Boat=Barco de Selva
Oak Boat=Barco de Carvalho
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Clique com o botão direito em uma fonte de água para posicionar o barco. Clique com o botão direito no barco para entrar nele. Use [Esquerda] e [Direita] para fazer curva, [Frente] para acelerar e [Trás] para frear e ir para trás. Use [Agachar] para deixar o barco, soque-o para fazê-lo dropar como um item.
Spruce Boat=Barco de Pinheiro
Water vehicle=Veículo aquático
Sneak to dismount=Agache para desmontar
Obsidian Boat=Barco de Obsidiana
Mangrove Boat=Barco de Mangue
Cherry Boat=Barco de Cerejeira
Oak Chest Boat=Barco de Carvalho com Baú
Spruce Chest Boat=Barco de Pinheiro com Baú
Birch Chest Boat=Barco de Bétula com Baú
Jungle Chest Boat=Barco de Selva com Baú
Acacia Chest Boat=Barco de Acácia com Baú
Dark Oak Chest Boat=Barco de Carvalho Escuro com Baú
Mangrove Chest Boat=Barco de Mangue com Baú
Cherry Chest Boat=Barco de Cerejeira com Baú

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@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 foi esmagado(a) por uma bigorna em queda.
@1 was smashed by a falling block.=@1 foi esmagado(a) por um bloco em queda.

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@ -1,36 +0,0 @@
# textdomain: mcl_minecarts
Minecart=Carrinho
Minecarts can be used for a quick transportion on rails.=Carrinhos podem ser usados para transporte rápido em trilhos.
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Carrinhos viajam somente em trilhos e sempre seguem os traçados. Em uma junção em T sem linha reta à frente, eles viram à esquerda. A velocidade é afetada pelo tipo do trilho.
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Você pode posicionar o carrinho em trilhos. Clique com o botão direito para entrar nele. Soque-o para fazê-lo mover.
To obtain the minecart, punch it while holding down the sneak key.=Para obter o carrinho, soque-o enquanto segura pressionada a tecla de agachar.
A minecart with TNT is an explosive vehicle that travels on rail.=Um carrinho com TNT é um veículo explosivo que viaja nos trilhos.
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Posicione-o nos trilhos. Soque-o para movê-lo. A TNT é acesa com um isqueiro ou quando o carrinho está sobre um trilho ativador energizado.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Para obter o carrinho e a TNT, soque-os enquanto segura pressionada a tecla de agachar. Você não consegue fazer isso se a TNT foi acesa.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Um carrinho com fornalha é um veículo que viaja nos trilhos. Se move por conta própria com combustível.
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Posicione-o nos trilhos. Se você o der um pouco de carvão, a fornalha vai começar a queimar por um longo tempo e o carrinho será capaz de se mover por conta própria. Soque-o para fazê-lo mover.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Para obter o carrinho e a fornalha, soque-os enquanto segura pressionada a tecla de agachar.
Minecart with Chest=Carrinho com Baú
Minecart with Furnace=Carrinho com Fornalha
Minecart with Command Block=Carrinho com Bloco de Comandos
Minecart with Hopper=Carrinho com Funil
Minecart with TNT=Carrinho com TNT
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Posicione-os no chão para construir suas linhas férreas, os trilhos vão conectar-se automaticamente uns nos outros e vão se transformar em curvas, junções em T, cruzamentos e rampas quando necessário.
Rail=Trilho
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Trilhos normais freiam carrinhos gradativamente devido ao atrito.
Powered Rail=Trilho Energizador
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Trilhos energizados são capazes de acelerar e frear carrinhos.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Sem carga de redstone, o trilho vai frear os carrinhos. Para fazer o trilho acelerar os carrinhos, energize-o com uma carga de redstone.
Activator Rail=Trilho Ativador
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Trilhos ativadores são usados para ativar carrinhos especiais.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Para fazer esse trilho ativar os carrinhos, energize-o com uma carga de redstone e envie um carrinho sobre esse pedaço de trilho.
Detector Rail=Trilho Detector
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Um trilho detector é capaz de detectar um carrinho sobre ele e energizar mecanismos de redstone.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Para detectar um carrinho e providenciar carga de redstone, conecte-o em trilhas de redstone ou mecanismos de redstone e envie qualquer carrinho sobre esse trilho.
Track for minecarts=Traçado para carrinhos
Speed up when powered, slow down when not powered=Acelera quando energizado, desacelera quando não energizado
Activates minecarts when powered=Ativa carrinhos quando energizado
Emits redstone power when a minecart is detected=Emite carga de redstone quando um carrinho é detectado
Vehicle for fast travel on rails=Veículo para viajar rápido em trilhos
Can be ignited by tools or powered activator rail=Pode ser aceso por ferramentas ou trilho ativador energizado
Sneak to dismount=Agache para desmontar

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@ -32,9 +32,6 @@ function mob_class:feed_tame(clicker, feed_count, breed, tame, notake)
if not self.follow then
return false
end
if clicker:get_wielded_item():get_definition()._mcl_not_consumable then
return false
end
-- can eat/tame with item in hand
if self.nofollow or self:follow_holding(clicker) then
local consume_food = false

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@ -437,7 +437,7 @@ function mcl_mobs.register_arrow(name, def)
self.object:set_velocity(vector.direction(self.object:get_pos(), p) * self.velocity)
end
else
self._target = nil
self.target = nil
end
end

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@ -1,13 +0,0 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Modo pacífico ativado! Nenhum monstro será gerado.
This allows you to place a single mob.=Isso permite você posicionar um único mob.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Posicione-o onde você deseja que o mob apareça. Animais serão gerados domesticados, a menos que você segure pressionada a tecla de agachar enquanto posiciona. Se você posicionar em um gerador de mobs, você muda o mob que será gerado.
You need the “maphack” privilege to change the mob spawner.=Você precisa do privilégio "maphack" para mudar o gerador de mobs.
Name Tag=Etiqueta
A name tag is an item to name a mob.=Uma etiqueta é um item para nomear um mob.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Antes de você usar a etiqueta, você precisa determinar um nome em uma bigorna. Assim você pode usar a etiqueta para nomear um mob. Isso consumirá a etiqueta.
Only peaceful mobs allowed!=Apenas mobs pacíficos permitidos!
Give names to mobs=Dá nome aos mobs
Set name at anvil=Determine um nome em uma bigorna
Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player.=Remove mobs especifícos exceto os mobs nomeados ou domesticados. Como segundo parâmetro, use nametagged/tamed para selecionar apenas mobs nomeados/domesticados, ou um alcançe para especificar uma distância máxima em relação ao jogador.
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=Uso padrão. Eliminando mobs hostis. Para mais opções por favor digite: /help clearmobs

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@ -104,20 +104,23 @@ function mob_class:item_drop(cooked, looting_level)
if chance_function then
chance = chance_function(looting_level)
elseif looting_type == "rare" then
chance = chance + (dropdef.looting_factor or 0.01) * looting_level
local enchant_bonus = (dropdef.looting_factor or 0.01) * looting_level
chance = chance + enchant_bonus
--simulate 2nd roll by adding its chance value
local chance_bonus = chance * (looting_level / (looting_level + 1))
chance = chance + chance_bonus
end
end
local num = 0
local do_common_looting = (looting_level > 0 and looting_type == "common")
if math.random() < chance then
chance = math.floor(1 / chance)
if math.random(1, chance) == 1 then
num = math.random(dropdef.min or 1, dropdef.max or 1)
elseif not dropdef.looting_ignore_chance then
do_common_looting = false
end
if do_common_looting then
num = num + math.floor(math.random(0, looting_level) + 0.5)
num = num + math.random(0, looting_level)
end
if num > 0 then

63
mods/ENTITIES/mcl_mobs/spawning.lua Normal file → Executable file
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@ -16,7 +16,6 @@ local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local get_biome_name = minetest.get_biome_name
local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_connected_players = minetest.get_connected_players
local minetest_get_perlin = minetest.get_perlin
local math_random = math.random
local math_floor = math.floor
@ -97,19 +96,6 @@ local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
local logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
local noise_params = {
offset = 0,
scale = 3,
spread = {
x = 301,
y = 50,
z = 304,
},
seed = 100,
octaves = 3,
persistence = 0.5,
}
-- THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
-- Also used for missing parameter
-- Please update the list when adding new biomes!
@ -446,7 +432,6 @@ WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
local spawn_dictionary = {}
--this is where all of the spawning information is kept for mobs that don't naturally spawn
local non_spawn_dictionary = {}
local summary_chance = 0
function mcl_mobs:spawn_setup(def)
if not mobs_spawn then return end
@ -508,7 +493,6 @@ function mcl_mobs:spawn_setup(def)
check_position = check_position,
on_spawn = on_spawn,
}
summary_chance = summary_chance + chance
end
function mcl_mobs:mob_light_lvl(mob_name, dimension)
@ -612,10 +596,8 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
spawn_dictionary[key]["day_toggle"] = day_toggle
spawn_dictionary[key]["check_position"] = check_position
summary_chance = summary_chance + chance
end
local two_pi = 2 * math.pi
local function get_next_mob_spawn_pos(pos)
-- TODO We should consider spawning something a little further away sporadically.
@ -875,8 +857,6 @@ minetest.register_chatcommand("spawn_mob",{
if mobs_spawn then
local perlin_noise
-- Get pos to spawn, x and z are randomised, y is range
@ -973,9 +953,21 @@ if mobs_spawn then
return spawning_position
end
local cumulative_chance = nil
local mob_library_worker_table = nil
local function initialize_spawn_data()
if not mob_library_worker_table then
mob_library_worker_table = table_copy(spawn_dictionary)
end
if not cumulative_chance then
cumulative_chance = 0
for k, v in pairs(mob_library_worker_table) do
cumulative_chance = cumulative_chance + v.chance
end
end
end
local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
--create a disconnected clone of the spawn dictionary, prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary)
local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES)
if not spawning_position then
@ -988,22 +980,25 @@ if mobs_spawn then
--output_mob_stats(mob_counts_wide)
--grab mob that fits into the spawning location
--randomly grab a mob, don't exclude any possibilities
perlin_noise = perlin_noise or minetest_get_perlin(noise_params)
local noise = perlin_noise:get_3d(spawning_position)
local current_summary_chance = summary_chance
--use random weighted choice with replacement to grab a mob, don't exclude any possibilities
--shuffle table once every loop to provide equal inclusion probability to all mobs
--repeat grabbing a mob to maintain existing spawn rates
local spawn_loop_counter = #mob_library_worker_table
table.shuffle(mob_library_worker_table)
while #mob_library_worker_table > 0 do
local mob_chance_offset = (math_round(noise * current_summary_chance + 12345) % current_summary_chance) + 1
while spawn_loop_counter > 0 do
table.shuffle(mob_library_worker_table)
local mob_chance_offset = math_random(1, cumulative_chance)
local mob_index = 1
local mob_chance = mob_library_worker_table[mob_index].chance
local step_chance = mob_chance
while step_chance < mob_chance_offset do
mob_index = mob_index + 1
mob_chance = mob_library_worker_table[mob_index].chance
step_chance = step_chance + mob_chance
if mob_index <= #mob_library_worker_table then
mob_chance = mob_library_worker_table[mob_index].chance
step_chance = step_chance + mob_chance
else
break
end
end
--minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance)
@ -1088,8 +1083,7 @@ if mobs_spawn then
end
end
current_summary_chance = current_summary_chance - mob_chance
table_remove(mob_library_worker_table, mob_index)
spawn_loop_counter = spawn_loop_counter - 1
end
end
@ -1101,6 +1095,7 @@ if mobs_spawn then
timer = timer + dtime
if timer < WAIT_FOR_SPAWN_ATTEMPT then return end
initialize_spawn_data()
timer = 0
local players = get_connected_players()

View File

@ -1,2 +0,0 @@
# textdomain:mcl_paintings
Painting=Pintura

View File

@ -305,9 +305,6 @@ Origin of those models:
* `mobs_mc_rabbit_random.*.ogg` (CC0)
* Changes were made.
* Source: <https://freesound.org/people/Alshred/>
* [epCode]
* `extra_mobs_hoglin*.ogg` (LGPL 3.0)
* Source: <https://git.minetest.land/epCode/extra_mobs/src/branch/master/sounds>
Note: Many of these sounds have been more or less modified to fit the game.

View File

@ -171,7 +171,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
4000,
100,
3,
water-16,
water+1)

View File

@ -150,7 +150,7 @@ mcl_mobs:spawn_specific(
0,
maxlight,
20,
5000,
100,
2,
mcl_vars.mg_overworld_min,
mobs_mc.water_level-1)

View File

@ -151,7 +151,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
5000,
1000,
3,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)

View File

@ -65,13 +65,13 @@ mcl_mobs.register_mob("mobs_mc:chicken", {
},
animation = {
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 20, walk_speed = 25,
run_start = 0, run_end = 20, run_speed = 50,
walk_start = 0, walk_end = 20, walk_speed = 100,
run_start = 0, run_end = 20, run_speed = 200,
},
child_animations = {
stand_start = 31, stand_end = 31,
walk_start = 31, walk_end = 51, walk_speed = 37,
run_start = 31, run_end = 51, run_speed = 75,
walk_start = 31, walk_end = 51, walk_speed = 100,
run_start = 31, run_end = 51, run_speed = 200,
},
follow = {
"mcl_farming:wheat_seeds",
@ -157,7 +157,7 @@ mcl_mobs:spawn_specific(
},
9,
minetest.LIGHT_MAX+1,
30, 17000,
30, 100,
3,
mobs_mc.water_level,
mcl_vars.mg_overworld_max)

View File

@ -67,7 +67,8 @@ local cod = {
{name = "mcl_bone_meal:bone_meal",
chance = 20,
min = 1,
max = 1,},
max = 1,
looting = rare},
},
visual_size = {x=3, y=3},
makes_footstep_sound = false,
@ -266,7 +267,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
4000,
750,
3,
water-16,
water+1)

View File

@ -50,13 +50,13 @@ local cow_def = {
},
animation = {
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40, walk_speed = 30,
run_start = 0, run_end = 40, run_speed = 40,
walk_start = 0, walk_end = 40, walk_speed = 100,
run_start = 0, run_end = 40, run_speed = 200,
},
child_animations = {
stand_start = 41, stand_end = 41,
walk_start = 41, walk_end = 81, walk_speed = 45,
run_start = 41, run_end = 81, run_speed = 60,
walk_start = 41, walk_end = 81, walk_speed = 100,
run_start = 41, run_end = 81, run_speed = 200,
},
on_rightclick = function(self, clicker)
if self:feed_tame(clicker, 1, true, false) then return end
@ -207,7 +207,7 @@ mcl_mobs:spawn_specific(
9,
minetest.LIGHT_MAX+1,
30,
17000,
80,
10,
mobs_mc.water_level,
mcl_vars.mg_overworld_max)
@ -225,7 +225,7 @@ mcl_mobs:spawn_specific(
9,
minetest.LIGHT_MAX+1,
30,
17000,
80,
5,
mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)

View File

@ -115,14 +115,14 @@ mcl_mobs.register_mob("mobs_mc:creeper", {
max = 1,},
},
animation = {
speed_normal = 24,
speed_run = 48,
stand_start = 0,
stand_end = 23,
walk_start = 24,
walk_end = 49,
run_start = 24,
run_end = 49,
walk_speed = 100,
walk_start = 0,
walk_end = 40,
run_speed = 100,
run_start = 0,
run_end = 40,
hurt_start = 110,
hurt_end = 139,
death_start = 140,
@ -241,12 +241,12 @@ mcl_mobs.register_mob("mobs_mc:creeper_charged", {
max = 1,},
},
animation = {
speed_normal = 24,
speed_run = 48,
stand_start = 0,
stand_end = 23,
walk_speed = 100,
walk_start = 24,
walk_end = 49,
run_speed = 200,
run_start = 24,
run_end = 49,
hurt_start = 110,
@ -407,7 +407,7 @@ mcl_mobs:spawn_specific(
0,
7,
20,
16500,
1000,
2,
mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)

View File

@ -244,7 +244,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
4000,
70,
3,
water-16,
water+1)

View File

@ -205,8 +205,8 @@ local select_enderman_animation = function(animation_type)
-- Enderman holds a block
if animation_type == "block" then
return {
walk_speed = 25,
run_speed = 50,
walk_speed = 80,
run_speed = 160,
stand_speed = 25,
stand_start = 200,
stand_end = 200,
@ -220,8 +220,8 @@ local select_enderman_animation = function(animation_type)
-- Enderman doesn't hold a block
elseif animation_type == "normal" or animation_type == nil then
return {
walk_speed = 25,
run_speed = 50,
walk_speed = 80,
run_speed = 160,
stand_speed = 25,
stand_start = 40,
stand_end = 80,
@ -292,7 +292,8 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
random = {name="mobs_mc_enderman_random", gain=0.5},
distance = 16,
},
walk_velocity = 0.2,
walk_velocity = 1.0,
walk_chance = 10,
run_velocity = 3.4,
damage = 7,
reach = 2,
@ -668,7 +669,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
3000,
100,
12,
mcl_vars.mg_end_min,
mcl_vars.mg_end_max)
@ -816,7 +817,7 @@ mcl_mobs:spawn_specific(
0,
7,
30,
19000,
100,
2,
mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)
@ -833,7 +834,7 @@ mcl_mobs:spawn_specific(
0,
11,
30,
27500,
100,
4,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
@ -849,7 +850,7 @@ mcl_mobs:spawn_specific(
0,
11,
30,
5000,
100,
4,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)

View File

@ -33,7 +33,7 @@ mcl_mobs.register_mob("mobs_mc:ghast", {
death = "mobs_mc_zombie_death",
attack = "mobs_fireball",
random = "mobs_eerie",
distance = 16,
distance = 80,
-- TODO: damage
-- TODO: better death
},
@ -41,7 +41,7 @@ mcl_mobs.register_mob("mobs_mc:ghast", {
run_velocity = 3.2,
drops = {
{name = "mcl_mobitems:gunpowder", chance = 1, min = 0, max = 2, looting = "common"},
{name = "mcl_mobitems:ghast_tear", chance = 10/6, min = 0, max = 1, looting = "common", looting_ignore_chance = true},
{name = "mcl_mobitems:ghast_tear", chance = 1, min = 0, max = 1, looting = "common",},
},
animation = {
stand_speed = 50, walk_speed = 50, run_speed = 50,
@ -50,10 +50,10 @@ mcl_mobs.register_mob("mobs_mc:ghast", {
run_start = 0, run_end = 40,
},
fall_damage = 0,
view_range = 100,
view_range = 64,
attack_type = "dogshoot",
arrow = "mobs_mc:fireball",
shoot_interval = 3.5,
shoot_interval = 3,
shoot_offset = -5,
dogshoot_switch = 1,
dogshoot_count_max =1,
@ -97,7 +97,7 @@ mcl_mobs:spawn_specific(
0,
7,
30,
72000,
400,
2,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
@ -107,7 +107,7 @@ mcl_mobs.register_arrow("mobs_mc:fireball", {
visual = "sprite",
visual_size = {x = 1, y = 1},
textures = {"mcl_fire_fire_charge.png"},
velocity = 15,
velocity = 5,
collisionbox = {-.5, -.5, -.5, .5, .5, .5},
_is_fireball = true,

View File

@ -237,7 +237,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX + 1,
30,
10000,
100,
3,
water - 16,
water)

View File

@ -80,25 +80,25 @@ mcl_mobs.register_mob("mobs_mc:guardian_elder", {
min = 1,
max = 1,
looting = "rare",
looting_factor = 0.01 / 4,},
looting_factor = 0.0025,},
{name = "mcl_fishing:salmon_raw",
chance = 160,
min = 1,
max = 1,
looting = "rare",
looting_factor = 0.01 / 4,},
looting_factor = 0.0025,},
{name = "mcl_fishing:clownfish_raw",
chance = 160,
min = 1,
max = 1,
looting = "rare",
looting_factor = 0.01 / 4,},
looting_factor = 0.0025,},
{name = "mcl_fishing:pufferfish_raw",
chance = 160,
min = 1,
max = 1,
looting = "rare",
looting_factor = 0.01 / 4,},
looting_factor = 0.0025,},
},
fly = true,
makes_footstep_sound = false,

View File

@ -31,9 +31,8 @@ local hoglin = {
} },
visual_size = {x=3, y=3},
sounds = {
random = "extra_mobs_hoglin.1",
random = "extra_mobs_hoglin",
damage = "extra_mobs_hoglin_hurt",
death = "extra_mobs_hoglin_hurt",
distance = 16,
},
jump = true,
@ -44,13 +43,13 @@ local hoglin = {
{name = "mobs_mcitems:leather",
chance = 1,
min = 0,
max = 1,},
},
drops = {
max = 2,
looting = "common",},
{name = "mcl_mobitems:porkchop",
chance = 1,
min = 2,
max = 4,},
max = 4,
looting = "common",},
},
animation = {
stand_speed = 7,
@ -93,12 +92,6 @@ local zoglin = table.copy(hoglin)
zoglin.description = S("Zoglin")
zoglin.fire_resistant = 1
zoglin.textures = {"extra_mobs_zoglin.png"}
sounds = {
random = "extra_mobs_hoglin.2",
damage = "extra_mobs_hoglin_hurt",
death = "extra_mobs_hoglin_hurt",
distance = 16,
}
zoglin.do_custom = function()
return
end
@ -136,7 +129,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
6000,
200,
3,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)

View File

@ -122,10 +122,10 @@ local horse = {
stand_speed = 25,
stand_start = 0,
stand_end = 0,
walk_speed = 25,
walk_speed = 100,
walk_start = 0,
walk_end = 40,
run_speed = 60,
run_speed = 200,
run_start = 0,
run_end = 40,
},
@ -543,11 +543,6 @@ donkey.description = S("Donkey")
donkey.textures = {{"blank.png", "mobs_mc_donkey.png", "blank.png"}}
donkey.spawn_in_group = 3
donkey.spawn_in_group_min = 1
donkey.animation = {
speed_normal = 25,
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40,
}
donkey.sounds = {
random = "mobs_mc_donkey_random",
damage = "mobs_mc_donkey_hurt",
@ -609,7 +604,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
15000,
40,
4,
mobs_mc.water_level+3,
mcl_vars.mg_overworld_max)
@ -632,7 +627,7 @@ mcl_mobs:spawn_specific(
9,
minetest.LIGHT_MAX+1,
30,
15000,
10,
4,
mobs_mc.water_level+3,
mcl_vars.mg_overworld_max)

View File

@ -80,7 +80,7 @@ mcl_mobs.register_mob("mobs_mc:iron_golem", {
},
fall_damage = 0,
animation = {
stand_speed = 15, walk_speed = 15, run_speed = 25, punch_speed = 15,
stand_speed = 15, walk_speed = 50, run_speed = 100, punch_speed = 15,
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40,
run_start = 0, run_end = 40,

View File

@ -102,13 +102,13 @@ mcl_mobs.register_mob("mobs_mc:llama", {
},
animation = {
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40, walk_speed = 35,
run_start = 0, run_end = 40, run_speed = 50,
walk_start = 0, walk_end = 40, walk_speed = 100,
run_start = 0, run_end = 40, run_speed = 200,
},
child_animations = {
stand_start = 41, stand_end = 41,
walk_start = 41, walk_end = 81, walk_speed = 50,
run_start = 41, run_end = 81, run_speed = 75,
walk_start = 41, walk_end = 81, walk_speed = 200,
run_start = 41, run_end = 81, run_speed = 400,
},
follow = { "mcl_farming:wheat_item", "mcl_farming:hay_block" },
view_range = 16,
@ -291,7 +291,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
15000,
50,
5,
mobs_mc.water_level+15,
mcl_vars.mg_overworld_max)

View File

@ -1,83 +0,0 @@
# textdomain: mobs_mc
Agent=Agente
Axolotl=Axolote
Bat=Morcego
Blaze=Blaze
Chicken=Galinha
Cow=Vaca
Mooshroom=Coguvaca
Creeper=Creeper
Ender Dragon=Dragão do Fim
Enderman=Enderman
Endermite=Endermite
Ghast=Ghast
Elder Guardian=Guardião Ancião
Guardian=Guardião
Horse=Cavalo
Skeleton Horse=Cavalo Esqueleto
Zombie Horse=Cavalo Zumbi
Donkey=Burro
Mule=Mula
Iron Golem=Golem de Ferro
Llama=Lhama
Ocelot=Jaguatirica
Cat=Gato
Parrot=Papagaio
Pig=Porco
Polar Bear=Urso Polar
Rabbit=Coelho
Killer Bunny=Coelho Assassino
Sheep=Ovelha
Shulker=Shulker
Silverfish=Traça
Skeleton=Esqueleto
Stray=Esqueleto Errante
Wither Skeleton=Esqueleto Wither
Magma Cube=Cubo de Magma
Slime=Slime
Snow Golem=Golem de Neve
Spider=Aranha
Cave Spider=Aranha de Caverna
Squid=Lula
Vex=Vex
Evoker=Invocador
Illusioner=Ilusionista
Villager=Aldeão
Vindicator=Vingador
Zombie Villager=Aldeão Zumbi
Witch=Bruxa
Wither=Wither
Wolf=Lobo
Husk=Zumbi-Múmia
Baby Husk=Zumbi-Múmia Bebê
Zombie=Zumbi
Baby Zombie=Zumbi Bebê
Piglin=Piglin
Baby Piglin=Piglin Bebê
Zombie Piglin=Piglin Zumbi
Baby Zombie Piglin=Piglin Zumbi Bebê
Sword Piglin=Piglin Espadachim
Piglin Brute=Piglin Barbáro
Farmer=Fazendeiro
Fisherman=Pescador
Fletcher=Flecheiro
Shepherd=Pastor
Librarian=Bibliotecário
Cartographer=Cartógrafo
Armorer=Armoreiro
Leatherworker=Coureiro
Butcher=Açougueiro
Weapon Smith=Armeiro
Tool Smith=Ferramenteiro
Cleric=Clérigo
Nitwit=Palerma
Cod=Bacalhau
Salmon=Salmão
Dolphin=Golfinho
Pillager=Saqueador
Tropical fish=Peixe Tropical
Hoglin=Hoglin
Baby hoglin=Hoglin Bebê
Zoglin=Zoglin
Strider=Lavagante
Glow Squid=Lula Brilhante

View File

@ -63,14 +63,14 @@ local ocelot = {
},
animation = {
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40, walk_speed = 40,
run_start = 0, run_end = 40, run_speed = 50,
walk_start = 0, walk_end = 40, walk_speed = 100,
run_start = 0, run_end = 40, run_speed = 200,
sit_start = 50, sit_end = 50,
},
child_animations = {
stand_start = 51, stand_end = 51,
walk_start = 51, walk_end = 91, walk_speed = 60,
run_start = 51, run_end = 91, run_speed = 75,
walk_start = 51, walk_end = 91, walk_speed = 200,
run_start = 51, run_end = 91, run_speed = 400,
sit_start = 101, sit_end = 101,
},
follow = follow,
@ -186,7 +186,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
15000,
300,
5,
mobs_mc.water_level+15,
mcl_vars.mg_overworld_max)

View File

@ -166,8 +166,8 @@ mcl_mobs.register_mob("mobs_mc:parrot", {
fly_speed = 50,
stand_start = 0,
stand_end = 0,
fly_start = 30,
fly_end = 45,
fly_start = 130,
fly_end = 150,
walk_start = 0,
walk_end = 20,
-- TODO: actual walk animation
@ -235,7 +235,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
7,
30000,
400,
1,
mobs_mc.water_level+7,
mcl_vars.mg_overworld_max)

View File

@ -258,7 +258,7 @@ mcl_mobs:spawn_specific(
9,
minetest.LIGHT_MAX+1,
30,
15000,
100,
8,
mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)

View File

@ -61,10 +61,8 @@ local piglin = {
} },
visual_size = {x=1, y=1},
sounds = {
random = "mobs_mc_zombiepig_random",
war_cry = "mobs_mc_zombiepig_war_cry", death = "mobs_mc_zombiepig_death",
damage = "mobs_mc_zombiepig_hurt.2",
death = "mobs_mc_zombiepig_death.2",
random = "extra_mobs_piglin",
damage = "extra_mobs_piglin_hurt",
distance = 16,
},
jump = true,
@ -73,14 +71,14 @@ local piglin = {
run_velocity = 2.8,
drops = {
{name = "mcl_bows:crossbow",
chance = 10,
chance = 11, -- 8.5% approximated
min = 1,
max = 1,},
},
animation = {
stand_speed = 30,
walk_speed = 30,
run_speed = 30,
walk_speed = 100,
run_speed = 200,
stand_start = 0,
stand_end = 79,
walk_start = 168,
@ -202,9 +200,9 @@ sword_piglin.drops = {
sword_piglin.attack_type = "dogfight"
sword_piglin.animation = {
stand_speed = 30,
walk_speed = 30,
walk_speed = 100,
punch_speed = 45,
run_speed = 30,
run_speed = 200,
stand_start = 0,
stand_end = 79,
walk_start = 168,
@ -290,8 +288,8 @@ local zombified_piglin = {
},
animation = {
stand_speed = 25,
walk_speed = 25,
run_speed = 50,
walk_speed = 100,
run_speed = 200,
stand_start = 40,
stand_end = 80,
walk_start = 0,
@ -363,9 +361,9 @@ piglin_brute.textures = {"extra_mobs_piglin_brute.png", "default_tool_goldaxe.pn
piglin_brute.attack_type = "dogfight"
piglin_brute.animation = {
stand_speed = 30,
walk_speed = 30,
walk_speed = 100,
punch_speed = 45,
run_speed = 30,
run_speed = 200,
stand_start = 0,
stand_end = 79,
walk_start = 168,
@ -399,7 +397,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
6000,
150,
3,
mcl_vars.mg_lava_nether_max,
mcl_vars.mg_nether_max)
@ -415,7 +413,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
6000,
150,
3,
mcl_vars.mg_lava_nether_max,
mcl_vars.mg_nether_max)
@ -431,7 +429,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
6000,
1000,
3,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
@ -448,7 +446,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
100000,
50,
4,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)

View File

@ -71,10 +71,11 @@ pillager = {
},
{
name = "mcl_bows:crossbow",
chance = 100 / 8.5,
chance = 11, -- 8.5% approximated
min = 1,
max = 1,
looting = "rare",
looting_factor = 0.012,
},
},
animation = {
@ -82,8 +83,8 @@ pillager = {
unloaded_stand_start = 41, unloaded_stand_end = 60,
reload_stand_start = 61, reload_stand_end = 100, reload_stand_speed = 20,
stand_start = 101, stand_end = 109, stand_speed = 6,
walk_start = 111, walk_end = 150, walk_speed = 30,
run_start = 111, run_end = 150, run_speed = 50,
walk_start = 111, walk_end = 150, walk_speed = 200,
run_start = 111, run_end = 150, run_speed = 400,
reload_run_start = 151, reload_run_end = 190, reload_run_speed = 20,
die_start = 191, die_end = 192, die_speed = 15,
stand_unloaded_start = 40, stand_unloaded_end = 59,
@ -122,4 +123,4 @@ pillager = {
mcl_mobs.register_mob("mobs_mc:pillager", pillager)
mcl_mobs.register_egg("mobs_mc:pillager", S("Pillager"), "#532f36", "#959b9b", 0)
mcl_mobs:non_spawn_specific("mobs_mc:pillager","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:pillager","overworld",0,7)

View File

@ -64,10 +64,10 @@ mcl_mobs.register_mob("mobs_mc:polar_bear", {
distance = 16,
},
animation = {
speed_normal = 25, speed_run = 50,
speed_normal = 25,
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40,
run_start = 0, run_end = 40,
walk_start = 0, walk_end = 40, walk_speed = 100,
run_start = 0, run_end = 40, run_speed = 200,
},
view_range = 16,
@ -86,7 +86,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
7000,
50,
3,
mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)

View File

@ -47,20 +47,20 @@ local rabbit = {
runaway = true,
jump = true,
drops = {
{name = "mcl_mobitems:rabbit", chance = 1, min = 0, max = 1, looting = "common",},
{name = "mcl_mobitems:rabbit", chance = 1, min = 1, max = 1, looting = "common",},
{name = "mcl_mobitems:rabbit_hide", chance = 1, min = 0, max = 1, looting = "common",},
{name = "mcl_mobitems:rabbit_foot", chance = 10, min = 0, max = 1, looting = "rare", looting_factor = 0.03,},
{name = "mcl_mobitems:rabbit_foot", chance = 10, min = 1, max = 1, looting = "rare", looting_factor = 0.03,},
},
fear_height = 4,
animation = {
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 20, walk_speed = 20,
run_start = 0, run_end = 20, run_speed = 30,
walk_start = 0, walk_end = 20, walk_speed = 100,
run_start = 0, run_end = 20, run_speed = 200,
},
child_animations = {
stand_start = 21, stand_end = 21,
walk_start = 21, walk_end = 41, walk_speed = 30,
run_start = 21, run_end = 41, run_speed = 45,
walk_start = 21, walk_end = 41, walk_speed = 200,
run_start = 21, run_end = 41, run_speed = 400,
},
-- Follow (yellow) dangelions, carrots and golden carrots
follow = {
@ -148,7 +148,7 @@ mcl_mobs:spawn_specific(
9,
minetest.LIGHT_MAX+1,
30,
15000,
40,
8,
mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)

View File

@ -45,7 +45,8 @@ local salmon = {
{name = "mcl_bone_meal:bone_meal",
chance = 20,
min = 1,
max = 1,},
max = 1,
looting = "rare",},
},
visual_size = {x=3, y=3},
makes_footstep_sound = false,
@ -220,7 +221,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
4000,
260,
3,
water-16,
water+1)

View File

@ -101,17 +101,17 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
},
animation = {
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40, walk_speed = 30,
run_start = 0, run_end = 40, run_speed = 40,
walk_start = 0, walk_end = 40, walk_speed = 80,
run_start = 0, run_end = 40, run_speed = 160,
eat_start = 40, eat_end = 80, eat_loop = false,
},
child_animations = {
stand_start = 81, stand_end = 81,
walk_start = 81, walk_end = 121, walk_speed = 45,
run_start = 81, run_end = 121, run_speed = 60,
walk_start = 81, walk_end = 121, walk_speed = 160,
run_start = 81, run_end = 121, run_speed = 320,
eat_start = 121, eat_start = 161, eat_loop = false,
},
follow = { "mcl_farming:wheat_item", "mcl_shepherd:shepherd_staff" },
follow = { "mcl_farming:wheat_item" },
view_range = 12,
-- Eat grass
@ -379,7 +379,7 @@ mcl_mobs:spawn_specific(
9,
minetest.LIGHT_MAX+1,
30,
15000,
120,
3,
mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)

View File

@ -59,7 +59,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
drops = {
{name = "mcl_mobitems:shulker_shell",
chance = 2,
min = 1,
min = 0,
max = 1,
looting = "rare",
looting_factor = 0.0625},

View File

@ -55,7 +55,7 @@ local skeleton = {
max = 2,
looting = "common",},
{name = "mcl_bows:bow",
chance = 100 / 8.5,
chance = 11, -- 8.5%
min = 1,
max = 1,
looting = "rare",},
@ -76,10 +76,10 @@ local skeleton = {
stand_speed = 15,
stand_start = 0,
stand_end = 40,
walk_speed = 15,
walk_speed = 45,
walk_start = 40,
walk_end = 60,
run_speed = 30,
run_speed = 90,
shoot_start = 70,
shoot_end = 90,
jockey_start = 172,
@ -299,7 +299,7 @@ mcl_mobs:spawn_specific(
0,
7,
20,
17000,
800,
2,
mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)
@ -316,7 +316,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
10000,
800,
3,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
@ -336,7 +336,7 @@ mcl_mobs:spawn_specific(
0,
7,
20,
19000,
1200,
2,
mobs_mc.water_level,
mcl_vars.mg_overworld_max)

View File

@ -71,10 +71,10 @@ mcl_mobs.register_mob("mobs_mc:witherskeleton", {
stand_speed = 15,
walk_start = 40,
walk_end = 60,
walk_speed = 15,
walk_speed = 45,
run_start = 40,
run_end = 60,
run_speed = 30,
run_speed = 90,
shoot_start = 70,
shoot_end = 90,
punch_start = 110,
@ -116,7 +116,7 @@ mcl_mobs:spawn_specific(
0,
7,
30,
5000,
500,
5,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)

View File

@ -183,7 +183,7 @@ local slime_big = {
hp_max = 16,
xp_min = 4,
xp_max = 4,
collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02, rotate = true},
collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02},
visual_size = {x=12.5, y=12.5},
textures = {{"mobs_mc_slime.png", "mobs_mc_slime.png"}},
visual = "mesh",
@ -235,7 +235,7 @@ slime_small.hp_min = 4
slime_small.hp_max = 4
slime_small.xp_min = 2
slime_small.xp_max = 2
slime_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51, rotate = true}
slime_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51}
slime_small.visual_size = {x=6.25, y=6.25}
slime_small.damage = 3
slime_small.reach = 2.25
@ -252,7 +252,7 @@ slime_tiny.hp_min = 1
slime_tiny.hp_max = 1
slime_tiny.xp_min = 1
slime_tiny.xp_max = 1
slime_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505, rotate = true}
slime_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505}
slime_tiny.visual_size = {x=3.125, y=3.125}
slime_tiny.damage = 1
slime_tiny.reach = 2
@ -321,7 +321,7 @@ cave_biomes,
0,
minetest.LIGHT_MAX+1,
30,
12000,
1000,
4,
cave_min,
cave_max,
@ -335,7 +335,7 @@ swampy_biomes,
0,
swamp_light_max,
30,
12000,
1000,
4,
swamp_min,
swamp_max)
@ -348,7 +348,7 @@ cave_biomes,
0,
minetest.LIGHT_MAX+1,
30,
8500,
1000,
4,
cave_min,
cave_max,
@ -362,7 +362,7 @@ swampy_biomes,
0,
swamp_light_max,
30,
8500,
1000,
4,
swamp_min,
swamp_max)
@ -375,7 +375,7 @@ cave_biomes,
0,
minetest.LIGHT_MAX+1,
30,
10000,
1000,
4,
cave_min,
cave_max,
@ -389,7 +389,7 @@ swampy_biomes,
0,
swamp_light_max,
30,
10000,
1000,
4,
swamp_min,
swamp_max)
@ -403,7 +403,7 @@ local magma_cube_big = {
hp_max = 16,
xp_min = 4,
xp_max = 4,
collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02, rotate = true},
collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02},
visual_size = {x=12.5, y=12.5},
textures = {{ "mobs_mc_magmacube.png", "mobs_mc_magmacube.png" }},
visual = "mesh",
@ -422,8 +422,8 @@ local magma_cube_big = {
armor = 53,
drops = {
{name = "mcl_mobitems:magma_cream",
chance = 4,
min = 1,
chance = 1,
min = 0,
max = 1,},
},
-- TODO: Fix animations
@ -463,7 +463,7 @@ magma_cube_small.hp_min = 4
magma_cube_small.hp_max = 4
magma_cube_small.xp_min = 2
magma_cube_small.xp_max = 2
magma_cube_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51, rotate = true}
magma_cube_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51}
magma_cube_small.visual_size = {x=6.25, y=6.25}
magma_cube_small.damage = 3
magma_cube_small.reach = 2.1
@ -485,7 +485,7 @@ magma_cube_tiny.hp_min = 1
magma_cube_tiny.hp_max = 1
magma_cube_tiny.xp_min = 1
magma_cube_tiny.xp_max = 1
magma_cube_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505, rotate = true}
magma_cube_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505}
magma_cube_tiny.visual_size = {x=3.125, y=3.125}
magma_cube_tiny.walk_velocity = 1.02
magma_cube_tiny.run_velocity = 1.02
@ -512,7 +512,7 @@ magma_cube_biomes,
0,
minetest.LIGHT_MAX+1,
30,
15000,
100,
4,
nether_min,
nether_max)
@ -525,7 +525,7 @@ magma_cube_biomes,
0,
minetest.LIGHT_MAX+1,
30,
15500,
100,
4,
nether_min,
nether_max)
@ -538,7 +538,7 @@ magma_cube_biomes,
0,
minetest.LIGHT_MAX+1,
30,
16000,
100,
4,
nether_min,
nether_max)

View File

@ -90,16 +90,14 @@ local spider = {
floats = 1,
drops = {
{name = "mcl_mobitems:string", chance = 1, min = 0, max = 2, looting = "common"},
{name = "mcl_mobitems:spider_eye", chance = 3, min = 1, max = 1, looting = "common", looting_chance_function = function(lvl)
return 1 - 2 / (lvl + 3)
end},
{name = "mcl_mobitems:spider_eye", chance = 1, min = 0, max = 1, looting = "common",},
},
specific_attack = { "player", "mobs_mc:iron_golem" },
fear_height = 4,
animation = {
stand_speed = 10,
walk_speed = 25,
run_speed = 50,
walk_speed = 100,
run_speed = 200,
stand_start = 20,
stand_end = 40,
walk_start = 0,
@ -287,7 +285,7 @@ mcl_mobs:spawn_specific(
0,
7,
30,
17000,
1000,
2,
mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)

View File

@ -211,7 +211,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
5500,
80,
3,
water-16,
water+1)

View File

@ -39,13 +39,13 @@ local strider = {
drops = {
{name = "mcl_mobsitems:string",
chance = 1,
min = 2,
min = 0,
max = 5,},
},
animation = {
stand_speed = 15,
walk_speed = 15,
run_speed = 30,
walk_speed = 30,
run_speed = 60,
stand_start = 5,
stand_end = 5,
walk_start = 1,
@ -225,7 +225,7 @@ mcl_mobs:spawn_setup({
},
min_height = mcl_vars.mg_nether_min,
max_height = mcl_vars.mg_nether_max,
chance = 2000,
chance = 200,
})
mcl_mobs:spawn_setup({
@ -241,7 +241,7 @@ mcl_mobs:spawn_setup({
},
min_height = mcl_vars.mg_nether_min,
max_height = mcl_vars.mg_nether_max,
chance = 100,
chance = 20,
})
-- spawn eggs

View File

@ -90,7 +90,8 @@ local tropical_fish = {
{name = "mcl_bone_meal:bone_meal",
chance = 20,
min = 1,
max = 1,},
max = 1,
looting = "rare",},
},
visual_size = {x=3, y=3},
makes_footstep_sound = false,
@ -183,7 +184,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
4000,
750,
3,
water-16,
water+1)

View File

@ -33,6 +33,7 @@ local PLAYER_SCAN_RADIUS = 4 -- scan radius for looking for nearby players
local RESETTLE_DISTANCE = 100 -- If a mob is transported this far from home, it gives up bed and job and resettles
local PATHFINDING = "gowp"
local VILLAGER_SEARCH_RADIUS = tonumber(minetest.settings:get("mcl_mobs_villager_search_radius")) or 20
--[=======[ TRADING ]=======]
@ -793,13 +794,13 @@ local function find_closest_bed (self)
--local spawnable_bed={}
--table.insert(spawnable_bed, "mcl_beds:bed_red_bottom")
--local nn = minetest.find_nodes_in_area(vector.offset(p,-48,-48,-48),vector.offset(p,48,48,48), spawnable_bed)
--local nn = minetest.find_nodes_in_area(vector.offset(p,-VILLAGER_SEARCH_RADIUS,-VILLAGER_SEARCH_RADIUS,-VILLAGER_SEARCH_RADIUS),vector.offset(p,VILLAGER_SEARCH_RADIUS,VILLAGER_SEARCH_RADIUS,VILLAGER_SEARCH_RADIUS), spawnable_bed)
--if nn then
-- mcl_log("Red beds: " .. #nn)
--end
local unclaimed_beds = {}
local nn2 = minetest.find_nodes_in_area(vector.offset(p,-48,-48,-48),vector.offset(p,48,48,48), {"group:bed"})
local nn2 = minetest.find_nodes_in_area(vector.offset(p,-VILLAGER_SEARCH_RADIUS,-VILLAGER_SEARCH_RADIUS,-VILLAGER_SEARCH_RADIUS),vector.offset(p,VILLAGER_SEARCH_RADIUS,VILLAGER_SEARCH_RADIUS,VILLAGER_SEARCH_RADIUS), {"group:bed"})
if nn2 then
--mcl_log("All bed parts: " .. #nn2)
@ -878,7 +879,7 @@ local function find_closest_bed (self)
end
local function find_closest_unclaimed_block (p, requested_block_types)
local nn = minetest.find_nodes_in_area(vector.offset(p,-48,-48,-48),vector.offset(p,48,48,48), requested_block_types)
local nn = minetest.find_nodes_in_area(vector.offset(p,-VILLAGER_SEARCH_RADIUS,-VILLAGER_SEARCH_RADIUS,-VILLAGER_SEARCH_RADIUS),vector.offset(p,VILLAGER_SEARCH_RADIUS,VILLAGER_SEARCH_RADIUS,VILLAGER_SEARCH_RADIUS), requested_block_types)
local distance_to_closest_block = nil
local closest_block = nil
@ -1372,7 +1373,7 @@ local function go_to_town_bell(self)
table.insert(looking_for_type, "mcl_bells:bell")
local p = self.object:get_pos()
local nn = minetest.find_nodes_in_area(vector.offset(p,-48,-48,-48),vector.offset(p,48,48,48), looking_for_type)
local nn = minetest.find_nodes_in_area(vector.offset(p,-VILLAGER_SEARCH_RADIUS,-VILLAGER_SEARCH_RADIUS,-VILLAGER_SEARCH_RADIUS),vector.offset(p,VILLAGER_SEARCH_RADIUS,VILLAGER_SEARCH_RADIUS,VILLAGER_SEARCH_RADIUS), looking_for_type)
--Ideally should check for closest available. It'll make pathing easier.
for _,n in pairs(nn) do
@ -1941,7 +1942,6 @@ local trade_inventory = {
if not wanted2:is_empty() then
inv:remove_item("input", inv:get_stack("wanted", 2))
end
local name = player:get_player_name()
local trader = player_trading_with[name]
minetest.sound_play("mobs_mc_villager_accept", {to_player = player:get_player_name(),object=trader.object}, true)
end
@ -2336,7 +2336,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
20,
2,
4,
mobs_mc.water_level+1,
mcl_vars.mg_overworld_max)

View File

@ -38,7 +38,7 @@ mcl_mobs.register_mob("mobs_mc:evoker", {
} },
makes_footstep_sound = true,
damage = 6,
walk_velocity = 0.2,
walk_velocity = 1.0,
run_velocity = 1.4,
group_attack = true,
attack_type = "dogfight",
@ -80,8 +80,8 @@ mcl_mobs.register_mob("mobs_mc:evoker", {
-- TODO: sounds
animation = {
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40, walk_speed = 6,
run_start = 0, run_end = 40, run_speed = 24,
walk_start = 0, walk_end = 40, walk_speed =100,
run_start = 0, run_end = 40, run_speed = 140,
shoot_start = 142, shoot_end = 152, -- Magic arm swinging
},
view_range = 16,

View File

@ -49,10 +49,10 @@ mcl_mobs.register_mob("mobs_mc:illusioner", {
stand_speed = 25,
stand_start = 40,
stand_end = 59,
walk_speed = 25,
walk_speed = 100,
walk_start = 0,
walk_end = 40,
run_speed = 25,
run_speed = 200,
shoot_start = 150,
shoot_end = 170,
die_speed = 15,

View File

@ -50,7 +50,7 @@ mcl_mobs.register_mob("mobs_mc:vindicator", {
max = 1,
looting = "common",},
{name = "mcl_tools:axe_iron",
chance = 100 / 8.5,
chance = 11, --8.5% approximated
min = 1,
max = 1,
looting = "rare",},
@ -60,10 +60,10 @@ mcl_mobs.register_mob("mobs_mc:vindicator", {
stand_speed = 25,
stand_start = 40,
stand_end = 59,
walk_speed = 25,
walk_speed = 100,
walk_start = 0,
walk_end = 40,
run_speed = 25,
run_speed = 200,
punch_speed = 25,
punch_start = 90,
punch_end = 110,

View File

@ -225,7 +225,7 @@ mcl_mobs:spawn_specific(
0,
7,
30,
4090,
50,
4,
mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)

View File

@ -224,7 +224,7 @@ mcl_mobs:spawn_specific(
0,
minetest.LIGHT_MAX+1,
30,
9000,
80,
7,
mobs_mc.water_level+3,
mcl_vars.mg_overworld_max)

View File

@ -90,8 +90,8 @@ local zombie = {
drops = drops_zombie,
animation = {
stand_start = 40, stand_end = 49, stand_speed = 2,
walk_start = 0, walk_end = 39, speed_normal = 25,
run_start = 0, run_end = 39, speed_run = 50,
walk_start = 0, walk_end = 39, walk_speed = 80,
run_start = 0, run_end = 39, run_speed = 150,
punch_start = 50, punch_end = 59, punch_speed = 20,
},
ignited_by_sunlight = true,
@ -118,8 +118,8 @@ baby_zombie.child = 1
baby_zombie.reach = 1
baby_zombie.animation = {
stand_start = 100, stand_end = 109, stand_speed = 2,
walk_start = 60, walk_end = 99, speed_normal = 40,
run_start = 60, run_end = 99, speed_run = 80,
walk_start = 60, walk_end = 99, walk_speed = 150,
run_start = 60, run_end = 99, run_speed = 300,
punch_start = 109, punch_end = 119
}
@ -243,7 +243,7 @@ mcl_mobs:spawn_specific(
0,
7,
30,
6000,
1000,
4,
mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)
@ -332,7 +332,7 @@ mcl_mobs:spawn_specific(
0,
7,
30,
60000,
50,
4,
mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)
@ -348,7 +348,7 @@ mcl_mobs:spawn_specific(
0,
7,
30,
6500,
2400,
4,
mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)
@ -362,7 +362,7 @@ mcl_mobs:spawn_specific(
0,
7,
30,
65000,
120,
4,
mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)

View File

@ -1,3 +0,0 @@
# textdomain: lightning
Let lightning strike at the specified position or player. No parameter will strike yourself.=Deixa o relâmpago acertar a posição ou jogador especificado. Nenhum parâmetro irá acertar você mesmo.
No position specified and unknown player=Nenhuma posição especificada e jogador desconhecido

View File

@ -1,2 +0,0 @@
# textdomain: mcl_raids
Ominous Banner=Estandarte Ameaçador

View File

@ -1,3 +0,0 @@
# textdomain: mcl_void_damage
The void is off-limits to you!=O vazio está fora dos limites para você!
@1 fell into the endless void.=@1 caiu em um vazio sem fim.

View File

@ -1,8 +0,0 @@
# textdomain: mcl_weather
Gives ability to control weather=Dá a habilidade de controlar o clima
Changes the weather to the specified parameter.=Muda o clima para o parâmetro especificado.
Error: No weather specified.=Erro: Nenhum clima especificado.
Error: Invalid parameters.=Erro: Parâmetros inválidos.
Error: Duration can't be less than 1 second.=Erro: Duração não pode ser menor que 1 segundo.
Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.=Erro: Clima especificado é inválido. Use "clear", "rain", "snow" ou "thunder".
Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)=Alterna entre clima limpo e clima com quedas (aleatoriamente chuva, tempestade ou neve)

View File

@ -120,13 +120,12 @@ mcl_weather.skycolor = {
override_day_night_ratio = function(player, ratio)
local meta = player:get_meta()
local has_night_vision = meta:get_int("night_vision") == 1
local is_visited_shepherd = meta:get_int("mcl_shepherd:special") == 1
local arg
-- 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 pos = player:get_pos()
local dim = mcl_worlds.pos_to_dimension(pos)
if (has_night_vision or is_visited_shepherd) and is_dark and dim ~= "nether" and dim ~= "end" then
if has_night_vision and is_dark and dim ~= "nether" and dim ~= "end" then
if ratio == nil then
arg = NIGHT_VISION_RATIO
else

View File

@ -53,8 +53,8 @@ Range: 4=Range: 4
Rating @1=Classificação @1
# @1 is minimal rating, @2 is maximum rating
Rating @1-@2=Classificação @1-@2
The fall damage on this block is increased by @1%.=O dano por queda nesse bloco é aumentado em @1%.
The fall damage on this block is reduced by @1%.=O dano por queda nesse bloco é reduzido em @1%.
The fall damage on this block is increased by @1%.=O dano por queda nesse bloco é aumentado em @ 1%.
The fall damage on this block is reduced by @1%.=O dano por queda nesse bloco é reduzido em @ 1%.
This block allows light to propagate with a small loss of brightness, and sunlight can even go through losslessly.=Esse bloco permite que a luz se propague com uma pequena perda de brilho, e a luz solar pode até passar sem perdas.
This block allows light to propagate with a small loss of brightness.=Esse bloco permite que a luz se propague com uma pequena perda de brilho.
This block allows sunlight to propagate without loss in brightness.=Esse bloco permite que a luz solar se propague sem perda de brilho.
@ -78,7 +78,7 @@ This block connects to this block: @1.=Esse bloco se conecta a esse bloco: @1.
This block decreases your breath and causes a drowning damage of @1 hit point every 2 seconds.=Esse bloco diminui a sua respiração e causa um dano por afogamento de @1 ponto de vida a cada 2 segundos.
This block decreases your breath and causes a drowning damage of @1 hit points every 2 seconds.=Esse bloco diminui a sua respiração e causa um dano por afogamento de @1 pontos de vida a cada 2 segundos.
This block is a light source with a light level of @1.=Esse bloco é uma fonte de luz com um nível de luz de @1.
This block glows faintly with a light level of @1.=Esse bloco tem um brilho fraco com um nível de luz de @1.
This block glows faintly with a light level of @1.=Esse bloco tem um brilho fraco com um nível de luz de @ 1.
This block is a building block for creating various buildings.=Esse bloco é um bloco de construção para criar vários edifícios.
This block is a liquid with these properties:=Esse bloco é um líquido com as seguintes propriedades:
This block is affected by gravity and can fall.=Esse bloco é afetado pela gravidade e pode cair.
@ -123,7 +123,7 @@ any level=qualquer nível
level 0=nível 0
level 0-@1=nivel 0-@1
unknown=desconhecido
Unknown item (@1)=Item desconhecido (@1)
Unknown item (@1)=Item desconhecido
• @1: @2=
• @1: @2 HP=
• @1: @2, @3=

View File

@ -10,12 +10,12 @@
# Itemname (ca. 25%)
@1 (ca. @2%)=
# List separator (e.g. “one, two, three”)
, =,
, =,
# Final list separator (e.g. “One, two and three”)
and = e
and = e
1 second=1 segundo
A transparent block, basically empty space. It is usually left behind after digging something.=Um bloco transparente, basicamente um vazio. Isso geralmente fica no lugar de um bloco removido.
Air=Ar
Air=Ár
Blocks=Blocos
Building another block at this block will place it inside and replace it.=Construir outro bloco nesse bloco vai subistitui-lo.
Building this block is completely silent.=Construir esse bloco é completamente silencioso.
@ -129,12 +129,12 @@ Unknown item (@1)=Item desconhecido (@1)
• @1: @2, @3=
• Flowing range: @1=
• No flowing=
• Not renewable=• Não renovável
• Renewable=• Renovável
• Viscosity: @1=• Viscosidade: @1
• Not renewable=
• Renewable=
• Viscosity: @1=
Itemstring: "@1"=
Durability: @1 uses=Durabilidade: @1 usos
Durability: @1=Durabilidade: @1
Durability: @1 uses=
Durability: @1=
Mining durability:=
• @1, level @2: @3 uses=
• @1, level @2: Unlimited=

View File

@ -1,37 +0,0 @@
# textdomain: craftguide
Any shulker box=Qualquer caixa shulker
Any wool=Qualquer lã
Any wood planks=Quaisquer tábuas de madeira
Any wood=Qualquer madeira
Any sand=Qualquer areia
Any normal sandstone=Qualquer arenito normal
Any red sandstone=Qualquer arenito vermelho
Any carpet=Qualquer carpete
Any dye=Qualquer tintura
Any water bucket=Qualquer balde de água
Any flower=Qualquer flor
Any mushroom=Qualquer cogumelo
Any wooden slab=Qualquer laje de madeira
Any wooden stairs=Quaisquer escadas de madeira
Any coal=Qualquer carvão
Any kind of quartz block=Qualquer tipo de bloco de quartzo
Any kind of purpur block=Qualquer tipo de bloco de purpúra
Any stone bricks=Quaisquer tijolos de pedra
Any stick=Qualquer graveto
Any item belonging to the @1 group=Qualquer item pertencente ao grupo @1
Any item belonging to the groups: @1=Qualquer item pertencente aos grupos: @1
Search=Pesquisar
Reset=Resetar
Previous page=Página anterior
Next page=Página posterior
Usage @1 of @2=Uso @1 de @2
Recipe @1 of @2=Receita @1 de @2
Burning time: @1=Tempo de queima: @1
Cooking time: @1=Tempo de cozimento: @1
Recipe is too big to be displayed (@1×@2)=Receita é muito grande para ser mostrada (@1x@2)
Shapeless=Sem forma
Cooking=Cozimento
Increase window size=Aumentar tamanho da janela
Decrease window size=Diminuir tamanho da janela
No item to show=Nenhum item para mostrar
Collect items to reveal more recipes=Colete itens para revelar mais receitas

View File

@ -25,7 +25,7 @@ Minetest is a free software game engine for games based on voxel gameplay, inspi
The player is thrown into a huge world made out of cubes or blocks. These cubes usually make the landscape they blocks can be removed and placed almost entirely freely. Using the collected items, new tools and other items can be crafted. Games in Minetest (also called “subgames”) can, however, be much more complex than this.=L'utente è gettat* in un enorme mondo fatto di cubi o blocchi. Questi cubi normalmente compongono il panorama e possono essere tolti o messi quasi completamente liberamente. Usando gli oggetti raccolti, si possono assemblare nuovi strumenti e altri oggetti. I giochi in Minetest (chiamati anche "subgame") possono, comunque, essere molto più complessi.
A core feature of Minetest is the built-in modding capability. Mods modify existing gameplay. They can be as simple as adding a few decorational blocks or be very complex by e.g. introducing completely new gameplay concepts, generating a completely different kind of world, and many other things.=Una caratteristica centrale di Minetest è la capacità integrata di usare moduli. I moduli modificano l'esperienza di gioco esistente. Possono essere tanto semplici da aggiungere qualche blocco decorativo o essere molto complessi, per esempio introducendo concetti di gioco totalmente nuovi, generare un tipo di mondo completamente diverso, e molte altre cose.
Minetest can be played alone or online together with multiple players. Online play will work out of the box with any mods, with no need for additional software as they are entirely provided by the server.=Minetest può essere giocato localmente o in rete assieme a più utenti. Il gioco in rete funzionerà immediatamente senza nessun modulo, senza bisogno di programmi aggiuntivi perché interamente forniti dal server.
Minetest is usually bundled with a simple default game, named “Minetest Game” (shown in images 1 and 2). You probably already have it. Other games for Minetest can be downloaded from the official Minetest forums <https://forum.minetest.net/viewforum.php?f@=48>.=Minetest generalmente include un gioco predefinito semplice, chiamato "Minetest Game" (mostrato nelle immagini 1 e 2). Probabilmente lo avete già. Altri giochi per Minetest possono essere scaricati dai forum ufficiali di Minetest <https://forum.minetest.net/viewforum.php?f@=48>.
Minetest is usually bundled with a simple default game, named “Minetest Game” (shown in images 1 and 2). You probably already have it. Other games for Minetest can be downloaded from the official Minetest forums <https://forum.minetest.net/viewforum.php?f=48>.=Minetest generalmente include un gioco predefinito semplice, chiamato "Minetest Game" (mostrato nelle immagini 1 e 2). Probabilmente lo avete già. Altri giochi per Minetest possono essere scaricati dai forum ufficiali di Minetest <https://forum.minetest.net/viewforum.php?f=48>.
Sneaking=Strisciare
Sneaking makes you walk slower and prevents you from falling off the edge of a block.=Strisciare vi fa camminare più lentamente e vi impedisce di cadere dal bordo di un blocco.
To sneak, hold down the sneak key (default: [Shift]). When you release it, you stop sneaking. Careful: When you release the sneak key at a ledge, you might fall!=Per strisciare, tenete premuto il tasto per strisciare (predefinito [Maiusc]). Quando lo rilasciate, smettete di strisciare. Fate attenzione: quando rilasciate il tasto per strisciare vicino a un orlo, potreste cadere!
@ -396,7 +396,7 @@ Note that “transparency” here only means that the block is able to carry bri
Coordinates=Coordinate
The Minetest world is a large cube. And because of this, a position in the world can be easily expressed with Cartesian coordinates. That is, for each position in the world, there are 3 values X, Y and Z.=Il mondo di Minetest è un grande cubo. E per questo, una posizione nel mondo può essere facilmente espressa tramite coordinate Cartesiane. Cioè, per ogni posizione nel mondo, esistono tre valori: X, Y e Z.
Like this: (5, 45, -12)=Come questi: (5, 45, -12)
This refers to the position where X@=5, Y@=45 and Z@=-12. The 3 letters are called “axes”: Y is for the height. X and Z are for the horizontal position.=Ciò si riferisce alla posizione dove X@=5 (si legga “X vale 5”, NdT), Y@=45 e Z@=-12. Le tre lettere sono chiamate “assi”: Y si riferisce all'altezza. X e Z si riferiscono alla posizione orizzontale.
This refers to the position where X=5, Y=45 and Z=-12. The 3 letters are called “axes”: Y is for the height. X and Z are for the horizontal position.=Ciò si riferisce alla posizione dove X=5 (si legga “X vale 5”, NdT), Y=45 e Z=-12. Le tre lettere sono chiamate “assi”: Y si riferisce all'altezza. X e Z si riferiscono alla posizione orizzontale.
The values for X, Y and Z work like this:=I valori di X, Y e Z funzionano così:
• If you go up, Y increases=• Se salite, Y aumenta
• If you go down, Y decreases=• Se scendete, Y diminuisce

View File

@ -1,48 +0,0 @@
# textdomain: mcl_tt
Head armor=Armadura para la cabeza
Torso armor=Armadura para el torso
Legs armor=Armadura para las piernas
Feet armor=Armadura para los pies
Armor points: @1=Puntos de armadura: @1
Armor durability: @1=Durabilidad de armadura: @1
Protection: @1%=Protección: @1%
Hunger points: +@1=Puntos de hambre: +@1
Saturation points: +@1=Puntos de saturación: +@1
Deals damage when falling=Causa daño al caer
Grows on grass blocks or dirt=Crece sobre bloques de pasto o tierra
Grows on grass blocks, podzol, dirt or coarse dirt=Crece sobre bloques de pasto, podsol, tierra o tierra estéril
Flammable=Inflamable
Zombie view range: -50%=Rango de visión zombie: -50%
Skeleton view range: -50%=Rango de visión de esqueleto: -50%
Creeper view range: -50%=Rango de visión de creeper: -50%
Damage: @1=Daño: @1
Damage (@1): @2=Daño (@1): @2
Healing: @1=Curación: @1
Healing (@1): @2=Curación (@1): @2
Full punch interval: @1s=Intervalo de golpe completo: @1s
Contact damage: @1 per second=Daño por contacto: @1 por segundo
Contact healing: @1 per second=Curación por contacto: @1 por segundo
Drowning damage: @1=Dañor por ahogamiento: @1
Bouncy (@1%)=Rebota (@1%)
Luminance: @1=Luminancia: @1
Slippery=Resbaladizo
Climbable=Escalable
Climbable (only downwards)=Escalable (solo hacia abajo)
No jumping=No saltar
No swimming upwards=No nadar hacia arriba
No rising=No levantar
Fall damage: @1%=Daño por caída: @1%
Fall damage: +@1%=Daño por caída: @1%
No fall damage=Sin daño por caída
Mining speed: @1=Velocidad de minado: @1
Very fast=Muy rápido
Extremely fast=Extremadamente rápido
Fast=Rápido
Slow=Lento
Very slow=Muy lento
Painfully slow=Dolorosamente lento
Mining durability: @1=Durabilidad de minería: @1
Block breaking strength: @1=Fuerza para romper bloques: @1
@1 uses=@1 usos
Unlimited uses=Usos ilimitados
Durability: @1=Durabilidad: @1

View File

@ -1,48 +0,0 @@
# textdomain: mcl_tt
Head armor=Armadura de cabeça
Torso armor=Armadura de torso
Legs armor=Armadura de pernas
Feet armor=Armadura de pés
Armor points: @1=Pontos de armadura: @1
Armor durability: @1=Durabilidade da armadura: @1
Protection: @1%=Proteção: @1%
Hunger points: +@1=Pontos de fome: +@1
Saturation points: +@1=Pontos de saturação: +@1
Deals damage when falling=Dá dano enquanto cai
Grows on grass blocks or dirt=Cresce em blocos de grama ou terra
Grows on grass blocks, podzol, dirt or coarse dirt=Cresce em blocos de grama, podzol, terra ou terra infértil
Flammable=Inflamável
Zombie view range: -50%=Alcançe de visão do zumbi: -50%
Skeleton view range: -50%=Alcançe de visão do esqueleto: -50%
Creeper view range: -50%=Alcançe de visão do creeper: -50%
Damage: @1= Dano: @1
Damage (@1): @2=Dano (@1): @2
Healing: @1=Cura: @1
Healing (@1): @2=Cura (@1): @2
Full punch interval: @1s=Intervalo completo de batida: @1s
Contact damage: @1 per second=Dano por contaro: @1 por segundo
Contact healing: @1 per second=Cura por contato: @1 por segundo
Drowning damage: @1=Dano de afogamento: @1
Bouncy (@1%)=Saltitante (@1%)
Luminance: @1=Bliho: @1
Slippery=Escorregadio
Climbable=Escalável
Climbable (only downwards)=Escalável (apenas em descida)
No jumping=Sem pulo
No swimming upwards=Sem natação em subida
No rising=Sem levantamento
Fall damage: @1%=Dano de queda: @1%
Fall damage: +@1%=Dano de queda: +@1%
No fall damage=Sem dano de queda
Mining speed: @1=Velocidade de mineração: @1
Very fast=Muito rápido
Extremely fast=Extremamente rápido
Fast=Rápido
Slow=Lento
Very slow=Muito lento
Painfully slow=Dolorosamente lento
Mining durability: @1=Durabilidade de mineração: @1
Block breaking strength: @1=Força de quebra do bloco: @1
@1 uses=@1 usos
Unlimited uses=Usos ilimitados
Durability: @1=Durabilidade: @1

View File

@ -1,7 +1,7 @@
# textdomain:awards
@1: @2=@1: @2
@1 (got)=@1 (erhalten)
@1s awards:=Auszeichnungen von @1:
@1s awards:=Auszeichnungen von @:
(Secret Advancement)=(Geheime Auszeichnung)
Achievement gotten!=Auszeichnung erhalten!
Achievement gotten:=Auszeichnung erhalten:
@ -61,4 +61,4 @@ Achievement “@1” does not exist.=Auszeichnung »@1« existiert nicht.
Write something in chat.=Schreiben Sie etwas in den Chat.
Write @1 chat messages.=Schreiben Sie @1 Chatnachrichten.
@1/@2 chat messages=@1/@2 Chatnachrichten
Awards are disabled, enable them first by using /awards enable!=Ihre Auszeichnungen sind aktuell deaktiviert, bitte aktivieren Sie diese zuerst indem Sie /awards enable ausführen bevor Sie diesen Befehl erneut verwenden!
Awards are disabled, enable them first by using /awards enable!=Ihre Auszeichnungen sind aktuell deaktiviert, bitte aktivieren Sie diese zuerst indem Sie /awards enable ausführen bevor Sie diesen Befehl erneut verwenden!

View File

@ -1,6 +0,0 @@
# textdomain: hudbars
Health=Saúde
Breath=Respiração
# Default format string for progress bar-style HUD bars, e.g. “Health 5/20”
@1: @2/@3=@1: @2/@3

View File

@ -1,19 +0,0 @@
# textdomain: mcl_credits
3D Models=Modelos 3D
A faithful Open Source clone of Minecraft=Um clone fiel Open Source do Minecraft
Contributors=Colaboradores
Creator of MineClone=Criador do MineClone
Creator of MineClone2=Criador do MineClone2
Developers=Desenvolvedores
Past Developers=Desenvolvedores Passados
Jump to speed up (additionally sprint)=Pule para acelerar (arrancada adicional)
Maintainers=Mantedores
Previous Maintainers=Mantedores Anteriores
MineClone5=MineClone5
Original Mod Authors=Autores Originais do Mod
Sneak to skip=Agache para pular
Textures=Texturas
Translations=Traduções
Music=Músicas
Funders=Financiadores
Special thanks=Agradecimentos especiais

View File

@ -129,8 +129,6 @@ return {
"mim",
"Dark",
"Bakawun",
"JoseDouglas26",
"Zasco",
}},
{S("Music"), 0xA60014, {
"Jordach for the jukebox music compilation from Big Freaking Dig",
@ -226,7 +224,6 @@ return {
"Isaac Dennis",
"ADLON",
"Sab Pyrope",
"JoseDouglas26",
}},
{S("Funders"), 0xF7FF00, {
"40W",

View File

@ -1,55 +0,0 @@
# textdomain: mcl_death_messages
@1 went up in flames=@1 pegou fogo
@1 walked into fire whilst fighting @2=@1 caminhou no fogo enquanto lutava contra @2
@1 was struck by lightning=@1 foi atingido(a) por um raio
@1 was struck by lightning whilst fighting @2=@1 foi atingido(a) por um raio enquanto lutava contra @2
@1 burned to death=@1 queimou até a morte
@1 was burnt to a crisp whilst fighting @2=@1 foi queimado até a crocância enquanto lutava contra @2
@1 tried to swim in lava=@1 tentou nadar em lava
@1 tried to swim in lava to escape @2=@1 tentou nadar em lava para escapar de @2
@1 discovered the floor was lava=@1 descobriu que o chão era lava
@1 walked into danger zone due to @2=@1 caminhou numa zona perigosa por conta de @2
@1 suffocated in a wall=@1 sufocou em uma parede
@1 suffocated in a wall whilst fighting @2=@1 sufocou em uma parede enquanto lutava contra @2
@1 drowned=@1 se afogou
@1 drowned whilst trying to escape @2=@1 se afogou enquanto tentava escapar de @2
@1 starved to death=@1 morreu de fome
@1 starved to death whilst fighting @2=@1 morreu de fome enquanto lutava contra @2
@1 was pricked to death=@1 foi espetado até a morte
@1 walked into a cactus whilst trying to escape @2=@1 caminhou até um cacto enquanto tentava escapar de @2
@1 hit the ground too hard=@1 bateu muito forte no chão
@1 hit the ground too hard whilst trying to escape @2=@1 bateu muito forte no chão enquanto tentava escapar de @2
@1 experienced kinetic energy=@1 experienciou a energia cinética
@1 experienced kinetic energy whilst trying to escape @2=@1 experienciou a energia cinética enquanto tentava escapar de @2
@1 fell out of the world=@1 caiu do mundo
@1 didn't want to live in the same world as @2=@1 não queria viver no mesmo mundo que @2
@1 died=@1 morreu
@1 died because of @2=@1 morreu por conta de @2
@1 was killed by magic=@1 foi morto(a) por magia
@1 was killed by magic whilst trying to escape @2=@1 foi morto(a) por magia enquanto tentava escapar de @2
@1 was killed by @2 using magic=@1 foi morto(a) por @2 usando magia
@1 was killed by @2 using @3=@1 foi morto(a) por @2 usando @3
@1 was roasted in dragon breath=@1 foi assado(a) no bafo do dragão
@1 was roasted in dragon breath by @2=@1 foi assado(a) no bafo do dragão por @2
@1 withered away=@1 apodreceu
@1 withered away whilst fighting @2=@1 apodreceu enquanto lutava contra @2
@1 was shot by a skull from @2=@1 foi acertado(a) por um crânio vindo de @2
@1 was squashed by a falling anvil=@1 foi esmagado(a) por uma bigorna em queda
@1 was squashed by a falling anvil whilst fighting @2=@1 foi esmagado(a) por uma bigorna enquanto lutava contra @2
@1 was squashed by a falling block=@1 foi esmagado(a) por um bloco em queda
@1 was squashed by a falling block whilst fighting @2=@1 foi esmagado(a) por um bloco em queda enquanto lutava contra @2
@1 was slain by @2=@1 foi assassinado por @2
@1 was slain by @2 using @3=@1 foi assassinado por @2 usando @3
@1 was shot by @2=@1 foi acertado(a) por @2
@1 was shot by @2 using @3=@1 foi acertado(a) por @2 usando @3
@1 was fireballed by @2=@1 foi atingido(a) por uma bola de fogo de @2
@1 was fireballed by @2 using @3=@1 foi atingido(a) por uma bola de fogo de @2 usando @3
@1 was killed trying to hurt @2=@1 foi morto(a) tentando machucar @2
@1 tried to hurt @2 and died by @3=@1 tentou machucar @2 e morreu por conta de @3
@1 blew up=@1 explodiu
@1 was blown up by @2=@1 foi explodido por @2
@1 was blown up by @2 using @3=@1 foi explodido por @2 usando @3
@1 was squished too much=@1 foi esmagado(a) demais
@1 was squashed by @2=@1 foi esmagado(a) por @2
@1 went off with a bang=@1 saiu com um estrondo
@1 went off with a bang due to a firework fired by @2 from @3=@1 saiu com um estrondo por conta de um fogo de artifício disparado por @2 vindo de @3

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@ -1,8 +0,0 @@
# textdomain: mcl_experience
[[<player>] <xp>]=[[<jogador>] <xp>]
Gives a player some XP=Dá algum XP a um jogador
Error: Too many parameters!=Erro: Muitos parâmetros
Error: Incorrect value of XP=Erro: Valor incorreto de XP
Error: Player not found=Erro: Jogador não encontrado
Added @1 XP to @2, total: @3, experience level: @4=Adicionado @1 XP para @2, total: @3, nível de experiência: @4
Bottle o' Enchanting=Frasco de Experiência

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@ -155,7 +155,7 @@ minetest.register_entity("mcl_experience:orb", {
collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2},
visual = "sprite",
visual_size = {x = 0.4, y = 0.4},
textures = {"mcl_experience_orb.png"},
textures = {name="mcl_experience_orb.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0}},
spritediv = {x = 1, y = 14},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = true,

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@ -1,2 +0,0 @@
# textdomain:hbarmor
Armor=Armadura

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@ -1,4 +1,4 @@
# textdomain: mcl_info
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=Régler le masque de bits pour débuguer : 0 @= pour désactiver, 1 @= nom du biome, 2 @= coordonnées, 3 @= tout
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=Régler le masque de bits pour débuguer : 0 @= pour désactiver, 1 @= nom du biome, 2 @= coordonnées, 3 @= tout=
Error! Possible values are integer numbers from @1 to @2=Erreur ! Les valeurs possibles sont des nombres entiers de @1 à @2
Debug bit mask set to @1=Masque de bits de débuguage réglé à @1

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@ -1,4 +0,0 @@
# textdomain: mcl_info
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=Defina a máscara de bits de debug: 0 @= desabilitado, 1 @= nome do bioma, 2 @= coordenadas, 3 @= todos
Error! Possible values are integer numbers from @1 to @2=Erro! Valores possíveis são números inteiros de @1 até @2
Debug bit mask set to @1=Máscara de bits de debug definida como @1

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@ -1,22 +0,0 @@
# textdomain: mcl_inventory
Recipe book=Livro de receitas
Help=Ajuda
Select player skin=Selecionar skin do jogador
Advancements=Progressos
Building Blocks=Blocos de construção
Decoration Blocks=Blocos de decoração
Redstone=Redstone
Transportation=Transporte
Brewing=Fermentação
Miscellaneous=Diversos
Search Items=Pesquisar Itens
Foodstuffs=Comida
Tools=Ferramentas
Combat=Combate
Mobs=Mobs
Materials=Materiais
Survival Inventory=Inventário do Sobrevivência
Crafting=Fabricação
Inventory=Inventário
@1/@2=@1/@2
Switch stack size=Trocar tamanho da pilha

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@ -1,3 +0,0 @@
# textdomain: mcl_ver_info
Sorry, but your version of Minetest doesn't support the latest API. Please upgrade your minetest.=Desculpe, mas sua versão do Minetest não suporta a última API. Por favor atualize seu minetest.
Display Mineclone 2 game version.=Mostrar a versão do jogo Mineclone 2.

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@ -1,12 +0,0 @@
# textdomain: mcl_comparators
Redstone comparators are multi-purpose redstone components.=Comparadores de redstone são componentes de redstone multi propósito.
They can transmit a redstone signal, detect whether a block contains any items and compare multiple signals.=Eles podem transmitir um sinal de redstone, detectar se um bloco contém alguns itens e compara multíplos sinais.
A redstone comparator has 1 main input, 2 side inputs and 1 output. The output is in arrow direction, the main input is in the opposite direction. The other 2 sides are the side inputs.=Um comparador de redstone tem 1 entrada principal, 2 entradas laterais e 1 saída. A saída é na direção da seta, a entrada principal é na direção oposta. Os outros 2 lados são as entradas laterais.
The main input can powered in 2 ways: First, it can be powered directly by redstone power like any other component. Second, it is powered if, and only if a container (like a chest) is placed in front of it and the container contains at least one item.=A entrada principal pode ser energizada de 2 maneiras: Primeiro, ela pode ser energizada diretamente por carga de redstone como qualquer outro componente. Segundo, é energizada se, e somente se um recipiente (como um baú) é posicionado em frente dele e o recipiente conter pelo menos um item.
The side inputs are only powered by normal redstone power. The redstone comparator can operate in two modes: Transmission mode and subtraction mode. It starts in transmission mode and the mode can be changed by using the block.=As entradas laterais são energizadas apenas por cargas normais de redstone. O comparador de redstone pode operar em dois modos: Modo de transmissão e modo de subtração. Iniciará em modo de transmissão e o modo pode ser alterado usando o bloco.
Transmission mode:@nThe front torch is unlit and lowered. The output is powered if, and only if the main input is powered. The two side inputs are ignored.=Modo de transmissão:@nA tocha frontal é apagada e baixada. A saída é energizada se, e somente se a entrada principal é energizada. As entradas laterais são ignoradas.
Subtraction mode:@nThe front torch is lit. The output is powered if, and only if the main input is powered and none of the side inputs is powered.=Modo de subtração:@nA tocha frontal é acesa. A saída é energizada se, e somente se a entrada principal é energizada e nenhuma das entradas laterais estiverem energizadas.
Redstone Comparator=Comparador de Redstone
Redstone Comparator (Subtract)=Comparador de Redstone (Subtração)
Redstone Comparator (Powered)=Comparador de Redstone (Energizado)
Redstone Comparator (Subtract, Powered)=Comparador de Redstone (Subtração, Energizado)

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@ -1,25 +0,0 @@
# textdomain: mcl_dispensers
Dispenser=Ejetor
A dispenser is a block which acts as a redstone component which, when powered with redstone power, dispenses an item. It has a container with 9 inventory slots.=Um ejetor é um bloco ao qual age como um componente de redstone ao qual, quando energizado com carga de redstone, ejeta um item. Tem um recipiente com 9 slots de inventário.
Place the dispenser in one of 6 possible directions. The “hole” is where items will fly out of the dispenser. Use the dispenser to access its inventory. Insert the items you wish to dispense. Supply the dispenser with redstone energy once to dispense a random item.=Posicione o ejetor em uma das 6 direções possíveis. O "buraco" é por onde os itens irão voar para fora do ejetor. Use o ejetor para acessar seu inventário. Insira os itens que você deseja ejetar. Alimente o ejetor com carga de redstone uma vez para ejetar um item aleatório.
The dispenser will do different things, depending on the dispensed item:=O ejetor irá fazer coisas diferentes, dependendo do item ejetado:
• Arrows: Are launched=• Flechas: Serão lançadas
• Eggs and snowballs: Are thrown=• Ovos e bolas de neve: São arremessadas
• Fire charges: Are fired in a straight line=• Bolas de fogo: São atiradas em uma linha reta
• Armor: Will be equipped to players and armor stands=• Armadura: Será equipada em jogadores e suportes de armaduras
• Boats: Are placed on water or are dropped=• Barcos: São posicionados em água ou são liberados
• Minecart: Are placed on rails or are dropped=• Carrinhos: São posicionados em trilhos ou são liberados
• Bone meal: Is applied on the block it is facing=• Farinha de osso: É aplicada no bloco ao qual está encarando
• Empty buckets: Are used to collect a liquid source=• Baldes vazios: São usados para coletar uma fonte de líquido
• Filled buckets: Are used to place a liquid source=• Baldes preenchidos: São usados para posicionar uma fonte de líquido
• Heads, pumpkins: Equipped to players and armor stands, or placed as a block=• Cabeças, abóboras: São equipadas em jogadores e suportes de armaduras, ou posicionadas como um bloco
• Shulker boxes: Are placed as a block=• Caixas shulker: São posicionadas como um bloco
• TNT: Is placed and ignited=• TNT: É posicionada e acesa
• Flint and steel: Is used to ignite a fire in air and to ignite TNT=• Isqueiro: É usado para acender um fogo no ar e para acender uma TNT
• Spawn eggs: Will summon the mob they contain=• Ovos de geração: Vão invocar o mob que eles contém
• Other items: Are simply dropped=• Outros itens: São simplesmente liberados
Downwards-Facing Dispenser=Ejetor Virado Para Baixo
Upwards-Facing Dispenser=Ejetor Virado Para Cima
Inventory=Inventário
9 inventory slots=Inventário de 9 slots
Launches item when powered by redstone power=Lança itens quando energizados por carga de redstone

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@ -1,9 +0,0 @@
# textdomain: mcl_droppers
Dropper=Liberador
A dropper is a redstone component and a container with 9 inventory slots which, when supplied with redstone power, drops an item or puts it into a container in front of it.=Um liberador é um componente de redstone e um recipiente com 9 slots de inventário ao qual, quando alimentado com carga de redstone, libera um item ou coloca-o em um recipiente em sua frente.
Droppers can be placed in 6 possible directions, items will be dropped out of the hole. Use the dropper to access its inventory. Supply it with redstone energy once to make the dropper drop or transfer a random item.=Liberadores podem ser posicionados em 6 direções possíveis, os itens serão liberados pelo buraco. Use o liberador para acessar seu inventário. Alimente-o com carga de redstone uma vez para fazer o liberador liberar ou transferir um item aleatório.
Downwards-Facing Dropper=Liberador Virado Para Baixo
Upwards-Facing Dropper=Liberador Virado Para Cima
Inventory=Inventário
9 inventory slots=Inventário de 9 slots
Drops item when powered by redstone power=Libera itens quando energizados por carga de redstone

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@ -1,5 +0,0 @@
# textdomain: mcl_observers
Observer=Observador
An observer is a redstone component which observes the block in front of it and sends a very short redstone pulse whenever this block changes.=Um observador é um componente de redstone o qual observa o bloco a sua frente e envia um pulso de redstone muito curto sempre que esse bloco mudar.
Place the observer directly in front of the block you want to observe with the “face” looking at the block. The arrow points to the side of the output, which is at the opposite side of the “face”. You can place your redstone dust or any other component here.=Posicione o observador diretamente em frente ao bloco que você deseja observar com a "face" olhando para o bloco. A seta aponta para o lado da saída, a qual está no lado oposto da "face". Você pode posicionar seu pó de redstone ou outros componentes aqui.
Emits redstone pulse when block in front changes=Emite um pulso de redstone quando um bloco muda em sua frente

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@ -1,4 +0,0 @@
# textdomain: mcl_target
Target=Alvo
A target is a block that provides a temporary redstone charge when hit by a projectile.=Um alvo é um bloco que fornece uma carga temporária de redstone quando atingido por um projétil.
Throw a projectile on the target to activate it.=Arremesse um projétil no alvo para ativá-lo.

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@ -1,20 +0,0 @@
# textdomain: mesecons_button
Use the button to push it.=Use o botão para pressioná-lo.
Stone Button=Botão de Pedra
A stone button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Um botão de pedra é um componente de redstone feito de pedra ao qual pode ser pressionado para fornecer carga de redstone. Quando pressionado, irá energizar componentes de redstone adjacentes por 1 segundo.
Polished Blackstone Button=Botão de Rocha Negra Polida
A polished blackstone button is a redstone component made out of polished blackstone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Um botão de rocha negra polida é um componente de redstone feito de pedra negra polida ao qual pode ser pressionado para fornecer carga de redstone. Quando pressionado, irá energizar componentes de redstone adjacentes por 1 segundo.
Oak Button=Botão de Carvalho
Acacia Button=Botão de Acácia
Birch Button=Botão de Bétula
Dark Oak Button=Botão de Carvalho Escuro
Spruce Button=Botão de Pinheiro
Jungle Button=Botão da Selva
Mangrove Button=Botão de Mangue
Crimson Button=Botão de Hifas Carmesim
Warped Button=Botão de Hifas Distorcidas
A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.=Um botão de madeira é um componente de redstone feito de madeira ao qual pode ser pressionado para fornecer carga de redstone. Quando pressionado, irá energizar componentes de redstone adjacentes por 1.5 segundo. Botões de madeira também podem ser pressionados por flechas.
Provides redstone power when pushed=Fornece carga de redstone quando é pressionado
Push duration: @1s=Duração de pressão: @1s
Pushable by arrow=Pressionável por flecha
A button is a redstone component which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for @1 seconds.=Um botão é um componente de redstone ao qual pode ser pressionado para fornecer carga de redstone. Quando pressionado, irá energizar componentes de redstone adjacentes por @1 segundos.

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@ -1,7 +1,7 @@
# textdomain: mesecons_commandblock
Error: The command “@1” does not exist; your command block has not been changed. Use the “help” chat command for a list of available commands.=Error: el comando "@1" no existe; su bloque de comando no ha sido cambiado. Utilice el comando de chat "help" para obtener una lista de los comandos disponibles.
Error: The command “@1” does not exist; your command block has not been changed. Use the “help” chat command for a list of available commands. Hint: Try to remove the leading slash.=Error: el comando "@1" no existe; su bloque de comando no ha sido cambiado. Utilice el comando de chat "help" para obtener una lista de los comandos disponibles. Sugerencia: intente eliminar la barra diagonal inicial.
Error: You have insufficient privileges to use the command “@1” (missing privilege: @2)! The command block has not been changed.=Error: ¡No tiene suficientes privilegios para usar el comando “@1” (faltan privilegios: @2)! El bloque de comando no ha sido cambiado.
Error: You have insufficient privileges to use the command “@1” (missing privilege: @2)! The command block has not been changed.=Error: ¡No tiene suficientes privilegios para usar el comando “@ 1” (faltan privilegios: @ 2)! El bloque de comando no ha sido cambiado.
Error: No commander! Block must be replaced.=Error: ¡Sin dueño! El bloque debe ser reemplazado.
Commander: @1=Dueño: @1
Submit=Aceptar

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@ -1,13 +0,0 @@
# textdomain: mesecons_delayer
Redstone repeaters are versatile redstone components with multiple purposes: 1. They only allow signals to travel in one direction. 2. They delay the signal. 3. Optionally, they can lock their output in one state.=Repetidores de redstone são componentes de redstone versáteis com multíplos propósitos: 1. Eles apenas permitem que sinais viajem em uma direção. 2. Eles atrasam o sinal. 3. Opcionalmente, eles podem travar suas saídas em um estado.
To power a redstone repeater, send a signal in “arrow” direction (the input). The signal goes out on the opposite side (the output) with a delay. To change the delay, use the redstone repeater. The delay is between 0.1 and 0.4 seconds long and can be changed in steps of 0.1 seconds. It is indicated by the position of the moving redstone torch.=Para energizar um repetidor de redstone, envie um sinal na direção da "seta" (a entrada). O sinal sairá no lado oposto (a saída) com um atraso. Para mudar o atraso, use o repetidor de redstone. O atraso é entre 0.1 e 0.4 segundos de duração e podem ser mudados em passos de 0.1 segundo. É indicado pela posição da tocha tocha de redstone móvel.
To lock a repeater, send a signal from an adjacent repeater into one of its sides. While locked, the moving redstone torch disappears, the output doesn't change and the input signal is ignored.=Para travar um repetidor, envie um sinal de um repetidor adjacente para uma de suas laterais. Enquanto travado, a tocha de redstone móvel desaparece, a saída não muda e o sinal de entrada é ignorado.
Redstone Repeater=Repetidor de Redstone
Redstone Repeater (Powered)=Repetidor de Redstone (Energizado)
Redstone Repeater (Locked)=Repetidor de Redstone (Travado)
Redstone Repeater (Locked, Powered)=Repetidor de Redstone (Travado, Energizado)
Redstone Repeater (Delay @1)=Repetidor de Redstone (Atraso @1)
Redstone Repeater (Delay @1, Powered)=Repetidor de Redstone (Atraso @1, Energizado)
Transmits redstone power only in one direction=Transmite carga de redstone em apenas uma direção
Delays signal=Atrasa o sinal
Output locks when getting active redstone repeater signal from the side=A saída é travada quando estiver recebendo um sinal de um repetidor de redstone ativo pelas laterais

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@ -2,24 +2,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
local light = minetest.LIGHT_MAX
local function generate_action_on(color)
local n = "mesecons_lightstone:lightstone_on"
if color then n = n .. "_" .. color end
return function(pos, node)
minetest.swap_node(pos, {name=n, param2 = node.param2})
end
end
local function generate_action_off(color)
local n = "mesecons_lightstone:lightstone_off"
if color then n = n .. "_" .. color end
return function(pos, node)
minetest.swap_node(pos, {name=n, param2 = node.param2})
end
end
local ls_off_name = "mesecons_lightstone:lightstone_off"
local ls_off_def = {
minetest.register_node("mesecons_lightstone:lightstone_off", {
tiles = {"jeija_lightstone_gray_off.png"},
groups = {handy=1, mesecon_effector_off = 1, mesecon = 2},
is_ground_content = false,
@ -28,16 +11,16 @@ local ls_off_def = {
_doc_items_longdesc = S("Redstone lamps are simple redstone components which glow brightly (light level @1) when they receive redstone power.", light),
sounds = mcl_sounds.node_sound_glass_defaults(),
mesecons = {effector = {
action_on = generate_action_on(),
action_on = function(pos, node)
minetest.swap_node(pos, {name="mesecons_lightstone:lightstone_on", param2 = node.param2})
end,
rules = mesecon.rules.alldirs,
}},
_mcl_blast_resistance = 0.3,
_mcl_hardness = 0.3,
}
minetest.register_node(ls_off_name, ls_off_def)
})
local ls_on_name = "mesecons_lightstone:lightstone_on"
local ls_on_def = {
minetest.register_node("mesecons_lightstone:lightstone_on", {
tiles = {"jeija_lightstone_gray_on.png"},
groups = {handy=1, not_in_creative_inventory=1, mesecon = 2, opaque = 1},
drop = "node mesecons_lightstone:lightstone_off",
@ -46,59 +29,14 @@ local ls_on_def = {
light_source = light,
sounds = mcl_sounds.node_sound_glass_defaults(),
mesecons = {effector = {
action_off = generate_action_off(),
action_off = function(pos, node)
minetest.swap_node(pos, {name="mesecons_lightstone:lightstone_off", param2 = node.param2})
end,
rules = mesecon.rules.alldirs,
}},
_mcl_blast_resistance = 0.3,
_mcl_hardness = 0.3,
}
minetest.register_node(ls_on_name, ls_on_def)
local colored_lamps = {
{"white", S("White Redstone Lamp"), "white"},
{"grey", S("Grey Redstone Lamp"), "dark_grey"},
{"silver", S("Light Grey Redstone Lamp"), "grey"},
{"black", S("Black Redstone Lamp"), "black"},
{"red", S("Red Redstone Lamp"), "red"},
{"yellow", S("Yellow Redstone Lamp"), "yellow"},
{"green", S("Green Redstone Lamp"), "dark_green"},
{"cyan", S("Cyan Redstone Lamp"), "cyan"},
{"blue", S("Blue Redstone Lamp"), "blue"},
{"magenta", S("Magenta Redstone Lamp"), "magenta"},
{"orange", S("Orange Redstone Lamp"), "orange"},
{"purple", S("Purple Redstone Lamp"), "violet"},
{"brown", S("Brown Redstone Lamp"), "brown"},
{"pink", S("Pink Redstone Lamp"), "pink"},
{"lime", S("Lime Redstone Lamp"), "green"},
{"lightblue", S("Light Blue Redstone Lamp"), "lightblue"},
}
for _, row in ipairs(colored_lamps) do
local name = row[1]
local desc = row[2]
local dye = row[3]
local mask = "^[hsl:0:-100^(mcl_lightstone_mask.png^[multiply:" .. name .. "^[opacity:100)"
if name == "lightblue" then
mask = "^[hsl:0:-100^(mcl_lightstone_mask.png^[multiply:" .. name .. "^[hsl:0:200^[opacity:100)"
end
local name_off = ls_off_name .. "_" .. name
local def_off = table.copy(ls_off_def)
def_off.description = desc
def_off._doc_items_longdesc = nil
def_off._doc_items_create_entry = false
def_off.mesecons.effector.action_on = generate_action_on(name)
def_off.tiles[1] = def_off.tiles[1] .. mask
local def_on = table.copy(ls_on_def)
def_on.drop = name_off
def_on.tiles[1] = def_on.tiles[1] .. mask
def_on.mesecons.effector.action_off = generate_action_off(name)
minetest.register_node(name_off, def_off)
minetest.register_node(ls_on_name.."_"..name, def_on)
minetest.register_craft({
type = "shapeless",
output = name_off,
recipe = {ls_off_name, "mcl_dye:" .. dye}
})
end
})
minetest.register_craft({
output = "mesecons_lightstone:lightstone_off",

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@ -2,19 +2,3 @@
Redstone Lamp=Redstonelampe
Redstone lamps are simple redstone components which glow brightly (light level @1) when they receive redstone power.=Redstonelampen sind einfache Redstonekomponenten, die hell aufleuchten (Helligkeitspegel von @1), wenn sie Redstoneenergie erhalten.
Glows when powered by redstone power=Leuchtet, wenn mit Redstoneenergie versorgt
White Redstone Lamp=Weiße Redstonelampe
Grey Redstone Lamp=Graue Redstonelampe
Light Grey Redstone Lamp=Hellgraue Redstonelampe
Black Redstone Lamp=Schwartze Redstonelampe
Red Redstone Lamp=Rote Redstonelampe
Yellow Redstone Lamp=Gelbe Redstonelampe
Green Redstone Lamp=Grüne Redstonelampe
Cyan Redstone Lamp=Türkise Redstonelampe
Blue Redstone Lamp=Blaue Redstonelampe
Magenta Redstone Lamp=Magenta Redstonelampe
Orange Redstone Lamp=Orange Redstonelampe
Purple Redstone Lamp=Violette Redstonelampe
Brown Redstone Lamp=Braune Redstonelampe
Pink Redstone Lamp=Rosa Redstonelampe
Lime Redstone Lamp=Lindgrüne Redstonelampe
Light Blue Redstone Lamp=Hellblaue Redstonelampe

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@ -2,19 +2,3 @@
Redstone Lamp=Lampa czerwienitowa
Redstone lamps are simple redstone components which glow brightly (light level @1) when they receive redstone power.=Lampy czerwienitowe to mechanizmy czerwienitowe, które jasno świecą (poziom światła @1), gdy są zasilone energią czerwienitową.
Glows when powered by redstone power=Świeci gdy zasilana czerwienitem
White Redstone Lamp=Biała lampa czerwienitowa
Grey Redstone Lamp=Szara lampa czerwienitowa
Light Grey Redstone Lamp=Jasnoszara lampa czerwienitowa
Black Redstone Lamp=Czarna lampa czerwienitowa
Red Redstone Lamp=Czerwona lampa czerwienitowa
Yellow Redstone Lamp=Żółta lampa czerwienitowa
Green Redstone Lamp=Zielona lampa czerwienitowa
Cyan Redstone Lamp=Błękitna lampa czerwienitowa
Blue Redstone Lamp=Niebieska lampa czerwienitowa
Magenta Redstone Lamp=Karmazynowa lampa czerwienitowa
Orange Redstone Lamp=Pomarańczowa lampa czerwienitowa
Purple Redstone Lamp=Fioletowa lampa czerwienitowa
Brown Redstone Lamp=Brązowa lampa czerwienitowa
Pink Redstone Lamp=Różowa lampa czerwienitowa
Lime Redstone Lamp=Jasnozielona lampa czerwienitowa
Light Blue Redstone Lamp=Jasnoniebieska lampa czerwienitowa

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@ -1,4 +0,0 @@
# textdomain: mesecons_lightstone
Redstone Lamp=Lâmpada de Redstone
Redstone lamps are simple redstone components which glow brightly (light level @1) when they receive redstone power.=Lâmpadas de redstone são componentes de redstone simples ao qual brilha intensamente (nível de brilho @1) quando recebe carga de redstone.
Glows when powered by redstone power=Bliha quando energizada com carga de redstone

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@ -2,19 +2,3 @@
Redstone Lamp=
Redstone lamps are simple redstone components which glow brightly (light level @1) when they receive redstone power.=
Glows when powered by redstone power=
White Redstone Lamp=
Grey Redstone Lamp=
Light Grey Redstone Lamp=
Black Redstone Lamp=
Red Redstone Lamp=
Yellow Redstone Lamp=
Green Redstone Lamp=
Cyan Redstone Lamp=
Blue Redstone Lamp=
Magenta Redstone Lamp=
Orange Redstone Lamp=
Purple Redstone Lamp=
Brown Redstone Lamp=
Pink Redstone Lamp=
Lime Redstone Lamp=
Light Blue Redstone Lamp=

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@ -284,7 +284,7 @@ function mesecon.mvps_push_or_pull(pos, stackdir, movedir, maximum, player_name,
local counted_drops = {}
minetest.remove_node(n.pos)
for _, callback in pairs(minetest.registered_on_dignodes) do
callback(n.pos, n.node)
callback(n.pos, n)
end
for _, item in ipairs(drops) do
if type(item) ~= "string" then

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@ -1,21 +0,0 @@
# textdomain: mesecons_pressureplates
A pressure plate is a redstone component which supplies its surrounding blocks with redstone power while someone or something rests on top of it.=Uma placa de pressão é um componente de redstone ao qual alimenta os blocos ao seu redor com carga de redstone enquanto alguém ou alguma coisa descansa em cima dela.
Oak Pressure Plate=Placa de Pressão de Carvalho
Acacia Pressure Plate=Placa de Pressão de Acácia
Birch Pressure Plate=Placa de Pressão de Bétula
Dark Oak Pressure Plate=Placa de Pressão de Carvalho Escuro
Spruce Pressure Plate=Placa de Pressão de Pinheiro
Jungle Pressure Plate=Placa de Pressão da Selva
Mangrove Pressure Plate=Placa de Pressão de Mangue
Crimson Pressure Plate=Placa de Pressão de Hifas Carmesim
Warped Pressure Plate=Placa de Pressão de Hifas Distorcidas
A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=Uma placa de pressão de madeira é um componente de redstone ao qual alimenta os blocos ao seu redor com carga de redstone enquanto qualquer objeto móvel (incluindo itens largados, jogadores e mobs) descansarem em cima dela.
Polished Blackstone Pressure Plate=Placa de Pressão de Rocha Negra Polida
A polished blackstone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=Uma placa de pressão de pedra negra polida é um componente de redstone ao qual alimenta os blocos ao seu redor com carga de redstone enquanto um jogador ou mob estiver em pé em cima dela. Não é acionada por outras coisas.
Stone Pressure Plate=Placa de Pressão de Pedra
A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=Uma placa de pressão de pedra é um componente de redstone ao qual alimenta os blocos ao seu redor com carga de redstone enquanto um jogador ou mob estiver em pé em cima dela. Não é acionada por outras coisas.
Provides redstone power when pushed=Fornece carga de redstone quando pressionada
Pushable by players, mobs and objects=Pressionável por jogadores, mobs e objetos
Pushable by players and mobs=Pressionável por jogadores e mobs
Pushable by players=Pressionável por jogadores
Pushable by mobs=Pressionável por mobs

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@ -1,5 +0,0 @@
# textdomain: mesecons_walllever
Lever=Alavanca
A lever is a redstone component which can be flipped on and off. It supplies redstone power to adjacent blocks while it is in the “on” state.=Uma alavanca é um componente de redstone ao qual pode ser comutado em ligado ou desligado. Fornecerá carga de redstone para blocos adjacentes enquanto estiver no estado "ligado".
Use the lever to flip it on or off.=Use a alavanca para comutá-la em ligado ou desligado.
Provides redstone power while it's turned on=Fornece carga de redstone enquanto estiver ligada

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@ -1,19 +0,0 @@
# textdomain: mcl_amethyst
Amethyst Cluster=Amethysthaufen
Amethyst Cluster is the final growth of amethyst bud.=Der Amethysthaufen ist das endgültige Wachstum der Amethystknospe.
Amethyst Shard=Amethystsplitter
An amethyst shard is a crystalline mineral.=Ein Amethystsplitter ist ein kristallines Mineral.
Block of Amethyst=Amethystblock
Budding Amethyst=Amethystknospe
Calcite=Kalzit
Calcite can be found as part of amethyst geodes.=Kalzit kann als Teil von Amethystgeoden gefunden werden.
Large Amethyst Bud=Große Amethystknospe
Large Amethyst Bud is the third growth of amethyst bud.=Die große Amethystknospe ist die dritte Wachstumsstufe der Amethystknospe.
Medium Amethyst Bud=Mittelgroße Amethystknospe
Medium Amethyst Bud is the second growth of amethyst bud.=Die mittelgroße Amethystknospe ist die zweite Wachstumsstufe der Amethystknospe.
Small Amethyst Bud=Kleine Amethystknospe
Small Amethyst Bud is the first growth of amethyst bud.=Die kleine Amethystknospe ist die erste Wachstumsstufe der Amethystknospe.
The Block of Amethyst is a decoration block crafted from amethyst shards.=Der Amethystblock ist ein aus Amethystsplittern gefertigter Dekorationsblock.
The Budding Amethyst can grow amethyst=Knospender Amethyst kann Amethyst wachsen lassen.
Tinted Glass=Getöntes Glas
Tinted Glass is a type of glass which blocks lights while it is visually transparent.=Getöntes Glas ist eine Art von Glas, das Licht blockiert, während es visuell transparent ist.

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