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@ -76,7 +76,7 @@ in singleplayer, post a screenshot of the message that Minetest showed
|
|||
when the crash happened (or copy the message into your issue). If you
|
||||
are a server admin, you can find error messages in the log file of the
|
||||
server.
|
||||
* Tell us which MineClone2 and Minetest versions you are using.
|
||||
* Tell us which MineClone2 and Minetest versions you are using (from Minetest 5.7 type /ver, for previous versions, check the game.conf or README.md file).
|
||||
* Tell us how to reproduce the problem: What you were doing to trigger
|
||||
the bug, e.g. before the crash happened or what causes the faulty
|
||||
behavior.
|
||||
|
|
15
CREDITS.md
15
CREDITS.md
|
@ -36,7 +36,8 @@
|
|||
* MrRar
|
||||
* talamh
|
||||
* Faerraven / Michieal
|
||||
* FossFanatic
|
||||
* FossFanatic
|
||||
* SmokeyDope
|
||||
|
||||
## Contributors
|
||||
* Laurent Rocher
|
||||
|
@ -81,15 +82,12 @@
|
|||
* aldum
|
||||
* Dieter44
|
||||
* Pepebotella
|
||||
* MrRar
|
||||
* Lazerbeak12345
|
||||
* mrminer
|
||||
* Thunder1035
|
||||
* opfromthestart
|
||||
* snowyu
|
||||
* FaceDeer
|
||||
* Faerraven / Michieal
|
||||
* FossFanatic
|
||||
* Herbert West
|
||||
* GuyLiner
|
||||
* 3raven
|
||||
|
@ -101,8 +99,8 @@
|
|||
* b3nderman
|
||||
* CyberMango
|
||||
* gldrk
|
||||
* SmokeyDope
|
||||
* atomdmac
|
||||
* emptyshore
|
||||
|
||||
## MineClone5
|
||||
* kay27
|
||||
|
@ -176,6 +174,7 @@
|
|||
* cora
|
||||
* Faerraven / Michieal
|
||||
* Nicu
|
||||
* Exhale
|
||||
|
||||
## Translations
|
||||
* Wuzzy
|
||||
|
@ -191,6 +190,7 @@
|
|||
* 3raven
|
||||
* SakuraRiu
|
||||
* anarquimico
|
||||
* syl
|
||||
|
||||
## Funders
|
||||
* 40W
|
||||
|
@ -203,4 +203,7 @@
|
|||
* wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.
|
||||
* 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
|
||||
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/
|
||||
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/
|
||||
* Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
|
||||
* Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
|
||||
* Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)
|
||||
|
|
|
@ -0,0 +1,70 @@
|
|||
#Models in Minetest/Mineclone2
|
||||
|
||||
Models are an important part of all entities & unique nodes in Mineclone2. They provide a 3 dimensional map of an object for which textures are then applied to. This document is for modders, it quickly highlights some important information for the software needed to open models in Mineclone2.
|
||||
|
||||
## Minetest Wiki
|
||||
For more detailed information on actually using blender to create and modify models for Minetest/Mineclone2, please visit the Minetest wiki's page on using Blender [Here](https://wiki.minetest.net/Using_Blender)
|
||||
|
||||
##Recommended software
|
||||
|
||||
###Blender
|
||||
|
||||
Blender is a very popular and free modeling software supported on Windows, MacOS, and most Linux distributions. It is recommended to use Blender to create and modify 3D models within the minetest engine.
|
||||
|
||||
Download blender [Here](https://www.blender.org/download/)
|
||||
|
||||
### .b3d addon for blender
|
||||
|
||||
Blitz 3D (.b3d) Is one of the main animated model formats used for entities in the minetest engine. It cannot be imported to blender without a plugin called "Import-Export:Bitz 3D format (.b3d)".
|
||||
|
||||
The most up to date version of this Blender plugin can be downloaded [Here](https://github.com/GreenXenith/io_scene_b3d/releases/tag/f189786)
|
||||
|
||||
##Types of model formats
|
||||
|
||||
###Animated, skinned models
|
||||
* Blitz 3D files (.b3d)
|
||||
|
||||
* Microsoft DirectX (.x) (binary & text, compression is not supported)
|
||||
|
||||
###Static meshes
|
||||
* Wavefront OBJ (.obj)
|
||||
|
||||
Note: The sometimes accompanying .mtl files are not supported and can safely be deleted.
|
||||
|
||||
Note: Do not use .b3d and .x files for static meshes at the moment, Minetest currently spawns animated mesh scene nodes for these, which may result in reduced performance.
|
||||
|
||||
### Supported texture formats
|
||||
|
||||
* .png
|
||||
|
||||
* .jpg
|
||||
|
||||
* .bmp (depreciated, please use .png or .jpg)
|
||||
|
||||
* .tga (depreciated, please use .png or .jpg)
|
||||
|
||||
Note: Any formats not mentioned above but known to work in the past were removed in 5.5.0 and aren't supported anymore.
|
||||
|
||||
##Pros & Cons of .b3d vs .x
|
||||
|
||||
###B3D
|
||||
* [+] Binary format means a small size
|
||||
|
||||
* [-] Difficult to postprocess after exporting
|
||||
|
||||
* [-] Difficult to debug problems
|
||||
|
||||
###X (text version)
|
||||
* [+] Can be parsed easily with lua scripts
|
||||
|
||||
* [+] Can be easily generated by scripts
|
||||
|
||||
* [+] Easy to debug issues (you can just read it)
|
||||
|
||||
* [+] Can be optimized by quantizing some data
|
||||
|
||||
* [-] Blender exporter is kinda buggy and inefficient
|
||||
|
||||
* [-] Probably still bigger than an equivalent .b3d
|
||||
|
||||
Note: Avoid using the binary X format! It's actually just a tokenized version of the ASCII representation, and may actually be less efficient than a sufficiently optimized text .x file!
|
|
@ -78,7 +78,7 @@ The MineClone2 repository is hosted at Mesehub. To contribute or report issues,
|
|||
|
||||
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
|
||||
* Discord: <https://discord.gg/xE4z8EEpDC>
|
||||
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
|
||||
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
|
||||
* IRC: <https://web.libera.chat/#mineclone2>
|
||||
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
|
||||
* Reddit: <https://www.reddit.com/r/MineClone2/>
|
||||
|
|
|
@ -1,48 +1,45 @@
|
|||
# MineClone2
|
||||
Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Ni développé ou supporté par Mojang AB.
|
||||
|
||||
Version: 0.79 (en dévelopment)
|
||||
Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Pas développé ni supporté par Mojang AB.
|
||||
|
||||
### Gameplay
|
||||
|
||||
Vous atterissez dans un monde fait entièrement de cubes et généré aléatoirement. Vous pouvez explorer le monde, miner et construire presque n'importe quel bloc pour créer de nouvelles structures. Vous pouvez choisir de jouer en "mode survie" dans lequel vous devez combattre des monstres et la faim et progresser lentement dans différents aspects du jeu, comme l'extraction de minerai, l'agriculture, la construction de machines et ainsi de suite. Ou alors vous pouvez jouer en "mode créatif" où vous pouvez construire à peu près n'importe quoi instantanément.
|
||||
|
||||
### Résumé du Gameplay
|
||||
|
||||
* Jeu de type bac-à-sable, sans objetifs
|
||||
* Survie : combattre des monstres hostiles et la faim
|
||||
* Creuser pour du minerai et d'autres trésors
|
||||
* Magie : gagner de l'expérience et enchanter les outils
|
||||
* Utiliser les blocs ramassés pour construire de magnifiques bâtiments, votre imagination est la limite
|
||||
* Ramasser des fleurs (et d'autres sources de teinture) et colorez votre monde
|
||||
* Survie : combattez des monstres hostiles et la faim
|
||||
* Creusez pour du minerai et d'autres trésors
|
||||
* Magie : gagnez de l'expérience et enchantez les outils
|
||||
* Utilisez les blocs ramassés pour construire de magnifiques bâtiments, votre imagination est la seule limite
|
||||
* Ramassez des fleurs (et d'autres sources de teinture) et colorez votre monde
|
||||
* Trouvez des graines et commencez à cultiver
|
||||
* Trouvez ou fabriquez des centaines d'objets
|
||||
* Construisez un réseau ferroviaire complexe et amusez vous avec les wagonnets
|
||||
* Construisez un réseau ferroviaire complexe et amusez-vous avec les wagonnets
|
||||
* En mode créatif vous pouvez construire presque n'importe quoi gratuitement et sans limite
|
||||
|
||||
## Comment jouer (démarrer rapidement)
|
||||
### Commencer
|
||||
* **Frappez un arbre** jusqu'à ce qu'il casse et donne du bois
|
||||
* Placez le **bois dans la grille 2x2** (la "grille de fabrication" de votre menu d'inventaire) et fabriquez 4 planches de bois
|
||||
* Placer les 4 planches de bois dans la grille 2x2 et **fabriquez une table d'artisanat**
|
||||
* **Cliquez droit la table d'artisanat** (icone livre) pour apprendre toutes les recettes possibles
|
||||
* Placer les 4 planches de bois dans la grille 2x2 et **fabriquez un établi**
|
||||
* **Faites un clic droit sur l'établi** (icone livre) pour apprendre toutes les recettes possibles
|
||||
* **Fabriquez une pioche de bois** pour miner la pierre
|
||||
* Différents outils minent différentes sortes de blocs. Essayez les !
|
||||
* Continuez à jouer comme vous voulez. Amusez vous !
|
||||
* Différents outils minent différentes sortes de blocs. Essayez-les !
|
||||
* Continuez à jouer comme vous voulez. Amusez-vous !
|
||||
|
||||
### Agriculture
|
||||
* Trouvez des graines
|
||||
* Fabriquez une houe
|
||||
* Cliquez droit la terre ou des blocs similaires avec la houe pour créer des terres agricoles
|
||||
* Faites un clic droit sur la terre ou des blocs similaires avec la houe pour créer des terres agricoles
|
||||
* Placer des graines sur des terres agricoles et regardez les pousser
|
||||
* Récoltez les plantes une fois matûres
|
||||
* Les terres agricoles proche de l'eau deviennent humides et accélèrent la croissance
|
||||
|
||||
### Four
|
||||
* Fabriquer un Four
|
||||
* Fabriquez un four
|
||||
* Le four permet d'obtenir plus d'objets
|
||||
* L'emplacement du haut doit contienir un objet fondable (par ex : minerai de fer)
|
||||
* L'emplacement du bas doit contienir un objet combustible (par ex : charbon)
|
||||
* L'emplacement du haut doit contenir un objet fondable (par ex : minerai de fer)
|
||||
* L'emplacement du bas doit contenir un objet combustible (par ex : charbon)
|
||||
* Voir le guide d'artisanat pour en apprendre plus sur les objets fondables et combustibles
|
||||
|
||||
### Aide supplémentaire
|
||||
|
@ -62,43 +59,43 @@ Il n'y a pas de support de MineClone2 dans les versions développement de Minete
|
|||
Pour installer MineClone2 (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus.
|
||||
|
||||
## Liens utiles
|
||||
Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou rapporter des problèmes, aller là-bas.
|
||||
Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou signaler des problèmes, allez là-bas.
|
||||
|
||||
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
|
||||
* Discord: <https://discord.gg/xE4z8EEpDC>
|
||||
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
|
||||
* IRC: <https://web.libera.chat/#mineclone2>
|
||||
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
|
||||
* Reddit: <https://www.reddit.com/r/MineClone2/>
|
||||
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
|
||||
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
|
||||
* OpenCollective: <https://opencollective.com/mineclone2>
|
||||
* Mesehub : <https://git.minetest.land/MineClone2/MineClone2>
|
||||
* Discord : <https://discord.gg/xE4z8EEpDC>
|
||||
* YouTube : <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
|
||||
* IRC : <https://web.libera.chat/#mineclone2>
|
||||
* Matrix : <https://app.element.io/#/room/#mc2:matrix.org>
|
||||
* Reddit : <https://www.reddit.com/r/MineClone2/>
|
||||
* Forums Minetest : <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
|
||||
* ContentDB : <https://content.minetest.net/packages/wuzzy/mineclone2/>
|
||||
* OpenCollective : <https://opencollective.com/mineclone2>
|
||||
|
||||
## Objectif
|
||||
* Créer un clone stable, moddable, libre et gratuit basé sur le moteur de jeu Minetest avec des fonctionalités abouties, utilisable à la fois en mode solo et multijoueur. Actuellement, beaucoup des fonctionalités de **Minecraft Java Edition** sont déjà implémentées et leur amélioration est prioritaire sur les nouvelles demandes.
|
||||
* Avec une priorité moindre, implémenter les fonctionalités des versions **Minecraft + OptiFine** (OtiFine autant que supporté par le moteur Minetest). Cela signifie que les fonctionalités présentes dans les versions listées sont priorisées.
|
||||
* Dans l'idéal, créer une expérience performante qui tourne bien sur des ordinateurs à basse performance. Malheureusement, en raison des mécanismes de Minecraft et des limitations du moteur Minetest ainsi que de la petite taille de la communauté de joueurs sur des ordinateurs à basse performances, les optimisations sont difficiles à explorer.
|
||||
* Essentiellement, créer un clone de Minecraft stable, moddable, libre et gratuit basé sur le moteur de jeu Minetest avec des fonctionnalités abouties, utilisable à la fois en mode solo et multijoueur. Actuellement, beaucoup des fonctionnalités de **Minecraft Java Edition** sont déjà implémentées et leur amélioration est prioritaire sur les nouvelles demandes.
|
||||
* Avec une priorité moindre, implémenter les fonctionnalités des versions **Minecraft + OptiFine** (OptiFine autant que supporté par le moteur Minetest). Cela signifie que les fonctionnalités présentes dans les versions listées sont priorisées.
|
||||
* Dans l'idéal, créer une expérience performante qui tourne bien sur des ordinateurs à basse performance. Malheureusement, en raison des mécanismes de Minecraft et des limitations du moteur Minetest ainsi que de la petite taille de la communauté de joueurs sur des ordinateurs à basses performances, les optimisations sont difficiles à explorer.
|
||||
|
||||
## Statut de complétion
|
||||
Ce jeu est actuellement au stade **beta**.
|
||||
Il est jouable mais incomplet en fonctionalités.
|
||||
Il est jouable mais incomplet en fonctionnalités.
|
||||
La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs.
|
||||
Si vous voulez utiliser la version de développement de MineClone2 en production, la branche master est habituellement relativement stable. Les branches de test fusionnent souvent des pull requests expérimentales et doivent être considérées comme moins stable.
|
||||
|
||||
Les principales fonctionalités suivantes sont disponibles :
|
||||
Les principales fonctionnalités suivantes sont disponibles :
|
||||
|
||||
* Outils, armes
|
||||
* Armure
|
||||
* Système de fabrication : grille 2x2, table d'artisanat (grille 3x3), four, incluant un guide de fabrication
|
||||
* Coffres, grands coffres, coffre ender, boite de shulker
|
||||
* Système de fabrication : grille 2x2, établi (grille 3x3), four, incluant un guide de fabrication
|
||||
* Coffres, grands coffres, coffre ender, boites de Shulker
|
||||
* Fours, entonnoirs
|
||||
* Faim
|
||||
* La plupart des monstres et animaux
|
||||
* Tout les minerais de Minecraft
|
||||
* Tous les minerais de Minecraft
|
||||
* La plupart des blocs de l'overworld
|
||||
* Eau et lave
|
||||
* Météo
|
||||
* 28 biomes + 5 biomes du nether
|
||||
* 28 biomes + 5 biomes du Nether
|
||||
* Le Nether, monde souterrain brûlant dans une autre dimension
|
||||
* Circuits Redstone (partiel)
|
||||
* Effets de Statut (partiel)
|
||||
|
@ -107,10 +104,10 @@ Les principales fonctionalités suivantes sont disponibles :
|
|||
* Brassage, potions, flèches trempées (partiel)
|
||||
* Bâteaux
|
||||
* Feu
|
||||
* Blocs de construction : escaliers, dalles, portes, trappes, barrière, portillon, muret
|
||||
* Blocs de construction : escaliers, dalles, portes, trappes, barrières, portillons, murets
|
||||
* Horloge
|
||||
* Boussole
|
||||
* Eponge
|
||||
* Éponge
|
||||
* Bloc de slime
|
||||
* Petites plantes et pousses
|
||||
* Teintures
|
||||
|
@ -118,26 +115,30 @@ Les principales fonctionalités suivantes sont disponibles :
|
|||
* Blocs de décoration : verre, verre teinté, vitres, barres de fer, terre cuites (et couleurs), têtes et plus
|
||||
* Cadres d'objets
|
||||
* Juke-boxes
|
||||
* Lits
|
||||
* Menu d'inventaire
|
||||
* Inventaire créatif
|
||||
* Agriculture
|
||||
* Livres pour écrire
|
||||
* Commandes
|
||||
* Villages
|
||||
* L'End
|
||||
* et plus !
|
||||
|
||||
Les fonctionalités suivantes sont incomplètes :
|
||||
Les fonctionnalités suivantes sont incomplètes :
|
||||
|
||||
* certains monstres et animaux
|
||||
* certains composants de Redstone
|
||||
* Certains monstres et animaux
|
||||
* Certains composants de Redstone
|
||||
* Wagonnets spéciaux
|
||||
* quelques blocs et objets non-triviaux
|
||||
* Quelques blocs et objets non-triviaux
|
||||
|
||||
Fonctionalités bonus (absentes de Minecraft) :
|
||||
Fonctionnalités bonus (absentes de Minecraft) :
|
||||
|
||||
* 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
|
||||
* 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 fonctionalités.
|
||||
* 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
|
||||
* Entièrement moddable (grâce la puissante API lua de Minetest)
|
||||
* Entièrement moddable (grâce la puissante API Lua de Minetest)
|
||||
* Nouveaux blocs et objets :
|
||||
* Outil de recherche, montre l'aide de ce qu'il touche
|
||||
* Plus de dalles et d'escaliers
|
||||
|
@ -149,22 +150,24 @@ Fonctionalités bonus (absentes de Minecraft) :
|
|||
* Avant-poste du Nether (Forteresse)
|
||||
|
||||
Différences techniques avec Minecraft :
|
||||
|
||||
* Limite en hauteur de 31000 blocs (bien plus grand que Minecraft)
|
||||
* Taille horizontale du monde 62000×62000 blocs (bien plus petit que Minecraft mais toujours très grand)
|
||||
* Toujours assez incomplet et buggé
|
||||
* Des blocs, objets, ennemis et fonctionalités manquent
|
||||
* Des blocs, objets, ennemis et fonctionnalités manquent
|
||||
* Quelques objets ont des noms légèrement différents pour être plus faciles à distinguer
|
||||
* Des musiques différentes pour le juke-boxe
|
||||
* Des textures différentes (Pixel Perfection)
|
||||
* Des sons différents (sources diverses)
|
||||
* Un moteur de jeu différent (Minetest)
|
||||
* Des bonus cachés différents
|
||||
|
||||
...et enfin MineClone2 est un logiciel libre !
|
||||
|
||||
## Autres fichiers readme
|
||||
|
||||
* `LICENSE.txt`: Le texte de la license GPLv3
|
||||
* `CONTRIBUTING.md`: Information pour ceux qui veulent contribuer
|
||||
* `API.md`: Pour les modders Minetest qui veulent modder ce jeu
|
||||
* `LEGAL.md`: Information légale
|
||||
* `CREDITS.md`: Liste des contributeurs
|
||||
* `LICENSE.txt` : Le texte de la licence GPLv3
|
||||
* `CONTRIBUTING.md` : Information pour ceux qui veulent contribuer
|
||||
* `API.md` : Pour les modders Minetest qui veulent modder ce jeu
|
||||
* `LEGAL.md` : Information légale
|
||||
* `CREDITS.md` : Liste de toutes les personnes qui ont contribué
|
||||
|
|
10
RELEASE.md
10
RELEASE.md
|
@ -13,15 +13,15 @@ git add game.conf
|
|||
|
||||
#git add RELEASE.md
|
||||
|
||||
git commit -m "Pre-release update credits and set version 0.82.0"
|
||||
git commit -m "Pre-release update credits and set version 0.83.0"
|
||||
|
||||
git tag 0.82.0
|
||||
git tag 0.83.0
|
||||
|
||||
git push origin 0.82.0
|
||||
git push origin 0.83.0
|
||||
|
||||
#Update version in game.conf to -SNAPSHOT
|
||||
#Update version in game.conf to the next version with -SNAPSHOT suffix
|
||||
|
||||
git commit -m "Post-release set version 0.82.0-SNAPSHOT"
|
||||
git commit -m "Post-release set version 0.84.0-SNAPSHOT"
|
||||
|
||||
### Hotfix Release
|
||||
|
||||
|
|
|
@ -0,0 +1,57 @@
|
|||
# Making Textures In Mineclone2
|
||||
|
||||
Textures are a crucial asset for all items, nodes, and models in mineclone2. This document is for artist who would like to make and modify textures for mineclone2. While no means comprehensive, this document contains the basic important information for beginners to get started with texture curation and optimization.
|
||||
|
||||
## Minetest Wiki
|
||||
For more detailed information on creating and modifing texture packs for Minetest/Mineclone2, please visit the Minetest wiki's page on creating a texture pack. Click [here](https://wiki.minetest.net/Creating_texture_packs) to view the wiki page on creating texture packs.
|
||||
|
||||
## GIMP Tutorials Pixel Art Guide
|
||||
GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would like further clarification as well as screenshots for what we are about to cover, it is an excellent resource to turn to. Click [here](https://thegimptutorials.com/how-to-make-pixel-art/) to view the guide
|
||||
|
||||
## Recommended Software
|
||||
|
||||
### GIMP
|
||||
|
||||
GIMP (Gnu Image Manipulation Program) is a very popular and free image editing software supported on Windows, MacOS, and most Linux distributions. It is recommended to use GIMP to create and modify textures within the minetest engine.
|
||||
|
||||
Download GIMP [here](http://gimp.org/)
|
||||
|
||||
# Getting Started
|
||||
## Creating a new file
|
||||
the first thing to do is open GIMP and create a new file to work in by opening the File menu and choosing New.
|
||||
|
||||
Choose width of 16 and height of 16 for the image size. While higher resolution textures are possible, The default size is 16x16. It is recommended you use this size as well, as it is universally supported on all systems.
|
||||
|
||||
## Zoom In
|
||||
Next, you'll want to zoom in as the canvas is very small at the default zoom level. To do this either use CTRL + mousewheel, +/-, or navigate to the View menu > zoom > zoom in
|
||||
|
||||
## Configure Grid
|
||||
Now, we'll want to turn on the grid. Open the edit menu and enable the 'show grid' option.
|
||||
|
||||
The default grid size is 10 pixels, we want to change it to a 1 pixel grid. Go to the Image menu and choose 'configure grid.
|
||||
|
||||
In the Spacing section, change both the Horizontal and Vertical pixel settings to 1.00 then click ok and the grid will update.
|
||||
|
||||
## Pencil Tool & Color Picking
|
||||
The most useful brush type for pixel art is the Pencil tool. Its nested under the paintbrush tool in the toolbox, or you can use the keyboard shortcut 'N'.
|
||||
|
||||
Once the pencil tool is selected, navigate to the sliders on the left side of the canvas and change brush size to 1 pixel.
|
||||
|
||||
Now choose a color! You can do this by clicking on the two colored squares under the toolbox. The Color Picker tool is also a good option if you already have a reference image for color palette.
|
||||
|
||||
## How to export optimally
|
||||
|
||||
Once you have finished up a texture and are ready to export it, navigate to the file menu > export as... and make sure the file name extention is .png
|
||||
|
||||
After clicking 'Export', a menu will appear with a bunch of options checked. Make sure to uncheck all of these options!!! This will drastically reduce the file size from multiple kilobytes to a couple of hundred bytes. Finally click 'Export' one more time.
|
||||
|
||||
### Further optimization with OptiPNG
|
||||
For those running a GNU/linux distribution, you most likely have the 'optipng' command available to you. If it does not come with your system by default, the software homepage can be found [here](https://optipng.sourceforge.net/) where you can download and install from source.
|
||||
|
||||
First, Open up the terminal in the directory where your exported texture is located (or navigate to the directory with the 'cd your/directory/path/to/textures'), then run this command
|
||||
```
|
||||
optipng -o7 -zm1-9 -nc -clobber *.png
|
||||
```
|
||||
This will further optimize all the textures in the directory.
|
||||
|
||||
NOTE: If you would like to further edit a texture that has been optipng'd in GIMP, you must manually set the color palette back to RBG after opening. Navigate to Image menu > Mode > select RGB
|
|
@ -1,4 +1,4 @@
|
|||
title = MineClone 2
|
||||
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
|
||||
disallowed_mapgens = v6
|
||||
version=0.82.0-SNAPSHOT
|
||||
version=0.84.0-SNAPSHOT
|
|
@ -300,6 +300,10 @@ end
|
|||
-- loading order.
|
||||
function mcl_autogroup.get_wear(toolname, diggroup)
|
||||
local tdef = minetest.registered_tools[toolname]
|
||||
if not tdef then
|
||||
minetest.log("warning", "Adding wear for tool: " .. tostring(toolname) .. " failed with diggroup: " .. tostring(diggroup))
|
||||
return nil
|
||||
end
|
||||
local uses = tdef._mcl_diggroups[diggroup].uses
|
||||
return math.ceil(65535 / uses)
|
||||
end
|
||||
|
@ -362,12 +366,6 @@ local function overwrite()
|
|||
minetest.override_item(tname, {
|
||||
tool_capabilities = toolcaps
|
||||
})
|
||||
else
|
||||
-- This is needed to deal damage when punching mobs
|
||||
-- with random items in hand in survival mode
|
||||
minetest.override_item(tname, {
|
||||
tool_capabilities = mcl_meshhand.survival_hand_tool_caps
|
||||
})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -13,6 +13,7 @@ under the LGPLv2.1 license.
|
|||
mcl_explosions = {}
|
||||
|
||||
local mod_fire = minetest.get_modpath("mcl_fire")
|
||||
local explosions_griefing = minetest.settings:get_bool("mcl_explosions_griefing", true)
|
||||
--local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
|
||||
|
||||
local math = math
|
||||
|
@ -191,7 +192,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
|
|||
local grief_protected = info.grief_protected
|
||||
|
||||
-- Trace rays for environment destruction
|
||||
if info.griefing then
|
||||
if info.griefing and explosions_griefing then
|
||||
for i = 1, #raydirs do
|
||||
local rpos_x = pos.x
|
||||
local rpos_y = pos.y
|
||||
|
@ -351,6 +352,23 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
|
|||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Punch End Crystals to make them explode
|
||||
if ent and ent.name == "mcl_end:crystal" then
|
||||
if direct then
|
||||
local puncher = direct:get_luaentity()
|
||||
if puncher and puncher.name == "mcl_end:crystal" then
|
||||
ent.object:punch(direct, 1.0, { -- End Crystal nearby, trigger it.
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy = 1},
|
||||
}, nil, nil)
|
||||
else
|
||||
ent.object:remove() -- Direct Exists, but it is not an end crystal, remove crystal.
|
||||
end
|
||||
else
|
||||
ent.object:remove() -- Node exploded the end crystal, remove it.
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local airs, fires = {}, {}
|
||||
|
|
|
@ -0,0 +1,2 @@
|
|||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=@1 est mort dans une explosion
|
|
@ -0,0 +1,2 @@
|
|||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=
|
|
@ -34,6 +34,64 @@ function mcl_util.mcl_log(message, module, bypass_default_logger)
|
|||
end
|
||||
end
|
||||
|
||||
local player_timers = {}
|
||||
|
||||
-- This is a dtime timer than can be used in on_step functions so it works every x seconds
|
||||
-- self - Object you want to store timer data on. E.g. mob or a minecart, or player_name
|
||||
-- dtime - The time since last run of on_step, should be passed in to function
|
||||
-- timer_name - This is the name of the timer and also the key to store the data. No spaces + lowercase.
|
||||
-- threshold - The time before it returns successful. 0.2 if you want to run it 5 times a second.
|
||||
function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold)
|
||||
if not self or not threshold or not dtime then return end
|
||||
if not timer_name or timer_name == "" then return end
|
||||
|
||||
if type(self) == "string" then
|
||||
local player_name = self
|
||||
if not player_timers[player_name] then
|
||||
player_timers[player_name] = {}
|
||||
end
|
||||
self = player_timers[player_name]
|
||||
end
|
||||
|
||||
if not self._timers then
|
||||
self._timers = {}
|
||||
end
|
||||
|
||||
if not self._timers[timer_name] then
|
||||
self._timers[timer_name] = 0
|
||||
else
|
||||
self._timers[timer_name] = self._timers[timer_name] + dtime
|
||||
--minetest.log("dtime: " .. tostring(self._timers[timer_name]))
|
||||
end
|
||||
|
||||
if self._timers[timer_name] > threshold then
|
||||
--minetest.log("Over threshold")
|
||||
self._timers[timer_name] = 0
|
||||
return true
|
||||
--else
|
||||
--minetest.log("Not over threshold")
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- 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
|
||||
-- debugging. See:
|
||||
-- https://git.minetest.land/MineClone2/MineClone2/issues/1392
|
||||
function mcl_util.get_natural_light (pos, time)
|
||||
local status, retVal = pcall(minetest.get_natural_light, pos, time)
|
||||
if status then
|
||||
return retVal
|
||||
else
|
||||
minetest.log("warning", "Failed to get natural light at pos: " .. dump(pos) .. ", time: " .. dump(time))
|
||||
if (pos) then
|
||||
local node = minetest.get_node(pos)
|
||||
minetest.log("warning", "Node at pos: " .. dump(node.name))
|
||||
end
|
||||
end
|
||||
return 0
|
||||
end
|
||||
|
||||
function mcl_util.file_exists(name)
|
||||
if type(name) ~= "string" then return end
|
||||
local f = io.open(name)
|
||||
|
@ -1033,3 +1091,13 @@ function mcl_util.get_palette_indexes_from_pos(pos)
|
|||
return palette_indexes
|
||||
end
|
||||
end
|
||||
|
||||
function mcl_util.get_colorwallmounted_rotation(pos)
|
||||
local colorwallmounted_node = minetest.get_node(pos)
|
||||
for i = 0, 32, 1 do
|
||||
local colorwallmounted_rotation = colorwallmounted_node.param2 - (i * 8)
|
||||
if colorwallmounted_rotation < 6 then
|
||||
return colorwallmounted_rotation
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -8,3 +8,6 @@ Jungle Boat=Barca de la selva
|
|||
Oak Boat=Barca de roble
|
||||
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. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=Haga clic derecho en una fuente de agua para colocar el barco. Haga clic derecho en el barco para entrar. Utilice [Izquierda] y [Derecha] para dirigir, [Adelante] para acelerar y [Atrás] para reducir la velocidad o retroceder. Haga clic derecho en el barco nuevamente para dejarlo, golpee el barco para que se caiga como un artículo.
|
||||
Spruce Boat=Barca de abeto
|
||||
Water vehicle=Vehículo acuático
|
||||
Sneak to dismount=Agáchate para bajar
|
||||
Obsidian Boat=Barca de obsidiana
|
||||
|
|
|
@ -1,13 +1,21 @@
|
|||
# textdomain: mcl_boats
|
||||
Acacia Boat=Bateau en Acacia
|
||||
Birch Boat=Bateau en Bouleau
|
||||
Acacia Boat=Bateau en acacia
|
||||
Birch Boat=Bateau en bouleau
|
||||
Boat=Bateau
|
||||
Boats are used to travel on the surface of water.=Les bateaux sont utilisés pour voyager à la surface de l'eau.
|
||||
Dark Oak Boat=Bateau en Chêne Noir
|
||||
Jungle Boat=Bateau en Acajou
|
||||
Oak Boat=Bateau en Chêne
|
||||
Dark Oak Boat=Bateau en chêne noir
|
||||
Jungle Boat=Bateau en acajou
|
||||
Oak Boat=Bateau en chêne
|
||||
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.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Utilisez [Sneak] pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet.
|
||||
Spruce Boat=Bateau en Sapin
|
||||
Spruce Boat=Bateau en sapin
|
||||
Water vehicle=Véhicule aquatique
|
||||
Sneak to dismount=Se baisser pour descendre
|
||||
Obsidian Boat=Bateau en Obsidienne
|
||||
Obsidian Boat=Bateau en obsidienne
|
||||
Mangrove Boat=Bateau en palétuvier
|
||||
Oak Chest Boat=Bateau en chêne avec coffre
|
||||
Spruce Chest Boat=Bateau en sapin avec coffre
|
||||
Birch Chest Boat=Bateau en bouleau avec coffre
|
||||
Jungle Chest Boat=Bateau en acajou avec coffre
|
||||
Acacia Chest Boat=Bateau en acacia avec coffre
|
||||
Dark Oak Chest Boat=Bateau en chêne noir avec coffre
|
||||
Mangrove Chest Boat=Bateau en palétuvier avec coffre
|
||||
|
|
|
@ -10,4 +10,12 @@ Rightclick on a water source to place the boat. Rightclick the boat to enter it.
|
|||
Spruce Boat=
|
||||
Water vehicle=
|
||||
Sneak to dismount=
|
||||
Obsidian Boat=
|
||||
Obsidian Boat=
|
||||
Mangrove Boat=
|
||||
Oak Chest Boat=
|
||||
Spruce Chest Boat=
|
||||
Birch Chest Boat=
|
||||
Jungle Chest Boat=
|
||||
Acacia Chest Boat=
|
||||
Dark Oak Chest Boat=
|
||||
Mangrove Chest Boat=
|
||||
|
|
|
@ -5,7 +5,12 @@ function mcl_burning.get_storage(obj)
|
|||
end
|
||||
|
||||
function mcl_burning.is_burning(obj)
|
||||
return mcl_burning.get_storage(obj).burn_time
|
||||
local storage = mcl_burning.get_storage(obj)
|
||||
if storage then
|
||||
return mcl_burning.get_storage(obj).burn_time
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
function mcl_burning.is_affected_by_rain(obj)
|
||||
|
@ -153,6 +158,11 @@ function mcl_burning.extinguish(obj)
|
|||
end
|
||||
|
||||
function mcl_burning.tick(obj, dtime, storage)
|
||||
if not storage then
|
||||
minetest.log("warning", "No storage for burning tick. Should not happen: " .. dump(obj))
|
||||
return
|
||||
end
|
||||
|
||||
if storage.burn_time then
|
||||
storage.burn_time = storage.burn_time - dtime
|
||||
|
||||
|
|
|
@ -0,0 +1,3 @@
|
|||
# textdomain: mcl_falling_nodes
|
||||
@1 was smashed by a falling anvil.=@1 a été écrasé par une enclume
|
||||
@1 was smashed by a falling block.=@1 a été écrasé par un bloc
|
|
@ -0,0 +1,3 @@
|
|||
# textdomain: mcl_falling_nodes
|
||||
@1 was smashed by a falling anvil.=
|
||||
@1 was smashed by a falling block.=
|
|
@ -7,12 +7,7 @@ local pool = {}
|
|||
local tick = false
|
||||
|
||||
|
||||
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_item_entities", false)
|
||||
local function mcl_log(message)
|
||||
if LOGGING_ON then
|
||||
mcl_util.mcl_log(message, "[Item Entities]", true)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
pool[player:get_player_name()] = 0
|
||||
|
@ -408,114 +403,176 @@ local function cxcz(o, cw, one, zero)
|
|||
return o
|
||||
end
|
||||
|
||||
local function hopper_take_item(self, pos)
|
||||
--mcl_log("self.itemstring: ".. self.itemstring)
|
||||
--mcl_log("self.itemstring: ".. minetest.pos_to_string(pos))
|
||||
local function nodes_destroy_items (self, moveresult, def, nn)
|
||||
local lg = minetest.get_item_group(nn, "lava")
|
||||
local fg = minetest.get_item_group(nn, "fire")
|
||||
local dg = minetest.get_item_group(nn, "destroys_items")
|
||||
|
||||
local objs = minetest.get_objects_inside_radius(pos, 2)
|
||||
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
|
||||
local item_string = self.itemstring
|
||||
local item_name = ItemStack(item_string):get_name()
|
||||
|
||||
if objs and self.itemstring then
|
||||
--mcl_log("there is an itemstring. Number of objs: ".. #objs)
|
||||
|
||||
for k, v in pairs(objs) do
|
||||
local ent = v:get_luaentity()
|
||||
|
||||
-- Don't forget actual hoppers
|
||||
if ent and ent.name == "mcl_minecarts:hopper_minecart" then
|
||||
local taken_items = false
|
||||
|
||||
mcl_log("ent.name: " .. tostring(ent.name))
|
||||
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
|
||||
|
||||
local inv = mcl_entity_invs.load_inv(ent, 5)
|
||||
|
||||
if not inv then
|
||||
mcl_log("No inv")
|
||||
return false
|
||||
end
|
||||
|
||||
local current_itemstack = ItemStack(self.itemstring)
|
||||
|
||||
mcl_log("inv. size: " .. ent._inv_size)
|
||||
if inv:room_for_item("main", current_itemstack) then
|
||||
mcl_log("Room")
|
||||
inv:add_item("main", current_itemstack)
|
||||
self.object:get_luaentity().itemstring = ""
|
||||
self.object:remove()
|
||||
taken_items = true
|
||||
else
|
||||
mcl_log("no Room")
|
||||
end
|
||||
|
||||
if not taken_items then
|
||||
local items_remaining = current_itemstack:get_count()
|
||||
|
||||
-- This will take part of a floating item stack if no slot can hold the full amount
|
||||
for i = 1, ent._inv_size, 1 do
|
||||
local stack = inv:get_stack("main", i)
|
||||
|
||||
mcl_log("i: " .. tostring(i))
|
||||
mcl_log("Items remaining: " .. items_remaining)
|
||||
mcl_log("Name: " .. tostring(stack:get_name()))
|
||||
|
||||
if current_itemstack:get_name() == stack:get_name() then
|
||||
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
|
||||
|
||||
local room_for = stack:get_stack_max() - stack:get_count()
|
||||
mcl_log("Room for: " .. tostring(room_for))
|
||||
|
||||
if room_for == 0 then
|
||||
-- Do nothing
|
||||
mcl_log("No room")
|
||||
elseif room_for < items_remaining then
|
||||
mcl_log("We have more items remaining than space")
|
||||
|
||||
items_remaining = items_remaining - room_for
|
||||
stack:set_count(stack:get_stack_max())
|
||||
inv:set_stack("main", i, stack)
|
||||
taken_items = true
|
||||
else
|
||||
local new_stack_size = stack:get_count() + items_remaining
|
||||
stack:set_count(new_stack_size)
|
||||
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
|
||||
|
||||
inv:set_stack("main", i, stack)
|
||||
items_remaining = 0
|
||||
|
||||
self.object:get_luaentity().itemstring = ""
|
||||
self.object:remove()
|
||||
|
||||
taken_items = true
|
||||
break
|
||||
end
|
||||
|
||||
mcl_log("Count: " .. tostring(stack:get_count()))
|
||||
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
|
||||
--mcl_log("Is it empty: " .. stack:to_string())
|
||||
end
|
||||
|
||||
if i == ent._inv_size and taken_items then
|
||||
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
|
||||
current_itemstack:set_count(items_remaining)
|
||||
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
|
||||
self.itemstring = current_itemstack:to_string()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--Add in, and delete
|
||||
if taken_items then
|
||||
mcl_log("Saving")
|
||||
mcl_entity_invs.save_inv(ent)
|
||||
return taken_items
|
||||
else
|
||||
mcl_log("No need to save")
|
||||
end
|
||||
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
|
||||
if self.age > 2 and minetest.get_item_group(item_name, "fire_immune") == 0 then
|
||||
if dg ~= 2 then
|
||||
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
|
||||
end
|
||||
self._removed = true
|
||||
self.object:remove()
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
-- Destroy item when it collides with a cactus
|
||||
if moveresult and moveresult.collides then
|
||||
for _, collision in pairs(moveresult.collisions) do
|
||||
local pos = collision.node_pos
|
||||
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
|
||||
-- TODO We need to play a sound when it gets destroyed
|
||||
self._removed = true
|
||||
self.object:remove()
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water)
|
||||
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
|
||||
local shootdir
|
||||
local cx = (p.x % 1) - 0.5
|
||||
local cz = (p.z % 1) - 0.5
|
||||
local order = {}
|
||||
|
||||
-- First prepare the order in which the 4 sides are to be checked.
|
||||
-- 1st: closest
|
||||
-- 2nd: other direction
|
||||
-- 3rd and 4th: other axis
|
||||
if math.abs(cx) < math.abs(cz) then
|
||||
order = cxcz(order, cx, "x", "z")
|
||||
order = cxcz(order, cz, "z", "x")
|
||||
else
|
||||
order = cxcz(order, cz, "z", "x")
|
||||
order = cxcz(order, cx, "x", "z")
|
||||
end
|
||||
|
||||
-- Check which one of the 4 sides is free
|
||||
for o = 1, #order do
|
||||
local nn = minetest.get_node(vector.add(p, order[o])).name
|
||||
local def = minetest.registered_nodes[nn]
|
||||
if def and def.walkable == false and nn ~= "ignore" then
|
||||
shootdir = order[o]
|
||||
break
|
||||
end
|
||||
end
|
||||
-- If none of the 4 sides is free, shoot upwards
|
||||
if shootdir == nil then
|
||||
shootdir = vector.new(0, 1, 0)
|
||||
local nn = minetest.get_node(vector.add(p, shootdir)).name
|
||||
if nn == "ignore" then
|
||||
-- Do not push into ignore
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
-- Set new item moving speed accordingly
|
||||
local newv = vector.multiply(shootdir, 3)
|
||||
self.object:set_acceleration(vector.zero())
|
||||
self.object:set_velocity(newv)
|
||||
disable_physics(self.object, self, false, false)
|
||||
|
||||
|
||||
if shootdir.y == 0 then
|
||||
self._force = newv
|
||||
p.x = math.floor(p.x)
|
||||
p.y = math.floor(p.y)
|
||||
p.z = math.floor(p.z)
|
||||
self._forcestart = p
|
||||
self._forcetimer = 1
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
-- This code is run after the entity got a push from above “push away” code.
|
||||
-- It is responsible for making sure the entity is entirely outside the solid node
|
||||
-- (with its full collision box), not just its center.
|
||||
if self._forcetimer > 0 then
|
||||
local cbox = self.object:get_properties().collisionbox
|
||||
local ok = false
|
||||
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
|
||||
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
|
||||
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
|
||||
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
|
||||
-- Item was successfully forced out. No more pushing
|
||||
if ok then
|
||||
self._forcetimer = -1
|
||||
self._force = nil
|
||||
enable_physics(self.object, self)
|
||||
else
|
||||
self._forcetimer = self._forcetimer - dtime
|
||||
end
|
||||
return true
|
||||
elseif self._force then
|
||||
self._force = nil
|
||||
enable_physics(self.object, self)
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function move_items_in_water (self, p, def, node, is_floating, is_in_water)
|
||||
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
|
||||
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
|
||||
self._flowing = true
|
||||
|
||||
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
|
||||
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
||||
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
|
||||
local vec = flowlib.quick_flow(p, node)
|
||||
-- Just to make sure we don't manipulate the speed for no reason
|
||||
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
|
||||
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
|
||||
local f = 1.2
|
||||
-- Set new item moving speed into the direciton of the liquid
|
||||
local newv = vector.multiply(vec, f)
|
||||
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
|
||||
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
|
||||
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
self.object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
return true
|
||||
end
|
||||
if is_in_water and def.liquidtype == "source" then
|
||||
local cur_vec = self.object:get_velocity()
|
||||
-- apply some acceleration in the opposite direction so it doesn't slide forever
|
||||
local vec = {
|
||||
x = 0 - cur_vec.x * 0.9,
|
||||
y = 3 - cur_vec.y * 0.9,
|
||||
z = 0 - cur_vec.z * 0.9
|
||||
}
|
||||
self.object:set_acceleration(vec)
|
||||
-- slow down the item in water
|
||||
local vel = self.object:get_velocity()
|
||||
if vel.y < 0 then
|
||||
vel.y = vel.y * 0.9
|
||||
end
|
||||
self.object:set_velocity(vel)
|
||||
if self.physical_state ~= false or self._flowing ~= true then
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
self.object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
end
|
||||
end
|
||||
elseif self._flowing == true and not is_in_water and not is_floating then
|
||||
-- Disable flowing physics if not on/in flowing liquid
|
||||
self._flowing = false
|
||||
enable_physics(self.object, self, true)
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_entity(":__builtin:item", {
|
||||
|
@ -564,13 +621,17 @@ minetest.register_entity(":__builtin:item", {
|
|||
if speed ~= nil then self.random_velocity = speed end
|
||||
|
||||
local vel = self.object:get_velocity()
|
||||
|
||||
-- There is perhaps a cleverer way of making this physical so it bounces off the wall like swords.
|
||||
local max_vel = 6.5 -- Faster than this and it throws it into the wall / floor and turns black because of clipping.
|
||||
|
||||
if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
|
||||
local v = self.random_velocity
|
||||
local x = math.random(5, 10) / 10 * v
|
||||
local x = math.random(5, max_vel) / 10 * v
|
||||
if math.random(0, 10) < 5 then x = -x end
|
||||
local z = math.random(5, 10) / 10 * v
|
||||
local z = math.random(5, max_vel) / 10 * v
|
||||
if math.random(0, 10) < 5 then z = -z end
|
||||
local y = math.random(2, 4)
|
||||
local y = math.random(1, 2)
|
||||
self.object:set_velocity(vector.new(x, y, z))
|
||||
end
|
||||
self.random_velocity = 0
|
||||
|
@ -747,11 +808,19 @@ minetest.register_entity(":__builtin:item", {
|
|||
if total_count > max_count then
|
||||
return false
|
||||
end
|
||||
-- Merge the remote stack into this one
|
||||
|
||||
-- local pos = object:get_pos()
|
||||
-- pos.y = pos.y + ((total_count - count) / max_count) * 0.15
|
||||
-- self.object:move_to(pos)
|
||||
-- Merge the remote stack into this one
|
||||
local self_pos = self.object:get_pos()
|
||||
local pos = object:get_pos()
|
||||
|
||||
--local y = pos.y + ((total_count - count) / max_count) * 0.15
|
||||
local x_diff = (self_pos.x - pos.x) / 2
|
||||
local z_diff = (self_pos.z - pos.z) / 2
|
||||
|
||||
local new_pos = vector.offset(pos, x_diff, 0, z_diff)
|
||||
new_pos.y = math.max(self_pos.y, pos.y) + 0.1
|
||||
|
||||
self.object:move_to(new_pos)
|
||||
|
||||
self.age = 0 -- Handle as new entity
|
||||
own_stack:set_count(total_count)
|
||||
|
@ -772,6 +841,7 @@ minetest.register_entity(":__builtin:item", {
|
|||
self.object:set_acceleration(vector.zero())
|
||||
return
|
||||
end
|
||||
|
||||
self.age = self.age + dtime
|
||||
if self._collector_timer then
|
||||
self._collector_timer = self._collector_timer + dtime
|
||||
|
@ -785,19 +855,13 @@ minetest.register_entity(":__builtin:item", {
|
|||
-- otherwise there might have some data corruption.
|
||||
if self.itemstring == "" then
|
||||
minetest.log("warning",
|
||||
"Item entity with empty itemstring found at " .. minetest.pos_to_string(self.object:get_pos()) ..
|
||||
"! Deleting it now.")
|
||||
"Item entity with empty itemstring found and being deleted at: " .. minetest.pos_to_string(self.object:get_pos()))
|
||||
self._removed = true
|
||||
self.object:remove()
|
||||
return
|
||||
end
|
||||
|
||||
local p = self.object:get_pos()
|
||||
-- If hopper has taken item, it has gone, and no operations should be conducted on this item
|
||||
if hopper_take_item(self, p) then
|
||||
return
|
||||
end
|
||||
|
||||
local node = minetest.get_node(p)
|
||||
local in_unloaded = node.name == "ignore"
|
||||
|
||||
|
@ -807,6 +871,9 @@ minetest.register_entity(":__builtin:item", {
|
|||
return
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
if self.is_clock then
|
||||
self.object:set_properties({
|
||||
textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) }
|
||||
|
@ -842,167 +909,12 @@ minetest.register_entity(":__builtin:item", {
|
|||
-- Destroy item in lava, fire or special nodes
|
||||
|
||||
local def = minetest.registered_nodes[nn]
|
||||
local lg = minetest.get_item_group(nn, "lava")
|
||||
local fg = minetest.get_item_group(nn, "fire")
|
||||
local dg = minetest.get_item_group(nn, "destroys_items")
|
||||
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
|
||||
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
|
||||
if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then
|
||||
if dg ~= 2 then
|
||||
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
|
||||
end
|
||||
self._removed = true
|
||||
self.object:remove()
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
-- Destroy item when it collides with a cactus
|
||||
if moveresult and moveresult.collides then
|
||||
for _, collision in pairs(moveresult.collisions) do
|
||||
local pos = collision.node_pos
|
||||
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
|
||||
self._removed = true
|
||||
self.object:remove()
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
if nodes_destroy_items(self, moveresult, def, nn) then return end
|
||||
|
||||
-- Push item out when stuck inside solid opaque node
|
||||
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
|
||||
local shootdir
|
||||
local cx = (p.x % 1) - 0.5
|
||||
local cz = (p.z % 1) - 0.5
|
||||
local order = {}
|
||||
if push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water) then return end
|
||||
|
||||
-- First prepare the order in which the 4 sides are to be checked.
|
||||
-- 1st: closest
|
||||
-- 2nd: other direction
|
||||
-- 3rd and 4th: other axis
|
||||
if math.abs(cx) < math.abs(cz) then
|
||||
order = cxcz(order, cx, "x", "z")
|
||||
order = cxcz(order, cz, "z", "x")
|
||||
else
|
||||
order = cxcz(order, cz, "z", "x")
|
||||
order = cxcz(order, cx, "x", "z")
|
||||
end
|
||||
|
||||
-- Check which one of the 4 sides is free
|
||||
for o = 1, #order do
|
||||
local nn = minetest.get_node(vector.add(p, order[o])).name
|
||||
local def = minetest.registered_nodes[nn]
|
||||
if def and def.walkable == false and nn ~= "ignore" then
|
||||
shootdir = order[o]
|
||||
break
|
||||
end
|
||||
end
|
||||
-- If none of the 4 sides is free, shoot upwards
|
||||
if shootdir == nil then
|
||||
shootdir = vector.new(0, 1, 0)
|
||||
local nn = minetest.get_node(vector.add(p, shootdir)).name
|
||||
if nn == "ignore" then
|
||||
-- Do not push into ignore
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
-- Set new item moving speed accordingly
|
||||
local newv = vector.multiply(shootdir, 3)
|
||||
self.object:set_acceleration(vector.zero())
|
||||
self.object:set_velocity(newv)
|
||||
disable_physics(self.object, self, false, false)
|
||||
|
||||
|
||||
if shootdir.y == 0 then
|
||||
self._force = newv
|
||||
p.x = math.floor(p.x)
|
||||
p.y = math.floor(p.y)
|
||||
p.z = math.floor(p.z)
|
||||
self._forcestart = p
|
||||
self._forcetimer = 1
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
-- This code is run after the entity got a push from above “push away” code.
|
||||
-- It is responsible for making sure the entity is entirely outside the solid node
|
||||
-- (with its full collision box), not just its center.
|
||||
if self._forcetimer > 0 then
|
||||
local cbox = self.object:get_properties().collisionbox
|
||||
local ok = false
|
||||
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
|
||||
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
|
||||
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
|
||||
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
|
||||
-- Item was successfully forced out. No more pushing
|
||||
if ok then
|
||||
self._forcetimer = -1
|
||||
self._force = nil
|
||||
enable_physics(self.object, self)
|
||||
else
|
||||
self._forcetimer = self._forcetimer - dtime
|
||||
end
|
||||
return
|
||||
elseif self._force then
|
||||
self._force = nil
|
||||
enable_physics(self.object, self)
|
||||
return
|
||||
end
|
||||
|
||||
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
|
||||
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
|
||||
self._flowing = true
|
||||
|
||||
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
|
||||
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
||||
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
|
||||
local vec = flowlib.quick_flow(p, node)
|
||||
-- Just to make sure we don't manipulate the speed for no reason
|
||||
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
|
||||
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
|
||||
local f = 1.2
|
||||
-- Set new item moving speed into the direciton of the liquid
|
||||
local newv = vector.multiply(vec, f)
|
||||
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
|
||||
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
|
||||
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
self.object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
return
|
||||
end
|
||||
if is_in_water and def.liquidtype == "source" then
|
||||
local cur_vec = self.object:get_velocity()
|
||||
-- apply some acceleration in the opposite direction so it doesn't slide forever
|
||||
local vec = {
|
||||
x = 0 - cur_vec.x * 0.9,
|
||||
y = 3 - cur_vec.y * 0.9,
|
||||
z = 0 - cur_vec.z * 0.9
|
||||
}
|
||||
self.object:set_acceleration(vec)
|
||||
-- slow down the item in water
|
||||
local vel = self.object:get_velocity()
|
||||
if vel.y < 0 then
|
||||
vel.y = vel.y * 0.9
|
||||
end
|
||||
self.object:set_velocity(vel)
|
||||
if self.physical_state ~= false or self._flowing ~= true then
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
self.object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
end
|
||||
end
|
||||
elseif self._flowing == true and not is_in_water and not is_floating then
|
||||
-- Disable flowing physics if not on/in flowing liquid
|
||||
self._flowing = false
|
||||
enable_physics(self.object, self, true)
|
||||
return
|
||||
end
|
||||
if move_items_in_water (self, p, def, node, is_floating, is_in_water) then return end
|
||||
|
||||
-- If node is not registered or node is walkably solid and resting on nodebox
|
||||
local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name
|
||||
|
@ -1011,14 +923,13 @@ minetest.register_entity(":__builtin:item", {
|
|||
local is_on_floor = def and (def.walkable
|
||||
and not def.groups.slippery and v.y == 0)
|
||||
|
||||
if not minetest.registered_nodes[nn]
|
||||
or is_floating or is_on_floor then
|
||||
if not minetest.registered_nodes[nn] or is_floating or is_on_floor then
|
||||
|
||||
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
|
||||
-- Merge with close entities of the same item
|
||||
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
|
||||
local obj = object:get_luaentity()
|
||||
if obj and obj.name == "__builtin:item"
|
||||
and obj.physical_state == false then
|
||||
if obj and obj.name == "__builtin:item" and obj.physical_state == false then
|
||||
if self:try_merge_with(own_stack, object, obj) then
|
||||
return
|
||||
end
|
||||
|
|
|
@ -11,6 +11,14 @@ mcl_minecarts.check_float_time = 15
|
|||
dofile(mcl_minecarts.modpath.."/functions.lua")
|
||||
dofile(mcl_minecarts.modpath.."/rails.lua")
|
||||
|
||||
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_minecarts", false)
|
||||
local function mcl_log(message)
|
||||
if LOGGING_ON then
|
||||
mcl_util.mcl_log(message, "[Minecarts]", true)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local function detach_driver(self)
|
||||
if not self._driver then
|
||||
return
|
||||
|
@ -51,6 +59,134 @@ end
|
|||
|
||||
local activate_normal_minecart = detach_driver
|
||||
|
||||
local function hopper_take_item(self, dtime)
|
||||
local pos = self.object:get_pos()
|
||||
if not pos then return end
|
||||
|
||||
if not self or self.name ~= "mcl_minecarts:hopper_minecart" then return end
|
||||
|
||||
if mcl_util.check_dtime_timer(self, dtime, "hoppermc_take", 0.15) then
|
||||
--minetest.log("The check timer was triggered: " .. dump(pos) .. ", name:" .. self.name)
|
||||
else
|
||||
--minetest.log("The check timer was not triggered")
|
||||
return
|
||||
end
|
||||
|
||||
--mcl_log("self.itemstring: ".. self.itemstring)
|
||||
|
||||
local above_pos = vector.offset(pos, 0, 0.9, 0)
|
||||
--mcl_log("self.itemstring: ".. minetest.pos_to_string(above_pos))
|
||||
local objs = minetest.get_objects_inside_radius(above_pos, 1.25)
|
||||
|
||||
if objs then
|
||||
|
||||
mcl_log("there is an itemstring. Number of objs: ".. #objs)
|
||||
|
||||
for k, v in pairs(objs) do
|
||||
local ent = v:get_luaentity()
|
||||
|
||||
if ent._removed or not ent.itemstring or ent.itemstring == "" then
|
||||
--minetest.log("Ignore this item")
|
||||
break
|
||||
end
|
||||
|
||||
-- Don't forget actual hoppers
|
||||
|
||||
local taken_items = false
|
||||
|
||||
mcl_log("ent.name: " .. tostring(ent.name))
|
||||
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
|
||||
|
||||
local inv = mcl_entity_invs.load_inv(self, 5)
|
||||
|
||||
if not inv then
|
||||
mcl_log("No inv")
|
||||
return false
|
||||
end
|
||||
|
||||
local current_itemstack = ItemStack(ent.itemstring)
|
||||
|
||||
mcl_log("inv. size: " .. self._inv_size)
|
||||
if inv:room_for_item("main", current_itemstack) then
|
||||
mcl_log("Room")
|
||||
inv:add_item("main", current_itemstack)
|
||||
ent.object:get_luaentity().itemstring = ""
|
||||
ent.object:remove()
|
||||
taken_items = true
|
||||
else
|
||||
mcl_log("no Room")
|
||||
end
|
||||
|
||||
if not taken_items then
|
||||
local items_remaining = current_itemstack:get_count()
|
||||
|
||||
-- This will take part of a floating item stack if no slot can hold the full amount
|
||||
for i = 1, self._inv_size, 1 do
|
||||
local stack = inv:get_stack("main", i)
|
||||
|
||||
mcl_log("i: " .. tostring(i))
|
||||
mcl_log("Items remaining: " .. items_remaining)
|
||||
mcl_log("Name: " .. tostring(stack:get_name()))
|
||||
|
||||
if current_itemstack:get_name() == stack:get_name() then
|
||||
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
|
||||
|
||||
local room_for = stack:get_stack_max() - stack:get_count()
|
||||
mcl_log("Room for: " .. tostring(room_for))
|
||||
|
||||
if room_for == 0 then
|
||||
-- Do nothing
|
||||
mcl_log("No room")
|
||||
elseif room_for < items_remaining then
|
||||
mcl_log("We have more items remaining than space")
|
||||
|
||||
items_remaining = items_remaining - room_for
|
||||
stack:set_count(stack:get_stack_max())
|
||||
inv:set_stack("main", i, stack)
|
||||
taken_items = true
|
||||
else
|
||||
local new_stack_size = stack:get_count() + items_remaining
|
||||
stack:set_count(new_stack_size)
|
||||
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
|
||||
|
||||
inv:set_stack("main", i, stack)
|
||||
items_remaining = 0
|
||||
|
||||
ent.object:get_luaentity().itemstring = ""
|
||||
ent.object:remove()
|
||||
|
||||
taken_items = true
|
||||
break
|
||||
end
|
||||
|
||||
mcl_log("Count: " .. tostring(stack:get_count()))
|
||||
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
|
||||
--mcl_log("Is it empty: " .. stack:to_string())
|
||||
end
|
||||
|
||||
if i == self._inv_size and taken_items then
|
||||
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
|
||||
current_itemstack:set_count(items_remaining)
|
||||
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
|
||||
ent.itemstring = current_itemstack:to_string()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--Add in, and delete
|
||||
if taken_items then
|
||||
mcl_log("Saving")
|
||||
mcl_entity_invs.save_inv(ent)
|
||||
return taken_items
|
||||
else
|
||||
mcl_log("No need to save")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
-- Table for item-to-entity mapping. Keys: itemstring, Values: Corresponding entity ID
|
||||
local entity_mapping = {}
|
||||
|
||||
|
@ -66,6 +202,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
|||
on_rightclick = on_rightclick,
|
||||
|
||||
_driver = nil, -- player who sits in and controls the minecart (only for minecart!)
|
||||
_passenger = nil, -- for mobs
|
||||
_punched = false, -- used to re-send _velocity and position
|
||||
_velocity = {x=0, y=0, z=0}, -- only used on punch
|
||||
_start_pos = nil, -- Used to calculate distance for “On A Rail” achievement
|
||||
|
@ -86,6 +223,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
|||
local data = minetest.deserialize(staticdata)
|
||||
if type(data) == "table" then
|
||||
self._railtype = data._railtype
|
||||
self._passenger = data._passenger
|
||||
end
|
||||
self.object:set_armor_groups({immortal=1})
|
||||
|
||||
|
@ -177,7 +315,11 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
|||
|
||||
cart.on_activate_by_rail = on_activate_by_rail
|
||||
|
||||
local passenger_attach_position = vector.new(0, -1.75, 0)
|
||||
|
||||
function cart:on_step(dtime)
|
||||
hopper_take_item(self, dtime)
|
||||
|
||||
local ctrl, player = nil, nil
|
||||
if self._driver then
|
||||
player = minetest.get_player_by_name(self._driver)
|
||||
|
@ -212,6 +354,29 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
|||
end
|
||||
end
|
||||
|
||||
-- Grab mob
|
||||
if math.random(1,20) > 15 and not self._passenger then
|
||||
if self.name == "mcl_minecarts:minecart" then
|
||||
local mobsnear = minetest.get_objects_inside_radius(self.object:get_pos(), 1.3)
|
||||
for n=1, #mobsnear do
|
||||
local mob = mobsnear[n]
|
||||
if mob then
|
||||
local entity = mob:get_luaentity()
|
||||
if entity and entity.is_mob then
|
||||
self._passenger = entity
|
||||
mob:set_attach(self.object, "", passenger_attach_position, vector.zero())
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
elseif self._passenger then
|
||||
local passenger_pos = self._passenger.object:get_pos()
|
||||
if not passenger_pos then
|
||||
self._passenger = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- Drop minecart if it isn't on a rail anymore
|
||||
if self._last_float_check >= mcl_minecarts.check_float_time then
|
||||
pos = self.object:get_pos()
|
||||
|
@ -236,19 +401,8 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
|||
return
|
||||
end
|
||||
|
||||
-- Drop items and remove cart entity
|
||||
local pname = ""
|
||||
if player then
|
||||
pname = player:get_player_name()
|
||||
end
|
||||
if not minetest.is_creative_enabled(pname) then
|
||||
for d=1, #drop do
|
||||
minetest.add_item(self.object:get_pos(), drop[d])
|
||||
end
|
||||
end
|
||||
|
||||
self.object:remove()
|
||||
return
|
||||
-- Do not drop minecart. It goes off the rails too frequently, and anyone using them for farms won't
|
||||
-- notice and lose their iron and not bother. Not cool until fixed.
|
||||
end
|
||||
self._last_float_check = 0
|
||||
end
|
||||
|
|
|
@ -10,15 +10,15 @@ To obtain the minecart and TNT, punch them while holding down the sneak key. You
|
|||
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Une wagonnet avec un four est un véhicule qui se déplace sur rails. Il peut se propulser avec du carburant.
|
||||
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.=Placez-le sur des rails. Si vous lui donnez du charbon, le four commencera à brûler pendant longtemps et le wagonnet pourra se déplacer. Frappez-le pour le faire bouger.
|
||||
To obtain the minecart and furnace, punch them while holding down the sneak key.=Pour obtenir le wagonnet et le four, frappez-les tout en maintenant la touche furtive enfoncée.
|
||||
Minecart with Chest=Wagonnet avec Coffre
|
||||
Minecart with Furnace=Wagonnet avec Four
|
||||
Minecart with Command Block=Wagonnet avec Bloc de Commande
|
||||
Minecart with Hopper=Wagonnet avec Entonoir
|
||||
Minecart with Chest=Wagonnet avec coffre
|
||||
Minecart with Furnace=Wagonnet avec four
|
||||
Minecart with Command Block=Wagonnet avec bloc de commande
|
||||
Minecart with Hopper=Wagonnet avec entonnoir
|
||||
Minecart with TNT=Wagonnet avec 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.=Placez-les sur le sol pour construire votre chemin de fer, les rails se connecteront automatiquement les uns aux autres et se transformeront en courbes, en jonctions en T, en traversées et en pentes au besoin.
|
||||
Rail=Rail
|
||||
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails ralentissent légèrement les wagonnets en raison de la friction.
|
||||
Powered Rail=Rail allimenté
|
||||
Powered Rail=Rail alimenté
|
||||
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails motorisés sont capables d'accélérer et de freiner les wagonnets.
|
||||
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Sans énergie de redstone, le rail freinera les wagonnets. Pour que ce rail accélère les minecarts, alimentez-le avec une source d'énergie redstone.
|
||||
Activator Rail=Rail d'activation
|
||||
|
|
|
@ -5,23 +5,18 @@ local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
|
|||
|
||||
local PATHFINDING = "gowp"
|
||||
local CRASH_WARN_FREQUENCY = 60
|
||||
local LIFETIMER_DISTANCE = 47
|
||||
|
||||
-- Localize
|
||||
local S = minetest.get_translator("mcl_mobs")
|
||||
|
||||
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
|
||||
local function mcl_log (message)
|
||||
if LOGGING_ON then
|
||||
mcl_util.mcl_log (message, "[Mobs]", true)
|
||||
end
|
||||
end
|
||||
local DEVELOPMENT = minetest.settings:get_bool("mcl_development",false)
|
||||
|
||||
-- Invisibility mod check
|
||||
mcl_mobs.invis = {}
|
||||
|
||||
local remove_far = true
|
||||
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
|
||||
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
|
||||
|
||||
local mobs_debug = minetest.settings:get_bool("mobs_debug", false) -- Shows helpful debug info above each mob
|
||||
local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
|
||||
|
||||
|
@ -38,15 +33,6 @@ if minetest.settings:get_bool("only_peaceful_mobs", false) then
|
|||
end)
|
||||
end
|
||||
|
||||
local node_ok = function(pos, fallback)
|
||||
fallback = fallback or mcl_mobs.fallback_node
|
||||
local node = minetest.get_node_or_nil(pos)
|
||||
if node and minetest.registered_nodes[node.name] then
|
||||
return node
|
||||
end
|
||||
return minetest.registered_nodes[fallback]
|
||||
end
|
||||
|
||||
function mob_class:update_tag() --update nametag and/or the debug box
|
||||
local tag
|
||||
if mobs_debug then
|
||||
|
@ -75,16 +61,27 @@ function mob_class:update_tag() --update nametag and/or the debug box
|
|||
})
|
||||
end
|
||||
|
||||
function mob_class:jock_to(mob, reletive_pos, rot)
|
||||
local pos = self.object:get_pos()
|
||||
if not pos then return end
|
||||
|
||||
self.jockey = mob
|
||||
local jock = minetest.add_entity(pos, mob)
|
||||
if not jock then return end
|
||||
jock:get_luaentity().docile_by_day = false
|
||||
jock:get_luaentity().riden_by_jock = true
|
||||
self.object:set_attach(jock, "", reletive_pos, rot)
|
||||
end
|
||||
|
||||
function mob_class:get_staticdata()
|
||||
|
||||
for _,p in pairs(minetest.get_connected_players()) do
|
||||
self:remove_particlespawners(p:get_player_name())
|
||||
end
|
||||
|
||||
-- remove mob when out of range unless tamed
|
||||
if remove_far
|
||||
and self.can_despawn
|
||||
and self.remove_ok
|
||||
and ((not self.nametag) or (self.nametag == ""))
|
||||
and self:despawn_allowed()
|
||||
and self.lifetimer <= 20 then
|
||||
if spawn_logging then
|
||||
minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
|
||||
|
@ -93,7 +90,6 @@ function mob_class:get_staticdata()
|
|||
return "remove"-- nil
|
||||
end
|
||||
|
||||
self.remove_ok = true
|
||||
self.attack = nil
|
||||
self.following = nil
|
||||
self.state = "stand"
|
||||
|
@ -115,6 +111,21 @@ function mob_class:get_staticdata()
|
|||
return minetest.serialize(tmp)
|
||||
end
|
||||
|
||||
local function valid_texture(self, def_textures)
|
||||
if not self.base_texture then
|
||||
return false
|
||||
end
|
||||
|
||||
if self.texture_selected then
|
||||
if #def_textures < self.texture_selected then
|
||||
self.texture_selected = nil
|
||||
else
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function mob_class:mob_activate(staticdata, def, dtime)
|
||||
if not self.object:get_pos() or staticdata == "remove" then
|
||||
mcl_burning.extinguish(self.object)
|
||||
|
@ -137,16 +148,20 @@ function mob_class:mob_activate(staticdata, def, dtime)
|
|||
end
|
||||
|
||||
--If textures in definition change, reload textures
|
||||
if not self.base_texture or (def.textures and table.indexof(def.textures, self.base_texture) == -1) then
|
||||
if not valid_texture(self, def.textures) then
|
||||
|
||||
-- compatiblity with old simple mobs textures
|
||||
if type(def.textures[1]) == "string" then
|
||||
def.textures = {def.textures}
|
||||
end
|
||||
|
||||
local c = 1
|
||||
if #def.textures > c then c = #def.textures end
|
||||
if not self.texture_selected then
|
||||
local c = 1
|
||||
if #def.textures > c then c = #def.textures end
|
||||
self.texture_selected = math.random(c)
|
||||
end
|
||||
|
||||
self.base_texture = def.textures[math.random(c)]
|
||||
self.base_texture = def.textures[self.texture_selected]
|
||||
self.base_mesh = def.mesh
|
||||
self.base_size = self.visual_size
|
||||
self.base_colbox = self.collisionbox
|
||||
|
@ -268,6 +283,13 @@ function mob_class:mob_activate(staticdata, def, dtime)
|
|||
self._current_animation = nil
|
||||
self:set_animation( "stand")
|
||||
|
||||
|
||||
if self.riden_by_jock then --- Keep this function before self.on_spawn() is run.
|
||||
self.object:remove()
|
||||
return
|
||||
end
|
||||
|
||||
|
||||
if self.on_spawn and not self.on_spawn_run then
|
||||
if self.on_spawn(self) then
|
||||
self.on_spawn_run = true
|
||||
|
@ -284,6 +306,9 @@ function mob_class:mob_activate(staticdata, def, dtime)
|
|||
self._run_armor_init = true
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
if def.after_activate then
|
||||
def.after_activate(self, staticdata, def, dtime)
|
||||
end
|
||||
|
@ -291,46 +316,33 @@ end
|
|||
|
||||
-- execute current state (stand, walk, run, attacks)
|
||||
-- returns true if mob has died
|
||||
function mob_class:do_states(dtime)
|
||||
function mob_class:do_states(dtime, player_in_active_range)
|
||||
--if self.can_open_doors then check_doors(self) end
|
||||
|
||||
if self.state == "stand" then
|
||||
self:do_states_stand()
|
||||
elseif self.state == PATHFINDING then
|
||||
self:check_gowp(dtime)
|
||||
elseif self.state == "walk" then
|
||||
self:do_states_walk()
|
||||
elseif self.state == "runaway" then
|
||||
-- runaway when punched
|
||||
self:do_states_runaway()
|
||||
elseif self.state == "attack" then
|
||||
-- attack routines (explode, dogfight, shoot, dogshoot)
|
||||
if self:do_states_attack(dtime) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function update_timers (self, dtime)
|
||||
-- knockback timer. set in on_punch
|
||||
if self.pause_timer > 0 then
|
||||
self.pause_timer = self.pause_timer - dtime
|
||||
return true
|
||||
return
|
||||
end
|
||||
|
||||
-- attack timer. Not anymore, it seems. Used for also occassionally processing mob step too!
|
||||
self.timer = self.timer + dtime
|
||||
self:env_danger_movement_checks(player_in_active_range)
|
||||
|
||||
if self.state ~= "attack" and self.state ~= PATHFINDING then
|
||||
if self.timer < 1 then
|
||||
if self.state == PATHFINDING then
|
||||
self:check_gowp(dtime)
|
||||
elseif self.state == "attack" then
|
||||
if self:do_states_attack(dtime) then
|
||||
return true
|
||||
end
|
||||
self.timer = 0
|
||||
end
|
||||
|
||||
-- never go over 100
|
||||
if self.timer > 100 then
|
||||
self.timer = 1
|
||||
else
|
||||
if mcl_util.check_dtime_timer(self, dtime, "onstep_dostates", 1) then
|
||||
if self.state == "stand" then
|
||||
self:do_states_stand(player_in_active_range)
|
||||
elseif self.state == "walk" then
|
||||
self:do_states_walk()
|
||||
elseif self.state == "runaway" then
|
||||
self:do_states_runaway()
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -358,6 +370,8 @@ function mob_class:outside_limits()
|
|||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
local function on_step_work (self, dtime)
|
||||
local pos = self.object:get_pos()
|
||||
if not pos then return end
|
||||
|
@ -373,71 +387,62 @@ local function on_step_work (self, dtime)
|
|||
end
|
||||
|
||||
if self:falling(pos) then return end
|
||||
self:check_suspend()
|
||||
|
||||
if not self.fire_resistant then
|
||||
mcl_burning.tick(self.object, dtime, self)
|
||||
if not self.object:get_pos() then return end -- mcl_burning.tick may remove object immediately
|
||||
|
||||
if self:check_for_death("fire", {type = "fire"}) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
if self:env_damage (dtime, pos) then return end
|
||||
if self:step_damage (dtime, pos) then return end
|
||||
|
||||
if self.state == "die" then return end
|
||||
-- End: Death/damage processing
|
||||
|
||||
local player_in_active_range = self:player_in_active_range()
|
||||
self:check_suspend(player_in_active_range)
|
||||
|
||||
self:check_water_flow()
|
||||
self:env_danger_movement_checks (dtime)
|
||||
|
||||
self:follow_flop() -- Mob following code.
|
||||
if not self._jumping_cliff then
|
||||
self._can_jump_cliff = self:can_jump_cliff()
|
||||
else
|
||||
self._can_jump_cliff = false
|
||||
end
|
||||
|
||||
self:set_animation_speed() -- set animation speed relative to velocity
|
||||
self:flop()
|
||||
|
||||
self:check_smooth_rotation(dtime)
|
||||
self:check_head_swivel(dtime)
|
||||
|
||||
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
|
||||
self:do_jump()
|
||||
if player_in_active_range then
|
||||
self:set_animation_speed() -- set animation speed relative to velocity
|
||||
|
||||
self:check_head_swivel(dtime)
|
||||
|
||||
if mcl_util.check_dtime_timer(self, dtime, "onstep_engage", 0.2) then
|
||||
self:check_follow()
|
||||
self:check_runaway_from()
|
||||
self:monster_attack()
|
||||
self:npc_attack()
|
||||
end
|
||||
|
||||
self:check_herd(dtime)
|
||||
|
||||
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
|
||||
self:do_jump()
|
||||
end
|
||||
|
||||
if mcl_util.check_dtime_timer(self, dtime, "onstep_occassional", 1) then
|
||||
|
||||
if player_in_active_range then
|
||||
self:check_item_pickup()
|
||||
self:set_armor_texture()
|
||||
self:step_opinion_sound(dtime)
|
||||
end
|
||||
|
||||
self:check_breeding()
|
||||
end
|
||||
|
||||
self:check_runaway_from()
|
||||
self:monster_attack()
|
||||
self:npc_attack()
|
||||
self:check_aggro(dtime)
|
||||
|
||||
self:check_particlespawners(dtime)
|
||||
|
||||
if self.do_custom and self.do_custom(self, dtime) == false then return end
|
||||
|
||||
|
||||
-- In certain circumstances, we abandon processing of certain functionality
|
||||
local skip_processing = false
|
||||
if update_timers(self, dtime) then
|
||||
skip_processing = true
|
||||
end
|
||||
|
||||
|
||||
|
||||
if not skip_processing then
|
||||
self:check_breeding()
|
||||
|
||||
self:check_item_pickup()
|
||||
self:set_armor_texture()
|
||||
|
||||
self:check_particlespawners(dtime)
|
||||
|
||||
if self.opinion_sound_cooloff > 0 then
|
||||
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
|
||||
end
|
||||
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
|
||||
if math.random(1, 70) == 1 then
|
||||
self:mob_sound("random", true)
|
||||
end
|
||||
|
||||
if self:do_states(dtime) then return end
|
||||
end
|
||||
|
||||
|
||||
if self:do_states(dtime, player_in_active_range) then return end
|
||||
|
||||
if mobs_debug then self:update_tag() end
|
||||
|
||||
|
@ -448,9 +453,17 @@ end
|
|||
|
||||
local last_crash_warn_time = 0
|
||||
|
||||
local on_step_error_handler = function ()
|
||||
local info = debug.getinfo(1, "SnlufL")
|
||||
local function log_error (stack_trace, info, info2)
|
||||
minetest.log("action", "--- Bug report start (please provide a few lines before this also for context) ---")
|
||||
minetest.log("action", "Error: " .. stack_trace)
|
||||
minetest.log("action", "Bug info: " .. info)
|
||||
if info2 then
|
||||
minetest.log("action", "Bug info additional: " .. info2)
|
||||
end
|
||||
minetest.log("action", "--- Bug report end ---")
|
||||
end
|
||||
|
||||
local function warn_user_error ()
|
||||
local current_time = os.time()
|
||||
local time_since_warning = current_time - last_crash_warn_time
|
||||
|
||||
|
@ -462,27 +475,48 @@ local on_step_error_handler = function ()
|
|||
last_crash_warn_time = current_time
|
||||
minetest.log("A game crashing bug was prevented. Please provide debug.log information to MineClone2 dev team for investigation. (Search for: --- Bug report start)")
|
||||
end
|
||||
minetest.log("action", "--- Bug report start (please provide a few lines before this also for context) ---")
|
||||
minetest.log("action", "Stack trace: ".. tostring(debug.traceback()))
|
||||
minetest.log("action", "Bug info: ".. dump(info))
|
||||
minetest.log("action", "--- Bug report end ---")
|
||||
end
|
||||
|
||||
local on_step_error_handler = function ()
|
||||
warn_user_error ()
|
||||
local info = debug.getinfo(1, "SnlufL")
|
||||
log_error(tostring(debug.traceback()), dump(info))
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- main mob function
|
||||
function mob_class:on_step(dtime)
|
||||
local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime)
|
||||
if status then
|
||||
return retVal
|
||||
if not DEVELOPMENT then
|
||||
-- Removed as bundled Lua (5.1 doesn't support xpcall)
|
||||
--local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime)
|
||||
local status, retVal = pcall(on_step_work, self, dtime)
|
||||
if status then
|
||||
return retVal
|
||||
else
|
||||
warn_user_error ()
|
||||
local pos = self.object:get_pos()
|
||||
if pos then
|
||||
local node = minetest.get_node(pos)
|
||||
if node and node.name == "ignore" then
|
||||
minetest.log("warning", "Pos is ignored: " .. dump(pos))
|
||||
end
|
||||
end
|
||||
log_error (dump(retVal), dump(pos), dump(self))
|
||||
end
|
||||
else
|
||||
return on_step_work (self, dtime)
|
||||
end
|
||||
end
|
||||
|
||||
local timer = 0
|
||||
minetest.register_globalstep(function(dtime)
|
||||
|
||||
local function update_lifetimer(dtime)
|
||||
timer = timer + dtime
|
||||
if timer < 1 then return end
|
||||
for _, player in pairs(minetest.get_connected_players()) do
|
||||
local pos = player:get_pos()
|
||||
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do
|
||||
for _, obj in pairs(minetest.get_objects_inside_radius(pos, LIFETIMER_DISTANCE)) do
|
||||
local lua = obj:get_luaentity()
|
||||
if lua and lua.is_mob then
|
||||
lua.lifetimer = math.max(20, lua.lifetimer)
|
||||
|
@ -491,22 +525,125 @@ minetest.register_globalstep(function(dtime)
|
|||
end
|
||||
end
|
||||
timer = 0
|
||||
end
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
update_lifetimer(dtime)
|
||||
end)
|
||||
|
||||
minetest.register_chatcommand("clearmobs",{
|
||||
privs={maphack=true},
|
||||
params = "<all>|<nametagged>|<range>",
|
||||
description=S("Removes all spawned mobs except nametagged and tamed ones. all removes all mobs, nametagged only nametagged ones and with the range paramter all mobs in a distance of the current player are removed."),
|
||||
func=function(n,param)
|
||||
local p = minetest.get_player_by_name(n)
|
||||
local num=tonumber(param)
|
||||
|
||||
minetest.register_chatcommand("clearmobs", {
|
||||
privs = { maphack = true },
|
||||
params = "[all|monster|passive|<mob name> [<range>|nametagged|tamed]]",
|
||||
description = S("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."),
|
||||
func = function(player, param)
|
||||
local default = false
|
||||
if not param or param == "" then
|
||||
default = true
|
||||
minetest.chat_send_player(player,
|
||||
S("Default usage. Clearing hostile mobs. For more options please type: /help clearmobs"))
|
||||
end
|
||||
local mob, unsafe = param:match("^([%w]+)[ ]?([%w%d]*)$")
|
||||
|
||||
local all = false
|
||||
local nametagged = false
|
||||
local tamed = false
|
||||
|
||||
local mob_name, mob_type, range
|
||||
|
||||
-- Param 1 resolve
|
||||
if mob and mob ~= "" then
|
||||
if mob == "all" then
|
||||
all = true
|
||||
elseif mob == "passive" or mob == "monster" then
|
||||
mob_type = mob
|
||||
elseif mob then
|
||||
mob_name = mob
|
||||
end
|
||||
--minetest.log ("mob: [" .. mob .. "]")
|
||||
else
|
||||
--minetest.log("No valid first param")
|
||||
if default then
|
||||
--minetest.log("Use default")
|
||||
mob_type = "monster"
|
||||
end
|
||||
--return
|
||||
end
|
||||
|
||||
-- Param 2 resolve
|
||||
if unsafe and unsafe ~= "" then
|
||||
--minetest.log ("unsafe: [" .. unsafe .. "]")
|
||||
if unsafe == "nametagged" then
|
||||
nametagged = true
|
||||
elseif unsafe == "tamed" then
|
||||
tamed = true
|
||||
end
|
||||
|
||||
local num = tonumber(unsafe)
|
||||
if num then range = num end
|
||||
end
|
||||
|
||||
local p = minetest.get_player_by_name(player)
|
||||
|
||||
for _,o in pairs(minetest.luaentities) do
|
||||
if o.is_mob then
|
||||
if param == "all" or
|
||||
( param == "nametagged" and o.nametag ) or
|
||||
( param == "" and ( not o.nametag or o.nametag == "" ) and not o.tamed ) or
|
||||
( num and num > 0 and vector.distance(p:get_pos(),o.object:get_pos()) <= num ) then
|
||||
o.object:remove()
|
||||
if o and o.is_mob then
|
||||
local mob_match = false
|
||||
|
||||
if all then
|
||||
--minetest.log("Match - All mobs specified")
|
||||
mob_match = true
|
||||
elseif mob_type then
|
||||
|
||||
--minetest.log("Match - o.type: ".. tostring(o.type))
|
||||
--minetest.log("mob_type: ".. tostring(mob_type))
|
||||
if mob_type == "monster" and o.type == mob_type then
|
||||
--minetest.log("Match - monster")
|
||||
mob_match = true
|
||||
elseif mob_type == "passive" and o.type ~= "monster" and o.type ~= "npc" then
|
||||
--minetest.log("Match - passive")
|
||||
mob_match = true
|
||||
else
|
||||
--minetest.log("No match for type.")
|
||||
end
|
||||
|
||||
elseif mob_name and (o.name == mob_name or string.find(o.name, mob_name)) then
|
||||
--minetest.log("Match - mob_name = ".. tostring(o.name))
|
||||
mob_match = true
|
||||
else
|
||||
--minetest.log("No match - o.type = ".. tostring(o.type))
|
||||
--minetest.log("No match - mob_name = ".. tostring(o.name))
|
||||
--minetest.log("No match - mob_type = ".. tostring(mob_name))
|
||||
end
|
||||
|
||||
if mob_match then
|
||||
local in_range = true
|
||||
if (not range or range <= 0 ) then
|
||||
in_range = true
|
||||
else
|
||||
if ( vector.distance(p:get_pos(),o.object:get_pos()) <= range ) then
|
||||
in_range = true
|
||||
else
|
||||
--minetest.log("Out of range")
|
||||
in_range = false
|
||||
end
|
||||
end
|
||||
|
||||
--minetest.log("o.nametag: ".. tostring(o.nametag))
|
||||
|
||||
if nametagged then
|
||||
if o.nametag then
|
||||
--minetest.log("Namedtagged and it has a name tag. Kill it")
|
||||
o.object:remove()
|
||||
end
|
||||
elseif tamed then
|
||||
if o.tamed then
|
||||
--minetest.log("Tamed. Kill it")
|
||||
o.object:remove()
|
||||
end
|
||||
elseif in_range and (not o.nametag or o.nametag == "") and not o.tamed then
|
||||
--minetest.log("No nametag or tamed. Kill it")
|
||||
o.object:remove()
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -262,6 +262,7 @@ functions needed for the mob to work properly which contains the following:
|
|||
'custom_visual_size' will not reset visual_size from the base class on reload
|
||||
'noyaw' If true this mob will not automatically change yaw
|
||||
'particlespawners' Table of particlespawners attached to the mob. This is implemented in a coord safe manner i.e. spawners are only sent to players within the player_transfer_distance (and automatically removed). This enables infinitely lived particlespawners.
|
||||
'attack_frequency' Attack frequency in seconds. If unset, this defaults to 1. Implemented for melee only atm.
|
||||
|
||||
mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival
|
||||
|
||||
|
|
|
@ -74,6 +74,7 @@ function mob_class:feed_tame(clicker, feed_count, breed, tame, notake)
|
|||
if self.food >= feed_count then
|
||||
self.food = 0
|
||||
self.horny = true
|
||||
self.persistent = true
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
@ -10,6 +10,8 @@ local stuck_path_timeout = 10 -- how long will mob follow path before giving up
|
|||
|
||||
local enable_pathfinding = true
|
||||
|
||||
local TIME_TO_FORGET_TARGET = 15
|
||||
|
||||
local atann = math.atan
|
||||
local function atan(x)
|
||||
if not x or x ~= x then
|
||||
|
@ -329,10 +331,7 @@ end
|
|||
|
||||
-- find someone to attack
|
||||
function mob_class:monster_attack()
|
||||
if not damage_enabled
|
||||
or self.passive ~= false
|
||||
or self.state == "attack"
|
||||
or self:day_docile() then
|
||||
if not damage_enabled or self.passive ~= false or self.state == "attack" or self:day_docile() then
|
||||
return
|
||||
end
|
||||
|
||||
|
@ -341,9 +340,11 @@ function mob_class:monster_attack()
|
|||
local player, obj, min_player
|
||||
local type, name = "", ""
|
||||
local min_dist = self.view_range + 1
|
||||
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
||||
|
||||
local blacklist_attack = {}
|
||||
|
||||
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
||||
|
||||
for n = 1, #objs do
|
||||
if not objs[n]:is_player() then
|
||||
obj = objs[n]:get_luaentity()
|
||||
|
@ -359,32 +360,29 @@ function mob_class:monster_attack()
|
|||
end
|
||||
|
||||
for n = 1, #objs do
|
||||
|
||||
|
||||
if objs[n]:is_player() then
|
||||
if mcl_mobs.invis[ objs[n]:get_player_name() ] or (not self:object_in_range(objs[n])) then
|
||||
type = ""
|
||||
elseif (self.type == "monster" or self._aggro) then
|
||||
-- self.aggro made player be attacked by npc again if out of range then back in again
|
||||
-- Does it serve a purpose other than that?
|
||||
player = objs[n]
|
||||
type = "player"
|
||||
name = "player"
|
||||
end
|
||||
else
|
||||
obj = objs[n]:get_luaentity()
|
||||
|
||||
if obj then
|
||||
player = obj.object
|
||||
type = obj.type
|
||||
name = obj.name or ""
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- find specific mob to attack, failing that attack player/npc/animal
|
||||
if specific_attack(self.specific_attack, name)
|
||||
and (type == "player" or ( type == "npc" and self.attack_npcs )
|
||||
or (type == "animal" and self.attack_animals == true)) then
|
||||
|
||||
and (type == "player" or ( type == "npc" and self.attack_npcs )
|
||||
or (type == "animal" and self.attack_animals == true)) then
|
||||
p = player:get_pos()
|
||||
sp = s
|
||||
|
||||
|
@ -400,10 +398,10 @@ function mob_class:monster_attack()
|
|||
attacked_p = true
|
||||
end
|
||||
end
|
||||
|
||||
-- choose closest player to attack
|
||||
if dist < min_dist
|
||||
and not attacked_p
|
||||
and self:line_of_sight( sp, p, 2) == true then
|
||||
local line_of_sight = self:line_of_sight( sp, p, 2) == true
|
||||
if dist < min_dist and not attacked_p and line_of_sight then
|
||||
min_dist = dist
|
||||
min_player = player
|
||||
end
|
||||
|
@ -434,11 +432,9 @@ function mob_class:npc_attack()
|
|||
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
||||
|
||||
for n = 1, #objs do
|
||||
|
||||
obj = objs[n]:get_luaentity()
|
||||
|
||||
if obj and obj.type == "monster" then
|
||||
|
||||
p = obj.object:get_pos()
|
||||
sp = s
|
||||
|
||||
|
@ -448,8 +444,7 @@ function mob_class:npc_attack()
|
|||
p.y = p.y + 1
|
||||
sp.y = sp.y + 1
|
||||
|
||||
if dist < min_dist
|
||||
and self:line_of_sight( sp, p, 2) == true then
|
||||
if dist < min_dist and self:line_of_sight( sp, p, 2) == true then
|
||||
min_dist = dist
|
||||
min_player = obj.object
|
||||
end
|
||||
|
@ -796,23 +791,57 @@ end
|
|||
|
||||
function mob_class:check_aggro(dtime)
|
||||
if not self._aggro or not self.attack then return end
|
||||
if not self._check_aggro_timer or self._check_aggro_timer > 5 then
|
||||
|
||||
if not self._check_aggro_timer then
|
||||
self._check_aggro_timer = 0
|
||||
if not self.attack:get_pos() or vector.distance(self.attack:get_pos(),self.object:get_pos()) > 128 then
|
||||
self._aggro = nil
|
||||
self.attack = nil
|
||||
self.state = "stand"
|
||||
end
|
||||
|
||||
if self._check_aggro_timer > 5 then
|
||||
self._check_aggro_timer = 0
|
||||
|
||||
if self.attack then
|
||||
-- TODO consider removing this in favour of what is done in do_states_attack
|
||||
-- Attack is dropped in do_states_attack if out of range, so won't even trigger here
|
||||
-- I do not think this code does anything. Are mobs still loaded in at 128?
|
||||
if not self.attack:get_pos() or vector.distance(self.attack:get_pos(),self.object:get_pos()) > 128 then
|
||||
self._aggro = nil
|
||||
self.attack = nil
|
||||
self.state = "stand"
|
||||
end
|
||||
end
|
||||
end
|
||||
self._check_aggro_timer = self._check_aggro_timer + dtime
|
||||
end
|
||||
|
||||
|
||||
|
||||
local function clear_aggro(self)
|
||||
self.state = "stand"
|
||||
self:set_velocity( 0)
|
||||
self:set_animation( "stand")
|
||||
|
||||
self.attack = nil
|
||||
self._aggro = nil
|
||||
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self.path.way = nil
|
||||
end
|
||||
|
||||
function mob_class:do_states_attack (dtime)
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
self.timer = self.timer + dtime
|
||||
if self.timer > 100 then
|
||||
self.timer = 1
|
||||
end
|
||||
|
||||
local s = self.object:get_pos()
|
||||
if not s then return end
|
||||
|
||||
local p = self.attack:get_pos() or s
|
||||
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
|
||||
-- stop attacking if player invisible or out of range
|
||||
if not self.attack
|
||||
or not self.attack:get_pos()
|
||||
|
@ -820,32 +849,33 @@ function mob_class:do_states_attack (dtime)
|
|||
or self.attack:get_hp() <= 0
|
||||
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
|
||||
|
||||
self.state = "stand"
|
||||
self:set_velocity( 0)
|
||||
self:set_animation( "stand")
|
||||
self.attack = nil
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self.path.way = nil
|
||||
|
||||
clear_aggro(self)
|
||||
return
|
||||
end
|
||||
|
||||
local target_line_of_sight = self:line_of_sight(s, p, 2)
|
||||
if not target_line_of_sight then
|
||||
if self.target_time_lost then
|
||||
local time_since_seen = os.time() - self.target_time_lost
|
||||
if time_since_seen > TIME_TO_FORGET_TARGET then
|
||||
self.target_time_lost = nil
|
||||
clear_aggro(self)
|
||||
return
|
||||
end
|
||||
else
|
||||
self.target_time_lost = os.time()
|
||||
end
|
||||
else
|
||||
self.target_time_lost = nil
|
||||
end
|
||||
|
||||
-- calculate distance from mob and enemy
|
||||
local dist = vector.distance(p, s)
|
||||
|
||||
if self.attack_type == "explode" then
|
||||
|
||||
local vec = {
|
||||
x = p.x - s.x,
|
||||
z = p.z - s.z
|
||||
}
|
||||
|
||||
local vec = { x = p.x - s.x, z = p.z - s.z }
|
||||
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 node_break_radius = self.explosion_radius or 1
|
||||
|
@ -853,20 +883,15 @@ function mob_class:do_states_attack (dtime)
|
|||
or (node_break_radius * 2)
|
||||
|
||||
-- start timer when in reach and line of sight
|
||||
if not self.v_start
|
||||
and dist <= self.reach
|
||||
and self:line_of_sight( s, p, 2) then
|
||||
|
||||
if not self.v_start and dist <= self.reach and target_line_of_sight then
|
||||
self.v_start = true
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self:mob_sound("fuse", nil, false)
|
||||
|
||||
-- stop timer if out of reach or direct line of sight
|
||||
elseif self.allow_fuse_reset
|
||||
and self.v_start
|
||||
and (dist >= self.explosiontimer_reset_radius
|
||||
or not self:line_of_sight( s, p, 2)) then
|
||||
elseif self.allow_fuse_reset and self.v_start
|
||||
and (dist >= self.explosiontimer_reset_radius or not target_line_of_sight) then
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
|
@ -888,25 +913,20 @@ function mob_class:do_states_attack (dtime)
|
|||
end
|
||||
|
||||
if self.v_start then
|
||||
|
||||
self.timer = self.timer + dtime
|
||||
self.blinktimer = (self.blinktimer or 0) + dtime
|
||||
|
||||
if self.blinktimer > 0.2 then
|
||||
|
||||
self.blinktimer = 0
|
||||
|
||||
if self.blinkstatus then
|
||||
self:remove_texture_mod("^[brighten")
|
||||
else
|
||||
self:add_texture_mod("^[brighten")
|
||||
end
|
||||
|
||||
self.blinkstatus = not self.blinkstatus
|
||||
end
|
||||
|
||||
if self.timer > self.explosion_timer then
|
||||
|
||||
local pos = self.object:get_pos()
|
||||
|
||||
if mobs_griefing and not minetest.is_protected(pos, "") then
|
||||
|
@ -1020,54 +1040,45 @@ function mob_class:do_states_attack (dtime)
|
|||
|
||||
-- move towards enemy if beyond mob reach
|
||||
if dist > self.reach then
|
||||
|
||||
-- path finding by rnd
|
||||
if self.pathfinding -- only if mob has pathfinding enabled
|
||||
and enable_pathfinding then
|
||||
|
||||
if enable_pathfinding and self.pathfinding then
|
||||
self:smart_mobs(s, p, dist, dtime)
|
||||
end
|
||||
|
||||
if self:is_at_cliff_or_danger() then
|
||||
|
||||
self:set_velocity( 0)
|
||||
self:set_animation( "stand")
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||
else
|
||||
|
||||
if self.path.stuck then
|
||||
self:set_velocity( self.walk_velocity)
|
||||
self:set_velocity(self.walk_velocity)
|
||||
else
|
||||
self:set_velocity( self.run_velocity)
|
||||
self:set_velocity(self.run_velocity)
|
||||
end
|
||||
|
||||
if self.animation and self.animation.run_start then
|
||||
self:set_animation( "run")
|
||||
self:set_animation("run")
|
||||
else
|
||||
self:set_animation( "walk")
|
||||
self:set_animation("walk")
|
||||
end
|
||||
end
|
||||
|
||||
else -- rnd: if inside reach range
|
||||
|
||||
self.path.stuck = false
|
||||
self.path.stuck_timer = 0
|
||||
self.path.following = false -- not stuck anymore
|
||||
|
||||
self:set_velocity( 0)
|
||||
|
||||
if not self.custom_attack then
|
||||
local attack_frequency = self.attack_frequency or 1
|
||||
|
||||
if self.timer > 1 then
|
||||
if self.timer > attack_frequency then
|
||||
self.timer = 0
|
||||
|
||||
self.timer = 0
|
||||
|
||||
if self.double_melee_attack
|
||||
and math.random(1, 2) == 1 then
|
||||
self:set_animation( "punch2")
|
||||
if not self.custom_attack then
|
||||
if self.double_melee_attack and math.random(1, 2) == 1 then
|
||||
self:set_animation("punch2")
|
||||
else
|
||||
self:set_animation( "punch")
|
||||
self:set_animation("punch")
|
||||
end
|
||||
|
||||
local p2 = p
|
||||
|
@ -1077,8 +1088,6 @@ function mob_class:do_states_attack (dtime)
|
|||
s2.y = s2.y + .5
|
||||
|
||||
if self:line_of_sight( p2, s2) == true then
|
||||
|
||||
-- play attack sound
|
||||
self:mob_sound("attack")
|
||||
|
||||
-- punch player (or what player is attached to)
|
||||
|
@ -1091,13 +1100,7 @@ function mob_class:do_states_attack (dtime)
|
|||
damage_groups = {fleshy = self.damage}
|
||||
}, nil)
|
||||
end
|
||||
end
|
||||
else -- call custom attack every second
|
||||
if self.custom_attack
|
||||
and self.timer > 1 then
|
||||
|
||||
self.timer = 0
|
||||
|
||||
else
|
||||
self.custom_attack(self, p)
|
||||
end
|
||||
end
|
||||
|
@ -1123,7 +1126,7 @@ function mob_class:do_states_attack (dtime)
|
|||
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
local stay_away_from_player = vector.new(0,0,0)
|
||||
local stay_away_from_player = vector.zero()
|
||||
|
||||
--strafe back and fourth
|
||||
|
||||
|
@ -1140,7 +1143,13 @@ function mob_class:do_states_attack (dtime)
|
|||
if math.random(40) == 1 then
|
||||
self.strafe_direction = self.strafe_direction*-1
|
||||
end
|
||||
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
|
||||
|
||||
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
|
||||
|
|
|
@ -4,6 +4,8 @@ local active_particlespawners = {}
|
|||
local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
|
||||
local DEFAULT_FALL_SPEED = -9.81*1.5
|
||||
|
||||
local PATHFINDING = "gowp"
|
||||
|
||||
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
|
||||
|
||||
|
@ -136,6 +138,19 @@ function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
|
|||
end
|
||||
end
|
||||
|
||||
function mob_class:step_opinion_sound(dtime)
|
||||
if self.state ~= "attack" and self.state ~= PATHFINDING then
|
||||
|
||||
if self.opinion_sound_cooloff > 0 then
|
||||
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
|
||||
end
|
||||
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
|
||||
if math.random(1, 70) == 1 then
|
||||
self:mob_sound("random", true)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function mob_class:add_texture_mod(mod)
|
||||
local full_mod = ""
|
||||
local already_added = false
|
||||
|
@ -241,16 +256,20 @@ function mob_class:set_animation(anim, fixed_frame)
|
|||
if not self.animation or not anim then
|
||||
return
|
||||
end
|
||||
|
||||
if self.jockey and self.object:get_attach() then
|
||||
anim = "jockey"
|
||||
elseif not self.object:get_attach() then
|
||||
self.jockey = nil
|
||||
end
|
||||
|
||||
if self.state == "die" and anim ~= "die" and anim ~= "stand" then
|
||||
return
|
||||
end
|
||||
|
||||
if self.jockey then
|
||||
anim = "jockey"
|
||||
end
|
||||
|
||||
|
||||
if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end
|
||||
if self.fly and self:flight_check() and anim == "walk" then anim = "fly" end
|
||||
|
||||
self._current_animation = self._current_animation or ""
|
||||
|
||||
|
@ -289,7 +308,7 @@ local function dir_to_pitch(dir)
|
|||
return -math.atan2(-dir.y, xz)
|
||||
end
|
||||
|
||||
local function who_are_you_looking_at (self)
|
||||
local function who_are_you_looking_at (self, dtime)
|
||||
local pos = self.object:get_pos()
|
||||
|
||||
local stop_look_at_player_chance = math.random(833/self.curiosity)
|
||||
|
@ -305,12 +324,12 @@ local function who_are_you_looking_at (self)
|
|||
self._locked_object = nil
|
||||
end
|
||||
elseif not self._locked_object then
|
||||
if math.random(1, 30) then
|
||||
if mcl_util.check_dtime_timer(self, dtime, "step_look_for_someone", 0.2) then
|
||||
--minetest.log("Change look check: ".. self.name)
|
||||
|
||||
-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
|
||||
-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
|
||||
local chance = 20/self.curiosity
|
||||
local chance = 150/self.curiosity
|
||||
|
||||
if chance < 1 then chance = 1 end
|
||||
local look_at_player_chance = math.random(chance)
|
||||
|
@ -341,9 +360,10 @@ end
|
|||
function mob_class:check_head_swivel(dtime)
|
||||
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
|
||||
|
||||
who_are_you_looking_at (self)
|
||||
|
||||
local final_rotation = vector.new(0,0,0)
|
||||
who_are_you_looking_at (self, dtime)
|
||||
|
||||
local final_rotation = vector.zero()
|
||||
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
|
||||
|
||||
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
|
||||
|
@ -355,33 +375,34 @@ function mob_class:check_head_swivel(dtime)
|
|||
_locked_object_eye_height = self._locked_object:get_properties().eye_height
|
||||
end
|
||||
if _locked_object_eye_height then
|
||||
|
||||
local self_rot = self.object:get_rotation()
|
||||
if self.object:get_attach() then
|
||||
-- If a mob is attached, should we really be messing with what they are looking at?
|
||||
-- Should this be excluded?
|
||||
if self.object:get_attach() and self.object:get_attach():get_rotation() then
|
||||
self_rot = self.object:get_attach():get_rotation()
|
||||
end
|
||||
|
||||
if self.rot then
|
||||
local player_pos = self._locked_object:get_pos()
|
||||
local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
|
||||
local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
|
||||
local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
|
||||
local player_pos = self._locked_object:get_pos()
|
||||
local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
|
||||
local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
|
||||
local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
|
||||
|
||||
if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then
|
||||
final_rotation = vector.multiply(oldr, 0.9)
|
||||
elseif self.attack and self.state == "attack" and not self.runaway then
|
||||
if self.head_yaw == "y" then
|
||||
final_rotation = vector.new(mob_pitch, mob_yaw, 0)
|
||||
elseif self.head_yaw == "z" then
|
||||
final_rotation = vector.new(mob_pitch, 0, -mob_yaw)
|
||||
end
|
||||
if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then
|
||||
final_rotation = vector.multiply(oldr, 0.9)
|
||||
elseif self.attack and self.state == "attack" and not self.runaway then
|
||||
if self.head_yaw == "y" then
|
||||
final_rotation = vector.new(mob_pitch, mob_yaw, 0)
|
||||
elseif self.head_yaw == "z" then
|
||||
final_rotation = vector.new(mob_pitch, 0, -mob_yaw)
|
||||
end
|
||||
|
||||
else
|
||||
else
|
||||
|
||||
if self.head_yaw == "y" then
|
||||
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0)
|
||||
elseif self.head_yaw == "z" then
|
||||
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3)
|
||||
end
|
||||
if self.head_yaw == "y" then
|
||||
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0)
|
||||
elseif self.head_yaw == "z" then
|
||||
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -154,6 +154,7 @@ function mcl_mobs.register_mob(name, def)
|
|||
description = def.description,
|
||||
type = def.type,
|
||||
attack_type = def.attack_type,
|
||||
attack_frequency = def.attack_frequency,
|
||||
fly = def.fly or false,
|
||||
fly_in = def.fly_in or {"air", "__airlike"},
|
||||
owner = def.owner or "",
|
||||
|
@ -497,14 +498,11 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
|
|||
return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
|
||||
end
|
||||
|
||||
if pos
|
||||
and within_limits(pos, 0)
|
||||
and not minetest.is_protected(pos, placer:get_player_name()) then
|
||||
|
||||
if pos and within_limits(pos, 0) and not minetest.is_protected(pos, placer:get_player_name()) then
|
||||
local name = placer:get_player_name()
|
||||
local privs = minetest.get_player_privs(name)
|
||||
local dim = mcl_worlds.pos_to_dimension(placer:get_pos())
|
||||
local mob_light_lvl = {mcl_mobs:mob_light_lvl(itemstack:get_name(),dim)}
|
||||
|
||||
|
||||
if under.name == "mcl_mobspawners:spawner" then
|
||||
if minetest.is_protected(pointed_thing.under, name) then
|
||||
minetest.record_protection_violation(pointed_thing.under, name)
|
||||
|
@ -514,6 +512,13 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
|
|||
minetest.chat_send_player(name, S("You need the “maphack” privilege to change the mob spawner."))
|
||||
return itemstack
|
||||
end
|
||||
|
||||
local dim = mcl_worlds.pos_to_dimension(placer:get_pos())
|
||||
local mob_light_lvl = {mcl_mobs:mob_light_lvl(itemstack:get_name(),dim)}
|
||||
|
||||
--minetest.log("min light: " .. mob_light_lvl[1])
|
||||
--minetest.log("max light: " .. mob_light_lvl[2])
|
||||
|
||||
mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name(), mob_light_lvl[1], mob_light_lvl[2])
|
||||
if not minetest.is_creative_enabled(name) then
|
||||
itemstack:take_item()
|
||||
|
@ -552,7 +557,7 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
|
|||
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
|
||||
end
|
||||
ent.nametag = nametag
|
||||
update_tag(ent)
|
||||
ent:update_tag()
|
||||
end
|
||||
|
||||
-- if not in creative then take item
|
||||
|
|
|
@ -9,3 +9,5 @@ Before you use the name tag, you need to set a name at an anvil. Then you can us
|
|||
Only peaceful mobs allowed!=Seuls les mobs pacifiques sont autorisées!
|
||||
Give names to mobs=Donne des noms aux mobs
|
||||
Set name at anvil=Définir le nom sur l'enclume
|
||||
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.=Enlève les mobs spécifiés sauf ceux qui sont nommés et apprivoisés. Pour le deuxième paramètre, utiliser nametagged/tamed pour ne sélectionner que les mobs nommés/apprivoisés, ou une distance pour spécifier la distance maximale par rapport au joueur.
|
||||
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=Usage par défaut. Enlève les mobs hostiles. Pour plus d'options saisir : /help clearmobs
|
||||
|
|
|
@ -9,3 +9,5 @@ Before you use the name tag, you need to set a name at an anvil. Then you can us
|
|||
Only peaceful mobs allowed!=
|
||||
Give names to mobs=
|
||||
Set name at anvil=
|
||||
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.=
|
||||
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=
|
||||
|
|
|
@ -2,4 +2,4 @@ name = mcl_mobs
|
|||
author = PilzAdam
|
||||
description = Adds a mob API for mods to add animals or monsters, etc.
|
||||
depends = mcl_particles
|
||||
optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience
|
||||
optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience, mcl_sculk
|
||||
|
|
|
@ -3,13 +3,13 @@ local mob_class = mcl_mobs.mob_class
|
|||
local DEFAULT_FALL_SPEED = -9.81*1.5
|
||||
local FLOP_HEIGHT = 6
|
||||
local FLOP_HOR_SPEED = 1.5
|
||||
|
||||
local CHECK_HERD_FREQUENCY = 4
|
||||
|
||||
local PATHFINDING = "gowp"
|
||||
|
||||
local node_ice = "mcl_core:ice"
|
||||
local node_snowblock = "mcl_core:snowblock"
|
||||
local node_snow = "mcl_core:snow"
|
||||
|
||||
|
||||
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
|
||||
|
||||
local atann = math.atan
|
||||
|
@ -21,14 +21,19 @@ local function atan(x)
|
|||
end
|
||||
end
|
||||
|
||||
local registered_fallback_node = minetest.registered_nodes[mcl_mobs.fallback_node]
|
||||
|
||||
-- get node but use fallback for nil or unknown
|
||||
local node_ok = function(pos, fallback)
|
||||
fallback = fallback or mcl_mobs.fallback_node
|
||||
local node = minetest.get_node_or_nil(pos)
|
||||
if node and minetest.registered_nodes[node.name] then
|
||||
return node
|
||||
end
|
||||
return minetest.registered_nodes[fallback]
|
||||
if fallback then
|
||||
return minetest.registered_nodes[fallback]
|
||||
else
|
||||
return registered_fallback_node
|
||||
end
|
||||
end
|
||||
|
||||
-- Returns true is node can deal damage to self
|
||||
|
@ -201,19 +206,21 @@ end
|
|||
|
||||
-- is mob facing a cliff or danger
|
||||
function mob_class:is_at_cliff_or_danger()
|
||||
if self.fear_height == 0 or self:can_jump_cliff() or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
|
||||
if self.fear_height == 0 or self._jumping_cliff or self._can_jump_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
|
||||
return false
|
||||
end
|
||||
|
||||
local yaw = self.object:get_yaw()
|
||||
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
|
||||
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
|
||||
|
||||
local pos = self.object:get_pos()
|
||||
local ypos = pos.y + self.collisionbox[2] -- just above floor
|
||||
|
||||
local free_fall, blocker = minetest.line_of_sight(
|
||||
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
|
||||
{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z})
|
||||
vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
|
||||
vector.new(pos.x + dir_x, ypos - self.fear_height, pos.z + dir_z))
|
||||
|
||||
if free_fall then
|
||||
return true
|
||||
else
|
||||
|
@ -235,7 +242,15 @@ end
|
|||
|
||||
-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
|
||||
function mob_class:is_at_water_danger()
|
||||
if not self.object:get_luaentity() or self:can_jump_cliff() or self._jumping_cliff then
|
||||
if self.water_damage == 0 and self.breath_max == -1 then
|
||||
--minetest.log("Do not need a water check for: " .. self.name)
|
||||
return
|
||||
end
|
||||
|
||||
local in_water_danger = self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)
|
||||
if in_water_danger then return false end -- If you're in trouble, do not stop
|
||||
|
||||
if not self.object:get_luaentity() or self._jumping_cliff or self._can_jump_cliff then
|
||||
return false
|
||||
end
|
||||
local yaw = self.object:get_yaw()
|
||||
|
@ -250,54 +265,57 @@ function mob_class:is_at_water_danger()
|
|||
|
||||
local ypos = pos.y + self.collisionbox[2] -- just above floor
|
||||
|
||||
local free_fall, blocker = minetest.line_of_sight(
|
||||
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
|
||||
{x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z})
|
||||
if free_fall then
|
||||
return true
|
||||
else
|
||||
local los, blocker = minetest.line_of_sight(
|
||||
vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
|
||||
vector.new(pos.x + dir_x, ypos - 3, pos.z + dir_z))
|
||||
|
||||
if not los then
|
||||
local bnode = minetest.get_node(blocker)
|
||||
local waterdanger = self:is_node_waterhazard(bnode.name)
|
||||
if
|
||||
waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard( self.standing_on)) then
|
||||
return false
|
||||
elseif waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) == false then
|
||||
|
||||
if waterdanger and not in_water_danger then
|
||||
return true
|
||||
else
|
||||
local def = minetest.registered_nodes[bnode.name]
|
||||
if def and def.walkable then
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
function mob_class:env_danger_movement_checks(dtime)
|
||||
function mob_class:env_danger_movement_checks(player_in_active_range)
|
||||
local yaw = 0
|
||||
if self:is_at_water_danger() and self.state ~= "attack" then
|
||||
if math.random(1, 10) <= 6 then
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
|
||||
if not player_in_active_range then return end
|
||||
|
||||
if self.state == PATHFINDING
|
||||
or self.state == "attack"
|
||||
or self.state == "stand"
|
||||
or self.state == "runaway" then
|
||||
return
|
||||
end
|
||||
|
||||
if self:is_at_water_danger() then
|
||||
--minetest.log("At water danger for mob, stop?: " .. self.name)
|
||||
if math.random(1, 10) <= 7 then
|
||||
if self.state ~= "stand" then
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
end
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
else
|
||||
-- This code should probably be moved to movement code
|
||||
if self.move_in_group ~= false then
|
||||
self:check_herd(dtime)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
if self:is_at_cliff_or_danger() then
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
--[[if self:is_at_cliff_or_danger(can_jump_cliff) then
|
||||
if self.state ~= "stand" then
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
end
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||
end
|
||||
end--]]
|
||||
end
|
||||
|
||||
-- jump if facing a solid node (not fences or gates)
|
||||
|
@ -368,7 +386,7 @@ function mob_class:do_jump()
|
|||
end
|
||||
|
||||
local ndef = minetest.registered_nodes[nod.name]
|
||||
if self.walk_chance == 0 or ndef and ndef.walkable or self:can_jump_cliff() then
|
||||
if self.walk_chance == 0 or ndef and ndef.walkable or self._can_jump_cliff then
|
||||
|
||||
if minetest.get_item_group(nod.name, "fence") == 0
|
||||
and minetest.get_item_group(nod.name, "fence_gate") == 0
|
||||
|
@ -378,7 +396,7 @@ function mob_class:do_jump()
|
|||
|
||||
v.y = self.jump_height + 0.1 * 3
|
||||
|
||||
if self:can_jump_cliff() then
|
||||
if self._can_jump_cliff then
|
||||
v=vector.multiply(v, vector.new(2.8,1,2.8))
|
||||
end
|
||||
|
||||
|
@ -613,76 +631,52 @@ function mob_class:check_runaway_from()
|
|||
end
|
||||
|
||||
|
||||
-- follow player if owner or holding item, if fish outta water then flop
|
||||
function mob_class:follow_flop()
|
||||
|
||||
-- follow player if owner or holding item
|
||||
function mob_class:check_follow()
|
||||
-- find player to follow
|
||||
if (self.follow ~= ""
|
||||
or self.order == "follow")
|
||||
and not self.following
|
||||
if (self.follow ~= "" or self.order == "follow") and not self.following
|
||||
and self.state ~= "attack"
|
||||
and self.order ~= "sit"
|
||||
and self.state ~= "runaway" then
|
||||
|
||||
local s = self.object:get_pos()
|
||||
local players = minetest.get_connected_players()
|
||||
|
||||
for n = 1, #players do
|
||||
|
||||
if (self:object_in_range(players[n]))
|
||||
and not mcl_mobs.invis[ players[n]:get_player_name() ] then
|
||||
|
||||
if (self:object_in_range(players[n])) and not mcl_mobs.invis[ players[n]:get_player_name() ] then
|
||||
self.following = players[n]
|
||||
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if self.type == "npc"
|
||||
and self.order == "follow"
|
||||
and self.state ~= "attack"
|
||||
and self.order ~= "sit"
|
||||
and self.owner ~= "" then
|
||||
if self.type == "npc" and self.order == "follow"
|
||||
and self.state ~= "attack" and self.order ~= "sit" and self.owner ~= "" then
|
||||
|
||||
-- npc stop following player if not owner
|
||||
if self.following
|
||||
and self.owner
|
||||
and self.owner ~= self.following:get_player_name() then
|
||||
if self.following and self.owner and self.owner ~= self.following:get_player_name() then
|
||||
self.following = nil
|
||||
end
|
||||
else
|
||||
-- stop following player if not holding specific item,
|
||||
-- mob is horny, fleeing or attacking
|
||||
if self.following
|
||||
and self.following:is_player()
|
||||
and (self:follow_holding(self.following) == false or
|
||||
self.horny or self.state == "runaway") then
|
||||
if self.following and self.following:is_player()
|
||||
and (self:follow_holding(self.following) == false or self.horny or self.state == "runaway") then
|
||||
self.following = nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- follow that thing
|
||||
if self.following then
|
||||
|
||||
local s = self.object:get_pos()
|
||||
|
||||
local p
|
||||
|
||||
if self.following:is_player() then
|
||||
|
||||
p = self.following:get_pos()
|
||||
|
||||
elseif self.following.object then
|
||||
|
||||
p = self.following.object:get_pos()
|
||||
end
|
||||
|
||||
if p then
|
||||
|
||||
local dist = vector.distance(p, s)
|
||||
|
||||
-- dont follow if out of range
|
||||
if (not self:object_in_range(self.following)) then
|
||||
self.following = nil
|
||||
else
|
||||
|
@ -692,17 +686,12 @@ function mob_class:follow_flop()
|
|||
}
|
||||
|
||||
local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
|
||||
if p.x > s.x then yaw = yaw +math.pi end
|
||||
|
||||
self:set_yaw( yaw, 2.35)
|
||||
|
||||
-- anyone but standing npc's can move along
|
||||
if dist > 3
|
||||
and self.order ~= "stand" then
|
||||
|
||||
if dist > 3 and self.order ~= "stand" then
|
||||
self:set_velocity(self.follow_velocity)
|
||||
|
||||
if self.walk_chance ~= 0 then
|
||||
self:set_animation( "run")
|
||||
end
|
||||
|
@ -710,17 +699,18 @@ function mob_class:follow_flop()
|
|||
self:set_velocity(0)
|
||||
self:set_animation( "stand")
|
||||
end
|
||||
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function mob_class:flop()
|
||||
-- swimmers flop when out of their element, and swim again when back in
|
||||
if self.fly then
|
||||
local s = self.object:get_pos()
|
||||
if self:flight_check( s) == false then
|
||||
|
||||
if self:flight_check(s) == false then
|
||||
self.state = "flop"
|
||||
self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
|
||||
|
||||
|
@ -739,11 +729,10 @@ function mob_class:follow_flop()
|
|||
end
|
||||
|
||||
self:set_animation( "stand", true)
|
||||
|
||||
return
|
||||
elseif self.state == "flop" then
|
||||
self.state = "stand"
|
||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
self.object:set_acceleration(vector.zero())
|
||||
self:set_velocity(0)
|
||||
end
|
||||
end
|
||||
|
@ -770,9 +759,12 @@ end
|
|||
local check_herd_timer = 0
|
||||
function mob_class:check_herd(dtime)
|
||||
local pos = self.object:get_pos()
|
||||
if not pos then return end
|
||||
if not pos or self.state == "attack" then return end
|
||||
-- Does any mob not move in group. Weird check for something not set?
|
||||
if self.move_in_group == false then return end
|
||||
|
||||
check_herd_timer = check_herd_timer + dtime
|
||||
if check_herd_timer < 4 then return end
|
||||
if check_herd_timer < CHECK_HERD_FREQUENCY then return end
|
||||
check_herd_timer = 0
|
||||
for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do
|
||||
local l = o:get_luaentity()
|
||||
|
@ -903,7 +895,7 @@ function mob_class:do_states_walk()
|
|||
end
|
||||
end
|
||||
|
||||
function mob_class:do_states_stand()
|
||||
function mob_class:do_states_stand(player_in_active_range)
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
|
||||
if math.random(1, 4) == 1 then
|
||||
|
@ -947,14 +939,16 @@ function mob_class:do_states_stand()
|
|||
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
|
||||
|
||||
else
|
||||
if self.walk_chance ~= 0
|
||||
and self.facing_fence ~= true
|
||||
and math.random(1, 100) <= self.walk_chance
|
||||
and self:is_at_cliff_or_danger() == false then
|
||||
if player_in_active_range then
|
||||
if self.walk_chance ~= 0
|
||||
and self.facing_fence ~= true
|
||||
and math.random(1, 100) <= self.walk_chance
|
||||
and self:is_at_cliff_or_danger() == false then
|
||||
|
||||
self:set_velocity(self.walk_velocity)
|
||||
self.state = "walk"
|
||||
self:set_animation( "walk")
|
||||
self:set_velocity(self.walk_velocity)
|
||||
self.state = "walk"
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -198,6 +198,8 @@ end
|
|||
|
||||
-- move mob in facing direction
|
||||
function mob_class:set_velocity(v)
|
||||
if not v then return end
|
||||
|
||||
local c_x, c_y = 0, 0
|
||||
|
||||
-- can mob be pushed, if so calculate direction
|
||||
|
@ -207,18 +209,15 @@ function mob_class:set_velocity(v)
|
|||
|
||||
-- halt mob if it has been ordered to stay
|
||||
if self.order == "stand" or self.order == "sit" then
|
||||
self.acc=vector.new(0,0,0)
|
||||
return
|
||||
self.acc = vector.zero()
|
||||
return
|
||||
end
|
||||
|
||||
local yaw = (self.object:get_yaw() or 0) + self.rotate
|
||||
local vv = self.object:get_velocity()
|
||||
if vv then
|
||||
self.acc={
|
||||
x = ((math.sin(yaw) * -v) + c_x)*.27,
|
||||
y = 0,
|
||||
z = ((math.cos(yaw) * v) + c_y)*.27,
|
||||
}
|
||||
|
||||
if vv and yaw then
|
||||
self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .27, 0, ((math.cos(yaw) * v) + c_y) * .27)
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -488,9 +487,21 @@ function mob_class:check_for_death(cause, cmi_cause)
|
|||
self:item_drop(cooked, looting)
|
||||
|
||||
if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= math.huge) then
|
||||
mcl_experience.throw_xp(self.object:get_pos(), math.random(self.xp_min, self.xp_max))
|
||||
local pos = self.object:get_pos()
|
||||
local xp_amount = math.random(self.xp_min, self.xp_max)
|
||||
|
||||
if not mcl_sculk.handle_death(pos, xp_amount) then
|
||||
--minetest.log("Xp not thrown")
|
||||
if minetest.is_creative_enabled("") ~= true then
|
||||
mcl_experience.throw_xp(pos, xp_amount)
|
||||
end
|
||||
else
|
||||
--minetest.log("xp thrown")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
-- execute custom death function
|
||||
|
@ -510,6 +521,12 @@ function mob_class:check_for_death(cause, cmi_cause)
|
|||
end
|
||||
end
|
||||
|
||||
if self.jockey or self.riden_by_jock then
|
||||
self.riden_by_jock = nil
|
||||
self.jockey = nil
|
||||
end
|
||||
|
||||
|
||||
local collisionbox
|
||||
if self.collisionbox then
|
||||
collisionbox = table.copy(self.collisionbox)
|
||||
|
@ -616,24 +633,34 @@ function mob_class:do_env_damage()
|
|||
return true
|
||||
end
|
||||
|
||||
local sunlight = minetest.get_natural_light(pos, self.time_of_day)
|
||||
|
||||
-- bright light harms mob
|
||||
if self.light_damage ~= 0 and (sunlight or 0) > 12 then
|
||||
if self:deal_light_damage(pos, self.light_damage) then
|
||||
return true
|
||||
local node = minetest.get_node(pos)
|
||||
if node then
|
||||
if node.name ~= "ignore" then
|
||||
-- put below code in this block if we can prove that unloaded maps are causing crash.
|
||||
-- it should warn then error
|
||||
else
|
||||
--minetest.log("warning", "Pos is ignored: " .. dump(pos))
|
||||
end
|
||||
end
|
||||
local _, dim = mcl_worlds.y_to_layer(pos.y)
|
||||
if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
|
||||
if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
|
||||
if self.ignited_by_sunlight then
|
||||
mcl_burning.set_on_fire(self.object, 10)
|
||||
else
|
||||
self:deal_light_damage(pos, self.sunlight_damage)
|
||||
|
||||
local sunlight = mcl_util.get_natural_light(pos, self.time_of_day)
|
||||
|
||||
if self.light_damage ~= 0 and (sunlight or 0) > 12 then
|
||||
if self:deal_light_damage(pos, self.light_damage) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
local _, dim = mcl_worlds.y_to_layer(pos.y)
|
||||
if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
|
||||
if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
|
||||
if self.ignited_by_sunlight then
|
||||
mcl_burning.set_on_fire(self.object, 10)
|
||||
else
|
||||
self:deal_light_damage(pos, self.sunlight_damage)
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
local y_level = self.collisionbox[2]
|
||||
|
@ -793,11 +820,19 @@ function mob_class:do_env_damage()
|
|||
return self:check_for_death("unknown", {type = "unknown"})
|
||||
end
|
||||
|
||||
function mob_class:env_damage (dtime, pos)
|
||||
function mob_class:step_damage (dtime, pos)
|
||||
if not self.fire_resistant then
|
||||
mcl_burning.tick(self.object, dtime, self)
|
||||
if not self.object:get_pos() then return true end -- mcl_burning.tick may remove object immediately
|
||||
|
||||
if self:check_for_death("fire", {type = "fire"}) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
-- environmental damage timer (every 1 second)
|
||||
self.env_damage_timer = self.env_damage_timer + dtime
|
||||
|
||||
|
||||
if self.env_damage_timer > 1 then
|
||||
self.env_damage_timer = 0
|
||||
|
||||
|
@ -876,47 +911,36 @@ function mob_class:falling(pos)
|
|||
-- floating in water (or falling)
|
||||
local v = self.object:get_velocity()
|
||||
if v then
|
||||
local new_acceleration
|
||||
|
||||
if v.y > 0 then
|
||||
-- apply gravity when moving up
|
||||
self.object:set_acceleration({
|
||||
x = 0,
|
||||
y = DEFAULT_FALL_SPEED,
|
||||
z = 0
|
||||
})
|
||||
|
||||
new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0)
|
||||
elseif v.y <= 0 and v.y > self.fall_speed then
|
||||
-- fall downwards at set speed
|
||||
self.object:set_acceleration({
|
||||
x = 0,
|
||||
y = self.fall_speed,
|
||||
z = 0
|
||||
})
|
||||
new_acceleration = vector.new(0, self.fall_speed, 0)
|
||||
else
|
||||
-- stop accelerating once max fall speed hit
|
||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
new_acceleration =vector.zero()
|
||||
end
|
||||
|
||||
self.object:set_acceleration(new_acceleration)
|
||||
end
|
||||
|
||||
local acc = self.object:get_acceleration()
|
||||
|
||||
if minetest.registered_nodes[node_ok(pos).name].groups.lava then
|
||||
local registered_node = minetest.registered_nodes[node_ok(pos).name]
|
||||
|
||||
if registered_node.groups.lava then
|
||||
if acc and self.floats_on_lava == 1 then
|
||||
self.object:set_acceleration({
|
||||
x = 0,
|
||||
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
|
||||
z = 0
|
||||
})
|
||||
self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
|
||||
end
|
||||
end
|
||||
|
||||
-- in water then float up
|
||||
if minetest.registered_nodes[node_ok(pos).name].groups.water then
|
||||
if registered_node.groups.water then
|
||||
if acc and self.floats == 1 then
|
||||
self.object:set_acceleration({
|
||||
x = 0,
|
||||
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
|
||||
z = 0
|
||||
})
|
||||
self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
|
||||
end
|
||||
else
|
||||
-- fall damage onto solid ground
|
||||
|
@ -989,10 +1013,10 @@ function mob_class:check_dying()
|
|||
end
|
||||
end
|
||||
|
||||
function mob_class:check_suspend()
|
||||
function mob_class:check_suspend(player_in_active_range)
|
||||
local pos = self.object:get_pos()
|
||||
|
||||
if pos and not self:player_in_active_range() then
|
||||
if pos and not player_in_active_range then
|
||||
local node_under = node_ok(vector.offset(pos,0,-1,0)).name
|
||||
|
||||
self:set_animation( "stand", true)
|
||||
|
@ -1000,11 +1024,8 @@ function mob_class:check_suspend()
|
|||
local acc = self.object:get_acceleration()
|
||||
if acc then
|
||||
if acc.y > 0 or node_under ~= "air" then
|
||||
self.object:set_acceleration(vector.new(0,0,0))
|
||||
self.object:set_velocity(vector.new(0,0,0))
|
||||
end
|
||||
if acc.y == 0 and node_under == "air" then
|
||||
self:falling(pos)
|
||||
self.object:set_acceleration(vector.zero())
|
||||
self.object:set_velocity(vector.zero())
|
||||
end
|
||||
end
|
||||
return true
|
||||
|
|
|
@ -482,46 +482,67 @@ end
|
|||
|
||||
function mcl_mobs:mob_light_lvl(mob_name, dimension)
|
||||
local spawn_dictionary_consolidated = {}
|
||||
--see if the mob exists in the nonspawn dictionary, if so then return light values
|
||||
if non_spawn_dictionary[mob_name] ~= nil then
|
||||
local mob_dimension = non_spawn_dictionary[mob_name][dimension]
|
||||
if mob_name ~= nil then
|
||||
return mob_dimension.min_light,mob_dimension.max_light
|
||||
else
|
||||
return non_spawn_dictionary[mob_name]["overworld"].min_light, non_spawn_dictionary[mob_name]["overworld"].max_light
|
||||
end
|
||||
|
||||
--if the mob doesn't exist in non_spawn, check spawn_dictonary
|
||||
else
|
||||
for i,v in pairs(spawn_dictionary) do
|
||||
if spawn_dictionary[spawn_dictionary[i].name] == nil then
|
||||
spawn_dictionary_consolidated[spawn_dictionary[i].name] = {}
|
||||
end
|
||||
spawn_dictionary_consolidated[spawn_dictionary[i].name][dimension] = {
|
||||
["min_light"] = spawn_dictionary[i].min_light,
|
||||
["max_light"] = spawn_dictionary[i].max_light
|
||||
}
|
||||
end
|
||||
mob_dimension = spawn_dictionary_consolidated[mob_name][dimension]
|
||||
mob_dimension_default = spawn_dictionary_consolidated[mob_name]["overworld"]
|
||||
if spawn_dictionary_consolidated[mob_name] == mob_name and mob_dimension ~= nil then
|
||||
if non_spawn_dictionary[mob_name] then
|
||||
local mob_dimension = non_spawn_dictionary[mob_name][dimension]
|
||||
if mob_dimension then
|
||||
--minetest.log("Found in non spawn dictionary for dimension")
|
||||
return mob_dimension.min_light, mob_dimension.max_light
|
||||
else
|
||||
return mob_dimension_default.min_light, mob_dimension_default.max_light
|
||||
end
|
||||
--minetest.log("Found in non spawn dictionary but not for dimension")
|
||||
local overworld_non_spawn_def = non_spawn_dictionary[mob_name]["overworld"]
|
||||
if overworld_non_spawn_def then
|
||||
return overworld_non_spawn_def.min_light, overworld_non_spawn_def.max_light
|
||||
end
|
||||
end
|
||||
else
|
||||
--minetest.log("must be in spawning dictionary")
|
||||
for i,v in pairs(spawn_dictionary) do
|
||||
local current_mob_name = spawn_dictionary[i].name
|
||||
local current_mob_dim = spawn_dictionary[i].dimension
|
||||
if mob_name == current_mob_name then
|
||||
if not spawn_dictionary_consolidated[current_mob_name] then
|
||||
spawn_dictionary_consolidated[current_mob_name] = {}
|
||||
end
|
||||
spawn_dictionary_consolidated[current_mob_name][current_mob_dim] = {
|
||||
["min_light"] = spawn_dictionary[i].min_light,
|
||||
["max_light"] = spawn_dictionary[i].max_light
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
if spawn_dictionary_consolidated[mob_name] then
|
||||
--minetest.log("is in consolidated")
|
||||
local mob_dimension = spawn_dictionary_consolidated[mob_name][dimension]
|
||||
if mob_dimension then
|
||||
--minetest.log("found for dimension")
|
||||
return mob_dimension.min_light, mob_dimension.max_light
|
||||
else
|
||||
--minetest.log("not found for dimension, use overworld def")
|
||||
local mob_dimension_default = spawn_dictionary_consolidated[mob_name]["overworld"]
|
||||
if mob_dimension_default then
|
||||
return mob_dimension_default.min_light, mob_dimension_default.max_light
|
||||
end
|
||||
end
|
||||
else
|
||||
--minetest.log("not in consolidated")
|
||||
end
|
||||
end
|
||||
|
||||
minetest.log("action", "There are no light levels for mob (" .. tostring(mob_name) .. ") in dimension (" .. tostring(dimension) .. "). Return defaults")
|
||||
return 0, minetest.LIGHT_MAX+1
|
||||
end
|
||||
|
||||
function mcl_mobs:non_spawn_specific(mob_name,dimension,min_light,max_light)
|
||||
table.insert(non_spawn_dictionary, mob_name)
|
||||
non_spawn_dictionary[mob_name] = {
|
||||
[dimension] = {
|
||||
non_spawn_dictionary[mob_name] = {
|
||||
[dimension] = {
|
||||
min_light = min_light , max_light = max_light
|
||||
}
|
||||
}
|
||||
end
|
||||
|
||||
function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
|
||||
function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn, check_position)
|
||||
|
||||
-- Do mobs spawn at all?
|
||||
if not mobs_spawn then
|
||||
|
@ -558,6 +579,7 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
|
|||
spawn_dictionary[key]["min_height"] = min_height
|
||||
spawn_dictionary[key]["max_height"] = max_height
|
||||
spawn_dictionary[key]["day_toggle"] = day_toggle
|
||||
spawn_dictionary[key]["check_position"] = check_position
|
||||
|
||||
summary_chance = summary_chance + chance
|
||||
end
|
||||
|
@ -632,14 +654,17 @@ end
|
|||
|
||||
|
||||
local function spawn_check(pos, spawn_def)
|
||||
if not spawn_def then return end
|
||||
if not spawn_def or not pos then return end
|
||||
|
||||
dbg_spawn_attempts = dbg_spawn_attempts + 1
|
||||
local dimension = mcl_worlds.pos_to_dimension(pos)
|
||||
local mob_def = minetest.registered_entities[spawn_def.name]
|
||||
local mob_type = mob_def.type
|
||||
local gotten_node = get_node(pos).name
|
||||
local gotten_biome = minetest.get_biome_data(pos)
|
||||
|
||||
if not gotten_node or not gotten_biome then return end
|
||||
|
||||
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
|
||||
|
||||
local is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
|
||||
|
@ -655,24 +680,37 @@ local function spawn_check(pos, spawn_def)
|
|||
local is_bedrock = gotten_node == "mcl_core:bedrock"
|
||||
local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0
|
||||
|
||||
if pos and spawn_def
|
||||
and pos.y >= spawn_def.min_height
|
||||
and pos.y <= spawn_def.max_height
|
||||
and spawn_def.dimension == dimension
|
||||
and biome_check(spawn_def.biomes, gotten_biome)
|
||||
and (is_ground or spawn_def.type_of_spawning ~= "ground")
|
||||
and (spawn_def.type_of_spawning ~= "ground" or not is_leaf)
|
||||
and has_room(mob_def,pos)
|
||||
and (spawn_def.check_position and spawn_def.check_position(pos) or true)
|
||||
and (not is_farm_animal(spawn_def.name) or is_grass)
|
||||
and (spawn_def.type_of_spawning ~= "water" or is_water)
|
||||
and ( not spawn_protected or not minetest.is_protected(pos, "") )
|
||||
and not is_bedrock then
|
||||
--only need to poll for node light if everything else worked
|
||||
local gotten_light = get_node_light(pos)
|
||||
if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then
|
||||
return true
|
||||
if pos.y >= spawn_def.min_height
|
||||
and pos.y <= spawn_def.max_height
|
||||
and spawn_def.dimension == dimension
|
||||
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")
|
||||
and (spawn_def.type_of_spawning ~= "ground" or not is_leaf)
|
||||
and (not is_farm_animal(spawn_def.name) or is_grass)
|
||||
and (spawn_def.type_of_spawning ~= "water" or is_water)
|
||||
and not is_bedrock
|
||||
and has_room(mob_def,pos)
|
||||
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
|
||||
|
||||
--mcl_log("Level 2 spawn check passed")
|
||||
|
||||
local gotten_light = get_node_light(pos)
|
||||
if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then
|
||||
--mcl_log("Level 3 spawn check passed")
|
||||
return true
|
||||
else
|
||||
mcl_log("Spawn check level 3 failed")
|
||||
end
|
||||
else
|
||||
mcl_log("Spawn check level 2 failed")
|
||||
end
|
||||
else
|
||||
mcl_log("Spawn check level 1 failed")
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
@ -993,7 +1031,7 @@ if mobs_spawn then
|
|||
end
|
||||
end
|
||||
else
|
||||
mcl_log("Spawn check failed")
|
||||
--mcl_log("Spawn check failed")
|
||||
end
|
||||
else
|
||||
mcl_log("Cap space full")
|
||||
|
@ -1033,15 +1071,43 @@ if mobs_spawn then
|
|||
end)
|
||||
end
|
||||
|
||||
local function despawn_allowed(self)
|
||||
local nametag = self.nametag and self.nametag ~= ""
|
||||
local not_busy = self.state ~= "attack" and self.following == nil
|
||||
if self.can_despawn == true then
|
||||
if not nametag and not_busy and not self.tamed == true and not self.persistent == true then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function mob_class:despawn_allowed()
|
||||
despawn_allowed(self)
|
||||
end
|
||||
|
||||
|
||||
assert(despawn_allowed({can_despawn=false}) == false, "despawn_allowed - can_despawn false failed")
|
||||
assert(despawn_allowed({can_despawn=true}) == true, "despawn_allowed - can_despawn true failed")
|
||||
|
||||
assert(despawn_allowed({can_despawn=true, nametag=""}) == true, "despawn_allowed - blank nametag failed")
|
||||
assert(despawn_allowed({can_despawn=true, nametag=nil}) == true, "despawn_allowed - nil nametag failed")
|
||||
assert(despawn_allowed({can_despawn=true, nametag="bob"}) == false, "despawn_allowed - nametag failed")
|
||||
|
||||
assert(despawn_allowed({can_despawn=true, state="attack"}) == false, "despawn_allowed - attack state failed")
|
||||
assert(despawn_allowed({can_despawn=true, following="blah"}) == false, "despawn_allowed - following state failed")
|
||||
|
||||
assert(despawn_allowed({can_despawn=true, tamed=false}) == true, "despawn_allowed - not tamed")
|
||||
assert(despawn_allowed({can_despawn=true, tamed=true}) == false, "despawn_allowed - tamed")
|
||||
|
||||
assert(despawn_allowed({can_despawn=true, persistent=true}) == false, "despawn_allowed - persistent")
|
||||
assert(despawn_allowed({can_despawn=true, persistent=false}) == true, "despawn_allowed - not persistent")
|
||||
|
||||
function mob_class:check_despawn(pos, dtime)
|
||||
self.lifetimer = self.lifetimer - dtime
|
||||
|
||||
-- Despawning: when lifetimer expires, remove mob
|
||||
if remove_far
|
||||
and self.can_despawn == true
|
||||
and ((not self.nametag) or (self.nametag == ""))
|
||||
and self.state ~= "attack"
|
||||
and self.following == nil then
|
||||
if remove_far and despawn_allowed(self) then
|
||||
if self.despawn_immediately or self.lifetimer <= 0 then
|
||||
if logging then
|
||||
minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out")
|
||||
|
|
|
@ -0,0 +1,2 @@
|
|||
# textdomain:mcl_paintings
|
||||
Painting=Cuadro
|
|
@ -39,7 +39,7 @@ This mod adds mobs which closely resemble the mobs from the game Minecraft, vers
|
|||
* Cave Spider
|
||||
* Enderman
|
||||
* Zombie Villager
|
||||
* Zombie Pigman
|
||||
* Zombie Piglin
|
||||
* Wither Skeleton
|
||||
* Magma Cube
|
||||
* Blaze
|
||||
|
|
|
@ -10,6 +10,7 @@ local S = minetest.get_translator("mobs_mc")
|
|||
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:creeper", {
|
||||
description = S("Creeper"),
|
||||
type = "monster",
|
||||
spawn_class = "hostile",
|
||||
spawn_in_group = 1,
|
||||
|
@ -39,7 +40,7 @@ mcl_mobs.register_mob("mobs_mc:creeper", {
|
|||
},
|
||||
makes_footstep_sound = true,
|
||||
walk_velocity = 1.05,
|
||||
run_velocity = 2.1,
|
||||
run_velocity = 2.0,
|
||||
runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" },
|
||||
attack_type = "explode",
|
||||
|
||||
|
|
|
@ -24,6 +24,12 @@
|
|||
-- added rain damage.
|
||||
-- fixed the grass_with_dirt issue.
|
||||
|
||||
-- How freqeuntly to take and place blocks, in seconds
|
||||
local take_frequency_min = 235
|
||||
local take_frequency_max = 245
|
||||
local place_frequency_min = 235
|
||||
local place_frequency_max = 245
|
||||
|
||||
minetest.register_entity("mobs_mc:ender_eyes", {
|
||||
visual = "mesh",
|
||||
mesh = "mobs_mc_spider.b3d",
|
||||
|
@ -60,13 +66,6 @@ end
|
|||
|
||||
local pr = PseudoRandom(os.time()*(-334))
|
||||
|
||||
-- How freqeuntly to take and place blocks, in seconds
|
||||
local take_frequency_min = 235
|
||||
local take_frequency_max = 245
|
||||
local place_frequency_min = 235
|
||||
local place_frequency_max = 245
|
||||
|
||||
|
||||
-- Texuture overrides for enderman block. Required for cactus because it's original is a nodebox
|
||||
-- and the textures have tranparent pixels.
|
||||
local block_texture_overrides
|
||||
|
@ -345,7 +344,8 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
|
|||
self:teleport(nil)
|
||||
end
|
||||
end
|
||||
else return end
|
||||
end
|
||||
|
||||
-- AGRESSIVELY WARP/CHASE PLAYER BEHAVIOUR HERE.
|
||||
if self.state == "attack" then
|
||||
if self.attack then
|
||||
|
@ -358,9 +358,11 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
|
|||
end
|
||||
end
|
||||
else --if not attacking try to tp to the dark
|
||||
local light = minetest.get_node_light(enderpos)
|
||||
if light and light > minetest.LIGHT_MAX then
|
||||
self:teleport(nil)
|
||||
if dim == 'overworld' then
|
||||
local light = minetest.get_node_light(enderpos)
|
||||
if light and light > minetest.LIGHT_MAX then
|
||||
self:teleport(nil)
|
||||
end
|
||||
end
|
||||
end
|
||||
-- ARROW / DAYTIME PEOPLE AVOIDANCE BEHAVIOUR HERE.
|
||||
|
@ -387,6 +389,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
|
|||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- PROVOKED BEHAVIOUR HERE.
|
||||
local enderpos = self.object:get_pos()
|
||||
if self.provoked == "broke_contact" then
|
||||
|
@ -444,6 +447,22 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
|
|||
end
|
||||
end
|
||||
|
||||
-- ATTACK ENDERMITE
|
||||
local enderpos = self.object:get_pos()
|
||||
if math.random(1,140) == 1 then
|
||||
local mobsnear = minetest.get_objects_inside_radius(enderpos, 64)
|
||||
for n=1, #mobsnear do
|
||||
local mob = mobsnear[n]
|
||||
if mob then
|
||||
local entity = mob:get_luaentity()
|
||||
if entity and entity.name == "mobs_mc:endermite" then
|
||||
self.attack = mob
|
||||
self.state = 'attack'
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- TAKE AND PLACE STUFF BEHAVIOUR BELOW.
|
||||
if not mobs_griefing then
|
||||
return
|
||||
|
@ -471,7 +490,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
|
|||
local dug = minetest.get_node_or_nil(take_pos)
|
||||
if dug and dug.name == "air" then
|
||||
self._taken_node = node.name
|
||||
self.can_despawn = false
|
||||
self.persistent = true
|
||||
local def = minetest.registered_nodes[self._taken_node]
|
||||
-- Update animation and texture accordingly (adds visibly carried block)
|
||||
local block_type
|
||||
|
@ -522,7 +541,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
|
|||
if success then
|
||||
local def = minetest.registered_nodes[self._taken_node]
|
||||
-- Update animation accordingly (removes visible block)
|
||||
self.can_despawn = true
|
||||
self.persistent = false
|
||||
self.animation = select_enderman_animation("normal")
|
||||
self:set_animation(self.animation.current)
|
||||
if def.sounds and def.sounds.place then
|
||||
|
|
|
@ -102,6 +102,6 @@ mcl_mobs.register_mob("mobs_mc:guardian", {
|
|||
-- Spawning disabled due to size issues
|
||||
-- TODO: Re-enable spawning
|
||||
--mcl_mobs:spawn_specific("mobs_mc:guardian", { "mcl_core:water_source", "mclx_core:river_water_source" }, { "mcl_core:water_source", "mclx_core:river_water_source" }, 0, minetest.LIGHT_MAX+1, 30, 25000, 2, mcl_vars.mg_overworld_min, mobs_mc.water_level - 10)
|
||||
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:guardian","overworld",0,minetest.LIGHT_MAX+1)
|
||||
-- spawn eggs
|
||||
mcl_mobs.register_egg("mobs_mc:guardian", S("Guardian"), "#5a8272", "#f17d31", 0)
|
||||
|
|
|
@ -113,5 +113,4 @@ mcl_mobs.register_mob("mobs_mc:guardian_elder", {
|
|||
|
||||
-- spawn eggs
|
||||
mcl_mobs.register_egg("mobs_mc:guardian_elder", S("Elder Guardian"), "#ceccba", "#747693", 0)
|
||||
|
||||
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:guardian_elder","overworld",0,minetest.LIGHT_MAX+1)
|
||||
|
|
|
@ -10,6 +10,7 @@ local S = minetest.get_translator("mobs_mc")
|
|||
--###################
|
||||
|
||||
local hoglin = {
|
||||
description = S("Hoglin"),
|
||||
type = "monster",
|
||||
passive = false,
|
||||
spawn_class = "hostile",
|
||||
|
@ -19,8 +20,9 @@ local hoglin = {
|
|||
xp_max = 9,
|
||||
armor = {fleshy = 90},
|
||||
attack_type = "dogfight",
|
||||
attack_frequency = 3;
|
||||
damage = 4,
|
||||
reach = 3,
|
||||
reach = 1.9,
|
||||
collisionbox = {-.6, -0.01, -.6, .6, 1.4, .6},
|
||||
visual = "mesh",
|
||||
mesh = "extra_mobs_hoglin.b3d",
|
||||
|
@ -36,7 +38,7 @@ local hoglin = {
|
|||
jump = true,
|
||||
makes_footstep_sound = true,
|
||||
walk_velocity = 1,
|
||||
run_velocity = 4,
|
||||
run_velocity = 2.8,
|
||||
drops = {
|
||||
{name = "mobs_mcitems:leather",
|
||||
chance = 1,
|
||||
|
@ -63,7 +65,7 @@ local hoglin = {
|
|||
punch_end = 32,
|
||||
},
|
||||
fear_height = 4,
|
||||
view_range = 32,
|
||||
view_range = 16,
|
||||
floats = 0,
|
||||
custom_attack = function(self)
|
||||
if self.state == "attack" and self.reach > vector.distance(self.object:get_pos(), self.attack:get_pos()) then
|
||||
|
@ -87,6 +89,7 @@ local hoglin = {
|
|||
mcl_mobs.register_mob("mobs_mc:hoglin", hoglin)
|
||||
|
||||
local zoglin = table.copy(hoglin)
|
||||
zoglin.description = S("Zoglin")
|
||||
zoglin.fire_resistant = 1
|
||||
zoglin.textures = {"extra_mobs_zoglin.png"}
|
||||
zoglin.do_custom = function()
|
||||
|
@ -100,6 +103,7 @@ mcl_mobs.register_mob("mobs_mc:zoglin", zoglin)
|
|||
-- Baby hoglin.
|
||||
|
||||
local baby_hoglin = table.copy(hoglin)
|
||||
baby_hoglin.description = S("Baby hoglin")
|
||||
baby_hoglin.collisionbox = {-.3, -0.01, -.3, .3, 0.94, .3}
|
||||
baby_hoglin.xp_min = 20
|
||||
baby_hoglin.xp_max = 20
|
||||
|
@ -120,7 +124,6 @@ mcl_mobs:spawn_specific(
|
|||
"nether",
|
||||
"ground",
|
||||
{
|
||||
"Nether",
|
||||
"CrimsonForest"
|
||||
},
|
||||
0,
|
||||
|
|
|
@ -646,3 +646,5 @@ mcl_mobs.register_egg("mobs_mc:skeleton_horse", S("Skeleton Horse"), "#68684f",
|
|||
--mobs:register_egg("mobs_mc:zombie_horse", S("Zombie Horse"), "#2a5a37", "#84d080", 0)
|
||||
mcl_mobs.register_egg("mobs_mc:donkey", S("Donkey"), "#534539", "#867566", 0)
|
||||
mcl_mobs.register_egg("mobs_mc:mule", S("Mule"), "#1b0200", "#51331d", 0)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:mule","overworld",9,minetest.LIGHT_MAX+1)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:skeleton_horse","overworld",9,minetest.LIGHT_MAX+1)
|
||||
|
|
|
@ -139,7 +139,6 @@ dofile(path .. "/silverfish.lua") -- maikerumine Mesh and animation by toby109tt
|
|||
dofile(path .. "/skeleton+stray.lua") -- Mesh by Morn76 Animation by Pavel_S
|
||||
dofile(path .. "/skeleton_wither.lua") -- Mesh by Morn76 Animation by Pavel_S
|
||||
dofile(path .. "/zombie.lua") -- Mesh by Morn76 Animation by Pavel_S
|
||||
dofile(path .. "/zombiepig.lua") -- Mesh by Morn76 Animation by Pavel_S
|
||||
dofile(path .. "/slime+magma_cube.lua") -- Wuzzy
|
||||
dofile(path .. "/spider.lua") -- Spider by AspireMint (fishyWET (CC-BY-SA 3.0 license for texture)
|
||||
dofile(path .. "/vex.lua") -- KrupnoPavel
|
||||
|
@ -153,7 +152,7 @@ dofile(path .. "/dolphin.lua")
|
|||
|
||||
dofile(path .. "/glow_squid.lua")
|
||||
|
||||
dofile(path .. "/piglin.lua")
|
||||
dofile(path .. "/piglin.lua") -- "mobs_mc_zombie_pigman.b3d" Mesh by Morn76 Animation by Pavel_S
|
||||
dofile(path .. "/hoglin+zoglin.lua")
|
||||
|
||||
dofile(path .. "/strider.lua")
|
||||
|
|
|
@ -48,7 +48,7 @@ Wither=Wither
|
|||
Wolf=Wolf
|
||||
Husk=Wüstenzombie
|
||||
Zombie=Zombie
|
||||
Zombie Pigman=Schweinezombie
|
||||
Zombie Piglin=Schweinezombie
|
||||
Farmer=Bauer
|
||||
Fisherman=Fischer
|
||||
Fletcher=Pfeilmacher
|
||||
|
|
|
@ -54,5 +54,18 @@ Baby Husk=Bebé Zombi Momificado
|
|||
Baby Zombie=Bebé Zombi
|
||||
Husk=Zombi Momificado
|
||||
Zombie=Zombi
|
||||
Baby Zombie Pigman=Bebé Hombrecerdo Zombi
|
||||
Zombie Pigman=Hombrecerdo Zombi
|
||||
Baby Zombie Piglin=Bebé Hombrecerdo Zombi
|
||||
Zombie Piglin=Hombrecerdo Zombi
|
||||
Cartographer=Cartógrafo
|
||||
Armorer=Escudero
|
||||
Leatherworker=Peletero
|
||||
Butcher=Carnicero
|
||||
Weapon Smith=Armero
|
||||
Tool Smith=Herrero
|
||||
Cleric=Clérigo
|
||||
Nitwit=Holgazán
|
||||
Cod=Bacalao
|
||||
Salmon=Salmón
|
||||
Dolphin=Delfín
|
||||
Pillager=Saqueador
|
||||
Tropical fish=Pez tropical
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
# textdomain: mobs_mc
|
||||
Agent=Agent
|
||||
Axolotl=Axolotl
|
||||
Bat=Chauve-souris
|
||||
Blaze=Blaze
|
||||
Chicken=Poulet
|
||||
|
@ -48,7 +49,7 @@ Wither=Wither
|
|||
Wolf=Loup
|
||||
Husk=Zombie Momifié
|
||||
Zombie=Zombie
|
||||
Zombie Pigman=Zombie Cochon
|
||||
Zombie Piglin=Zombie Cochon
|
||||
Farmer=Fermier
|
||||
Fisherman=Pêcheur
|
||||
Fletcher=Archer
|
||||
|
@ -66,4 +67,7 @@ Cod=Morue
|
|||
Salmon=Saumon
|
||||
Dolphin=Dauphin
|
||||
Pillager=Pilleur
|
||||
Tropical fish=Poisson tropical
|
||||
Tropical fish=Poisson tropical
|
||||
Hoglin=Hoglin
|
||||
Strider=Arpenteur
|
||||
Glow Squid=Poulpe Brillant
|
|
@ -49,7 +49,7 @@ Wither=ウィザー
|
|||
Wolf=オオカミ
|
||||
Husk=ハスク
|
||||
Zombie=ゾンビ
|
||||
Zombie Pigman=ゾンビピッグマン
|
||||
Zombie Piglin=ゾンビピッグマン
|
||||
Farmer=農民
|
||||
Fisherman=漁師
|
||||
Fletcher=矢師
|
||||
|
|
|
@ -49,7 +49,12 @@ Wither=
|
|||
Wolf=
|
||||
Husk=
|
||||
Zombie=
|
||||
Zombie Pigman=
|
||||
Piglin=
|
||||
Baby Piglin=
|
||||
Zombie Piglin=
|
||||
Baby Zombie Piglin=
|
||||
Sword Piglin=
|
||||
Piglin Brute=
|
||||
Farmer=
|
||||
Fisherman=
|
||||
Fletcher=
|
||||
|
@ -67,4 +72,7 @@ Cod=
|
|||
Salmon=
|
||||
Dolphin=
|
||||
Pillager=
|
||||
Tropical fish=
|
||||
Tropical fish=
|
||||
Hoglin=
|
||||
Strider=
|
||||
Glow Squid=
|
|
@ -82,7 +82,7 @@ mcl_mobs.register_mob("mobs_mc:pig", {
|
|||
end
|
||||
|
||||
-- if driver present allow control of horse
|
||||
if self.driver then
|
||||
if self.driver and self.driver:get_wielded_item():get_name() == "mcl_mobitems:carrot_on_a_stick" then
|
||||
|
||||
mcl_mobs.drive(self, "walk", "stand", false, dtime)
|
||||
|
||||
|
@ -149,18 +149,14 @@ mcl_mobs.register_mob("mobs_mc:pig", {
|
|||
return
|
||||
end
|
||||
|
||||
-- Mount or detach player
|
||||
local name = clicker:get_player_name()
|
||||
if self.driver and clicker == self.driver then
|
||||
-- Detach if already attached
|
||||
mcl_mobs.detach(clicker, {x=1, y=0, z=0})
|
||||
return
|
||||
|
||||
elseif not self.driver and self.saddle == "yes" and wielditem:get_name() == "mcl_mobitems:carrot_on_a_stick" then
|
||||
-- Ride pig if it has a saddle and player uses a carrot on a stick
|
||||
|
||||
mcl_mobs.attach(self, clicker)
|
||||
|
||||
-- Should make pig go faster when right clicked with carrot on a stick.
|
||||
-- FIXME: needs work on the going faster part.
|
||||
--[[if self.driver and clicker == self.driver and self.driver:get_wielded_item():get_name() == "mcl_mobitems:carrot_on_a_stick" then
|
||||
if not self.v3 then
|
||||
self.v3 = 0
|
||||
self.max_speed_forward = 100
|
||||
self.accel = 10
|
||||
end
|
||||
if not minetest.is_creative_enabled(clicker:get_player_name()) then
|
||||
|
||||
local inv = self.driver:get_inventory()
|
||||
|
@ -177,6 +173,19 @@ mcl_mobs.register_mob("mobs_mc:pig", {
|
|||
end
|
||||
inv:set_stack("main",self.driver:get_wield_index(), wielditem)
|
||||
end
|
||||
end]]
|
||||
|
||||
-- Mount or detach player
|
||||
local name = clicker:get_player_name()
|
||||
if self.driver and clicker == self.driver then -- and self.driver:get_wielded_item():get_name() ~= "mcl_mobitems:carrot_on_a_stick" then -- Note: This is for when the ability to make the pig go faster is implemented
|
||||
-- Detach if already attached
|
||||
mcl_mobs.detach(clicker, {x=1, y=0, z=0})
|
||||
return
|
||||
|
||||
elseif not self.driver and self.saddle == "yes" then
|
||||
-- Ride pig if it has a saddle
|
||||
|
||||
mcl_mobs.attach(self, clicker)
|
||||
return
|
||||
|
||||
-- Capture pig
|
||||
|
@ -195,6 +204,18 @@ mcl_mobs.register_mob("mobs_mc:pig", {
|
|||
return false
|
||||
end
|
||||
end,
|
||||
|
||||
after_activate = function(self, staticdata, def, dtime)
|
||||
if self.saddle == "yes" then -- Make saddle load upon rejoin
|
||||
self.base_texture = {
|
||||
"mobs_mc_pig.png", -- base
|
||||
"mobs_mc_pig_saddle.png", -- saddle
|
||||
}
|
||||
self.object:set_properties({
|
||||
textures = self.base_texture
|
||||
})
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
mcl_mobs:spawn_specific(
|
||||
|
|
|
@ -25,7 +25,10 @@ function mobs_mc.player_wears_gold(player)
|
|||
for i=1, 6 do
|
||||
local stack = player:get_inventory():get_stack("armor", i)
|
||||
local item = stack:get_name()
|
||||
if item == "mcl_armor:chestplate_gold" or item == "mcl_armor:leggings_gold" or item == "mcl_armor:helmet_gold" or item == "mcl_armor:boots_gold" then
|
||||
if string.find(item, "mcl_armor:chestplate_gold")
|
||||
or string.find(item, "mcl_armor:leggings_gold")
|
||||
or string.find(item, "mcl_armor:helmet_gold")
|
||||
or string.find(item, "mcl_armor:boots_gold") then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
@ -35,9 +38,11 @@ end
|
|||
--################### piglin
|
||||
--###################
|
||||
local piglin = {
|
||||
description = S("Piglin"),
|
||||
type = "monster",
|
||||
passive = false,
|
||||
spawn_class = "hostile",
|
||||
group_attack = {"mobs_mc:piglin", "mobs_mc:sword_piglin", "mobs_mc:piglin_brute"},
|
||||
hp_min = 16,
|
||||
hp_max = 16,
|
||||
xp_min = 9,
|
||||
|
@ -62,8 +67,8 @@ local piglin = {
|
|||
},
|
||||
jump = true,
|
||||
makes_footstep_sound = true,
|
||||
walk_velocity = 4.317,
|
||||
run_velocity = 5.6121,
|
||||
walk_velocity = 1.4,
|
||||
run_velocity = 2.8,
|
||||
drops = {
|
||||
{name = "mcl_bows:crossbow",
|
||||
chance = 10,
|
||||
|
@ -178,6 +183,7 @@ mcl_mobs.register_mob("mobs_mc:piglin", piglin)
|
|||
|
||||
|
||||
local sword_piglin = table.copy(piglin)
|
||||
sword_piglin.description = S("Sword Piglin")
|
||||
sword_piglin.mesh = "extra_mobs_sword_piglin.b3d"
|
||||
sword_piglin.textures = {"extra_mobs_piglin.png", "default_tool_goldsword.png"}
|
||||
sword_piglin.on_spawn = function(self)
|
||||
|
@ -206,43 +212,127 @@ sword_piglin.animation = {
|
|||
punch_start = 189,
|
||||
punch_end = 198,
|
||||
}
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:sword_piglin", sword_piglin)
|
||||
|
||||
local zombified_piglin = table.copy(piglin)
|
||||
zombified_piglin.fire_resistant = 1
|
||||
zombified_piglin.do_custom = function()
|
||||
return
|
||||
end
|
||||
zombified_piglin.on_spawn = function()
|
||||
return
|
||||
end
|
||||
zombified_piglin.on_rightclick = function()
|
||||
return
|
||||
end
|
||||
zombified_piglin.lava_damage = 0
|
||||
zombified_piglin.fire_damage = 0
|
||||
zombified_piglin.attack_animals = true
|
||||
zombified_piglin.mesh = "extra_mobs_sword_piglin.b3d"
|
||||
zombified_piglin.textures = {"extra_mobs_zombified_piglin.png", "default_tool_goldsword.png", "extra_mobs_trans.png"}
|
||||
zombified_piglin.attack_type = "dogfight"
|
||||
zombified_piglin.animation = {
|
||||
stand_speed = 30,
|
||||
walk_speed = 30,
|
||||
punch_speed = 45,
|
||||
run_speed = 30,
|
||||
stand_start = 0,
|
||||
stand_end = 79,
|
||||
walk_start = 168,
|
||||
walk_end = 187,
|
||||
run_start = 440,
|
||||
run_end = 459,
|
||||
punch_start = 189,
|
||||
punch_end = 198,
|
||||
|
||||
-- Zombified Piglin --
|
||||
|
||||
|
||||
local zombified_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,
|
||||
spawn_class = "passive",
|
||||
hp_min = 20,
|
||||
hp_max = 20,
|
||||
xp_min = 6,
|
||||
xp_max = 6,
|
||||
armor = {undead = 90, fleshy = 90},
|
||||
attack_type = "dogfight",
|
||||
group_attack = {"mobs_mc:zombified_piglin", "mobs_mc:baby_zombified_piglin"},
|
||||
damage = 9,
|
||||
reach = 2,
|
||||
head_swivel = "head.control",
|
||||
bone_eye_height = 2.4,
|
||||
head_eye_height = 1.4,
|
||||
curiosity = 15,
|
||||
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3}, -- same
|
||||
visual = "mesh",
|
||||
mesh = "mobs_mc_zombie_pigman.b3d",
|
||||
textures = { {
|
||||
"blank.png", --baby
|
||||
"default_tool_goldsword.png", --sword
|
||||
"mobs_mc_zombie_pigman.png", --pigman
|
||||
} },
|
||||
visual_size = {x=3, y=3},
|
||||
sounds = {
|
||||
random = "mobs_mc_zombiepig_random",
|
||||
war_cry = "mobs_mc_zombiepig_war_cry",
|
||||
death = "mobs_mc_zombiepig_death",
|
||||
damage = "mobs_mc_zombiepig_hurt",
|
||||
distance = 16,
|
||||
},
|
||||
jump = true,
|
||||
makes_footstep_sound = true,
|
||||
walk_velocity = .8,
|
||||
run_velocity = 2.6,
|
||||
pathfinding = 1,
|
||||
drops = {
|
||||
{name = "mcl_mobitems:rotten_flesh",
|
||||
chance = 1,
|
||||
min = 1,
|
||||
max = 1,
|
||||
looting = "common"},
|
||||
{name = "mcl_core:gold_nugget",
|
||||
chance = 1,
|
||||
min = 0,
|
||||
max = 1,
|
||||
looting = "common"},
|
||||
{name = "mcl_core:gold_ingot",
|
||||
chance = 40, -- 2.5%
|
||||
min = 1,
|
||||
max = 1,
|
||||
looting = "rare"},
|
||||
{name = "mcl_tools:sword_gold",
|
||||
chance = 100 / 8.5,
|
||||
min = 1,
|
||||
max = 1,
|
||||
looting = "rare"},
|
||||
},
|
||||
animation = {
|
||||
stand_speed = 25,
|
||||
walk_speed = 25,
|
||||
run_speed = 50,
|
||||
stand_start = 40,
|
||||
stand_end = 80,
|
||||
walk_start = 0,
|
||||
walk_end = 40,
|
||||
run_start = 0,
|
||||
run_end = 40,
|
||||
punch_start = 90,
|
||||
punch_end = 130,
|
||||
},
|
||||
lava_damage = 0,
|
||||
fire_damage = 0,
|
||||
fear_height = 4,
|
||||
view_range = 16,
|
||||
harmed_by_heal = true,
|
||||
fire_damage_resistant = true,
|
||||
}
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:zombified_piglin", zombified_piglin)
|
||||
|
||||
local baby_zombified_piglin = table.copy(zombified_piglin)
|
||||
baby_zombified_piglin.description = S("Baby Zombie Piglin")
|
||||
baby_zombified_piglin.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.94, 0.25}
|
||||
baby_zombified_piglin.xp_min = 13
|
||||
baby_zombified_piglin.xp_max = 13
|
||||
baby_zombified_piglin.textures = {
|
||||
{
|
||||
"mobs_mc_zombie_pigman.png", --baby
|
||||
"default_tool_goldsword.png", --sword
|
||||
"mobs_mc_zombie_pigman.png", --pigman
|
||||
}
|
||||
}
|
||||
baby_zombified_piglin.walk_velocity = 1.2
|
||||
baby_zombified_piglin.run_velocity = 2.4
|
||||
baby_zombified_piglin.light_damage = 0
|
||||
baby_zombified_piglin.child = 1
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:baby_zombified_piglin", baby_zombified_piglin)
|
||||
|
||||
-- Compatibility code. These were removed, and now are called zombie piglins. They don't spawn.
|
||||
-- This is only to catch old cases. Maybe could be an alias?
|
||||
mcl_mobs.register_mob("mobs_mc:pigman", zombified_piglin)
|
||||
mcl_mobs.register_mob("mobs_mc:baby_pigman", baby_zombified_piglin)
|
||||
|
||||
|
||||
-- Piglin Brute --
|
||||
|
||||
local piglin_brute = table.copy(piglin)
|
||||
piglin_brute.description = S("Piglin Brute")
|
||||
piglin_brute.xp_min = 20
|
||||
piglin_brute.xp_max = 20
|
||||
piglin_brute.hp_min = 50
|
||||
|
@ -279,11 +369,17 @@ piglin_brute.animation = {
|
|||
punch_end = 198,
|
||||
}
|
||||
piglin_brute.can_despawn = false
|
||||
piglin_brute.group_attack = { "mobs_mc:piglin", "mobs_mc:piglin_brute" }
|
||||
|
||||
piglin_brute.drops = {
|
||||
{name = "mcl_tools:axe_gold",
|
||||
chance = 8.5,
|
||||
min = 1,
|
||||
max = 1,},
|
||||
}
|
||||
mcl_mobs.register_mob("mobs_mc:piglin_brute", piglin_brute)
|
||||
|
||||
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:piglin","overworld",0,7)
|
||||
|
||||
-- Regular spawning in the Nether
|
||||
mcl_mobs:spawn_specific(
|
||||
"mobs_mc:piglin",
|
||||
|
@ -300,15 +396,15 @@ minetest.LIGHT_MAX+1,
|
|||
3,
|
||||
mcl_vars.mg_lava_nether_max,
|
||||
mcl_vars.mg_nether_max)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:sword_piglin","overworld",0,7)
|
||||
|
||||
mcl_mobs:spawn_specific(
|
||||
"mobs_mc:sword_piglin",
|
||||
"nether",
|
||||
"ground",
|
||||
{
|
||||
"Nether",
|
||||
"CrimsonForest"
|
||||
},
|
||||
"Nether",
|
||||
"CrimsonForest"
|
||||
},
|
||||
0,
|
||||
minetest.LIGHT_MAX+1,
|
||||
30,
|
||||
|
@ -316,6 +412,45 @@ minetest.LIGHT_MAX+1,
|
|||
3,
|
||||
mcl_vars.mg_lava_nether_max,
|
||||
mcl_vars.mg_nether_max)
|
||||
-- spawn eggs
|
||||
|
||||
mcl_mobs:spawn_specific(
|
||||
"mobs_mc:zombified_piglin",
|
||||
"nether",
|
||||
"ground",
|
||||
{
|
||||
"Nether",
|
||||
"CrimsonForest",
|
||||
},
|
||||
0,
|
||||
minetest.LIGHT_MAX+1,
|
||||
30,
|
||||
6000,
|
||||
3,
|
||||
mcl_vars.mg_nether_min,
|
||||
mcl_vars.mg_nether_max)
|
||||
|
||||
-- Baby zombie is 20 times less likely than regular zombies
|
||||
mcl_mobs:spawn_specific(
|
||||
"mobs_mc:baby_zombified_piglin",
|
||||
"nether",
|
||||
"ground",
|
||||
{
|
||||
"Nether",
|
||||
"CrimsonForest",
|
||||
},
|
||||
0,
|
||||
minetest.LIGHT_MAX+1,
|
||||
30,
|
||||
100000,
|
||||
4,
|
||||
mcl_vars.mg_nether_min,
|
||||
mcl_vars.mg_nether_max)
|
||||
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:piglin","overworld",0,7)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:sword_piglin","overworld",0,7)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:piglin_brute","overworld",0,7)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:zombified_piglin","overworld",0,minetest.LIGHT_MAX+1)
|
||||
|
||||
mcl_mobs.register_egg("mobs_mc:piglin", S("Piglin"), "#7b4a17","#d5c381", 0)
|
||||
mcl_mobs.register_egg("mobs_mc:piglin_brute", S("Piglin Brute"), "#562b0c","#ddc89d", 0)
|
||||
mcl_mobs.register_egg("mobs_mc:zombified_piglin", S("Zombie Piglin"), "#ea9393", "#4c7129", 0)
|
||||
|
|
|
@ -217,3 +217,4 @@ mcl_mobs.register_egg("mobs_mc:rabbit", S("Rabbit"), "#995f40", "#734831", 0)
|
|||
|
||||
-- Note: This spawn egg does not exist in Minecraft
|
||||
mcl_mobs.register_egg("mobs_mc:killer_bunny", S("Killer Bunny"), "#f2f2f2", "#ff0000", 0)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:killer_bunny","overworld",9,minetest.LIGHT_MAX+1)
|
||||
|
|
|
@ -45,7 +45,7 @@ local skeleton = {
|
|||
}
|
||||
},
|
||||
walk_velocity = 1.2,
|
||||
run_velocity = 2.4,
|
||||
run_velocity = 2.0,
|
||||
damage = 2,
|
||||
reach = 2,
|
||||
drops = {
|
||||
|
@ -89,23 +89,11 @@ local skeleton = {
|
|||
die_speed = 15,
|
||||
die_loop = false,
|
||||
},
|
||||
jock = "mobs_mc:spider",
|
||||
on_spawn = function(self)
|
||||
minetest.after(1,function()
|
||||
if self and self.object then
|
||||
if math.random(100) == 1 or self.jockey == true then -- 1% like from MCwiki
|
||||
self.jockey = true
|
||||
local jock = minetest.add_entity(self.object:get_pos(), "mobs_mc:spider")
|
||||
jock:get_luaentity().docile_by_day = false
|
||||
self.object:set_attach(jock, "", vector.new(0,0,0), vector.new(0,0,0))
|
||||
end
|
||||
self.jockey = false
|
||||
return true
|
||||
end
|
||||
end)
|
||||
end,
|
||||
on_detach=function(self, parent)
|
||||
self.jockey = false
|
||||
if math.random(100) == 1 then
|
||||
self:jock_to("mobs_mc:spider", vector.zero(), vector.zero())
|
||||
end
|
||||
return true
|
||||
end,
|
||||
ignited_by_sunlight = true,
|
||||
view_range = 16,
|
||||
|
|
|
@ -43,7 +43,7 @@ mcl_mobs.register_mob("mobs_mc:witherskeleton", {
|
|||
distance = 16,
|
||||
},
|
||||
walk_velocity = 1.2,
|
||||
run_velocity = 2.4,
|
||||
run_velocity = 2.0,
|
||||
damage = 7,
|
||||
reach = 2,
|
||||
drops = {
|
||||
|
|
|
@ -1,10 +1,111 @@
|
|||
--License for code WTFPL and otherwise stated in readmes
|
||||
|
||||
-- FIXME: Slimes should spawn only in "slime chunks" which make up only
|
||||
-- 10% of the map.
|
||||
--
|
||||
local S = minetest.get_translator("mobs_mc")
|
||||
|
||||
local MAPBLOCK_SIZE = 16
|
||||
|
||||
local seed = minetest.get_mapgen_setting("seed")
|
||||
|
||||
local slime_chunk_match
|
||||
local x_modifier
|
||||
local z_modifier
|
||||
|
||||
local function split_by_char (inputstr, sep, limit)
|
||||
if sep == nil then
|
||||
sep = "%d"
|
||||
end
|
||||
local t = {}
|
||||
|
||||
local i = 0
|
||||
for str in string.gmatch(inputstr, "(["..sep.."])") do
|
||||
i = i --+ 1
|
||||
table.insert(t, tonumber(str))
|
||||
if limit and i >= limit then
|
||||
break
|
||||
end
|
||||
end
|
||||
return t
|
||||
end
|
||||
|
||||
--Seed: "16002933932875202103" == random seed
|
||||
--Seed: "1807191622654296300" == cheese
|
||||
--Seed: "1" = 1
|
||||
local function process_seed (seed)
|
||||
--minetest.log("seed: " .. seed)
|
||||
|
||||
local split_chars = split_by_char(tostring(seed), nil, 10)
|
||||
|
||||
slime_chunk_match = split_chars[1]
|
||||
x_modifier = split_chars[2]
|
||||
z_modifier = split_chars[3]
|
||||
|
||||
--minetest.log("x_modifier: " .. tostring(x_modifier))
|
||||
--minetest.log("z_modifier: " .. tostring(z_modifier))
|
||||
--minetest.log("slime_chunk_match: " .. tostring(slime_chunk_match))
|
||||
end
|
||||
|
||||
local processed = process_seed (seed)
|
||||
|
||||
|
||||
local function convert_to_chunk_value (co_ord, modifier)
|
||||
local converted = math.floor(math.abs(co_ord) / MAPBLOCK_SIZE)
|
||||
|
||||
if modifier then
|
||||
converted = (converted + modifier)
|
||||
end
|
||||
converted = converted % 10
|
||||
|
||||
--minetest.log("co_ord: " .. co_ord)
|
||||
--minetest.log("converted: " .. converted)
|
||||
return converted
|
||||
end
|
||||
|
||||
assert(convert_to_chunk_value(-16) == 1, "Incorrect convert_to_chunk_value result")
|
||||
assert(convert_to_chunk_value(-15) == 0, "Incorrect convert_to_chunk_value result")
|
||||
assert(convert_to_chunk_value(-1) == 0, "Incorrect convert_to_chunk_value result")
|
||||
assert(convert_to_chunk_value(0) == 0, "Incorrect convert_to_chunk_value result")
|
||||
assert(convert_to_chunk_value(1) == 0, "Incorrect convert_to_chunk_value result")
|
||||
assert(convert_to_chunk_value(15) == 0, "Incorrect convert_to_chunk_value result")
|
||||
assert(convert_to_chunk_value(16) == 1, "Incorrect convert_to_chunk_value result")
|
||||
assert(convert_to_chunk_value(31) == 1, "Incorrect convert_to_chunk_value result")
|
||||
assert(convert_to_chunk_value(32) == 2, "Incorrect convert_to_chunk_value result")
|
||||
assert(convert_to_chunk_value(1599) == 9, "Incorrect convert_to_chunk_value result")
|
||||
assert(convert_to_chunk_value(1600) == 0, "Incorrect convert_to_chunk_value result")
|
||||
|
||||
assert(convert_to_chunk_value(0,9) == 9, "Incorrect convert_to_chunk_value result")
|
||||
assert(convert_to_chunk_value(16,5) == 6, "Incorrect convert_to_chunk_value result")
|
||||
assert(convert_to_chunk_value(1599,4) == 3, "Incorrect convert_to_chunk_value result")
|
||||
|
||||
local function calculate_chunk_value (pos, x_mod, z_mod)
|
||||
local chunk_val = math.abs(convert_to_chunk_value(pos.x, x_mod) - convert_to_chunk_value(pos.z, z_mod)) % 10
|
||||
return chunk_val
|
||||
end
|
||||
|
||||
assert(calculate_chunk_value(vector.new(0,0,0)) == 0, "calculate_chunk_value failed")
|
||||
assert(calculate_chunk_value(vector.new(0,0,0), 1, 1) == 0, "calculate_chunk_value failed")
|
||||
assert(calculate_chunk_value(vector.new(0,0,0), 2, 1) == 1, "calculate_chunk_value failed")
|
||||
assert(calculate_chunk_value(vector.new(64,0,16)) == (4-1), "calculate_chunk_value failed")
|
||||
assert(calculate_chunk_value(vector.new(16,0,64)) == (3), "calculate_chunk_value failed")
|
||||
assert(calculate_chunk_value(vector.new(-160,0,-160)) == 0, "calculate_chunk_value failed")
|
||||
|
||||
local function is_slime_chunk(pos)
|
||||
if not pos then return end
|
||||
|
||||
local chunk_val = calculate_chunk_value (pos, x_modifier, z_modifier)
|
||||
local slime_chunk = chunk_val == slime_chunk_match
|
||||
|
||||
--minetest.log("x: " ..pos.x .. ", z:" .. pos.z)
|
||||
|
||||
--minetest.log("seed slime_chunk_match: " .. tostring(slime_chunk_match))
|
||||
--minetest.log("chunk_val: " .. tostring(chunk_val))
|
||||
--minetest.log("Is slime chunk: " .. tostring(slime_chunk))
|
||||
return slime_chunk
|
||||
end
|
||||
|
||||
local check_position = function (pos)
|
||||
return is_slime_chunk(pos)
|
||||
end
|
||||
|
||||
|
||||
-- Returns a function that spawns children in a circle around pos.
|
||||
-- To be used as on_die callback.
|
||||
-- self: mob reference
|
||||
|
@ -104,8 +205,8 @@ local slime_big = {
|
|||
attack_type = "dogfight",
|
||||
passive = false,
|
||||
jump = true,
|
||||
walk_velocity = 2.5,
|
||||
run_velocity = 2.5,
|
||||
walk_velocity = 1.9,
|
||||
run_velocity = 1.9,
|
||||
walk_chance = 0,
|
||||
jump_height = 5.2,
|
||||
fear_height = 0,
|
||||
|
@ -125,8 +226,8 @@ slime_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51}
|
|||
slime_small.visual_size = {x=6.25, y=6.25}
|
||||
slime_small.damage = 3
|
||||
slime_small.reach = 2.75
|
||||
slime_small.walk_velocity = 1.3
|
||||
slime_small.run_velocity = 1.3
|
||||
slime_small.walk_velocity = 1.8
|
||||
slime_small.run_velocity = 1.8
|
||||
slime_small.jump_height = 4.3
|
||||
slime_small.spawn_small_alternative = "mobs_mc:slime_tiny"
|
||||
slime_small.on_die = spawn_children_on_die("mobs_mc:slime_tiny", 0.6, 1.0)
|
||||
|
@ -149,8 +250,8 @@ slime_tiny.drops = {
|
|||
min = 0,
|
||||
max = 2,},
|
||||
}
|
||||
slime_tiny.walk_velocity = 0.7
|
||||
slime_tiny.run_velocity = 0.7
|
||||
slime_tiny.walk_velocity = 1.7
|
||||
slime_tiny.run_velocity = 1.7
|
||||
slime_tiny.jump_height = 3
|
||||
slime_tiny.spawn_small_alternative = nil
|
||||
slime_tiny.on_die = nil
|
||||
|
@ -168,7 +269,6 @@ local cave_biomes = {
|
|||
"RoofedForest_underground",
|
||||
"Jungle_underground",
|
||||
"Swampland_underground",
|
||||
"MushroomIsland_underground",
|
||||
"BirchForest_underground",
|
||||
"Plains_underground",
|
||||
"MesaPlateauF_underground",
|
||||
|
@ -212,7 +312,8 @@ minetest.LIGHT_MAX+1,
|
|||
12000,
|
||||
4,
|
||||
cave_min,
|
||||
cave_max)
|
||||
cave_max,
|
||||
nil, nil, check_position)
|
||||
|
||||
mcl_mobs:spawn_specific(
|
||||
"mobs_mc:slime_tiny",
|
||||
|
@ -238,7 +339,8 @@ minetest.LIGHT_MAX+1,
|
|||
8500,
|
||||
4,
|
||||
cave_min,
|
||||
cave_max)
|
||||
cave_max,
|
||||
nil, nil, check_position)
|
||||
|
||||
mcl_mobs:spawn_specific(
|
||||
"mobs_mc:slime_small",
|
||||
|
@ -264,7 +366,8 @@ minetest.LIGHT_MAX+1,
|
|||
10000,
|
||||
4,
|
||||
cave_min,
|
||||
cave_max)
|
||||
cave_max,
|
||||
nil, nil, check_position)
|
||||
|
||||
mcl_mobs:spawn_specific(
|
||||
"mobs_mc:slime_big",
|
||||
|
@ -278,6 +381,7 @@ swamp_light_max,
|
|||
4,
|
||||
swamp_min,
|
||||
swamp_max)
|
||||
|
||||
-- Magma cube
|
||||
local magma_cube_big = {
|
||||
description = S("Magma Cube"),
|
||||
|
@ -299,8 +403,8 @@ local magma_cube_big = {
|
|||
attack = "mobs_mc_magma_cube_attack",
|
||||
distance = 16,
|
||||
},
|
||||
walk_velocity = 4,
|
||||
run_velocity = 4,
|
||||
walk_velocity = 2.5,
|
||||
run_velocity = 2.5,
|
||||
damage = 6,
|
||||
reach = 3,
|
||||
armor = 53,
|
||||
|
@ -352,7 +456,7 @@ magma_cube_small.visual_size = {x=6.25, y=6.25}
|
|||
magma_cube_small.damage = 3
|
||||
magma_cube_small.reach = 2.75
|
||||
magma_cube_small.walk_velocity = .8
|
||||
magma_cube_small.run_velocity = 2.6
|
||||
magma_cube_small.run_velocity = 2.0
|
||||
magma_cube_small.jump_height = 6
|
||||
magma_cube_small.damage = 4
|
||||
magma_cube_small.reach = 2.75
|
||||
|
|
|
@ -62,9 +62,6 @@ local spider = {
|
|||
self.object:get_children()[1]:set_detach()
|
||||
end
|
||||
end,
|
||||
detach_child=function(self, child)
|
||||
child:get_luaentity().jockey = false
|
||||
end,
|
||||
head_swivel = "Head_Control",
|
||||
bone_eye_height = 1,
|
||||
curiosity = 10,
|
||||
|
@ -86,7 +83,7 @@ local spider = {
|
|||
distance = 16,
|
||||
},
|
||||
walk_velocity = 1.3,
|
||||
run_velocity = 2.8,
|
||||
run_velocity = 2.4,
|
||||
jump = true,
|
||||
jump_height = 4,
|
||||
view_range = 16,
|
||||
|
@ -292,6 +289,8 @@ mcl_mobs:spawn_specific(
|
|||
mcl_vars.mg_overworld_min,
|
||||
mcl_vars.mg_overworld_max)
|
||||
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:cave_spider","overworld",0,7)
|
||||
|
||||
-- spawn eggs
|
||||
mcl_mobs.register_egg("mobs_mc:spider", S("Spider"), "#342d26", "#a80e0e", 0)
|
||||
mcl_mobs.register_egg("mobs_mc:cave_spider", S("Cave Spider"), "#0c424e", "#a80e0e", 0)
|
||||
|
|
|
@ -246,4 +246,4 @@ mcl_mobs:spawn_setup({
|
|||
|
||||
-- spawn eggs
|
||||
mcl_mobs.register_egg("mobs_mc:strider", S("Strider"), "#000000", "#FF0000", 0)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:strider","nether",0,minetest.LIGHT_MAX+1)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:strider","overworld",0,minetest.LIGHT_MAX+1)
|
||||
|
|
|
@ -122,7 +122,7 @@ local professions = {
|
|||
},
|
||||
{
|
||||
{ E1, { "mcl_farming:carrot_item_gold", 3, 10 } },
|
||||
{ E1, { "mcl_potions:speckled_melon", 4, 1 } },
|
||||
{ E1, { "mcl_potions:speckled_melon", 1, 4 } },
|
||||
TRADE_V6_BIRCH_SAPLING,
|
||||
TRADE_V6_DARK_OAK_SAPLING,
|
||||
TRADE_V6_ACACIA_SAPLING,
|
||||
|
|
|
@ -55,7 +55,7 @@ mcl_mobs.register_mob("mobs_mc:villager_zombie", {
|
|||
damage = 3,
|
||||
reach = 2,
|
||||
walk_velocity = 1.2,
|
||||
run_velocity = 2.4,
|
||||
run_velocity = 1.8,
|
||||
attack_type = "dogfight",
|
||||
group_attack = true,
|
||||
drops = {
|
||||
|
@ -109,7 +109,7 @@ mcl_mobs.register_mob("mobs_mc:villager_zombie", {
|
|||
clicker:set_wielded_item(wielditem)
|
||||
self._curing = math.random(3 * 60, 5 * 60)
|
||||
self.shaking = true
|
||||
self.can_despawn = false
|
||||
self.persistent = true
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
|
|
@ -216,7 +216,6 @@ mcl_mobs:spawn_specific(
|
|||
"MegaTaiga",
|
||||
"Forest",
|
||||
"ColdTaiga",
|
||||
"FlowerForest_beach",
|
||||
"Forest_beach",
|
||||
"ColdTaiga_beach_water",
|
||||
"Taiga_beach",
|
||||
|
|
|
@ -79,7 +79,7 @@ local zombie = {
|
|||
distance = 16,
|
||||
},
|
||||
walk_velocity = .8,
|
||||
run_velocity = 1.6,
|
||||
run_velocity = 1.8,
|
||||
damage = 3,
|
||||
reach = 2,
|
||||
fear_height = 4,
|
||||
|
|
|
@ -1,156 +0,0 @@
|
|||
--MCmobs v0.4
|
||||
--maikerumine
|
||||
--made for MC like Survival game
|
||||
--License for code WTFPL and otherwise stated in readmes
|
||||
|
||||
local S = minetest.get_translator("mobs_mc")
|
||||
|
||||
--###################
|
||||
--################### ZOMBIE PIGMAN
|
||||
--###################
|
||||
|
||||
|
||||
local pigman = {
|
||||
description = S("Zombie Pigman"),
|
||||
-- type="animal", passive=false: This combination is needed for a neutral mob which becomes hostile, if attacked
|
||||
type = "animal",
|
||||
passive = false,
|
||||
spawn_class = "passive",
|
||||
hp_min = 20,
|
||||
hp_max = 20,
|
||||
xp_min = 6,
|
||||
xp_max = 6,
|
||||
armor = {undead = 90, fleshy = 90},
|
||||
attack_type = "dogfight",
|
||||
group_attack = { "mobs_mc:pigman", "mobs_mc:baby_pigman" },
|
||||
damage = 9,
|
||||
reach = 2,
|
||||
head_swivel = "head.control",
|
||||
bone_eye_height = 2.4,
|
||||
head_eye_height = 1.4,
|
||||
curiosity = 15,
|
||||
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3},
|
||||
visual = "mesh",
|
||||
mesh = "mobs_mc_zombie_pigman.b3d",
|
||||
textures = { {
|
||||
"blank.png", --baby
|
||||
"default_tool_goldsword.png", --sword
|
||||
"mobs_mc_zombie_pigman.png", --pigman
|
||||
} },
|
||||
visual_size = {x=3, y=3},
|
||||
sounds = {
|
||||
random = "mobs_mc_zombiepig_random",
|
||||
war_cry = "mobs_mc_zombiepig_war_cry",
|
||||
death = "mobs_mc_zombiepig_death",
|
||||
damage = "mobs_mc_zombiepig_hurt",
|
||||
distance = 16,
|
||||
},
|
||||
jump = true,
|
||||
makes_footstep_sound = true,
|
||||
walk_velocity = .8,
|
||||
run_velocity = 2.6,
|
||||
pathfinding = 1,
|
||||
drops = {
|
||||
{name = "mcl_mobitems:rotten_flesh",
|
||||
chance = 1,
|
||||
min = 1,
|
||||
max = 1,
|
||||
looting = "common"},
|
||||
{name = "mcl_core:gold_nugget",
|
||||
chance = 1,
|
||||
min = 0,
|
||||
max = 1,
|
||||
looting = "common"},
|
||||
{name = "mcl_core:gold_ingot",
|
||||
chance = 40, -- 2.5%
|
||||
min = 1,
|
||||
max = 1,
|
||||
looting = "rare"},
|
||||
{name = "mcl_tools:sword_gold",
|
||||
chance = 100 / 8.5,
|
||||
min = 1,
|
||||
max = 1,
|
||||
looting = "rare"},
|
||||
},
|
||||
animation = {
|
||||
stand_speed = 25,
|
||||
walk_speed = 25,
|
||||
run_speed = 50,
|
||||
stand_start = 40,
|
||||
stand_end = 80,
|
||||
walk_start = 0,
|
||||
walk_end = 40,
|
||||
run_start = 0,
|
||||
run_end = 40,
|
||||
punch_start = 90,
|
||||
punch_end = 130,
|
||||
},
|
||||
lava_damage = 0,
|
||||
fire_damage = 0,
|
||||
fear_height = 4,
|
||||
view_range = 16,
|
||||
harmed_by_heal = true,
|
||||
fire_damage_resistant = true,
|
||||
}
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:pigman", pigman)
|
||||
|
||||
-- Baby pigman.
|
||||
-- A smaller and more dangerous variant of the pigman
|
||||
|
||||
local baby_pigman = table.copy(pigman)
|
||||
baby_pigman.description = S("Baby Zombie Pigman")
|
||||
baby_pigman.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.94, 0.25}
|
||||
baby_pigman.xp_min = 13
|
||||
baby_pigman.xp_max = 13
|
||||
baby_pigman.textures = { {
|
||||
"mobs_mc_zombie_pigman.png", --baby
|
||||
"default_tool_goldsword.png", --sword
|
||||
"mobs_mc_zombie_pigman.png", --pigman
|
||||
} }
|
||||
baby_pigman.walk_velocity = 1.2
|
||||
baby_pigman.run_velocity = 2.4
|
||||
baby_pigman.light_damage = 0
|
||||
baby_pigman.child = 1
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:baby_pigman", baby_pigman)
|
||||
|
||||
-- Regular spawning in the Nether
|
||||
mcl_mobs:spawn_specific(
|
||||
"mobs_mc:pigman",
|
||||
"nether",
|
||||
"ground",
|
||||
{
|
||||
"Nether",
|
||||
"CrimsonForest",
|
||||
},
|
||||
0,
|
||||
minetest.LIGHT_MAX+1,
|
||||
30,
|
||||
6000,
|
||||
3,
|
||||
mcl_vars.mg_nether_min,
|
||||
mcl_vars.mg_nether_max)
|
||||
-- Baby zombie is 20 times less likely than regular zombies
|
||||
mcl_mobs:spawn_specific(
|
||||
"mobs_mc:baby_pigman",
|
||||
"nether",
|
||||
"ground",
|
||||
{
|
||||
"Nether",
|
||||
"CrimsonForest",
|
||||
},
|
||||
0,
|
||||
minetest.LIGHT_MAX+1,
|
||||
30,
|
||||
100000,
|
||||
4,
|
||||
mcl_vars.mg_nether_min,
|
||||
mcl_vars.mg_nether_max)
|
||||
|
||||
-- Spawning in Nether portals in the Overworld
|
||||
--mobs:spawn_specific("mobs_mc:pigman", {"mcl_portals:portal"}, {"air"}, 0, minetest.LIGHT_MAX+1, 30, 500, 4, mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_max)
|
||||
|
||||
-- spawn eggs
|
||||
mcl_mobs.register_egg("mobs_mc:pigman", S("Zombie Pigman"), "#ea9393", "#4c7129", 0)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:pigman","overworld",0,minetest.LIGHT_MAX+1)
|
|
@ -240,7 +240,7 @@ end
|
|||
local function start_firework_rocket(pos)
|
||||
local p = get_point_on_circle(pos,math.random(32,64),32)
|
||||
local n = minetest.get_node(p)
|
||||
local l = minetest.get_natural_light(pos,0.5)
|
||||
local l = mcl_util.get_natural_light(pos,0.5)
|
||||
if n.name ~= "air" or l <= minetest.LIGHT_MAX then return end
|
||||
local o = minetest.add_entity(p,"mcl_bows:rocket_entity")
|
||||
o:get_luaentity()._harmless = true
|
||||
|
|
|
@ -226,7 +226,7 @@ if mcl_weather.allow_abm then
|
|||
}
|
||||
for a=1, #around do
|
||||
local apos = vector.add(pos, around[a])
|
||||
if mcl_weather.is_outdoor(apos) then
|
||||
if mcl_weather.is_outdoor(apos) and mcl_weather.has_rain(apos) then
|
||||
minetest.remove_node(pos)
|
||||
minetest.sound_play("fire_extinguish_flame", {pos = pos, max_hear_distance = 8, gain = 0.1}, true)
|
||||
return
|
||||
|
@ -244,7 +244,7 @@ if mcl_weather.allow_abm then
|
|||
chance = 1,
|
||||
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||
-- Rain is equivalent to a water bottle
|
||||
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
|
||||
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) and mcl_weather.has_rain(pos) then
|
||||
if node.name == "mcl_cauldrons:cauldron" then
|
||||
minetest.set_node(pos, {name="mcl_cauldrons:cauldron_1"})
|
||||
elseif node.name == "mcl_cauldrons:cauldron_1" then
|
||||
|
@ -267,7 +267,7 @@ if mcl_weather.allow_abm then
|
|||
interval = 22.0,
|
||||
chance = 3,
|
||||
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
|
||||
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) and mcl_weather.has_rain(pos) then
|
||||
if node.name == "mcl_farming:soil" then
|
||||
minetest.set_node(pos, {name="mcl_farming:soil_wet"})
|
||||
end
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
local mods_loaded = false
|
||||
local NIGHT_VISION_RATIO = 0.45
|
||||
|
||||
local MINIMUM_LIGHT_LEVEL = 0.2
|
||||
|
||||
local water_color = "#3F76E4"
|
||||
|
||||
local mg_name = minetest.get_mapgen_setting("mg_name")
|
||||
|
@ -45,6 +47,24 @@ function mcl_weather.set_sky_color(player, def)
|
|||
})
|
||||
end
|
||||
|
||||
-- Function to work out light modifier at different times
|
||||
-- Noon is brightest, midnight is darkest, 0600 and 18000 is in the middle of this
|
||||
local function get_light_modifier(time)
|
||||
-- 0.1 = 0.2
|
||||
-- 0.4 = 0.8
|
||||
-- 0.5 = 1
|
||||
-- 0.6 = 0.8
|
||||
-- 0.9 = 0.2
|
||||
|
||||
local light_multiplier = time * 2
|
||||
if time > 0.5 then
|
||||
light_multiplier = 2 * (1 - time)
|
||||
else
|
||||
light_multiplier = time / 0.5
|
||||
end
|
||||
return light_multiplier
|
||||
end
|
||||
|
||||
mcl_weather.skycolor = {
|
||||
-- Should be activated before do any effect.
|
||||
active = true,
|
||||
|
@ -211,17 +231,14 @@ mcl_weather.skycolor = {
|
|||
player:set_moon({visible = false})
|
||||
player:set_stars({visible = false})
|
||||
|
||||
local lf = mcl_weather.get_current_light_factor()
|
||||
local light_factor = mcl_weather.get_current_light_factor()
|
||||
if mcl_weather.skycolor.current_layer_name() == "lightning" then
|
||||
mcl_weather.skycolor.override_day_night_ratio(player, 1)
|
||||
elseif lf then
|
||||
local w = minetest.get_timeofday()
|
||||
local light = (w * (lf*2))
|
||||
if light > 1 then
|
||||
light = 1 - (light - 1)
|
||||
end
|
||||
light = (light * lf) + 0.15
|
||||
mcl_weather.skycolor.override_day_night_ratio(player, light)
|
||||
elseif light_factor then
|
||||
local time = minetest.get_timeofday()
|
||||
local light_multiplier = get_light_modifier(time)
|
||||
local new_light = math.max(light_factor * light_multiplier, MINIMUM_LIGHT_LEVEL)
|
||||
mcl_weather.skycolor.override_day_night_ratio(player, new_light)
|
||||
else
|
||||
mcl_weather.skycolor.override_day_night_ratio(player, nil)
|
||||
end
|
||||
|
|
|
@ -102,35 +102,6 @@ function mcl_weather.snow.add_player(player)
|
|||
end
|
||||
end
|
||||
|
||||
local timer = 0
|
||||
minetest.register_globalstep(function(dtime)
|
||||
if mcl_weather.state ~= "snow" then
|
||||
return false
|
||||
end
|
||||
|
||||
timer = timer + dtime;
|
||||
if timer >= 0.5 then
|
||||
timer = 0
|
||||
else
|
||||
return
|
||||
end
|
||||
|
||||
if mcl_weather.snow.init_done == false then
|
||||
mcl_weather.snow.set_sky_box()
|
||||
mcl_weather.snow.init_done = true
|
||||
end
|
||||
|
||||
for _, player in pairs(get_connected_players()) do
|
||||
if mcl_weather.is_underwater(player) or not mcl_weather.has_snow(player:get_pos()) then
|
||||
mcl_weather.remove_spawners_player(player)
|
||||
mcl_weather.set_sky_box_clear(player)
|
||||
else
|
||||
mcl_weather.snow.add_player(player)
|
||||
mcl_weather.snow.set_sky_box()
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
-- register snow weather
|
||||
if mcl_weather.reg_weathers.snow == nil then
|
||||
mcl_weather.reg_weathers.snow = {
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
local zombie_siege_enabled = minetest.settings:get_bool("mcl_raids_zombie_siege", false)
|
||||
|
||||
local function check_spawn_pos(pos)
|
||||
return minetest.get_natural_light(pos) < 7
|
||||
return mcl_util.get_natural_light(pos) < 7
|
||||
end
|
||||
|
||||
local function spawn_zombies(self)
|
||||
|
|
|
@ -24,7 +24,7 @@ Help > (No Category)=Aide > (Aucune catégorie)
|
|||
Hidden entries: @1=Pages cachées : @1
|
||||
Nameless entry (@1)=Pages sans nom (@1)
|
||||
New entries: @1=Nouvelles pages : @1
|
||||
New help entry unlocked: @1 > @2=Nouvelles pages d'aide débloquées : @1
|
||||
New help entry unlocked: @1 > @2=Nouvelles pages d'aide débloquées : @1 > @2
|
||||
No categories have been registered, but they are required to provide help.=Aucune catégorie n'a été enregistrée, mais elles sont nécessaires pour fournir l'aide.
|
||||
The Documentation System [doc] does not come with help contents on its own, it needs additional mods to add help content. Please make sure such mods are enabled on for this world, and try again.=Le Système de Documentation [doc] n'est fourni avec aucun contenu d'aide, il a besoin d'autres mods pour ajouter le contenu de l'aide. Vérifiez que de tels mods sont activés pour ce monde, et réessayez.
|
||||
Number of entries: @1=Nombre de pages : @1
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
Using it as fuel turns it into: @1.=L'utiliser comme combustible le transforme en : @1.
|
||||
@1 seconds=@1 secondes
|
||||
# Item count times item name
|
||||
@1×@2=@1×@
|
||||
@1×@2=@1×@2
|
||||
# Itemname (25%)
|
||||
@1 (@2%)=@1 (@2%)
|
||||
# Itemname (<0.5%)
|
||||
|
@ -96,11 +96,11 @@ This block will drop the following when mined: @1.=Ce bloc donnera les objets su
|
|||
This block will drop the following when mined: @1.=Ce bloc donnera les objets suivant lorsque miné : @1.
|
||||
This block will make you bounce off with an elasticity of @1%.=Ce bloc vous fera rebondir avec une élasticité de @1%.
|
||||
This block will randomly drop one of the following when mined: @1.=Ce bloc laissera tomber de manière aléatoire un des éléments suivants lorsque miné : @1.
|
||||
This block will randomly drop up to @1 drops of the following possible drops when mined: @2.=Ce bloc laissera tomber de manière aléatoire jusqu'à @1 des éléments suivants lorque miné :
|
||||
This block will randomly drop up to @1 drops of the following possible drops when mined: @2.=Ce bloc laissera tomber de manière aléatoire jusqu'à @1 des éléments suivants lorque miné : @2.
|
||||
This block won't drop anything when mined.=Ce bloc ne donnera rien lorsque miné.
|
||||
This is a decorational block.=C'est un bloc de décoration.
|
||||
This is a melee weapon which deals damage by punching.=C'est une arme de mêlée qui inflige des dommages en frappant.
|
||||
Maximum damage per hit:=Dommages maximaux par frappe :
|
||||
This is a melee weapon which deals damage by punching.=C'est une arme de mêlée qui inflige des dégâts en frappant.
|
||||
Maximum damage per hit:=Dégâts maximaux par frappe :
|
||||
This item belongs to the @1 group.=Cet objet appartient au groupe @1.
|
||||
This item belongs to these groups: @1.=Cet objet appartient aux groupes suivants : @1
|
||||
This item can serve as a smelting fuel with a burning time of @1.=Cet objet peut servir de combustible pendant @1.
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
Water can flow into this block and cause it to drop as an item.=L'eau peut s'écouler dans ce bloc et provoquer sa chute en tant qu'élément.
|
||||
This block can be turned into dirt with a hoe.=Ce bloc peut être transformé en terre avec une houe.
|
||||
This block can be turned into farmland with a hoe.=Ce bloc peut être transformé en terres agricoles avec une houe.
|
||||
This block can be turned into grass path with a shovel.=Ce bloc peut être transformé en chemin d'herbe avec une pelle.
|
||||
This block acts as a soil for all saplings.=Ce bloc agit comme un sol pour tous les pousses arbres.
|
||||
This block acts as a soil for some saplings.=Ce bloc agit comme un sol pour certains pousses arbres.
|
||||
Sugar canes will grow on this block.=Les cannes à sucre pousseront sur ce bloc.
|
||||
|
@ -28,38 +29,38 @@ This item can be repaired at an anvil with any item in the “@1” group.=Cet a
|
|||
This item cannot be renamed at an anvil.=Cet objet ne peut pas être renommé sur une enclume.
|
||||
This block crushes any block it falls into.=Ce bloc écrase tout bloc dans lequel il tombe.
|
||||
When this block falls deeper than 1 block, it causes damage to any player it hits. The damage dealt is B×2−2 hit points with B @= number of blocks fallen. The damage can never be more than 40 HP.=Lorsque ce bloc tombe plus profondément que 1 bloc, il inflige des dégâts à tout joueur qu'il frappe. Les dégâts infligés sont B×2−2 points de vie avec B @= nombre de blocs tombés. Les dégâts ne peuvent jamais dépasser 40 PV.
|
||||
Diamond Pickaxe=Pioche en Diamant
|
||||
Iron Pickaxe=Pioche en Fer
|
||||
Stone Pickaxe=Pioche en Pierre
|
||||
Golden Pickaxe=Pioche en Or
|
||||
Wooden Pickaxe=Pioche en Bois
|
||||
Diamond Axe=Hache en Diamant
|
||||
Iron Axe=Hache en Fer
|
||||
Stone Axe=Hache en Pierre
|
||||
Golden Axe=Hache en Or
|
||||
Wooden Axe=Hache en Bois
|
||||
Diamond Shovel=Pelle en Diamant
|
||||
Iron Shovel=Pelle en Fer
|
||||
Stone Shovel=Pelle en Pierre
|
||||
Golden Shovel=Pelle en Or
|
||||
Wooden Shovel=Pelle de Bois
|
||||
Diamond Pickaxe=Pioche en diamant
|
||||
Iron Pickaxe=Pioche en fer
|
||||
Stone Pickaxe=Pioche en pierre
|
||||
Golden Pickaxe=Pioche en or
|
||||
Wooden Pickaxe=Pioche en bois
|
||||
Diamond Axe=Hache en diamant
|
||||
Iron Axe=Hache en fer
|
||||
Stone Axe=Hache en pierre
|
||||
Golden Axe=Hache en or
|
||||
Wooden Axe=Hache en bois
|
||||
Diamond Shovel=Pelle en diamant
|
||||
Iron Shovel=Pelle en fer
|
||||
Stone Shovel=Pelle en pierre
|
||||
Golden Shovel=Pelle en or
|
||||
Wooden Shovel=Pelle en bois
|
||||
This block can be mined by any tool instantly.=Ce bloc peut être miné par n'importe quel outil instantanément.
|
||||
This block can be mined by:=Ce bloc peut être miné par:
|
||||
Hardness: ∞=Dureté: ∞
|
||||
Hardness: @1=Dureté: @1
|
||||
Hardness: ∞=Dureté : ∞
|
||||
Hardness: @1=Dureté : @1
|
||||
This block will not be destroyed by TNT explosions.=Ce bloc ne sera pas détruit par les explosions de TNT.
|
||||
This block drops itself when mined by shears.=Ce bloc se laisse tomber lorsqu'il est exploité par cisaille.
|
||||
@1×@2=@1×@2
|
||||
This blocks drops the following when mined by shears: @1=Ce bloc laisse tomber les choses suivantes lorsqu'il est exploité par cisaille:
|
||||
This blocks drops the following when mined by shears: @1=Ce bloc laisse tomber les choses suivantes lorsqu'il est exploité par cisaille : @1
|
||||
, =,
|
||||
• Shears=• Cisailles
|
||||
• Sword=• Epées
|
||||
• Hand=• Mains
|
||||
This is a melee weapon which deals damage by punching.=Il s'agit d'une arme de mêlée qui inflige des dégâts en frappant.
|
||||
Maximum damage: @1 HP=Dégâts maximum: @1
|
||||
Full punch interval: @1 s=Interval de coup: @1 s
|
||||
Maximum damage: @1 HP=Dégâts maximum : @1 PV
|
||||
Full punch interval: @1 s=Interval de coup : @1 s
|
||||
This tool is capable of mining.=Cet outil est capable d'exploiter.
|
||||
Mining speed: @1=Vitesse de minage: @1
|
||||
Mining speed: @1=Vitesse de minage : @1
|
||||
Painfully slow=Péniblement lent
|
||||
Very slow=Très lent
|
||||
Slow=Lent
|
||||
|
@ -69,10 +70,10 @@ Extremely fast=Extrêmenent rapide
|
|||
Instantaneous=Instantané
|
||||
@1 uses=@1 utilisations
|
||||
Unlimited uses=Utilisations illimitées
|
||||
Block breaking strength: @1=Résistance de rupture de bloc: @1
|
||||
Mining durability: @1=Durabilité de minage: @1
|
||||
Armor points: @1=Point d'armure: @1
|
||||
Armor durability: @1=Durabilité de l'armure: @1
|
||||
Block breaking strength: @1=Résistance de rupture de bloc : @1
|
||||
Mining durability: @1=Durabilité de minage : @1
|
||||
Armor points: @1=Point d'armure : @1
|
||||
Armor durability: @1=Durabilité de l'armure : @1
|
||||
It can be worn on the head.=Il peut être porté sur la tête.
|
||||
It can be worn on the torso.=Il peut être porté au torse.
|
||||
It can be worn on the legs.=Il peut être porté aux jambes.
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
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 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 some saplings.=
|
||||
Sugar canes will grow on this block.=
|
||||
|
|
|
@ -18,7 +18,7 @@ Basic controls:=Contrôles de base:
|
|||
• [I] for the inventory=• [I] pour l'inventaire
|
||||
• First items in inventory appear in hotbar below=• Les premiers éléments de l'inventaire apparaissent dans la barre de raccourci ci-dessous
|
||||
• Lowest row in inventory appears in hotbar below=• La ligne la plus basse de l'inventaire apparaît dans la barre d'outils ci-dessous
|
||||
• [Esc] to close this window=• [Esc] pour fermer cette fenêtre
|
||||
• [Esc] to close this window=• [Échap] pour fermer cette fenêtre
|
||||
How to play:=Comment jouer:
|
||||
• Punch a tree trunk until it breaks and collect wood=• Frappez un tronc d'arbre jusqu'à ce qu'il se brise et ramassez du bois
|
||||
• Place the wood into the 2×2 grid (your “crafting grid”) in your inventory menu and craft 4 wood planks=• Placez le bois dans la grille 2×2 (votre "grille d'établi") dans votre menu d'inventaire et fabriquez 4 planches de bois
|
||||
|
@ -39,75 +39,75 @@ Minetest is usually bundled with a simple default game, named “Minetest Game
|
|||
Minetest as well as Minetest Game are both unfinished at the moment, so please forgive us when not everything works out perfectly.=Minetest ainsi que Minetest Game sont tous deux inachevés pour le moment, alors veuillez nous pardonner quand tout ne fonctionne pas parfaitement.
|
||||
Sneaking=Se faufiler
|
||||
Sneaking makes you walk slower and prevents you from falling off the edge of a block.=Se faufiler vous fait marcher plus lentement et vous empêche de tomber du bord d'un bloc.
|
||||
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!=Pour vous faufiler, maintenez enfoncée la touche furtive (par défaut: [Shift]). Lorsque vous le relâchez, vous arrêtez de vous faufiler. Attention: lorsque vous relâchez la touche furtive sur un rebord, vous risquez de tomber!
|
||||
• Sneak: [Shift]=• Se faufiler: [Shift]
|
||||
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!=Pour vous faufiler, maintenez enfoncée la touche furtive (par défaut : [Shift]). Lorsque vous la relâchez, vous arrêtez de vous faufiler. Attention : lorsque vous relâchez la touche furtive sur un rebord, vous risquez de tomber !
|
||||
• Sneak: [Shift]=• Se faufiler : [Shift]
|
||||
Sneaking only works when you stand on solid ground, are not in a liquid and don't climb.=Se faufiler ne fonctionne que lorsque vous vous tenez sur un sol solide, pas dans un liquide et ne grimpez pas.
|
||||
If you jump while holding the sneak key, you also jump slightly higher than usual.=Si vous sautez tout en maintenant la touche furtive, vous sautez également légèrement plus haut que d'habitude.
|
||||
Sneaking might be disabled by mods. In this case, you still walk slower by sneaking, but you will no longer be stopped at ledges.=Le faufilement peut être désactivé par les mods. Dans ce cas, vous marchez toujours plus lentement en vous faufilant, mais vous ne serez plus arrêté aux rebords.
|
||||
Controls=Les contrôles
|
||||
These are the default controls:=Ce sont les contrôles par défaut:
|
||||
Basic movement:=Mouvement de base:
|
||||
• Moving the mouse around: Look around=• Déplacer la souris: regardez autour
|
||||
• W: Move forwards=• W: Avancer
|
||||
• A: Move to the left=• A: Déplacer vers la gauche
|
||||
• D: Move to the right=• D: Déplacer vers la droite
|
||||
• S: Move backwards=• S: Reculer
|
||||
• E: Sprint=• E: Courrir
|
||||
While standing on solid ground:=En position debout sur un sol solide:
|
||||
• Space: Jump=• Espace: Sauter
|
||||
• Shift: Sneak=• Shift: Faufiler
|
||||
These are the default controls:=Ce sont les contrôles par défaut :
|
||||
Basic movement:=Mouvement de base :
|
||||
• Moving the mouse around: Look around=• Déplacer la souris : regarder autour
|
||||
• W: Move forwards=• W : Avancer
|
||||
• A: Move to the left=• A : Déplacer vers la gauche
|
||||
• D: Move to the right=• D : Déplacer vers la droite
|
||||
• S: Move backwards=• S : Reculer
|
||||
• E: Sprint=• E : Courir
|
||||
While standing on solid ground:=En position debout sur un sol solide :
|
||||
• Space: Jump=• Espace : Sauter
|
||||
• Shift: Sneak=• Shift : Faufiler
|
||||
While on a ladder, swimming in a liquid or fly mode is active=Sur une échelle, nager dans un liquide ou le mode voler est actif
|
||||
• Space: Move up=• Espace: Monter
|
||||
• Shift: Move down=• Shift: Descendre
|
||||
Extended movement (requires privileges):=Déplacement étendu (nécessite des privilèges):
|
||||
• J: Toggle fast mode, makes you run or fly fast (requires “fast” privilege)=• J: Basculer en mode rapide, vous permet de courir ou de voler rapidement (nécessite le privilège "fast")
|
||||
• K: Toggle fly mode, makes you move freely in all directions (requires “fly” privilege)=• K: Basculer en mode vol, vous permet de vous déplacer librement dans toutes les directions (nécessite le privilège "fly")
|
||||
• H: Toggle noclip mode, makes you go through walls in fly mode (requires “noclip” privilege)=• H: Bascule le mode noclip, vous fait passer à travers les murs en mode vol (nécessite le privilège "noclip")
|
||||
• E: Move even faster when in fast mode=• E: Déplacez-vous encore plus rapidement en mode rapide
|
||||
• E: Walk fast in fast mode=• E: Marchez vite en mode rapide
|
||||
World interaction:=Interaction avec le monde:
|
||||
• Left mouse button: Punch / mine blocks / take items=• Bouton gauche de la souris: Perforer / miner des blocs / prendre des objets
|
||||
• Left mouse button: Punch / mine blocks=• Bouton gauche de la souris: Perforer / miner des blocs
|
||||
• Right mouse button: Build or use pointed block=• Bouton droit de la souris: Créer ou utiliser un bloc pointu
|
||||
• Shift+Right mouse button: Build=• Shift+Bouton droit de la souris: Construire
|
||||
• Roll mouse wheel: Select next/previous item in hotbar=• Molette de la souris: Sélectionnez l'élément suivant / précédent dans la barre active
|
||||
• Roll mouse wheel / B / N: Select next/previous item in hotbar=• Faites rouler la molette de la souris / B / N: Sélectionnez l'élément suivant / précédent dans la barre de raccourci
|
||||
• 1-9: Select item in hotbar directly=• 1-9: sélectionnez directement l'élément dans la barre de raccourci
|
||||
• Q: Drop item stack=• Q: Déposer la pile d'objets
|
||||
• Shift+Q: Drop 1 item=• Shift+Q: Déposer 1 élément
|
||||
• I: Show/hide inventory menu=• I: Afficher/masquer le menu d'inventaire
|
||||
• Space: Move up=• Espace : Monter
|
||||
• Shift: Move down=• Shift : Descendre
|
||||
Extended movement (requires privileges):=Déplacement étendu (nécessite des privilèges) :
|
||||
• J: Toggle fast mode, makes you run or fly fast (requires “fast” privilege)=• J : Basculer en mode rapide, vous permet de courir ou de voler rapidement (nécessite le privilège "fast")
|
||||
• K: Toggle fly mode, makes you move freely in all directions (requires “fly” privilege)=• K : Basculer en mode vol, vous permet de vous déplacer librement dans toutes les directions (nécessite le privilège "fly")
|
||||
• H: Toggle noclip mode, makes you go through walls in fly mode (requires “noclip” privilege)=• H : Bascule le mode noclip, vous fait passer à travers les murs en mode vol (nécessite le privilège "noclip")
|
||||
• E: Move even faster when in fast mode=• E : Déplacez-vous encore plus rapidement en mode rapide
|
||||
• E: Walk fast in fast mode=• E : Marchez vite en mode rapide
|
||||
World interaction:=Interaction avec le monde :
|
||||
• Left mouse button: Punch / mine blocks / take items=• Bouton gauche de la souris : Frapper / miner des blocs / prendre des objets
|
||||
• Left mouse button: Punch / mine blocks=• Bouton gauche de la souris : Frapper / miner des blocs
|
||||
• Right mouse button: Build or use pointed block=• Bouton droit de la souris : Créer ou utiliser un bloc pointu
|
||||
• Shift+Right mouse button: Build=• Shift+Bouton droit de la souris : Construire
|
||||
• Roll mouse wheel: Select next/previous item in hotbar=• Molette de la souris : Sélectionnez l'élément suivant / précédent dans la barre active
|
||||
• Roll mouse wheel / B / N: Select next/previous item in hotbar=• Faites rouler la molette de la souris / B / N : Sélectionnez l'élément suivant / précédent dans la barre de raccourci
|
||||
• 1-9: Select item in hotbar directly=• 1-9 : sélectionnez directement l'élément dans la barre de raccourci
|
||||
• Q: Drop item stack=• Q : Déposer la pile d'objets
|
||||
• Shift+Q: Drop 1 item=• Shift+Q : Déposer 1 élément
|
||||
• I: Show/hide inventory menu=• I : Afficher/masquer le menu d'inventaire
|
||||
Inventory interaction:=Interaction d'inventaire:
|
||||
See the entry “Basics > Inventory”.=Voir l'entrée «Bases> Inventaire».
|
||||
Camera:=Caméra:
|
||||
• Z: Zoom=• Z: Zoom
|
||||
• F7: Toggle camera mode=• F7: Bascule le mode caméra
|
||||
• F8: Toggle cinematic mode=• F8: Basculer le mode cinématique
|
||||
Interface:=Interface:
|
||||
• Esc: Open menu window (pauses in single-player mode) or close window=• Esc: Ouvrir la fenêtre du menu (fait une pause en mode solo) ou fermer la fenêtre
|
||||
• F1: Show/hide HUD=• F1: Afficher/masquer le HUD
|
||||
• F2: Show/hide chat=• F2: Afficher/masquer le chat
|
||||
• F9: Toggle minimap=• F9: Basculer la mini-carte
|
||||
• Shift+F9: Toggle minimap rotation mode=• Shift+F9: Bascule le mode de rotation de la mini-carte
|
||||
• F10: Open/close console/chat log=• F10: Ouvrir/fermer la console/journal de chat
|
||||
• F12: Take a screenshot=• F12: Prendre une capture d'écran
|
||||
Server interaction:=Interaction avec le serveur:
|
||||
• T: Open chat window (chat requires the “shout” privilege)=• T: Ouvrir la fenêtre de discussion (la discussion nécessite le privilège "shout")
|
||||
• /: Start issuing a server command=• /: Lancer l'émission d'une commande serveur
|
||||
Technical:=Technique:
|
||||
• R: Toggle far view (disables all fog and allows viewing far away, can make game very slow)=• R: Basculer la vue éloignée (désactive tout le brouillard et permet une visualisation éloignée, peut rendre le jeu très lent)
|
||||
• +: Increase minimal viewing distance=• +: Augmentez la distance de visionnement minimale
|
||||
• -: Decrease minimal viewing distance=• -: Diminue la distance de visionnement minimale
|
||||
• F3: Enable/disable fog=• F3: Activer/désactiver le brouillard
|
||||
• F5: Enable/disable debug screen which also shows your coordinates=• F5: Activer / désactiver l'écran de débogage qui affiche également vos coordonnées
|
||||
• F6: Only useful for developers. Enables/disables profiler=• F6: utile uniquement pour les développeurs. Active/désactive le profileur
|
||||
• P: Only useful for developers. Writes current stack traces=• P: utile uniquement pour les développeurs. Écrit les traces de pile actuelles
|
||||
Camera:=Caméra :
|
||||
• Z: Zoom=• Z : Zoom
|
||||
• F7: Toggle camera mode=• F7 : Bascule le mode caméra
|
||||
• F8: Toggle cinematic mode=• F8 : Basculer le mode cinématique
|
||||
Interface:=Interface :
|
||||
• Esc: Open menu window (pauses in single-player mode) or close window=• Échap : Ouvrir la fenêtre du menu (fait une pause en mode solo) ou fermer la fenêtre
|
||||
• F1: Show/hide HUD=• F1 : Afficher/masquer le HUD
|
||||
• F2: Show/hide chat=• F2 : Afficher/masquer le chat
|
||||
• F9: Toggle minimap=• F9 : Basculer la mini-carte
|
||||
• Shift+F9: Toggle minimap rotation mode=• Shift+F9 : Bascule le mode de rotation de la mini-carte
|
||||
• F10: Open/close console/chat log=• F10 : Ouvrir/fermer la console/journal de chat
|
||||
• F12: Take a screenshot=• F12 : Prendre une capture d'écran
|
||||
Server interaction:=Interaction avec le serveur :
|
||||
• T: Open chat window (chat requires the “shout” privilege)=• T : Ouvrir la fenêtre de discussion (la discussion nécessite le privilège "shout")
|
||||
• /: Start issuing a server command=• / : Lancer l'émission d'une commande serveur
|
||||
Technical:=Technique :
|
||||
• R: Toggle far view (disables all fog and allows viewing far away, can make game very slow)=• R : Basculer la vue éloignée (désactive tout le brouillard et permet une visualisation éloignée, peut rendre le jeu très lent)
|
||||
• +: Increase minimal viewing distance=• + : Augmente la distance de vision minimale
|
||||
• -: Decrease minimal viewing distance=• - : Diminue la distance de vision minimale
|
||||
• F3: Enable/disable fog=• F3 : Activer/désactiver le brouillard
|
||||
• F5: Enable/disable debug screen which also shows your coordinates=• F5 : Activer / désactiver l'écran de débogage qui affiche également vos coordonnées
|
||||
• F6: Only useful for developers. Enables/disables profiler=• F6 : utile uniquement pour les développeurs. Active/désactive le profileur
|
||||
• P: Only useful for developers. Writes current stack traces=• P : utile uniquement pour les développeurs. Écrit les traces de pile actuelles
|
||||
Players=Joueurs
|
||||
Players (actually: “player characters”) are the characters which users control.=Les joueurs (en fait: "personnages joueurs") sont les personnages que les utilisateurs contrôlent.
|
||||
Players (actually: “player characters”) are the characters which users control.=Les joueurs (en fait : "personnages joueurs") sont les personnages que les utilisateurs contrôlent.
|
||||
Players are living beings. They start with a number of health points (HP) and a number of breath points (BP).=Les joueurs sont des êtres vivants. Ils commencent par un certain nombre de points de vie (PV) et un certain nombre de points de respiration (BP).
|
||||
Players are capable of walking, sneaking, jumping, climbing, swimming, diving, mining, building, fighting and using tools and blocks.=Les joueurs sont capables de marcher, se faufiler, sauter, grimper, nager, plonger, exploiter, construire, se battre et utiliser des outils et des blocs.
|
||||
Players can take damage for a variety of reasons, here are some:=Les joueurs peuvent subir des dégâts pour diverses raisons, en voici quelques-unes:
|
||||
• Taking fall damage=• Prendre des dégâts de chute
|
||||
• Touching a block which causes direct damage=• Toucher un bloc qui cause des dommages directs
|
||||
• Touching a block which causes direct damage=• Toucher un bloc qui cause des dégâts directs
|
||||
• Drowning=• Noyade
|
||||
• Being attacked by another player=• Être attaqué par un autre joueur
|
||||
• Being attacked by a computer enemy=• Être attaqué par un ennemi informatique
|
||||
|
@ -120,9 +120,9 @@ Items=Objects
|
|||
Items are things you can carry along and store in inventories. They can be used for crafting, smelting, building, mining, and more. Types of items include blocks, tools, weapons and items only used for crafting.=Les objets sont des choses que vous pouvez emporter et stocker dans des inventaires. Ils peuvent être utilisés pour l'artisanat, la fusion, la construction, l'exploitation minière, etc. Les types d'objets comprennent des blocs, des outils, des armes et des objets uniquement utilisés pour l'artisanat.
|
||||
An item stack is a collection of items of the same type which fits into a single item slot. Item stacks can be dropped on the ground. Items which drop into the same coordinates will form an item stack.=Une pile d'objets est une collection d'objets du même type qui tient dans un seul emplacement d'objet. Les piles d'objets peuvent être déposées au sol. Les objets qui tombent dans les mêmes coordonnées formeront une pile d'objets.
|
||||
Items have several properties, including the following:=Les éléments ont plusieurs propriétés, notamment les suivantes:
|
||||
• Maximum stack size: Number of items which fit on 1 item stack=• Taille maximale de la pile: Nombre d'articles pouvant tenir sur une pile d'articles
|
||||
• Pointing range: How close things must be to be pointed while wielding this item=• Plage de pointage: A quelle distance les choses doivent être pointées lorsque vous maniez cet objet
|
||||
• Group memberships: See “Basics > Groups”=• Appartenance à un groupe: Voir "Général> Groupes"
|
||||
• Maximum stack size: Number of items which fit on 1 item stack=• Taille maximale de la pile : Nombre d'articles pouvant tenir sur une pile d'articles
|
||||
• Pointing range: How close things must be to be pointed while wielding this item=• Plage de pointage : A quelle distance les choses doivent être pointées lorsque vous maniez cet objet
|
||||
• Group memberships: See “Basics > Groups”=• Appartenance à un groupe : Voir "Général> Groupes"
|
||||
• May be used for crafting or cooking=• Peut être utilisé pour l'artisanat ou la cuisine
|
||||
Dropped item stacks will be collected automatically when you stand close to them.=Les piles d'objets déposés seront collectées automatiquement lorsque vous vous tenez près d'eux.
|
||||
Tools=Outils
|
||||
|
@ -131,45 +131,45 @@ When nothing is wielded, players use their hand which may act as tool and weapon
|
|||
A common subset of tools is mining tools. These are important to break all kinds of blocks. Weapons are a kind of tool. There are of course many other possible tools. Special actions of tools are usually done by left-click or right-click.=Un sous-ensemble d'outils sont les outils de minage. Ceux-ci sont importants pour casser toutes sortes de blocs. Les armes sont une sorte d'outil. Il existe bien sûr de nombreux autres outils possibles. Les actions spéciales des outils sont généralement effectuées par un clic gauche ou un clic droit.
|
||||
Mining tools are important to break all kinds of blocks. Weapons are another kind of tool. There are some other more specialized tools. Special actions of tools are usually done by right-click.=Les outils miniers sont importants pour briser toutes sortes de blocs. Les armes sont un autre type d'outil. Il existe d'autres outils plus spécialisés. Les actions spéciales des outils sont généralement effectuées par un clic droit.
|
||||
When nothing is wielded, players use their hand which may act as tool and weapon. The hand is capable of punching and deals minimum damage.=Quand rien n'est manié, les joueurs utilisent leur main qui peut servir d'outil et d'arme. La main est capable de poinçonner et inflige un minimum de dégâts.
|
||||
Many tools will wear off when using them and may eventually get destroyed. The damage is displayed in a damage bar below the tool icon. If no damage bar is shown, the tool is in mint condition. Tools may be repairable by crafting, see “Basics > Crafting”.=De nombreux outils s'usent lors de leur utilisation et peuvent éventuellement être détruits. Les dégâts sont affichés dans une barre de dégâts sous l'icône de l'outil. Si aucune barre de dommage n'est affichée, l'outil est en parfait état. Les outils peuvent être réparables par artisanat, voir «Bases> Artisanat».
|
||||
Many tools will wear off when using them and may eventually get destroyed. The damage is displayed in a damage bar below the tool icon. If no damage bar is shown, the tool is in mint condition. Tools may be repairable by crafting, see “Basics > Crafting”.=De nombreux outils s'usent lors de leur utilisation et peuvent éventuellement être détruits. Les dégâts sont affichés dans une barre de dégâts sous l'icône de l'outil. Si aucune barre de dégâts n'est affichée, l'outil est en parfait état. Les outils peuvent être réparables par artisanat, voir «Bases> Artisanat».
|
||||
Weapons=Armes
|
||||
Some items are usable as a melee weapon when wielded. Weapons share most of the properties of tools.=Certains objets sont utilisables comme arme de mêlée lorsqu'ils sont utilisés. Les armes partagent la plupart des propriétés des outils.
|
||||
Melee weapons deal damage by punching players and other animate objects. There are two ways to attack:=Les armes de mêlée infligent des dégâts en frappant les joueurs et d'autres objets animés. Il y a deux façons d'attaquer:
|
||||
• Single punch: Left-click once to deal a single punch=• Coup de poing unique: Cliquez une fois avec le bouton gauche pour traiter un coup de poing
|
||||
• Quick punching: Hold down the left mouse button to deal quick repeated punches=• Poinçonnage rapide: Maintenez le bouton gauche de la souris enfoncé pour effectuer des coups de poing répétés rapidement
|
||||
There are two core attributes of melee weapons:=Il y a deux attributs principaux des armes de mêlée:
|
||||
• Maximum damage: Damage which is dealt after a hit when the weapon was fully recovered=• Dégâts maximum: Dégâts qui sont infligés après un coup lorsque l'arme a été complètement récupérée
|
||||
• Full punch interval: Time it takes for fully recovering from a punch=• Intervalle de poinçonnage complet: temps nécessaire pour récupérer complètement d'un poinçon
|
||||
A weapon only deals full damage when it has fully recovered from a previous punch. Otherwise, the weapon will deal only reduced damage. This means, quick punching is very fast, but also deals rather low damage. Note the full punch interval does not limit how fast you can attack.=Une arme n'inflige des dégâts complets que lorsqu'elle a complètement récupéré d'un coup de poing précédent. Sinon, l'arme n'infligera que des dégâts réduits. Cela signifie que le poinçonnage rapide est très rapide, mais inflige également des dégâts plutôt faibles. Notez que l'intervalle de punch complet ne limite pas la vitesse à laquelle vous pouvez attaquer.
|
||||
There is a rule which sometimes makes attacks impossible: Players, animate objects and weapons belong to damage groups. A weapon only deals damage to those who share at least one damage group with it. So if you're using the wrong weapon, you might not deal any damage at all.=Il existe une règle qui rend parfois les attaques impossibles: les joueurs, les objets animés et les armes appartiennent à des groupes de dégâts. Une arme inflige uniquement des dégâts à ceux qui partagent au moins un groupe de dégâts avec elle. Donc, si vous utilisez la mauvaise arme, vous pourriez ne pas infliger de dégâts du tout.
|
||||
Melee weapons deal damage by punching players and other animate objects. There are two ways to attack:=Les armes de mêlée infligent des dégâts en frappant les joueurs et d'autres objets animés. Il y a deux façons d'attaquer :
|
||||
• Single punch: Left-click once to deal a single punch=• Coup unique : Cliquez une fois avec le bouton gauche pour donner un coup
|
||||
• Quick punching: Hold down the left mouse button to deal quick repeated punches=• Coup rapide : Maintenez le bouton gauche de la souris enfoncé pour effectuer des coups répétés rapidement
|
||||
There are two core attributes of melee weapons:=Il y a deux attributs principaux des armes de mêlée :
|
||||
• Maximum damage: Damage which is dealt after a hit when the weapon was fully recovered=• Dégâts maximum : Dégâts qui sont infligés après un coup lorsque l'arme a complètement récupéré
|
||||
• Full punch interval: Time it takes for fully recovering from a punch=• Intervalle de coup complet : temps nécessaire pour récupérer complètement d'un coup
|
||||
A weapon only deals full damage when it has fully recovered from a previous punch. Otherwise, the weapon will deal only reduced damage. This means, quick punching is very fast, but also deals rather low damage. Note the full punch interval does not limit how fast you can attack.=Une arme n'inflige des dégâts complets que lorsqu'elle a complètement récupéré d'un coup précédent. Sinon, l'arme n'infligera que des dégâts réduits. Cela signifie que le coup rapide est très rapide, mais inflige également des dégâts plutôt faibles. Notez que l'intervalle de coup complet ne limite pas la vitesse à laquelle vous pouvez attaquer.
|
||||
There is a rule which sometimes makes attacks impossible: Players, animate objects and weapons belong to damage groups. A weapon only deals damage to those who share at least one damage group with it. So if you're using the wrong weapon, you might not deal any damage at all.=Il existe une règle qui rend parfois les attaques impossibles : les joueurs, les objets animés et les armes appartiennent à des groupes de dégâts. Une arme inflige uniquement des dégâts à ceux qui partagent au moins un groupe de dégâts avec elle. Donc, si vous utilisez la mauvaise arme, vous pourriez ne pas infliger de dégâts du tout.
|
||||
Pointing=Pointage
|
||||
“Pointing” means looking at something in range with the crosshair. Pointing is needed for interaction, like mining, punching, using, etc. Pointable things include blocks, players, computer enemies and objects.="Pointage" signifie regarder quelque chose à portée avec le réticule. Le pointage est nécessaire pour l'interaction, comme l'extraction, le poinçonnage, l'utilisation, etc.
|
||||
“Pointing” means looking at something in range with the crosshair. Pointing is needed for interaction, like mining, punching, using, etc. Pointable things include blocks, players, computer enemies and objects.="Pointage" signifie regarder quelque chose à portée avec le réticule. Le pointage est nécessaire pour l'interaction, comme l'extraction, la frappe, l'utilisation, etc.
|
||||
To point something, it must be in the pointing range (also just called “range”) of your wielded item. There's a default range when you are not wielding anything. A pointed thing will be outlined or highlighted (depending on your settings). Pointing is not possible with the 3rd person front camera.=Pour pointer quelque chose, il doit se trouver dans la plage de pointage (également appelée simplement "plage") de votre objet brandi. Il y a une plage par défaut lorsque vous ne maniez rien. Une chose pointue sera soulignée ou mise en évidence (en fonction de vos paramètres). Le pointage n'est pas possible avec la caméra frontale à la 3ème personne.
|
||||
A few things can not be pointed. Most blocks are pointable. A few blocks, like air, can never be pointed. Other blocks, like liquids can only be pointed by special items.=Certaines choses ne peuvent pas être signalées. La plupart des blocs sont pointables. Quelques blocs, comme l'air, ne peuvent jamais être pointés. D'autres blocs, comme les liquides, ne peuvent être pointés que par des objets spéciaux.
|
||||
Camera=Caméra
|
||||
There are 3 different views which determine the way you see the world. The modes are:=Il y a 3 vues différentes qui déterminent la façon dont vous voyez le monde. Les modes sont:
|
||||
• 1: First-person view (default)=• 1: Vue à la première personne (par défaut)
|
||||
• 2: Third-person view from behind=• 2: Vue à la troisième personne par derrière
|
||||
• 3: Third-person view from the front=• 3: Vue à la troisième personne de face
|
||||
There are 3 different views which determine the way you see the world. The modes are:=Il y a 3 vues différentes qui déterminent la façon dont vous voyez le monde. Les modes sont :
|
||||
• 1: First-person view (default)=• 1 : Vue à la première personne (par défaut)
|
||||
• 2: Third-person view from behind=• 2 : Vue à la troisième personne par derrière
|
||||
• 3: Third-person view from the front=• 3 : Vue à la troisième personne de face
|
||||
You can change the camera mode by pressing [F7].=Vous pouvez changer le mode de l'appareil photo en appuyant sur [F7].
|
||||
You might be able to zoom with [Z] to zoom the view at the crosshair. This allows you to look further.=Vous pourrez peut-être zoomer avec [Z] pour zoomer la vue sur le réticule. Cela vous permet de regarder plus loin.
|
||||
Zooming is a gameplay feature that might be enabled or disabled by the game. By default, zooming is enabled when in Creative Mode but disabled otherwise.=Le zoom est une fonctionnalité de gameplay qui peut être activée ou désactivée par le jeu. Par défaut, le zoom est activé en mode créatif mais désactivé dans le cas contraire.
|
||||
There is also Cinematic Mode which can be toggled with [F8]. With Cinematic Mode enabled, the camera movements become more smooth. Some players don't like it, it is a matter of taste.=Il y a aussi le mode cinématique qui peut être basculé avec [F8]. Lorsque le mode cinématique est activé, les mouvements de la caméra deviennent plus fluides. Certains joueurs ne l'aiment pas, c'est une question de goût.
|
||||
By holding down [Z], you can zoom the view at your crosshair. You need the “zoom” privilege to do this.=En maintenant [Z] enfoncé, vous pouvez agrandir la vue sur votre réticule. Vous avez besoin du privilège "zoom" pour ce faire.
|
||||
• Switch camera mode: [F7]=• Changer le mode de l'appareil photo: [F7]
|
||||
• Toggle Cinematic Mode: [F8]=• Basculer le mode cinématique: [F8]
|
||||
• Zoom: [Z]=• Zoom: [Z]
|
||||
• Switch camera mode: [F7]=• Changer le mode de l'appareil photo : [F7]
|
||||
• Toggle Cinematic Mode: [F8]=• Basculer le mode cinématique : [F8]
|
||||
• Zoom: [Z]=• Zoom : [Z]
|
||||
Blocks=Blocs
|
||||
The world of MineClone 2 is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=Le monde de MineClone 2 est entièrement constitué de blocs (voxels, pour être précis). Les blocs peuvent être ajoutés ou supprimés avec les bons outils.
|
||||
The world is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=Le monde est entièrement fait de blocs (voxels, pour être précis). Les blocs peuvent être ajoutés ou supprimés avec les bons outils.
|
||||
Blocks can have a wide range of different properties which determine mining times, behavior, looks, shape, and much more. Their properties include:=Les blocs peuvent avoir un large éventail de propriétés différentes qui déterminent les temps d'exploration, le comportement, l'apparence, la forme et bien plus encore. Leurs propriétés comprennent:
|
||||
• Collidable: Collidable blocks can not be passed through; players can walk on them. Non-collidable blocks can be passed through freely=• Collidable: les blocs collidables ne peuvent pas être traversés; les joueurs peuvent marcher dessus. Les blocs non collidables peuvent passer librement
|
||||
• Pointable: Pointable blocks show a wireframe or a halo box when pointed. But you will just point through non-pointable blocks. Liquids are usually non-pointable but they can be pointed at by some special tools=• Pointable: les blocs pointables affichent un filaire ou une boîte de halo lorsqu'ils sont pointés. Mais vous pointerez simplement à travers des blocs non pointables. Les liquides sont généralement non pointables mais ils peuvent être pointés par certains outils spéciaux
|
||||
• Mining properties: By which tools it can be mined, how fast and how much it wears off tools=• Propriétés minières: par quels outils il peut être extrait, à quelle vitesse et combien il s'use
|
||||
• Climbable: While you are at a climbable block, you won't fall and you can move up and down with the jump and sneak keys=• Grimpable: Pendant que vous êtes sur un bloc grimpable, vous ne tomberez pas et vous pouvez vous déplacer de haut en bas avec les touches de saut et de furtivité
|
||||
• Drowning damage: See the entry “Basics > Player”=• Dommages liés à la noyade: voir l'entrée "Bases> Joueur"
|
||||
• Liquids: See the entry “Basics > Liquids”=• Liquides: voir l'entrée "Bases> Liquides"
|
||||
• Group memberships: Group memberships are used to determine mining properties, crafting, interactions between blocks and more=• Appartenances aux groupes: les appartenances aux groupes sont utilisées pour déterminer les propriétés minières, l'artisanat, les interactions entre les blocs, etc.
|
||||
• Collidable: Collidable blocks can not be passed through; players can walk on them. Non-collidable blocks can be passed through freely=• Collidable : les blocs collidables ne peuvent pas être traversés; les joueurs peuvent marcher dessus. Les blocs non collidables peuvent passer librement
|
||||
• Pointable: Pointable blocks show a wireframe or a halo box when pointed. But you will just point through non-pointable blocks. Liquids are usually non-pointable but they can be pointed at by some special tools=• Pointable : les blocs pointables affichent un filaire ou une boîte de halo lorsqu'ils sont pointés. Mais vous pointerez simplement à travers des blocs non pointables. Les liquides sont généralement non pointables mais ils peuvent être pointés par certains outils spéciaux
|
||||
• Mining properties: By which tools it can be mined, how fast and how much it wears off tools=• Propriétés minières : par quels outils il peut être extrait, à quelle vitesse et combien il s'use
|
||||
• Climbable: While you are at a climbable block, you won't fall and you can move up and down with the jump and sneak keys=• Grimpable : Pendant que vous êtes sur un bloc grimpable, vous ne tomberez pas et vous pouvez vous déplacer de haut en bas avec les touches de saut et de furtivité
|
||||
• Drowning damage: See the entry “Basics > Player”=• Dégâts liés à la noyade : voir l'entrée "Bases> Joueur"
|
||||
• Liquids: See the entry “Basics > Liquids”=• Liquides : voir l'entrée "Bases> Liquides"
|
||||
• Group memberships: Group memberships are used to determine mining properties, crafting, interactions between blocks and more=• Appartenances aux groupes : les appartenances aux groupes sont utilisées pour déterminer les propriétés minières, l'artisanat, les interactions entre les blocs, etc.
|
||||
Mining=Exploitation minière
|
||||
Mining (or digging) is the process of breaking blocks to remove them. To mine a block, point it and hold down the left mouse button until it breaks.=L'exploitation minière (ou creuser) est le processus de rupture des blocs pour les retirer. Pour extraire un bloc, pointez-le et maintenez enfoncé le bouton gauche de la souris jusqu'à ce qu'il se casse.
|
||||
Blocks require a mining tool to be mined. Different blocks are mined by different mining tools, and some blocks can not be mined by any tool. Blocks vary in hardness and tools vary in strength. Mining tools will wear off over time. The mining time and the tool wear depend on the block and the mining tool. The fastest way to find out how efficient your mining tools are is by just trying them out on various blocks. Any items you gather by mining will drop on the ground, ready to be collected.=Les blocs nécessitent un outil de minage pour être minés. Différents blocs sont extraits par différents outils d'exploration de données, et certains blocs ne peuvent être extraits par aucun outil. Les blocs varient en dureté et les outils varient en résistance. Les outils miniers s'useront avec le temps. Le temps d'extraction et l'usure de l'outil dépendent du bloc et de l'outil d'extraction. Le moyen le plus rapide de découvrir l'efficacité de vos outils d'exploration est simplement de les essayer sur différents blocs. Tous les objets que vous récupérez par extraction tomberont au sol, prêts à être récupérés.
|
||||
|
@ -182,28 +182,28 @@ Building=Construire
|
|||
Almost all blocks can be built (or placed). Building is very simple and has no delay.=Presque tous les blocs peuvent être construits (ou placés). La construction est très simple et n'a pas de retard.
|
||||
To build your wielded block, point at a block in the world and right-click. If this is not possible because the pointed block has a special right-click action, hold down the sneak key before right-clicking.=Pour construire votre bloc brandi, pointez sur un bloc dans le monde et faites un clic droit. Si cela n'est pas possible car le bloc pointé a une action spéciale de clic droit, maintenez la touche furtive avant de cliquer avec le bouton droit.
|
||||
Blocks can almost always be built at pointable blocks. One exception are blocks attached to the floor; these can only be built on the floor.=Les blocs peuvent presque toujours être construits sur des blocs pointables. Une exception est les blocs attachés au sol; ceux-ci ne peuvent être construits que sur le sol.
|
||||
Normally, blocks are built in front of the pointed side of the pointed block. A few blocks are different: When you try to build at them, they are replaced.=Normalement, les blocs sont construits devant le côté pointu du bloc pointu. Quelques blocs sont différents: lorsque vous essayez de les construire, ils sont remplacés.
|
||||
Normally, blocks are built in front of the pointed side of the pointed block. A few blocks are different: When you try to build at them, they are replaced.=Normalement, les blocs sont construits devant le côté pointu du bloc pointu. Quelques blocs sont différents : lorsque vous essayez de les construire, ils sont remplacés.
|
||||
Liquids=Liquides
|
||||
Liquids are special dynamic blocks. Liquids like to spread and flow to their surrounding blocks. Players can swim and drown in them.=Les liquides sont des blocs dynamiques spéciaux. Les liquides aiment se propager et s'écouler vers leurs blocs environnants. Les joueurs peuvent nager et se noyer en eux.
|
||||
Liquids usually come in two forms: In source form (S) and in flowing form (F).=Les liquides se présentent généralement sous deux formes: sous forme source (S) et sous forme fluide (F).
|
||||
Liquids usually come in two forms: In source form (S) and in flowing form (F).=Les liquides se présentent généralement sous deux formes : sous forme source (S) et sous forme fluide (F).
|
||||
Liquid sources have the shape of a full cube. A liquid source will generate flowing liquids around it from time to time, and, if the liquid is renewable, it also generates liquid sources. A liquid source can sustain itself. As long it is left alone, a liquid source will normally keep its place and does not drain out.=Les sources liquides ont la forme d'un cube plein. Une source de liquide génère de temps à autre des liquides qui coulent autour d'elle et, si le liquide est renouvelable, elle génère également des sources de liquide. Une source liquide peut se maintenir. Tant qu'elle est laissée seule, une source liquide gardera normalement sa place et ne s'écoulera pas.
|
||||
Flowing liquids take a sloped form. Flowing liquids spread around the world until they drain. A flowing liquid can not sustain itself and always comes from a liquid source, either directly or indirectly. Without a liquid source, a flowing liquid will eventually drain out and disappear.=Les liquides qui coulent prennent une forme inclinée. Les liquides qui coulent se répandent dans le monde jusqu'à ce qu'ils s'écoulent. Un liquide qui coule ne peut pas subvenir à ses besoins et provient toujours d'une source de liquide, directement ou indirectement. Sans source de liquide, un liquide qui s'écoule finira par s'écouler et disparaître.
|
||||
All liquids share the following properties:=Tous les liquides partagent les propriétés suivantes:
|
||||
• All properties of blocks (including drowning damage)=• Toutes les propriétés des blocs (y compris les dégâts de noyade)
|
||||
• Renewability: Renewable liquids can create new sources=• Renouvelabilité: les liquides renouvelables peuvent créer de nouvelles sources
|
||||
• Flowing range: How many flowing liquids are created at maximum per liquid source, it determines how far the liquid will spread. Possible are ranges from 0 to 8. At 0, no flowing liquids will be created. Image 5 shows a liquid of flowing range 2=• Plage d'écoulement: le nombre de liquides qui s'écoulent au maximum par source de liquide détermine la distance de propagation du liquide. Les plages possibles sont comprises entre 0 et 8. À 0, aucun liquide ne sera créé. L'image 5 montre un liquide de gamme fluide 2
|
||||
• Viscosity: How slow players move through it and how slow the liquid spreads=• Viscosité: la vitesse à laquelle les joueurs se déplacent et la vitesse de propagation du liquide
|
||||
• Renewability: Renewable liquids can create new sources=• Renouvelabilité : les liquides renouvelables peuvent créer de nouvelles sources
|
||||
• Flowing range: How many flowing liquids are created at maximum per liquid source, it determines how far the liquid will spread. Possible are ranges from 0 to 8. At 0, no flowing liquids will be created. Image 5 shows a liquid of flowing range 2=• Plage d'écoulement : le nombre de liquides qui s'écoulent au maximum par source de liquide détermine la distance de propagation du liquide. Les plages possibles sont comprises entre 0 et 8. À 0, aucun liquide ne sera créé. L'image 5 montre un liquide de gamme fluide 2
|
||||
• Viscosity: How slow players move through it and how slow the liquid spreads=• Viscosité : la vitesse à laquelle les joueurs se déplacent et la vitesse de propagation du liquide
|
||||
Renewable liquids create new liquid sources at open spaces (image 2). A new liquid source is created when:=Les liquides renouvelables créent de nouvelles sources de liquide dans les espaces ouverts (image 2). Une nouvelle source de liquide est créée lorsque:
|
||||
• Two renewable liquid blocks of the same type touch each other diagonally=• Deux blocs liquides renouvelables du même type se touchent en diagonale
|
||||
• These blocks are also on the same height=• Ces blocs sont également à la même hauteur
|
||||
• One of the two “corners” is open space which allows liquids to flow in=• L'un des deux «coins» est un espace ouvert qui permet aux liquides de s'écouler
|
||||
When those criteria are met, the open space is filled with a new liquid source of the same type (image 3).=Lorsque ces critères sont remplis, l'espace ouvert est rempli d'une nouvelle source de liquide du même type (image 3).
|
||||
Swimming in a liquid is fairly straightforward: The usual direction keys for basic movement, the jump key for rising and the sneak key for sinking.=Nager dans un liquide est assez simple: les touches de direction habituelles pour les mouvements de base, la touche de saut pour la montée et la touche furtive pour le naufrage.
|
||||
Swimming in a liquid is fairly straightforward: The usual direction keys for basic movement, the jump key for rising and the sneak key for sinking.=Nager dans un liquide est assez simple : les touches de direction habituelles pour les mouvements de base, la touche de saut pour la montée et la touche furtive pour le naufrage.
|
||||
The physics for swimming and diving in a liquid are:=La physique pour nager et plonger dans un liquide est:
|
||||
• The higher the viscosity, the slower you move=• Plus la viscosité est élevée, plus vous vous déplacez lentement
|
||||
• If you rest, you'll slowly sink=• Si vous vous reposez, vous coulerez lentement
|
||||
• There is no fall damage for falling into a liquid as such=• Il n'y a aucun dommage de chute pour tomber dans un liquide en tant que tel
|
||||
• If you fall into a liquid, you will be slowed down on impact (but don't stop instantly). Your impact depth is determined by your speed and the liquid viscosity. For a safe high drop into a liquid, make sure there is enough liquid above the ground, otherwise you might hit the ground and take fall damage=• Si vous tombez dans un liquide, vous serez ralenti à l'impact (mais ne vous arrêtez pas instantanément). Votre profondeur d'impact est déterminée par votre vitesse et la viscosité du liquide. Pour une chute élevée et sûre dans un liquide, assurez-vous qu'il y a suffisamment de liquide au-dessus du sol, sinon vous pourriez toucher le sol et subir des dommages de chute
|
||||
• There is no fall damage for falling into a liquid as such=• Il n'y a aucun dégât de chute pour tomber dans un liquide en tant que tel
|
||||
• If you fall into a liquid, you will be slowed down on impact (but don't stop instantly). Your impact depth is determined by your speed and the liquid viscosity. For a safe high drop into a liquid, make sure there is enough liquid above the ground, otherwise you might hit the ground and take fall damage=• Si vous tombez dans un liquide, vous serez ralenti à l'impact (mais ne vous arrêtez pas instantanément). Votre profondeur d'impact est déterminée par votre vitesse et la viscosité du liquide. Pour une chute élevée et sûre dans un liquide, assurez-vous qu'il y a suffisamment de liquide au-dessus du sol, sinon vous pourriez toucher le sol et subir des dégâts de chute
|
||||
Liquids are often not pointable. But some special items are able to point all liquids.=Les liquides sont souvent inutiles. Mais certains objets spéciaux sont capables de pointer tous les liquides.
|
||||
Crafting=Artisanat
|
||||
Crafting is the task of combining several items to form a new item.=L'artisanat consiste à combiner plusieurs éléments pour former un nouvel élément.
|
||||
|
@ -212,10 +212,10 @@ To complete the craft, take the result item from the output slot, which will con
|
|||
A description on how to craft an item is called a “crafting recipe”. You need this knowledge to craft. There are multiple ways to learn crafting recipes. One way is by using a crafting guide, which contains a list of available crafting recipes. Some games provide crafting guides. There are also some mods which you can download online for installing a crafting guide. Another way is by reading the online manual of the game (if one is available).=Une description sur la façon de fabriquer un objet est appelée "recette d'artisanat". Vous avez besoin de ces connaissances pour créer. Il existe plusieurs façons d'apprendre des recettes d'artisanat. Une façon consiste à utiliser un guide d'artisanat, qui contient une liste des recettes d'artisanat disponibles. Certains jeux proposent des guides d'artisanat. Il existe également des mods que vous pouvez télécharger en ligne pour installer un guide d'artisanat. Une autre façon consiste à lire le manuel en ligne du jeu (s'il en existe un).
|
||||
Crafting recipes consist of at least one input item and exactly one stack of output items. When performing a single craft, it will consume exactly one item from each stack of the crafting grid, unless the crafting recipe defines replacements.=Les recettes d'artisanat consistent en au moins un élément d'entrée et exactement une pile d'éléments de sortie. Lors de l'exécution d'un seul métier, il consommera exactement un objet de chaque pile de la grille de fabrication, à moins que la recette de fabrication ne définisse des remplacements.
|
||||
There are multiple types of crafting recipes:=Il existe plusieurs types de recettes d'artisanat:
|
||||
• Shaped (image 2): Items need to be placed in a particular shape=• En forme (image 2): Les articles doivent être placés dans une forme particulière
|
||||
• Shapeless (images 3 and 4): Items need to be placed somewhere in input (both images show the same recipe)=• Sans forme (images 3 et 4): Les éléments doivent être placés quelque part dans l'entrée (les deux images montrent la même recette)
|
||||
• Cooking: Explained in “Basics > Cooking”=• Cuisine: expliquée dans "Bases> Cuisine"
|
||||
• Repairing (image 5): Place two damaged tools into the crafting grid anywhere to get a tool which is repaired by 5%=• Réparation (image 5): Placez deux outils endommagés dans la grille d'artisanat n'importe où pour obtenir un outil qui est réparé de 5%
|
||||
• Shaped (image 2): Items need to be placed in a particular shape=• En forme (image 2) : Les articles doivent être placés dans une forme particulière
|
||||
• Shapeless (images 3 and 4): Items need to be placed somewhere in input (both images show the same recipe)=• Sans forme (images 3 et 4) : Les éléments doivent être placés quelque part dans l'entrée (les deux images montrent la même recette)
|
||||
• Cooking: Explained in “Basics > Cooking”=• Cuisine : expliquée dans "Bases> Cuisine"
|
||||
• Repairing (image 5): Place two damaged tools into the crafting grid anywhere to get a tool which is repaired by 5%=• Réparation (image 5) : Placez deux outils endommagés dans la grille d'artisanat n'importe où pour obtenir un outil qui est réparé de 5%
|
||||
In some crafting recipes, some input items do not need to be a concrete item, instead they need to be a member of a group (see “Basics > Groups”). These recipes offer a bit more freedom in the input items. Images 6-8 show the same group-based recipe. Here, 8 items of the “stone” group are required, which is true for all of the shown items.=Dans certaines recettes d'artisanat, certains éléments d'entrée n'ont pas besoin d'être un élément concret, ils doivent plutôt être membres d'un groupe (voir "Bases> Groupes"). Ces recettes offrent un peu plus de liberté dans les éléments d'entrée. Les images 6-8 montrent la même recette de groupe. Ici, 8 éléments du groupe "pierre" sont requis, ce qui est vrai pour tous les éléments affichés.
|
||||
Rarely, crafting recipes have replacements. This means, whenever you perform a craft, some items in the crafting grid will not be consumed, but instead will be replaced by another item.=Rarement, les recettes d'artisanat ont des remplacements. Cela signifie que chaque fois que vous effectuez un métier, certains objets de la grille de fabrication ne seront pas consommés, mais seront remplacés à la place par un autre objet.
|
||||
Cooking=Cuisine
|
||||
|
@ -225,9 +225,9 @@ Each cookable item requires time to be cooked. This time is specific to the item
|
|||
Hotbar=Hotbar
|
||||
At the bottom of the screen you see some squares. This is called the “hotbar”. The hotbar allows you to quickly access the first items from your player inventory.=Au bas de l'écran, vous voyez des carrés. C'est ce qu'on appelle la "hotbar". La barre d'accès vous permet d'accéder rapidement aux premiers éléments de votre inventaire de joueur.
|
||||
You can change the selected item with the mouse wheel or the keyboard.=Vous pouvez modifier l'élément sélectionné avec la molette de la souris ou le clavier.
|
||||
• Select previous item in hotbar: [Mouse wheel up] or [B]=• Sélectionnez l'élément précédent dans la hotbar: [Molette de la souris vers le haut] ou [B]
|
||||
• Select next item in hotbar: [Mouse wheel down] or [N]=• Sélectionnez l'élément suivant dans la hotbar: [Molette de la souris vers le bas] ou [N]
|
||||
• Select item in hotbar directly: [1]-[9]=• Sélectionnez l'élément dans la hotbar directement: [1]-[9]
|
||||
• Select previous item in hotbar: [Mouse wheel up] or [B]=• Sélectionnez l'élément précédent dans la hotbar : [Molette de la souris vers le haut] ou [B]
|
||||
• Select next item in hotbar: [Mouse wheel down] or [N]=• Sélectionnez l'élément suivant dans la hotbar : [Molette de la souris vers le bas] ou [N]
|
||||
• Select item in hotbar directly: [1]-[9]=• Sélectionnez l'élément dans la hotbar directement : [1]-[9]
|
||||
The selected item is also your wielded item.=L'élément sélectionné est également votre élément brandi.
|
||||
Minimap=Mini-carte
|
||||
If you have a map item in any of your hotbar slots, you can use the minimap.=Si vous avez un élément de carte dans l'un de vos emplacements de hotbar vous pouvez utiliser la minicarte.
|
||||
|
@ -237,173 +237,173 @@ Surface mode (image 1) is a top-down view of the world, roughly resembling the c
|
|||
Radar mode (image 2) is more complicated. It displays the “denseness” of the area around you and changes with your height. Roughly, the more green an area is, the less “dense” it is. Black areas have many blocks. Use the radar to find caverns, hidden areas, walls and more. The rectangular shapes in image 2 clearly expose the position of a dungeon.=Le mode radar (image 2) est plus compliqué. Il affiche la «densité» de la zone autour de vous et change avec votre taille. En gros, plus une zone est verte, moins elle est «dense». Les zones noires ont de nombreux blocs. Utilisez le radar pour trouver des cavernes, des zones cachées, des murs et plus encore. Les formes rectangulaires de l'image 2 révèlent clairement la position d'un donjon.
|
||||
There are also two different rotation modes. In “square mode”, the rotation of the minimap is fixed. If you press [Shift]+[F9] to switch to “circle mode”, the minimap will instead rotate with your looking direction, so “up” is always your looking direction.=Il existe également deux modes de rotation différents. En "mode carré", la rotation de la minicarte est fixe. Si vous appuyez sur [Shift] + [F9] pour passer en "mode cercle", la minicarte tournera à la place avec votre direction de recherche, donc "haut" est toujours votre direction de recherche.
|
||||
In some games, the minimap may be disabled.=Dans certains jeux, la minicarte peut être désactivée.
|
||||
• Toggle minimap mode: [F9]=• Basculer le mode mini-carte: [F9]
|
||||
• Toggle minimap rotation mode: [Shift]+[F9]=• Basculer le mode de rotation de la mini-carte: [Shift]+[F9]
|
||||
• Toggle minimap mode: [F9]=• Basculer le mode mini-carte : [F9]
|
||||
• Toggle minimap rotation mode: [Shift]+[F9]=• Basculer le mode de rotation de la mini-carte : [Shift]+[F9]
|
||||
Inventory=Inventaire
|
||||
Inventories are used to store item stacks. There are other uses, such as crafting. An inventory consists of a rectangular grid of item slots. Each item slot can either be empty or hold one item stack. Item stacks can be moved freely between most slots.=Les stocks sont utilisés pour stocker des piles d'articles. Il existe d'autres utilisations, telles que l'artisanat. Un inventaire se compose d'une grille rectangulaire d'emplacements d'objets. Chaque emplacement d'objet peut être vide ou contenir une pile d'objets. Les piles d'objets peuvent être déplacées librement entre la plupart des emplacements.
|
||||
You have your own inventory which is called your “player inventory”, you can open it with the inventory key (default: [I]). The first inventory slots are also used as slots in your hotbar.=Vous avez votre propre inventaire qui s'appelle votre "inventaire de joueur", vous pouvez l'ouvrir avec la touche d'inventaire (par défaut: [I]). Les premiers emplacements d'inventaire sont également utilisés comme emplacements dans votre hotbar.
|
||||
You have your own inventory which is called your “player inventory”, you can open it with the inventory key (default: [I]). The first inventory slots are also used as slots in your hotbar.=Vous avez votre propre inventaire qui s'appelle votre "inventaire de joueur", vous pouvez l'ouvrir avec la touche d'inventaire (par défaut : [I]). Les premiers emplacements d'inventaire sont également utilisés comme emplacements dans votre hotbar.
|
||||
Blocks can also have their own inventory, e.g. chests and furnaces.=Les blocs peuvent également avoir leur propre inventaire, par exemple coffres et fours.
|
||||
Inventory controls:=Contrôles d'inventaire:
|
||||
Taking: You can take items from an occupied slot if the cursor holds nothing.=Prendre: vous pouvez prendre des objets dans un emplacement occupé si le curseur ne contient rien.
|
||||
• Left click: take entire item stack=• Clic gauche: Prendre toute la pile d'objets
|
||||
• Right click: take half from the item stack (rounded up)=• Clic droit: Prendre la moitié de la pile d'objets (arrondi vers le haut)
|
||||
• Middle click: take 10 items from the item stack=• Clic du milieu: Prenez 10 objets de la pile d'objets
|
||||
• Mouse wheel down: take 1 item from the item stack=• Molette de la souris vers le bas: Prenez 1 objet de la pile d'objets
|
||||
Putting: You can put items onto a slot if the cursor holds 1 or more items and the slot is either empty or contains an item stack of the same item type.=Placer: Vous pouvez placer des objets dans un emplacement si le curseur contient un ou plusieurs objets et que l'emplacement est vide ou contient une pile d'objets du même type d'objet.
|
||||
• Left click: put entire item stack=• Clic gauche: Mettre toute la pile d'objets
|
||||
• Right click: put 1 item of the item stack=• Clic droit: Mettre 1 élément de la pile d'objets
|
||||
• Right click or mouse wheel up: put 1 item of the item stack=• Clic droit ou roulette de la souris vers le haut: Placez 1 article dans la pile d'objets
|
||||
• Middle click: put 10 items of the item stack=• Clic du milieu: Mettez 10 objets dans la pile d'objets
|
||||
Exchanging: You can exchange items if the cursor holds 1 or more items and the destination slot is occupied by a different item type.=Échange: vous pouvez échanger des objets si le curseur contient un ou plusieurs objets et que l'emplacement de destination est occupé par un type d'objet différent.
|
||||
• Click: exchange item stacks=• Cliquez: Echangez les piles d'articles
|
||||
Throwing away: If you hold an item stack and click with it somewhere outside the menu, the item stack gets thrown away into the environment.=Jeter: Si vous maintenez une pile d'objets et cliquez avec elle quelque part en dehors du menu, la pile d'objets est jetée dans l'environnement.
|
||||
Quick transfer: You can quickly transfer an item stack to/from the player inventory to/from another item's inventory slot like a furnace, chest, or any other item with an inventory slot when that item's inventory is accessed. The target inventory is generally the most relevant inventory in this context.=Transfert rapide: vous pouvez rapidement transférer une pile d'objets vers / depuis l'inventaire du joueur vers / depuis l'emplacement d'inventaire d'un autre objet comme un four, un coffre ou tout autre élément avec un emplacement d'inventaire lorsque l'inventaire de cet article est accessible. L'inventaire cible est généralement l'inventaire le plus pertinent dans ce contexte.
|
||||
• Sneak+Left click: Automatically transfer item stack=• Faufiler+clic gauche: transférer automatiquement la pile d'objets
|
||||
Taking: You can take items from an occupied slot if the cursor holds nothing.=Prendre : vous pouvez prendre des objets dans un emplacement occupé si le curseur ne contient rien.
|
||||
• Left click: take entire item stack=• Clic gauche : Prendre toute la pile d'objets
|
||||
• Right click: take half from the item stack (rounded up)=• Clic droit : Prendre la moitié de la pile d'objets (arrondi vers le haut)
|
||||
• Middle click: take 10 items from the item stack=• Clic du milieu : Prenez 10 objets de la pile d'objets
|
||||
• Mouse wheel down: take 1 item from the item stack=• Molette de la souris vers le bas : Prenez 1 objet de la pile d'objets
|
||||
Putting: You can put items onto a slot if the cursor holds 1 or more items and the slot is either empty or contains an item stack of the same item type.=Placer : Vous pouvez placer des objets dans un emplacement si le curseur contient un ou plusieurs objets et que l'emplacement est vide ou contient une pile d'objets du même type d'objet.
|
||||
• Left click: put entire item stack=• Clic gauche : Mettre toute la pile d'objets
|
||||
• Right click: put 1 item of the item stack=• Clic droit : Mettre 1 élément de la pile d'objets
|
||||
• Right click or mouse wheel up: put 1 item of the item stack=• Clic droit ou roulette de la souris vers le haut : Placez 1 article dans la pile d'objets
|
||||
• Middle click: put 10 items of the item stack=• Clic du milieu : Mettez 10 objets dans la pile d'objets
|
||||
Exchanging: You can exchange items if the cursor holds 1 or more items and the destination slot is occupied by a different item type.=Échange : vous pouvez échanger des objets si le curseur contient un ou plusieurs objets et que l'emplacement de destination est occupé par un type d'objet différent.
|
||||
• Click: exchange item stacks=• Cliquez : Echangez les piles d'articles
|
||||
Throwing away: If you hold an item stack and click with it somewhere outside the menu, the item stack gets thrown away into the environment.=Jeter : Si vous maintenez une pile d'objets et cliquez avec elle quelque part en dehors du menu, la pile d'objets est jetée dans l'environnement.
|
||||
Quick transfer: You can quickly transfer an item stack to/from the player inventory to/from another item's inventory slot like a furnace, chest, or any other item with an inventory slot when that item's inventory is accessed. The target inventory is generally the most relevant inventory in this context.=Transfert rapide : vous pouvez rapidement transférer une pile d'objets vers / depuis l'inventaire du joueur vers / depuis l'emplacement d'inventaire d'un autre objet comme un four, un coffre ou tout autre élément avec un emplacement d'inventaire lorsque l'inventaire de cet article est accessible. L'inventaire cible est généralement l'inventaire le plus pertinent dans ce contexte.
|
||||
• Sneak+Left click: Automatically transfer item stack=• Faufiler+clic gauche : transférer automatiquement la pile d'objets
|
||||
Online help=Aide en ligne
|
||||
You may want to check out these online resources related to MineClone 2.=Vous voudrez peut-être consulter ces ressources en ligne liées à MineClone 2.
|
||||
MineClone 2 download and forum discussion: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>=Téléchargement de MineClone 2 et discussion sur le forum: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>
|
||||
MineClone 2 download and forum discussion: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>=Téléchargement de MineClone 2 et discussion sur le forum : <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>
|
||||
Here you find the most recent version of MineClone 2 and can discuss it.=Vous trouverez ici la version la plus récente de MineClone 2 et pouvez en discuter.
|
||||
Bug tracker: <https://github.com/Wuzzy2/MineClone2-Bugs>=Suivi des bogues: <https://github.com/Wuzzy2/MineClone2-Bugs>
|
||||
Bug tracker: <https://github.com/Wuzzy2/MineClone2-Bugs>=Suivi des bogues : <https://github.com/Wuzzy2/MineClone2-Bugs>
|
||||
Report bugs here.=Signalez les bugs ici.
|
||||
Minetest links:=Liens Minetest:
|
||||
You may want to check out these online resources related to Minetest:=Vous voudrez peut-être consulter ces ressources en ligne liées à Minetest:
|
||||
Official homepage of Minetest: <https://minetest.net/>=Page d'accueil officielle de Minetest: <https://minetest.net/>
|
||||
Official homepage of Minetest: <https://minetest.net/>=Page d'accueil officielle de Minetest : <https://minetest.net/>
|
||||
The main place to find the most recent version of Minetest, the engine used by MineClone 2.=L'endroit principal pour trouver la version la plus récente de Minetest, le moteur utilisé par MineClone 2.
|
||||
The main place to find the most recent version of Minetest.=L'endroit principal pour trouver la version la plus récente de Minetest.
|
||||
Community wiki: <https://wiki.minetest.net/>=Wiki de la communauté: <https://wiki.minetest.net/>
|
||||
Community wiki: <https://wiki.minetest.net/>=Wiki de la communauté : <https://wiki.minetest.net/>
|
||||
A community-based documentation website for Minetest. Anyone with an account can edit it! It also features a documentation of Minetest Game.=Un site Web de documentation communautaire pour Minetest. N'importe qui avec un compte peut le modifier! C'est aussi une documentation pour Minetest.
|
||||
Minetest forums: <https://forums.minetest.net/>=Forums de minetest: <https://forums.minetest.net/>
|
||||
Minetest forums: <https://forums.minetest.net/>=Forums de minetest : <https://forums.minetest.net/>
|
||||
A web-based discussion platform where you can discuss everything related to Minetest. This is also a place where player-made mods and games are published and discussed. The discussions are mainly in English, but there is also space for discussion in other languages.=Une plate-forme de discussion en ligne où vous pouvez discuter de tout ce qui concerne Minetest. C'est également un endroit où les mods et les jeux créés par les joueurs sont publiés et discutés. Les discussions se déroulent principalement en anglais, mais il existe également un espace de discussion dans d'autres langues.
|
||||
Chat: <irc://irc.freenode.net#minetest>=Chat: <irc://irc.freenode.net#minetest>
|
||||
Chat: <irc://irc.freenode.net#minetest>=Chat : <irc://irc.freenode.net#minetest>
|
||||
A generic Internet Relay Chat channel for everything related to Minetest where people can meet to discuss in real-time. If you do not understand IRC, see the Community Wiki for help.=Un canal de discussion générique pour tout ce qui concerne le Minetest où les gens peuvent se rencontrer pour discuter en temps réel. Si vous ne comprenez pas IRC, consultez le wiki de la communauté pour obtenir de l'aide.
|
||||
Groups=Groupes
|
||||
Items, players and objects (animate and inanimate) can be members of any number of groups. Groups serve multiple purposes:=Les objets, les joueurs et les objets (animés et inanimés) peuvent être membres de plusieurs de groupes. Les groupes ont plusieurs objectifs:
|
||||
• Crafting recipes: Slots in a crafting recipe may not require a specific item, but instead an item which is a member of a particular group, or multiple groups=• Recettes d'artisanat: Les emplacements d'une recette d'artisanat peuvent ne pas nécessiter un élément spécifique, mais plutôt un élément qui est membre d'un groupe particulier ou de plusieurs groupes.
|
||||
• Digging times: Diggable blocks belong to groups which are used to determine digging times. Mining tools are capable of digging blocks belonging to certain groups=• Temps de creusement: Les blocs pouvant être creusés appartiennent à des groupes qui sont utilisés pour déterminer les temps de creusement. Les outils miniers sont capables de creuser des blocs appartenant à certains groupes
|
||||
• Block behavior: Blocks may show a special behaviour and interact with other blocks when they belong to a particular group=• Comportement des blocs: Les blocs peuvent présenter un comportement spécial et interagir avec d'autres blocs lorsqu'ils appartiennent à un groupe particulier
|
||||
• Damage and armor: Objects and players have armor groups, weapons have damage groups. These groups determine damage. See also: “Basics > Weapons”=• Dommages et armures: Les objets et les joueurs ont des groupes d'armures, les armes ont des groupes de dégâts. Ces groupes déterminent les dommages. Voir aussi: "Bases> Armes"
|
||||
• Crafting recipes: Slots in a crafting recipe may not require a specific item, but instead an item which is a member of a particular group, or multiple groups=• Recettes d'artisanat : Les emplacements d'une recette d'artisanat peuvent ne pas nécessiter un élément spécifique, mais plutôt un élément qui est membre d'un groupe particulier ou de plusieurs groupes.
|
||||
• Digging times: Diggable blocks belong to groups which are used to determine digging times. Mining tools are capable of digging blocks belonging to certain groups=• Temps de creusement : Les blocs pouvant être creusés appartiennent à des groupes qui sont utilisés pour déterminer les temps de creusement. Les outils miniers sont capables de creuser des blocs appartenant à certains groupes
|
||||
• Block behavior: Blocks may show a special behaviour and interact with other blocks when they belong to a particular group=• Comportement des blocs : Les blocs peuvent présenter un comportement spécial et interagir avec d'autres blocs lorsqu'ils appartiennent à un groupe particulier
|
||||
• Damage and armor: Objects and players have armor groups, weapons have damage groups. These groups determine damage. See also: “Basics > Weapons”=• Dégâts et armures : Les objets et les joueurs ont des groupes d'armures, les armes ont des groupes de dégâts. Ces groupes déterminent les dégâts. Voir aussi : "Bases> Armes"
|
||||
• Other uses=• Autres utilisations
|
||||
In the item help, many important groups are usually mentioned and explained.=Dans l'aide aux objets, de nombreux groupes importants sont généralement mentionnés et expliqués.
|
||||
Glossary=Glossaire
|
||||
This is a list of commonly used terms:=Voici une liste de termes couramment utilisés:
|
||||
Controls:=Les contrôles:
|
||||
• Wielding: Holding an item in hand=• Maniement: Tenir un objet en main
|
||||
• Pointing: Looking with the crosshair at something in range=• Pointage: Regarder avec le réticule quelque chose à portée
|
||||
• Dropping: Throwing an item or item stack to the ground=• Lâcher: Jeter un objet ou une pile d'objets au sol
|
||||
• Punching: Attacking with left-click, is also used on blocks=• Frapper: Attaque avec clic gauche, est également utilisé sur les blocs
|
||||
• Sneaking: Walking slowly while (usually) avoiding to fall over edges=• Se faufiler: Marcher lentement tout en évitant (généralement) de tomber sur les bords
|
||||
• Climbing: Moving up or down a climbable block=• Escalade: Monter ou descendre un bloc grimpable
|
||||
• Wielding: Holding an item in hand=• Maniement : Tenir un objet en main
|
||||
• Pointing: Looking with the crosshair at something in range=• Pointage : Regarder avec le réticule quelque chose à portée
|
||||
• Dropping: Throwing an item or item stack to the ground=• Lâcher : Jeter un objet ou une pile d'objets au sol
|
||||
• Punching: Attacking with left-click, is also used on blocks=• Frapper : Attaque avec clic gauche, est également utilisé sur les blocs
|
||||
• Sneaking: Walking slowly while (usually) avoiding to fall over edges=• Se faufiler : Marcher lentement tout en évitant (généralement) de tomber sur les bords
|
||||
• Climbing: Moving up or down a climbable block=• Escalade : Monter ou descendre un bloc grimpable
|
||||
Blocks:=Blocs:
|
||||
• Block: Cubes that the worlds are made of=• Bloc: Cubes dont les mondes sont faits
|
||||
• Mining/digging: Using a mining tool to break a block=• Exploration/minage: Utilisation d'un outil d'exploration pour casser un bloc
|
||||
• Building/placing: Putting a block somewhere=• Construction/Placement: Placer un bloc quelque part
|
||||
• Drop: Items you get after mining a block=• Drop: Les objets que vous obtenez après avoir extrait un bloc
|
||||
• Using a block: Right-clicking a block to access its special function=• Utilisation d'un bloc: Clic droit sur un bloc pour accéder à sa fonction spéciale
|
||||
• Block: Cubes that the worlds are made of=• Bloc : Cubes dont les mondes sont faits
|
||||
• Mining/digging: Using a mining tool to break a block=• Exploration/minage : Utilisation d'un outil d'exploration pour casser un bloc
|
||||
• Building/placing: Putting a block somewhere=• Construction/Placement : Placer un bloc quelque part
|
||||
• Drop: Items you get after mining a block=• Drop : Les objets que vous obtenez après avoir extrait un bloc
|
||||
• Using a block: Right-clicking a block to access its special function=• Utilisation d'un bloc : Clic droit sur un bloc pour accéder à sa fonction spéciale
|
||||
Items:=Objects:
|
||||
• Item: A single thing that players can possess=• Objet: Une seule chose que les joueurs peuvent posséder
|
||||
• Item stack: A collection of items of the same kind=• Pile d'objets: Une collection d'objets du même type
|
||||
• Maximum stack size: Maximum amount of items in an item stack=• Taille maximale de la pile: Quantité maximale d'éléments dans une pile d'éléments
|
||||
• Slot / inventory slot: Can hold one item stack=• Emplacement/Emplacement d'inventaire: Peut contenir une pile d'objets
|
||||
• Inventory: Provides several inventory slots for storage=• Inventaire: Fournit plusieurs emplacements d'inventaire pour le stockage
|
||||
• Player inventory: The main inventory of a player=• Inventaire des joueurs: L'inventaire principal d'un joueur
|
||||
• Tool: An item which you can use to do special things with when wielding=• Outil: Un élément que vous pouvez utiliser pour faire des choses spéciales avec lors du soudage
|
||||
• Range: How far away things can be to be pointed by an item=• Plage: A quelle distance les objets peuvent être pointés par un élément
|
||||
• Mining tool: A tool which allows to break blocks=• Outil minier: Un outil qui permet de casser des blocs
|
||||
• Craftitem: An item which is (primarily or only) used for crafting=• Composant: Un objet qui est (principalement ou uniquement) utilisé pour l'artisanat
|
||||
• Item: A single thing that players can possess=• Objet : Une seule chose que les joueurs peuvent posséder
|
||||
• Item stack: A collection of items of the same kind=• Pile d'objets : Une collection d'objets du même type
|
||||
• Maximum stack size: Maximum amount of items in an item stack=• Taille maximale de la pile : Quantité maximale d'éléments dans une pile d'éléments
|
||||
• Slot / inventory slot: Can hold one item stack=• Emplacement/Emplacement d'inventaire : Peut contenir une pile d'objets
|
||||
• Inventory: Provides several inventory slots for storage=• Inventaire : Fournit plusieurs emplacements d'inventaire pour le stockage
|
||||
• Player inventory: The main inventory of a player=• Inventaire des joueurs : L'inventaire principal d'un joueur
|
||||
• Tool: An item which you can use to do special things with when wielding=• Outil : Un élément que vous pouvez utiliser pour faire des choses spéciales avec lors du soudage
|
||||
• Range: How far away things can be to be pointed by an item=• Plage : A quelle distance les objets peuvent être pointés par un élément
|
||||
• Mining tool: A tool which allows to break blocks=• Outil minier : Un outil qui permet de casser des blocs
|
||||
• Craftitem: An item which is (primarily or only) used for crafting=• Composant : Un objet qui est (principalement ou uniquement) utilisé pour l'artisanat
|
||||
Gameplay:=Gameplay:
|
||||
• “heart”: A single health symbol, indicates 2 HP=• "coeur": Un seul symbole de santé, indique 2 PV
|
||||
• “bubble”: A single breath symbol, indicates 1 BP=• "bulle": Un symbole de respiration unique, indique 1 BP
|
||||
• HP: Hit point (equals half 1 “heart”)=• VP: point de vie (équivaut à un demi-«coeur»)
|
||||
• BP: Breath point, indicates breath when diving=• BP: Point de respiration, indique la respiration lors de la plongée
|
||||
• Mob: Computer-controlled enemy=• Mob: Ennemi contrôlé par ordinateur
|
||||
• Crafting: Combining multiple items to create new ones=• Artisanat: Combiner plusieurs objets pour en créer de nouveaux
|
||||
• Crafting guide: A helper which shows available crafting recipes=• Guide d'artisanat: Un assistant qui montre les recettes d'artisanat disponibles
|
||||
• Spawning: Appearing in the world=• Reproduction: Apparaissant dans le monde
|
||||
• Respawning: Appearing again in the world after death=• Réapparition: Réapparaître dans le monde après la mort
|
||||
• Group: Puts similar things together, often affects gameplay=• Groupe: Rassemble des choses similaires, affecte souvent le gameplay
|
||||
• noclip: Allows to fly through walls=• noclip: Permet de voler à travers les murs
|
||||
• “heart”: A single health symbol, indicates 2 HP=• "cœur" : Un seul symbole de santé, indique 2 PV
|
||||
• “bubble”: A single breath symbol, indicates 1 BP=• "bulle" : Un symbole de respiration unique, indique 1 BP
|
||||
• HP: Hit point (equals half 1 “heart”)=• PV : point de vie (équivaut à un demi-«cœur»)
|
||||
• BP: Breath point, indicates breath when diving=• BP : Point de respiration, indique la respiration lors de la plongée
|
||||
• Mob: Computer-controlled enemy=• Mob : Ennemi contrôlé par ordinateur
|
||||
• Crafting: Combining multiple items to create new ones=• Artisanat : Combiner plusieurs objets pour en créer de nouveaux
|
||||
• Crafting guide: A helper which shows available crafting recipes=• Guide d'artisanat : Un assistant qui montre les recettes d'artisanat disponibles
|
||||
• Spawning: Appearing in the world=• Reproduction : Apparaissant dans le monde
|
||||
• Respawning: Appearing again in the world after death=• Réapparition : Réapparaître dans le monde après la mort
|
||||
• Group: Puts similar things together, often affects gameplay=• Groupe : Rassemble des choses similaires, affecte souvent le gameplay
|
||||
• noclip: Allows to fly through walls=• noclip : Permet de voler à travers les murs
|
||||
Interface=Interface
|
||||
• Hotbar: Inventory slots at the bottom=• Hotbar: Emplacements d'inventaire en bas
|
||||
• Statbar: Indicator made out of half-symbols, used for health and breath=• Statbar: Indicateur composé de demi-symboles, utilisé pour la santé et la respiration
|
||||
• Minimap: The map or radar at the top right=• Mini-carte: La carte ou le radar en haut à droite
|
||||
• Crosshair: Seen in the middle, used to point at things=• Réticule: Vu au milieu, utilisé pour pointer les choses
|
||||
• Hotbar: Inventory slots at the bottom=• Hotbar : Emplacements d'inventaire en bas
|
||||
• Statbar: Indicator made out of half-symbols, used for health and breath=• Statbar : Indicateur composé de demi-symboles, utilisé pour la santé et la respiration
|
||||
• Minimap: The map or radar at the top right=• Mini-carte : La carte ou le radar en haut à droite
|
||||
• Crosshair: Seen in the middle, used to point at things=• Réticule : Vu au milieu, utilisé pour pointer les choses
|
||||
Online multiplayer:=Multijoueur en ligne:
|
||||
• PvP: Player vs Player. If active, players can deal damage to each other=• PvP: Joueur contre Joueur. S'ils sont actifs, les joueurs peuvent s'infliger mutuellement des dégâts
|
||||
• Griefing: Destroying the buildings of other players against their will=• Deuil: Détruire les bâtiments des autres joueurs contre leur gré
|
||||
• Protection: Mechanism to own areas of the world, which only allows the owners to modify blocks inside=• Protection: Mécanisme pour posséder des zones du monde, qui permet uniquement aux propriétaires de modifier les blocs à l'intérieur
|
||||
• PvP: Player vs Player. If active, players can deal damage to each other=• PvP : Joueur contre Joueur. S'ils sont actifs, les joueurs peuvent s'infliger mutuellement des dégâts
|
||||
• Griefing: Destroying the buildings of other players against their will=• Deuil : Détruire les bâtiments des autres joueurs contre leur gré
|
||||
• Protection: Mechanism to own areas of the world, which only allows the owners to modify blocks inside=• Protection : Mécanisme pour posséder des zones du monde, qui permet uniquement aux propriétaires de modifier les blocs à l'intérieur
|
||||
Technical terms:=Termes techniques:
|
||||
• Minetest: This game engine=• Minetest: Ce moteur de jeu
|
||||
• MineClone 2: What you play right now=• MineClone 2: Ce que vous jouez en ce moment
|
||||
• Minetest Game: A game for Minetest by the Minetest developers=• Minetest Game: Un jeu pour Minetest par les développeurs de Minetest
|
||||
• Game: A complete playing experience to be used in Minetest; such as a game or sandbox or similar=• Jeu: Une expérience de jeu complète à utiliser dans Minetest; comme un jeu ou un bac à sable ou similaire
|
||||
• Mod: A single subsystem which adds or modifies functionality; is the basic building block of games and can be used to further enhance or modify them=• Mod: un sous-système unique qui ajoute ou modifie des fonctionnalités; est le bloc de construction de base des jeux et peut être utilisé pour les améliorer ou les modifier davantage
|
||||
• Privilege: Allows a player to do something=• Privilège: Permet à un joueur de faire quelque chose
|
||||
• Node: Other word for “block”=• Noeud: Autre mot pour "bloc"
|
||||
• Minetest: This game engine=• Minetest : Ce moteur de jeu
|
||||
• MineClone 2: What you play right now=• MineClone 2 : Ce à quoi vous jouez en ce moment
|
||||
• Minetest Game: A game for Minetest by the Minetest developers=• Minetest Game : Un jeu pour Minetest par les développeurs de Minetest
|
||||
• Game: A complete playing experience to be used in Minetest; such as a game or sandbox or similar=• Jeu : Une expérience de jeu complète à utiliser dans Minetest; comme un jeu ou un bac à sable ou similaire
|
||||
• Mod: A single subsystem which adds or modifies functionality; is the basic building block of games and can be used to further enhance or modify them=• Mod : un sous-système unique qui ajoute ou modifie des fonctionnalités; est le bloc de construction de base des jeux et peut être utilisé pour les améliorer ou les modifier davantage
|
||||
• Privilege: Allows a player to do something=• Privilège : Permet à un joueur de faire quelque chose
|
||||
• Node: Other word for “block”=• Noeud : Autre mot pour "bloc"
|
||||
Settings=Réglages
|
||||
There is a large variety of settings to configure Minetest. Pretty much every aspect can be changed that way.=Il existe une grande variété de paramètres pour configurer Minetest. Presque tous les aspects peuvent être modifiés de cette façon.
|
||||
These are a few of the most important gameplay settings:=Voici quelques-uns des paramètres de jeu les plus importants:
|
||||
• Damage enabled (enable_damage): Enables the health and breath attributes for all players. If disabled, players are immortal=• Dommage activé (enable_damage): Active les attributs de santé et de souffle pour tous les joueurs. Si désactivé, les joueurs sont immortels
|
||||
• Creative Mode (creative_mode): Enables sandbox-style gameplay focusing on creativity rather than a challenging gameplay. The meaning depends on the game; usual changes are: Reduced dig times, easy access to almost all items, tools never wear off, etc.=• Mode créatif (creative_mode): permet un gameplay de style sandbox en se concentrant sur la créativité plutôt que sur un gameplay difficile. Le sens dépend du jeu; les changements habituels sont: temps de fouille réduits, accès facile à presque tous les articles, les outils ne s'usent jamais, etc.
|
||||
• PvP (enable_pvp): Short for “Player vs Player”. If enabled, players can deal damage to each other=• PvP (enable_pvp): Abréviation de «Player vs Player». Si activé, les joueurs peuvent s'infliger mutuellement des dégâts
|
||||
These are a few of the most important gameplay settings:=Voici quelques-uns des paramètres de jeu les plus importants :
|
||||
• Damage enabled (enable_damage): Enables the health and breath attributes for all players. If disabled, players are immortal=• Dégât activé (enable_damage) : Active les attributs de santé et de souffle pour tous les joueurs. Si désactivé, les joueurs sont immortels
|
||||
• Creative Mode (creative_mode): Enables sandbox-style gameplay focusing on creativity rather than a challenging gameplay. The meaning depends on the game; usual changes are: Reduced dig times, easy access to almost all items, tools never wear off, etc.=• Mode créatif (creative_mode) : permet un gameplay de style sandbox en se concentrant sur la créativité plutôt que sur un gameplay difficile. Le sens dépend du jeu ; les changements habituels sont : temps de fouille réduits, accès facile à presque tous les articles, les outils ne s'usent jamais, etc.
|
||||
• PvP (enable_pvp): Short for “Player vs Player”. If enabled, players can deal damage to each other=• PvP (enable_pvp) : Abréviation de «Player vs Player». Si activé, les joueurs peuvent s'infliger mutuellement des dégâts
|
||||
For a full list of all available settings, use the “All Settings” dialog in the main menu.=Pour une liste complète de tous les paramètres disponibles, utilisez la boîte de dialogue "Tous les Paramètres" dans le menu principal.
|
||||
Movement modes=Modes de mouvement
|
||||
You can enable some special movement modes that change how you move.=Vous pouvez activer certains modes de déplacement spéciaux qui modifient votre façon de vous déplacer.
|
||||
Pitch movement mode:=Mode de mouvement de tangage:
|
||||
• Description: If this mode is activated, the movement keys will move you relative to your current view pitch (vertical look angle) when you're in a liquid or in fly mode.=• Description: Si ce mode est activé, les touches de déplacement vous déplaceront par rapport à votre hauteur de vue actuelle (angle de vue vertical) lorsque vous êtes en mode liquide ou en mode vol.
|
||||
• Default key: [L]=• Touche par défaut: [L]
|
||||
Pitch movement mode:=Mode de mouvement de tangage :
|
||||
• Description: If this mode is activated, the movement keys will move you relative to your current view pitch (vertical look angle) when you're in a liquid or in fly mode.=• Description : Si ce mode est activé, les touches de déplacement vous déplaceront par rapport à votre hauteur de vue actuelle (angle de vue vertical) lorsque vous êtes en mode liquide ou en mode vol.
|
||||
• Default key: [L]=• Touche par défaut : [L]
|
||||
• No privilege required=• Aucun privilège requis
|
||||
Fast mode:=Mode Rapide:
|
||||
• Description: Allows you to move much faster. Hold down the the “Use” key [E] to move faster. In the client configuration, you can further customize fast mode.=• Description: vous permet de vous déplacer beaucoup plus rapidement. Maintenez la touche "Utiliser" [E] enfoncée pour vous déplacer plus rapidement. Dans la configuration du client, vous pouvez personnaliser davantage le mode rapide.
|
||||
• Default key: [J]=• Touche par défaut: [J]
|
||||
• Required privilege: fast=• Privilège requis: fast
|
||||
• Default key: [J]=• Touche par défaut : [J]
|
||||
• Required privilege: fast=• Privilège requis : fast
|
||||
Fly mode:=Mode Vol:
|
||||
• Description: Gravity doesn't affect you and you can move freely in all directions. Use the jump key to rise and the sneak key to sink.=• Description: La gravité ne vous affecte pas et vous pouvez vous déplacer librement dans toutes les directions. Utilisez la touche de saut pour monter et la touche de sneak pour descendre.
|
||||
• Default key: [K]=• Touche par défaut: [K]
|
||||
• Required privilege: fly=• Privilège requis: fly
|
||||
• Default key: [K]=• Touche par défaut : [K]
|
||||
• Required privilege: fly=• Privilège requis : fly
|
||||
Noclip mode:=Mode Noclip:
|
||||
• Description: Allows you to move through walls. Only works when fly mode is enabled, too.=• Description: vous permet de vous déplacer à travers les murs. Fonctionne uniquement lorsque le mode avion est également activé.
|
||||
• Default key: [H]=• Touche par défaut: [H]
|
||||
• Required privilege: noclip=• Privilège requis: noclip
|
||||
• Default key: [H]=• Touche par défaut : [H]
|
||||
• Required privilege: noclip=• Privilège requis : noclip
|
||||
Console=Console
|
||||
With [F10] you can open and close the console. The main use of the console is to show the chat log and enter chat messages or server commands.=Avec [F10], vous pouvez ouvrir et fermer la console. L'utilisation principale de la console est d'afficher le journal de discussion et d'entrer des messages de discussion ou des commandes de serveur.
|
||||
Using the chat or server command key also opens the console, but it is smaller and will be closed after you sent a message.=L'utilisation de la touche de commande chat ou serveur ouvre également la console, mais elle est plus petite et sera fermée après l'envoi d'un message.
|
||||
Use the chat to communicate with other players. This requires you to have the “shout” privilege.=Utilisez le chat pour communiquer avec d'autres joueurs. Cela vous oblige à avoir le privilège "shout".
|
||||
Just type in the message and hit [Enter]. Public chat messages can not begin with “/”.=Tapez simplement le message et appuyez sur [Entrée]. Les messages de discussion publique ne peuvent pas commencer par "/".
|
||||
You can send private messages: Say “/msg <player> <message>” in chat to send “<message>” which can only be seen by <player>.=Vous pouvez envoyer des messages privés: Dites "/msg <joueur> <message>" dans le chat pour envoyer "<message>" qui ne peut être vu que par <joueur>.
|
||||
You can send private messages: Say “/msg <player> <message>” in chat to send “<message>” which can only be seen by <player>.=Vous pouvez envoyer des messages privés : Dites "/msg <joueur> <message>" dans le chat pour envoyer "<message>" qui ne peut être vu que par <joueur>.
|
||||
There are some special controls for the console:=Il existe des commandes spéciales pour la console:
|
||||
• [F10] Open/close console=• [F10]: Ouvrir/fermer la console
|
||||
• [Enter]: Send message or command=• [Entrée]: Envoyer un message ou une commande
|
||||
• [Tab]: Try to auto-complete a partially-entered player name=• [Tab]: Essayez de compléter automatiquement un nom de joueur partiellement entré
|
||||
• [Ctrl]+[Left]: Move cursor to the beginning of the previous word=• [Ctrl]+[Gauche]: Déplacer le curseur au début du mot précédent
|
||||
• [Ctrl]+[Right]: Move cursor to the beginning of the next word=• [Ctrl]+[Droite]: Déplacez le curseur au début du mot suivant
|
||||
• [Ctrl]+[Backspace]: Delete previous word=• [Ctrl]+[Retour arrière]: Supprimer le mot précédent
|
||||
• [Ctrl]+[Delete]: Delete next word=• [Ctrl]+[Supprimer]: Supprimer le mot suivant
|
||||
• [Ctrl]+[U]: Delete all text before the cursor=• [Ctrl]+[U]: Supprimer tout le texte avant le curseur
|
||||
• [Ctrl]+[K]: Delete all text after the cursor=• [Ctrl]+[K]: Supprimer tout le texte après le curseur
|
||||
• [Page up]: Scroll up=• [Page précédente]: Faites défiler vers le haut
|
||||
• [Page down]: Scroll down=• [Page suivante]: Faites défiler vers le bas
|
||||
• [F10] Open/close console=• [F10] : Ouvrir/fermer la console
|
||||
• [Enter]: Send message or command=• [Entrée] : Envoyer un message ou une commande
|
||||
• [Tab]: Try to auto-complete a partially-entered player name=• [Tab] : Essayez de compléter automatiquement un nom de joueur partiellement entré
|
||||
• [Ctrl]+[Left]: Move cursor to the beginning of the previous word=• [Ctrl]+[Gauche] : Déplacer le curseur au début du mot précédent
|
||||
• [Ctrl]+[Right]: Move cursor to the beginning of the next word=• [Ctrl]+[Droite] : Déplacez le curseur au début du mot suivant
|
||||
• [Ctrl]+[Backspace]: Delete previous word=• [Ctrl]+[Retour arrière] : Supprimer le mot précédent
|
||||
• [Ctrl]+[Delete]: Delete next word=• [Ctrl]+[Supprimer] : Supprimer le mot suivant
|
||||
• [Ctrl]+[U]: Delete all text before the cursor=• [Ctrl]+[U] : Supprimer tout le texte avant le curseur
|
||||
• [Ctrl]+[K]: Delete all text after the cursor=• [Ctrl]+[K] : Supprimer tout le texte après le curseur
|
||||
• [Page up]: Scroll up=• [Page précédente] : Faites défiler vers le haut
|
||||
• [Page down]: Scroll down=• [Page suivante] : Faites défiler vers le bas
|
||||
There is also an input history. Minetest saves your previous console inputs which you can quickly access later:=Il existe également un historique des entrées. Minetest enregistre vos entrées de console précédentes auxquelles vous pouvez accéder rapidement plus tard:
|
||||
• [Up]: Go to previous entry in history=• [Haut]: Aller à l'entrée précédente de l'historique
|
||||
• [Down]: Go to next entry in history=• [Bas]: Passer à la prochaine entrée de l'historique
|
||||
• [Up]: Go to previous entry in history=• [Haut] : Aller à l'entrée précédente de l'historique
|
||||
• [Down]: Go to next entry in history=• [Bas] : Passer à la prochaine entrée de l'historique
|
||||
Server commands=Commandes serveur
|
||||
Server commands (also called “chat commands”) are little helpers for advanced users. You don't need to use these commands when playing. But they might come in handy to perform some more technical tasks. Server commands work both in multi-player and single-player mode.=Les commandes serveur (également appelées "commandes de chat") sont de petites aides pour les utilisateurs avancés. Vous n'avez pas besoin d'utiliser ces commandes lors du jeu. Mais elles pourraient être utiles pour effectuer des tâches plus techniques. Les commandes du serveur fonctionnent à la fois en mode multi-joueurs et solo.
|
||||
Server commands can be entered by players using the chat to perform a special server action. There are a few commands which can be issued by everyone, but some commands only work if you have certain privileges granted on the server. There is a small set of basic commands which are always available, other commands can be added by mods.=Les commandes du serveur peuvent être saisies par les joueurs utilisant le chat pour effectuer une action spéciale du serveur. Il y a quelques commandes qui peuvent être émises par tout le monde, mais certaines commandes ne fonctionnent que si vous avez certains privilèges accordés sur le serveur. Il y a un petit ensemble de commandes de base qui sont toujours disponibles, d'autres commandes peuvent être ajoutées par des mods.
|
||||
To issue a command, simply type it like a chat message or press Minetest's command key (default: [/]). All commands have to begin with “/”, for example “/mods”. The Minetest command key does the same as the chat key, except that the slash is already entered.=Pour lancer une commande, tapez-la simplement comme un message de discussion ou appuyez sur la touche de commande de Minetest (par défaut: [/]). Toutes les commandes doivent commencer par "/", par exemple "/mods". La touche de commande Minetest fait la même chose que la touche de conversation, sauf que la barre oblique est déjà entrée.
|
||||
Commands may or may not give a response in the chat log, but errors will generally be shown in the chat. Try it for yourselves: Close this window and type in the “/mods” command. This will give you the list of available mods on this server.=Les commandes peuvent ou non donner une réponse dans le journal de discussion, mais les erreurs seront généralement affichées dans la discussion. Essayez-le par vous-même: Fermez cette fenêtre et tapez la commande "/mods". Cela vous donnera la liste des mods disponibles sur ce serveur.
|
||||
“/help all” is a very important command: You get a list of all available commands on the server, a short explanation and the allowed parameters. This command is also important because the available commands often differ per server.="/Help all" est une commande très importante: vous obtenez une liste de toutes les commandes disponibles sur le serveur, une brève explication et les paramètres autorisés. Cette commande est également importante car les commandes disponibles diffèrent souvent selon le serveur.
|
||||
To issue a command, simply type it like a chat message or press Minetest's command key (default: [/]). All commands have to begin with “/”, for example “/mods”. The Minetest command key does the same as the chat key, except that the slash is already entered.=Pour lancer une commande, tapez-la simplement comme un message de discussion ou appuyez sur la touche de commande de Minetest (par défaut : [/]). Toutes les commandes doivent commencer par "/", par exemple "/mods". La touche de commande Minetest fait la même chose que la touche de conversation, sauf que la barre oblique est déjà entrée.
|
||||
Commands may or may not give a response in the chat log, but errors will generally be shown in the chat. Try it for yourselves: Close this window and type in the “/mods” command. This will give you the list of available mods on this server.=Les commandes peuvent ou non donner une réponse dans le journal de discussion, mais les erreurs seront généralement affichées dans la discussion. Essayez-le par vous-même : Fermez cette fenêtre et tapez la commande "/mods". Cela vous donnera la liste des mods disponibles sur ce serveur.
|
||||
“/help all” is a very important command: You get a list of all available commands on the server, a short explanation and the allowed parameters. This command is also important because the available commands often differ per server.="/Help all" est une commande très importante : vous obtenez une liste de toutes les commandes disponibles sur le serveur, une brève explication et les paramètres autorisés. Cette commande est également importante car les commandes disponibles diffèrent souvent selon le serveur.
|
||||
Commands are followed by zero or more parameters.=Les commandes sont suivies de zéro ou plusieurs paramètres.
|
||||
In the command reference, you see some placeholders which you need to replace with an actual value. Here's an explanation:=Dans la référence de commande, vous voyez des espaces réservés que vous devez remplacer par une valeur réelle. Voici une explication:
|
||||
• Text in greater-than and lower-than signs (e.g. “<param>”): Placeholder for a parameter=• Texte en signes supérieur à et inférieur à (par exemple «<param>»): Espace réservé pour un paramètre
|
||||
• Text in greater-than and lower-than signs (e.g. “<param>”): Placeholder for a parameter=• Texte en signes supérieur à et inférieur à (par exemple «<param>») : Espace réservé pour un paramètre
|
||||
• Anything in square brackets (e.g. “[text]”) is optional and can be omitted=• Tout ce qui est entre crochets (par exemple «[texte]») est facultatif et peut être omis
|
||||
• Pipe or slash (e.g. “text1 | text2 | text3”): Alternation. One of multiple texts must be used (e.g. “text2”)=• Tuyau ou barre oblique (par exemple, «texte1 | texte2 | texte3»): Alternance. L'un des multiples textes doit être utilisé (par exemple, "texte2")
|
||||
• Parenthesis: (e.g. “(word1 word2) | word3”): Groups multiple words together, used for alternations=• Parenthèses: (par exemple «(mot1 mot2) | mot3»): Regroupe plusieurs mots, utilisés pour les alternances
|
||||
• Pipe or slash (e.g. “text1 | text2 | text3”): Alternation. One of multiple texts must be used (e.g. “text2”)=• Tuyau ou barre oblique (par exemple, «texte1 | texte2 | texte3») : Alternance. L'un des multiples textes doit être utilisé (par exemple, "texte2")
|
||||
• Parenthesis: (e.g. “(word1 word2) | word3”): Groups multiple words together, used for alternations=• Parenthèses : (par exemple «(mot1 mot2) | mot3») : Regroupe plusieurs mots, utilisés pour les alternances
|
||||
• Everything else is to be read as literal text=• Tout le reste doit être lu comme un texte littéral
|
||||
Here are some examples to illustrate the command syntax:=Voici quelques exemples pour illustrer la syntaxe de commande:
|
||||
• /mods: No parameters. Just enter “/mods”=• /mods: aucun paramètre. Entrez simplement "/mods"
|
||||
• /mods: No parameters. Just enter “/mods”=• /mods : aucun paramètre. Entrez simplement "/mods"
|
||||
• /me <action>: 1 parameter. You have to enter “/me ” followed by any text, e.g. “/me orders pizza”=• /me <action>: 1 paramètre. Vous devez saisir "/me" suivi de tout texte, par ex. "/me order pizza"
|
||||
• /give <name> <ItemString>: Two parameters. Example: “/give Player default:apple”=• /give <nom> <ItemString>: Deux paramètres. Exemple: "/give Player default:apple"
|
||||
• /help [all|privs|<cmd>]: Valid inputs are “/help”, “/help all”, “/help privs”, or “/help ” followed by a command name, like “/help time”=• /help [all | privs | <cmd>]: Les entrées valides sont "/help", "/help all", "/help privs" ou "/help" suivi d'un nom de commande, comme "/help time"
|
||||
• /spawnentity <EntityName> [<X>,<Y>,<Z>]: Valid inputs include “/spawnentity boats:boat” and “/spawnentity boats:boat 0,0,0”=• /spawnentity <EntityName> [<X>,<Y>,<Z>]: Les entrées valides sont “/spawnentity boats:boat” et “/spawnentity boats:boat 0,0,0”
|
||||
• /give <name> <ItemString>: Two parameters. Example: “/give Player default:apple”=• /give <nom> <ItemString> : Deux paramètres. Exemple : "/give Player default:apple"
|
||||
• /help [all|privs|<cmd>]: Valid inputs are “/help”, “/help all”, “/help privs”, or “/help ” followed by a command name, like “/help time”=• /help [all | privs | <cmd>] : Les entrées valides sont "/help", "/help all", "/help privs" ou "/help" suivi d'un nom de commande, comme "/help time"
|
||||
• /spawnentity <EntityName> [<X>,<Y>,<Z>]: Valid inputs include “/spawnentity boats:boat” and “/spawnentity boats:boat 0,0,0”=• /spawnentity <EntityName> [<X>,<Y>,<Z>] : Les entrées valides sont “/spawnentity boats:boat” et “/spawnentity boats:boat 0,0,0”
|
||||
Some final remarks:=Quelques remarques finales:
|
||||
• For /give and /giveme, you need an itemstring. This is an internally used unique item identifier which you may find in the item help if you have the “give” or “debug” privilege=• Pour /give et /giveme, vous avez besoin d'une chaîne d'objet. Il s'agit d'un identifiant d'élément unique utilisé en interne que vous pouvez trouver dans l'aide de l'élément si vous disposez du privilège "give" ou "debug".
|
||||
• For /spawnentity you need an entity name, which is another identifier=• Pour /spawnentity, vous avez besoin d'un nom d'entité, qui est un autre identifiant
|
||||
|
@ -413,36 +413,36 @@ On a multiplayer server with the default configuration, new players start with t
|
|||
There is a small set of core privileges which you'll find on every server, other privileges might be added by mods.=Il existe un petit ensemble de privilèges de base que vous trouverez sur chaque serveur, d'autres privilèges peuvent être ajoutés par les mods.
|
||||
To view your own privileges, issue the server command “/privs”.=Pour afficher vos propres privilèges, exécutez la commande serveur "/privs".
|
||||
Here are a few basic privilege-related commands:=Voici quelques commandes de base liées aux privilèges:
|
||||
• /privs: Lists your privileges=• /privs: Répertorie vos privilèges
|
||||
• /privs <player>: Lists the privileges of <player>=• /privs <joueur>: Répertorie les privilèges de <joueur>
|
||||
• /help privs: Shows a list and description about all privileges=• /help privs: Affiche une liste et une description de tous les privilèges
|
||||
• /privs: Lists your privileges=• /privs : Répertorie vos privilèges
|
||||
• /privs <player>: Lists the privileges of <player>=• /privs <joueur> : Répertorie les privilèges de <joueur>
|
||||
• /help privs: Shows a list and description about all privileges=• /help privs : Affiche une liste et une description de tous les privilèges
|
||||
Players with the “privs” privilege can modify privileges at will:=Les joueurs avec le privilège "privs" peuvent modifier les privilèges à volonté:
|
||||
• /grant <player> <privilege>: Grant <privilege> to <player>=• /grant <joueur> <privilege>: Accordez <privilege> à <joueur>
|
||||
• /revoke <player> <privilege>: Revoke <privilege> from <player>=• /revoke <joueur> <privilege>: Révoquer <privilege> de <joueur>
|
||||
• /grant <player> <privilege>: Grant <privilege> to <player>=• /grant <joueur> <privilege> : Accordez <privilege> à <joueur>
|
||||
• /revoke <player> <privilege>: Revoke <privilege> from <player>=• /revoke <joueur> <privilege> : Révoquer <privilege> de <joueur>
|
||||
In single-player mode, you can use “/grantme all” to unlock all abilities.=En mode solo, vous pouvez utiliser "/grantme all" pour débloquer toutes les capacités.
|
||||
Light=Lumière
|
||||
As the world is entirely block-based, so is the light in the world. Each block has its own brightness. The brightness of a block is expressed in a “light level” which ranges from 0 (total darkness) to 15 (as bright as the sun).=Comme le monde est entièrement basé sur des blocs, la lumière du monde l'est également. Chaque bloc a sa propre luminosité. La luminosité d'un bloc s'exprime dans un "niveau de lumière" qui varie de 0 (obscurité totale) à 15 (aussi lumineux que le soleil).
|
||||
There are two types of light: Sunlight and artificial light.=Il existe deux types de lumière: La lumière du soleil et la lumière artificielle.
|
||||
There are two types of light: Sunlight and artificial light.=Il existe deux types de lumière : La lumière du soleil et la lumière artificielle.
|
||||
Artificial light is emitted by luminous blocks. Artificial light has a light level from 1-14.=La lumière artificielle est émise par des blocs lumineux. La lumière artificielle a un niveau de lumière de 1 à 14.
|
||||
Sunlight is the brightest light and always goes perfectly straight down from the sky at each time of the day. At night, the sunlight will become moonlight instead, which still provides a small amount of light. The light level of sunlight is 15.=La lumière du soleil est la lumière la plus brillante et descend toujours parfaitement directement du ciel à chaque heure de la journée. La nuit, la lumière du soleil deviendra le clair de lune à la place, qui fournit toujours une petite quantité de lumière. Le niveau de lumière solaire est de 15.
|
||||
Blocks have 3 levels of transparency:=Les blocs ont 3 niveaux de transparence:
|
||||
• Transparent: Sunlight goes through limitless, artificial light goes through with losses=• Transparent: La lumière du soleil passe sans limite, la lumière artificielle passe avec des pertes
|
||||
• Semi-transparent: Sunlight and artificial light go through with losses=• Semi-transparent: La lumière du soleil et la lumière artificielle subissent des pertes
|
||||
• Opaque: No light passes through=• Opaque: Aucune lumière ne passe
|
||||
• Transparent: Sunlight goes through limitless, artificial light goes through with losses=• Transparent : La lumière du soleil passe sans limite, la lumière artificielle passe avec des pertes
|
||||
• Semi-transparent: Sunlight and artificial light go through with losses=• Semi-transparent : La lumière du soleil et la lumière artificielle subissent des pertes
|
||||
• Opaque: No light passes through=• Opaque : Aucune lumière ne passe
|
||||
Artificial light will lose one level of brightness for each transparent or semi-transparent block it passes through, until only darkness remains (image 1).=La lumière artificielle perdra un niveau de luminosité pour chaque bloc transparent ou semi-transparent qu'elle traverse, jusqu'à ce qu'il ne reste que l'obscurité (image 1).
|
||||
Sunlight will preserve its brightness as long it only passes fully transparent blocks. When it passes through a semi-transparent block, it turns to artificial light. Image 2 shows the difference.=La lumière du soleil conservera sa luminosité tant qu'elle ne passera que par des blocs entièrement transparents. Lorsqu'il passe à travers un bloc semi-transparent, il se transforme en lumière artificielle. L'image 2 montre la différence.
|
||||
Note that “transparency” here only means that the block is able to carry brightness from its neighboring blocks. It is possible for a block to be transparent to light but you can't see trough the other side.=Notez que la "transparence" ici signifie uniquement que le bloc est capable de transporter la luminosité de ses blocs voisins. Il est possible qu'un bloc soit transparent à la lumière mais vous ne pouvez pas voir à travers l'autre côté.
|
||||
Coordinates=Coordonnées
|
||||
The 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.=Le monde est un grand cube. Et pour cette raison, une position dans le monde peut être facilement exprimée avec des coordonnées cartésiennes. Autrement dit, pour chaque position dans le monde, il existe 3 valeurs X, Y et Z.
|
||||
Like this: (5, 45, -12)=Comme ceci: (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.=Cela fait référence à la position où X@=5, Y@=45 et Z@=-12. Les 3 lettres sont appelées "axes": Y est pour la hauteur. X et Z sont pour la position horizontale.
|
||||
Like this: (5, 45, -12)=Comme ceci : (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.=Cela fait référence à la position où X@=5, Y@=45 et Z@=-12. Les 3 lettres sont appelées “axes” : Y est pour la hauteur. X et Z sont pour la position horizontale.
|
||||
The values for X, Y and Z work like this:=Les valeurs pour X, Y et Z fonctionnent comme ceci:
|
||||
• If you go up, Y increases=• Si vous montez, Y augmente
|
||||
• If you go down, Y decreases=• Si vous descendez, Y diminue
|
||||
• If you follow the sun, X increases=• Si vous suivez le soleil, X augmente
|
||||
• If you go to the reverse direction, X decreases=• Si vous allez dans le sens inverse, X diminue
|
||||
• Follow the sun, then go right: Z increases=• Suivez le soleil, puis allez à droite: Z augmente
|
||||
• Follow the sun, then go left: Z decreases=• Suivez le soleil, puis allez à gauche: Z diminue
|
||||
• Follow the sun, then go right: Z increases=• Suivez le soleil, puis allez à droite : Z augmente
|
||||
• Follow the sun, then go left: Z decreases=• Suivez le soleil, puis allez à gauche : Z diminue
|
||||
• The side length of a full cube is 1=• La longueur latérale d'un cube complet est de 1
|
||||
You can view your current position in the debug screen (open with [F5]).=Vous pouvez afficher votre position actuelle dans l'écran de débogage (ouvrir avec [F5]).
|
||||
|
||||
|
@ -458,7 +458,7 @@ Enabling Creative Mode in MineClone 2 applies the following changes:=L'activatio
|
|||
• Tools don't wear off=• Les outils ne s'usent pas
|
||||
• You can eat food whenever you want=• Vous pouvez manger de la nourriture quand vous le souhaitez
|
||||
• You can always use the minimap (including radar mode)=• Vous pouvez toujours utiliser la minicarte (y compris le mode radar)
|
||||
Damage is not affected by Creative Mode, it needs to be disabled separately.=Les dommages ne sont pas affectés par le mode créatif, ils doivent être désactivés séparément.
|
||||
Damage is not affected by Creative Mode, it needs to be disabled separately.=Les dégâts ne sont pas affectés par le mode créatif, ils doivent être désactivés séparément.
|
||||
Mobs=Mobs
|
||||
Mobs are the living beings in the world. This includes animals and monsters.=Les mobs sont les êtres vivants du monde. Cela inclut les animaux et les monstres.
|
||||
Mobs appear randomly throughout the world. This is called “spawning”. Each mob kind appears on particular block types at a given light level. The height also plays a role. Peaceful mobs tend to spawn at daylight while hostile ones prefer darkness. Most mobs can spawn on any solid block but some mobs only spawn on particular blocks (like grass blocks).=Les mobs apparaissent de manière aléatoire à travers le monde. C'est ce qu'on appelle l'"apparition". Chaque type de mob apparaît sur des types de blocs particuliers à un niveau de lumière donné. La hauteur joue également un rôle. Les mobs pacifiques ont tendance à apparaître à la lumière du jour tandis que les hostiles préfèrent l'obscurité. La plupart des mobs peuvent apparaître sur n'importe quel bloc solide, mais certains n'apparaissent que sur des blocs particuliers (comme les blocs d'herbe).
|
||||
|
@ -469,12 +469,12 @@ Animals are peaceful beings which roam the world aimlessly. You can feed, tame a
|
|||
Feeding:=Alimentation:
|
||||
Each animal has its own taste for food and doesn't just accept any food. To feed, hold an item in your hand and rightclick the animal.=Chaque animal a son propre goût pour la nourriture et n'accepte pas n'importe quelle nourriture. Pour vous nourrir, tenez un objet dans votre main et faites un clic droit sur l'animal.
|
||||
Animals are attraced to the food they like and follow you as long you hold the food item in hand.=Les animaux sont attirés par la nourriture qu'ils aiment et vous suivent aussi longtemps que vous tenez l'aliment en main.
|
||||
Feeding an animal has three uses: Taming, healing and breeding.=Nourrir un animal a trois usages: Apprivoiser, guérir et se reproduire.
|
||||
Feeding an animal has three uses: Taming, healing and breeding.=Nourrir un animal a trois usages : Apprivoiser, guérir et se reproduire.
|
||||
Feeding heals animals instantly, depending on the quality of the food item.=Nourrir les animaux guérit instantanément, selon la qualité de l'aliment.
|
||||
Taming:=Apprivoisement:
|
||||
A few animals can be tamed. You can generally do more things with tamed animals and use other items on them. For example, tame horses can be saddled and tame wolves fight on your side.=Quelques animaux peuvent être apprivoisés. Vous pouvez généralement faire plus de choses avec des animaux apprivoisés et utiliser d'autres objets dessus. Par exemple, les chevaux apprivoisés peuvent être sellés et les loups apprivoisés se battent à vos côtés.
|
||||
Breeding:=Reproduction:
|
||||
When you have fed an animal up to its maximum health, then feed it again, you will activate “Love Mode” and many hearts appear around the animal.=Lorsque vous avez nourri un animal à sa santé maximale, puis le nourrir à nouveau, vous activerez le "Mode Amour" et de nombreux coeurs apparaissent autour de l'animal.
|
||||
When you have fed an animal up to its maximum health, then feed it again, you will activate “Love Mode” and many hearts appear around the animal.=Lorsque vous avez nourri un animal à sa santé maximale, puis le nourrir à nouveau, vous activerez le "Mode Amour" et de nombreux cœurs apparaissent autour de l'animal.
|
||||
Two animals of the same species will start to breed if they are in Love Mode and close to each other. Soon a baby animal will pop up.=Deux animaux de la même espèce commenceront à se reproduire s'ils sont en mode Amour et proches l'un de l'autre. Bientôt, un bébé animal apparaîtra.
|
||||
Baby animals:=Bébés animaux:
|
||||
Baby animals are just like their adult couterparts, but they can't be tamed or bred and don't drop anything when they die. They grow to adults after a short time. When fed, they grow to adults faster.=Les bébés animaux sont comme leurs homologues adultes, mais ils ne peuvent pas être apprivoisés ou élevés et ne laissent rien tomber lorsqu'ils meurent. Ils deviennent adultes après peu de temps. Une fois nourris, ils deviennent plus vite adultes.
|
||||
|
@ -490,7 +490,7 @@ Core hunger rules:=Règles fondamentales de la faim:
|
|||
• At 0 hunger points, you lose 1 HP every 4 seconds (down to 1 HP)=• À 0 point de faim, vous perdez 1 PV toutes les 4 secondes (jusqu'à 1 PV)
|
||||
• Poisonous food decreases your health=• La nourriture toxique diminue votre santé
|
||||
Details:=Détails:
|
||||
You have 0-20 hunger points, indicated by 20 drumstick half-icons above the hotbar. You also have an invisible attribute: Saturation.=Vous avez 0-20 points de faim, indiqués par 20 demi-icônes de pilon de Poulet au-dessus de la hotbar. Vous avez également un attribut invisible: La saturation.
|
||||
You have 0-20 hunger points, indicated by 20 drumstick half-icons above the hotbar. You also have an invisible attribute: Saturation.=Vous avez 0-20 points de faim, indiqués par 20 demi-icônes de pilon de Poulet au-dessus de la hotbar. Vous avez également un attribut invisible : La saturation.
|
||||
Hunger points reflect how full you are while saturation points reflect how long it takes until you're hungry again.=Les points de faim reflètent à quel point vous êtes plein tandis que les points de saturation reflètent le temps qu'il vous faut avant d'avoir à nouveau faim.
|
||||
Each food item increases both your hunger level as well your saturation.=Chaque aliment augmente à la fois votre niveau de faim et votre saturation.
|
||||
Food with a high saturation boost has the advantage that it will take longer until you get hungry again.=Les aliments avec une augmentation de saturation élevée ont l'avantage de prendre plus de temps jusqu'à ce que vous ayez de nouveau faim.
|
||||
|
|
|
@ -3,46 +3,46 @@ Head armor=Armure de tête
|
|||
Torso armor=Armure de torse
|
||||
Legs armor=Armure de jambes
|
||||
Feet armor=Armure de pieds
|
||||
Armor points: @1=Points d'armure: @1
|
||||
Armor durability: @1=Durabilité d'armure: @1
|
||||
Protection: @1%=Protection: @1%
|
||||
Hunger points: +@1=Points de faim: +@1
|
||||
Saturation points: +@1=Points de saturation: +@1
|
||||
Armor points: @1=Points d'armure : @1
|
||||
Armor durability: @1=Durabilité d'armure : @1
|
||||
Protection: @1%=Protection : @1%
|
||||
Hunger points: +@1=Points de faim : +@1
|
||||
Saturation points: +@1=Points de saturation : +@1
|
||||
Deals damage when falling=Inflige des dégâts en tombant
|
||||
Grows on grass blocks or dirt=Pousse sur des blocs d'herbe ou de terre
|
||||
Grows on grass blocks, podzol, dirt or coarse dirt=Pousse sur les blocs de gazon, le podzol, la terre ou la terre grossière
|
||||
Flammable=Inflammable
|
||||
Zombie view range: -50%=Distance de vue de Zombie: -50%
|
||||
Skeleton view range: -50%=Distance de vue de Squelette: -50%
|
||||
Creeper view range: -50%=Distance de vue de Creeper: -50%
|
||||
Damage: @1=Dégâts: @1
|
||||
Damage (@1): @2=Dégâts (@1): @2
|
||||
Healing: @1=Guérison: @1
|
||||
Healing (@1): @2=Guérison (@1): @2
|
||||
Full punch interval: @1s=Intervalle de coup: @1s
|
||||
Contact damage: @1 per second=Dégâts de contact: @1 par seconde
|
||||
Contact healing: @1 per second=Guérison de contact: @1 par seconde
|
||||
Drowning damage: @1=Dégâts de noyade: @1
|
||||
Zombie view range: -50%=Distance de vue de Zombie : -50%
|
||||
Skeleton view range: -50%=Distance de vue de Squelette : -50%
|
||||
Creeper view range: -50%=Distance de vue de Creeper : -50%
|
||||
Damage: @1=Dégâts : @1
|
||||
Damage (@1): @2=Dégâts (@1) : @2
|
||||
Healing: @1=Guérison : @1
|
||||
Healing (@1): @2=Guérison (@1) : @2
|
||||
Full punch interval: @1s=Intervalle de coup : @1s
|
||||
Contact damage: @1 per second=Dégâts de contact : @1 par seconde
|
||||
Contact healing: @1 per second=Guérison de contact : @1 par seconde
|
||||
Drowning damage: @1=Dégâts de noyade : @1
|
||||
Bouncy (@1%)=Rebondissant (@1%)
|
||||
Luminance: @1=Luminance: @1
|
||||
Luminance: @1=Luminance : @1
|
||||
Slippery=Glissant
|
||||
Climbable=Grimpable
|
||||
Climbable (only downwards)=Grimpable (uniquement vers le bas)
|
||||
No jumping=Ne pas sauter
|
||||
No swimming upwards=Ne pas nager vers le haut
|
||||
No rising=Pas de montée
|
||||
Fall damage: @1%=Dégâts de chute: @1%
|
||||
Fall damage: +@1%=Dégâts de chute: +@1%
|
||||
Fall damage: @1%=Dégâts de chute : @1%
|
||||
Fall damage: +@1%=Dégâts de chute : +@1%
|
||||
No fall damage=Pas de dégâts de chute
|
||||
Mining speed: @1=Vitesse de minage: @1
|
||||
Mining speed: @1=Vitesse de minage : @1
|
||||
Very fast=Très rapide
|
||||
Extremely fast=Extremement rapide
|
||||
Fast=Rapide
|
||||
Slow=Lent
|
||||
Very slow=Très lent
|
||||
Painfully slow=Péniblement lent
|
||||
Mining durability: @1=Durabilité de minage: @1
|
||||
Block breaking strength: @1=Résistance à la rupture: @1
|
||||
Mining durability: @1=Durabilité de minage : @1
|
||||
Block breaking strength: @1=Résistance à la rupture : @1
|
||||
@1 uses=@1 utilisations
|
||||
Unlimited uses=Utilisations illimitées
|
||||
Durability: @1=Durabilité
|
||||
Durability: @1=Durabilité : @1
|
||||
|
|
|
@ -8,35 +8,35 @@
|
|||
@1 (got)=@1 (obtenu)
|
||||
@1: @2=@1 : @2
|
||||
@1’s awards:=Récompenses de @1:
|
||||
(Secret Award)=(Récompense Secrètte)
|
||||
<achievement ID>=<Succès ID>
|
||||
(Secret Award)=(Récompense secrète)
|
||||
<achievement ID>=<succès ID>
|
||||
<name>=<nom>
|
||||
Achievement gotten!=Succès obtenu !
|
||||
Achievement gotten:=Succès obtenu :
|
||||
Achievement gotten: @1=Succès obtenu : @1
|
||||
Achievement not found.=Succès inconnu
|
||||
Advancement Made!=Progrès réalisé !
|
||||
Advancement Made:=Progrès réalisé :
|
||||
Advancement: @1=Progrès : @1
|
||||
Achievement not found.=Progrès inconnu
|
||||
All your awards and statistics have been cleared. You can now start again.=Toutes vos récompenses et statistiques ont été effacées. Vous pouvez maintenant recommencer.
|
||||
Awards=Récompenses
|
||||
Craft: @1×@2=Fabrication: @1×@2
|
||||
Craft: @1=Fabrication: @1
|
||||
Die @1 times.=Mort @1 fois.
|
||||
Die.=Mort.
|
||||
Get the achievements statistics for the given player or yourself=Obtenez les statistiques de succès pour le joueur donné ou vous-même
|
||||
Get the achievements statistics for the given player or yourself=Obtenez les statistiques de progrès pour le joueur donné ou vous-même
|
||||
Join the game @1 times.=Rejoignez le jeu @1 fois.
|
||||
Join the game.=Rejoignez le jeu.
|
||||
List awards in chat (deprecated)=Liste des récompenses dans le chat (obsolète)
|
||||
Place a block: @1=Placer un bloc: @1
|
||||
Place blocks: @1×@2=Placer des blocs: @1×@2
|
||||
Secret achievement gotten!=Succès secret obtenu !
|
||||
Secret achievement gotten:=Succès secret obtenu :
|
||||
Secret achievement gotten: @1=Succès secret obtenu : @1
|
||||
Show details of an achievement=Afficher les détails d'un succès
|
||||
Show, clear, disable or enable your achievements=Affichez, effacez, désactivez ou activez vos succès
|
||||
Get this achievement to find out what it is.=Obtenez ce succès pour découvrir de quoi il s'agit.
|
||||
Secret Advancement Made!=Progrès secret réalisé !
|
||||
Secret Advancement Made:=Progrès secret réalisé :
|
||||
Secret Advancement Made: @1=Progrès secret réalisé : @1
|
||||
Show details of an achievement=Afficher les détails d'un progrès
|
||||
Show, clear, disable or enable your advancements.=Affichez, effacez, désactivez ou activez vos progrès.
|
||||
Make this advancement to find out what it is.=Réalisez ce progrès pour découvrir de quoi il s'agit.
|
||||
Write @1 chat messages.=Écrivez @1 messages de chat.
|
||||
Write something in chat.=Écrivez quelque chose dans le chat.
|
||||
You have disabled your achievements.=Vous avez désactivé vos succès.
|
||||
You have enabled your achievements.=Vous avez activé vos succès.
|
||||
You have disabled your advancements.=Vous avez désactivé vos progrès.
|
||||
You have enabled your advancements.=Vous avez activé vos progrès.
|
||||
You have not gotten any awards.=Vous n'avez reçu aucune récompense.
|
||||
You've disabled awards. Type /awards enable to reenable.=Vous avez désactivé les récompenses. Tapez "/awards enable" pour les réactiver.
|
||||
[c|clear|disable|enable]=[c|clear|disable|enable]
|
||||
|
@ -49,16 +49,16 @@ Place @1 block(s).=Placer @1 bloc(s).
|
|||
Dig @1 block(s).=Creuser @1 bloc(s).
|
||||
Eat @1 item(s).=Manger @1 aliment(s).
|
||||
Craft @1 item(s).=Fabriquer @1 objet(s).
|
||||
Can give achievements to any player=Peut donner des succès à n'importe quel joueur
|
||||
(grant <player> (<achievement> | all)) | list=(grant <player> (<achievement> | all)) | list
|
||||
Give achievement to player or list all achievements=Donner un succès à un joueur ou répertorier tous les succès
|
||||
Can give advancements to any player=Peut donner des progrès à n'importe quel joueur
|
||||
(grant <player> (<advancement> | all)) | list=(grant <player> (<advancement> | all)) | list
|
||||
Give advancement to player or list all advancements=Donner un progrès à un joueur ou répertorier tous les progrès
|
||||
@1 (@2)=@1 (@2)
|
||||
Invalid syntax.=Syntaxe invalide.
|
||||
Invalid action.=Action invalide.
|
||||
Player is not online.=Le joueur n'est pas en ligne.
|
||||
Done.=Terminé.
|
||||
Achievement “@1” does not exist.=Le succès «@1» n'existe pas.
|
||||
@1 has made the achievement @2=@1 a obtenu le succès
|
||||
Advancement “@1” does not exist.=Le progrès «@1» n'existe pas.
|
||||
@1 has made the advancement @2=@1 a obtenu le progrès @2
|
||||
Mine a block: @1=Miner un bloc : @1
|
||||
Mine blocks: @1×@2=Miner des blocs : @1×@2
|
||||
Awards are disabled, enable them first by using /awards enable!=Les succès sont désactivés, 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 !
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
# textdomain: hudbars
|
||||
Health=Santé
|
||||
Breath=Breath
|
||||
Breath=Respiration
|
||||
|
||||
# Default format string for progress bar-style HUD bars, e.g. “Health 5/20”
|
||||
@1: @2/@3=@1: @2/@3
|
||||
@1: @2/@3=@1 : @2/@3
|
||||
|
|
|
@ -198,7 +198,7 @@ awards.register_achievement("mcl:skysTheLimit", {
|
|||
-- Smelting achivements: These are awarded when picking up an item from a furnace
|
||||
-- output. They are given in mcl_furnaces.
|
||||
awards.register_achievement("mcl:acquireIron", {
|
||||
title = S("Aquire Hardware"),
|
||||
title = S("Acquire Hardware"),
|
||||
description = S("Take an iron ingot from a furnace's output slot.\nHint: To smelt an iron ingot, put a fuel (like coal) and iron ore into a furnace."),
|
||||
icon = "default_steel_ingot.png",
|
||||
type = "Advancement",
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
# textdomain:mcl_achievements
|
||||
Aquire Hardware=Schmied
|
||||
Acquire Hardware=Schmied
|
||||
Bake Bread=Brot backen
|
||||
Benchmarking=Tischler
|
||||
Cow Tipper=Kuhschubser
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
# textdomain:mcl_achievements
|
||||
Aquire Hardware=Obteniendo un lingote
|
||||
Acquire Hardware=Obteniendo un lingote
|
||||
Bake Bread=Horneando pan
|
||||
Benchmarking=Crea tu mesa de trabajo
|
||||
Cow Tipper=Consiguiendo cuero
|
||||
|
@ -47,3 +47,68 @@ Use a crafting table to craft a wooden hoe from wooden planks and sticks.=Usa un
|
|||
Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Usa una mesa de trabajo para hacer un pico de madera con tablas de madera procesada y palos de madera.
|
||||
Use obsidian and a fire starter to construct a Nether portal.=Usa obsidiana y un iniciador de fuego para construir un portal abisal.
|
||||
Use wheat to craft a bread.=Usa trigo para elaborar pan.
|
||||
Who is Cutting Onions?=¿Quién esta cortando cebollas?
|
||||
Pick up a crying obsidian from the floor.=Recoge una obsidiana llorosa del suelo
|
||||
Hidden in the Depths=Oculto en las profundidades
|
||||
Pick up an Ancient Debris from the floor.=Recoge un Escombro Ancestral del suelo
|
||||
The Nether=El Nether
|
||||
Bring summer clothes.@nHint: Enter the Nether.=Tráete ropa de verano.@nSugerencia: Entra al Nether
|
||||
Isn't It Iron Pick=¿No es hierrónico?
|
||||
Craft a iron pickaxe using sticks and iron.=Crea un pico de hierro usando palos y hierro.
|
||||
Postmortal=Post mortem
|
||||
Use a Totem of Undying to cheat death.=Usa un tótem de inmortalidad para engañar a la muerte
|
||||
Sweet Dreams=Dulces sueños
|
||||
Sleep in a bed to change your respawn point.=Duerme en una cama para cambiar tu punto de reaparición.
|
||||
Not Quite "Nine" Lives=No "siete" vidas exactamente
|
||||
Charge a Respawn Anchor to the maximum.=Carga un nexo de reaparición al máximo.
|
||||
What A Deal!=¡Qué buen trato!
|
||||
Successfully trade with a Villager.=Comercia con un aldeano.
|
||||
Withering Heights=Dr. Witherstein
|
||||
Summon the wither from the dead.=Invoca al wither desde los muertos.
|
||||
The Cutest Predator=El depredador más lindo
|
||||
Catch an Axolotl with a bucket!=Atrapa a un ajolote en un cubo
|
||||
Fishy Business=Un asuno escamoso
|
||||
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=Atrapa un pez.@nSugerencia: Atrapa un pez, salmón, pez payaso, o pez globo.
|
||||
Country Lode, Take Me Home=Magnetita llévame a casita
|
||||
Use a compass on a Lodestone.=Usa una brújula sobre una magnetita
|
||||
Serious Dedication=Dedicación seria
|
||||
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=Usa un lingote de netherita para mejorar una azada, y luego revalúa lo que estás haciendo con tu vida.
|
||||
Local Brewery=Destilería local
|
||||
Brew a Potion.@nHint: Take a potion or glass bottle out of the brewing stand.=Prepara una poción.@nSugerencia: Saca una poción o botella de vidrio de la destiladora
|
||||
Enchanter=Aprendiz de mago
|
||||
Enchant an item using an Enchantment Table.=Encanta un objeto usando la mesa de encantamientos
|
||||
Bring Home the Beacon=Hágase la luz
|
||||
Use a beacon.=Usa un faro.
|
||||
Beaconator=Faroneitor
|
||||
Use a fully powered beacon.=Utiliza un faro a máxima potencia.
|
||||
The Next Generation=La nueva generación
|
||||
Hold the Dragon Egg.@nHint: Pick up the egg from the ground and have it in your inventory.=Consigue el huevo de dragón.@nSugerencia: Recoge el huevo del suelo, y colócalo en tu inventario.
|
||||
The End... Again...=El fin... de nuevo...
|
||||
Respawn the Ender Dragon.=Vuelve a invocar al Enderdragón.
|
||||
Sky's the Limit=El cielo es el límite
|
||||
Find the elytra and prepare to fly above and beyond!=¿Encuentra los élitros y prepárate para volar al infinito y más allá!
|
||||
Free the End=Libera el End
|
||||
Kill the ender dragon. Good Luck!=Mata al Enderdragón. Buena suerte!
|
||||
Bee Our Guest=Abelante, esta es tu casa
|
||||
Use a campfire to collect a bottle of honey from a beehive without aggrivating the bees inside.=Usa una fogata y una botella para obtener miel de una colmena sin enojar a las abejas.
|
||||
Total Beelocation=Abejémonos de aquí
|
||||
Move a bee nest, with 3 bees inside, using a silk touch enchanted tool.=Mueve una colmena que tenga 3 abejas usando una herramienta con toque de seda.
|
||||
Wax On=Encerando ando
|
||||
Apply honeycomb to a copper block to protect it from the elements.=Encera un bloque de cobre con un panal de abejas para protegerlo de los elementos.
|
||||
Wax Off=Pulir cera
|
||||
Scrape wax off of a copper block.=Quita la cera de un bloque de cobre
|
||||
The End?=¿El End?
|
||||
Or the beginning?@nHint: Enter an end portal.=¿O el principio?@nSugerencia: Entra al portal del End
|
||||
Stone Age=La edad de piedra
|
||||
Mine a stone with new pickaxe.=Mina piedra con tu nuevo pico.
|
||||
Ice Bucket Challenge=Mente fría
|
||||
Obtain an obsidian block.=Consigue un bloque de obsidiana.
|
||||
Hot Stuff=¡La cosa está que arde!
|
||||
Put lava in a bucket.=Pon lava en un cubo.
|
||||
Hero of the Village=Héroe de la aldea
|
||||
Successfully defend a village from a raid=Defiende una aldea de una invasión
|
||||
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...
|
||||
Tactical Fishing=Pesca táctica
|
||||
Catch a fish... without a fishing rod!=Atrapa a un pez... ¡sin una caña de pescar!
|
||||
|
|
|
@ -1,81 +1,113 @@
|
|||
# textdomain:mcl_achievements
|
||||
Aquire Hardware=Acquérir du matériel
|
||||
Acquire Hardware=Acquérir du matériel
|
||||
Bake Bread=Faire du pain
|
||||
Benchmarking=Fabriquer
|
||||
Cow Tipper=Chevaucher une vache
|
||||
Craft a bookshelf.=Fabriquez une Bibliothèque.
|
||||
Craft a bookshelf.=Fabriquez une bibliothèque.
|
||||
Craft a cake using wheat, sugar, milk and an egg.=Fabriquez un gâteau avec du blé, du sucre, du lait et un œuf.
|
||||
Craft a crafting table from 4 wooden planks.=Fabriquez un établi à partir de 4 planches de bois.
|
||||
Craft a stone pickaxe using sticks and cobblestone.=Fabriquez une pioche en pierre à l'aide de bâtons et de pierre.
|
||||
Craft a wooden sword using wooden planks and sticks on a crafting table.=Fabriquez une épée en bois à l'aide de planches et de bâtons en bois sur un établi.
|
||||
DIAMONDS!=DIAMANTS!
|
||||
Delicious Fish=Délicieux Poisson
|
||||
DIAMONDS!=DIAMANTS !
|
||||
Delicious Fish=Délicieux poisson
|
||||
Dispense With This=Dispenser de ça
|
||||
Eat a cooked porkchop.=Mangez du porc cuit.
|
||||
Eat a cooked rabbit.=Mangez du lapin cuit.
|
||||
Get really desperate and eat rotten flesh.=Soyez vraiment désespéré et mangez de la chair pourrie.
|
||||
Getting Wood=Obtenir du bois
|
||||
Getting an Upgrade=Obtenir une augmentaton de niveau
|
||||
Getting an Upgrade=Obtenir une augmentation de niveau
|
||||
Hit a skeleton, wither skeleton or stray by bow and arrow from a distance of at least 20 meters.=Frappez un squelette, wither squelette ou stray à l'arc et à la flèche à une distance d'au moins 20 mètres.
|
||||
Hot Topic=Sujet brûlant
|
||||
Into Fire=Dans le feu
|
||||
We Need to Go Deeper=Aller au fond des choses
|
||||
Iron Belly=Ventre de fer
|
||||
Librarian=Bibliothécaire
|
||||
Mine emerald ore.=Mine de minerai d'émeraude.
|
||||
Mine emerald ore.=Minez du minerai d'émeraude.
|
||||
On A Rail=Sur un rail
|
||||
Pick up a blaze rod from the floor.=Ramassez une tige de feu sur le sol.
|
||||
Pick up a diamond from the floor.=Ramassez un diamant sur le sol.
|
||||
Pick up a wood item from the ground.@nHint: Punch a tree trunk until it pops out as an item.=Ramassez un objet en bois du sol.@nConseil: Frappez un tronc d'arbre jusqu'à ce qu'il ressorte comme un objet.
|
||||
Pick up leather from the floor.@nHint: Cows and some other animals have a chance to drop leather, when killed.=Ramassez le cuir du sol.@nConseil: Les vaches et certains autres animaux ont une chance de laisser tomber le cuir lorsqu'ils sont tués.
|
||||
Pick up a wood item from the ground.@nHint: Punch a tree trunk until it pops out as an item.=Ramassez un objet en bois au sol.@nAstuce : Frappez un tronc d'arbre jusqu'à ce qu'il ressorte comme un objet.
|
||||
Pick up leather from the floor.@nHint: Cows and some other animals have a chance to drop leather, when killed.=Ramassez du cuir au sol.@nAstuce : Les vaches et certains autres animaux ont une chance de laisser tomber le cuir lorsqu'ils sont tués.
|
||||
Place a dispenser.=Placez un distributeur.
|
||||
Place a flower pot.=Placez un pot de fleurs.
|
||||
Pork Chop=Côtelette de porc
|
||||
Pot Planter=Jardinière en pot
|
||||
Rabbit Season=Saison du lapin
|
||||
Sniper Duel=Duel de sniper
|
||||
Take a cooked fish from a furnace.@nHint: Use a fishing rod to catch a fish and cook it in a furnace.=Prenez un poisson cuit d'un four.@nConseil: Utilisez une canne à pêche pour attraper un poisson et faites-le cuire dans un four.
|
||||
Take an iron ingot from a furnace's output slot.@nHint: To smelt an iron ingot, put a fuel (like coal) and iron ore into a furnace.=Prenez un lingot de fer dans la fente de sortie d'un four.@nConseil: Pour faire fondre un lingot de fer, mettez du combustible (comme du charbon) et du minerai de fer dans un four.
|
||||
Take a cooked fish from a furnace.@nHint: Use a fishing rod to catch a fish and cook it in a furnace.=Prenez un poisson cuit d'un four.@nAstuce : Utilisez une canne à pêche pour attraper un poisson et faites-le cuire dans un four.
|
||||
Take an iron ingot from a furnace's output slot.@nHint: To smelt an iron ingot, put a fuel (like coal) and iron ore into a furnace.=Prenez un lingot de fer dans la fente de sortie d'un four.@nAstuce : Pour faire fondre un lingot de fer, mettez du combustible (comme du charbon) et du minerai de fer dans un four.
|
||||
The Haggler=Le marchand
|
||||
The Lie=Le mensonge
|
||||
Time to Farm!=C'est l'heure du fermier!
|
||||
Time to Mine!=C'est l'heure de miner!
|
||||
Time to Strike!=C'est l'heure de combattre!
|
||||
Travel by minecart for at least 1000 meters from your starting point in a single ride.=Voyagez en wagonnet sur au moins 1000 mètres de votre point de départ en une seule fois.
|
||||
Use 8 cobblestones to craft a furnace.=Utilise 8 pierres pour fabriquer un four.
|
||||
Time to Farm!=C'est l'heure de cultiver !
|
||||
Time to Mine!=C'est l'heure de miner !
|
||||
Time to Strike!=C'est l'heure de combattre !
|
||||
Travel by minecart for at least 1000 meters from your starting point in a single ride.=Voyagez en wagonnet à au moins 1000 mètres de votre point de départ en une seule fois.
|
||||
Use 8 cobblestones to craft a furnace.=Utilisez 8 pierres pour fabriquer un four.
|
||||
Use a crafting table to craft a wooden hoe from wooden planks and sticks.=Utilisez un établi pour fabriquer une houe en bois à partir de planches et de bâtons en bois.
|
||||
Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Utilisez un établi pour fabriquer une pioche en bois à partir de planches et de bâtons en bois.
|
||||
Use obsidian and a fire starter to construct a Nether portal.=Utilisez de l'obsidienne et un briquet pour construire un portail du Nether.
|
||||
Use wheat to craft a bread.=Utilisez du blé pour fabriquer un pain.
|
||||
Who is Cutting Onions?=Qui épluche des oignons ?
|
||||
Pick up a crying obsidian from the floor.=Ramasser une obsidienne pleureuse sur le sol.
|
||||
Pick up a crying obsidian from the floor.=Ramassez une obsidienne pleureuse sur le sol.
|
||||
Hidden in the Depths=Caché dans les profondeurs
|
||||
Pick up an Ancient Debris from the floor.=Ramasser un Ancien Débris par terre.
|
||||
Pick up an Ancient Debris from the floor.=Ramassez un Ancien Débris par terre.
|
||||
The Nether=Le Nether
|
||||
Bring summer clothes.@nHint: Enter the Nether.=Apportez des vêtements d'été.@nAstuce : Entrez dans le Nether
|
||||
Isn't It Iron Pick=Bonne Pioche !
|
||||
Craft a iron pickaxe using sticks and iron.=Fabriquer une pioche de fer avec des batons et du fer.
|
||||
Craft a iron pickaxe using sticks and iron.=Fabriquez une pioche de fer avec des bâtons et du fer.
|
||||
Postmortal=Aux frontières de la mort
|
||||
Use a Totem of Undying to cheat death.=Utiliser un Totem d'imortalité pour tromper la mort.
|
||||
Use a Totem of Undying to cheat death.=Utilisez un Totem d’immortalité pour tromper la mort.
|
||||
Sweet Dreams=Bonne nuit les petits
|
||||
Sleep in a bed to change your respawn point.=Dormez dans un lit pour changer votre point de réapparition.
|
||||
Not Quite "Nine" Lives=Presque "neuf" vies
|
||||
Charge a Respawn Anchor to the maximum.=Charger une Ancre de Réapparition au maximum.
|
||||
Charge a Respawn Anchor to the maximum.=Chargez une Ancre de Réapparition au maximum.
|
||||
What A Deal!=Adjugé, Vendu !
|
||||
Successfully trade with a Villager.=Commercez avec succès avec un villageois.
|
||||
Withering Heights=Les Witherables
|
||||
Summon the wither from the dead.=Invoquez le Wither d'entre les morts.
|
||||
The Cutest Predator=Le plus mignon des prédateurs
|
||||
Catch an Axolotl with a bucket!=Attrapez un Axolotl avec un seau !
|
||||
Fishy Business=Merci pour le poisson
|
||||
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=Attrapez un poisson. \nAstuce : attrapez un poisson, saumon, poisson-clown, ou poisson-globe.
|
||||
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=Attrapez un poisson.@nAstuce : attrapez un poisson, saumon, poisson-clown, ou poisson-globe.
|
||||
Country Lode, Take Me Home=Petit Poucet
|
||||
Use a compass on a Lodestone.=utiliser une boussole sur une magnétite.
|
||||
Use a compass on a Lodestone.=Utilisez une boussole sur une magnétite.
|
||||
Serious Dedication=Sérieux dévouement
|
||||
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=Utilisez un lingot de netherite pour améliorez une houe, puis réévaluez complètement vos choix de vie.
|
||||
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=Utilisez un lingot de Netherite pour améliorer une houe, puis réévaluez complètement vos choix de vie.
|
||||
Local Brewery=Apprenti chimiste
|
||||
Brew a Potion.@nHint: Take a potion or glass bottle out of the brewing stand.=Concotez une potion.@nAstuce : Retirez une potion ou bouteille d'eau d'un alambic.
|
||||
Brew a Potion.@nHint: Take a potion or glass bottle out of the brewing stand.=Concoctez une potion.@nAstuce : Retirez une potion ou une bouteille d'eau d'un alambic.
|
||||
Enchanter=Enchanté !
|
||||
Enchant an item using an Enchantment Table.=Enchanter un objet avec la table d'enchantement.
|
||||
Enchant an item using an Enchantment Table.=Enchantez un objet avec la table d'enchantement.
|
||||
Bring Home the Beacon=Fais ta balise
|
||||
Use a beacon.=Utilisez une balise.
|
||||
Beaconator=Phare allumé
|
||||
Use a fully powered beacon.=Utilisez une balise à pleine puissance.
|
||||
The Next Generation=La nouvelle génération
|
||||
Hold the Dragon Egg.@nHint: Pick up the egg from the ground and have it in your inventory.=Tenez l'oeuf de dragon.@nAstuce: Ramassez l’œuf sur le sol pour l'avoir dans votre inventaire.
|
||||
The End... Again...=Un air de déjà vu...
|
||||
Respawn the Ender Dragon.=Faites réapparaître l'Ender Dragon.
|
||||
Sky's the Limit=Vers l'infini et au-delà
|
||||
Find the elytra and prepare to fly above and beyond!=Trouvez des élytres et préparez vous à vous envoler !
|
||||
Free the End=Libérez l'End
|
||||
Kill the ender dragon. Good Luck!=Tuez l'Ender Dragon. Bonne chance !
|
||||
Bee Our Guest=J'irai butinez chez vous
|
||||
Use a campfire to collect a bottle of honey from a beehive without aggrivating the bees inside.=Utilisez un feu de camp pour remplir une bouteille de miel sans provoquez les abeilles.
|
||||
Total Beelocation=Dé-miel-nagement
|
||||
Move a bee nest, with 3 bees inside, using a silk touch enchanted tool.=Déplacez une ruche, avec 3 abeilles à l'intérieur en utilisant un outil enchanté avec toucher de soie.
|
||||
Wax On=Lustrer
|
||||
Apply honeycomb to a copper block to protect it from the elements.=Étalez de la cire sur un bloc de cuivre pour le protéger des éléments.
|
||||
Wax Off=Frotter
|
||||
Scrape wax off of a copper block.=Retirer la cire d'un bloc de cuivre.
|
||||
The End?=Fin ?
|
||||
Or the beginning?@nHint: Enter an end portal.=Ou le commencement ?@nAstuce : Entrer dans un portail de l'End.
|
||||
Stone Age=L'âge de pierre
|
||||
Mine a stone with new pickaxe.=Minez de la roche avec votre pioche.
|
||||
Ice Bucket Challenge=Ice Bucket Challenge
|
||||
Obtain an obsidian block.=Obtenez un bloc d'obsidienne.
|
||||
Hot Stuff=Chaud devant !
|
||||
Put lava in a bucket.=Remplir un seau de lave.
|
||||
Hero of the Village=Héros du village
|
||||
Successfully defend a village from a raid=Protégez le village d'un raid
|
||||
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...
|
||||
Tactical Fishing=Pêche tactique
|
||||
Catch a fish... without a fishing rod!=Attrapez un poisson... sans canne à pêche !
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
# textdomain:mcl_achievements
|
||||
Aquire Hardware=金属を入手
|
||||
Acquire Hardware=金属を入手
|
||||
Bake Bread=パンを焼く
|
||||
Benchmarking=土台作り
|
||||
Cow Tipper=牛転がし
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
# textdomain:mcl_achievements
|
||||
Aquire Hardware=Zdobądź narzędzie
|
||||
Acquire Hardware=Zdobądź narzędzie
|
||||
Bake Bread=Upiecz chleb
|
||||
Benchmarking=Rzemieślnictwo
|
||||
Cow Tipper=Raz krowie śmierć
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
# textdomain:mcl_achievements
|
||||
Aquire Hardware=Куй Железо
|
||||
Acquire Hardware=Куй Железо
|
||||
Bake Bread=Хлеб всему голова
|
||||
Benchmarking=Верстак
|
||||
Cow Tipper=Кожа да кости
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
# textdomain:mcl_achievements
|
||||
Aquire Hardware=
|
||||
Acquire Hardware=
|
||||
Bake Bread=
|
||||
Benchmarking=
|
||||
Cow Tipper=
|
||||
|
@ -66,7 +66,7 @@ Successfully trade with a Villager.=
|
|||
Withering Heights=
|
||||
Summon the wither from the dead.=
|
||||
The Cutest Predator=
|
||||
Catch an Axolotl with a bucket!
|
||||
Catch an Axolotl with a bucket!=
|
||||
Fishy Business=
|
||||
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=
|
||||
Country Lode, Take Me Home=
|
||||
|
@ -85,7 +85,7 @@ The Next Generation=
|
|||
Hold the Dragon Egg.@nHint: Pick up the egg from the ground and have it in your inventory.=
|
||||
The End... Again...=
|
||||
Respawn the Ender Dragon.=
|
||||
Sky's The Limit=
|
||||
Sky's the Limit=
|
||||
Find the elytra and prepare to fly above and beyond!=
|
||||
Free the End=
|
||||
Kill the ender dragon. Good Luck!=
|
||||
|
@ -97,3 +97,17 @@ Wax On=
|
|||
Apply honeycomb to a copper block to protect it from the elements.=
|
||||
Wax Off=
|
||||
Scrape wax off of a copper block.=
|
||||
The End?=
|
||||
Or the beginning?@nHint: Enter an end portal.=
|
||||
Stone Age=
|
||||
Mine a stone with new pickaxe.=
|
||||
Ice Bucket Challenge=
|
||||
Obtain an obsidian block.=
|
||||
Hot Stuff=
|
||||
Put lava in a bucket.=
|
||||
Hero of the Village=
|
||||
Successfully defend a village from a raid=
|
||||
Voluntary Exile=
|
||||
Kill a raid captain. Maybe consider staying away from the local villages for the time being...=
|
||||
Tactical Fishing=
|
||||
Catch a fish... without a fishing rod!=
|
||||
|
|
|
@ -37,7 +37,8 @@ return {
|
|||
"MrRar",
|
||||
"talamh",
|
||||
"Faerraven / Michieal",
|
||||
"FossFanatic",
|
||||
"FossFanatic ",
|
||||
"SmokeyDope",
|
||||
}},
|
||||
{S("Contributors"), 0x52FF00, {
|
||||
"Laurent Rocher",
|
||||
|
@ -82,15 +83,12 @@ return {
|
|||
"aldum",
|
||||
"Dieter44",
|
||||
"Pepebotella",
|
||||
"MrRar",
|
||||
"Lazerbeak12345",
|
||||
"mrminer",
|
||||
"Thunder1035",
|
||||
"opfromthestart",
|
||||
"snowyu",
|
||||
"FaceDeer",
|
||||
"Faerraven / Michieal",
|
||||
"FossFanatic",
|
||||
"Herbert West",
|
||||
"GuyLiner",
|
||||
"3raven",
|
||||
|
@ -100,6 +98,10 @@ return {
|
|||
"Gregor Parzefall",
|
||||
"Wbjitscool",
|
||||
"b3nderman",
|
||||
"CyberMango",
|
||||
"gldrk",
|
||||
"atomdmac",
|
||||
"emptyshore",
|
||||
}},
|
||||
{S("MineClone5"), 0xA60014, {
|
||||
"kay27",
|
||||
|
@ -173,6 +175,7 @@ return {
|
|||
"cora",
|
||||
"Faerraven / Michieal",
|
||||
"Nicu",
|
||||
"Exhale",
|
||||
}},
|
||||
{S("Translations"), 0x00FF60, {
|
||||
"Wuzzy",
|
||||
|
@ -187,6 +190,8 @@ return {
|
|||
"snowyu",
|
||||
"3raven",
|
||||
"SakuraRiu",
|
||||
"anarquimico",
|
||||
"syl",
|
||||
}},
|
||||
{S("Funders"), 0xF7FF00, {
|
||||
"40W",
|
||||
|
@ -199,6 +204,9 @@ return {
|
|||
"wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.",
|
||||
"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",
|
||||
"Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/",
|
||||
"Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/",
|
||||
"Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)",
|
||||
"Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)",
|
||||
"Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)",
|
||||
}},
|
||||
}
|
||||
|
|
|
@ -132,7 +132,7 @@ mcl_death_messages = {
|
|||
thorns = {
|
||||
_translator = S,
|
||||
killer = "@1 was killed trying to hurt @2",
|
||||
item = "@1 was killed by @3 trying to hurt @2", -- yes, the order is intentional: @1 @3 @2
|
||||
item = "@1 tried to hurt @2 and died by @3",
|
||||
},
|
||||
explosion = {
|
||||
_translator = S,
|
||||
|
@ -149,7 +149,7 @@ mcl_death_messages = {
|
|||
fireworks = {
|
||||
_translator = S,
|
||||
plain = "@1 went off with a bang",
|
||||
item = "@1 went off with a bang due to a firework fired from @3 by @2", -- order is intentional
|
||||
item = "@1 went off with a bang due to a firework fired by @2 from @3",
|
||||
},
|
||||
sweet_berry = {
|
||||
_translator = S,
|
||||
|
|
|
@ -48,11 +48,11 @@
|
|||
@1 was fireballed by @2=@1 wurde von @2 gefeuerballt
|
||||
@1 was fireballed by @2 using @3=@1 wurde von @2 mit @3 gefeuerballt
|
||||
@1 was killed trying to hurt @2=@1 ist bei dem Versuch, @2 zu verletzten gestorben
|
||||
@1 was killed by @3 trying to hurt @2=@1 ist bei dem Versuch, @2 zu verletzten, von @3 getötet worden
|
||||
@1 tried to hurt @2 and died by @3=@1 versuchte @2 zu verletzen und starb von @3
|
||||
@1 blew up=@1 ist gesprengt worden
|
||||
@1 was blown up by @2=@1 wurde von @2 gesprengt
|
||||
@1 was blown up by @2 using @3=@1 wurde von @2 mit @3 gesprengt
|
||||
@1 was squished too much=@1 war zu gequetscht
|
||||
@1 was squashed by @2=@1 wurde von @2 erquetscht
|
||||
@1 went off with a bang=@1 ging mit einem Knall ab
|
||||
@1 went off with a bang due to a firework fired from @3 by @2=@1 ging mit einem Knall wegen eines Feuerwerks, das mit @3 von @2 gefeuert wurde, ab
|
||||
@1 went off with a bang due to a firework fired by @2 from @3=@1 ging mit einem Knall los aufgrund eines Feuerwerks, das von @2 von @3 abgefeuert wurde
|
||||
|
|
|
@ -20,6 +20,9 @@ A ghast scared @1 to death.=Se ha asustado @1 hasta morir.
|
|||
@1 took fatal fall damage.=@1 se hizo daño crítico por una caída.
|
||||
@1 fell victim to gravity.=@1 cayó víctima de la gravedad.
|
||||
@1 died.=@1 murió.
|
||||
@1 was slain by @2.=
|
||||
@1 tried to hurt @2 and died by @3=@1 trató de lastimar a @2 y murió por @3
|
||||
@1 went off with a bang due to a firework fired by @2 from @3=@1 se disparó con fuerza debido a un fuego artificial disparado por @2 desde @3
|
||||
@1 was killed by a zombie.=@1 fue asesinado por un zombie.
|
||||
@1 was killed by a baby zombie.=@1 fue asesinado por un bebé zombie.
|
||||
@1 was killed by a blaze.=@1 fue asesinado por una llamarada.
|
||||
|
@ -53,6 +56,5 @@ A ghast scared @1 to death.=Se ha asustado @1 hasta morir.
|
|||
@1 was killed by a zombie villager.=@1 fue asesinado por un aldeano zombie.
|
||||
@1 was killed by a husk.=@1 fue asesinado por un husk.
|
||||
@1 was killed by a baby husk.=@1 fue asesinado por un bebé husk.
|
||||
@1 was killed by a zombie pigman.=@1 fue asesinado por un cerdo zombie.
|
||||
@1 was killed by a baby zombie pigman.=@1 fue asesinado por un bebé cerdo zombie.
|
||||
@1 was slain by @2.=
|
||||
@1 was killed by a zombie piglin.=@1 fue asesinado por un cerdo zombie.
|
||||
@1 was killed by a baby zombie piglin.=@1 fue asesinado por un bebé cerdo zombie.
|
|
@ -6,7 +6,7 @@
|
|||
@1 burned to death=@1 est mort(e) brûlé vif(ve)
|
||||
@1 was burnt to a crisp whilst fighting @2=@1 a été grillé comme une saucisse en combattant @2
|
||||
@1 tried to swim in lava=@1 a essayé de nager dans la lave
|
||||
@1 tried to swim in lava to escape @2=1 a essayé de nager dans la lave pour échapper à @2
|
||||
@1 tried to swim in lava to escape @2=@1 a essayé de nager dans la lave pour échapper à @2
|
||||
@1 discovered the floor was lava=@1 a découvert que le sol était en lave
|
||||
@1 walked into danger zone due to @2=@1 a marché dans une zone de danger à cause de @2
|
||||
@1 suffocated in a wall=@1 a étouffé dans un mur
|
||||
|
@ -45,11 +45,11 @@
|
|||
@1 was fireballed by @2=@1 a reçu une balle de feu lancée par @2
|
||||
@1 was fireballed by @2 using @3=@1 a reçu une balle de feu lancée par @2 en utilisant @3
|
||||
@1 was killed trying to hurt @2=@1 a été tué(e) en essayant de blesser @2
|
||||
@1 was killed by @3 trying to hurt @2=@1 a été tué(e) par @3 en essayant de blesser @2
|
||||
@1 tried to hurt @2 and died by @3=@1 a essayé de blesser @2 et est mort par @3
|
||||
@1 blew up=@1 a explosé
|
||||
@1 was blown up by @2=@2 a fait exploser @1
|
||||
@1 was blown up by @2 using @3=@2 a fait exploser @1 en utilisant @3
|
||||
@1 was squished too much=@1 a été pressé(e) un peu trop
|
||||
@1 was squashed by @2=@1 a été écrasé(e) par @2
|
||||
@1 went off with a bang=@1 est parti(e) avec un bang
|
||||
@1 went off with a bang due to a firework fired from @3 by @2=@1 est parti(e) avec un bang dû à un feu d'artifice tiré depuis @3 par @2
|
||||
@1 went off with a bang due to a firework fired by @2 from @3=@1 a explosé à cause d'un feu d'artifice tiré par @2 depuis @3
|
||||
|
|
|
@ -45,11 +45,11 @@
|
|||
@1 was fireballed by @2=@1は@2によって火だるまにされた
|
||||
@1 was fireballed by @2 using @3=@1は@2の使った@3によって火だるまにされた
|
||||
@1 was killed trying to hurt @2=@1は@2を傷めつけようとして殺された
|
||||
@1 was killed by @3 trying to hurt @2=@1は@2を傷めつけようとした@3に殺された
|
||||
@1 tried to hurt @2 and died by @3=@1は@2を傷めつけようとした@3に殺された
|
||||
@1 blew up=@1は消し飛んだ
|
||||
@1 was blown up by @2=@1は@2によって爆破された
|
||||
@1 was blown up by @2 using @3=@1は@2の使った@3によって爆破された
|
||||
@1 was squished too much=@1はペラッペラになった
|
||||
@1 was squashed by @2=@1は@2に潰された
|
||||
@1 went off with a bang=@1は爆散した
|
||||
@1 went off with a bang due to a firework fired from @3 by @2=@1は@2が@3から発射した花火により爆散した
|
||||
@1 went off with a bang due to a firework fired by @2 from @3=@1は@2が@3から発射した花火により爆散した
|
||||
|
|
|
@ -48,12 +48,12 @@
|
|||
@1 was fireballed by @2=@1 została zabita kulą ognia przez @2
|
||||
@1 was fireballed by @2 using @3=@1 została zabita kulą ognia przez @2 przy użyciu @3
|
||||
@1 was killed trying to hurt @2=@1 została zabita gdy próbowała skrzywdzić @2
|
||||
@1 was killed by @3 trying to hurt @2=@1 została zabita przez @3 gdy próbowała skrzywdzić @2
|
||||
@1 tried to hurt @2 and died by @3=@1 próbował skrzywdzić @2 i zginął przed @3
|
||||
@1 blew up=@1 wybuchła
|
||||
@1 was blown up by @2=@1 została wysadzona przez @2
|
||||
@1 was blown up by @2 using @3=@1 została wysadzona przez @2 przy użyciu @3
|
||||
@1 was squished too much=@1 została zbyt mocno ściśnięta
|
||||
@1 was squashed by @2=@1 została ściśnięta przez @2
|
||||
@1 went off with a bang=@1 odeszła z hukiem
|
||||
@1 went off with a bang due to a firework fired from @3 by @2=@1 odeszła z hukiem przez fajerwerki wystrzelone z @3 przez @2
|
||||
@1 went off with a bang due to a firework fired by @2 from @3=@1 wybuchł z hukiem z powodu fajerwerków wystrzelonych przez @2 z @3
|
||||
|
||||
|
|
|
@ -21,6 +21,9 @@ A ghast scared @1 to death.=Гаст напугал @1 до смерти.
|
|||
@1 took fatal fall damage.=@1 получил(а) смертельный урон от падения.
|
||||
@1 fell victim to gravity.=@1 стал(а) жертвой гравитации.
|
||||
@1 died.=@1 умер(ла).
|
||||
@1 was slain by @2.=
|
||||
@1 tried to hurt @2 and died by @3=@1 пытался навредить @2 и умер от @3
|
||||
@1 went off with a bang due to a firework fired by @2 from @3=@1 взорвался из-за фейерверка, запущенного @2 из @3
|
||||
@1 was killed by a zombie.=@1 был(а) убит(а) зомби.
|
||||
@1 was killed by a baby zombie.=@1 был(а) убит(а) малышом-зомби.
|
||||
@1 was killed by a blaze.=@1 был(а) убит(а) ифритом.
|
||||
|
@ -54,6 +57,5 @@ A ghast scared @1 to death.=Гаст напугал @1 до смерти.
|
|||
@1 was killed by a zombie villager.=@1 был(а) убит(а) зомби-жителем.
|
||||
@1 was killed by a husk.=@1 был(а) убит(а) кадавром.
|
||||
@1 was killed by a baby husk.=@1 был(а) убит(а) машылом-кадавром.
|
||||
@1 was killed by a zombie pigman.=@1 был(а) убит(а) зомби-свиночеловеком.
|
||||
@1 was killed by a baby zombie pigman.=@1 был(а) убит(а) малышом-зомби-свиночеловеком.
|
||||
@1 was slain by @2.=
|
||||
@1 was killed by a zombie piglin.=@1 был(а) убит(а) зомби-свиночеловеком.
|
||||
@1 was killed by a baby zombie piglin.=@1 был(а) убит(а) малышом-зомби-свиночеловеком.
|
||||
|
|
|
@ -45,11 +45,11 @@
|
|||
@1 was fireballed by @2=
|
||||
@1 was fireballed by @2 using @3=
|
||||
@1 was killed trying to hurt @2=
|
||||
@1 was killed by @3 trying to hurt @2=
|
||||
@1 tried to hurt @2 and died by @3=
|
||||
@1 blew up=
|
||||
@1 was blown up by @2=
|
||||
@1 was blown up by @2 using @3=
|
||||
@1 was squished too much=
|
||||
@1 was squashed by @2=
|
||||
@1 went off with a bang=
|
||||
@1 went off with a bang due to a firework fired from @3 by @2=
|
||||
@1 went off with a bang due to a firework fired by @2 from @3=
|
||||
|
|
|
@ -50,7 +50,7 @@ local function throw_xp_bottle(pos, dir, velocity)
|
|||
end
|
||||
|
||||
minetest.register_craftitem("mcl_experience:bottle", {
|
||||
description = "Bottle o' Enchanting",
|
||||
description = S("Bottle o' Enchanting"),
|
||||
inventory_image = "mcl_experience_bottle.png",
|
||||
wield_image = "mcl_experience_bottle.png",
|
||||
stack_max = 64,
|
||||
|
|
|
@ -5,3 +5,4 @@ Error: Too many parameters!=Erreur: Trop de paramètres!
|
|||
Error: Incorrect value of XP=Erreur: Valeur incorrecte de XP
|
||||
Error: Player not found=Erreur: Joueur introuvable
|
||||
Added @1 XP to @2, total: @3, experience level: @4=Ajout de @1 XP à @2, total: @3, niveau d'expérience: @4
|
||||
Bottle o' Enchanting=Fiole d'expérience
|
||||
|
|
|
@ -5,3 +5,4 @@ Error: Too many parameters!=
|
|||
Error: Incorrect value of XP=
|
||||
Error: Player not found=
|
||||
Added @1 XP to @2, total: @3, experience level: @4=
|
||||
Bottle o' Enchanting=
|
||||
|
|
|
@ -2,9 +2,9 @@
|
|||
Recipe book=Livre de recettes
|
||||
Help=Aide
|
||||
Select player skin=Sélectionnez l'apparence du joueur
|
||||
Achievements=Accomplissements
|
||||
Building Blocks=Blocs de Construction
|
||||
Decoration Blocks=Blocs de Décoration
|
||||
Advancements=Progrès
|
||||
Building Blocks=Blocs de construction
|
||||
Decoration Blocks=Blocs de décoration
|
||||
Redstone=Redstone
|
||||
Transportation=Transport
|
||||
Brewing=Potion
|
||||
|
@ -19,3 +19,4 @@ Survival Inventory=Inventaire de survie
|
|||
Crafting=Artisanat
|
||||
Inventory=Inventaire
|
||||
@1/@2=@1/@2
|
||||
Switch stack size=Changer la quantité maximale par pile
|
||||
|
|
|
@ -19,3 +19,4 @@ Survival Inventory=
|
|||
Crafting=
|
||||
Inventory=
|
||||
@1/@2=
|
||||
Switch stack size=
|
||||
|
|
|
@ -0,0 +1,2 @@
|
|||
# textdomain: mcl_ver_info
|
||||
Sorry, but your version of Minetest doesn't support the latest API. Please upgrade your minetest.=Désolé, mais votre version de Minetest ne supporte la dernière API. Veuillez mettre à jour minetest.
|
|
@ -1,5 +1,5 @@
|
|||
# textdomain: mcl_dispensers
|
||||
Dispenser=Dispenser
|
||||
Dispenser=Distributeur
|
||||
A dispenser is a block which acts as a redstone component which, when powered with redstone power, dispenses an item. It has a container with 9 inventory slots.=Un distributeur est un bloc qui agit comme un composant redstone qui, lorsqu'il est alimenté avec une puissance redstone, distribue un article. Il a un conteneur avec 9 emplacements d'inventaire.
|
||||
Place the dispenser in one of 6 possible directions. The “hole” is where items will fly out of the dispenser. Use the dispenser to access its inventory. Insert the items you wish to dispense. Supply the dispenser with redstone energy once to dispense a random item.=Placez le distributeur dans l'une des 6 directions possibles. Le "trou" est l'endroit où les articles sortiront du distributeur. Utilisez le distributeur pour accéder à son inventaire. Insérez les articles que vous souhaitez distribuer. Fournissez au distributeur de l'énergie de redstone une fois pour distribuer un objet aléatoire.
|
||||
The dispenser will do different things, depending on the dispensed item:=Le distributeur fera différentes choses, selon l'article distribué:
|
||||
|
|
|
@ -99,6 +99,7 @@ local dropperdef = {
|
|||
mesecons = {effector = {
|
||||
-- Drop random item when triggered
|
||||
action_on = function(pos, node)
|
||||
if not pos then return end
|
||||
local meta = minetest.get_meta(pos)
|
||||
local inv = meta:get_inventory()
|
||||
local droppos
|
||||
|
|
|
@ -89,6 +89,8 @@ minetest.register_globalstep(function (dtime)
|
|||
end)
|
||||
|
||||
function mesecon.queue:execute(action)
|
||||
if not action.pos then return end
|
||||
|
||||
-- ignore if action queue function name doesn't exist,
|
||||
-- (e.g. in case the action queue savegame was written by an old mesecons version)
|
||||
if mesecon.queue.funcs[action.func] then
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue