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@ -8,32 +8,30 @@
## Maintainers ## Maintainers
* AncientMariner * AncientMariner
* Herowl * Nicu
## Previous Maintainers ## Previous Maintainers
* Fleckenstein * Fleckenstein
* cora * cora
* Nicu
## Developers ## Developers
* AFCMS * AFCMS
* epCode * epCode
* chmodsayshello * chmodsayshello
* PrairieWind
* MrRar * MrRar
* FossFanatic * FossFanatic
* SmokeyDope * SmokeyDope
* Faerraven / Michieal
* Codiac
## Past Developers ## Past Developers
* jordan4ibanez * jordan4ibanez
* iliekprogrammar * iliekprogrammar
* kabou * kabou
* kay27 * kay27
* Faerraven / Michieal
* MysticTempest * MysticTempest
* NO11 * NO11
* SumianVoice * SumianVoice
* PrairieWind
## Contributors ## Contributors
* RandomLegoBrick * RandomLegoBrick
@ -114,21 +112,6 @@
* Niterux * Niterux
* appgurueu * appgurueu
* seventeenthShulker * seventeenthShulker
* DinoNuggies4665
* basxto
* Morik666
* Eliy21
* mdk
* Alessandra Lozoya
* VanicGame
* ThePython10110
* Araca
* Montandalar
* mim
* Dark
* Bakawun
* JoseDouglas26
* Zasco
## Music ## Music
* Jordach for the jukebox music compilation from Big Freaking Dig * Jordach for the jukebox music compilation from Big Freaking Dig
@ -172,7 +155,6 @@
* cora * cora
* Faerraven / Michieal * Faerraven / Michieal
* PrairieWind * PrairieWind
* ChrisPHP
## 3D Models ## 3D Models
* 22i * 22i
@ -180,7 +162,6 @@
* epCode * epCode
* Faerraven / Michieal * Faerraven / Michieal
* SumianVoice * SumianVoice
* thunder1035
## Textures ## Textures
* XSSheep * XSSheep
@ -197,11 +178,8 @@
* Faerraven / Michieal * Faerraven / Michieal
* Nicu * Nicu
* Exhale * Exhale
* Aeonix_Aeon
* Wbjitscool * Wbjitscool
* SmokeyDope * SmokeyDope
* thunder1035
* Herowl
## Translations ## Translations
* Wuzzy * Wuzzy
@ -221,10 +199,6 @@
* Temak * Temak
* megustanlosfrijoles * megustanlosfrijoles
* kbundg * kbundg
* Isaac Dennis
* ADLON
* Sab Pyrope
* JoseDouglas26
## Funders ## Funders
* 40W * 40W
@ -234,4 +208,4 @@
## Special thanks ## Special thanks
* The Minetest team for making and supporting an engine, and distribution infrastructure that makes this all possible * The Minetest team for making and supporting an engine, and distribution infrastructure that makes this all possible
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game * The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft * Notch and Jeb for being the major forces behind Minecraft

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@ -170,8 +170,16 @@ These groups are used mostly for informational purposes
* `ammo_bow=1`: Item is used as ammo for bows * `ammo_bow=1`: Item is used as ammo for bows
* `non_combat_armor=1`: Item can be equipped as armor, but is not made for combat (e.g. zombie head, pumpkin) * `non_combat_armor=1`: Item can be equipped as armor, but is not made for combat (e.g. zombie head, pumpkin)
* `container`: Node is a container which physically stores items within and has at least 1 inventory * `container`: Node is a container which physically stores items within and has at least 1 inventory
* `container=1`: Container type, which does not allow hoppers to transfer items * `container=2`: Has one inventory with list name `"main"`. Items can be placed and taken freely
* `container=2`: Items can be placed and taken freely. Can have inventory with list name `"main"` or define `_mcl_hoppers_on_try_pull`, `_mcl_hoppers_on_try_push`, `_mcl_hoppers_on_after_pull`, `_mcl_hoppers_on_after_push` to play along hoppers nicely. * `container=3`: Same as `container=2`, but shulker boxes can not be inserted
* `container=4`: Furnace-like, has lists `"src"`, `"fuel"` and `"dst"`.
It is expected that this also reacts on `on_timer`;
the node timer must be started from other mods when they add into `"src"` or `"fuel"`
* `container=5`: Left part of a 2-part horizontal connected container. Both parts have a `"main"` inventory
list. Both inventories are considered to belong together. This is used for large chests.
* `container=6`: Same as above, but for the right part.
* `container=7`: Has inventory list "`main`", no movement allowed
* `container=1`: Other/unspecified container type
* `spawn_egg=1`: Spawn egg * `spawn_egg=1`: Spawn egg
* `pressure_plate=1`: Pressure plate (off) * `pressure_plate=1`: Pressure plate (off)

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@ -42,10 +42,6 @@ The glazed terracotta textures have been created by [MysticTempest](https://gith
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/> Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/) License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
Armor trim models were created by Aeonix_Aeon
Source: <https://www.curseforge.com/minecraft/texture-packs/ozocraft-remix>
License: [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)
The main menu images are released under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/) The main menu images are released under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
All other files, unless mentioned otherwise, fall under: All other files, unless mentioned otherwise, fall under:

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@ -27,7 +27,7 @@ Or you can play in “creative mode” in which you can build almost anything in
## How to play (quick start) ## How to play (quick start)
### Getting started ### Getting started
* **Punch a tree** trunk until it breaks and collect wood * **Punch a tree** trunk until it breaks and collect wood
* Place the **wood into the 2×2 grid** (your “crafting grid” in your inventory menu) and craft 4 wood planks * Place the **wood into the 2×2 grid** (your “crafting grid” in your inventory menu and craft 4 wood planks
* Place the 4 wood planks in a 2×2 shape in the crafting grid to **make a crafting table** * Place the 4 wood planks in a 2×2 shape in the crafting grid to **make a crafting table**
* **Rightclick the crafting table** for a 3×3 crafting grid to craft more complex things * **Rightclick the crafting table** for a 3×3 crafting grid to craft more complex things
* Use the **crafting guide** (book icon) to learn all the possible crafting recipes * Use the **crafting guide** (book icon) to learn all the possible crafting recipes
@ -37,15 +37,15 @@ Or you can play in “creative mode” in which you can build almost anything in
### Farming ### Farming
* Find seeds * Find seeds
* Craft a hoe * Craft hoe
* Rightclick dirt or a similar block with a hoe to create farmland * Rightclick dirt or similar block with hoe to create farmland
* Place seeds on farmland and watch them grow * Place seeds on farmland and watch them grow
* Collect plants when fully grown * Collect plant when fully grown
* If near water, farmland becomes wet and speeds up growth * If near water, farmland becomes wet and speeds up growth
### Furnace ### Furnace
* Craft a furnace * Craft furnace
* The furnace allows you to obtain more items * Furnace allows you to obtain more items
* Upper slot must contain a smeltable item (example: iron ore) * Upper slot must contain a smeltable item (example: iron ore)
* Lower slot must contain a fuel item (example: coal) * Lower slot must contain a fuel item (example: coal)
* See tooltips in crafting guide to learn about fuels and smeltable items * See tooltips in crafting guide to learn about fuels and smeltable items
@ -162,7 +162,7 @@ Bonus features (not found in Minecraft):
* Built-in crafting guide which shows you crafting and smelting recipes * Built-in crafting guide which shows you crafting and smelting recipes
* In-game help system containing extensive help about gameplay basics, blocks, items and more * In-game help system containing extensive help about gameplay basics, blocks, items and more
* Temporary crafting recipes. They only exist to make some otherwise unaccessible items available when you're not in creative mode. These recipes will be removed as development goes on an more features become available * Temporary crafting recipes. They only exist to make some otherwise unaccessible items available when you're not in creative mode. These recipes will be removed as development goes on an more features become available
* Saplings in chests in [mapgen v6](https://wiki.minetest.net/Map_generator#v6) * Saplings in chests in mapgen v6
* Fully moddable (thanks to Minetest's powerful Lua API) * Fully moddable (thanks to Minetest's powerful Lua API)
* New blocks and items: * New blocks and items:
* Lookup tool, shows you the help for whatever it touches * Lookup tool, shows you the help for whatever it touches

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@ -137,7 +137,7 @@ Fonctionnalités bonus (absentes de Minecraft) :
* Guide d'artisanat intégré au jeu qui montre les recettes d'artisanat et de cuisson * Guide d'artisanat intégré au jeu qui montre les recettes d'artisanat et de cuisson
* Système d'aide intégré au jeu contenant des informations à propos des techniques de base, blocs, objets et plus * Système d'aide intégré au jeu contenant des informations à propos des techniques de base, blocs, objets et plus
* Recettes d'artisanat temporaires. Elles existent uniquement pour rendre des objets accessibles qui ne le seraient pas autrement sauf en mode créatif. Elles seront retirées au cours de l'avancement du développement et de l'ajout de nouvelles fonctionnalités. * Recettes d'artisanat temporaires. Elles existent uniquement pour rendre des objets accessibles qui ne le seraient pas autrement sauf en mode créatif. Elles seront retirées au cours de l'avancement du développement et de l'ajout de nouvelles fonctionnalités.
* Pousses dans les coffres en [mapgen v6](https://wiki.minetest.net/Map_generator#v6) * Pousses dans les coffres en mapgen v6
* Entièrement moddable (grâce la puissante API Lua de Minetest) * Entièrement moddable (grâce la puissante API Lua de Minetest)
* Nouveaux blocs et objets : * Nouveaux blocs et objets :
* Outil de recherche, montre l'aide de ce qu'il touche * Outil de recherche, montre l'aide de ce qu'il touche

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@ -154,12 +154,12 @@ Mineclone2, то ветка master обычно относительно ста
* Некоторые вагонетки (с сундуком и с воронкой уже работают) * Некоторые вагонетки (с сундуком и с воронкой уже работают)
* Пара нетривиальных блоков и предметов * Пара нетривиальных блоков и предметов
Бонусные возможности (нет в Minecraft-е): Бонусные воронкой (нет в Minecraft-е):
* Встроенный гайд для крафта покажет вам рецепты крафта и переплавки * Встроенный гайд для крафта покажет вам рецепты крафта и переплавки
* Внутриигровая справка содержит всестороннюю информацию об основах игры, блоках, предметах и прочее * Внутриигровая справка содержит всестороннюю информацию об основах игры, блоках, предметах и прочее
* Временные рецепты крафта. Они существуют, чтобы получить доступ к ранее недоступным предметам вне творческого режима. Они будут удалены как только разработка позволит им стать доступными * Временные рецепты крафта. Они существуют, чтобы получить доступ к ранее недоступным предметам вне творческого режима. Они будут удалены как только разработка позволит им стать доступными
* Саженцы в сундуках в [mapgen v6](https://wiki.minetest.net/Map_generator#v6) * Саженцы в сундуках мапгена v6
* Полностью модифицируема (благодаря мощному Lua API в Minetest) * Полностью модифицируема (благодаря мощному Lua API в Minetest)
* Новые блоки и предметы: * Новые блоки и предметы:
* Инструмент просмотра покажет справку о том чего коснется * Инструмент просмотра покажет справку о том чего коснется
@ -177,7 +177,7 @@ Mineclone2, то ветка master обычно относительно ста
* Недостающие блоки, предметы, мобы * Недостающие блоки, предметы, мобы
* Некоторые предметы с другими названиями, чтобы лучше их различать * Некоторые предметы с другими названиями, чтобы лучше их различать
* Другая музыка для проигрывателей * Другая музыка для проигрывателей
* Другие текстуры (Pixel Perfection) * Другие текступы (Pixel Perfection)
* Другие звуки (разные источники) * Другие звуки (разные источники)
* Другой движок (Minetest) * Другой движок (Minetest)
* Другие пасхалки * Другие пасхалки

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@ -1,4 +1,4 @@
title = MineClone 2 title = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more. description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6 disallowed_mapgens = v6
version=0.87.0-SNAPSHOT version=0.85.0-SNAPSHOT

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

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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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@ -11,4 +11,4 @@ For example, Copper Blocks have the definition arguement of `_mcl_waxed_variant
For waxed nodes, scraping is easy. Start by putting `waxed = 1` into the list of groups of the waxed node. For waxed nodes, scraping is easy. Start by putting `waxed = 1` into the list of groups of the waxed node.
Next put `_mcl_stripped_variant = item string of the unwaxed variant of the node` into the defintion table. Next put `_mcl_stripped_variant = item string of the unwaxed variant of the node` into the defintion table.
Waxed Copper Blocks can be scrapped into normal Copper Blocks because of the definition `_mcl_stripped_variant = "mcl_copper:block"`. Wxaed Copper Blocks can be scrapped into normal Copper Blocks because of the definition `_mcl_stripped_variant = "mcl_copper:block"`.

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@ -22,30 +22,6 @@ function table.update_nil(t, ...)
return t return t
end end
---Works the same as `pairs`, but order returned by keys
---
---Taken from https://www.lua.org/pil/19.3.html
---@generic T: table, K, V, C
---@param t T
---@param f? fun(a: C, b: C):boolean
---@return fun():K, V
function table.pairs_by_keys(t, f)
local a = {}
for n in pairs(t) do table.insert(a, n) end
table.sort(a, f)
local i = 0 -- iterator variable
local function iter() -- iterator function
i = i + 1
if a[i] == nil then
return nil
else
return a[i], t[a[i]]
end
end
return iter
end
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default", false) local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default", false)
local LOG_MODULE = "[MCL2]" local LOG_MODULE = "[MCL2]"
function mcl_util.mcl_log(message, module, bypass_default_logger) function mcl_util.mcl_log(message, module, bypass_default_logger)
@ -98,18 +74,6 @@ function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold)
return false return false
end end
-- While we should always favour the new minetest vector functions such as vector.new or vector.offset which validate on
-- creation. There may be cases where state gets corrupted and we may have to check the vector is valid if created the
-- old way. This allows us to do this as a tactical solution until old style vectors are completely removed.
function mcl_util.validate_vector (vect)
if vect then
if tonumber(vect.x) and tonumber(vect.y) and tonumber(vect.z) then
return true
end
end
return false
end
-- Minetest 5.3.0 or less can only measure the light level. This came in at 5.4 -- Minetest 5.3.0 or less can only measure the light level. This came in at 5.4
-- This function has been known to fail in multiple places so the error handling is added increase safety and improve -- This function has been known to fail in multiple places so the error handling is added increase safety and improve
-- debugging. See: -- debugging. See:
@ -160,7 +124,7 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
return return
end end
local undef = minetest.registered_nodes[unode.name] 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, undef.on_rightclick(pointed_thing.under, unode, placer,
itemstack, pointed_thing) itemstack, pointed_thing)
return return
@ -198,11 +162,25 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
local p2 local p2
if is_y then 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 elseif is_x then
p2 = 12 if invert_wall then
p2 = 0
else
p2 = 12
end
elseif is_z then elseif is_z then
p2 = 6 if invert_wall then
p2 = 0
else
p2 = 6
end
end end
minetest.set_node(pos, {name = wield_name, param2 = p2}) minetest.set_node(pos, {name = wield_name, param2 = p2})
@ -251,25 +229,34 @@ function mcl_util.get_double_container_neighbor_pos(pos, param2, side)
end end
end end
--- Selects item stack to transfer from -- Iterates through all items in the given inventory and
---@param src_inventory InvRef Source innentory to pull from -- returns the slot of the first item which matches a condition.
---@param src_list string Name of source inventory list to pull from -- Returns nil if no item was found.
---@param dst_inventory InvRef Destination inventory to push to --- source_inventory: Inventory to take the item from
---@param dst_list string Name of destination inventory list to push to --- source_list: List name of the source inventory from which to take the item
---@param condition? fun(stack: ItemStack) Condition which items are allowed to be transfered. --- destination_inventory: Put item into this inventory
---@return integer Item stack number to be transfered --- destination_list: List name of the destination inventory to which to put the item into
function mcl_util.select_stack(src_inventory, src_list, dst_inventory, dst_list, condition) --- condition: Function which takes an itemstack and returns true if it matches the desired item condition.
local src_size = src_inventory:get_size(src_list) --- If set to nil, the slot of the first item stack will be taken unconditionally.
-- dst_inventory and dst_list can also be nil if condition is nil.
function mcl_util.get_eligible_transfer_item_slot(src_inventory, src_list, dst_inventory, dst_list, condition)
local size = src_inventory:get_size(src_list)
local stack local stack
for i = 1, src_size do for i = 1, size do
stack = src_inventory:get_stack(src_list, i) stack = src_inventory:get_stack(src_list, i)
if not stack:is_empty() and dst_inventory:room_for_item(dst_list, stack) and ((condition == nil or condition(stack))) then if not stack:is_empty() and (condition == nil or condition(stack, src_inventory, src_list, dst_inventory, dst_list)) then
return i return i
end end
end end
return nil return nil
end end
-- Returns true if itemstack is a shulker box
local function is_not_shulker_box(itemstack)
local g = minetest.get_item_group(itemstack:get_name(), "shulker_box")
return g == 0 or g == nil
end
-- Moves a single item from one inventory to another. -- Moves a single item from one inventory to another.
--- source_inventory: Inventory to take the item from --- source_inventory: Inventory to take the item from
--- source_list: List name of the source inventory from which to take the item --- source_list: List name of the source inventory from which to take the item
@ -280,6 +267,13 @@ end
-- Returns true on success and false on failure -- Returns true on success and false on failure
-- Possible failures: No item in source slot, destination inventory full -- Possible failures: No item in source slot, destination inventory full
function mcl_util.move_item(source_inventory, source_list, source_stack_id, destination_inventory, destination_list) function mcl_util.move_item(source_inventory, source_list, source_stack_id, destination_inventory, destination_list)
if source_stack_id == -1 then
source_stack_id = mcl_util.get_first_occupied_inventory_slot(source_inventory, source_list)
if source_stack_id == nil then
return false
end
end
if not source_inventory:is_empty(source_list) then if not source_inventory:is_empty(source_list) then
local stack = source_inventory:get_stack(source_list, source_stack_id) local stack = source_inventory:get_stack(source_list, source_stack_id)
if not stack:is_empty() then if not stack:is_empty() then
@ -297,75 +291,150 @@ function mcl_util.move_item(source_inventory, source_list, source_stack_id, dest
return false return false
end end
--- Try pushing item from hopper inventory to destination inventory -- Moves a single item from one container node into another. Performs a variety of high-level
---@param pos Vector -- checks to prevent invalid transfers such as shulker boxes into shulker boxes
---@param dst_pos Vector --- source_pos: Position ({x,y,z}) of the node to take the item from
function mcl_util.hopper_push(pos, dst_pos) --- destination_pos: Position ({x,y,z}) of the node to put the item into
local hop_inv = minetest.get_meta(pos):get_inventory() --- source_list (optional): List name of the source inventory from which to take the item. Default is normally "main"; "dst" for furnace
local hop_list = 'main' --- source_stack_id (optional): The inventory position ID of the source inventory to take the item from (-1 for slot of the first valid item; -1 is default)
--- destination_list (optional): List name of the destination inventory. Default is normally "main"; "src" for furnace
-- Returns true on success and false on failure.
function mcl_util.move_item_container(source_pos, destination_pos, source_list, source_stack_id, destination_list)
local dpos = table.copy(destination_pos)
local spos = table.copy(source_pos)
local snode = minetest.get_node(spos)
local dnode = minetest.get_node(dpos)
-- Get node pos' for item transfer local dctype = minetest.get_item_group(dnode.name, "container")
local dst = minetest.get_node(dst_pos) local sctype = minetest.get_item_group(snode.name, "container")
if not minetest.registered_nodes[dst.name] then return end
local dst_type = minetest.get_item_group(dst.name, "container")
if dst_type ~= 2 then return end
local dst_def = minetest.registered_nodes[dst.name]
local dst_list = 'main' -- Container type 7 does not allow any movement
local dst_inv, stack_id if sctype == 7 then
return false
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
local dst_meta = minetest.get_meta(dst_pos)
dst_inv = dst_meta:get_inventory()
stack_id = mcl_util.select_stack(hop_inv, hop_list, dst_inv, dst_list)
end end
if stack_id ~= nil then -- Normalize double container by forcing to always use the left segment first
local ok = mcl_util.move_item(hop_inv, hop_list, stack_id, dst_inv, dst_list) local function normalize_double_container(pos, node, ctype)
if dst_def._mcl_hoppers_on_after_push then if ctype == 6 then
dst_def._mcl_hoppers_on_after_push(dst_pos) pos = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
if not pos then
return false
end
node = minetest.get_node(pos)
ctype = minetest.get_item_group(node.name, "container")
-- The left segment seems incorrect? We better bail out!
if ctype ~= 5 then
return false
end
end end
if ok then return pos, node, ctype
return true end
spos, snode, sctype = normalize_double_container(spos, snode, sctype)
dpos, dnode, dctype = normalize_double_container(dpos, dnode, dctype)
if not spos or not dpos then return false end
local smeta = minetest.get_meta(spos)
local dmeta = minetest.get_meta(dpos)
local sinv = smeta:get_inventory()
local dinv = dmeta:get_inventory()
-- Default source lists
if not source_list then
-- Main inventory for most container types
if sctype == 2 or sctype == 3 or sctype == 5 or sctype == 6 or sctype == 7 then
source_list = "main"
-- Furnace: output
elseif sctype == 4 then
source_list = "dst"
-- Unknown source container type. Bail out
else
return false
end end
end end
-- Automatically select stack slot ID if set to automatic
if not source_stack_id then
source_stack_id = -1
end
if source_stack_id == -1 then
local cond = nil
-- Prevent shulker box inception
if dctype == 3 then
cond = is_not_shulker_box
end
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
if not source_stack_id then
-- Try again if source is a double container
if sctype == 5 then
spos = mcl_util.get_double_container_neighbor_pos(spos, snode.param2, "left")
smeta = minetest.get_meta(spos)
sinv = smeta:get_inventory()
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
if not source_stack_id then
return false
end
else
return false
end
end
end
-- Abort transfer if shulker box wants to go into shulker box
if dctype == 3 then
local stack = sinv:get_stack(source_list, source_stack_id)
if stack and minetest.get_item_group(stack:get_name(), "shulker_box") == 1 then
return false
end
end
-- Container type 7 does not allow any placement
if dctype == 7 then
return false
end
-- If it's a container, put it into the container
if dctype ~= 0 then
-- Automatically select a destination list if omitted
if not destination_list then
-- Main inventory for most container types
if dctype == 2 or dctype == 3 or dctype == 5 or dctype == 6 or dctype == 7 then
destination_list = "main"
-- Furnace source slot
elseif dctype == 4 then
destination_list = "src"
end
end
if destination_list then
-- Move item
local ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
-- Try transfer to neighbor node if transfer failed and double container
if not ok and dctype == 5 then
dpos = mcl_util.get_double_container_neighbor_pos(dpos, dnode.param2, "left")
dmeta = minetest.get_meta(dpos)
dinv = dmeta:get_inventory()
ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
end
-- Update furnace
if ok and dctype == 4 then
-- Start furnace's timer function, it will sort out whether furnace can burn or not.
minetest.get_node_timer(dpos):start(1.0)
end
return ok
end
end
return false return false
end end
-- Try pulling from source inventory to hopper inventory -- Returns the ID of the first non-empty slot in the given inventory list
---@param pos Vector -- or nil, if inventory is empty.
---@param src_pos Vector function mcl_util.get_first_occupied_inventory_slot(inventory, listname)
function mcl_util.hopper_pull(pos, src_pos) return mcl_util.get_eligible_transfer_item_slot(inventory, listname)
local hop_inv = minetest.get_meta(pos):get_inventory()
local hop_list = 'main'
-- Get node pos' for item transfer
local src = minetest.get_node(src_pos)
if not minetest.registered_nodes[src.name] then return end
local src_type = minetest.get_item_group(src.name, "container")
if src_type ~= 2 then return end
local src_def = minetest.registered_nodes[src.name]
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
local src_meta = minetest.get_meta(src_pos)
src_inv = src_meta:get_inventory()
stack_id = mcl_util.select_stack(src_inv, src_list, hop_inv, hop_list)
end
if stack_id ~= nil then
local ok = mcl_util.move_item(src_inv, src_list, stack_id, hop_inv, hop_list)
if src_def._mcl_hoppers_on_after_pull then
src_def._mcl_hoppers_on_after_pull(src_pos)
end
end
end end
local function drop_item_stack(pos, stack) local function drop_item_stack(pos, stack)
@ -543,7 +612,7 @@ function mcl_util.deal_damage(target, damage, mcl_reason)
end end
return return
end end
elseif not target:is_player() then return end end
local is_immortal = target:get_armor_groups().immortal or 0 local is_immortal = target:get_armor_groups().immortal or 0
if is_immortal>0 then if is_immortal>0 then
@ -1032,62 +1101,3 @@ function mcl_util.get_colorwallmounted_rotation(pos)
end end
end end
end end
---Move items from one inventory list to another, drop items that do not fit in provided pos and direction.
---@param src_inv mt.InvRef
---@param src_listname string
---@param out_inv mt.InvRef
---@param out_listname string
---@param pos mt.Vector Position to throw items at
---@param dir? mt.Vector Direction to throw items in
---@param insta_collect? boolean Enable instant collection, let players collect dropped items instantly. Default `false`
function mcl_util.move_list(src_inv, src_listname, out_inv, out_listname, pos, dir, insta_collect)
local src_list = src_inv:get_list(src_listname)
if not src_list then return end
for i, stack in ipairs(src_list) do
if out_inv:room_for_item(out_listname, stack) then
out_inv:add_item(out_listname, stack)
else
local p = vector.copy(pos)
p.x = p.x + (math.random(1, 3) * 0.2)
p.z = p.z + (math.random(1, 3) * 0.2)
local obj = minetest.add_item(p, stack)
if obj then
if dir then
local v = vector.copy(dir)
v.x = v.x * 4
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]")
end
if not insta_collect then
obj:get_luaentity()._insta_collect = false
end
end
end
stack:clear()
src_inv:set_stack(src_listname, i, stack)
end
end
---Move items from a player's inventory list to its main inventory list, drop items that do not fit in front of him.
---@param player mt.PlayerObjectRef
---@param src_listname string
function mcl_util.move_player_list(player, src_listname)
mcl_util.move_list(player:get_inventory(), src_listname, player:get_inventory(), "main",
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

View File

@ -62,13 +62,8 @@ end
local function set_double_attach(boat) local function set_double_attach(boat)
boat._driver:set_attach(boat.object, "", boat._driver:set_attach(boat.object, "",
{x = 0, y = 0.42, z = 0.8}, {x = 0, y = 0, z = 0}) {x = 0, y = 0.42, z = 0.8}, {x = 0, y = 0, z = 0})
if boat._passenger:is_player() then boat._passenger:set_attach(boat.object, "",
boat._passenger:set_attach(boat.object, "", {x = 0, y = 0.42, z = -2.2}, {x = 0, y = 0, z = 0})
{x = 0, y = 0.42, z = -6.2}, {x = 0, y = 0, z = 0})
else
boat._passenger:set_attach(boat.object, "",
{x = 0, y = 0.42, z = -4.5}, {x = 0, y = 270, z = 0})
end
end end
local function set_choat_attach(boat) local function set_choat_attach(boat)
boat._driver:set_attach(boat.object, "", boat._driver:set_attach(boat.object, "",
@ -160,7 +155,7 @@ local boat = {
minetest.register_on_respawnplayer(detach_object) minetest.register_on_respawnplayer(detach_object)
function boat.on_rightclick(self, clicker) function boat.on_rightclick(self, clicker)
if self._passenger or not clicker or clicker:get_attach() or (self.name == "mcl_boats:chest_boat" and self._driver) then if self._passenger or not clicker or clicker:get_attach() then
return return
end end
attach_object(self, clicker) attach_object(self, clicker)

View File

@ -12,7 +12,6 @@ Water vehicle=Véhicule aquatique
Sneak to dismount=Se baisser pour descendre Sneak to dismount=Se baisser pour descendre
Obsidian Boat=Bateau en obsidienne Obsidian Boat=Bateau en obsidienne
Mangrove Boat=Bateau en palétuvier Mangrove Boat=Bateau en palétuvier
Cherry Boat=Bateau en cerisier
Oak Chest Boat=Bateau en chêne avec coffre Oak Chest Boat=Bateau en chêne avec coffre
Spruce Chest Boat=Bateau en sapin avec coffre Spruce Chest Boat=Bateau en sapin avec coffre
Birch Chest Boat=Bateau en bouleau avec coffre Birch Chest Boat=Bateau en bouleau avec coffre
@ -20,4 +19,3 @@ Jungle Chest Boat=Bateau en acajou avec coffre
Acacia Chest Boat=Bateau en acacia avec coffre Acacia Chest Boat=Bateau en acacia avec coffre
Dark Oak Chest Boat=Bateau en chêne noir avec coffre Dark Oak Chest Boat=Bateau en chêne noir avec coffre
Mangrove Chest Boat=Bateau en palétuvier avec coffre Mangrove Chest Boat=Bateau en palétuvier avec coffre
Cherry Chest Boat=Bateau en cerisier avec coffre

View File

@ -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

View File

@ -1,36 +1,36 @@
# mcl_dripping # mcl_dripping
Dripping Mod by kddekadenz, modified for MineClone 2 by Wuzzy, NO11 and AFCM Dripping Mod by kddekadenz, modified for MineClone 2 by Wuzzy, NO11 and AFCM
## Manual ## Manual
- drops are generated rarely under solid nodes - drops are generated rarely under solid nodes
- they will stay some time at the generated block and than they fall down - they will stay some time at the generated block and than they fall down
- when they collide with the ground, a sound is played and they are destroyed - when they collide with the ground, a sound is played and they are destroyed
Water and Lava have builtin drops registered. Water and Lava have builtin drops registered.
## License ## License
code & sounds: CC0 code & sounds: CC0
## API ## API
```lua ```lua
mcl_dripping.register_drop({ mcl_dripping.register_drop({
-- The group the liquid's nodes belong to -- The group the liquid's nodes belong to
liquid = "water", liquid = "water",
-- The texture used (particles will take a random 2x2 area of it) -- The texture used (particles will take a random 2x2 area of it)
texture = "mcl_core_water_source_animation.png", texture = "default_water_source_animated.png",
-- Define particle glow, ranges from `0` to `minetest.LIGHT_MAX` -- Define particle glow, ranges from `0` to `minetest.LIGHT_MAX`
light = 1, light = 1,
-- The nodes (or node group) the particles will spawn under -- The nodes (or node group) the particles will spawn under
nodes = { "group:opaque", "group:leaves" }, nodes = { "group:opaque", "group:leaves" },
-- The sound that will be played then the particle detaches from the roof, see SimpleSoundSpec in lua_api.txt -- The sound that will be played then the particle detaches from the roof, see SimpleSoundSpec in lua_api.txt
sound = "drippingwater_drip", sound = "drippingwater_drip",
-- The interval for the ABM to run -- The interval for the ABM to run
interval = 60, interval = 60,
-- The chance of the ABM -- The chance of the ABM
chance = 10, chance = 10,
}) })
``` ```

View File

@ -82,7 +82,7 @@ end
mcl_dripping.register_drop({ mcl_dripping.register_drop({
liquid = "water", liquid = "water",
texture = "mcl_core_water_source_animation.png", texture = "default_water_source_animated.png",
light = 1, light = 1,
nodes = { "group:opaque", "group:leaves" }, nodes = { "group:opaque", "group:leaves" },
sound = "drippingwater_drip", sound = "drippingwater_drip",
@ -92,7 +92,7 @@ mcl_dripping.register_drop({
mcl_dripping.register_drop({ mcl_dripping.register_drop({
liquid = "lava", liquid = "lava",
texture = "mcl_core_lava_source_animation.png", texture = "default_lava_source_animated.png",
light = math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3), light = math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3),
nodes = { "group:opaque" }, nodes = { "group:opaque" },
sound = "drippingwater_lavadrip", sound = "drippingwater_lavadrip",

View File

@ -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.

View File

@ -362,121 +362,6 @@ function minetest.handle_node_drops(pos, drops, digger)
end end
end end
-- the following code is pulled from Minetest builtin without changes except for the call order being changed,
-- until a comment saying explicitly it's the end of such code
-- TODO if this gets a fix in the engine, remove the block of code
local function user_name(user)
return user and user:get_player_name() or ""
end
-- Returns a logging function. For empty names, does not log.
local function make_log(name)
return name ~= "" and minetest.log or function() end
end
function minetest.node_dig(pos, node, digger)
local diggername = user_name(digger)
local log = make_log(diggername)
local def = minetest.registered_nodes[node.name]
-- Copy pos because the callback could modify it
if def and (not def.diggable or
(def.can_dig and not def.can_dig(vector.copy(pos), digger))) then
log("info", diggername .. " tried to dig "
.. node.name .. " which is not diggable "
.. minetest.pos_to_string(pos))
return false
end
if minetest.is_protected(pos, diggername) then
log("action", diggername
.. " tried to dig " .. node.name
.. " at protected position "
.. minetest.pos_to_string(pos))
minetest.record_protection_violation(pos, diggername)
return false
end
log('action', diggername .. " digs "
.. node.name .. " at " .. minetest.pos_to_string(pos))
local wielded = digger and digger:get_wielded_item()
local drops = minetest.get_node_drops(node, wielded and wielded:get_name())
-- Check to see if metadata should be preserved.
if def and def.preserve_metadata then
local oldmeta = minetest.get_meta(pos):to_table().fields
-- Copy pos and node because the callback can modify them.
local pos_copy = vector.copy(pos)
local node_copy = {name=node.name, param1=node.param1, param2=node.param2}
local drop_stacks = {}
for k, v in pairs(drops) do
drop_stacks[k] = ItemStack(v)
end
drops = drop_stacks
def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
end
-- Handle drops
minetest.handle_node_drops(pos, drops, digger)
if wielded then
local wdef = wielded:get_definition()
local tp = wielded:get_tool_capabilities()
local dp = minetest.get_dig_params(def and def.groups, tp, wielded:get_wear())
if wdef and wdef.after_use then
wielded = wdef.after_use(wielded, digger, node, dp) or wielded
else
-- Wear out tool
if not minetest.is_creative_enabled(diggername) then
wielded:add_wear(dp.wear)
if wielded:get_count() == 0 and wdef.sound and wdef.sound.breaks then
minetest.sound_play(wdef.sound.breaks, {
pos = pos,
gain = 0.5
}, true)
end
end
end
digger:set_wielded_item(wielded)
end
local oldmetadata = nil
if def and def.after_dig_node then
oldmetadata = minetest.get_meta(pos):to_table()
end
-- Remove node and update
minetest.remove_node(pos)
-- Play sound if it was done by a player
if diggername ~= "" and def and def.sounds and def.sounds.dug then
minetest.sound_play(def.sounds.dug, {
pos = pos,
exclude_player = diggername,
}, true)
end
-- Run callback
if def and def.after_dig_node then
-- Copy pos and node because callback can modify them
local pos_copy = vector.copy(pos)
local node_copy = {name=node.name, param1=node.param1, param2=node.param2}
def.after_dig_node(pos_copy, node_copy, oldmetadata, digger)
end
-- Run script hook
for _, callback in ipairs(minetest.registered_on_dignodes) do
local origin = minetest.callback_origins[callback]
minetest.set_last_run_mod(origin.mod)
-- Copy pos and node because callback can modify them
local pos_copy = vector.copy(pos)
local node_copy = {name=node.name, param1=node.param1, param2=node.param2}
callback(pos_copy, node_copy, digger)
end
return true
end
-- end of code pulled from Minetest
-- Drop single items by default -- Drop single items by default
function minetest.item_drop(itemstack, dropper, pos) function minetest.item_drop(itemstack, dropper, pos)
if dropper and dropper:is_player() then if dropper and dropper:is_player() then

View File

@ -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

View File

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

View File

@ -21,8 +21,6 @@ local function atan(x)
end end
end end
mcl_mobs.effect_functions = {}
-- check if daytime and also if mob is docile during daylight hours -- check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile() function mob_class:day_docile()
@ -384,8 +382,7 @@ function mob_class:monster_attack()
-- find specific mob to attack, failing that attack player/npc/animal -- find specific mob to attack, failing that attack player/npc/animal
if specific_attack(self.specific_attack, name) if specific_attack(self.specific_attack, name)
and (type == "player" or ( type == "npc" and self.attack_npcs ) and (type == "player" or ( type == "npc" and self.attack_npcs )
or (type == "animal" and self.attack_animals == true) or (type == "animal" and self.attack_animals == true)) then
or (self.extra_hostile and not self.attack_exception(player))) then
p = player:get_pos() p = player:get_pos()
sp = s sp = s
@ -516,28 +513,6 @@ end
-- deal damage and effects when mob punched -- deal damage and effects when mob punched
function mob_class:on_punch(hitter, tflp, tool_capabilities, dir) function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
local is_player = hitter:is_player()
local mob_pos = self.object:get_pos()
local player_pos = hitter:get_pos()
if is_player then
-- is mob out of reach?
if vector.distance(mob_pos, player_pos) > 3 then
return
end
-- is mob protected?
if self.protected and minetest.is_protected(mob_pos, hitter:get_player_name()) then
return
end
end
local time_now = minetest.get_us_time()
local time_diff = time_now - self.invul_timestamp
-- check for invulnerability time in microseconds (0.5 second)
if time_diff <= 500000 and time_diff >= 0 then
return
end
-- custom punch function -- custom punch function
if self.do_punch then if self.do_punch then
@ -554,15 +529,20 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
return return
end end
local time_now = minetest.get_us_time() local is_player = hitter:is_player()
if is_player then if is_player then
-- is mob protected?
if self.protected and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
return
end
if minetest.is_creative_enabled(hitter:get_player_name()) then if minetest.is_creative_enabled(hitter:get_player_name()) then
self.health = 0 self.health = 0
end end
-- set/update 'drop xp' timestamp if hitted by player -- set/update 'drop xp' timestamp if hitted by player
self.xp_timestamp = time_now self.xp_timestamp = minetest.get_us_time()
end end
@ -674,9 +654,6 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
-- do damage -- do damage
self.health = self.health - damage self.health = self.health - damage
-- give invulnerability
self.invul_timestamp = time_now
-- skip future functions if dead, except alerting others -- skip future functions if dead, except alerting others
if self:check_for_death( "hit", {type = "punch", puncher = hitter}) then if self:check_for_death( "hit", {type = "punch", puncher = hitter}) then
die = true die = true
@ -692,10 +669,10 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
if not v then return end if not v then return end
local r = 1.4 - math.min(punch_interval, 1.4) local r = 1.4 - math.min(punch_interval, 1.4)
local kb = r * (math.abs(v.x)+math.abs(v.z)) local kb = r * (math.abs(v.x)+math.abs(v.z))
local up = 2.625 local up = 2
if die==true then if die==true then
kb=kb*1.25 kb=kb*2
end end
-- if already in air then dont go up anymore when hit -- if already in air then dont go up anymore when hit
@ -709,7 +686,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
if tool_capabilities.damage_groups["knockback"] then if tool_capabilities.damage_groups["knockback"] then
kb = tool_capabilities.damage_groups["knockback"] kb = tool_capabilities.damage_groups["knockback"]
else else
kb = kb * 1.25 kb = kb * 1.5
end end
@ -719,19 +696,9 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
end end
if hitter and is_player then if hitter and is_player then
local wielditem = hitter:get_wielded_item() local wielditem = hitter:get_wielded_item()
kb = kb + 9 * mcl_enchanting.get_enchantment(wielditem, "knockback") kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
-- add player velocity to mob knockback elseif luaentity and luaentity._knockback then
local hv = hitter:get_velocity()
local dir_dot = (hv.x * dir.x) + (hv.z * dir.z)
local player_mag = math.sqrt((hv.x * hv.x) + (hv.z * hv.z))
local mob_mag = math.sqrt((v.x * v.x) + (v.z * v.z))
if dir_dot > 0 and mob_mag <= player_mag * 0.625 then
kb = kb + ((math.abs(hv.x) + math.abs(hv.z)) * r)
end
elseif luaentity and luaentity._knockback and die == false then
kb = kb + luaentity._knockback kb = kb + luaentity._knockback
elseif luaentity and luaentity._knockback and die == true then
kb = kb + luaentity._knockback * 0.25
end end
self._kb_turn = true self._kb_turn = true
self._turn_to=self.object:get_yaw()-1.57 self._turn_to=self.object:get_yaw()-1.57
@ -1136,11 +1103,6 @@ function mob_class:do_states_attack (dtime)
full_punch_interval = 1.0, full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage} damage_groups = {fleshy = self.damage}
}, nil) }, nil)
if self.dealt_effect then
mcl_mobs.effect_functions[self.dealt_effect.name](
self.attack, self.dealt_effect.factor, self.dealt_effect.dur
)
end
end end
else else
self.custom_attack(self, p) self.custom_attack(self, p)
@ -1231,9 +1193,6 @@ function mob_class:do_states_attack (dtime)
-- important for mcl_shields -- important for mcl_shields
ent._shooter = self.object ent._shooter = self.object
ent._saved_shooter_pos = self.object:get_pos() ent._saved_shooter_pos = self.object:get_pos()
if ent.homing then
ent._target = self.attack
end
end end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
@ -1250,13 +1209,7 @@ function mob_class:do_states_attack (dtime)
end end
end end
end end
else
elseif self.attack_type == "custom" and self.attack_state then
self.attack_state(self, dtime)
end end
if self.on_attack then
self.on_attack(self, dtime)
end
end end

View File

@ -1,7 +1,5 @@
local math, tonumber, vector, minetest, mcl_mobs = math, tonumber, vector, minetest, mcl_mobs local math, tonumber, vector, minetest, mcl_mobs = math, tonumber, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local validate_vector = mcl_util.validate_vector
local active_particlespawners = {} local active_particlespawners = {}
local disable_blood = minetest.settings:get_bool("mobs_disable_blood") local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
local DEFAULT_FALL_SPEED = -9.81*1.5 local DEFAULT_FALL_SPEED = -9.81*1.5
@ -11,6 +9,16 @@ local PATHFINDING = "gowp"
local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128 local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
if player_transfer_distance == 0 then player_transfer_distance = math.huge end if player_transfer_distance == 0 then player_transfer_distance = math.huge end
local function validate_vector (vect)
if vect then
if tonumber(vect.x) and tonumber(vect.y) and tonumber(vect.z) then
return true
end
end
return false
end
-- custom particle effects -- custom particle effects
function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down) function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
@ -410,7 +418,7 @@ function mob_class:check_head_swivel(dtime)
--final_rotation = vector.new(0,0,0) --final_rotation = vector.new(0,0,0)
end end
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horizontal_head_height), final_rotation) mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)
end end

View File

@ -147,7 +147,7 @@ function mcl_mobs.register_mob(name, def)
head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player
curiosity = def.curiosity or 1, -- how often mob will look at player on idle curiosity = def.curiosity or 1, -- how often mob will look at player on idle
head_yaw = def.head_yaw or "y", -- axis to rotate head on head_yaw = def.head_yaw or "y", -- axis to rotate head on
horizontal_head_height = def.horizontal_head_height or 0, horrizonatal_head_height = def.horrizonatal_head_height or 0,
wears_armor = def.wears_armor, -- a number value used to index texture slot for armor wears_armor = def.wears_armor, -- a number value used to index texture slot for armor
stepheight = def.stepheight or 0.6, stepheight = def.stepheight or 0.6,
name = name, name = name,
@ -171,7 +171,6 @@ function mcl_mobs.register_mob(name, def)
xp_min = def.xp_min or 0, xp_min = def.xp_min or 0,
xp_max = def.xp_max or 0, xp_max = def.xp_max or 0,
xp_timestamp = 0, xp_timestamp = 0,
invul_timestamp = 0,
breath_max = def.breath_max or 15, breath_max = def.breath_max or 15,
breathes_in_water = def.breathes_in_water or false, breathes_in_water = def.breathes_in_water or false,
physical = true, physical = true,
@ -288,7 +287,6 @@ function mcl_mobs.register_mob(name, def)
spawn_in_group_min = def.spawn_in_group_min, spawn_in_group_min = def.spawn_in_group_min,
noyaw = def.noyaw or false, noyaw = def.noyaw or false,
particlespawners = def.particlespawners, particlespawners = def.particlespawners,
spawn_check = def.spawn_check,
-- End of MCL2 extensions -- End of MCL2 extensions
on_spawn = def.on_spawn, on_spawn = def.on_spawn,
on_blast = def.on_blast or function(self,damage) on_blast = def.on_blast or function(self,damage)
@ -299,7 +297,6 @@ function mcl_mobs.register_mob(name, def)
return false, true, {} return false, true, {}
end, end,
do_punch = def.do_punch, do_punch = def.do_punch,
deal_damage = def.deal_damage,
on_breed = def.on_breed, on_breed = def.on_breed,
on_grown = def.on_grown, on_grown = def.on_grown,
on_pick_up = def.on_pick_up, on_pick_up = def.on_pick_up,
@ -314,16 +311,8 @@ function mcl_mobs.register_mob(name, def)
return self:mob_activate(staticdata, def, dtime) return self:mob_activate(staticdata, def, dtime)
end, end,
attack_state = def.attack_state, -- custom attack state
on_attack = def.on_attack, -- called after attack, useful with otherwise predefined attack states (not custom)
harmed_by_heal = def.harmed_by_heal, harmed_by_heal = def.harmed_by_heal,
is_boss = def.is_boss, on_lightning_strike = def.on_lightning_strike
dealt_effect = def.dealt_effect,
on_lightning_strike = def.on_lightning_strike,
extra_hostile = def.extra_hostile,
attack_exception = def.attack_exception or function(p) return false end,
_spawner = def._spawner,
} }
minetest.register_entity(name, setmetatable(final_def,mcl_mobs.mob_class_meta)) minetest.register_entity(name, setmetatable(final_def,mcl_mobs.mob_class_meta))
@ -334,13 +323,6 @@ function mcl_mobs.register_mob(name, def)
end -- END mcl_mobs.register_mob function end -- END mcl_mobs.register_mob function
function mcl_mobs.get_arrow_damage_func(damage, typ)
local typ = mcl_damage.types[typ] and typ or "arrow"
return function(projectile, object)
return mcl_util.deal_damage(object, damage, {type = typ})
end
end
-- register arrow for shoot attack -- register arrow for shoot attack
function mcl_mobs.register_arrow(name, def) function mcl_mobs.register_arrow(name, def)
@ -357,15 +339,13 @@ function mcl_mobs.register_arrow(name, def)
hit_node = def.hit_node, hit_node = def.hit_node,
hit_mob = def.hit_mob, hit_mob = def.hit_mob,
hit_object = def.hit_object, hit_object = def.hit_object,
homing = def.homing,
drop = def.drop or false, -- drops arrow as registered item when true drop = def.drop or false, -- drops arrow as registered item when true
collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
timer = 0, timer = 0,
switch = 0, switch = 0,
_lifetime = def._lifetime or 150,
owner_id = def.owner_id, owner_id = def.owner_id,
rotate = def.rotate, rotate = def.rotate,
on_punch = def.on_punch or function(self) on_punch = function(self)
local vel = self.object:get_velocity() local vel = self.object:get_velocity()
self.object:set_velocity({x=vel.x * -1, y=vel.y * -1, z=vel.z * -1}) self.object:set_velocity({x=vel.x * -1, y=vel.y * -1, z=vel.z * -1})
end, end,
@ -382,7 +362,7 @@ function mcl_mobs.register_arrow(name, def)
local pos = self.object:get_pos() local pos = self.object:get_pos()
if self.switch == 0 if self.switch == 0
or self.timer > self._lifetime or self.timer > 150
or not within_limits(pos, 0) then or not within_limits(pos, 0) then
mcl_burning.extinguish(self.object) mcl_burning.extinguish(self.object)
self.object:remove(); self.object:remove();
@ -430,17 +410,6 @@ function mcl_mobs.register_arrow(name, def)
end end
end end
if self.homing and self._target then
local p = self._target:get_pos()
if p then
if minetest.line_of_sight(self.object:get_pos(), p) then
self.object:set_velocity(vector.direction(self.object:get_pos(), p) * self.velocity)
end
else
self._target = nil
end
end
if self.hit_player or self.hit_mob or self.hit_object then if self.hit_player or self.hit_mob or self.hit_object then
for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do

View File

@ -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

View File

@ -1,6 +1,5 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local validate_vector = mcl_util.validate_vector
local ENTITY_CRAMMING_MAX = 24 local ENTITY_CRAMMING_MAX = 24
local CRAMMING_DAMAGE = 3 local CRAMMING_DAMAGE = 3
@ -356,7 +355,7 @@ function mob_class:set_yaw(yaw, delay, dtime)
if math.abs(target_shortest_path_nums) > 10 then if math.abs(target_shortest_path_nums) > 10 then
self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime))) self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
if validate_vector(self.acc) then if self.acc then
self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime)) self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
end end
end end
@ -682,9 +681,6 @@ function mob_class:do_env_damage()
-- don't fall when on ignore, just stand still -- don't fall when on ignore, just stand still
if self.standing_in == "ignore" then if self.standing_in == "ignore" then
self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_velocity({x = 0, y = 0, z = 0})
-- wither rose effect
elseif self.standing_in == "mcl_flowers:wither_rose" then
mcl_potions.withering_func(self.object, 1, 2)
end end
local nodef = minetest.registered_nodes[self.standing_in] local nodef = minetest.registered_nodes[self.standing_in]

View File

@ -2,13 +2,6 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local modern_lighting = minetest.settings:get_bool("mcl_mobs_modern_lighting", true)
local nether_threshold = tonumber(minetest.settings:get("mcl_mobs_nether_threshold")) or 11
local end_threshold = tonumber(minetest.settings:get("mcl_mobs_end_threshold")) or 0
local overworld_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_threshold")) or 0
local overworld_sky_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_sky_threshold")) or 7
local overworld_passive_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_passive_threshold")) or 7
local get_node = minetest.get_node local get_node = minetest.get_node
local get_item_group = minetest.get_item_group local get_item_group = minetest.get_item_group
local get_node_light = minetest.get_node_light local get_node_light = minetest.get_node_light
@ -716,6 +709,9 @@ local function spawn_check(pos, spawn_def)
and spawn_def.dimension == dimension and spawn_def.dimension == dimension
and biome_check(spawn_def.biomes, gotten_biome) then and biome_check(spawn_def.biomes, gotten_biome) then
--mcl_log("Level 1 spawn check passed")
--minetest.log("Mob: " .. mob_def.name)
if (is_ground or spawn_def.type_of_spawning ~= "ground") if (is_ground or spawn_def.type_of_spawning ~= "ground")
and (spawn_def.type_of_spawning ~= "ground" or not is_leaf) and (spawn_def.type_of_spawning ~= "ground" or not is_leaf)
and (not is_farm_animal(spawn_def.name) or is_grass) and (not is_farm_animal(spawn_def.name) or is_grass)
@ -725,41 +721,20 @@ local function spawn_check(pos, spawn_def)
and (spawn_def.check_position and spawn_def.check_position(pos) or spawn_def.check_position == nil) and (spawn_def.check_position and spawn_def.check_position(pos) or spawn_def.check_position == nil)
and ( not spawn_protected or not minetest.is_protected(pos, "") ) then and ( not spawn_protected or not minetest.is_protected(pos, "") ) then
--mcl_log("Level 2 spawn check passed")
local gotten_light = get_node_light(pos) local gotten_light = get_node_light(pos)
if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then
if modern_lighting then --mcl_log("Level 3 spawn check passed")
local my_node = get_node(pos) return true
local sky_light = minetest.get_natural_light(pos)
local art_light = minetest.get_artificial_light(my_node.param1)
if mob_def.spawn_check then
return mob_def.spawn_check(pos, gotten_light, art_light, sky_light)
elseif mob_type == "monster" then
if dimension == "nether" then
if art_light <= nether_threshold then
return true
end
elseif dimension == "end" then
if art_light <= end_threshold then
return true
end
elseif dimension == "overworld" then
if art_light <= overworld_threshold and sky_light <= overworld_sky_threshold then
return true
end
end
else
-- passive threshold is apparently the same in all dimensions ...
if gotten_light > overworld_passive_threshold then
return true
end
end
else else
if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then --mcl_log("Spawn check level 3 failed")
return true
end
end end
else
--mcl_log("Spawn check level 2 failed")
end end
else
--mcl_log("Spawn check level 1 failed")
end end
return false return false
end end

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

View File

@ -2,9 +2,6 @@ local dim = {"x", "z"}
local modpath = minetest.get_modpath(minetest.get_current_modname()) local modpath = minetest.get_modpath(minetest.get_current_modname())
local anti_troll = minetest.settings:get_bool("wither_anti_troll_measures", false)
local peaceful = minetest.settings:get_bool("only_peaceful_mobs", false)
local function load_schem(filename) local function load_schem(filename)
local file = io.open(modpath .. "/schems/" .. filename, "r") local file = io.open(modpath .. "/schems/" .. filename, "r")
local data = minetest.deserialize(file:read()) local data = minetest.deserialize(file:read())
@ -12,14 +9,6 @@ local function load_schem(filename)
return data return data
end end
local wboss_overworld = 0
local wboss_nether = 0
local wboss_end = 0
local LIM_OVERWORLD = tonumber(minetest.settings:get("wither_cap_overworld")) or 3
local LIM_NETHER = tonumber(minetest.settings:get("wither_cap_nether")) or 10
local LIM_END = tonumber(minetest.settings:get("wither_cap_end")) or 5
local wither_spawn_schems = {} local wither_spawn_schems = {}
for _, d in pairs(dim) do for _, d in pairs(dim) do
@ -27,13 +16,8 @@ for _, d in pairs(dim) do
end end
local function check_schem(pos, schem) local function check_schem(pos, schem)
local cn_name
for _, n in pairs(schem) do for _, n in pairs(schem) do
cn_name = minetest.get_node(vector.add(pos, n)).name if minetest.get_node(vector.add(pos, n)).name ~= n.name then
if string.find(cn_name, "mcl_heads:wither_skeleton") then
cn_name = "mcl_heads:wither_skeleton"
end
if cn_name ~= n.name then
return false return false
end end
end end
@ -46,32 +30,14 @@ local function remove_schem(pos, schem)
end end
end end
local function check_limit(pos) local function wither_spawn(pos)
local dim = mcl_worlds.pos_to_dimension(pos)
if dim == "overworld" and wboss_overworld >= LIM_OVERWORLD then return false
elseif dim == "end" and wboss_end >= LIM_END then return false
elseif wboss_nether >= LIM_NETHER then return false
else return true end
end
local function wither_spawn(pos, player)
if peaceful then return end
for _, d in pairs(dim) do for _, d in pairs(dim) do
for i = 0, 2 do for i = 0, 2 do
local p = vector.add(pos, {x = 0, y = -2, z = 0, [d] = -i}) local p = vector.add(pos, {x = 0, y = -2, z = 0, [d] = -i})
local schem = wither_spawn_schems[d] local schem = wither_spawn_schems[d]
if check_schem(p, schem) and (not anti_troll or check_limit(pos)) then if check_schem(p, schem) then
remove_schem(p, schem) remove_schem(p, schem)
local wither = minetest.add_entity(vector.add(p, {x = 0, y = 1, z = 0, [d] = 1}), "mobs_mc:wither") minetest.add_entity(vector.add(p, {x = 0, y = 1, z = 0, [d] = 1}), "mobs_mc:wither")
if not wither then return end
local wither_ent = wither:get_luaentity()
wither_ent._spawner = player:get_player_name()
local dim = mcl_worlds.pos_to_dimension(pos)
if dim == "overworld" then
wboss_overworld = wboss_overworld + 1
elseif dim == "end" then
wboss_end = wboss_end + 1
else wboss_nether = wboss_nether + 1 end
local objects = minetest.get_objects_inside_radius(pos, 20) local objects = minetest.get_objects_inside_radius(pos, 20)
for _, players in ipairs(objects) do for _, players in ipairs(objects) do
if players:is_player() then if players:is_player() then
@ -88,19 +54,7 @@ local old_on_place = wither_head.on_place
function wither_head.on_place(itemstack, placer, pointed) function wither_head.on_place(itemstack, placer, pointed)
local n = minetest.get_node(vector.offset(pointed.above,0,-1,0)) local n = minetest.get_node(vector.offset(pointed.above,0,-1,0))
if n and n.name == "mcl_nether:soul_sand" then if n and n.name == "mcl_nether:soul_sand" then
minetest.after(0, wither_spawn, pointed.above, placer) minetest.after(0, wither_spawn, pointed.above)
end end
return old_on_place(itemstack, placer, pointed) return old_on_place(itemstack, placer, pointed)
end end
if anti_troll then
-- pull wither counts per dimension
minetest.register_globalstep(function(dtime)
wboss_overworld = mobs_mc.wither_count_overworld
wboss_nether = mobs_mc.wither_count_nether
wboss_end = mobs_mc.wither_count_end
mobs_mc.wither_count_overworld = 0
mobs_mc.wither_count_nether = 0
mobs_mc.wither_count_end = 0
end)
end

View File

@ -305,9 +305,6 @@ Origin of those models:
* `mobs_mc_rabbit_random.*.ogg` (CC0) * `mobs_mc_rabbit_random.*.ogg` (CC0)
* Changes were made. * Changes were made.
* Source: <https://freesound.org/people/Alshred/> * 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. Note: Many of these sounds have been more or less modified to fit the game.

View File

@ -13,7 +13,7 @@ local axolotl = {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = -1, bone_eye_height = -1,
head_eye_height = -0.5, head_eye_height = -0.5,
horizontal_head_height = 0, horrizonatal_head_height = 0,
curiosity = 10, curiosity = 10,
head_yaw="z", head_yaw="z",
@ -78,6 +78,7 @@ local axolotl = {
attack_animals = true, attack_animals = true,
specific_attack = { specific_attack = {
"extra_mobs_cod", "extra_mobs_cod",
"mobs_mc:sheep",
"extra_mobs_glow_squid", "extra_mobs_glow_squid",
"extra_mobs_salmon", "extra_mobs_salmon",
"extra_mobs_tropical_fish", "extra_mobs_tropical_fish",

View File

@ -2,18 +2,6 @@
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
local function spawn_check(pos, environmental_light, artificial_light, sky_light)
local date = os.date("*t")
local maxlight
if (date.month == 10 and date.day >= 20) or (date.month == 11 and date.day <= 3) then
maxlight = 6
else
maxlight = 3
end
return artificial_light <= maxlight
end
mcl_mobs.register_mob("mobs_mc:bat", { mcl_mobs.register_mob("mobs_mc:bat", {
description = S("Bat"), description = S("Bat"),
type = "animal", type = "animal",
@ -62,7 +50,6 @@ mcl_mobs.register_mob("mobs_mc:bat", {
jump = false, jump = false,
fly = true, fly = true,
makes_footstep_sound = false, makes_footstep_sound = false,
spawn_check = spawn_check,
}) })

View File

@ -11,9 +11,6 @@ local mod_target = minetest.get_modpath("mcl_target")
--################### BLAZE --################### BLAZE
--################### --###################
local function spawn_check(pos, environmental_light, artificial_light, sky_light)
return artificial_light <= 11
end
mcl_mobs.register_mob("mobs_mc:blaze", { mcl_mobs.register_mob("mobs_mc:blaze", {
description = S("Blaze"), description = S("Blaze"),
@ -140,7 +137,6 @@ mcl_mobs.register_mob("mobs_mc:blaze", {
}, },
}) })
end, end,
spawn_check = spawn_check,
}) })
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(

View File

@ -23,7 +23,7 @@ mcl_mobs.register_mob("mobs_mc:chicken", {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 4, bone_eye_height = 4,
head_eye_height = 1.5, head_eye_height = 1.5,
horizontal_head_height = -.3, horrizonatal_head_height = -.3,
curiosity = 10, curiosity = 10,
head_yaw="z", head_yaw="z",
visual_size = {x=1,y=1}, visual_size = {x=1,y=1},

View File

@ -24,7 +24,7 @@ local cow_def = {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 10, bone_eye_height = 10,
head_eye_height = 1.1, head_eye_height = 1.1,
horizontal_head_height=-1.8, horrizonatal_head_height=-1.8,
curiosity = 2, curiosity = 2,
head_yaw="z", head_yaw="z",
makes_footstep_sound = true, makes_footstep_sound = true,

View File

@ -50,7 +50,7 @@ mcl_mobs.register_mob("mobs_mc:creeper", {
explosion_strength = 3, explosion_strength = 3,
explosion_radius = 3.5, explosion_radius = 3.5,
explosion_damage_radius = 3.5, explosion_damage_radius = 3.5,
explosiontimer_reset_radius = 3, explosiontimer_reset_radius = 6,
reach = 3, reach = 3,
explosion_timer = 1.5, explosion_timer = 1.5,
allow_fuse_reset = true, allow_fuse_reset = true,
@ -172,7 +172,7 @@ mcl_mobs.register_mob("mobs_mc:creeper_charged", {
explosion_strength = 6, explosion_strength = 6,
explosion_radius = 8, explosion_radius = 8,
explosion_damage_radius = 8, explosion_damage_radius = 8,
explosiontimer_reset_radius = 3, explosiontimer_reset_radius = 6,
reach = 3, reach = 3,
explosion_timer = 1.5, explosion_timer = 1.5,
allow_fuse_reset = true, allow_fuse_reset = true,

View File

@ -127,7 +127,7 @@ mcl_mobs.register_mob("mobs_mc:enderdragon", {
minetest.set_node(vector.add(self._portal_pos, vector.new(0, 5, 0)), {name = "mcl_end:dragon_egg"}) minetest.set_node(vector.add(self._portal_pos, vector.new(0, 5, 0)), {name = "mcl_end:dragon_egg"})
end end
end end
-- Free The End Advancement -- Free The End Advancement
for _,players in pairs(minetest.get_objects_inside_radius(pos,64)) do for _,players in pairs(minetest.get_objects_inside_radius(pos,64)) do
if players:is_player() then if players:is_player() then
@ -136,7 +136,6 @@ mcl_mobs.register_mob("mobs_mc:enderdragon", {
end end
end, end,
fire_resistant = true, fire_resistant = true,
is_boss = true,
}) })

View File

@ -31,9 +31,8 @@ local hoglin = {
} }, } },
visual_size = {x=3, y=3}, visual_size = {x=3, y=3},
sounds = { sounds = {
random = "extra_mobs_hoglin.1", random = "extra_mobs_hoglin",
damage = "extra_mobs_hoglin_hurt", damage = "extra_mobs_hoglin_hurt",
death = "extra_mobs_hoglin_hurt",
distance = 16, distance = 16,
}, },
jump = true, jump = true,
@ -93,12 +92,6 @@ local zoglin = table.copy(hoglin)
zoglin.description = S("Zoglin") zoglin.description = S("Zoglin")
zoglin.fire_resistant = 1 zoglin.fire_resistant = 1
zoglin.textures = {"extra_mobs_zoglin.png"} 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() zoglin.do_custom = function()
return return
end end

View File

@ -44,6 +44,18 @@ local function get_drops(self)
max = 2, max = 2,
looting = "common", looting = "common",
}) })
if self._saddle then
table.insert(self.drops,{name = "mcl_mobitems:saddle",
chance = 1,
min = 1,
max = 1,})
end
if self._chest then
table.insert(self.drops,{name = "mcl_chests:chest",
chance = 1,
min = 1,
max = 1,})
end
end end
-- Helper functions to determine equipment rules -- Helper functions to determine equipment rules
@ -233,18 +245,10 @@ local horse = {
on_die = function(self, pos) on_die = function(self, pos)
-- drop saddle when horse is killed -- drop saddle when horse is killed while riding
if self._saddle then if self._saddle then
minetest.add_item(pos, "mcl_mobitems:saddle") minetest.add_item(pos, "mcl_mobitems:saddle")
end end
-- drop chest when mule/donkey is killed
if self._chest then
minetest.add_item(pos, "mcl_chests:chest")
end
-- drop armor when horse is killed
if self._wearing_armor then
minetest.add_item(pos, self._horse_armor)
end
-- also detach from horse properly -- also detach from horse properly
if self.driver then if self.driver then
mcl_mobs.detach(self.driver, {x = 1, y = 0, z = 1}) mcl_mobs.detach(self.driver, {x = 1, y = 0, z = 1})
@ -397,7 +401,6 @@ local horse = {
-- Put on armor and take armor from player's inventory -- Put on armor and take armor from player's inventory
local armor = minetest.get_item_group(iname, "horse_armor") local armor = minetest.get_item_group(iname, "horse_armor")
self._horse_armor = iname self._horse_armor = iname
self._wearing_armor = true
local w = clicker:get_wielded_item() local w = clicker:get_wielded_item()
if not minetest.is_creative_enabled(clicker:get_player_name()) then if not minetest.is_creative_enabled(clicker:get_player_name()) then
w:take_item() w:take_item()

View File

@ -4,14 +4,12 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
local allow_nav_hacks = minetest.settings:get_bool("mcl_mob_allow_nav_hacks ",false)
--################### --###################
--################### IRON GOLEM --################### IRON GOLEM
--################### --###################
local walk_dist = 40 local etime = 0
local tele_dist = 80
mcl_mobs.register_mob("mobs_mc:iron_golem", { mcl_mobs.register_mob("mobs_mc:iron_golem", {
description = S("Iron Golem"), description = S("Iron Golem"),
@ -87,23 +85,11 @@ mcl_mobs.register_mob("mobs_mc:iron_golem", {
punch_start = 40, punch_end = 50, punch_start = 40, punch_end = 50,
}, },
jump = true, jump = true,
do_custom = function(self, dtime) on_step = function(self,dtime)
self.home_timer = (self.home_timer or 0) + dtime etime = etime + dtime
if etime > 10 then
if self.home_timer > 10 then if self._home and vector.distance(self._home,self.object:get_pos()) > 50 then
self.home_timer = 0 self:gopath(self._home)
if self._home and self.state ~= "attack" then
local dist = vector.distance(self._home,self.object:get_pos())
if allow_nav_hacks and dist >= tele_dist then
self.object:set_pos(self._home)
self.state = "stand"
self.order = "follow"
elseif dist >= walk_dist then
self:gopath(self._home, function(self)
self.state = "stand"
self.order = "follow"
end)
end
end end
end end
end, end,

View File

@ -62,7 +62,7 @@ mcl_mobs.register_mob("mobs_mc:llama", {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 11, bone_eye_height = 11,
head_eye_height = 3, head_eye_height = 3,
horizontal_head_height=0, horrizonatal_head_height=0,
curiosity = 60, curiosity = 60,
head_yaw = "z", head_yaw = "z",

View File

@ -21,7 +21,6 @@ Mule=Mule
Iron Golem=Golem de fer Iron Golem=Golem de fer
Llama=Lama Llama=Lama
Ocelot=Ocelot Ocelot=Ocelot
Cat=Chat
Parrot=Perroquet Parrot=Perroquet
Pig=Cochon Pig=Cochon
Polar Bear=Ours blanc Polar Bear=Ours blanc
@ -49,15 +48,8 @@ Witch=Sorcière
Wither=Wither Wither=Wither
Wolf=Loup Wolf=Loup
Husk=Zombie Momifié Husk=Zombie Momifié
Baby Husk=Bébé Zombie Momifié
Zombie=Zombie Zombie=Zombie
Baby Zombie=Bébé Zombie Zombie Piglin=Zombie Cochon
Piglin=Piglin
Baby Piglin=Bébé Piglin
Zombie Piglin=Piglin Zombie
Baby Zombie Piglin=Bébé Piglin Zombie
Sword Piglin=Piglin avec une épée
Piglin Brute=Piglin Barbare
Farmer=Fermier Farmer=Fermier
Fisherman=Pêcheur Fisherman=Pêcheur
Fletcher=Archer Fletcher=Archer
@ -77,7 +69,5 @@ Dolphin=Dauphin
Pillager=Pilleur Pillager=Pilleur
Tropical fish=Poisson tropical Tropical fish=Poisson tropical
Hoglin=Hoglin Hoglin=Hoglin
Baby hoglin=Bébé Hoglin
Zoglin=Zoglin
Strider=Arpenteur Strider=Arpenteur
Glow Squid=Poulpe Brillant Glow Squid=Poulpe Brillant

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

@ -2,4 +2,4 @@ name = mobs_mc
author = maikerumine author = maikerumine
description = Adds Minecraft-like monsters and animals. description = Adds Minecraft-like monsters and animals.
depends = mcl_init, mcl_particles, mcl_mobs, mcl_wip, mcl_core, mcl_util depends = mcl_init, mcl_particles, mcl_mobs, mcl_wip, mcl_core, mcl_util
optional_depends = default, mcl_tnt, mcl_bows, mcl_throwing, mcl_fishing, bones, mesecons_materials, doc_items, mcl_worlds optional_depends = default, mcl_tnt, mcl_bows, mcl_throwing, mcl_fishing, bones, mesecons_materials, doc_items

View File

@ -39,7 +39,7 @@ local ocelot = {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 6.2, bone_eye_height = 6.2,
head_eye_height = 0.4, head_eye_height = 0.4,
horizontal_head_height=-0, horrizonatal_head_height=-0,
head_yaw="z", head_yaw="z",
curiosity = 4, curiosity = 4,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 0.69, 0.3}, collisionbox = {-0.3, -0.01, -0.3, 0.3, 0.69, 0.3},

View File

@ -137,7 +137,7 @@ mcl_mobs.register_mob("mobs_mc:parrot", {
xp_max = 3, xp_max = 3,
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 1.1, bone_eye_height = 1.1,
horizontal_head_height=0, horrizonatal_head_height=0,
curiosity = 10, curiosity = 10,
collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.89, 0.25}, collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.89, 0.25},
visual = "mesh", visual = "mesh",

View File

@ -22,7 +22,7 @@ mcl_mobs.register_mob("mobs_mc:pig", {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 7.5, bone_eye_height = 7.5,
head_eye_height = 0.8, head_eye_height = 0.8,
horizontal_head_height=-1, horrizonatal_head_height=-1,
curiosity = 3, curiosity = 3,
head_yaw="z", head_yaw="z",
makes_footstep_sound = true, makes_footstep_sound = true,

View File

@ -61,10 +61,8 @@ local piglin = {
} }, } },
visual_size = {x=1, y=1}, visual_size = {x=1, y=1},
sounds = { sounds = {
random = "mobs_mc_zombiepig_random", random = "extra_mobs_piglin",
war_cry = "mobs_mc_zombiepig_war_cry", death = "mobs_mc_zombiepig_death", damage = "extra_mobs_piglin_hurt",
damage = "mobs_mc_zombiepig_hurt.2",
death = "mobs_mc_zombiepig_death.2",
distance = 16, distance = 16,
}, },
jump = true, jump = true,
@ -221,10 +219,6 @@ mcl_mobs.register_mob("mobs_mc:sword_piglin", sword_piglin)
-- Zombified Piglin -- -- Zombified Piglin --
local function spawn_check(pos, environmental_light, artificial_light, sky_light)
return artificial_light <= 11
end
local zombified_piglin = { local zombified_piglin = {
description = S("Zombie Piglin"), description = S("Zombie Piglin"),
-- type="animal", passive=false: This combination is needed for a neutral mob which becomes hostile, if attacked -- type="animal", passive=false: This combination is needed for a neutral mob which becomes hostile, if attacked
@ -262,7 +256,6 @@ local zombified_piglin = {
}, },
jump = true, jump = true,
makes_footstep_sound = true, makes_footstep_sound = true,
spawn_check = spawn_check,
walk_velocity = .8, walk_velocity = .8,
run_velocity = 2.6, run_velocity = 2.6,
pathfinding = 1, pathfinding = 1,

View File

@ -27,7 +27,7 @@ mcl_mobs.register_mob("mobs_mc:polar_bear", {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 2.6, bone_eye_height = 2.6,
head_eye_height = 1, head_eye_height = 1,
horizontal_head_height = 0, horrizonatal_head_height = 0,
curiosity = 20, curiosity = 20,
head_yaw="z", head_yaw="z",
visual_size = {x=3.0, y=3.0}, visual_size = {x=3.0, y=3.0},

View File

@ -18,7 +18,7 @@ local rabbit = {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 2, bone_eye_height = 2,
head_eye_height = 0.5, head_eye_height = 0.5,
horizontal_head_height = -.3, horrizonatal_head_height = -.3,
curiosity = 20, curiosity = 20,
head_yaw="z", head_yaw="z",
visual = "mesh", visual = "mesh",

View File

@ -67,7 +67,7 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 3.3, bone_eye_height = 3.3,
head_eye_height = 1.1, head_eye_height = 1.1,
horizontal_head_height=-.7, horrizonatal_head_height=-.7,
curiosity = 6, curiosity = 6,
head_yaw="z", head_yaw="z",
visual = "mesh", visual = "mesh",
@ -111,7 +111,7 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
run_start = 81, run_end = 121, run_speed = 60, run_start = 81, run_end = 121, run_speed = 60,
eat_start = 121, eat_start = 161, eat_loop = false, 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, view_range = 12,
-- Eat grass -- Eat grass

View File

@ -35,7 +35,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
type = "monster", type = "monster",
spawn_class = "hostile", spawn_class = "hostile",
attack_type = "shoot", attack_type = "shoot",
shoot_interval = 6, shoot_interval = 0.5,
arrow = "mobs_mc:shulkerbullet", arrow = "mobs_mc:shulkerbullet",
shoot_offset = 0.5, shoot_offset = 0.5,
passive = false, passive = false,
@ -43,7 +43,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
hp_max = 30, hp_max = 30,
xp_min = 5, xp_min = 5,
xp_max = 5, xp_max = 5,
armor = 20, armor = 150,
collisionbox = {-0.5, -0.01, -0.5, 0.5, 0.99, 0.5}, collisionbox = {-0.5, -0.01, -0.5, 0.5, 0.99, 0.5},
visual = "mesh", visual = "mesh",
mesh = "mobs_mc_shulker.b3d", mesh = "mobs_mc_shulker.b3d",
@ -51,7 +51,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
-- TODO: sounds -- TODO: sounds
-- TODO: Make shulker dye-able -- TODO: Make shulker dye-able
visual_size = {x=3, y=3}, visual_size = {x=3, y=3},
walk_chance = 10, walk_chance = 0,
knock_back = false, knock_back = false,
jump = false, jump = false,
can_despawn = false, can_despawn = false,
@ -65,19 +65,15 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
looting_factor = 0.0625}, looting_factor = 0.0625},
}, },
animation = { animation = {
stand_speed = 25, walk_speed = 25, run_speed = 50, punch_speed = 25, stand_speed = 25, walk_speed = 0, run_speed = 50, punch_speed = 25,
speed_normal = 25, speed_run = 50, speed_normal = 25, speed_run = 50,
stand_start = 0, stand_end = 25, stand_start = 0, stand_end = 25,
walk_start = 45, walk_end = 65, walk_start = 25, walk_end = 45,
walk_loop = false, run_start = 45, run_end = 85,
run_start = 65, run_end = 85,
run_loop = false,
punch_start = 80, punch_end = 100, punch_start = 80, punch_end = 100,
}, },
view_range = 16, view_range = 16,
fear_height = 0, fear_height = 0,
walk_velocity = 0,
run_velocity = 0,
noyaw = true, noyaw = true,
do_custom = function(self,dtime) do_custom = function(self,dtime)
local pos = self.object:get_pos() local pos = self.object:get_pos()
@ -85,13 +81,12 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
self.object:set_yaw(0) self.object:set_yaw(0)
mcl_mobs:yaw(self, 0, 0, dtime) mcl_mobs:yaw(self, 0, 0, dtime)
end end
if self.state == "walk" or self.state == "stand" then
self.state = "stand"
self:set_animation("stand")
end
if self.state == "attack" then if self.state == "attack" then
self:set_animation("run") self:set_animation("punch")
self.armor = 0
elseif self.state == "stand" then
self.armor = 20
elseif self.state == "walk" or self.state == "run" then
self.armor = 0
end end
self.path.way = false self.path.way = false
self.look_at_players = false self.look_at_players = false
@ -154,9 +149,6 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
end end
end end
end, end,
on_attack = function(self, dtime)
self.shoot_interval = math.random(1, 6)
end,
}) })
-- bullet arrow (weapon) -- bullet arrow (weapon)
@ -164,12 +156,27 @@ mcl_mobs.register_arrow("mobs_mc:shulkerbullet", {
visual = "sprite", visual = "sprite",
visual_size = {x = 0.25, y = 0.25}, visual_size = {x = 0.25, y = 0.25},
textures = {"mobs_mc_shulkerbullet.png"}, textures = {"mobs_mc_shulkerbullet.png"},
velocity = 5, velocity = 6,
homing = true,
hit_player = mcl_mobs.get_arrow_damage_func(4), hit_player = function(self, player)
hit_mob = mcl_mobs.get_arrow_damage_func(4), player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 4},
}, nil)
end,
hit_mob = function(self, mob)
mob:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 4},
}, nil)
end,
hit_node = function(self, pos, node)
end
}) })
mcl_mobs.register_egg("mobs_mc:shulker", S("Shulker"), "#946694", "#4d3852", 0) mcl_mobs.register_egg("mobs_mc:shulker", S("Shulker"), "#946694", "#4d3852", 0)
mcl_mobs:non_spawn_specific("mobs_mc:shulker","overworld",0,minetest.LIGHT_MAX+1) mcl_mobs:non_spawn_specific("mobs_mc:shulker","overworld",0,minetest.LIGHT_MAX+1)
--[[ --[[

View File

@ -4,10 +4,6 @@
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
local function spawn_check(pos, environmental_light, artificial_light, sky_light)
return artificial_light <= 11
end
mcl_mobs.register_mob("mobs_mc:silverfish", { mcl_mobs.register_mob("mobs_mc:silverfish", {
description = S("Silverfish"), description = S("Silverfish"),
type = "monster", type = "monster",
@ -57,7 +53,6 @@ mcl_mobs.register_mob("mobs_mc:silverfish", {
view_range = 16, view_range = 16,
attack_type = "dogfight", attack_type = "dogfight",
damage = 1, damage = 1,
spawn_check = spawn_check,
}) })
mcl_mobs.register_egg("mobs_mc:silverfish", S("Silverfish"), "#6d6d6d", "#313131", 0) mcl_mobs.register_egg("mobs_mc:silverfish", S("Silverfish"), "#6d6d6d", "#313131", 0)

View File

@ -96,11 +96,6 @@ mcl_mobs.register_mob("mobs_mc:witherskeleton", {
fear_height = 4, fear_height = 4,
harmed_by_heal = true, harmed_by_heal = true,
fire_resistant = true, fire_resistant = true,
dealt_effect = {
name = "withering",
factor = 1,
dur = 10,
},
}) })
--spawn --spawn

View File

@ -161,18 +161,6 @@ local spawn_children_on_die = function(child_mob, spawn_distance, eject_speed)
end end
end end
local swamp_light_max = 7
local function slime_spawn_check(pos, environmental_light, artificial_light, sky_light)
local maxlight = swamp_light_max
if is_slime_chunk(pos) then
maxlight = minetest.LIGHT_MAX + 1
end
return artificial_light <= maxlight
end
-- Slime -- Slime
local slime_big = { local slime_big = {
description = S("Slime"), description = S("Slime"),
@ -183,7 +171,7 @@ local slime_big = {
hp_max = 16, hp_max = 16,
xp_min = 4, xp_min = 4,
xp_max = 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}, visual_size = {x=12.5, y=12.5},
textures = {{"mobs_mc_slime.png", "mobs_mc_slime.png"}}, textures = {{"mobs_mc_slime.png", "mobs_mc_slime.png"}},
visual = "mesh", visual = "mesh",
@ -197,7 +185,7 @@ local slime_big = {
distance = 16, distance = 16,
}, },
damage = 4, damage = 4,
reach = 2.5, reach = 3,
armor = 100, armor = 100,
drops = {}, drops = {},
-- TODO: Fix animations -- TODO: Fix animations
@ -225,7 +213,6 @@ local slime_big = {
spawn_small_alternative = "mobs_mc:slime_small", spawn_small_alternative = "mobs_mc:slime_small",
on_die = spawn_children_on_die("mobs_mc:slime_small", 1.0, 1.5), on_die = spawn_children_on_die("mobs_mc:slime_small", 1.0, 1.5),
use_texture_alpha = true, use_texture_alpha = true,
spawn_check = slime_spawn_check,
} }
mcl_mobs.register_mob("mobs_mc:slime_big", slime_big) mcl_mobs.register_mob("mobs_mc:slime_big", slime_big)
@ -235,10 +222,10 @@ slime_small.hp_min = 4
slime_small.hp_max = 4 slime_small.hp_max = 4
slime_small.xp_min = 2 slime_small.xp_min = 2
slime_small.xp_max = 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.visual_size = {x=6.25, y=6.25}
slime_small.damage = 3 slime_small.damage = 3
slime_small.reach = 2.25 slime_small.reach = 2.75
slime_small.walk_velocity = 1.8 slime_small.walk_velocity = 1.8
slime_small.run_velocity = 1.8 slime_small.run_velocity = 1.8
slime_small.jump_height = 4.3 slime_small.jump_height = 4.3
@ -252,10 +239,10 @@ slime_tiny.hp_min = 1
slime_tiny.hp_max = 1 slime_tiny.hp_max = 1
slime_tiny.xp_min = 1 slime_tiny.xp_min = 1
slime_tiny.xp_max = 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.visual_size = {x=3.125, y=3.125}
slime_tiny.damage = 1 slime_tiny.damage = 0
slime_tiny.reach = 2 slime_tiny.reach = 2.5
slime_tiny.drops = { slime_tiny.drops = {
-- slimeball -- slimeball
{name = "mcl_mobitems:slimeball", {name = "mcl_mobitems:slimeball",
@ -310,6 +297,7 @@ local cave_min = mcl_vars.mg_overworld_min
local cave_max = water_level - 23 local cave_max = water_level - 23
local swampy_biomes = {"Swampland", "MangroveSwamp"} local swampy_biomes = {"Swampland", "MangroveSwamp"}
local swamp_light_max = 7
local swamp_min = water_level local swamp_min = water_level
local swamp_max = water_level + 27 local swamp_max = water_level + 27
@ -403,7 +391,7 @@ local magma_cube_big = {
hp_max = 16, hp_max = 16,
xp_min = 4, xp_min = 4,
xp_max = 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}, visual_size = {x=12.5, y=12.5},
textures = {{ "mobs_mc_magmacube.png", "mobs_mc_magmacube.png" }}, textures = {{ "mobs_mc_magmacube.png", "mobs_mc_magmacube.png" }},
visual = "mesh", visual = "mesh",
@ -418,7 +406,7 @@ local magma_cube_big = {
walk_velocity = 2.5, walk_velocity = 2.5,
run_velocity = 2.5, run_velocity = 2.5,
damage = 6, damage = 6,
reach = 2.35, reach = 3,
armor = 53, armor = 53,
drops = { drops = {
{name = "mcl_mobitems:magma_cream", {name = "mcl_mobitems:magma_cream",
@ -463,10 +451,10 @@ magma_cube_small.hp_min = 4
magma_cube_small.hp_max = 4 magma_cube_small.hp_max = 4
magma_cube_small.xp_min = 2 magma_cube_small.xp_min = 2
magma_cube_small.xp_max = 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.visual_size = {x=6.25, y=6.25}
magma_cube_small.damage = 3 magma_cube_small.damage = 3
magma_cube_small.reach = 2.1 magma_cube_small.reach = 2.75
magma_cube_small.walk_velocity = .8 magma_cube_small.walk_velocity = .8
magma_cube_small.run_velocity = 2.0 magma_cube_small.run_velocity = 2.0
magma_cube_small.jump_height = 6 magma_cube_small.jump_height = 6
@ -485,13 +473,13 @@ magma_cube_tiny.hp_min = 1
magma_cube_tiny.hp_max = 1 magma_cube_tiny.hp_max = 1
magma_cube_tiny.xp_min = 1 magma_cube_tiny.xp_min = 1
magma_cube_tiny.xp_max = 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.visual_size = {x=3.125, y=3.125}
magma_cube_tiny.walk_velocity = 1.02 magma_cube_tiny.walk_velocity = 1.02
magma_cube_tiny.run_velocity = 1.02 magma_cube_tiny.run_velocity = 1.02
magma_cube_tiny.jump_height = 4 magma_cube_tiny.jump_height = 4
magma_cube_tiny.damage = 3 magma_cube_tiny.damage = 3
magma_cube_tiny.reach = 2 magma_cube_tiny.reach = 2.5
magma_cube_tiny.armor = 50 magma_cube_tiny.armor = 50
magma_cube_tiny.drops = {} magma_cube_tiny.drops = {}
magma_cube_tiny.spawn_small_alternative = nil magma_cube_tiny.spawn_small_alternative = nil

View File

@ -114,7 +114,9 @@ mcl_mobs.register_mob("mobs_mc:spider", spider)
local cave_spider = table.copy(spider) local cave_spider = table.copy(spider)
cave_spider.description = S("Cave Spider") cave_spider.description = S("Cave Spider")
cave_spider.textures = { {"mobs_mc_cave_spider.png^(mobs_mc_spider_eyes.png^[makealpha:0,0,0)"} } cave_spider.textures = { {"mobs_mc_cave_spider.png^(mobs_mc_spider_eyes.png^[makealpha:0,0,0)"} }
cave_spider.damage = 2 -- TODO: Poison damage
-- TODO: Revert damage to 2
cave_spider.damage = 3 -- damage increased to undo non-existing poison
cave_spider.hp_min = 1 cave_spider.hp_min = 1
cave_spider.hp_max = 12 cave_spider.hp_max = 12
cave_spider.collisionbox = {-0.35, -0.01, -0.35, 0.35, 0.46, 0.35} cave_spider.collisionbox = {-0.35, -0.01, -0.35, 0.35, 0.46, 0.35}
@ -136,11 +138,6 @@ cave_spider.walk_velocity = 1.3
cave_spider.run_velocity = 3.2 cave_spider.run_velocity = 3.2
cave_spider.sounds = table.copy(spider.sounds) cave_spider.sounds = table.copy(spider.sounds)
cave_spider.sounds.base_pitch = 1.25 cave_spider.sounds.base_pitch = 1.25
cave_spider.dealt_effect = {
name = "poison",
factor = 2.5,
dur = 7,
}
mcl_mobs.register_mob("mobs_mc:cave_spider", cave_spider) mcl_mobs.register_mob("mobs_mc:cave_spider", cave_spider)

View File

@ -37,7 +37,6 @@ mcl_mobs.register_mob("mobs_mc:vex", {
walk_velocity = 3.2, walk_velocity = 3.2,
run_velocity = 5.9, run_velocity = 5.9,
attack_type = "dogfight", attack_type = "dogfight",
attack_frequency = 2,
sounds = { sounds = {
-- TODO: random -- TODO: random
death = "mobs_mc_vex_death", death = "mobs_mc_vex_death",
@ -64,13 +63,10 @@ mcl_mobs.register_mob("mobs_mc:vex", {
self.object:set_properties({textures=self.base_texture}) self.object:set_properties({textures=self.base_texture})
end end
else else
if self.base_texture[2] == "mobs_mc_vex_charging.png" then
self.base_texture[2] = "mobs_mc_vex.png"
end
if self.base_texture[1] ~= "default_tool_steelsword.png" then if self.base_texture[1] ~= "default_tool_steelsword.png" then
self.base_texture[1] = "default_tool_steelsword.png" self.base_texture[1] = "default_tool_steelsword.png"
self.object:set_properties({textures=self.base_texture})
end end
self.object:set_properties({textures=self.base_texture})
end end
-- Take constant damage if the vex' life clock ran out -- Take constant damage if the vex' life clock ran out

View File

@ -1941,7 +1941,6 @@ local trade_inventory = {
if not wanted2:is_empty() then if not wanted2:is_empty() then
inv:remove_item("input", inv:get_stack("wanted", 2)) inv:remove_item("input", inv:get_stack("wanted", 2))
end end
local name = player:get_player_name()
local trader = player_trading_with[name] local trader = player_trading_with[name]
minetest.sound_play("mobs_mc_villager_accept", {to_player = player:get_player_name(),object=trader.object}, true) minetest.sound_play("mobs_mc_villager_accept", {to_player = player:get_player_name(),object=trader.object}, true)
end end

View File

@ -42,7 +42,6 @@ mcl_mobs.register_mob("mobs_mc:evoker", {
run_velocity = 1.4, run_velocity = 1.4,
group_attack = true, group_attack = true,
attack_type = "dogfight", attack_type = "dogfight",
attack_frequency = 15,
-- Summon vexes -- Summon vexes
custom_attack = function(self, to_attack) custom_attack = function(self, to_attack)
if not spawned_vexes[self] then spawned_vexes[self] = {} end if not spawned_vexes[self] then spawned_vexes[self] = {} end
@ -65,6 +64,7 @@ mcl_mobs.register_mob("mobs_mc:evoker", {
table.insert(spawned_vexes[self],ent) table.insert(spawned_vexes[self],ent)
end end
end, end,
shoot_interval = 15,
passive = false, passive = false,
drops = { drops = {
{name = "mcl_core:emerald", {name = "mcl_core:emerald",
@ -86,11 +86,6 @@ mcl_mobs.register_mob("mobs_mc:evoker", {
}, },
view_range = 16, view_range = 16,
fear_height = 4, fear_height = 4,
on_spawn = function(self)
self.timer = 15
return true
end,
}) })
-- spawn eggs -- spawn eggs

View File

@ -70,11 +70,6 @@ mcl_mobs.register_mob("mobs_mc:witch", {
}, },
view_range = 16, view_range = 16,
fear_height = 4, fear_height = 4,
deal_damage = function(self, damage, mcl_reason)
local factor = 1
if mcl_reason.type == "magic" then factor = 0.15 end
self.health = self.health - factor*damage
end,
}) })
-- potion projectile (EXPERIMENTAL) -- potion projectile (EXPERIMENTAL)

View File

@ -1,72 +1,14 @@
--MCmobs v0.4 --MCmobs v0.4
--maikerumine --maikerumine
--updated by Herowl
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
local mobs_griefing = minetest.settings:get_bool("mobs_griefing", true)
local follow_spawner = minetest.settings:get_bool("wither_follow_spawner", false)
local w_strafes = minetest.settings:get_bool("wither_strafes", true)
local anti_troll = minetest.settings:get_bool("wither_anti_troll_measures", false)
local WITHER_INIT_BOOM = 7
local WITHER_MELEE_COOLDOWN = 3
local function atan(x)
if not x or x ~= x then
return 0
else
return math.atan(x)
end
end
--################### --###################
--################### WITHER --################### WITHER
--################### --###################
local function wither_unstuck(self)
local pos = self.object:get_pos()
if mobs_griefing then -- destroy blocks very nearby (basically, colliding with)
local col = self.collisionbox
local pos1 = vector.offset(pos, col[1], col[2], col[3])
local pos2 = vector.offset(pos, col[4], col[5], col[6])
for z = pos1.z, pos2.z do for y = pos1.y, pos2.y do for x = pos1.x, pos2.x do
local npos = vector.new(x,y,z)
local name = minetest.get_node(npos).name
if name ~= "air" then
local ndef = minetest.registered_nodes[name]
if ndef and ndef._mcl_hardness and ndef._mcl_hardness >= 0 then
local drops = minetest.get_node_drops(name, "")
if minetest.dig_node(npos) then
for _, item in ipairs(drops) do
if type(item) ~= "string" then
item = item:get_name() .. item:get_count()
end
minetest.add_item(npos, item)
end
end
end
end
end end end
end
mcl_mobs.mob_class.safe_boom(self, pos, 2)
end
local function get_dim_relative_y(pos)
if (pos.y >= mcl_vars.mg_realm_barrier_overworld_end_max) then
return pos.y
elseif (pos.y <= mcl_vars.mg_nether_max + 200) then
return (pos.y - mcl_vars.mg_nether_min - 20)
else
return (pos.y - mcl_vars.mg_end_min - 50)
end
end
mobs_mc.wither_count_overworld = 0
mobs_mc.wither_count_nether = 0
mobs_mc.wither_count_end = 0
mcl_mobs.register_mob("mobs_mc:wither", { mcl_mobs.register_mob("mobs_mc:wither", {
description = S("Wither"), description = S("Wither"),
type = "monster", type = "monster",
@ -84,11 +26,11 @@ mcl_mobs.register_mob("mobs_mc:wither", {
{"mobs_mc_wither.png"}, {"mobs_mc_wither.png"},
}, },
visual_size = {x=4, y=4}, visual_size = {x=4, y=4},
view_range = 50, makes_footstep_sound = true,
view_range = 16,
fear_height = 4, fear_height = 4,
walk_velocity = 2, walk_velocity = 2,
run_velocity = 4, run_velocity = 4,
strafes = w_strafes,
sounds = { sounds = {
shoot_attack = "mobs_mc_ender_dragon_shoot", shoot_attack = "mobs_mc_ender_dragon_shoot",
attack = "mobs_mc_ender_dragon_attack", attack = "mobs_mc_ender_dragon_attack",
@ -99,8 +41,9 @@ mcl_mobs.register_mob("mobs_mc:wither", {
jump_height = 10, jump_height = 10,
fly = true, fly = true,
makes_footstep_sound = false, makes_footstep_sound = false,
dogshoot_switch = 1, -- unused dogshoot_switch = 1,
dogshoot_count_max = 1, -- unused dogshoot_count_max = 1,
attack_animals = true,
can_despawn = false, can_despawn = false,
drops = { drops = {
{name = "mcl_mobitems:nether_star", {name = "mcl_mobitems:nether_star",
@ -110,13 +53,13 @@ mcl_mobs.register_mob("mobs_mc:wither", {
}, },
lava_damage = 0, lava_damage = 0,
fire_damage = 0, fire_damage = 0,
attack_type = "custom", attack_type = "dogshoot",
explosion_strength = 8, explosion_strength = 8,
dogshoot_stop = true, dogshoot_stop = true,
arrow = "mobs_mc:wither_skull", arrow = "mobs_mc:wither_skull",
reach = 5, reach = 5,
shoot_interval = 1, shoot_interval = 0.5,
shoot_offset = -0.5, shoot_offset = -1,
animation = { animation = {
walk_speed = 12, run_speed = 12, stand_speed = 12, walk_speed = 12, run_speed = 12, stand_speed = 12,
stand_start = 0, stand_end = 20, stand_start = 0, stand_end = 20,
@ -124,377 +67,57 @@ mcl_mobs.register_mob("mobs_mc:wither", {
run_start = 0, run_end = 20, run_start = 0, run_end = 20,
}, },
harmed_by_heal = true, harmed_by_heal = true,
is_boss = true, do_custom = function(self)
extra_hostile = true,
attack_exception = function(p)
local ent = p:get_luaentity()
if p:is_player() then return false end
if not ent or not ent.is_mob or ent.harmed_by_heal or string.find(ent.name, "ghast") then return true
else return false end
end,
do_custom = function(self, dtime)
if self._spawning then
-- "loading" bar while spawning
if not self._spw_max then self._spw_max = self._spawning end
self._spawning = self._spawning - dtime
local bardef = {
color = "dark_purple",
text = "Wither spawning",
percentage = math.floor((self._spw_max - self._spawning) / self._spw_max * 100),
}
local pos = self.object:get_pos()
for _, player in pairs(minetest.get_connected_players()) do
local d = vector.distance(pos, player:get_pos())
if d <= 80 then
mcl_bossbars.add_bar(player, bardef, true, d)
end
end
-- turn around and flash while spawning
self.object:set_yaw(self._spawning*10)
local factor = math.floor((math.sin(self._spawning*10)+1.5) * 85)
local str = minetest.colorspec_to_colorstring({r=factor, g=factor, b=factor})
self.object:set_texture_mod("^[brighten^[multiply:"..str)
-- when fully spawned, explode
if self._spawning <= 0 then
if mobs_griefing and not minetest.is_protected(pos, "") then
mcl_explosions.explode(pos, WITHER_INIT_BOOM, { drop_chance = 1.0 }, self.object)
else
mcl_mobs.mob_class.safe_boom(self, pos, WITHER_INIT_BOOM)
end
self.object:set_texture_mod("")
self._spawning = nil
self._spw_max = nil
else
return false
end
end
-- passive regeneration
self._custom_timer = self._custom_timer + dtime
if self._custom_timer > 1 then
self.health = math.min(self.health + 1, self.hp_max)
self._custom_timer = self._custom_timer - 1
end
-- anti-troll measures
if anti_troll then
if self._spawner then
local spawner = minetest.get_player_by_name(self._spawner)
if follow_spawner and spawner then
self._death_timer = 0
local pos = self.object:get_pos()
local spw = spawner:get_pos()
local dist = vector.distance(pos, spw)
if dist > 60 then -- teleport to the player who spawned the wither
local R = 10
pos.x = spw.x + math.random(-R, R)
pos.y = spw.y + math.random(-R, R)
pos.z = spw.z + math.random(-R, R)
self.object:set_pos(pos)
end
else -- despawn automatically after set time
-- HP changes impact timer: taking damage sets it back
self._death_timer = self._death_timer + self.health - self._health_old
if self.health == self._health_old then self._death_timer = self._death_timer + dtime end
if self._death_timer > 100 then
self.object:remove()
return false
end
self._health_old = self.health
end
end
-- count withers per dimension
local dim = mcl_worlds.pos_to_dimension(self.object:get_pos())
if dim == "overworld" then mobs_mc.wither_count_overworld = mobs_mc.wither_count_overworld + 1
elseif dim == "nether" then mobs_mc.wither_count_nether = mobs_mc.wither_count_nether + 1
elseif dim == "end" then mobs_mc.wither_count_end = mobs_mc.wither_count_end + 1 end
end
-- update things dependent on HP
local rand_factor
if self.health < (self.hp_max / 2) then if self.health < (self.hp_max / 2) then
self.base_texture = "mobs_mc_wither_half_health.png" self.base_texture = "mobs_mc_wither_half_health.png"
self.fly = false self.fly = false
self._arrow_resistant = true self.object:set_properties({textures={self.base_texture}})
rand_factor = 3 self.armor = {undead = 80, fleshy = 80}
else
self.base_texture = "mobs_mc_wither.png"
self.fly = true
self._arrow_resistant = false
rand_factor = 10
end end
if not self.attack then
local y = get_dim_relative_y(self.object:get_pos())
if y > 0 then
self.fly = false
else
self.fly = true
local vel = self.object:get_velocity()
self.object:set_velocity(vector.new(vel.x, self.walk_velocity, vel.z))
end
end
self.object:set_properties({textures={self.base_texture}})
mcl_bossbars.update_boss(self.object, "Wither", "dark_purple") mcl_bossbars.update_boss(self.object, "Wither", "dark_purple")
if math.random(1, rand_factor) < 2 then
self.arrow = "mobs_mc:wither_skull_strong"
else
self.arrow = "mobs_mc:wither_skull"
end
end, end,
attack_state = function(self, dtime)
local s = self.object:get_pos()
local p = self.attack:get_pos() or s
p.y = p.y - .5
s.y = s.y + .5
local dist = vector.distance(p, s)
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local stay_away_from_player = vector.zero()
--strafe back and fourth
--stay away from player so as to shoot them
if dist < self.avoid_distance and self.shooter_avoid_enemy then
self:set_animation( "shoot")
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
end
if self.fly then
local vel = self.object:get_velocity()
local diff = s.y - p.y
local FLY_FACTOR = self.walk_velocity
if diff < 10 then
self.object:set_velocity({x=vel.x, y= FLY_FACTOR, z=vel.z})
elseif diff > 15 then
self.object:set_velocity({x=vel.x, y=-FLY_FACTOR, z=vel.z})
end
for i=1, 15 do
if minetest.get_node(vector.offset(s, 0, -i, 0)).name ~= "air" then
self.object:set_velocity({x=vel.x, y= FLY_FACTOR, z=vel.z})
break
elseif minetest.get_node(vector.offset(s, 0, i, 0)).name ~= "air" then
self.object:set_velocity({x=vel.x, y=-FLY_FACTOR/i, z=vel.z})
break
end
end
end
if self.strafes then
if not self.strafe_direction then
self.strafe_direction = 1.57
end
if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1
end
local dir = vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction)
local dir2 = vector.multiply(dir, 0.3 * self.walk_velocity)
if dir2 and stay_away_from_player then
self.acc = vector.add(dir2, stay_away_from_player)
end
else
self:set_velocity(0)
end
if dist > 30 then self.acc = vector.add(self.acc, vector.direction(s, p)*0.01) end
local side_cor = vector.new(0.7*math.cos(yaw), 0, 0.7*math.sin(yaw))
local m = self.object:get_pos() -- position of the middle head
local sr = self.object:get_pos() + side_cor -- position of side right head
local sl = self.object:get_pos() - side_cor -- position of side left head
-- height corrections
m.y = m.y + self.collisionbox[5]
sr.y = sr.y + self.collisionbox[5] - 0.3
sl.y = sl.y + self.collisionbox[5] - 0.3
local rand_pos = math.random(1,3)
if rand_pos == 1 then m = sr
elseif rand_pos == 2 then m = sl end
-- melee attack
if not self._melee_timer then
self._melee_timer = 0
end
if self._melee_timer < WITHER_MELEE_COOLDOWN then
self._melee_timer = self._melee_timer + dtime
else
self._melee_timer = 0
local pos = table.copy(s)
pos.y = pos.y + 2
local objs = minetest.get_objects_inside_radius(pos, self.reach)
local obj_pos, dist
local hit_some = false
for n = 1, #objs do
objs[n]:punch(objs[n], 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 4},
}, pos)
local ent = objs[n]:get_luaentity()
if objs[n]:is_player() or (ent and ent ~= self and (not ent._shooter or ent._shooter ~= self)) then
mcl_util.deal_damage(objs[n], 8, {type = "magic"})
hit_some = true
end
mcl_mobs.effect_functions["withering"](objs[n], 0.5, 10)
end
if hit_some then
mcl_mobs.effect(pos, 32, "mcl_particles_soul_fire_flame.png", 5, 10, self.reach, 1, 0)
end
end
if dist < self.reach then
self.shoot_interval = 3
else
self.shoot_interval = 1
end
if self.shoot_interval
and self.timer > self.shoot_interval
and not minetest.raycast(vector.add(m, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
and math.random(1, 100) <= 60 then
self.timer = 0
self:set_animation( "shoot")
-- play shoot attack sound
self:mob_sound("shoot_attack")
-- Shoot arrow
if minetest.registered_entities[self.arrow] then
local arrow, ent
local v = 1
if not self.shoot_arrow then
self.firing = true
minetest.after(1, function()
self.firing = false
end)
arrow = minetest.add_entity(m, self.arrow)
ent = arrow:get_luaentity()
if ent.velocity then
v = ent.velocity
end
ent.switch = 1
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
-- important for mcl_shields
ent._shooter = self.object
ent._saved_shooter_pos = self.object:get_pos()
end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
-- offset makes shoot aim accurate
vec.y = vec.y + self.shoot_offset
vec.x = vec.x * (v / amount)
vec.y = vec.y * (v / amount)
vec.z = vec.z * (v / amount)
if self.shoot_arrow then
vec = vector.normalize(vec)
self:shoot_arrow(m, vec)
else
arrow:set_velocity(vec)
end
end
end
end,
do_punch = function(self, hitter, tflp, tool_capabilities, dir)
if self._spawning or hitter == self.object then return false end
local ent = hitter:get_luaentity()
if ent and self._arrow_resistant and (string.find(ent.name, "arrow") or string.find(ent.name, "rocket")) then return false end
wither_unstuck(self)
return true
end,
deal_damage = function(self, damage, mcl_reason)
if self._spawning then return end
if self._arrow_resistant and mcl_reason.type == "magic" then return end
wither_unstuck(self)
self.health = self.health - damage
end,
on_spawn = function(self) on_spawn = function(self)
minetest.sound_play("mobs_mc_wither_spawn", {object=self.object, gain=1.0, max_hear_distance=64}) minetest.sound_play("mobs_mc_wither_spawn", {object=self.object, gain=1.0, max_hear_distance=64})
self._custom_timer = 0.0
self._death_timer = 0.0
self._health_old = self.hp_max
self._spawning = 10
return true
end, end,
}) })
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local wither_rose_soil = { "group:grass_block", "mcl_core:dirt", "mcl_core:coarse_dirt", "mcl_nether:netherrack", "group:soul_block", "mcl_mud:mud", "mcl_moss:moss" } local wither_rose_soil = { "group:grass_block", "mcl_core:dirt", "mcl_core:coarse_dirt", "mcl_nether:netherrack", "group:soul_block", "mcl_mud:mud", "mcl_moss:moss" }
local function spawn_wither_rose(obj)
local n = minetest.find_node_near(obj:get_pos(),2,wither_rose_soil)
if n then
local p = vector.offset(n,0,1,0)
if minetest.get_node(p).name == "air" then
if not ( mobs_griefing and minetest.place_node(p,{name="mcl_flowers:wither_rose"}) ) then
minetest.add_item(p,"mcl_flowers:wither_rose")
end
end
end
end
mcl_mobs.register_arrow("mobs_mc:wither_skull", { mcl_mobs.register_arrow("mobs_mc:wither_skull", {
visual = "cube", visual = "sprite",
visual_size = {x = 0.3, y = 0.3}, visual_size = {x = 0.75, y = 0.75},
textures = { -- TODO: 3D projectile, replace tetxture
"mobs_mc_wither_projectile.png^[verticalframe:6:0", -- top textures = {"mobs_mc_TEMP_wither_projectile.png"},
"mobs_mc_wither_projectile.png^[verticalframe:6:1", -- bottom velocity = 6,
"mobs_mc_wither_projectile.png^[verticalframe:6:2", -- left
"mobs_mc_wither_projectile.png^[verticalframe:6:3", -- right
"mobs_mc_wither_projectile.png^[verticalframe:6:4", -- back
"mobs_mc_wither_projectile.png^[verticalframe:6:5", -- front
},
velocity = 7,
rotate = 90,
_lifetime = 350,
on_punch = function(self) end,
-- direct hit -- direct hit
hit_player = function(self, player) hit_player = function(self, player)
local pos = vector.new(self.object:get_pos())
mcl_mobs.effect_functions["withering"](player, 0.5, 10)
player:punch(self.object, 1.0, { player:punch(self.object, 1.0, {
full_punch_interval = 0.5, full_punch_interval = 0.5,
damage_groups = {fleshy = 8}, damage_groups = {fleshy = 8},
}, nil) }, nil)
mcl_mobs.mob_class.boom(self, pos, 1) mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1)
if player:get_hp() <= 0 then
local shooter = self._shooter:get_luaentity()
if shooter then shooter.health = shooter.health + 5 end
spawn_wither_rose(player)
end
end, end,
hit_mob = function(self, mob) hit_mob = function(self, mob)
local pos = vector.new(self.object:get_pos())
mcl_mobs.effect_functions["withering"](mob, 0.5, 10)
mob:punch(self.object, 1.0, { mob:punch(self.object, 1.0, {
full_punch_interval = 0.5, full_punch_interval = 0.5,
damage_groups = {fleshy = 8}, damage_groups = {fleshy = 8},
}, nil) }, nil)
mcl_mobs.mob_class.boom(self, pos, 1) mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1)
local l = mob:get_luaentity() local l = mob:get_luaentity()
if l and l.health - 8 <= 0 then if l and l.health - 8 <= 0 then
local shooter = self._shooter:get_luaentity() local n = minetest.find_node_near(mob:get_pos(),2,wither_rose_soil)
if shooter then shooter.health = shooter.health + 5 end if n then
spawn_wither_rose(mob) local p = vector.offset(n,0,1,0)
if minetest.get_node(p).name == "air" then
if not ( mobs_griefing and minetest.place_node(p,{name="mcl_flowers:wither_rose"}) ) then
minetest.add_item(p,"mcl_flowers:wither_rose")
end
end
end
end end
end, end,
@ -503,75 +126,10 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull", {
mcl_mobs.mob_class.boom(self,pos, 1) mcl_mobs.mob_class.boom(self,pos, 1)
end end
}) })
mcl_mobs.register_arrow("mobs_mc:wither_skull_strong", { -- TODO: Add blue wither skull
visual = "cube",
visual_size = {x = 0.35, y = 0.35},
textures = {
"mobs_mc_wither_projectile_strong.png^[verticalframe:6:0", -- top
"mobs_mc_wither_projectile_strong.png^[verticalframe:6:1", -- bottom
"mobs_mc_wither_projectile_strong.png^[verticalframe:6:2", -- left
"mobs_mc_wither_projectile_strong.png^[verticalframe:6:3", -- right
"mobs_mc_wither_projectile_strong.png^[verticalframe:6:4", -- back
"mobs_mc_wither_projectile_strong.png^[verticalframe:6:5", -- front
},
velocity = 4,
rotate = 90,
_lifetime = 500,
on_punch = function(self) end,
-- direct hit
hit_player = function(self, player)
local pos = vector.new(self.object:get_pos())
mcl_mobs.effect_functions["withering"](player, 0.5, 10)
player:punch(self.object, 1.0, {
full_punch_interval = 0.5,
damage_groups = {fleshy = 12},
}, nil)
if mobs_griefing and not minetest.is_protected(pos, "") then
mcl_explosions.explode(pos, 1, { drop_chance = 1.0, max_blast_resistance = 0, }, self.object)
else
mcl_mobs.mob_class.safe_boom(self, pos, 1) --need to call it this way bc self is the "arrow" object here
end
if player:get_hp() <= 0 then
local shooter = self._shooter:get_luaentity()
if shooter then shooter.health = shooter.health + 5 end
spawn_wither_rose(player)
end
end,
hit_mob = function(self, mob)
local pos = vector.new(self.object:get_pos())
mcl_mobs.effect_functions["withering"](mob, 0.5, 10)
mob:punch(self.object, 1.0, {
full_punch_interval = 0.5,
damage_groups = {fleshy = 12},
}, nil)
if mobs_griefing and not minetest.is_protected(pos, "") then
mcl_explosions.explode(pos, 1, { drop_chance = 1.0, max_blast_resistance = 0, }, self.object)
else
mcl_mobs.mob_class.safe_boom(self, pos, 1) --need to call it this way bc self is the "arrow" object here
end
local l = mob:get_luaentity()
if l and l.health - 8 <= 0 then
local shooter = self._shooter:get_luaentity()
if shooter then shooter.health = shooter.health + 5 end
spawn_wither_rose(mob)
end
end,
-- node hit, explode
hit_node = function(self, pos, node)
if mobs_griefing and not minetest.is_protected(pos, "") then
mcl_explosions.explode(pos, 1, { drop_chance = 1.0, max_blast_resistance = 0, }, self.object)
else
mcl_mobs.mob_class.safe_boom(self, pos, 1) --need to call it this way bc self is the "arrow" object here
end
end
})
--Spawn egg --Spawn egg
mcl_mobs.register_egg("mobs_mc:wither", S("Wither"), "#4f4f4f", "#4f4f4f", 0, true) mcl_mobs.register_egg("mobs_mc:wither", S("Wither"), "#4f4f4f", "#4f4f4f", 0, true)
mcl_wip.register_wip_item("mobs_mc:wither") mcl_wip.register_wip_item("mobs_mc:wither")
mcl_mobs:non_spawn_specific("mobs_mc:wither","overworld",0,minetest.LIGHT_MAX+1) mcl_mobs:non_spawn_specific("mobs_mc:wither","overworld",0,minetest.LIGHT_MAX+1)

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@ -29,7 +29,7 @@ local wolf = {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 3.5, bone_eye_height = 3.5,
head_eye_height = 1.1, head_eye_height = 1.1,
horizontal_head_height=0, horrizonatal_head_height=0,
curiosity = 3, curiosity = 3,
head_yaw="z", head_yaw="z",
sounds = { sounds = {

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@ -1,3 +1,4 @@
# textdomain: lightning # textdomain: lightning
Let lightning strike at the specified position or player.No parameter will strike yourself.=Deje que un rayo golpee en la posición especificada o jugador.Ningún parámetro le golpeará a usted mismo. @1 was struck by lightning.=@ 1 fue alcanzado por un rayo.
Let lightning strike at the specified position or yourself=Deje que un rayo golpee en la posición especificada o sobre usted mismo.
No position specified and unknown player=Ninguna posición especificada y jugador desconocido No position specified and unknown player=Ninguna posición especificada y jugador desconocido

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@ -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

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@ -1,2 +0,0 @@
# textdomain: mcl_raids
Ominous Banner=Bannière de mauvais augure

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

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@ -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.

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@ -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)

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@ -120,13 +120,12 @@ mcl_weather.skycolor = {
override_day_night_ratio = function(player, ratio) override_day_night_ratio = function(player, ratio)
local meta = player:get_meta() local meta = player:get_meta()
local has_night_vision = meta:get_int("night_vision") == 1 local has_night_vision = meta:get_int("night_vision") == 1
local is_visited_shepherd = meta:get_int("mcl_shepherd:special") == 1
local arg local arg
-- Apply night vision only for dark sky -- 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 is_dark = minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none"
local pos = player:get_pos() local pos = player:get_pos()
local dim = mcl_worlds.pos_to_dimension(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 if ratio == nil then
arg = NIGHT_VISION_RATIO arg = NIGHT_VISION_RATIO
else else

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@ -53,8 +53,8 @@ Range: 4=Range: 4
Rating @1=Classificação @1 Rating @1=Classificação @1
# @1 is minimal rating, @2 is maximum rating # @1 is minimal rating, @2 is maximum rating
Rating @1-@2=Classificação @1-@2 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 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 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, 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 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. 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 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 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 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 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 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. 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=nível 0
level 0-@1=nivel 0-@1 level 0-@1=nivel 0-@1
unknown=desconhecido unknown=desconhecido
Unknown item (@1)=Item desconhecido (@1) Unknown item (@1)=Item desconhecido
• @1: @2= • @1: @2=
• @1: @2 HP= • @1: @2 HP=
• @1: @2, @3= • @1: @2, @3=

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@ -10,12 +10,12 @@
# Itemname (ca. 25%) # Itemname (ca. 25%)
@1 (ca. @2%)= @1 (ca. @2%)=
# List separator (e.g. “one, two, three”) # List separator (e.g. “one, two, three”)
, =, , =,
# Final list separator (e.g. “One, two and three”) # Final list separator (e.g. “One, two and three”)
and = e and = e
1 second=1 segundo 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. 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 Blocks=Blocos
Building another block at this block will place it inside and replace it.=Construir outro bloco nesse bloco vai subistitui-lo. 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. 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= • @1: @2, @3=
• Flowing range: @1= • Flowing range: @1=
• No flowing= • No flowing=
• Not renewable=• Não renovável • Not renewable=
• Renewable=• Renovável • Renewable=
• Viscosity: @1=• Viscosidade: @1 • Viscosity: @1=
Itemstring: "@1"= Itemstring: "@1"=
Durability: @1 uses=Durabilidade: @1 usos Durability: @1 uses=
Durability: @1=Durabilidade: @1 Durability: @1=
Mining durability:= Mining durability:=
• @1, level @2: @3 uses= • @1, level @2: @3 uses=
• @1, level @2: Unlimited= • @1, level @2: Unlimited=

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@ -774,7 +774,7 @@ local function search(data)
for i = 1, #data.items_raw do for i = 1, #data.items_raw do
local item = data.items_raw[i] local item = data.items_raw[i]
local def = reg_items[item] local def = reg_items[item]
local desc = string.lower(M.get_translated_string(data.lang_code, def.description)) local desc = lower(def.description)
local search_in = item .. desc local search_in = item .. desc
local to_add local to_add
@ -838,7 +838,6 @@ local function init_data(name)
iX = sfinv_only and 8 or DEFAULT_SIZE, iX = sfinv_only and 8 or DEFAULT_SIZE,
items = init_items, items = init_items,
items_raw = init_items, items_raw = init_items,
lang_code = M.get_player_information(name).lang_code or 'en',
} }
end end

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@ -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

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@ -2,7 +2,6 @@
Water can flow into this block and cause it to drop as an item.= Water can flow into this block and cause it to drop as an item.=
This block can be turned into dirt with a hoe.= This block can be turned into dirt with a hoe.=
This block can be turned into farmland with a hoe.= This block can be turned into farmland with a hoe.=
This block can be turned into grass path with a shovel.=
This block acts as a soil for all saplings.= This block acts as a soil for all saplings.=
This block acts as a soil for some saplings.= This block acts as a soil for some saplings.=
Sugar canes will grow on this block.= Sugar canes will grow on this block.=

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@ -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. 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. 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 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=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. 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! 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 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. 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) 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: 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 up, Y increases=• Se salite, Y aumenta
• If you go down, Y decreases=• Se scendete, Y diminuisce • If you go down, Y decreases=• Se scendete, Y diminuisce

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@ -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

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@ -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

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@ -217,9 +217,7 @@ function awards.unlock(name, award)
-- Get award -- Get award
minetest.log("action", name.." has gotten award "..award) minetest.log("action", name.." has gotten award "..award)
if minetest.settings:get_bool("mcl_showAdvancementMessages", true) then minetest.chat_send_all(S("@1 has made the advancement @2", name, minetest.colorize(mcl_colors.GREEN, "[" .. (awdef.title or award) .. "]")))
minetest.chat_send_all(S("@1 has made the advancement @2", name, minetest.colorize(mcl_colors.GREEN, "[" .. (awdef.title or award) .. "]")))
end
data.unlocked[award] = award data.unlocked[award] = award
awards.save() awards.save()

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@ -1,7 +1,7 @@
# textdomain:awards # textdomain:awards
@1: @2=@1: @2 @1: @2=@1: @2
@1 (got)=@1 (erhalten) @1 (got)=@1 (erhalten)
@1s awards:=Auszeichnungen von @1: @1s awards:=Auszeichnungen von @:
(Secret Advancement)=(Geheime Auszeichnung) (Secret Advancement)=(Geheime Auszeichnung)
Achievement gotten!=Auszeichnung erhalten! Achievement gotten!=Auszeichnung erhalten!
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 something in chat.=Schreiben Sie etwas in den Chat.
Write @1 chat messages.=Schreiben Sie @1 Chatnachrichten. Write @1 chat messages.=Schreiben Sie @1 Chatnachrichten.
@1/@2 chat messages=@1/@2 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!

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@ -62,9 +62,3 @@ Advancement “@1” does not exist.=Le progrès «@1» n'existe pas.
Mine a block: @1=Miner un bloc : @1 Mine a block: @1=Miner un bloc : @1
Mine blocks: @1×@2=Miner des blocs : @1×@2 Mine blocks: @1×@2=Miner des blocs : @1×@2
Awards are disabled, enable them first by using /awards enable!=Les récompenses sont désactivées, activez les d'abord en utilisant /awards enable ! Awards are disabled, enable them first by using /awards enable!=Les récompenses sont désactivées, activez les d'abord en utilisant /awards enable !
Goal Completed:=Objectif atteint :
Goal Completed!=Objectif atteint !
Goal Completed: @1=Objectif atteint : @1
Challenge Completed:=Défi relevé :
Challenge Completed!=Défi relevé !
Challenge Completed: @1=Défi relevé : @1

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@ -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

21
mods/HUD/mcl_achievements/init.lua Executable file → Normal file
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@ -431,27 +431,6 @@ awards.register_achievement("mcl:wax_off", {
group = "Husbandry", group = "Husbandry",
}) })
-- Triggered in mcl_smithing_table
awards.register_achievement("mcl:trim", {
title = S("Crafting a New Look"),
description = S("Craft a trimmed armor at a Smithing Table"),
icon = "dune_armor_trim_smithing_template.png",
type = "Advancement",
group = "Adventure",
})
awards.register_achievement("mcl:lots_of_trimming", {
title = S("Smithing with Style"),
description = S("Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder"),
icon = "silence_armor_trim_smithing_template.png",
type = "Advancement",
group = "Adventure",
on_unlock = function(name, awdef)
-- delete json that is no longer needed
minetest.get_player_by_name(name):get_meta():set_string("mcl_smithing_table:achievement_trims", "")
end,
})
-- NON-PC ACHIEVEMENTS (XBox, Pocket Edition, etc.) -- NON-PC ACHIEVEMENTS (XBox, Pocket Edition, etc.)
if non_pc_achievements then if non_pc_achievements then

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@ -51,7 +51,3 @@ Bring Home the Beacon=Den Nachbarn heimleuchten
Use a beacon.=Benutzen Sie ein Leuchtfeuer. Use a beacon.=Benutzen Sie ein Leuchtfeuer.
Beaconator=Leuchtturmwärter Beaconator=Leuchtturmwärter
Use a fully powered beacon.=Benutzen Sie ein vollständiges Leuchtfeuer. Use a fully powered beacon.=Benutzen Sie ein vollständiges Leuchtfeuer.
Crafting a New Look=Ein neues Aussehen
Craft a trimmed armor at a Smithing Table=Versieh ein Rüstungsteil an einem Schmiedetisch mit einem Rüstungsbesatz
Smithing with Style=Schmieden mit Stil
Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder=Wende jede dieser Schmiedevorlagen mindestens einmal an: Turmspitze, Schnauze, Rippe, Warthof, Stille, Plagegeist, Gezeiten und Wegfinder

View File

@ -108,10 +108,7 @@ Put lava in a bucket.=Pon lava en un cubo.
Hero of the Village=Héroe de la aldea Hero of the Village=Héroe de la aldea
Successfully defend a village from a raid=Defiende una aldea de una invasión Successfully defend a village from a raid=Defiende una aldea de una invasión
Voluntary Exile=Exilio voluntario Voluntary Exile=Exilio voluntario
Kill a raid captain. Maybe consider staying away from the local villages for the time being...=Mata al capitán de una invasión. Sería mejor alejarte de las aldeas por un tiempo... Kill a raid captain. Maybe consider staying away from the local villages for the time being...=Mata al capitán de una invasión.
Sería mejor alejarte de las aldeas por un tiempo...
Tactical Fishing=Pesca táctica Tactical Fishing=Pesca táctica
Catch a fish... without a fishing rod!=Atrapa a un pez... ¡sin una caña de pescar! Catch a fish... without a fishing rod!=Atrapa a un pez... ¡sin una caña de pescar!
Crafting a New Look=Forjando una nueva imagen
Craft a trimmed armor at a Smithing Table=Decora una armadura en una mesa de herrería
Smithing with Style=Forjando con estilo
Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder=Aplica estos moldes de herrería al menos una vez: agujas, hocico, costillas, guardián, silencio, vex, mareas, buscacaminos

View File

@ -111,7 +111,3 @@ Voluntary Exile=Exil volontaire
Kill a raid captain. Maybe consider staying away from the local villages for the time being...=Tuez un capitaine de pillards. Mieux vaut rester loin des villages pour l'instant... Kill a raid captain. Maybe consider staying away from the local villages for the time being...=Tuez un capitaine de pillards. Mieux vaut rester loin des villages pour l'instant...
Tactical Fishing=Pêche tactique Tactical Fishing=Pêche tactique
Catch a fish... without a fishing rod!=Attrapez un poisson... sans canne à pêche ! Catch a fish... without a fishing rod!=Attrapez un poisson... sans canne à pêche !
Crafting a New Look=Motif de Jalousie
Craft a trimmed armor at a Smithing Table=Fabriquez une pièce d'armure ornée sur la table de forge
Smithing with Style=La classe de la cuirasse
Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder=Appliquez ces modèles de forge au moins une fois : Tour, Groin, Côte, Abîme, Silence, Vex, Marée, Éclaireur

4
mods/HUD/mcl_achievements/locale/template.txt Executable file → Normal file
View File

@ -111,7 +111,3 @@ Voluntary Exile=
Kill a raid captain. Maybe consider staying away from the local villages for the time being...= Kill a raid captain. Maybe consider staying away from the local villages for the time being...=
Tactical Fishing= Tactical Fishing=
Catch a fish... without a fishing rod!= Catch a fish... without a fishing rod!=
Crafting a New Look=
Craft a trimmed armor at a Smithing Table=
Smithing with Style=
Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder=

View File

@ -5,15 +5,10 @@ Contributors=Contributeurs
Creator of MineClone=Créateur de MineClone Creator of MineClone=Créateur de MineClone
Creator of MineClone2=Créateur de MineClone2 Creator of MineClone2=Créateur de MineClone2
Developers=Développeurs Developers=Développeurs
Past Developers=Anciens Développeurs
Jump to speed up (additionally sprint)=Saut pour accélérer (peut être combiné avec sprint) Jump to speed up (additionally sprint)=Saut pour accélérer (peut être combiné avec sprint)
Maintainers=Mainteneurs Maintainers=Mainteneurs
Previous Maintainers=Anciens Mainteneurs
MineClone5=MineClone5 MineClone5=MineClone5
Original Mod Authors=Auteurs des mods originaux Original Mod Authors=Auteurs des mods originaux
Sneak to skip=Shift pour passer Sneak to skip=Shift pour passer
Textures=Textures Textures=Textures
Translations=Traductions Translations=Traductions
Music=Musique
Funders=Fondateurs
Special thanks=Remerciements spéciaux

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

@ -10,32 +10,30 @@ return {
}}, }},
{S("Maintainers"), 0xFF51D5, { {S("Maintainers"), 0xFF51D5, {
"AncientMariner", "AncientMariner",
"Herowl", "Nicu",
}}, }},
{S("Previous Maintainers"), 0xFFFFFF, { {S("Previous Maintainers"), 0xFFFFFF, {
"Fleckenstein", "Fleckenstein",
"cora", "cora",
"Nicu",
}}, }},
{S("Developers"), 0xF84355, { {S("Developers"), 0xF84355, {
"AFCMS", "AFCMS",
"epCode", "epCode",
"chmodsayshello", "chmodsayshello",
"PrairieWind",
"MrRar", "MrRar",
"FossFanatic ", "FossFanatic ",
"SmokeyDope", "SmokeyDope",
"Faerraven / Michieal",
"Codiac",
}}, }},
{S("Past Developers"), 0xF84355, { {S("Past Developers"), 0xF84355, {
"jordan4ibanez", "jordan4ibanez",
"iliekprogrammar", "iliekprogrammar",
"kabou", "kabou",
"kay27", "kay27",
"Faerraven / Michieal",
"MysticTempest", "MysticTempest",
"NO11", "NO11",
"SumianVoice", "SumianVoice",
"PrairieWind",
}}, }},
{S("Contributors"), 0x52FF00, { {S("Contributors"), 0x52FF00, {
"RandomLegoBrick", "RandomLegoBrick",
@ -116,21 +114,6 @@ return {
"Niterux", "Niterux",
"appgurueu", "appgurueu",
"seventeenthShulker", "seventeenthShulker",
"DinoNuggies4665",
"basxto",
"Morik666",
"Eliy21",
"mdk",
"Alessandra Lozoya",
"VanicGame",
"ThePython10110",
"Araca",
"Montandalar",
"mim",
"Dark",
"Bakawun",
"JoseDouglas26",
"Zasco",
}}, }},
{S("Music"), 0xA60014, { {S("Music"), 0xA60014, {
"Jordach for the jukebox music compilation from Big Freaking Dig", "Jordach for the jukebox music compilation from Big Freaking Dig",
@ -174,7 +157,6 @@ return {
"cora", "cora",
"Faerraven / Michieal", "Faerraven / Michieal",
"PrairieWind", "PrairieWind",
"ChrisPHP",
}}, }},
{S("3D Models"), 0x0019FF, { {S("3D Models"), 0x0019FF, {
"22i", "22i",
@ -182,7 +164,6 @@ return {
"epCode", "epCode",
"Faerraven / Michieal", "Faerraven / Michieal",
"SumianVoice", "SumianVoice",
"thunder1035",
}}, }},
{S("Textures"), 0xFF9705, { {S("Textures"), 0xFF9705, {
"XSSheep", "XSSheep",
@ -199,11 +180,8 @@ return {
"Faerraven / Michieal", "Faerraven / Michieal",
"Nicu", "Nicu",
"Exhale", "Exhale",
"Aeonix_Aeon",
"Wbjitscool", "Wbjitscool",
"SmokeyDope", "SmokeyDope",
"thunder1035",
"Herowl",
}}, }},
{S("Translations"), 0x00FF60, { {S("Translations"), 0x00FF60, {
"Wuzzy", "Wuzzy",
@ -223,10 +201,6 @@ return {
"Temak", "Temak",
"megustanlosfrijoles", "megustanlosfrijoles",
"kbundg", "kbundg",
"Isaac Dennis",
"ADLON",
"Sab Pyrope",
"JoseDouglas26",
}}, }},
{S("Funders"), 0xF7FF00, { {S("Funders"), 0xF7FF00, {
"40W", "40W",

View File

@ -156,6 +156,7 @@ mcl_death_messages = {
plain = "@1 died a sweet death", plain = "@1 died a sweet death",
assist = "@1 was poked to death by a sweet berry bush whilst trying to escape @2", assist = "@1 was poked to death by a sweet berry bush whilst trying to escape @2",
}, },
-- Missing snowballs: The Minecraft wiki mentions them but the MC source code does not.
}, },
} }

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

View File

@ -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

View File

@ -155,7 +155,7 @@ minetest.register_entity("mcl_experience:orb", {
collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2}, collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2},
visual = "sprite", visual = "sprite",
visual_size = {x = 0.4, y = 0.4}, 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}, spritediv = {x = 1, y = 14},
initial_sprite_basepos = {x = 0, y = 0}, initial_sprite_basepos = {x = 0, y = 0},
is_visible = true, is_visible = true,

View File

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

View File

@ -1,4 +1,4 @@
# textdomain: mcl_info # 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 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 Debug bit mask set to @1=Masque de bits de débuguage réglé à @1

View File

@ -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

View File

@ -741,14 +741,12 @@ if minetest.is_creative_enabled("") then
for _, item in ipairs(drops) do for _, item in ipairs(drops) do
minetest.add_item(pos, item) minetest.add_item(pos, item)
end end
else end
-- If there is a player local inv = digger:get_inventory()
local inv = digger:get_inventory() if inv then
if inv then for _, item in ipairs(drops) do
for _, item in ipairs(drops) do if not inv:contains_item("main", item, true) then
if not inv:contains_item("main", item, true) then inv:add_item("main", item)
inv:add_item("main", item)
end
end end
end end
end end

View File

@ -3,6 +3,56 @@ mcl_inventory = {}
dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/creative.lua") dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/creative.lua")
dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/survival.lua") dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/survival.lua")
--local mod_player = minetest.get_modpath("mcl_player")
--local mod_craftguide = minetest.get_modpath("mcl_craftguide")
---Returns a single itemstack in the given inventory to the main inventory, or drop it when there's no space left.
---@param itemstack mt.ItemStack
---@param dropper mt.ObjectRef
---@param pos mt.Vector
---@param inv mt.InvRef
local function return_item(itemstack, dropper, pos, inv)
if dropper:is_player() then
-- Return to main inventory
if inv:room_for_item("main", itemstack) then
inv:add_item("main", itemstack)
else
-- Drop item on the ground
local v = dropper:get_look_dir()
local p = vector.offset(pos, 0, 1.2, 0)
p.x = p.x + (math.random(1, 3) * 0.2)
p.z = p.z + (math.random(1, 3) * 0.2)
local obj = minetest.add_item(p, itemstack)
if obj then
v.x = v.x * 4
v.y = v.y * 4 + 2
v.z = v.z * 4
obj:set_velocity(v)
obj:get_luaentity()._insta_collect = false
end
end
else
-- Fallback for unexpected cases
minetest.add_item(pos, itemstack)
end
return itemstack
end
---Return items in the given inventory list (name) to the main inventory, or drop them if there is no space left.
---@param player mt.PlayerObjectRef
---@param name string
local function return_fields(player, name)
local inv = player:get_inventory()
local list = inv:get_list(name)
if not list then return end
for i, stack in ipairs(list) do
return_item(stack, player, player:get_pos(), inv)
stack:clear()
inv:set_stack(name, i, stack)
end
end
---@param player mt.PlayerObjectRef ---@param player mt.PlayerObjectRef
---@param armor_change_only? boolean ---@param armor_change_only? boolean
local function set_inventory(player, armor_change_only) local function set_inventory(player, armor_change_only)
@ -22,9 +72,9 @@ end
-- Drop items in craft grid and reset inventory on closing -- Drop items in craft grid and reset inventory on closing
minetest.register_on_player_receive_fields(function(player, formname, fields) minetest.register_on_player_receive_fields(function(player, formname, fields)
if fields.quit then if fields.quit then
mcl_util.move_player_list(player, "craft") return_fields(player, "craft")
mcl_util.move_player_list(player, "enchanting_lapis") return_fields(player, "enchanting_lapis")
mcl_util.move_player_list(player, "enchanting_item") return_fields(player, "enchanting_item")
if not minetest.is_creative_enabled(player:get_player_name()) and (formname == "" or formname == "main") then if not minetest.is_creative_enabled(player:get_player_name()) and (formname == "" or formname == "main") then
set_inventory(player) set_inventory(player)
end end
@ -38,9 +88,9 @@ end
-- Drop crafting grid items on leaving -- Drop crafting grid items on leaving
minetest.register_on_leaveplayer(function(player) minetest.register_on_leaveplayer(function(player)
mcl_util.move_player_list(player, "craft") return_fields(player, "craft")
mcl_util.move_player_list(player, "enchanting_lapis") return_fields(player, "enchanting_lapis")
mcl_util.move_player_list(player, "enchanting_item") return_fields(player, "enchanting_item")
end) end)
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
@ -66,9 +116,9 @@ minetest.register_on_joinplayer(function(player)
items remaining in the crafting grid from the previous join; this is likely items remaining in the crafting grid from the previous join; this is likely
when the server has been shutdown and the server didn't clean up the player when the server has been shutdown and the server didn't clean up the player
inventories. ]] inventories. ]]
mcl_util.move_player_list(player, "craft") return_fields(player, "craft")
mcl_util.move_player_list(player, "enchanting_lapis") return_fields(player, "enchanting_item")
mcl_util.move_player_list(player, "enchanting_item") return_fields(player, "enchanting_lapis")
end) end)
---@param player mt.PlayerObjectRef ---@param player mt.PlayerObjectRef

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