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mobsarmorf
Author | SHA1 | Date |
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a379768ba4 |
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@ -174,7 +174,6 @@
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* cora
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* Faerraven / Michieal
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* Nicu
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* Exhale
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## Translations
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* Wuzzy
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@ -352,23 +352,6 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
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end
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end
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end
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-- Punch End Crystals to make them explode
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if ent and ent.name == "mcl_end:crystal" then
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if direct then
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local puncher = direct:get_luaentity()
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if puncher and puncher.name == "mcl_end:crystal" then
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ent.object:punch(direct, 1.0, { -- End Crystal nearby, trigger it.
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 1},
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}, nil, nil)
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else
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ent.object:remove() -- Direct Exists, but it is not an end crystal, remove crystal.
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end
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else
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ent.object:remove() -- Node exploded the end crystal, remove it.
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end
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end
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end
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local airs, fires = {}, {}
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@ -1,2 +0,0 @@
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# textdomain:mcl_explosions
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@1 was caught in an explosion.=@1 est mort dans une explosion
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@ -1,2 +0,0 @@
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# textdomain:mcl_explosions
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@1 was caught in an explosion.=
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@ -34,10 +34,8 @@ function mcl_util.mcl_log(message, module, bypass_default_logger)
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end
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end
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local player_timers = {}
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-- This is a dtime timer than can be used in on_step functions so it works every x seconds
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-- self - Object you want to store timer data on. E.g. mob or a minecart, or player_name
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-- self - Object you want to store timer data on. E.g. mob or a minecart
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-- dtime - The time since last run of on_step, should be passed in to function
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-- timer_name - This is the name of the timer and also the key to store the data. No spaces + lowercase.
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-- threshold - The time before it returns successful. 0.2 if you want to run it 5 times a second.
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@ -45,14 +43,6 @@ function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold)
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if not self or not threshold or not dtime then return end
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if not timer_name or timer_name == "" then return end
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if type(self) == "string" then
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local player_name = self
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if not player_timers[player_name] then
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player_timers[player_name] = {}
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end
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self = player_timers[player_name]
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end
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if not self._timers then
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self._timers = {}
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end
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@ -8,6 +8,3 @@ Jungle Boat=Barca de la selva
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Oak Boat=Barca de roble
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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.
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Spruce Boat=Barca de abeto
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Water vehicle=Vehículo acuático
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Sneak to dismount=Agáchate para bajar
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Obsidian Boat=Barca de obsidiana
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@ -11,11 +11,3 @@ Spruce Boat=Bateau en sapin
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Water vehicle=Véhicule aquatique
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Sneak to dismount=Se baisser pour descendre
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Obsidian Boat=Bateau en obsidienne
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Mangrove Boat=Bateau en palétuvier
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Oak Chest Boat=Bateau en chêne avec coffre
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Spruce Chest Boat=Bateau en sapin avec coffre
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Birch Chest Boat=Bateau en bouleau avec coffre
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Jungle Chest Boat=Bateau en acajou avec coffre
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Acacia Chest Boat=Bateau en acacia avec coffre
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Dark Oak Chest Boat=Bateau en chêne noir avec coffre
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Mangrove Chest Boat=Bateau en palétuvier avec coffre
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@ -10,12 +10,4 @@ Rightclick on a water source to place the boat. Rightclick the boat to enter it.
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Spruce Boat=
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Water vehicle=
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Sneak to dismount=
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Obsidian Boat=
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Mangrove Boat=
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Oak Chest Boat=
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Spruce Chest Boat=
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Birch Chest Boat=
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Jungle Chest Boat=
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Acacia Chest Boat=
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Dark Oak Chest Boat=
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Mangrove Chest Boat=
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Obsidian Boat=
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@ -5,12 +5,7 @@ function mcl_burning.get_storage(obj)
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end
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function mcl_burning.is_burning(obj)
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local storage = mcl_burning.get_storage(obj)
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if storage then
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return mcl_burning.get_storage(obj).burn_time
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else
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return false
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end
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return mcl_burning.get_storage(obj).burn_time
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end
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function mcl_burning.is_affected_by_rain(obj)
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@ -1,3 +0,0 @@
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# textdomain: mcl_falling_nodes
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@1 was smashed by a falling anvil.=@1 a été écrasé par une enclume
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@1 was smashed by a falling block.=@1 a été écrasé par un bloc
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@ -1,3 +0,0 @@
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# textdomain: mcl_falling_nodes
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@1 was smashed by a falling anvil.=
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@1 was smashed by a falling block.=
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@ -621,17 +621,13 @@ minetest.register_entity(":__builtin:item", {
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if speed ~= nil then self.random_velocity = speed end
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local vel = self.object:get_velocity()
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-- There is perhaps a cleverer way of making this physical so it bounces off the wall like swords.
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local max_vel = 6.5 -- Faster than this and it throws it into the wall / floor and turns black because of clipping.
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if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
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local v = self.random_velocity
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local x = math.random(5, max_vel) / 10 * v
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local x = math.random(5, 10) / 10 * v
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if math.random(0, 10) < 5 then x = -x end
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local z = math.random(5, max_vel) / 10 * v
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local z = math.random(5, 10) / 10 * v
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if math.random(0, 10) < 5 then z = -z end
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local y = math.random(1, 2)
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local y = math.random(2, 4)
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self.object:set_velocity(vector.new(x, y, z))
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end
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self.random_velocity = 0
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@ -808,19 +804,11 @@ minetest.register_entity(":__builtin:item", {
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if total_count > max_count then
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return false
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end
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-- Merge the remote stack into this one
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local self_pos = self.object:get_pos()
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local pos = object:get_pos()
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--local y = pos.y + ((total_count - count) / max_count) * 0.15
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local x_diff = (self_pos.x - pos.x) / 2
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local z_diff = (self_pos.z - pos.z) / 2
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local new_pos = vector.offset(pos, x_diff, 0, z_diff)
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new_pos.y = math.max(self_pos.y, pos.y) + 0.1
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self.object:move_to(new_pos)
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-- local pos = object:get_pos()
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-- pos.y = pos.y + ((total_count - count) / max_count) * 0.15
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-- self.object:move_to(pos)
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self.age = 0 -- Handle as new entity
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own_stack:set_count(total_count)
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@ -841,7 +829,6 @@ minetest.register_entity(":__builtin:item", {
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self.object:set_acceleration(vector.zero())
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return
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end
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self.age = self.age + dtime
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if self._collector_timer then
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self._collector_timer = self._collector_timer + dtime
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@ -871,9 +858,6 @@ minetest.register_entity(":__builtin:item", {
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return
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end
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if self.is_clock then
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self.object:set_properties({
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textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) }
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@ -923,13 +907,14 @@ minetest.register_entity(":__builtin:item", {
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local is_on_floor = def and (def.walkable
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and not def.groups.slippery and v.y == 0)
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if not minetest.registered_nodes[nn] or is_floating or is_on_floor then
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if not minetest.registered_nodes[nn]
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or is_floating or is_on_floor then
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local own_stack = ItemStack(self.object:get_luaentity().itemstring)
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-- Merge with close entities of the same item
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for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
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local obj = object:get_luaentity()
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if obj and obj.name == "__builtin:item" and obj.physical_state == false then
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if obj and obj.name == "__builtin:item"
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and obj.physical_state == false then
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if self:try_merge_with(own_stack, object, obj) then
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return
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end
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@ -370,10 +370,13 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
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end
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end
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end
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-- Make room in the minecart after the mob dies
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elseif self._passenger then
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local passenger_pos = self._passenger.object:get_pos()
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if not passenger_pos then
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self._passenger = nil
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if math.random(1,20) == 1 then
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local dead = self._passenger:check_for_death()
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if dead == true then
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self._passenger = nil
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end
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end
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end
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@ -78,10 +78,11 @@ function mob_class:get_staticdata()
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for _,p in pairs(minetest.get_connected_players()) do
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self:remove_particlespawners(p:get_player_name())
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end
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-- remove mob when out of range unless tamed
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if remove_far
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and self:despawn_allowed()
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and self.can_despawn
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and self.remove_ok
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and ((not self.nametag) or (self.nametag == ""))
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and self.lifetimer <= 20 then
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if spawn_logging then
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minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
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@ -90,6 +91,7 @@ function mob_class:get_staticdata()
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return "remove"-- nil
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end
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self.remove_ok = true
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self.attack = nil
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self.following = nil
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self.state = "stand"
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@ -111,21 +113,6 @@ function mob_class:get_staticdata()
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return minetest.serialize(tmp)
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end
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local function valid_texture(self, def_textures)
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if not self.base_texture then
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return false
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end
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if self.texture_selected then
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if #def_textures < self.texture_selected then
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self.texture_selected = nil
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else
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return true
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end
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end
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return false
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end
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function mob_class:mob_activate(staticdata, def, dtime)
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if not self.object:get_pos() or staticdata == "remove" then
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mcl_burning.extinguish(self.object)
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@ -148,20 +135,16 @@ function mob_class:mob_activate(staticdata, def, dtime)
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end
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--If textures in definition change, reload textures
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if not valid_texture(self, def.textures) then
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if not self.base_texture or (def.textures and table.indexof(def.textures, self.base_texture) == -1) then
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-- compatiblity with old simple mobs textures
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if type(def.textures[1]) == "string" then
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def.textures = {def.textures}
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end
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if not self.texture_selected then
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local c = 1
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if #def.textures > c then c = #def.textures end
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self.texture_selected = math.random(c)
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end
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local c = 1
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if #def.textures > c then c = #def.textures end
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self.base_texture = def.textures[self.texture_selected]
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self.base_texture = def.textures[math.random(c)]
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self.base_mesh = def.mesh
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self.base_size = self.visual_size
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self.base_colbox = self.collisionbox
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@ -316,33 +299,46 @@ end
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-- execute current state (stand, walk, run, attacks)
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-- returns true if mob has died
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function mob_class:do_states(dtime, player_in_active_range)
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function mob_class:do_states(dtime)
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--if self.can_open_doors then check_doors(self) end
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-- knockback timer. set in on_punch
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if self.pause_timer > 0 then
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self.pause_timer = self.pause_timer - dtime
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return
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end
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self:env_danger_movement_checks(player_in_active_range)
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if self.state == PATHFINDING then
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if self.state == "stand" then
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self:do_states_stand()
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elseif self.state == PATHFINDING then
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self:check_gowp(dtime)
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elseif self.state == "walk" then
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self:do_states_walk()
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elseif self.state == "runaway" then
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-- runaway when punched
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self:do_states_runaway()
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elseif self.state == "attack" then
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-- attack routines (explode, dogfight, shoot, dogshoot)
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if self:do_states_attack(dtime) then
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return true
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end
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else
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if mcl_util.check_dtime_timer(self, dtime, "onstep_dostates", 1) then
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if self.state == "stand" then
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self:do_states_stand(player_in_active_range)
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elseif self.state == "walk" then
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self:do_states_walk()
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elseif self.state == "runaway" then
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self:do_states_runaway()
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end
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end
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end
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local function update_timers (self, dtime)
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-- knockback timer. set in on_punch
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if self.pause_timer > 0 then
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self.pause_timer = self.pause_timer - dtime
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return true
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end
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-- attack timer. Not anymore, it seems. Used for also occassionally processing mob step too!
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self.timer = self.timer + dtime
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if self.state ~= "attack" and self.state ~= PATHFINDING then
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if self.timer < 1 then
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return true
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end
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self.timer = 0
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end
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-- never go over 100
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if self.timer > 100 then
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self.timer = 1
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end
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end
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|
@ -370,8 +366,6 @@ function mob_class:outside_limits()
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end
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end
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local function on_step_work (self, dtime)
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local pos = self.object:get_pos()
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if not pos then return end
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|
@ -387,22 +381,30 @@ local function on_step_work (self, dtime)
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end
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|
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if self:falling(pos) then return end
|
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if self:step_damage (dtime, pos) then return end
|
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|
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local player_in_active_range = self:player_in_active_range()
|
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|
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self:check_suspend(player_in_active_range)
|
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|
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if not self.fire_resistant then
|
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mcl_burning.tick(self.object, dtime, self)
|
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if not self.object:get_pos() then return end -- mcl_burning.tick may remove object immediately
|
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|
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if self:check_for_death("fire", {type = "fire"}) then
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return true
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end
|
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end
|
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|
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if self:env_damage (dtime, pos) then return end
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|
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if self.state == "die" then return end
|
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-- End: Death/damage processing
|
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|
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local player_in_active_range = self:player_in_active_range()
|
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self:check_suspend(player_in_active_range)
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|
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self:check_water_flow()
|
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self:env_danger_movement_checks (dtime)
|
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|
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if not self._jumping_cliff then
|
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self._can_jump_cliff = self:can_jump_cliff()
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else
|
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self._can_jump_cliff = false
|
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end
|
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|
||||
-- Follow code is heavy and probably shouldn't run when not in range, but we need to extract the cancel follow stuff
|
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self:check_follow()
|
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self:flop()
|
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|
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self:check_smooth_rotation(dtime)
|
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|
@ -412,37 +414,46 @@ local function on_step_work (self, dtime)
|
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|
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self:check_head_swivel(dtime)
|
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|
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if mcl_util.check_dtime_timer(self, dtime, "onstep_engage", 0.2) then
|
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self:check_follow()
|
||||
self:check_runaway_from()
|
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self:monster_attack()
|
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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()
|
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end
|
||||
|
||||
if mcl_util.check_dtime_timer(self, dtime, "onstep_occassional", 1) then
|
||||
self:check_runaway_from()
|
||||
self:monster_attack()
|
||||
self:npc_attack()
|
||||
|
||||
if player_in_active_range then
|
||||
self:check_item_pickup()
|
||||
self:set_armor_texture()
|
||||
self:step_opinion_sound(dtime)
|
||||
end
|
||||
|
||||
self:check_breeding()
|
||||
self:check_herd(dtime)
|
||||
end
|
||||
|
||||
self:check_aggro(dtime)
|
||||
|
||||
self:check_particlespawners(dtime)
|
||||
|
||||
if self.do_custom and self.do_custom(self, dtime) == false then return end
|
||||
|
||||
if self:do_states(dtime, player_in_active_range) 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()
|
||||
|
||||
if player_in_active_range then
|
||||
self:check_item_pickup()
|
||||
self:set_armor_texture()
|
||||
|
||||
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
|
||||
|
||||
self:check_particlespawners(dtime)
|
||||
|
||||
if self:do_states(dtime) then return end
|
||||
end
|
||||
|
||||
if mobs_debug then self:update_tag() end
|
||||
|
||||
|
|
|
@ -262,7 +262,6 @@ 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
|
||||
|
||||
|
|
|
@ -74,7 +74,6 @@ 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
|
||||
|
||||
|
|
|
@ -10,8 +10,6 @@ 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
|
||||
|
@ -400,8 +398,7 @@ function mob_class:monster_attack()
|
|||
end
|
||||
|
||||
-- choose closest player to attack
|
||||
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
|
||||
if dist < min_dist and not attacked_p and self:line_of_sight( sp, p, 2) == true then
|
||||
min_dist = dist
|
||||
min_player = player
|
||||
end
|
||||
|
@ -813,35 +810,12 @@ function mob_class:check_aggro(dtime)
|
|||
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)
|
||||
self.timer = self.timer + dtime
|
||||
if self.timer > 100 then
|
||||
self.timer = 1
|
||||
end
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
|
||||
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()
|
||||
|
@ -849,33 +823,35 @@ 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
|
||||
|
||||
clear_aggro(self)
|
||||
return
|
||||
end
|
||||
self.state = "stand"
|
||||
self:set_velocity( 0)
|
||||
self:set_animation( "stand")
|
||||
|
||||
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
|
||||
self.attack = nil
|
||||
self._aggro = nil
|
||||
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self.path.way = nil
|
||||
|
||||
return
|
||||
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
|
||||
|
@ -883,15 +859,20 @@ 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 target_line_of_sight then
|
||||
if not self.v_start
|
||||
and dist <= self.reach
|
||||
and self:line_of_sight( s, p, 2) 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 target_line_of_sight) then
|
||||
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
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
|
@ -913,20 +894,25 @@ 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
|
||||
|
@ -1040,45 +1026,54 @@ function mob_class:do_states_attack (dtime)
|
|||
|
||||
-- move towards enemy if beyond mob reach
|
||||
if dist > self.reach then
|
||||
|
||||
-- path finding by rnd
|
||||
if enable_pathfinding and self.pathfinding then
|
||||
if self.pathfinding -- only if mob has pathfinding enabled
|
||||
and enable_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)
|
||||
|
||||
local attack_frequency = self.attack_frequency or 1
|
||||
if not self.custom_attack then
|
||||
|
||||
if self.timer > attack_frequency then
|
||||
self.timer = 0
|
||||
if self.timer > 1 then
|
||||
|
||||
if not self.custom_attack then
|
||||
if self.double_melee_attack and math.random(1, 2) == 1 then
|
||||
self:set_animation("punch2")
|
||||
self.timer = 0
|
||||
|
||||
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
|
||||
|
@ -1088,6 +1083,8 @@ 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)
|
||||
|
@ -1100,7 +1097,13 @@ function mob_class:do_states_attack (dtime)
|
|||
damage_groups = {fleshy = self.damage}
|
||||
}, nil)
|
||||
end
|
||||
else
|
||||
end
|
||||
else -- call custom attack every second
|
||||
if self.custom_attack
|
||||
and self.timer > 1 then
|
||||
|
||||
self.timer = 0
|
||||
|
||||
self.custom_attack(self, p)
|
||||
end
|
||||
end
|
||||
|
@ -1126,7 +1129,7 @@ function mob_class:do_states_attack (dtime)
|
|||
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
local stay_away_from_player = vector.zero()
|
||||
local stay_away_from_player = vector.new(0,0,0)
|
||||
|
||||
--strafe back and fourth
|
||||
|
||||
|
@ -1143,13 +1146,7 @@ function mob_class:do_states_attack (dtime)
|
|||
if math.random(40) == 1 then
|
||||
self.strafe_direction = self.strafe_direction*-1
|
||||
end
|
||||
|
||||
local dir = vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction)
|
||||
local dir2 = vector.multiply(dir, 0.3 * self.walk_velocity)
|
||||
|
||||
if dir2 and stay_away_from_player then
|
||||
self.acc = vector.add(dir2, stay_away_from_player)
|
||||
end
|
||||
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)
|
||||
else
|
||||
self:set_velocity( 0)
|
||||
end
|
||||
|
|
|
@ -4,8 +4,6 @@ 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
|
||||
|
||||
|
@ -138,19 +136,6 @@ 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
|
||||
|
@ -269,7 +254,7 @@ function mob_class:set_animation(anim, fixed_frame)
|
|||
|
||||
|
||||
|
||||
if self.fly and self:flight_check() and anim == "walk" then anim = "fly" end
|
||||
if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end
|
||||
|
||||
self._current_animation = self._current_animation or ""
|
||||
|
||||
|
@ -308,7 +293,7 @@ local function dir_to_pitch(dir)
|
|||
return -math.atan2(-dir.y, xz)
|
||||
end
|
||||
|
||||
local function who_are_you_looking_at (self, dtime)
|
||||
local function who_are_you_looking_at (self)
|
||||
local pos = self.object:get_pos()
|
||||
|
||||
local stop_look_at_player_chance = math.random(833/self.curiosity)
|
||||
|
@ -324,12 +309,12 @@ local function who_are_you_looking_at (self, dtime)
|
|||
self._locked_object = nil
|
||||
end
|
||||
elseif not self._locked_object then
|
||||
if mcl_util.check_dtime_timer(self, dtime, "step_look_for_someone", 0.2) then
|
||||
if math.random(1, 30) 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 = 150/self.curiosity
|
||||
local chance = 20/self.curiosity
|
||||
|
||||
if chance < 1 then chance = 1 end
|
||||
local look_at_player_chance = math.random(chance)
|
||||
|
@ -361,9 +346,9 @@ 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, dtime)
|
||||
who_are_you_looking_at (self)
|
||||
|
||||
local final_rotation = vector.zero()
|
||||
local final_rotation = vector.new(0,0,0)
|
||||
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
|
||||
|
@ -375,11 +360,8 @@ 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 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
|
||||
if self.object:get_attach() then
|
||||
self_rot = self.object:get_attach():get_rotation()
|
||||
end
|
||||
|
||||
|
|
|
@ -154,7 +154,6 @@ 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 "",
|
||||
|
@ -557,7 +556,7 @@ 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
|
||||
ent:update_tag()
|
||||
update_tag(ent)
|
||||
end
|
||||
|
||||
-- if not in creative then take item
|
||||
|
|
|
@ -9,5 +9,3 @@ 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
|
||||
|
|
|
@ -4,12 +4,9 @@ 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_snow = "mcl_core:snow"
|
||||
|
||||
|
||||
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
|
||||
|
||||
local atann = math.atan
|
||||
|
@ -205,8 +202,12 @@ function mob_class:can_jump_cliff()
|
|||
end
|
||||
|
||||
-- is mob facing a cliff or danger
|
||||
function mob_class:is_at_cliff_or_danger()
|
||||
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!
|
||||
function mob_class:is_at_cliff_or_danger(can_jump_cliff)
|
||||
if can_jump_cliff == nil then
|
||||
can_jump_cliff = self:can_jump_cliff()
|
||||
end
|
||||
|
||||
if self.fear_height == 0 or can_jump_cliff or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
|
||||
return false
|
||||
end
|
||||
|
||||
|
@ -218,9 +219,8 @@ function mob_class:is_at_cliff_or_danger()
|
|||
local ypos = pos.y + self.collisionbox[2] -- just above floor
|
||||
|
||||
local free_fall, blocker = minetest.line_of_sight(
|
||||
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))
|
||||
|
||||
{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})
|
||||
if free_fall then
|
||||
return true
|
||||
else
|
||||
|
@ -241,16 +241,12 @@ end
|
|||
|
||||
|
||||
-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
|
||||
function mob_class:is_at_water_danger()
|
||||
if self.water_damage == 0 and self.breath_max == -1 then
|
||||
--minetest.log("Do not need a water check for: " .. self.name)
|
||||
return
|
||||
function mob_class:is_at_water_danger(can_jump_cliff)
|
||||
if can_jump_cliff == nil then
|
||||
can_jump_cliff = self:can_jump_cliff()
|
||||
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
|
||||
if not self.object:get_luaentity() or can_jump_cliff or self._jumping_cliff then
|
||||
return false
|
||||
end
|
||||
local yaw = self.object:get_yaw()
|
||||
|
@ -265,57 +261,51 @@ function mob_class:is_at_water_danger()
|
|||
|
||||
local ypos = pos.y + self.collisionbox[2] -- just above floor
|
||||
|
||||
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 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 bnode = minetest.get_node(blocker)
|
||||
local waterdanger = self:is_node_waterhazard(bnode.name)
|
||||
|
||||
if waterdanger and not in_water_danger then
|
||||
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
|
||||
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(player_in_active_range)
|
||||
function mob_class:env_danger_movement_checks(dtime)
|
||||
local yaw = 0
|
||||
|
||||
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)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
--[[if self:is_at_cliff_or_danger(can_jump_cliff) then
|
||||
if self.state ~= "stand" then
|
||||
local can_jump_cliff = self:can_jump_cliff()
|
||||
if self.state ~= "attack" and self:is_at_water_danger(can_jump_cliff) then
|
||||
if math.random(1, 10) <= 6 then
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
end
|
||||
|
||||
if self:is_at_cliff_or_danger(can_jump_cliff) then
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
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)
|
||||
|
@ -386,7 +376,7 @@ 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
|
||||
|
@ -396,7 +386,7 @@ 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
|
||||
|
||||
|
@ -631,7 +621,7 @@ function mob_class:check_runaway_from()
|
|||
end
|
||||
|
||||
|
||||
-- follow player if owner or holding item
|
||||
-- follow player if owner or holding item, if fish outta water then flop
|
||||
function mob_class:check_follow()
|
||||
-- find player to follow
|
||||
if (self.follow ~= "" or self.order == "follow") and not self.following
|
||||
|
@ -732,7 +722,7 @@ function mob_class:flop()
|
|||
return
|
||||
elseif self.state == "flop" then
|
||||
self.state = "stand"
|
||||
self.object:set_acceleration(vector.zero())
|
||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
self:set_velocity(0)
|
||||
end
|
||||
end
|
||||
|
@ -764,7 +754,7 @@ function mob_class:check_herd(dtime)
|
|||
if self.move_in_group == false then return end
|
||||
|
||||
check_herd_timer = check_herd_timer + dtime
|
||||
if check_herd_timer < CHECK_HERD_FREQUENCY then return end
|
||||
if check_herd_timer < 4 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()
|
||||
|
@ -895,7 +885,7 @@ function mob_class:do_states_walk()
|
|||
end
|
||||
end
|
||||
|
||||
function mob_class:do_states_stand(player_in_active_range)
|
||||
function mob_class:do_states_stand()
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
|
||||
if math.random(1, 4) == 1 then
|
||||
|
@ -939,16 +929,14 @@ function mob_class:do_states_stand(player_in_active_range)
|
|||
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
|
||||
|
||||
else
|
||||
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
|
||||
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")
|
||||
end
|
||||
self:set_velocity(self.walk_velocity)
|
||||
self.state = "walk"
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -198,8 +198,6 @@ 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
|
||||
|
@ -209,15 +207,18 @@ 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.zero()
|
||||
return
|
||||
self.acc=vector.new(0,0,0)
|
||||
return
|
||||
end
|
||||
|
||||
local yaw = (self.object:get_yaw() or 0) + self.rotate
|
||||
local vv = self.object:get_velocity()
|
||||
|
||||
if vv and yaw then
|
||||
self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .27, 0, ((math.cos(yaw) * v) + c_y) * .27)
|
||||
if vv then
|
||||
self.acc={
|
||||
x = ((math.sin(yaw) * -v) + c_x)*.27,
|
||||
y = 0,
|
||||
z = ((math.cos(yaw) * v) + c_y)*.27,
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -820,19 +821,11 @@ function mob_class:do_env_damage()
|
|||
return self:check_for_death("unknown", {type = "unknown"})
|
||||
end
|
||||
|
||||
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
|
||||
|
||||
function mob_class:env_damage (dtime, pos)
|
||||
-- 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
|
||||
|
||||
|
@ -911,36 +904,47 @@ 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
|
||||
new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0)
|
||||
self.object:set_acceleration({
|
||||
x = 0,
|
||||
y = DEFAULT_FALL_SPEED,
|
||||
z = 0
|
||||
})
|
||||
|
||||
elseif v.y <= 0 and v.y > self.fall_speed then
|
||||
-- fall downwards at set speed
|
||||
new_acceleration = vector.new(0, self.fall_speed, 0)
|
||||
self.object:set_acceleration({
|
||||
x = 0,
|
||||
y = self.fall_speed,
|
||||
z = 0
|
||||
})
|
||||
else
|
||||
-- stop accelerating once max fall speed hit
|
||||
new_acceleration =vector.zero()
|
||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
end
|
||||
|
||||
self.object:set_acceleration(new_acceleration)
|
||||
end
|
||||
|
||||
local acc = self.object:get_acceleration()
|
||||
|
||||
local registered_node = minetest.registered_nodes[node_ok(pos).name]
|
||||
|
||||
if registered_node.groups.lava then
|
||||
if minetest.registered_nodes[node_ok(pos).name].groups.lava then
|
||||
if acc and self.floats_on_lava == 1 then
|
||||
self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
|
||||
self.object:set_acceleration({
|
||||
x = 0,
|
||||
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
|
||||
z = 0
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
-- in water then float up
|
||||
if registered_node.groups.water then
|
||||
if minetest.registered_nodes[node_ok(pos).name].groups.water then
|
||||
if acc and self.floats == 1 then
|
||||
self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
|
||||
self.object:set_acceleration({
|
||||
x = 0,
|
||||
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
|
||||
z = 0
|
||||
})
|
||||
end
|
||||
else
|
||||
-- fall damage onto solid ground
|
||||
|
@ -1027,6 +1031,9 @@ function mob_class:check_suspend(player_in_active_range)
|
|||
self.object:set_acceleration(vector.zero())
|
||||
self.object:set_velocity(vector.zero())
|
||||
end
|
||||
if acc.y == 0 and node_under == "air" then
|
||||
self:falling(pos)
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
|
|
@ -1071,43 +1071,15 @@ 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 despawn_allowed(self) then
|
||||
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 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")
|
||||
|
|
|
@ -1,2 +0,0 @@
|
|||
# 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 Piglin
|
||||
* Zombie Pigman
|
||||
* Wither Skeleton
|
||||
* Magma Cube
|
||||
* Blaze
|
||||
|
|
|
@ -10,7 +10,6 @@ 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,
|
||||
|
|
|
@ -24,12 +24,6 @@
|
|||
-- 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",
|
||||
|
@ -66,6 +60,13 @@ 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
|
||||
|
@ -490,7 +491,7 @@ 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.persistent = true
|
||||
self.can_despawn = false
|
||||
local def = minetest.registered_nodes[self._taken_node]
|
||||
-- Update animation and texture accordingly (adds visibly carried block)
|
||||
local block_type
|
||||
|
@ -541,7 +542,7 @@ 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.persistent = false
|
||||
self.can_despawn = true
|
||||
self.animation = select_enderman_animation("normal")
|
||||
self:set_animation(self.animation.current)
|
||||
if def.sounds and def.sounds.place then
|
||||
|
|
|
@ -10,7 +10,6 @@ local S = minetest.get_translator("mobs_mc")
|
|||
--###################
|
||||
|
||||
local hoglin = {
|
||||
description = S("Hoglin"),
|
||||
type = "monster",
|
||||
passive = false,
|
||||
spawn_class = "hostile",
|
||||
|
@ -20,9 +19,8 @@ local hoglin = {
|
|||
xp_max = 9,
|
||||
armor = {fleshy = 90},
|
||||
attack_type = "dogfight",
|
||||
attack_frequency = 3;
|
||||
damage = 4,
|
||||
reach = 1.9,
|
||||
reach = 3,
|
||||
collisionbox = {-.6, -0.01, -.6, .6, 1.4, .6},
|
||||
visual = "mesh",
|
||||
mesh = "extra_mobs_hoglin.b3d",
|
||||
|
@ -65,7 +63,7 @@ local hoglin = {
|
|||
punch_end = 32,
|
||||
},
|
||||
fear_height = 4,
|
||||
view_range = 16,
|
||||
view_range = 32,
|
||||
floats = 0,
|
||||
custom_attack = function(self)
|
||||
if self.state == "attack" and self.reach > vector.distance(self.object:get_pos(), self.attack:get_pos()) then
|
||||
|
@ -89,7 +87,6 @@ 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()
|
||||
|
@ -103,7 +100,6 @@ 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
|
||||
|
|
|
@ -139,6 +139,7 @@ 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
|
||||
|
@ -152,7 +153,7 @@ dofile(path .. "/dolphin.lua")
|
|||
|
||||
dofile(path .. "/glow_squid.lua")
|
||||
|
||||
dofile(path .. "/piglin.lua") -- "mobs_mc_zombie_pigman.b3d" Mesh by Morn76 Animation by Pavel_S
|
||||
dofile(path .. "/piglin.lua")
|
||||
dofile(path .. "/hoglin+zoglin.lua")
|
||||
|
||||
dofile(path .. "/strider.lua")
|
||||
|
|
|
@ -48,7 +48,7 @@ Wither=Wither
|
|||
Wolf=Wolf
|
||||
Husk=Wüstenzombie
|
||||
Zombie=Zombie
|
||||
Zombie Piglin=Schweinezombie
|
||||
Zombie Pigman=Schweinezombie
|
||||
Farmer=Bauer
|
||||
Fisherman=Fischer
|
||||
Fletcher=Pfeilmacher
|
||||
|
|
|
@ -54,18 +54,5 @@ Baby Husk=Bebé Zombi Momificado
|
|||
Baby Zombie=Bebé Zombi
|
||||
Husk=Zombi Momificado
|
||||
Zombie=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
|
||||
Baby Zombie Pigman=Bebé Hombrecerdo Zombi
|
||||
Zombie Pigman=Hombrecerdo Zombi
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
# textdomain: mobs_mc
|
||||
Agent=Agent
|
||||
Axolotl=Axolotl
|
||||
Bat=Chauve-souris
|
||||
Blaze=Blaze
|
||||
Chicken=Poulet
|
||||
|
@ -49,7 +48,7 @@ Wither=Wither
|
|||
Wolf=Loup
|
||||
Husk=Zombie Momifié
|
||||
Zombie=Zombie
|
||||
Zombie Piglin=Zombie Cochon
|
||||
Zombie Pigman=Zombie Cochon
|
||||
Farmer=Fermier
|
||||
Fisherman=Pêcheur
|
||||
Fletcher=Archer
|
||||
|
@ -67,7 +66,4 @@ Cod=Morue
|
|||
Salmon=Saumon
|
||||
Dolphin=Dauphin
|
||||
Pillager=Pilleur
|
||||
Tropical fish=Poisson tropical
|
||||
Hoglin=Hoglin
|
||||
Strider=Arpenteur
|
||||
Glow Squid=Poulpe Brillant
|
||||
Tropical fish=Poisson tropical
|
|
@ -49,7 +49,7 @@ Wither=ウィザー
|
|||
Wolf=オオカミ
|
||||
Husk=ハスク
|
||||
Zombie=ゾンビ
|
||||
Zombie Piglin=ゾンビピッグマン
|
||||
Zombie Pigman=ゾンビピッグマン
|
||||
Farmer=農民
|
||||
Fisherman=漁師
|
||||
Fletcher=矢師
|
||||
|
|
|
@ -49,12 +49,7 @@ Wither=
|
|||
Wolf=
|
||||
Husk=
|
||||
Zombie=
|
||||
Piglin=
|
||||
Baby Piglin=
|
||||
Zombie Piglin=
|
||||
Baby Zombie Piglin=
|
||||
Sword Piglin=
|
||||
Piglin Brute=
|
||||
Zombie Pigman=
|
||||
Farmer=
|
||||
Fisherman=
|
||||
Fletcher=
|
||||
|
@ -72,7 +67,4 @@ Cod=
|
|||
Salmon=
|
||||
Dolphin=
|
||||
Pillager=
|
||||
Tropical fish=
|
||||
Hoglin=
|
||||
Strider=
|
||||
Glow Squid=
|
||||
Tropical fish=
|
|
@ -82,7 +82,7 @@ mcl_mobs.register_mob("mobs_mc:pig", {
|
|||
end
|
||||
|
||||
-- if driver present allow control of horse
|
||||
if self.driver and self.driver:get_wielded_item():get_name() == "mcl_mobitems:carrot_on_a_stick" then
|
||||
if self.driver then
|
||||
|
||||
mcl_mobs.drive(self, "walk", "stand", false, dtime)
|
||||
|
||||
|
@ -149,14 +149,18 @@ mcl_mobs.register_mob("mobs_mc:pig", {
|
|||
return
|
||||
end
|
||||
|
||||
-- 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
|
||||
-- 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)
|
||||
|
||||
if not minetest.is_creative_enabled(clicker:get_player_name()) then
|
||||
|
||||
local inv = self.driver:get_inventory()
|
||||
|
@ -173,19 +177,6 @@ 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
|
||||
|
@ -204,18 +195,6 @@ 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(
|
||||
|
|
|
@ -25,10 +25,7 @@ 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 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
|
||||
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
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
@ -38,11 +35,9 @@ 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,
|
||||
|
@ -183,7 +178,6 @@ 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)
|
||||
|
@ -212,127 +206,43 @@ sword_piglin.animation = {
|
|||
punch_start = 189,
|
||||
punch_end = 198,
|
||||
}
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:sword_piglin", sword_piglin)
|
||||
|
||||
|
||||
-- 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,
|
||||
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,
|
||||
}
|
||||
|
||||
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
|
||||
|
@ -369,17 +279,11 @@ piglin_brute.animation = {
|
|||
punch_end = 198,
|
||||
}
|
||||
piglin_brute.can_despawn = false
|
||||
|
||||
piglin_brute.drops = {
|
||||
{name = "mcl_tools:axe_gold",
|
||||
chance = 8.5,
|
||||
min = 1,
|
||||
max = 1,},
|
||||
}
|
||||
piglin_brute.group_attack = { "mobs_mc:piglin", "mobs_mc:piglin_brute" }
|
||||
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",
|
||||
|
@ -396,15 +300,15 @@ 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,
|
||||
|
@ -412,45 +316,7 @@ minetest.LIGHT_MAX+1,
|
|||
3,
|
||||
mcl_vars.mg_lava_nether_max,
|
||||
mcl_vars.mg_nether_max)
|
||||
|
||||
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)
|
||||
|
||||
-- spawn eggs
|
||||
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)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:piglin_brute","overworld",0,7)
|
||||
|
|
|
@ -21,6 +21,7 @@ local skeleton = {
|
|||
xp_min = 6,
|
||||
xp_max = 6,
|
||||
breath_max = -1,
|
||||
wears_armor = 1,
|
||||
armor = {undead = 100, fleshy = 100},
|
||||
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3},
|
||||
pathfinding = 1,
|
||||
|
|
|
@ -18,6 +18,7 @@ mcl_mobs.register_mob("mobs_mc:witherskeleton", {
|
|||
xp_min = 6,
|
||||
xp_max = 6,
|
||||
breath_max = -1,
|
||||
wears_armor = 1,
|
||||
armor = {undead = 100, fleshy = 100},
|
||||
pathfinding = 1,
|
||||
group_attack = true,
|
||||
|
|
|
@ -269,6 +269,7 @@ local cave_biomes = {
|
|||
"RoofedForest_underground",
|
||||
"Jungle_underground",
|
||||
"Swampland_underground",
|
||||
"MushroomIsland_underground",
|
||||
"BirchForest_underground",
|
||||
"Plains_underground",
|
||||
"MesaPlateauF_underground",
|
||||
|
|
|
@ -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.persistent = true
|
||||
self.can_despawn = false
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
|
|
@ -216,6 +216,7 @@ mcl_mobs:spawn_specific(
|
|||
"MegaTaiga",
|
||||
"Forest",
|
||||
"ColdTaiga",
|
||||
"FlowerForest_beach",
|
||||
"Forest_beach",
|
||||
"ColdTaiga_beach_water",
|
||||
"Taiga_beach",
|
||||
|
|
|
@ -0,0 +1,157 @@
|
|||
--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,
|
||||
wears_armor = 1,
|
||||
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)
|
|
@ -2,7 +2,6 @@
|
|||
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.
|
||||
|
|
|
@ -2,7 +2,6 @@
|
|||
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.=
|
||||
|
|
|
@ -435,7 +435,7 @@ Note that “transparency” here only means that the block is able to carry bri
|
|||
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.
|
||||
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
|
||||
|
|
|
@ -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("Acquire Hardware"),
|
||||
title = S("Aquire 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
|
||||
Acquire Hardware=Schmied
|
||||
Aquire Hardware=Schmied
|
||||
Bake Bread=Brot backen
|
||||
Benchmarking=Tischler
|
||||
Cow Tipper=Kuhschubser
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
# textdomain:mcl_achievements
|
||||
Acquire Hardware=Obteniendo un lingote
|
||||
Aquire Hardware=Obteniendo un lingote
|
||||
Bake Bread=Horneando pan
|
||||
Benchmarking=Crea tu mesa de trabajo
|
||||
Cow Tipper=Consiguiendo cuero
|
||||
|
@ -47,68 +47,3 @@ 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!
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
# textdomain:mcl_achievements
|
||||
Acquire Hardware=Acquérir du matériel
|
||||
Aquire Hardware=Acquérir du matériel
|
||||
Bake Bread=Faire du pain
|
||||
Benchmarking=Fabriquer
|
||||
Cow Tipper=Chevaucher une vache
|
||||
|
@ -54,9 +54,9 @@ 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.=Fabriquez une pioche de fer avec des bâtons et du fer.
|
||||
Craft a iron pickaxe using sticks and iron.=Fabriquez une pioche de fer avec des batons et du fer.
|
||||
Postmortal=Aux frontières de la mort
|
||||
Use a Totem of Undying to cheat death.=Utilisez un Totem d’immortalité pour tromper la mort.
|
||||
Use a Totem of Undying to cheat death.=Utilisez un Totem d'imortalité 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
|
||||
|
@ -65,8 +65,6 @@ 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.
|
||||
Country Lode, Take Me Home=Petit Poucet
|
||||
|
@ -81,33 +79,3 @@ 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
|
||||
Acquire Hardware=金属を入手
|
||||
Aquire 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
|
||||
Acquire Hardware=Zdobądź narzędzie
|
||||
Aquire Hardware=Zdobądź narzędzie
|
||||
Bake Bread=Upiecz chleb
|
||||
Benchmarking=Rzemieślnictwo
|
||||
Cow Tipper=Raz krowie śmierć
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
# textdomain:mcl_achievements
|
||||
Acquire Hardware=Куй Железо
|
||||
Aquire Hardware=Куй Железо
|
||||
Bake Bread=Хлеб всему голова
|
||||
Benchmarking=Верстак
|
||||
Cow Tipper=Кожа да кости
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
# textdomain:mcl_achievements
|
||||
Acquire Hardware=
|
||||
Aquire 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!=
|
||||
|
@ -97,17 +97,3 @@ 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!=
|
||||
|
|
|
@ -175,7 +175,6 @@ return {
|
|||
"cora",
|
||||
"Faerraven / Michieal",
|
||||
"Nicu",
|
||||
"Exhale",
|
||||
}},
|
||||
{S("Translations"), 0x00FF60, {
|
||||
"Wuzzy",
|
||||
|
|
|
@ -56,5 +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 piglin.=@1 fue asesinado por un cerdo zombie.
|
||||
@1 was killed by a baby zombie piglin.=@1 fue asesinado por un bebé cerdo zombie.
|
||||
@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.
|
|
@ -57,5 +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 piglin.=@1 был(а) убит(а) зомби-свиночеловеком.
|
||||
@1 was killed by a baby zombie piglin.=@1 был(а) убит(а) малышом-зомби-свиночеловеком.
|
||||
@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.
|
||||
|
|
|
@ -50,7 +50,7 @@ local function throw_xp_bottle(pos, dir, velocity)
|
|||
end
|
||||
|
||||
minetest.register_craftitem("mcl_experience:bottle", {
|
||||
description = S("Bottle o' Enchanting"),
|
||||
description = "Bottle o' Enchanting",
|
||||
inventory_image = "mcl_experience_bottle.png",
|
||||
wield_image = "mcl_experience_bottle.png",
|
||||
stack_max = 64,
|
||||
|
|
|
@ -5,4 +5,3 @@ 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
|
||||
|
|
|
@ -5,4 +5,3 @@ 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=
|
||||
|
|
|
@ -19,4 +19,3 @@ Survival Inventory=Inventaire de survie
|
|||
Crafting=Artisanat
|
||||
Inventory=Inventaire
|
||||
@1/@2=@1/@2
|
||||
Switch stack size=Changer la quantité maximale par pile
|
||||
|
|
|
@ -19,4 +19,3 @@ Survival Inventory=
|
|||
Crafting=
|
||||
Inventory=
|
||||
@1/@2=
|
||||
Switch stack size=
|
||||
|
|
|
@ -1,2 +0,0 @@
|
|||
# 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=Distributeur
|
||||
Dispenser=Dispenser
|
||||
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:
|
||||
|
|
|
@ -89,8 +89,6 @@ 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
|
||||
|
|
|
@ -521,7 +521,6 @@ end
|
|||
-- outputnode (receptor or conductor) at position `output` and has an output in direction `rule`
|
||||
function mesecon.rules_link_rule_all(output, rule)
|
||||
local input = vector.add(output, rule)
|
||||
if not input then return {} end
|
||||
local inputnode = get_node_force(input)
|
||||
local inputrules = mesecon.get_any_inputrules(inputnode)
|
||||
if not inputrules then
|
||||
|
|
|
@ -2,17 +2,12 @@
|
|||
Use the button to push it.=Utilisez le bouton pour le pousser.
|
||||
Stone Button=Bouton de pierre
|
||||
A stone button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Un bouton en pierre est un composant Redstone en pierre qui peut être poussé pour fournir de la puissance Redstone. Lorsqu'il est poussé, il alimente les composants Redstone adjacents pendant 1 seconde.
|
||||
Polished Blackstone Button=Bouton de pierre noire
|
||||
A polished blackstone button is a redstone component made out of polished blackstone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Un bouton en pierre noire est un composant Redstone en pierre noire qui peut être poussé pour fournir de la puissance Redstone. Lorsqu'il est poussé, il alimente les composants Redstone adjacents pendant 1 seconde.
|
||||
Oak Button=Bouton en chêne
|
||||
Acacia Button=Bouton en acacia
|
||||
Birch Button=Bouton en bouleau
|
||||
Dark Oak Button=Bouton en chêne noir
|
||||
Spruce Button=Bouton en sapin
|
||||
Jungle Button=Bouton en acajou
|
||||
Mangrove Button=Bouton en palétuvier
|
||||
Crimson Button=Bouton écarlate
|
||||
Warped Button=Bouton tordu
|
||||
A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.=Un bouton en bois est un composant de redstone en bois qui peut être poussé pour fournir une puissance de redstone. Lorsqu'il est poussé, il alimente les composants Redstone adjacents pendant 1,5 seconde. Les boutons en bois peuvent également être poussés par des flèches.
|
||||
Provides redstone power when pushed=Fournit une puissance de redstone lorsqu'il est poussé
|
||||
Push duration: @1s=Durée de poussée : @1s
|
||||
|
|
|
@ -10,9 +10,6 @@ Birch Button=
|
|||
Dark Oak Button=
|
||||
Spruce Button=
|
||||
Jungle Button=
|
||||
Mangrove Button=
|
||||
Crimson Button=
|
||||
Warped Button=
|
||||
A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.=
|
||||
Provides redstone power when pushed=
|
||||
Push duration: @1s=
|
||||
|
|
|
@ -2,21 +2,21 @@
|
|||
Note Block=Bloc de notes
|
||||
A note block is a musical block which plays one of many musical notes and different intruments when it is punched or supplied with redstone power.=Un bloc de notes est un bloc musical qui joue l'une des nombreuses notes de musique et différents instruments lorsqu'il est frappé ou alimenté en redstone.
|
||||
Use the note block to choose the next musical note (there are 25 semitones, or 2 octaves). The intrument played depends on the material of the block below the note block:=Utilisez le bloc de notes pour choisir la prochaine note de musique (il y a 25 demi-tons ou 2 octaves). L'instrument joué dépend du matériau du bloc situé sous le bloc de notes:
|
||||
• Glass: Sticks=• Verre : Baguettes
|
||||
• Wood: Bass guitar=• Bois : Guitare Basse
|
||||
• Stone: Bass drum=• Pierre : Grosse caisse
|
||||
• Sand or gravel: Snare drum=• Sable ou gravier : Caisse claire
|
||||
• Block of Gold: Bell=• Bloc d'OR : Cloche
|
||||
• Clay: Flute=• Argile : Flûte
|
||||
• Packed Ice: Chime=• Glace tassée : Carillon
|
||||
• Wool: Guitar=• Laine : Guitare
|
||||
• Bone Block: Xylophne=• Bloc osseux : Xylophne
|
||||
• Block of Iron: Iron xylophne=• Bloc de fer : Xylophone en fer
|
||||
• Soul Sand: Cow bell=• Soul Sand : Cloche de vache
|
||||
• Pumpkin: Didgeridoo=• Citrouille : Didgeridoo
|
||||
• Block of Emerald: Square wave=• Bloc d'émeraude : Onde carrée
|
||||
• Hay Bale: Banjo=• Hay Bale : Banjo
|
||||
• Glowstone: Electric piano=• Glowstone : Piano Electrique
|
||||
• Anything else: Piano=• Autres : Piano
|
||||
• Glass: Sticks=• Glass: Sticks
|
||||
• Wood: Bass guitar=• Bois: Guitare Basse
|
||||
• Stone: Bass drum=• Pierre: Grosse caisse
|
||||
• Sand or gravel: Snare drum=• Sable ou gravier: Caisse claire
|
||||
• Block of Gold: Bell=• Bloc d'OR: Cloche
|
||||
• Clay: Flute=• Argile: Flûte
|
||||
• Packed Ice: Chime=• Glace tassée: Carillon
|
||||
• Wool: Guitar=• Laine: Guitare
|
||||
• Bone Block: Xylophne=• Bloc osseux: Xylophne
|
||||
• Block of Iron: Iron xylophne=• Bloc de fer: Xylophone en fer
|
||||
• Soul Sand: Cow bell=• Soul Sand: Cloche de vache
|
||||
• Pumpkin: Didgeridoo=• Citrouille: Didgeridoo
|
||||
• Block of Emerald: Square wave=• Bloc d'émeraude: Onde carrée
|
||||
• Hay Bale: Banjo=• Hay Bale: Banjo
|
||||
• Glowstone: Electric piano=• Glowstone: Piano Electrique
|
||||
• Anything else: Piano=• Autres: Piano
|
||||
The note block will only play a note when it is below air, otherwise, it stays silent.=Le bloc de notes ne jouera une note que lorsqu'il est sous l'air, sinon il reste silencieux.
|
||||
Plays a musical note when powered by redstone power=Joue une note de musique lorsqu'il est alimenté par une puissance redstone
|
||||
|
|
|
@ -6,12 +6,7 @@ Birch Pressure Plate=Plaque de pression en bouleau
|
|||
Dark Oak Pressure Plate=Plaque de pression en chêne noir
|
||||
Spruce Pressure Plate=Plaque de pression en sapin
|
||||
Jungle Pressure Plate=Plaque de pression en acajou
|
||||
Mangrove Pressure Plate=Plaque de pression en palétuvier
|
||||
Crimson Pressure Plate=Plaque de pression écarlate
|
||||
Warped Pressure Plate=Plaque de pression tordue
|
||||
A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=Une plaque de pression en bois est un composant de redstone qui alimente ses blocs environnants en puissance de redstone tandis que tout objet mobile (y compris les objets lâchés, les joueurs et les mobs) repose dessus.
|
||||
Polished Blackstone Pressure Plate=Plaque de pression en pierre noire
|
||||
A polished blackstone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=Une plaque de pression en pierre noire est un composant de redstone qui alimente ses blocs environnants en puissance de redstone pendant qu'un joueur ou un mob se tient au-dessus. Il n'est déclenché par rien d'autre.
|
||||
Stone Pressure Plate=Plaque de pression en pierre
|
||||
A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=Une plaque de pression en pierre est un composant de redstone qui alimente ses blocs environnants en puissance de redstone pendant qu'un joueur ou un mob se tient au-dessus. Il n'est déclenché par rien d'autre.
|
||||
Provides redstone power when pushed=Fournit une puissance de redstone lorsqu'il est poussé
|
||||
|
|
|
@ -6,9 +6,6 @@ Birch Pressure Plate=
|
|||
Dark Oak Pressure Plate=
|
||||
Spruce Pressure Plate=
|
||||
Jungle Pressure Plate=
|
||||
Mangrove Pressure Plate=
|
||||
Crimson Pressure Plate=
|
||||
Warped Pressure Plate=
|
||||
A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=
|
||||
Polished Blackstone Pressure Plate=
|
||||
A polished blackstone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=
|
||||
|
|
|
@ -13,4 +13,3 @@ Armor counts as a tool. It is possible to repair and rename a tool in a single s
|
|||
The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.=El yunque tiene una durabilidad limitada y 3 niveles de daño: sin daños, ligeramente dañado y muy dañado. Cada vez que reparas o cambias el nombre de algo, hay un 12% de posibilidades de que el yunque se dañe. Los yunques también tienen la posibilidad de dañarse cuando caen en más de 1 bloque. Si un yunque muy dañado se daña nuevamente, se destruye.
|
||||
Slightly Damaged Anvil=Yunque dañado
|
||||
Very Damaged Anvil=Yunque muy dañado
|
||||
Repair and rename items=Reparar y renombrar objetos
|
||||
|
|
|
@ -1,48 +1,23 @@
|
|||
# textdomain: mcl_armor
|
||||
This is a piece of equippable armor which reduces the amount of damage you receive.=Esta es una pieza de armadura que se puede equipar, la cual reduce la cantidad de daño que recives.
|
||||
To equip it, put it on the corresponding armor slot in your inventory menu.=Para equiparla, colocala en la ranura de armadura en el menú de tu inventario.
|
||||
This is a piece of equippable armor which reduces the amount of damage you receive.=Dies ist ein Teil einer tragbaren Rüstung, die die Menge an Schaden, den Sie erleiden, reduziert.
|
||||
To equip it, put it on the corresponding armor slot in your inventory menu.=Um es zu tragen, legen Sie es in den passenden Rüstungsplatz in ihrem Inventarmenü.
|
||||
Leather Cap=Sombrero de cuero
|
||||
Iron Helmet=Casco de hierro
|
||||
Golden Helmet=Casco de oro
|
||||
Diamond Helmet=Casco de diamante
|
||||
Chain Helmet=Casco de cota de mallas
|
||||
Netherite Helmet=Casco de netherita
|
||||
Leather Tunic=Túnica de cuero
|
||||
Iron Chestplate=Peto de hierro
|
||||
Golden Chestplate=Peto de oro
|
||||
Diamond Chestplate=Peto de diamante
|
||||
Chain Chestplate=Peto de cota de mallas
|
||||
Netherite Chestplate=Peto de netherita
|
||||
Leather Pants=Pantalones de cuero
|
||||
Iron Leggings=Grebas de hierro
|
||||
Golden Leggings=Grebas de oro
|
||||
Diamond Leggings=Grebas de diamante
|
||||
Chain Leggings=Grebas de cota de mallas
|
||||
Netherite Leggings=Grebas de netherita
|
||||
Leather Boots=Botas de cuero
|
||||
Iron Boots=Botas de hierro
|
||||
Golden Boots=Botas de oro
|
||||
Diamond Boots=Botas de diamante
|
||||
Chain Boots=Botas de cota de mallas
|
||||
Netherite Boots=Botas de netherita
|
||||
Elytra=Élitros
|
||||
|
||||
#Translations of enchantements
|
||||
Increases underwater mining speed.=Aumenta la velocidad de minado bajo el agua.
|
||||
Blast Protection=Protección contra explosiones
|
||||
Reduces explosion damage and knockback.=Reduce el daño de explosiones y su empuje.
|
||||
Curse of Binding=Maldicón de ligamiento
|
||||
Item cannot be removed from armor slots except due to death, breaking or in Creative Mode.=El objeto no puede ser removido de las ranuras de inventario excepto al morir, al romperse, o en Modo Creativo.
|
||||
Feather Falling=Caída de plumas
|
||||
Reduces fall damage.=Reduce el daño por caída.
|
||||
Fire Protection=Protección contra el fuego
|
||||
Reduces fire damage.=Reduce el daño causado por fuego.
|
||||
Shooting consumes no regular arrows.=Disparar no consume flechas normales.
|
||||
Shoot 3 arrows at the cost of one.=Dispara 3 flechas por el costo de una.
|
||||
Projectile Protection=Protección contra proyectiles
|
||||
Reduces projectile damage.=Reduce el daño de proyectiles.
|
||||
Protection=Protección
|
||||
Reduces most types of damage by 4% for each level.=Reduce la mayoría de tipos de daño por 4% por cada nivel.
|
||||
Thorns=Espinas
|
||||
Reflects some of the damage taken when hit, at the cost of reducing durability with each proc.=Refleja una parte del daño infligido, a costa de reducir la durabilidad con cada activación.
|
||||
Aqua Affinity=Afinidad acuática
|
||||
|
|
|
@ -6,25 +6,25 @@ Iron Helmet=Casque de fer
|
|||
Golden Helmet=Casque d'or
|
||||
Diamond Helmet=Casque de diamant
|
||||
Chain Helmet=Casque de mailles
|
||||
Netherite Helmet=Casque de netherite
|
||||
Netherite Helmet=Casque de Netherite
|
||||
Leather Tunic=Tunique en cuir
|
||||
Iron Chestplate=Plastron de fer
|
||||
Golden Chestplate=Plastron d'or
|
||||
Diamond Chestplate=Plastron de diamant
|
||||
Chain Chestplate=Cotte de mailles
|
||||
Netherite Chestplate=Plastron de netherite
|
||||
Netherite Chestplate=Plastron de Netherite
|
||||
Leather Pants=Pantalon de cuir
|
||||
Iron Leggings=Jambières de fer
|
||||
Golden Leggings=Jambières d'or
|
||||
Diamond Leggings=Jambières de diamant
|
||||
Chain Leggings=Jambières de mailles
|
||||
Netherite Leggings=Jambières de netherite
|
||||
Netherite Leggings=Jambières de Netherite
|
||||
Leather Boots=Bottes de cuir
|
||||
Iron Boots=Bottes de fer
|
||||
Golden Boots=Bottes d'or
|
||||
Diamond Boots=Bottes de diamant
|
||||
Chain Boots=Bottes de mailles
|
||||
Netherite Boots=Bottes de netherite
|
||||
Netherite Boots=Bottes de Netherite
|
||||
Elytra=Élytres
|
||||
|
||||
#Translations of enchantements
|
||||
|
|
|
@ -158,10 +158,8 @@ minetest.register_on_player_inventory_action(function(player, action, inventory,
|
|||
end)
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
mcl_player.player_set_model(player, "mcl_armor_character.b3d")
|
||||
player:get_inventory():set_size("armor", 5)
|
||||
if not minetest.global_exists("mcl_skins") then
|
||||
mcl_player.player_set_model(player, "mcl_armor_character.b3d")
|
||||
end
|
||||
|
||||
minetest.after(1, function()
|
||||
if player:is_player() then
|
||||
|
|
|
@ -219,7 +219,7 @@ minetest.register_tool("mcl_armor:elytra", {
|
|||
_doc_items_longdesc = mcl_armor.longdesc,
|
||||
_doc_items_usagehelp = mcl_armor.usage,
|
||||
inventory_image = "mcl_armor_inv_elytra.png",
|
||||
groups = {armor = 1, non_combat_armor = 1, armor_torso = 1, non_combat_torso = 1, mcl_armor_uses = 10, enchantability = 1, elytra = 1},
|
||||
groups = {armor = 1, non_combat_armor = 1, armor_torso = 1, non_combat_torso = 1, mcl_armor_uses = 10},
|
||||
sounds = {
|
||||
_mcl_armor_equip = "mcl_armor_equip_leather",
|
||||
_mcl_armor_unequip = "mcl_armor_unequip_leather",
|
||||
|
|
|
@ -2,4 +2,4 @@
|
|||
Armor Stand=Support d'armure
|
||||
An armor stand is a decorative object which can display different pieces of armor. Anything which players can wear as armor can also be put on an armor stand.=Un support d'armure est un objet décoratif qui peut afficher différentes pièces d'armure. Tout ce que les joueurs peuvent porter comme armure peut également être placé sur un support d'armure.
|
||||
Just place an armor item on the armor stand. To take the top piece of armor from the armor stand, select your hand and use the place key on the armor stand.=Placez simplement un objet d'armure sur le support d'armure. Pour prendre la pièce d'armure du support d'armure, sélectionnez votre main et utilisez la touche "Placer" sur le support d'armure.
|
||||
Displays pieces of armor=Expose des pièces d'armure
|
||||
Displays pieces of armor=Displays pieces of armor
|
||||
|
|
|
@ -25,7 +25,7 @@ end
|
|||
|
||||
-- basic bamboo nodes.
|
||||
local bamboo_def = {
|
||||
description = S("Bamboo"),
|
||||
description = "Bamboo",
|
||||
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo.png"},
|
||||
drawtype = "nodebox",
|
||||
paramtype = "light",
|
||||
|
@ -266,7 +266,7 @@ end
|
|||
minetest.register_node(BAMBOO_ENDCAP_NAME, bamboo_top)
|
||||
|
||||
local bamboo_block_def = {
|
||||
description = S("Bamboo Block"),
|
||||
description = "Bamboo Block",
|
||||
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_block.png"},
|
||||
groups = {handy = 1, building_block = 1, axey = 1, flammable = 2, material_wood = 1, bamboo_block = 1, fire_encouragement = 5, fire_flammability = 5},
|
||||
sounds = node_sound,
|
||||
|
|
|
@ -62,11 +62,9 @@ if minetest.get_modpath("mcl_doors") then
|
|||
|
||||
local name = "mcl_bamboo:bamboo_door"
|
||||
local def = {
|
||||
description = S("Bamboo Door"),
|
||||
description = S("Bamboo Door."),
|
||||
inventory_image = "mcl_bamboo_door_wield.png",
|
||||
wield_image = "mcl_bamboo_door_wield.png",
|
||||
_doc_items_longdesc = S("Wooden doors are 2-block high barriers which can be opened or closed by hand and by a redstone signal."),
|
||||
_doc_items_usagehelp = S("To open or close a wooden door, rightclick it or supply its lower half with a redstone signal."),
|
||||
groups = { handy = 1, axey = 1, material_wood = 1, flammable = -1 },
|
||||
_mcl_hardness = 3,
|
||||
_mcl_blast_resistance = 3,
|
||||
|
@ -79,13 +77,15 @@ if minetest.get_modpath("mcl_doors") then
|
|||
|
||||
name = "mcl_bamboo:bamboo_trapdoor"
|
||||
local trap_def = {
|
||||
description = S("Bamboo Trapdoor"),
|
||||
description = S("Bamboo Trapdoor."),
|
||||
inventory_image = "mcl_bamboo_door_complete.png",
|
||||
groups = {},
|
||||
tile_front = "mcl_bamboo_trapdoor_side.png",
|
||||
tile_side = "mcl_bamboo_trapdoor_side.png",
|
||||
_doc_items_longdesc = S("Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder."),
|
||||
_doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."),
|
||||
wield_image = "mcl_bamboo_trapdoor_side.png",
|
||||
inventory_image = "mcl_bamboo_trapdoor_side.png",
|
||||
groups = { handy = 1, axey = 1, mesecon_effector_on = 1, material_wood = 1, flammable = -1 },
|
||||
_mcl_hardness = 3,
|
||||
_mcl_blast_resistance = 3,
|
||||
|
|
|
@ -1,40 +0,0 @@
|
|||
# textdomain: mcl_bamboo
|
||||
|
||||
### bamboo_base.lua ###
|
||||
|
||||
Bamboo Mosaic Plank=Madera de bambú de mosaico
|
||||
Bamboo Plank=Madera de bambú
|
||||
Stripped Bamboo Block=Bloque de bambú sin corteza
|
||||
|
||||
### bamboo_items.lua ###
|
||||
|
||||
A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Un botón de bambú es un componente de redstone hecho de piedra que se puede presionar para proporcionar energía de redstone. Cuando se empuja, alimenta los componentes adyacentes de redstone durante 1 segundo.
|
||||
|
||||
A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=Una placa de presión de madera es un componente de redstone que proporciona energía de redstone a sus bloques adyacentes mientras cualquier objeto movible (incluyendo objetos en el suelo, jugadores y mobs) descanse encima suya.
|
||||
|
||||
Bamboo=Bambú
|
||||
Bamboo Button=Botón de bambú
|
||||
Bamboo Door.=Puerta de bambú
|
||||
Bamboo Fence=Valla de bambú
|
||||
Bamboo Fence Gate=Puerta de valla de bambú
|
||||
Bamboo Mosaic Slab=Losa de mosaico de bambú
|
||||
Bamboo Mosaic Stair=Escaleras de mosaico de bambú
|
||||
Bamboo Plank Slab=Losa de madera de bambú
|
||||
Bamboo Plank Stair=Escalera de madera de bambú
|
||||
Bamboo Pressure Plate=Placa de presión de bambú
|
||||
Bamboo Slab=Losa de bambú
|
||||
Bamboo Stair=Escalera de bambú
|
||||
Bamboo Trapdoor.=Trampilla de bambú
|
||||
Double Bamboo Mosaic Slab=Losa doble de mosaico de bambú
|
||||
Double Bamboo Plank Slab=Losa doble de madera de bambú
|
||||
Double Bamboo Slab=Losa doble de bambú
|
||||
Double Stripped Bamboo Slab=Losa doble de bambú sin corteza
|
||||
Scaffolding=Andamio
|
||||
Scaffolding (horizontal)=Andamio (horizontal)
|
||||
Scaffolding block used to climb up or out across areas.=El bloque de andamio sirve para subir o bajar entre zonas.
|
||||
Stripped Bamboo Slab=Losa de bambú sin corteza
|
||||
Stripped Bamboo Stair=Escalera de bambú sin corteza
|
||||
|
||||
To open or close the trapdoor, rightclick it or send a redstone signal to it.=Para abir o cerar una trampilla, haz click derecho o manda una señal de redstone hacia ella.
|
||||
|
||||
Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=Las trampillas de madera son barreras horizontales que pueden ser abiertas y cerradas con la mano o por una señal de redstone.
|
|
@ -1,45 +0,0 @@
|
|||
# textdomain: mcl_bamboo
|
||||
|
||||
### bamboo_base.lua ###
|
||||
|
||||
Bamboo=Bambou
|
||||
Bamboo Mosaic Plank=Planche mosaïque de bambou
|
||||
Bamboo Plank=Planche de bambou
|
||||
Stripped Bamboo Block=Bloc de bambou écorcé
|
||||
Bamboo Block=Bloc de bambou
|
||||
|
||||
### bamboo_items.lua ###
|
||||
|
||||
A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Un bouton en bambou est un composant redstone fait de bamboo qui peut être poussé pour fournir un signal redstone. Lorsque poussé, il alimente les composants redstone adjacents pendant 1 seconde.
|
||||
|
||||
A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=Une plaque de pression en bois est un composant redstone qui envoie un signal aux blocs alentours lorsque n'importe quel objet mobile (objet jeté, joueurs et mobs) sont dessus.
|
||||
|
||||
Bamboo=Bambou
|
||||
Bamboo Button=Bouton en bambou
|
||||
Bamboo Door=Porte de bambou
|
||||
Bamboo Fence=Barrière de bambou
|
||||
Bamboo Fence Gate=Portillon de bambou
|
||||
Bamboo Mosaic Slab=Dalle mosaïque de bambou
|
||||
Bamboo Mosaic Stair=Escalier mosaïque de bambou
|
||||
Bamboo Plank Slab=Dalle de planches de bambou
|
||||
Bamboo Plank Stair=Escalier de planches de bambou
|
||||
Bamboo Pressure Plate=Plaque de pression de bambou
|
||||
Bamboo Slab=Dalle de bambou
|
||||
Bamboo Stair=Escalier de bambou
|
||||
Bamboo Trapdoor=Trappe de bambou
|
||||
Double Bamboo Mosaic Slab=Double dalle mosaïque de bambou
|
||||
Double Bamboo Plank Slab=Double dalle de planches de bambou
|
||||
Double Bamboo Slab=Double dalle de bambou
|
||||
Double Stripped Bamboo Slab=Double dalle de bambou écorcée
|
||||
Scaffolding=Échafaudage
|
||||
Scaffolding (horizontal)=Échafaudage (horizontal)
|
||||
Scaffolding block used to climb up or out across areas.=Les blocs d'échafaudage servent à escalader ou à sortir d'une zone.
|
||||
Stripped Bamboo Slab=Dalle de bambou écorcée
|
||||
Stripped Bamboo Stair=Escalier de bambou écorcée
|
||||
|
||||
To open or close the trapdoor, rightclick it or send a redstone signal to it.=Pour ouvrir ou fermer la trappe, cliquer droit ou lui envoyer un signal redstone.
|
||||
|
||||
Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=Les trappes de bois sont des barrières horizontales qui peuvent être ouvertes et fermées à la main ou par un signal redstone. Lorsqu'elles sont ouvertes, elles peuvent êtres escaladées comme une échelle.
|
||||
|
||||
Wooden doors are 2-block high barriers which can be opened or closed by hand and by a redstone signal.=Les portes en bois sont des barrières hautes à 2 blocs qui peuvent être ouvertes ou fermées à la main et par un signal redstone.
|
||||
To open or close a wooden door, rightclick it or supply its lower half with a redstone signal.=Pour ouvrir ou fermer une porte en bois, faites un clic droit dessus ou fournissez à sa moitié inférieure un signal redstone.
|
|
@ -2,11 +2,9 @@
|
|||
|
||||
### bamboo_base.lua ###
|
||||
|
||||
Bamboo=
|
||||
Bamboo Mosaic Plank=
|
||||
Bamboo Plank=
|
||||
Stripped Bamboo Block=
|
||||
Bamboo Block=
|
||||
|
||||
### bamboo_items.lua ###
|
||||
|
||||
|
@ -16,7 +14,7 @@ A wooden pressure plate is a redstone component which supplies its surrounding b
|
|||
|
||||
Bamboo=
|
||||
Bamboo Button=
|
||||
Bamboo Door=
|
||||
Bamboo Door.=
|
||||
Bamboo Fence=
|
||||
Bamboo Fence Gate=
|
||||
Bamboo Mosaic Slab=
|
||||
|
@ -26,7 +24,7 @@ Bamboo Plank Stair=
|
|||
Bamboo Pressure Plate=
|
||||
Bamboo Slab=
|
||||
Bamboo Stair=
|
||||
Bamboo Trapdoor=
|
||||
Bamboo Trapdoor.=
|
||||
Double Bamboo Mosaic Slab=
|
||||
Double Bamboo Plank Slab=
|
||||
Double Bamboo Slab=
|
||||
|
@ -40,6 +38,3 @@ Stripped Bamboo Stair=
|
|||
To open or close the trapdoor, rightclick it or send a redstone signal to it.=
|
||||
|
||||
Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=
|
||||
|
||||
Wooden doors are 2-block high barriers which can be opened or closed by hand and by a redstone signal.=
|
||||
To open or close a wooden door, rightclick it or supply its lower half with a redstone signal.=
|
||||
|
|
|
@ -31,7 +31,6 @@ Lime Banner=Bannière vert Clair
|
|||
Lime=Vert clair
|
||||
Light Blue Banner=Bannière bleue clair
|
||||
Light Blue=Bleu clair
|
||||
Banner=Bannière
|
||||
Banners are tall colorful decorative blocks. They can be placed on the floor and at walls. Banners can be emblazoned with a variety of patterns using a lot of dye in crafting.=Les bannières sont de grands blocs décoratifs colorés. Ils peuvent être placés au sol et aux murs. Les bannières peuvent arborées une variété de motifs en utilisant beaucoup de colorant dans l'artisanat.
|
||||
Use crafting to draw a pattern on top of the banner. Emblazoned banners can be emblazoned again to combine various patterns. You can draw up to 12 layers on a banner that way. If the banner includes a gradient, only 3 layers are possible.=Utilisez l'artisanat pour dessiner un motif sur le dessus de la bannière. Les bannières blasonnées peuvent être à nouveau blasonnées pour combiner différents motifs. Vous pouvez dessiner jusqu'à 12 couches sur une bannière de cette façon. Si la bannière comprend un dégradé, seulement 3 couches sont possibles.
|
||||
You can copy the pattern of a banner by placing two banners of the same color in the crafting grid—one needs to be emblazoned, the other one must be clean. Finally, you can use a banner on a cauldron with water to wash off its top-most layer.=Vous pouvez copier le motif d'une bannière en plaçant deux bannières de la même couleur dans la grille de fabrication: l'une doit être décorée, l'autre doit être propre. Enfin, vous pouvez utiliser une bannière sur un chaudron avec de l'eau pour laver sa couche la plus haute.
|
||||
|
|
|
@ -31,7 +31,6 @@ Lime Banner=
|
|||
Lime=
|
||||
Light Blue Banner=
|
||||
Light Blue=
|
||||
Banner=
|
||||
Banners are tall colorful decorative blocks. They can be placed on the floor and at walls. Banners can be emblazoned with a variety of patterns using a lot of dye in crafting.=
|
||||
Use crafting to draw a pattern on top of the banner. Emblazoned banners can be emblazoned again to combine various patterns. You can draw up to 12 layers on a banner that way. If the banner includes a gradient, only 3 layers are possible.=
|
||||
You can copy the pattern of a banner by placing two banners of the same color in the crafting grid—one needs to be emblazoned, the other one must be clean. Finally, you can use a banner on a cauldron with water to wash off its top-most layer.=
|
||||
|
|
|
@ -63,7 +63,6 @@ local function barrel_open(pos, node, clicker)
|
|||
|
||||
minetest.swap_node(pos, { name = "mcl_barrels:barrel_open", param2 = node.param2 })
|
||||
open_barrels[playername] = pos
|
||||
minetest.sound_play({name="mcl_barrels_default_barrel_open", pos=pos, gain=0.5, max_hear_distance=16}, true)
|
||||
end
|
||||
|
||||
local function close_forms(pos)
|
||||
|
@ -81,7 +80,6 @@ local function update_after_close(pos)
|
|||
if not node then return end
|
||||
if node.name == "mcl_barrels:barrel_open" then
|
||||
minetest.swap_node(pos, {name = "mcl_barrels:barrel_closed", param2 = node.param2})
|
||||
minetest.sound_play({name="mcl_barrels_default_barrel_close", pos=pos, gain=0.5, max_hear_distance=16}, true)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
# textdomain: mcl_barrels
|
||||
Barrel=Barril
|
||||
Barrels are containers which provide 27 inventory slots.=Los barriles son contenedores que proveen 27 ranuras de inventario.
|
||||
To access its inventory, rightclick it. When broken, the items will drop out.=Para acceder a su inventario, haz click derecho sobre el. Al romperse, los objetos caerán al suelo.
|
||||
27 inventory slots=27 ranuras de inventario
|
||||
Barrel=
|
||||
Barrels are containers which provide 27 inventory slots.=
|
||||
To access its inventory, rightclick it. When broken, the items will drop out.=
|
||||
27 inventory slots=
|
|
@ -1,2 +0,0 @@
|
|||
barrel-open.ogg and barrel-close.ogg taken from https://freesound.org/people/quantumriver/sounds/552153/
|
||||
Licence: Creative Commons 0 (CC0)
|
Binary file not shown.
Binary file not shown.
|
@ -178,22 +178,6 @@ local function beacon_blockcheck(pos)
|
|||
end
|
||||
end
|
||||
|
||||
local function clear_obstructed_beam(pos)
|
||||
for y=pos.y+1, pos.y+100 do
|
||||
local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name
|
||||
if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "mcl_core:void" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air
|
||||
if nodename ~="mcl_beacons:beacon_beam" then
|
||||
if minetest.get_item_group(nodename,"glass") == 0 and minetest.get_item_group(nodename,"material_glass") == 0 then
|
||||
remove_beacon_beam(pos)
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
local function effect_player(effect,pos,power_level, effect_level,player)
|
||||
local distance = vector.distance(player:get_pos(), pos)
|
||||
if distance > (power_level+1)*10 then return end
|
||||
|
@ -208,25 +192,31 @@ local function effect_player(effect,pos,power_level, effect_level,player)
|
|||
end
|
||||
end
|
||||
|
||||
local function apply_effects_to_all_players(pos)
|
||||
local meta = minetest.get_meta(pos)
|
||||
local effect_string = meta:get_string("effect")
|
||||
local effect_level = meta:get_int("effect_level")
|
||||
|
||||
local power_level = beacon_blockcheck(pos)
|
||||
|
||||
if effect_level == 2 and power_level < 4 then --no need to run loops when beacon is in an invalid setup :P
|
||||
local function globalstep_function(pos,player)
|
||||
local meta = minetest.get_meta(pos)
|
||||
local power_level = beacon_blockcheck(pos)
|
||||
local effect_string = meta:get_string("effect")
|
||||
if meta:get_int("effect_level") == 2 and power_level < 4 then
|
||||
return
|
||||
end
|
||||
else
|
||||
local obstructed = false
|
||||
for y=pos.y+1, pos.y+100 do
|
||||
|
||||
local beacon_distance = (power_level + 1) * 10
|
||||
|
||||
for _, player in pairs(minetest.get_connected_players()) do
|
||||
if vector.distance(pos, player:get_pos()) <= beacon_distance then
|
||||
if not clear_obstructed_beam(pos) then
|
||||
effect_player(effect_string, pos, power_level, effect_level, player)
|
||||
end
|
||||
end
|
||||
local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name
|
||||
if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "mcl_core:void" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air
|
||||
if nodename ~="mcl_beacons:beacon_beam" then
|
||||
if minetest.get_item_group(nodename,"glass") == 0 and minetest.get_item_group(nodename,"material_glass") == 0 then
|
||||
obstructed = true
|
||||
remove_beacon_beam(pos)
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if obstructed then
|
||||
return
|
||||
end
|
||||
effect_player(effect_string,pos,power_level,meta:get_int("effect_level"),player)
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -340,7 +330,7 @@ minetest.register_node("mcl_beacons:beacon", {
|
|||
minetest.set_node({x=pos.x,y=y,z=pos.z},{name="mcl_beacons:beacon_beam",param2=beam_palette_index})
|
||||
end
|
||||
end
|
||||
apply_effects_to_all_players(pos) --call it once outside the globalstep so the player gets the effect right after selecting it
|
||||
globalstep_function(pos,sender)--call it once outside the globalstep so the player gets the effect right after selecting it
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
@ -362,6 +352,23 @@ function register_beaconfuel(itemstring)
|
|||
table.insert(beacon_fuellist, itemstring)
|
||||
end
|
||||
|
||||
local timer = 0
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
timer = timer + dtime
|
||||
if timer >= 3 then
|
||||
for _, player in ipairs(minetest.get_connected_players()) do
|
||||
local player_pos = player:get_pos()
|
||||
local pos_list = minetest.find_nodes_in_area({x=player_pos.x-50, y=player_pos.y-50, z=player_pos.z-50}, {x=player_pos.x+50, y=player_pos.y+50, z=player_pos.z+50},"mcl_beacons:beacon")
|
||||
for _, pos in ipairs(pos_list) do
|
||||
globalstep_function(pos,player)
|
||||
end
|
||||
end
|
||||
timer = 0
|
||||
end
|
||||
end)
|
||||
|
||||
|
||||
minetest.register_abm{
|
||||
label="update beacon beam",
|
||||
nodenames = {"mcl_beacons:beacon_beam"},
|
||||
|
@ -385,16 +392,6 @@ minetest.register_abm{
|
|||
end,
|
||||
}
|
||||
|
||||
minetest.register_abm{
|
||||
label="apply beacon effects to players",
|
||||
nodenames = {"mcl_beacons:beacon"},
|
||||
interval = 3,
|
||||
chance = 1,
|
||||
action = function(pos)
|
||||
apply_effects_to_all_players(pos)
|
||||
end,
|
||||
}
|
||||
|
||||
minetest.register_craft({
|
||||
output = "mcl_beacons:beacon",
|
||||
recipe = {
|
||||
|
|
|
@ -117,23 +117,19 @@ local function lay_down(player, pos, bed_pos, state, skip)
|
|||
end
|
||||
|
||||
-- No sleeping if monsters nearby.
|
||||
-- The exceptions above apply.
|
||||
-- Zombie pigmen only prevent sleep while they are hostle.
|
||||
for _, obj in pairs(minetest.get_objects_inside_radius(bed_pos, 8)) do
|
||||
if obj and not obj:is_player() then
|
||||
local ent = obj:get_luaentity()
|
||||
local mobname = ent.name
|
||||
local def = minetest.registered_entities[mobname]
|
||||
-- Approximation of monster detection range
|
||||
if def.is_mob and (def.type == "monster" or mobname == "mobs_mc:zombified_piglin") then
|
||||
if monster_exceptions[mobname] or
|
||||
(mobname == "mobs_mc:zombified_piglin" and ent.state ~= "attack") then
|
||||
-- Some exceptions do not prevent sleep. Zombie piglin only prevent sleep while they are hostile.
|
||||
else
|
||||
if math.abs(bed_pos.y - obj:get_pos().y) <= 5 then
|
||||
return false, S("You can't sleep now, monsters are nearby!")
|
||||
end
|
||||
if def.is_mob and ((mobname ~= "mobs_mc:pigman" and def.type == "monster" and not monster_exceptions[mobname]) or (mobname == "mobs_mc:pigman" and ent.state == "attack")) then
|
||||
if math.abs(bed_pos.y - obj:get_pos().y) <= 5 then
|
||||
return false, S("You can't sleep now, monsters are nearby!")
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -2,4 +2,4 @@ name = mcl_beds
|
|||
author = BlockMen
|
||||
description =
|
||||
depends = playerphysics
|
||||
optional_depends = mcl_sounds, mcl_worlds, mcl_wool, mcl_dye, mcl_explosions, mcl_weather, mcl_spawn, doc, mesecons
|
||||
optional_depends = mcl_sounds, mcl_worlds, mcl_wool, mcl_dye, mcl_explosions, mcl_weather, mcl_spawn, doc, mesecon
|
|
@ -1,5 +0,0 @@
|
|||
# textdomain: mcl_beehives
|
||||
Beehive=Ruche
|
||||
Artificial bee nest.=Ruche artificielle.
|
||||
Bee Nest=Nid d'abeilles
|
||||
A naturally generating block that houses bees and a tasty treat...if you can get it.=Un bloc généré naturellement qui héberge les abeilles et une délicieuse friandise... Si vous pouvez la récupérer.
|
|
@ -1,5 +1,4 @@
|
|||
# textdomain: mcl_beehives
|
||||
Beehive=養蜂箱
|
||||
Artificial bee nest.=人工的なハチの巣です。
|
||||
Bee Nest=ハチの巣
|
||||
A naturally generating block that houses bees and a tasty treat...if you can get it.=ミツバチの住処となっている自然生成ブロックで、美味しいおやつが収まっています…手に入れられれば。
|
||||
A naturally generating block that houses bees and a tasty treat...if you can get it.=ミツバチの住処となっている自然生成ブロックで、美味しいおやつが収まっています…手に入れられれば。
|
|
@ -1,5 +1,4 @@
|
|||
# textdomain: mcl_beehives
|
||||
Beehive=
|
||||
Artificial bee nest.=
|
||||
Bee Nest=
|
||||
A naturally generating block that houses bees and a tasty treat...if you can get it.=
|
||||
A naturally generating block that houses bees and a tasty treat...if you can get it.=
|
|
@ -1,2 +0,0 @@
|
|||
# textdomain: mcl_bells
|
||||
Bell=Campana
|
|
@ -15,7 +15,6 @@ Chiseled Polished Blackstone Stair=Escalier de pierre noire sculptée
|
|||
Polished Blackstone Brick Stair=Escalier de briques de pierre noire
|
||||
Quartz Bricks=Briques de quartz
|
||||
Soul Torch=Torche des âmes
|
||||
Torches are light sources which can be placed at the side or on the top of most blocks.=Les torches sont des sources lumineuses qui peuvent être placées sur le côté ou sur le dessus de la plupart des blocs.
|
||||
Soul Lantern=Lanterne des âmes
|
||||
Soul Soil=Terre des âmes
|
||||
Eternal Soul Fire=Feu éternel des âmes
|
||||
|
|
|
@ -15,7 +15,6 @@ Chiseled Polished Blackstone Stair=
|
|||
Polished Blackstone Brick Stair=
|
||||
Quartz Bricks=
|
||||
Soul Torch=
|
||||
Torches are light sources which can be placed at the side or on the top of most blocks.=
|
||||
Soul Lantern=
|
||||
Soul Soil=
|
||||
Eternal Soul Fire=
|
||||
|
@ -26,4 +25,4 @@ Blackstone Wall=
|
|||
Double Blackstone Slab=
|
||||
Polished Double Blackstone Slab=
|
||||
Double Chiseled Polished Blackstone Slab=
|
||||
Double Polished Blackstone Brick Slab=
|
||||
Double Polished Blackstone Brick Slab=
|
|
@ -415,12 +415,14 @@ end
|
|||
minetest.register_node("mcl_blast_furnace:blast_furnace", {
|
||||
description = S("Blast Furnace"),
|
||||
_tt_help = S("Smelts ores faster than furnace"),
|
||||
_doc_items_longdesc = S("Blast Furnaces smelt several items, mainly ores and armor, using a furnace fuel, but twice as fast as a normal furnace."),
|
||||
_doc_items_longdesc = S("Blast Furnaces smelt several items, mainly ores and armor, using a furnace fuel, into something else."),
|
||||
_doc_items_usagehelp =
|
||||
S("Use the blast furnace to open the furnace menu.").."\n"..
|
||||
S("Place a furnace fuel in the lower slot and the source material in the upper slot.").."\n"..
|
||||
S("The blast furnace will slowly use its fuel to smelt the item.").."\n"..
|
||||
S("The result will be placed into the output slot at the right side.").."\n"..
|
||||
S([[
|
||||
Use the furnace to open the furnace menu.
|
||||
Place a furnace fuel in the lower slot and the source material in the upper slot.
|
||||
The furnace will slowly use its fuel to smelt the item.
|
||||
The result will be placed into the output slot at the right side.
|
||||
]]).."\n"..
|
||||
S("Use the recipe book to see what ores you can smelt, what you can use as fuel and how long it will burn."),
|
||||
_doc_items_hidden = false,
|
||||
tiles = {
|
||||
|
|
|
@ -2,10 +2,7 @@
|
|||
Inventory=Inventaire
|
||||
Blast Furnace=Haut fourneau
|
||||
Smelts ores faster than furnace=Fond le minerai plus vite que le four
|
||||
Use the recipe book to see what ores you can smelt, what you can use as fuel and how long it will burn.=Utiliser le livre de recettes pour voir quels minerais vous pouvez fondre, ce que vous pouvez utiliser comme combustible et combien de temps ça va brûler.
|
||||
Use the blast furnace to open the furnace menu.=Utiliser le haut fourneau pour ouvrir le menu.
|
||||
Place a furnace fuel in the lower slot and the source material in the upper slot.=Placer le combustible dans la case en bas et le matériau source dans la case du haut.
|
||||
The blast furnace will slowly use its fuel to smelt the item.=Le haut fourneau utilisera son combustible pour fondre lentement l'objet.
|
||||
The result will be placed into the output slot at the right side.=Le résultat sera placé dans la case de sortie à droite.
|
||||
Blast Furnaces smelt several items, mainly ores and armor, using a furnace fuel, but twice as fast as a normal furnace.=Les hauts fourneaux fondent plusieurs objets, principalement du minerai et des pièces d'armure, mais deux fois plus vite qu'un fourneau normal.
|
||||
Use the recipe book to see what you can smelt, what you can use as fuel and how long it will burn.=Utiliser le livre de recettes pour voir ce que vous pouvez fondre, ce que vous pouvez utiliser comme combustible et combien de temps ça va brûler.
|
||||
Use the furnace to open the furnace menu.\nPlace a furnace fuel in the lower slot and the source material in the upper slot.\nThe furnace will slowly use its fuel to smelt the item.\nThe result will be placed into the output slot at the right side.=Utiliser le fourneau pour ouvrir le menu.\nPlacer le combustible dans la case en bas et le matériau source dans la case du haut.\nLe fourneau utilisera son combustible pour fondre lentement l'objet.\nLe résultat sera placé dans la case de sortie à droite.
|
||||
Blast Furnaces smelt several items, mainly ores and armor, using a furnace fuel, into something else.=Les hauts fourneaux fondent plusieurs objets, principalement du minerai et des pièces d'armure, en quelque chose d'autre.
|
||||
Active Blast Furnace=Haut fourneau actif
|
||||
|
|
|
@ -2,10 +2,7 @@
|
|||
Inventory=
|
||||
Blast Furnace=
|
||||
Smelts ores faster than furnace=
|
||||
Use the recipe book to see what ores you can smelt, what you can use as fuel and how long it will burn.=
|
||||
Use the blast furnace to open the furnace menu.=
|
||||
Place a furnace fuel in the lower slot and the source material in the upper slot.=
|
||||
The blast furnace will slowly use its fuel to smelt the item.=
|
||||
The result will be placed into the output slot at the right side.=
|
||||
Blast Furnaces smelt several items, mainly ores and armor, using a furnace fuel, but twice as fast as a normal furnace.=
|
||||
Active Blast Furnace=
|
||||
Use the recipe book to see what you can smelt, what you can use as fuel and how long it will burn.=
|
||||
Use the furnace to open the furnace menu.\nPlace a furnace fuel in the lower slot and the source material in the upper slot.\nThe furnace will slowly use its fuel to smelt the item.\nThe result will be placed into the output slot at the right side.=
|
||||
Blast Furnaces smelt several items, mainly ores and armor, using a furnace fuel, into something else.=
|
||||
Active Blast Furnace=
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue