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@ -1,12 +1,10 @@
---@diagnostic disable
unused_args = false
allow_defined_top = true
max_line_length = false
redefined = false
globals = {
"minetest", "core",
"minetest", "core",
}
read_globals = {
@ -42,16 +40,16 @@ read_globals = {
"factorial"
}
},
------
--MODS
------
------
--MODS
------
--GENERAL
"default",
--GENERAL
"default",
--ENTITIES
"cmi",
--ENTITIES
"cmi",
--HUD
"sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus",
}
--HUD
"sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus",
}

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@ -1,22 +0,0 @@
{
"runtime.version": "LuaJIT",
"diagnostics": { "disable": ["lowercase-global"] },
"diagnostics.globals": [
"minetest",
"dump",
"dump2",
"Raycast",
"Settings",
"PseudoRandom",
"PerlinNoise",
"VoxelManip",
"SecureRandom",
"VoxelArea",
"PerlinNoiseMap",
"PcgRandom",
"ItemStack",
"AreaStore",
"vector"
],
"workspace.ignoreDir": [".luacheckrc"]
}

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@ -8,32 +8,29 @@
## Maintainers
* AncientMariner
* Herowl
* Nicu
## Previous Maintainers
* Fleckenstein
* cora
* Nicu
## Developers
* AFCMS
* epCode
* chmodsayshello
* PrairieWind
* MrRar
* FossFanatic
* SmokeyDope
* Faerraven / Michieal
* Codiac
## Past Developers
* jordan4ibanez
* iliekprogrammar
* kabou
* kay27
* Faerraven / Michieal
* MysticTempest
* NO11
* SumianVoice
* PrairieWind
## Contributors
* RandomLegoBrick
@ -73,6 +70,7 @@
* erlehmann
* E
* n_to
* kay27
* debiankaios
* Gustavo6046 / wallabra
* CableGuy67
@ -113,22 +111,6 @@
* uqers
* Niterux
* appgurueu
* seventeenthShulker
* DinoNuggies4665
* basxto
* Morik666
* Eliy21
* mdk
* Alessandra Lozoya
* VanicGame
* ThePython10110
* Araca
* Montandalar
* mim
* Dark
* Bakawun
* JoseDouglas26
* Zasco
## Music
* Jordach for the jukebox music compilation from Big Freaking Dig
@ -172,7 +154,6 @@
* cora
* Faerraven / Michieal
* PrairieWind
* ChrisPHP
## 3D Models
* 22i
@ -180,7 +161,6 @@
* epCode
* Faerraven / Michieal
* SumianVoice
* thunder1035
## Textures
* XSSheep
@ -197,11 +177,8 @@
* Faerraven / Michieal
* Nicu
* Exhale
* Aeonix_Aeon
* Wbjitscool
* SmokeyDope
* thunder1035
* Herowl
## Translations
* Wuzzy
@ -221,10 +198,6 @@
* Temak
* megustanlosfrijoles
* kbundg
* Isaac Dennis
* ADLON
* Sab Pyrope
* JoseDouglas26
## Funders
* 40W
@ -234,4 +207,4 @@
## Special thanks
* The Minetest team for making and supporting an engine, and distribution infrastructure that makes this all possible
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft
* Notch and Jeb for being the major forces behind Minecraft

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

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@ -38,15 +38,11 @@ No non-free licenses are used anywhere.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
from scratch.
The glazed terracotta textures have been created by [MysticTempest](https://github.com/MysticTempest).
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
Armor trim models were created by Aeonix_Aeon
Source: <https://www.curseforge.com/minecraft/texture-packs/ozocraft-remix>
License: [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)
The main menu images are released under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)

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@ -1,14 +1,13 @@
# Models in Minetest/Mineclone2
#Models in Minetest/Mineclone2
Models are an important part of all entities & unique nodes in Mineclone2. They provide a 3 dimensional map of an object for which textures are then applied to. This document is for modders, it quickly highlights some important information for the software needed to open models in Mineclone2.
## Minetest Wiki
For more detailed information on actually using blender to create and modify models for Minetest/Mineclone2, please visit the Minetest wiki's page on using Blender [Here](https://wiki.minetest.net/Using_Blender)
## Recommended software
##Recommended software
### Blender
###Blender
Blender is a very popular and free modeling software supported on Windows, MacOS, and most Linux distributions. It is recommended to use Blender to create and modify 3D models within the minetest engine.
@ -20,16 +19,14 @@ Blitz 3D (.b3d) Is one of the main animated model formats used for entities in t
The most up to date version of this Blender plugin can be downloaded [Here](https://github.com/GreenXenith/io_scene_b3d/releases/tag/f189786)
## Types of model formats
### Animated, skinned models
##Types of model formats
###Animated, skinned models
* Blitz 3D files (.b3d)
* Microsoft DirectX (.x) (binary & text, compression is not supported)
### Static meshes
###Static meshes
* Wavefront OBJ (.obj)
Note: The sometimes accompanying .mtl files are not supported and can safely be deleted.
@ -48,18 +45,16 @@ Note: Do not use .b3d and .x files for static meshes at the moment, Minetest cur
Note: Any formats not mentioned above but known to work in the past were removed in 5.5.0 and aren't supported anymore.
## Pros & Cons of .b3d vs .x
### B3D
##Pros & Cons of .b3d vs .x
###B3D
* [+] Binary format means a small size
* [-] Difficult to postprocess after exporting
* [-] Difficult to debug problems
### X (text version)
###X (text version)
* [+] Can be parsed easily with lua scripts
* [+] Can be easily generated by scripts

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@ -27,7 +27,7 @@ Or you can play in “creative mode” in which you can build almost anything in
## How to play (quick start)
### Getting started
* **Punch a tree** trunk until it breaks and collect wood
* Place the **wood into the 2×2 grid** (your “crafting grid” in your inventory menu) and craft 4 wood planks
* Place the **wood into the 2×2 grid** (your “crafting grid” in your inventory menu and craft 4 wood planks
* Place the 4 wood planks in a 2×2 shape in the crafting grid to **make a crafting table**
* **Rightclick the crafting table** for a 3×3 crafting grid to craft more complex things
* Use the **crafting guide** (book icon) to learn all the possible crafting recipes
@ -37,15 +37,15 @@ Or you can play in “creative mode” in which you can build almost anything in
### Farming
* Find seeds
* Craft a hoe
* Rightclick dirt or a similar block with a hoe to create farmland
* Craft hoe
* Rightclick dirt or similar block with hoe to create farmland
* Place seeds on farmland and watch them grow
* Collect plants when fully grown
* Collect plant when fully grown
* If near water, farmland becomes wet and speeds up growth
### Furnace
* Craft a furnace
* The furnace allows you to obtain more items
* Craft furnace
* Furnace allows you to obtain more items
* Upper slot must contain a smeltable item (example: iron ore)
* Lower slot must contain a fuel item (example: coal)
* See tooltips in crafting guide to learn about fuels and smeltable items
@ -79,14 +79,12 @@ The MineClone2 repository is hosted at Mesehub. To contribute or report issues,
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC: <https://web.libera.chat/#mineclone2>
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2>
* Mastodon: <https://fosstodon.org/@MineClone2>
* Lemmy: <https://lemmy.world/c/mineclone2>
* Matrix space: <https://app.element.io/#/room/#mcl2:matrix.org>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* IRC (barely used): <https://web.libera.chat/#mineclone2>
## Target
- Create a stable, moddable, free/libre game based on Minecraft
@ -162,7 +160,7 @@ Bonus features (not found in Minecraft):
* Built-in crafting guide which shows you crafting and smelting recipes
* In-game help system containing extensive help about gameplay basics, blocks, items and more
* Temporary crafting recipes. They only exist to make some otherwise unaccessible items available when you're not in creative mode. These recipes will be removed as development goes on an more features become available
* Saplings in chests in [mapgen v6](https://wiki.minetest.net/Map_generator#v6)
* Saplings in chests in mapgen v6
* Fully moddable (thanks to Minetest's powerful Lua API)
* New blocks and items:
* Lookup tool, shows you the help for whatever it touches

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

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@ -1,193 +0,0 @@
# MineClone2
Неофициальная игра в стиле Minecraft для Minetest. Форк MineClone от davedevils.
Разработана многими людьми. Не разработана и не одобрена Mojang AB.
### Игровой процесс
Вы начинаете в случайно сгенерированном мире созданном целиком из кубов. Вы можете
исследовать мир, выкопать и поставить почти каждый блок в мире, чтобы создавать новые
структуры. Вы можете играть в “режиме выживания” в котором вам придется бороться с
монстрами и голодом за выживание и медленно проходить через различные аспекты игры,
такие как копание, фермерство, постройка механизмов и так далее. Или вы можете играть
в “творческом режиме” в котором вы сразу можете строить что угодно.
#### Итоги геймплея
* Геймплей в стиле песочницы, без целей
* Выживайте: сражайтесь с враждебными монстрами и голодом
* Добывайте руды и прочие ценные предметы
* Магия: получайте опыт и зачаруйте ваше снаряжение
* Создавайте из собранных блоков величественные постройки ограниченные только воображением
* Собирайте цветы и другие красители, чтобы раскрасить ваш мир
* Найдите семена и заведите ферму
* Найдите или создайте один из сотен предметов
* Проложите рельсы и повеселитесь с вагонетками
* Постройте сложные механизмы со схемами из редстоуна
* В творческом режиме вы можете свободно строить всё без лимитов
## Как играть (быстрый старт)
### Начнем
* **Бейте по стволу дерева** пока оно не сломается и соберите древесину
* Поставьте **древесину в сетку 2×2** (“сетка крафта” в вашем инвентаре) и скрафтите 4 доски
* Разложите 4 доски в форме 2×2 в сетке крафта, чтобы **сделать верстак**
* **Правым кликом по верстаку**, чтобы открыть сетку крафта 3×3 для более сложных предметов
* Используйте **книгу рецептов** (иконка книги), чтобы узнать все возможные рецепты крафтов
* **Скрафтите деревянную кирку**, чтобы вы могли копать камень
* Разные инструменты добывают разные виды блоков. Опробуйте их все!
* Продолжайте играть как пожелаете. Повеселитесь!
### Фермерство
* Найдите семена
* Скрафтите мотыгу
* Правой кнопкой мотыгой по земле или похожему блоку, чтобы создать грядку
* Посадите семена на грядку и ждите пока они вырастут
* Соберите растение когда оно полностью созреет
* Рядом с водой грядка становится влажной и растения растут быстрее
### Переплавка
* Скрафтите печь
* Печь позволит вам получить больше предметов
* Верхний слот должен содержать переплавляемый предмет (например: железную руду)
* Нижний слот должен содержать топливо (например: уголь)
* Смотрите книгу рецептов, чтобы узнать о других переплавляемых предметах и топливе
### Дополнительная помощь
Больше информации о геймплее, блоках, предметах и многое другое можно найти во
внутриигровой справке. Вы можете перейти в неё через ваш инвентарь.
### Особые предметы
Следующие предметы интересны для творческого режима и для строителей приключенческих
карт. Их нельзя получить в игре или через творческий инвентарь.
* Барьер: `mcl_core:barrier`
Используйте чат-команду `/giveme`, чтобы получить их.
Смотрите справку для дальнейшей информации.
## Установка
Эта игра требует [Minetest](http://minetest.net) для запуска (версия 5.4.1 или
выше). Вам нужно сперва установить Minetest. Только стабильные версии поддерживаются
официально. Не поддерживается запуск MineClone2 на разрабатываемых версиях Minetest.
Чтобы установить MineClone2 (если вы этого еще не сделали), переместите эту папку в
“games” в папке данных Minetest. Смотрите справку Minetest, чтобы узнать больше.
## Полезные ссылки
Репозиторий MineClone2 хранится на Mesehub. Зайдите туда, чтобы оставить запрос или
поучаствовать в разработке.
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2>
* Mastodon: <https://fosstodon.org/@MineClone2>
* Lemmy: <https://lemmy.world/c/mineclone2>
* Matrix space: <https://app.element.io/#/room/#mcl2:matrix.org>
* Форум Minetest: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* IRC (едва используется): <https://web.libera.chat/#mineclone2>
## Цели
- Создать стабильную, модифицируемую, бесплатную и свободную игру основанную на
Minecraft на движке Minetest с проработанными возможностями для одиночной игры и
для мультиплеера. На данный момент множество возможностей **Minecraft Java
Edition** уже реализовано и доработка имеющегося контента в приоритете над
добавлением нового.
- Реализовать возможности на уровне **текущей версии Minecraft + OptiFine** (OptiFine
настолько, насколько это поддерживается движком Minetest).
- Добиться производительности для запуска на действительно слабых компьютерах.
## Готовность
Игра сейчас на стадии **бета**. Она играбельна, но еще не имеет всех возможностей.
Обратная совместимость целиком не гарантируется, обновление вашего мира может повлечь
за собой небольшие ошибки. Если вы хотите использовать разрабатываемую версию
Mineclone2, то ветка master обычно относительно стабильна.
Следущие возможности уже доступны:
* Инструменты, оружие, броня
* Система крафта: сетка 2×2, верстак (сетка 3×3) и книга рецептов
* Сундуки, большие сундуки, эндер-сундуки, ящики шалкера
* Печи и воронки
* Система голода
* Большинство монстров и животных
* Все руды из Minecraft
* Большинство блоков из Верхнего мира
* Вода и лава
* Погода
* 28 биомов + 5 биомов в Незере
* Незер, пылающий подземный мир в другом измерении
* Схемы из редстоуна (частично)
* Вагонетки (частично)
* Статусные эффекты (частично)
* Опыт
* Зачарование
* Зельеварение, зелья, смоченные стрелы (частично)
* Лодки
* Огонь
* Строительные блоки: ступени, плиты, двери, люки, заборы, калитки, стены
* Часы
* Компас
* Губки
* Блоки слизи
* Растения и саженцы
* Красители
* Флаги
* Декоративные блоки: стекло, окрашенное стекло, стеклянные панели, железные решетки, цветная керамика, головы и многое другое
* Рамки для предметов
* Прогрыватели
* Кровати
* Меню инвентаря
* Творческий инвентарь
* Фермерство
* Книги с пером
* Команды
* Деревни
* Измерение Края
* И многое другое!
Следующие возможности еще не завершены:
* Некоторые монстры и животные
* Предметы связанные с редстоуном
* Некоторые вагонетки (с сундуком и с воронкой уже работают)
* Пара нетривиальных блоков и предметов
Бонусные возможности (нет в Minecraft-е):
* Встроенный гайд для крафта покажет вам рецепты крафта и переплавки
* Внутриигровая справка содержит всестороннюю информацию об основах игры, блоках, предметах и прочее
* Временные рецепты крафта. Они существуют, чтобы получить доступ к ранее недоступным предметам вне творческого режима. Они будут удалены как только разработка позволит им стать доступными
* Саженцы в сундуках в [mapgen v6](https://wiki.minetest.net/Map_generator#v6)
* Полностью модифицируема (благодаря мощному Lua API в Minetest)
* Новые блоки и предметы:
* Инструмент просмотра покажет справку о том чего коснется
* Больше ступеней и плит
* Калитки и заборы из адских кирпичей
* Замены структур - малые верии структур из Minecraft пока большие структуры не будут сделаны:
* Лесная хижина (Особняк)
* Форт Незера (Крепости)
Технические отличия от Minecraft:
* Лимит высоты - 31000 блоков (намного больше чем в Minecraft)
* Горизонтальный размер мира - 62000×62000 блоков (намного меньше чем в Minecraft, но всё еще очень большой)
* Всё еще не завершен и содержит много багов
* Недостающие блоки, предметы, мобы
* Некоторые предметы с другими названиями, чтобы лучше их различать
* Другая музыка для проигрывателей
* Другие текстуры (Pixel Perfection)
* Другие звуки (разные источники)
* Другой движок (Minetest)
* Другие пасхалки
… и наконец, MineClone2 это свободное программное обеспечение!
## Другие readme файлы
* `LICENSE.txt`: текст лицензии GPLv3
* `CONTRIBUTING.md`: информация для тех кто хочет поучаствовать в разработке
* `API.md`: для моддеров Minetest кто хочет изменить эту игру
* `LEGAL.md`: юридическая информация
* `CREDITS.md`: список участников проекта

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@ -1,11 +1,10 @@
### Standard Release
# File to document release steps with a view to evolving into a script
#File to document release steps with a view to evolving into a script
# Update CREDITS.md
# Update version in game.conf
#Update CREDITS.md
#Update version in game.conf
```
lua tools/generate_ingame_credits.lua
git add CREDITS.md
@ -19,11 +18,10 @@ git commit -m "Pre-release update credits and set version 0.83.0"
git tag 0.83.0
git push origin 0.83.0
```
# Update version in game.conf to the next version with -SNAPSHOT suffix
#Update version in game.conf to the next version with -SNAPSHOT suffix
`git commit -m "Post-release set version 0.84.0-SNAPSHOT"`
git commit -m "Post-release set version 0.84.0-SNAPSHOT"
### Hotfix Release
@ -34,17 +32,15 @@ To mitigate this, you just release the last release, and the relevant bug fix. F
* Create release branch from the last release tag, push it:
```
git checkout -b release/0.82.1 0.82.0
git push origin release/0.82.1
```
##### Prepare feature branch and fix
* Create feature branch from that release branch (can review it to check only fix is there, nothing else, and use to also merge into master separately)
`git checkout -b hotfix_bug_1_branch`
git checkout -b hotfix_bug_1_branch
* Fix crash/serious bug and commit
* Push branch and create pr to the release and also the master branch (Do not rebase, to reduce merge conflict risk. Do not delete after first merge or it needs to be repushed)
@ -57,13 +53,11 @@ git push origin release/0.82.1
* Tag it, push tag and branch:
```
git tag 0.82.1
git push origin 0.82.1
git push origin release/0.82.1
```
Note: If you have to do more than 1 hotfix release, can do it on the same release branch.
@ -77,13 +71,5 @@ Note: If you have to do more than 1 hotfix release, can do it on the same releas
##### Inform people
* Upload video to YouTube
* Add a comment to the forum post with the release number and change log. Maintainer will update main post with code link.
* Add a Discord announcement post and @everyone with link to video, forum post and release notes.
* Share the news on reddit + Lemmy. Good subs to share with:
* r/linux_gaming
* r/opensourcegames
* r/opensource
* r/freesoftware
* r/linuxmasterrace
* r/MineClone2
* Add a comment to the forum post with the release number and what is involved, and maintainer will update main post.
* Add a comment in Discord announcement

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@ -1,4 +1,4 @@
title = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6
version=0.87.0-SNAPSHOT
version=0.84.0-SNAPSHOT

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

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@ -96,8 +96,8 @@ function mcl_damage.finish_reason(mcl_reason)
end
function mcl_damage.from_mt(mt_reason)
if mt_reason._mcl_cached_reason then
return mt_reason._mcl_cached_reason
if mt_reason._mcl_chached_reason then
return mt_reason._mcl_chached_reason
end
local mcl_reason

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

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 попал(а) под взрыв.

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

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@ -22,30 +22,6 @@ function table.update_nil(t, ...)
return t
end
---Works the same as `pairs`, but order returned by keys
---
---Taken from https://www.lua.org/pil/19.3.html
---@generic T: table, K, V, C
---@param t T
---@param f? fun(a: C, b: C):boolean
---@return fun():K, V
function table.pairs_by_keys(t, f)
local a = {}
for n in pairs(t) do table.insert(a, n) end
table.sort(a, f)
local i = 0 -- iterator variable
local function iter() -- iterator function
i = i + 1
if a[i] == nil then
return nil
else
return a[i], t[a[i]]
end
end
return iter
end
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default", false)
local LOG_MODULE = "[MCL2]"
function mcl_util.mcl_log(message, module, bypass_default_logger)
@ -98,18 +74,6 @@ function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold)
return false
end
-- While we should always favour the new minetest vector functions such as vector.new or vector.offset which validate on
-- creation. There may be cases where state gets corrupted and we may have to check the vector is valid if created the
-- old way. This allows us to do this as a tactical solution until old style vectors are completely removed.
function mcl_util.validate_vector (vect)
if vect then
if tonumber(vect.x) and tonumber(vect.y) and tonumber(vect.z) then
return true
end
end
return false
end
-- Minetest 5.3.0 or less can only measure the light level. This came in at 5.4
-- This function has been known to fail in multiple places so the error handling is added increase safety and improve
-- debugging. See:
@ -160,7 +124,7 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
return
end
local undef = minetest.registered_nodes[unode.name]
if undef and undef.on_rightclick and not invert_wall then
if undef and undef.on_rightclick then
undef.on_rightclick(pointed_thing.under, unode, placer,
itemstack, pointed_thing)
return
@ -198,11 +162,25 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
local p2
if is_y then
p2 = 0
if invert_wall then
if fdir == 3 or fdir == 1 then
p2 = 12
else
p2 = 6
end
end
elseif is_x then
p2 = 12
if invert_wall then
p2 = 0
else
p2 = 12
end
elseif is_z then
p2 = 6
if invert_wall then
p2 = 0
else
p2 = 6
end
end
minetest.set_node(pos, {name = wield_name, param2 = p2})
@ -251,25 +229,34 @@ function mcl_util.get_double_container_neighbor_pos(pos, param2, side)
end
end
--- Selects item stack to transfer from
---@param src_inventory InvRef Source innentory to pull from
---@param src_list string Name of source inventory list to pull from
---@param dst_inventory InvRef Destination inventory to push to
---@param dst_list string Name of destination inventory list to push to
---@param condition? fun(stack: ItemStack) Condition which items are allowed to be transfered.
---@return integer Item stack number to be transfered
function mcl_util.select_stack(src_inventory, src_list, dst_inventory, dst_list, condition)
local src_size = src_inventory:get_size(src_list)
-- Iterates through all items in the given inventory and
-- returns the slot of the first item which matches a condition.
-- Returns nil if no item was found.
--- source_inventory: Inventory to take the item from
--- source_list: List name of the source inventory from which to take the item
--- destination_inventory: Put item into this inventory
--- destination_list: List name of the destination inventory to which to put the item into
--- condition: Function which takes an itemstack and returns true if it matches the desired item condition.
--- If set to nil, the slot of the first item stack will be taken unconditionally.
-- dst_inventory and dst_list can also be nil if condition is nil.
function mcl_util.get_eligible_transfer_item_slot(src_inventory, src_list, dst_inventory, dst_list, condition)
local size = src_inventory:get_size(src_list)
local stack
for i = 1, src_size do
for i = 1, size do
stack = src_inventory:get_stack(src_list, i)
if not stack:is_empty() and dst_inventory:room_for_item(dst_list, stack) and ((condition == nil or condition(stack))) then
if not stack:is_empty() and (condition == nil or condition(stack, src_inventory, src_list, dst_inventory, dst_list)) then
return i
end
end
return nil
end
-- Returns true if itemstack is a shulker box
local function is_not_shulker_box(itemstack)
local g = minetest.get_item_group(itemstack:get_name(), "shulker_box")
return g == 0 or g == nil
end
-- Moves a single item from one inventory to another.
--- source_inventory: Inventory to take the item from
--- source_list: List name of the source inventory from which to take the item
@ -280,6 +267,13 @@ end
-- Returns true on success and false on failure
-- Possible failures: No item in source slot, destination inventory full
function mcl_util.move_item(source_inventory, source_list, source_stack_id, destination_inventory, destination_list)
if source_stack_id == -1 then
source_stack_id = mcl_util.get_first_occupied_inventory_slot(source_inventory, source_list)
if source_stack_id == nil then
return false
end
end
if not source_inventory:is_empty(source_list) then
local stack = source_inventory:get_stack(source_list, source_stack_id)
if not stack:is_empty() then
@ -297,75 +291,150 @@ function mcl_util.move_item(source_inventory, source_list, source_stack_id, dest
return false
end
--- Try pushing item from hopper inventory to destination inventory
---@param pos Vector
---@param dst_pos Vector
function mcl_util.hopper_push(pos, dst_pos)
local hop_inv = minetest.get_meta(pos):get_inventory()
local hop_list = 'main'
-- Moves a single item from one container node into another. Performs a variety of high-level
-- checks to prevent invalid transfers such as shulker boxes into shulker boxes
--- source_pos: Position ({x,y,z}) of the node to take the item from
--- destination_pos: Position ({x,y,z}) of the node to put the item into
--- source_list (optional): List name of the source inventory from which to take the item. Default is normally "main"; "dst" for furnace
--- source_stack_id (optional): The inventory position ID of the source inventory to take the item from (-1 for slot of the first valid item; -1 is default)
--- destination_list (optional): List name of the destination inventory. Default is normally "main"; "src" for furnace
-- Returns true on success and false on failure.
function mcl_util.move_item_container(source_pos, destination_pos, source_list, source_stack_id, destination_list)
local dpos = table.copy(destination_pos)
local spos = table.copy(source_pos)
local snode = minetest.get_node(spos)
local dnode = minetest.get_node(dpos)
-- Get node pos' for item transfer
local dst = minetest.get_node(dst_pos)
if not minetest.registered_nodes[dst.name] then return end
local dst_type = minetest.get_item_group(dst.name, "container")
if dst_type ~= 2 then return end
local dst_def = minetest.registered_nodes[dst.name]
local dctype = minetest.get_item_group(dnode.name, "container")
local sctype = minetest.get_item_group(snode.name, "container")
local dst_list = 'main'
local dst_inv, stack_id
if dst_def._mcl_hoppers_on_try_push then
dst_inv, dst_list, stack_id = dst_def._mcl_hoppers_on_try_push(dst_pos, pos, hop_inv, hop_list)
else
local dst_meta = minetest.get_meta(dst_pos)
dst_inv = dst_meta:get_inventory()
stack_id = mcl_util.select_stack(hop_inv, hop_list, dst_inv, dst_list)
-- Container type 7 does not allow any movement
if sctype == 7 then
return false
end
if stack_id ~= nil then
local ok = mcl_util.move_item(hop_inv, hop_list, stack_id, dst_inv, dst_list)
if dst_def._mcl_hoppers_on_after_push then
dst_def._mcl_hoppers_on_after_push(dst_pos)
-- Normalize double container by forcing to always use the left segment first
local function normalize_double_container(pos, node, ctype)
if ctype == 6 then
pos = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
if not pos then
return false
end
node = minetest.get_node(pos)
ctype = minetest.get_item_group(node.name, "container")
-- The left segment seems incorrect? We better bail out!
if ctype ~= 5 then
return false
end
end
if ok then
return true
return pos, node, ctype
end
spos, snode, sctype = normalize_double_container(spos, snode, sctype)
dpos, dnode, dctype = normalize_double_container(dpos, dnode, dctype)
if not spos or not dpos then return false end
local smeta = minetest.get_meta(spos)
local dmeta = minetest.get_meta(dpos)
local sinv = smeta:get_inventory()
local dinv = dmeta:get_inventory()
-- Default source lists
if not source_list then
-- Main inventory for most container types
if sctype == 2 or sctype == 3 or sctype == 5 or sctype == 6 or sctype == 7 then
source_list = "main"
-- Furnace: output
elseif sctype == 4 then
source_list = "dst"
-- Unknown source container type. Bail out
else
return false
end
end
-- Automatically select stack slot ID if set to automatic
if not source_stack_id then
source_stack_id = -1
end
if source_stack_id == -1 then
local cond = nil
-- Prevent shulker box inception
if dctype == 3 then
cond = is_not_shulker_box
end
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
if not source_stack_id then
-- Try again if source is a double container
if sctype == 5 then
spos = mcl_util.get_double_container_neighbor_pos(spos, snode.param2, "left")
smeta = minetest.get_meta(spos)
sinv = smeta:get_inventory()
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
if not source_stack_id then
return false
end
else
return false
end
end
end
-- Abort transfer if shulker box wants to go into shulker box
if dctype == 3 then
local stack = sinv:get_stack(source_list, source_stack_id)
if stack and minetest.get_item_group(stack:get_name(), "shulker_box") == 1 then
return false
end
end
-- Container type 7 does not allow any placement
if dctype == 7 then
return false
end
-- If it's a container, put it into the container
if dctype ~= 0 then
-- Automatically select a destination list if omitted
if not destination_list then
-- Main inventory for most container types
if dctype == 2 or dctype == 3 or dctype == 5 or dctype == 6 or dctype == 7 then
destination_list = "main"
-- Furnace source slot
elseif dctype == 4 then
destination_list = "src"
end
end
if destination_list then
-- Move item
local ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
-- Try transfer to neighbor node if transfer failed and double container
if not ok and dctype == 5 then
dpos = mcl_util.get_double_container_neighbor_pos(dpos, dnode.param2, "left")
dmeta = minetest.get_meta(dpos)
dinv = dmeta:get_inventory()
ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
end
-- Update furnace
if ok and dctype == 4 then
-- Start furnace's timer function, it will sort out whether furnace can burn or not.
minetest.get_node_timer(dpos):start(1.0)
end
return ok
end
end
return false
end
-- Try pulling from source inventory to hopper inventory
---@param pos Vector
---@param src_pos Vector
function mcl_util.hopper_pull(pos, src_pos)
local hop_inv = minetest.get_meta(pos):get_inventory()
local hop_list = 'main'
-- Get node pos' for item transfer
local src = minetest.get_node(src_pos)
if not minetest.registered_nodes[src.name] then return end
local src_type = minetest.get_item_group(src.name, "container")
if src_type ~= 2 then return end
local src_def = minetest.registered_nodes[src.name]
local src_list = 'main'
local src_inv, stack_id
if src_def._mcl_hoppers_on_try_pull then
src_inv, src_list, stack_id = src_def._mcl_hoppers_on_try_pull(src_pos, pos, hop_inv, hop_list)
else
local src_meta = minetest.get_meta(src_pos)
src_inv = src_meta:get_inventory()
stack_id = mcl_util.select_stack(src_inv, src_list, hop_inv, hop_list)
end
if stack_id ~= nil then
local ok = mcl_util.move_item(src_inv, src_list, stack_id, hop_inv, hop_list)
if src_def._mcl_hoppers_on_after_pull then
src_def._mcl_hoppers_on_after_pull(src_pos)
end
end
-- Returns the ID of the first non-empty slot in the given inventory list
-- or nil, if inventory is empty.
function mcl_util.get_first_occupied_inventory_slot(inventory, listname)
return mcl_util.get_eligible_transfer_item_slot(inventory, listname)
end
local function drop_item_stack(pos, stack)
@ -543,7 +612,7 @@ function mcl_util.deal_damage(target, damage, mcl_reason)
end
return
end
elseif not target:is_player() then return end
end
local is_immortal = target:get_armor_groups().immortal or 0
if is_immortal>0 then
@ -1032,62 +1101,3 @@ function mcl_util.get_colorwallmounted_rotation(pos)
end
end
end
---Move items from one inventory list to another, drop items that do not fit in provided pos and direction.
---@param src_inv mt.InvRef
---@param src_listname string
---@param out_inv mt.InvRef
---@param out_listname string
---@param pos mt.Vector Position to throw items at
---@param dir? mt.Vector Direction to throw items in
---@param insta_collect? boolean Enable instant collection, let players collect dropped items instantly. Default `false`
function mcl_util.move_list(src_inv, src_listname, out_inv, out_listname, pos, dir, insta_collect)
local src_list = src_inv:get_list(src_listname)
if not src_list then return end
for i, stack in ipairs(src_list) do
if out_inv:room_for_item(out_listname, stack) then
out_inv:add_item(out_listname, stack)
else
local p = vector.copy(pos)
p.x = p.x + (math.random(1, 3) * 0.2)
p.z = p.z + (math.random(1, 3) * 0.2)
local obj = minetest.add_item(p, stack)
if obj then
if dir then
local v = vector.copy(dir)
v.x = v.x * 4
v.y = v.y * 4 + 2
v.z = v.z * 4
obj:set_velocity(v)
mcl_util.mcl_log("item velocity calculated "..vector.to_string(v), "[mcl_util]")
end
if not insta_collect then
obj:get_luaentity()._insta_collect = false
end
end
end
stack:clear()
src_inv:set_stack(src_listname, i, stack)
end
end
---Move items from a player's inventory list to its main inventory list, drop items that do not fit in front of him.
---@param player mt.PlayerObjectRef
---@param src_listname string
function mcl_util.move_player_list(player, src_listname)
mcl_util.move_list(player:get_inventory(), src_listname, player:get_inventory(), "main",
vector.offset(player:get_pos(), 0, 1.2, 0),
player:get_look_dir(), false)
end
function mcl_util.is_it_christmas()
local date = os.date("*t")
if date.month == 12 and date.day >= 24 or date.month == 1 and date.day <= 7 then
return true
else
return false
end
end

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

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

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

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@ -1,23 +1,11 @@
# textdomain: mcl_boats
Acacia Boat=Акациевая лодка
Acacia Boat=Лодка из акации
Birch Boat=Берёзовая лодка
Boat=Лодка
Boats are used to travel on the surface of water.=На лодке можно плыть по водной поверхности.
Boats are used to travel on the surface of water.=С помощью лодки можно путешествовать по водной поверхности.
Dark Oak Boat=Лодка из тёмного дуба
Jungle Boat=Лодка из тропического дерева
Jungle Boat=Лодка из дерева джунглей
Oak Boat=Дубовая лодка
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Правый клик на воде, чтобы установить лодку. Правый клик по лодке, чтобы сесть в нее. [Влево] и [Вправо] - рулить, [Вперед] - разгоняться, [Назад] - тормозить или плыть назад. Нажмите [Красться] для высадки, бейте по лодке, чтобы забрать её.
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.=Правый клик по воде спустит лодку на воду. Правый клик по лодке разместит вас в ней. [Влево] и [Вправо] - рулить, [Вперед] - разгоняться, [Назад] - тормозить или плыть назад. Правый клик по лодке, когда вы в ней, позволит выйти из неё. Удар по лодке превратит её обратно в предмет.
Spruce Boat=Еловая лодка
Water vehicle=Водный транспорт
Sneak to dismount=Нажмите [Красться] для высадки
Obsidian Boat=Обсидиановая лодка
Mangrove Boat=Мангровая лодка
Cherry Boat=Вишнёвая лодка
Oak Chest Boat=Дубовая лодка с сундуком
Spruce Chest Boat=Еловая лодка с сундуком
Birch Chest Boat=Берёзовая лодка с сундуком
Jungle Chest Boat=Лодка из тропического дерева с сундуком
Acacia Chest Boat=Акациевая лодка с сундуком
Dark Oak Chest Boat=Лодка из тёмного дуба с сундуком
Mangrove Chest Boat=Мангровая лодка с сундуком
Cherry Chest Boat=Вишнёвая лодка с сундуком

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

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

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

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@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 был(а) раздавлен(а) падающей наковальней.
@1 was smashed by a falling block.=@1 был(а) раздавлен(а) падающим блоком.

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

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

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@ -1,36 +1,36 @@
# textdomain: mcl_minecarts
Minecart=Вагонетка
Minecarts can be used for a quick transportion on rails.=Вагонетка может быть использована для быстрого перемещения по рельсам.
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Вагонетки едут только по проложенным рельсам. На Т-образной развилке они поворачивают налево. Скорость зависит от типа рельсов.
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Вы можете поставить вагонетку на рельсы. Правым кликом сядьте в неё. Ударьте по ней, чтобы она поехала.
To obtain the minecart, punch it while holding down the sneak key.=Чтобы забрать вагонетку, ударьте по ней, удерживая клавишу [Красться].
A minecart with TNT is an explosive vehicle that travels on rail.=Вагонетка с ТНТ это взрывающийся железнодорожный транспорт.
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Поместите вагонетку на рельсы. Ударьте по ней, чтобы она поехала. ТНТ активируется, если его поджечь огнивом или когда вагонетка проедет через подключенные активирующие рельсы.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Чтобы забрать вагонетку с ТНТ, ударьте по ней, удерживая клавишу [Красться]. Если ТНТ подожжён, сделать это нельзя.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Вагонетка с печью это железнодорожный транспорт. Она может ехать сама за счёт топлива.
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Поставьте вагонетку на рельсы. Если добавить в неё угля, то печь будет гореть продолжительное время и вагонетка сможет поехать сама. Ударьте по ней, чтобы она поехала.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Чтобы забрать вагонетку с печью, ударьте по ней, удерживая клавишу [Красться].
Minecart with Chest=Вагонетка с сундуком
Minecart with Furnace=Вагонетка с печью
Minecart with Command Block=Вагонетка с командным блоком
Minecart with Hopper=Вагонетка с воронкой
Minecart with TNT=Вагонетка с ТНТ
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Поместите рельсы на землю, чтобы сделать железную дорогу, рельсы автоматически соединятся между собой и будут образовывать повороты, T-образные развилки, перекрёстки и склоны там, где это потребуется.
Minecarts can be used for a quick transportion on rails.=Вагонетки нужны, чтобы быстро перемещаться по рельсам.
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Вагонетки едут строго по проложенному железнодорожному пути. На Т-образной развилке они поворачивают налево. Скорость зависит от типа рельсов.
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Вы ставите вагонетку на рельсы. Правым кликом садитесь в неё. Стукаете, чтобы начать движение.
To obtain the minecart, punch it while holding down the sneak key.=Чтобы взять вагонетку, стукните её, удерживая клавишу [Красться].
A minecart with TNT is an explosive vehicle that travels on rail.=Вагон тротила это подрывной железнодорожный транспорт.
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Поместите его на рельсы. Стукните, чтобы он поехал. Тротил воспламеняется, если его поджечь огнивом, либо при попадании на подключенный рельсовый активатор.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Чтобы взять вагон тротила, стукните его, удерживая клавишу [Красться]. Если тротил воспламенён, сделать это нельзя.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Вагон с печью - это железнодорожный транспорт. Он может двигаться за счёт топлива.
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Поставьте его на рельсы. Если добавить немного угля, то печь зажжётся на продолжительное время и вагон сможет ехать. Стукните вагон для начала движения.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Чтобы взять вагон с печью, стукните его, удерживая клавишу [Красться].
Minecart with Chest=Вагон с сундуком
Minecart with Furnace=Вагон с печью
Minecart with Command Block=Вагон с командным блоком
Minecart with Hopper=Вагон с бункером
Minecart with TNT=Вагон тротила
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Поместите на землю, чтобы сделать железную дорогу, рельсы автоматически соединятся между собой и будут превращаться в плавный повороты, T-образные развилки, перекрёстки и уклоны там, где это потребуется.
Rail=Рельсы
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Рельсы используются для строительства железной дороги. Обычные рельсы немного замедляют движение вагонеток из-за трения.
Powered Rail=Энергорельсы
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Энергорельсы используются для строительства железной дороги. Энергорельсы могут ускорять и тормозить вагонетки.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Неподключенные энергорельсы замедляют вагонетки. Чтобы энергорельсы ускоряли вагонетки, проведите к ним сигнал редстоуна.
Activator Rail=Активирующие рельсы
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Активирующие рельсы используются для строительства железной дороги. Активирующие рельсы активируют некоторые особые вагонетки.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Чтобы эти рельсы активировали вагонетки, подключите активирующие рельсы к сигналу редстоуна и направьте вагонетку через них.
Detector Rail=Нажимные рельсы
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Нажимные рельсы используются для строительства железной дороги. Нажимные рельсы реагируют на проезжающие по ним вагонетки и выдают сигнал для механизмов из редстоуна.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Подсоедините к нажимным рельсам редстоун или редстоуновые механизмы, чтобы активировать их когда по рельсам проезжает вагонетка.
Powered Rail=Подключаемые рельсы
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Рельсы используются для строительства железной дороги. Подключённые рельсы могут разгонять и тормозить вагонетки.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Без энергии редстоуна рельсы будут тормозить вагонетки.
Activator Rail=Рельсовый активатор
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Рельсы используются для строительства железной дороги. Рельсовый активатор активирует особые вагонетки.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Чтобы этот блок рельсов активировал вагонетку, подключите его к энергии редстоуна и направьте вагонетку через него.
Detector Rail=Рельсовый детектор
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Рельсы используются для строительства железной дороги. Рельсовый детектор может обнаруживать вагонетку у себя наверху и подключать механизмы редстоуна.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Чтобы обнаруживать вагонетку и подавать энергию редстоуна, подключите его к дорожке редстоуна или механизму редстоуна, после чего направьте любую вагонетку через него.
Track for minecarts=Железная дорога
Speed up when powered, slow down when not powered=Если подключены - ускоряют, если нет - тормозят
Activates minecarts when powered=Активирует особые вагонетки, если подключены
Emits redstone power when a minecart is detected=Подает сигнал редстоуна при обнаружении вагонетки
Vehicle for fast travel on rails=Железнодорожный транспорт
Can be ignited by tools or powered activator rail=Можно поджечь инструментом или активирующими рельсами
Speed up when powered, slow down when not powered=Разгоняет, если подключён, тормозит, если не подключён
Activates minecarts when powered=Активирует особые вагонетки, если подключён
Emits redstone power when a minecart is detected=Испускает энергию редстоуна при обнаружении вагонетки
Vehicle for fast travel on rails=Быстрый железнодорожный транспорт
Can be ignited by tools or powered activator rail=Можно воспламенить с помощью инструмента или подключенного рельсового активатора
Sneak to dismount=Нажмите [Красться] для высадки

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

View File

@ -21,8 +21,6 @@ local function atan(x)
end
end
mcl_mobs.effect_functions = {}
-- check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile()
@ -384,8 +382,7 @@ function mob_class:monster_attack()
-- find specific mob to attack, failing that attack player/npc/animal
if specific_attack(self.specific_attack, name)
and (type == "player" or ( type == "npc" and self.attack_npcs )
or (type == "animal" and self.attack_animals == true)
or (self.extra_hostile and not self.attack_exception(player))) then
or (type == "animal" and self.attack_animals == true)) then
p = player:get_pos()
sp = s
@ -516,28 +513,6 @@ end
-- deal damage and effects when mob punched
function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
local is_player = hitter:is_player()
local mob_pos = self.object:get_pos()
local player_pos = hitter:get_pos()
if is_player then
-- is mob out of reach?
if vector.distance(mob_pos, player_pos) > 3 then
return
end
-- is mob protected?
if self.protected and minetest.is_protected(mob_pos, hitter:get_player_name()) then
return
end
end
local time_now = minetest.get_us_time()
local time_diff = time_now - self.invul_timestamp
-- check for invulnerability time in microseconds (0.5 second)
if time_diff <= 500000 and time_diff >= 0 then
return
end
-- custom punch function
if self.do_punch then
@ -554,15 +529,20 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
return
end
local time_now = minetest.get_us_time()
local is_player = hitter:is_player()
if is_player then
-- is mob protected?
if self.protected and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
return
end
if minetest.is_creative_enabled(hitter:get_player_name()) then
self.health = 0
end
-- set/update 'drop xp' timestamp if hitted by player
self.xp_timestamp = time_now
self.xp_timestamp = minetest.get_us_time()
end
@ -674,9 +654,6 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
-- do damage
self.health = self.health - damage
-- give invulnerability
self.invul_timestamp = time_now
-- skip future functions if dead, except alerting others
if self:check_for_death( "hit", {type = "punch", puncher = hitter}) then
die = true
@ -692,10 +669,10 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
if not v then return end
local r = 1.4 - math.min(punch_interval, 1.4)
local kb = r * (math.abs(v.x)+math.abs(v.z))
local up = 2.625
local up = 2
if die==true then
kb=kb*1.25
kb=kb*2
end
-- if already in air then dont go up anymore when hit
@ -709,7 +686,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
if tool_capabilities.damage_groups["knockback"] then
kb = tool_capabilities.damage_groups["knockback"]
else
kb = kb * 1.25
kb = kb * 1.5
end
@ -719,19 +696,9 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
end
if hitter and is_player then
local wielditem = hitter:get_wielded_item()
kb = kb + 9 * mcl_enchanting.get_enchantment(wielditem, "knockback")
-- add player velocity to mob knockback
local hv = hitter:get_velocity()
local dir_dot = (hv.x * dir.x) + (hv.z * dir.z)
local player_mag = math.sqrt((hv.x * hv.x) + (hv.z * hv.z))
local mob_mag = math.sqrt((v.x * v.x) + (v.z * v.z))
if dir_dot > 0 and mob_mag <= player_mag * 0.625 then
kb = kb + ((math.abs(hv.x) + math.abs(hv.z)) * r)
end
elseif luaentity and luaentity._knockback and die == false then
kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
elseif luaentity and luaentity._knockback then
kb = kb + luaentity._knockback
elseif luaentity and luaentity._knockback and die == true then
kb = kb + luaentity._knockback * 0.25
end
self._kb_turn = true
self._turn_to=self.object:get_yaw()-1.57
@ -886,8 +853,7 @@ function mob_class:do_states_attack (dtime)
return
end
local target_line_of_sight = self:target_visible(s)
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
@ -1136,11 +1102,6 @@ function mob_class:do_states_attack (dtime)
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
if self.dealt_effect then
mcl_mobs.effect_functions[self.dealt_effect.name](
self.attack, self.dealt_effect.factor, self.dealt_effect.dur
)
end
end
else
self.custom_attack(self, p)
@ -1231,9 +1192,6 @@ function mob_class:do_states_attack (dtime)
-- important for mcl_shields
ent._shooter = self.object
ent._saved_shooter_pos = self.object:get_pos()
if ent.homing then
ent._target = self.attack
end
end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
@ -1250,13 +1208,7 @@ function mob_class:do_states_attack (dtime)
end
end
end
else
elseif self.attack_type == "custom" and self.attack_state then
self.attack_state(self, dtime)
end
if self.on_attack then
self.on_attack(self, dtime)
end
end

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

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

View File

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

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@ -1,13 +1,11 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Мирный режим включён! Монстры не будут спауниться.
This allows you to place a single mob.=Позволяет вам заспаунить одного моба.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Используйте предмет там, где вы хотите, чтобы заспаунился моб. Животные будут спауниться уже прирученные, если только вы не удерживаете клавишу [Красться] при размещении. Если использовать на спаунере мобов, изменится создаваемый им моб.
You need the “maphack” privilege to change the mob spawner.=Вам нужна привилегия “maphack”, чтобы изменить спаунер мобов.
Name Tag=Бирка
A name tag is an item to name a mob.=Бирка это предмет, дающий мобу имя.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Прежде чем использовать бирку, нужно задать ей имя на наковальне. Тогда вы сможете использовать бирку, чтобы дать имя мобу.
Only peaceful mobs allowed!=Разрешены только мирные мобы!
Give names to mobs=Даёт имена мобам
Set name at anvil=Задайте имя на наковальне
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.=Удаляет указанных мобов кроме именованных и прирученных. Для второго параметра используйте nametagged/tamed, чтобы выбрать именованных/прирученных мобов или радиус указывающий максимальную дистанцию от игрока.
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=Параметры по умолчанию. Удаляем враждебных мобов. Для дополнительных опций введите: /help clearmobs
Peaceful mode active! No monsters will spawn.=Мирный режим включён! Чудовища не будут появляться.
This allows you to place a single mob.=Позволяет вам породить одно существо.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Просто нажмите на блок, где хотите, чтобы появилось существо. Животные будут появляться уже прирученные, если это не нужно, удерживайте клавишу [Красться] при размещении. Если использовать на порождателе, тогда существо будет изменено.
You need the “maphack” privilege to change the mob spawner.=Вам нужно обладать привилегией «maphack», чтобы изменить порождатель существ.
Name Tag=Именная бирка
A name tag is an item to name a mob.=Именная бирка — это предмет, чтобы дать существу имя.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Прежде чем использовать именную бирку, нужно задать имя на наковальне. Тогда вы сможете использовать бирку, чтобы дать имя мобу.
Only peaceful mobs allowed!=Разрешены только мирные существа!
Give names to mobs=Даёт имена существам
Set name at anvil=Задайте имя при помощи наковальни

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@ -76,67 +76,6 @@ function mob_class:is_node_waterhazard(nodename)
return false
end
local function raycast_line_of_sight (origin, target)
local raycast = minetest.raycast(origin, target, false, true)
local los_blocked = false
for hitpoint in raycast do
if hitpoint.type == "node" then
--TODO type object could block vision, for example chests
local node = minetest.get_node(minetest.get_pointed_thing_position(hitpoint))
if node.name ~= "air" then
local nodef = minetest.registered_nodes[node.name]
if nodef and nodef.walkable then
los_blocked = true
break
end
end
end
end
return not los_blocked
end
function mob_class:target_visible(origin)
if not origin then return end
if not self.attack then return end
local target_pos = self.attack:get_pos()
if not target_pos then return end
local origin_eye_pos = vector.offset(origin, 0, self.head_eye_height, 0)
--minetest.log("origin: " .. dump(origin))
--minetest.log("origin_eye_pos: " .. dump(origin_eye_pos))
local targ_head_height, targ_feet_height
if self.attack:is_player() then
local cbox = self.object:get_properties().collisionbox
targ_head_height = vector.offset(target_pos, 0, cbox[5], 0)
targ_feet_height = target_pos -- Cbox would put feet under ground which interferes with ray
else
targ_head_height = vector.offset(target_pos, 0, self.collisionbox[5], 0)
targ_feet_height = vector.offset(target_pos, 0, self.collisionbox[2], 0)
end
--minetest.log("start targ_head_height: " .. dump(targ_head_height))
if raycast_line_of_sight (origin_eye_pos, targ_head_height) then
return true
end
--minetest.log("Start targ_feet_height: " .. dump(targ_feet_height))
if raycast_line_of_sight (origin_eye_pos, targ_feet_height) then
return true
end
-- TODO mid way between feet and head
return false
end
-- check line of sight (BrunoMine)
function mob_class:line_of_sight(pos1, pos2, stepsize)

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@ -1,6 +1,5 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
local validate_vector = mcl_util.validate_vector
local ENTITY_CRAMMING_MAX = 24
local CRAMMING_DAMAGE = 3
@ -356,7 +355,7 @@ function mob_class:set_yaw(yaw, delay, dtime)
if math.abs(target_shortest_path_nums) > 10 then
self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
if validate_vector(self.acc) then
if self.acc then
self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
end
end
@ -676,20 +675,13 @@ function mob_class:do_env_damage()
self.standing_in = node_ok(pos, "air").name
self.standing_on = node_ok(pos2, "air").name
local pos3 = vector.offset(pos, 0, 1, 0)
self.standing_under = node_ok(pos3, "air").name
-- don't fall when on ignore, just stand still
if self.standing_in == "ignore" then
self.object:set_velocity({x = 0, y = 0, z = 0})
-- wither rose effect
elseif self.standing_in == "mcl_flowers:wither_rose" then
mcl_potions.withering_func(self.object, 1, 2)
end
local nodef = minetest.registered_nodes[self.standing_in]
local nodef2 = minetest.registered_nodes[self.standing_on]
local nodef3 = minetest.registered_nodes[self.standing_under]
-- rain
if self.rain_damage > 0 then
@ -769,7 +761,7 @@ function mob_class:do_env_damage()
if minetest.get_item_group(self.standing_in, "water") == 0 then
drowning = true
end
elseif nodef.drowning > 0 and nodef3.drowning > 0 then
elseif nodef.drowning > 0 then
drowning = true
end
@ -947,7 +939,7 @@ function mob_class:falling(pos)
-- in water then float up
if registered_node.groups.water then
if acc and self.floats == 1 and minetest.registered_nodes[node_ok(vector.offset(pos,0,self.collisionbox[5] -0.25,0)).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))
end
else

View File

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

View File

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

View File

@ -1,2 +1,2 @@
# textdomain:mcl_paintings
Painting=Картина
Painting=Рисование

View File

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

View File

@ -191,10 +191,9 @@ Origin of those models:
* [Spennnyyy](https://freesound.org/people/Spennnyyy/) (CC0)
* `mcl_totems_totem.ogg`
* Source: <https://freesound.org/people/Spennnyyy/sounds/323502/>
* [Baŝto](https://opengameart.org/users/ba%C5%9Dto) (remixer) and [kantouth](https://freesound.org/people/kantouth/) (original author)
* [Baŝto](https://opengameart.org/users/ba%C5%9Dto)
* `mobs_mc_skeleton_random.*.ogg` (CC BY 3.0)
* Source: <https://opengameart.org/content/walking-skeleton>
* Based on: <https://freesound.org/people/kantouth/sounds/115113/>
* [spookymodem](https://freesound.org/people/spookymodem/)
* `mobs_mc_skeleton_death.ogg` (CC0)
* <https://freesound.org/people/spookymodem/sounds/202091/>
@ -305,10 +304,7 @@ Origin of those models:
* `mobs_mc_rabbit_random.*.ogg` (CC0)
* Changes were made.
* Source: <https://freesound.org/people/Alshred/>
* [epCode]
* `extra_mobs_hoglin*.ogg` (LGPL 3.0)
* Source: <https://git.minetest.land/epCode/extra_mobs/src/branch/master/sounds>
Note: Many of these sounds have been more or less modified to fit the game.
Sounds not mentioned here are licensed under CC0.
Sounds not mentioned hre are licensed under CC0.

View File

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

View File

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

View File

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

View File

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

View File

@ -24,7 +24,7 @@ local cow_def = {
head_swivel = "head.control",
bone_eye_height = 10,
head_eye_height = 1.1,
horizontal_head_height=-1.8,
horrizonatal_head_height=-1.8,
curiosity = 2,
head_yaw="z",
makes_footstep_sound = true,
@ -105,7 +105,7 @@ mooshroom_def.on_rightclick = function(self, clicker)
end
local item = clicker:get_wielded_item()
-- Use shears to get mushrooms and turn mooshroom into cow
if minetest.get_item_group(item:get_name(), "shears") > 0 then
if item:get_name() == "mcl_tools:shears" then
local pos = self.object:get_pos()
minetest.sound_play("mcl_tools_shears_cut", {pos = pos}, true)

View File

@ -24,7 +24,6 @@ mcl_mobs.register_mob("mobs_mc:creeper", {
mesh = "mobs_mc_creeper.b3d",
head_swivel = "Head_Control",
bone_eye_height = 2.35,
head_eye_height = 1.8;
curiosity = 2,
textures = {
{"mobs_mc_creeper.png",
@ -50,7 +49,7 @@ mcl_mobs.register_mob("mobs_mc:creeper", {
explosion_strength = 3,
explosion_radius = 3.5,
explosion_damage_radius = 3.5,
explosiontimer_reset_radius = 3,
explosiontimer_reset_radius = 6,
reach = 3,
explosion_timer = 1.5,
allow_fuse_reset = true,
@ -172,7 +171,7 @@ mcl_mobs.register_mob("mobs_mc:creeper_charged", {
explosion_strength = 6,
explosion_radius = 8,
explosion_damage_radius = 8,
explosiontimer_reset_radius = 3,
explosiontimer_reset_radius = 6,
reach = 3,
explosion_timer = 1.5,
allow_fuse_reset = true,

View File

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

View File

@ -31,9 +31,8 @@ local hoglin = {
} },
visual_size = {x=3, y=3},
sounds = {
random = "extra_mobs_hoglin.1",
random = "extra_mobs_hoglin",
damage = "extra_mobs_hoglin_hurt",
death = "extra_mobs_hoglin_hurt",
distance = 16,
},
jump = true,
@ -93,12 +92,6 @@ local zoglin = table.copy(hoglin)
zoglin.description = S("Zoglin")
zoglin.fire_resistant = 1
zoglin.textures = {"extra_mobs_zoglin.png"}
sounds = {
random = "extra_mobs_hoglin.2",
damage = "extra_mobs_hoglin_hurt",
death = "extra_mobs_hoglin_hurt",
distance = 16,
}
zoglin.do_custom = function()
return
end

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -1,27 +1,25 @@
# textdomain: mobs_mc
Agent=Агент
Axolotl=Аксолотль
Bat=Летучая мышь
Blaze=Ифрит
Chicken=Курица
Cow=Корова
Mooshroom=Грибная корова
Mooshroom=Гриб
Creeper=Крипер
Ender Dragon=Дракон Края
Ender Dragon=Дракон Предела
Enderman=Эндермен
Endermite=Эндермит
Ghast=Гаст
Elder Guardian=Древний страж
Guardian=Страж
Horse=Лошадь
Skeleton Horse=Лошадь-скелет
Zombie Horse=Лошадь-зомби
Skeleton Horse=Скелет лошади
Zombie Horse=Зомби-лошадь
Donkey=Ослик
Mule=Мул
Iron Golem=Железный голем
Llama=Лама
Ocelot=Оцелот
Cat=Кошка
Parrot=Попугай
Pig=Свинья
Polar Bear=Полярный медведь
@ -34,13 +32,13 @@ Skeleton=Скелет
Stray=Странник
Wither Skeleton=Скелет-иссушитель
Magma Cube=Лавовый куб
Slime=Слизень
Slime=Слизняк
Snow Golem=Снежный голем
Spider=Паук
Cave Spider=Пещерный паук
Squid=Спрут
Squid=Кальмар
Vex=Досаждатель
Evoker=Вызыватель
Evoker=Маг
Illusioner=Иллюзор
Villager=Житель
Vindicator=Поборник
@ -49,15 +47,8 @@ Witch=Ведьма
Wither=Иссушитель
Wolf=Волк
Husk=Кадавр
Baby Husk=Кадавр-ребёнок
Zombie=Зомби
Baby Zombie=Зомби-ребёнок
Piglin=Пиглин
Baby Piglin=Пиглин-ребёнок
Zombie Piglin=Зомби-пиглин
Baby Zombie Piglin=Зомби-пиглин-ребёнок
Sword Piglin=Пиглин-мечник
Piglin Brute=Жестокий пиглин
Zombie Pigman=Зомби-свиночеловек
Farmer=Фермер
Fisherman=Рыбак
Fletcher=Лучник
@ -71,13 +62,3 @@ Weapon Smith=Оружейник
Tool Smith=Инструментальщик
Cleric=Церковник
Nitwit=Нищий
Cod=Треска
Salmon=Лосось
Dolphin=Дельфин
Pillager=Разбойник
Tropical fish=Тропическая рыба
Hoglin=Хоглин
Baby hoglin=Детёныш хоглина
Zoglin=Зоглин
Strider=Страйдер
Glow Squid=Светящийся спрут

View File

@ -21,7 +21,6 @@ Mule=
Iron Golem=
Llama=
Ocelot=
Cat=
Parrot=
Pig=
Polar Bear=
@ -49,9 +48,7 @@ Witch=
Wither=
Wolf=
Husk=
Baby Husk=
Zombie=
Baby Zombie=
Piglin=
Baby Piglin=
Zombie Piglin=
@ -77,7 +74,5 @@ Dolphin=
Pillager=
Tropical fish=
Hoglin=
Baby hoglin=
Zoglin=
Strider=
Glow Squid=
Glow Squid=

View File

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

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

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

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

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

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

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

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@ -67,7 +67,7 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
head_swivel = "head.control",
bone_eye_height = 3.3,
head_eye_height = 1.1,
horizontal_head_height=-.7,
horrizonatal_head_height=-.7,
curiosity = 6,
head_yaw="z",
visual = "mesh",
@ -111,7 +111,7 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
run_start = 81, run_end = 121, run_speed = 60,
eat_start = 121, eat_start = 161, eat_loop = false,
},
follow = { "mcl_farming:wheat_item", "mcl_shepherd:shepherd_staff" },
follow = { "mcl_farming:wheat_item" },
view_range = 12,
-- Eat grass
@ -234,7 +234,7 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
if self:feed_tame(clicker, 1, true, false) then return end
if mcl_mobs:protect(self, clicker) then return end
if minetest.get_item_group(item:get_name(), "shears") > 0 and not self.gotten and not self.child then
if item:get_name() == "mcl_tools:shears" and not self.gotten and not self.child then
self.gotten = true
local pos = self.object:get_pos()
minetest.sound_play("mcl_tools_shears_cut", {pos = pos}, true)

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

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

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

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@ -161,18 +161,6 @@ local spawn_children_on_die = function(child_mob, spawn_distance, eject_speed)
end
end
local swamp_light_max = 7
local function slime_spawn_check(pos, environmental_light, artificial_light, sky_light)
local maxlight = swamp_light_max
if is_slime_chunk(pos) then
maxlight = minetest.LIGHT_MAX + 1
end
return artificial_light <= maxlight
end
-- Slime
local slime_big = {
description = S("Slime"),
@ -183,7 +171,7 @@ local slime_big = {
hp_max = 16,
xp_min = 4,
xp_max = 4,
collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02, rotate = true},
collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02},
visual_size = {x=12.5, y=12.5},
textures = {{"mobs_mc_slime.png", "mobs_mc_slime.png"}},
visual = "mesh",
@ -197,7 +185,7 @@ local slime_big = {
distance = 16,
},
damage = 4,
reach = 2.5,
reach = 3,
armor = 100,
drops = {},
-- TODO: Fix animations
@ -225,7 +213,6 @@ local slime_big = {
spawn_small_alternative = "mobs_mc:slime_small",
on_die = spawn_children_on_die("mobs_mc:slime_small", 1.0, 1.5),
use_texture_alpha = true,
spawn_check = slime_spawn_check,
}
mcl_mobs.register_mob("mobs_mc:slime_big", slime_big)
@ -235,10 +222,10 @@ slime_small.hp_min = 4
slime_small.hp_max = 4
slime_small.xp_min = 2
slime_small.xp_max = 2
slime_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51, rotate = true}
slime_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51}
slime_small.visual_size = {x=6.25, y=6.25}
slime_small.damage = 3
slime_small.reach = 2.25
slime_small.reach = 2.75
slime_small.walk_velocity = 1.8
slime_small.run_velocity = 1.8
slime_small.jump_height = 4.3
@ -252,10 +239,10 @@ slime_tiny.hp_min = 1
slime_tiny.hp_max = 1
slime_tiny.xp_min = 1
slime_tiny.xp_max = 1
slime_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505, rotate = true}
slime_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505}
slime_tiny.visual_size = {x=3.125, y=3.125}
slime_tiny.damage = 1
slime_tiny.reach = 2
slime_tiny.damage = 0
slime_tiny.reach = 2.5
slime_tiny.drops = {
-- slimeball
{name = "mcl_mobitems:slimeball",
@ -310,6 +297,7 @@ local cave_min = mcl_vars.mg_overworld_min
local cave_max = water_level - 23
local swampy_biomes = {"Swampland", "MangroveSwamp"}
local swamp_light_max = 7
local swamp_min = water_level
local swamp_max = water_level + 27
@ -403,7 +391,7 @@ local magma_cube_big = {
hp_max = 16,
xp_min = 4,
xp_max = 4,
collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02, rotate = true},
collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02},
visual_size = {x=12.5, y=12.5},
textures = {{ "mobs_mc_magmacube.png", "mobs_mc_magmacube.png" }},
visual = "mesh",
@ -418,7 +406,7 @@ local magma_cube_big = {
walk_velocity = 2.5,
run_velocity = 2.5,
damage = 6,
reach = 2.35,
reach = 3,
armor = 53,
drops = {
{name = "mcl_mobitems:magma_cream",
@ -463,10 +451,10 @@ magma_cube_small.hp_min = 4
magma_cube_small.hp_max = 4
magma_cube_small.xp_min = 2
magma_cube_small.xp_max = 2
magma_cube_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51, rotate = true}
magma_cube_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51}
magma_cube_small.visual_size = {x=6.25, y=6.25}
magma_cube_small.damage = 3
magma_cube_small.reach = 2.1
magma_cube_small.reach = 2.75
magma_cube_small.walk_velocity = .8
magma_cube_small.run_velocity = 2.0
magma_cube_small.jump_height = 6
@ -485,13 +473,13 @@ magma_cube_tiny.hp_min = 1
magma_cube_tiny.hp_max = 1
magma_cube_tiny.xp_min = 1
magma_cube_tiny.xp_max = 1
magma_cube_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505, rotate = true}
magma_cube_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505}
magma_cube_tiny.visual_size = {x=3.125, y=3.125}
magma_cube_tiny.walk_velocity = 1.02
magma_cube_tiny.run_velocity = 1.02
magma_cube_tiny.jump_height = 4
magma_cube_tiny.damage = 3
magma_cube_tiny.reach = 2
magma_cube_tiny.reach = 2.5
magma_cube_tiny.armor = 50
magma_cube_tiny.drops = {}
magma_cube_tiny.spawn_small_alternative = nil

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@ -114,7 +114,7 @@ mcl_mobs.register_mob("mobs_mc:snowman", {
-- Remove pumpkin if using shears
on_rightclick = function(self, clicker)
local item = clicker:get_wielded_item()
if self.gotten ~= true and minetest.get_item_group(item:get_name(), "shears") > 0 then
if self.gotten ~= true and item:get_name() == "mcl_tools:shears" then
-- Remove pumpkin
self.gotten = true
self.object:set_properties({

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

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

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@ -101,32 +101,28 @@ local professions = {
jobsite = "mcl_composters:composter",
trades = {
{
{ { "mcl_farming:wheat_item", 20, 20, }, E1 },
{ { "mcl_farming:potato_item", 26, 26, }, E1 },
{ { "mcl_farming:carrot_item", 22, 22, }, E1 },
{ { "mcl_farming:beetroot_item", 15, 15 }, E1 },
{ E1, { "mcl_farming:bread", 6, 6 } },
{ { "mcl_farming:wheat_item", 18, 22, }, E1 },
{ { "mcl_farming:potato_item", 15, 19, }, E1 },
{ { "mcl_farming:carrot_item", 15, 19, }, E1 },
{ E1, { "mcl_farming:bread", 2, 4 } },
},
{
{ { "mcl_farming:pumpkin", 6, 6 }, E1 },
{ E1, { "mcl_farming:pumpkin_pie", 4, 4 } },
{ E1, { "mcl_core:apple", 4, 4 } },
{ { "mcl_farming:pumpkin", 6, 7 }, E1 },
{ E1, { "mcl_farming:pumpkin_pie", 2, 3} },
{ E1, { "mcl_core:apple", 2, 3} },
},
{
{ { "mcl_farming:melon", 4, 4 }, E1 },
{ { "mcl_core:emerald", 3, 3 }, {"mcl_farming:cookie", 18, 18 }, },
{ { "mcl_farming:melon", 7, 12 }, E1 },
{ E1, {"mcl_farming:cookie", 5, 7 }, },
},
{
{ E1, { "mcl_cake:cake", 1, 1 } },
{ E1, { "mcl_mushrooms:mushroom_stew", 6, 10 } }, --FIXME: expert level farmer is supposed to sell sus stews.
},
{
{ { "mcl_core:emerald", 3, 3 }, { "mcl_farming:carrot_item_gold", 3, 3 } },
{ { "mcl_core:emerald", 4, 4 }, { "mcl_potions:speckled_melon", 3, 3 } },
{ E1, { "mcl_farming:carrot_item_gold", 3, 10 } },
{ E1, { "mcl_potions:speckled_melon", 1, 4 } },
TRADE_V6_BIRCH_SAPLING,
TRADE_V6_DARK_OAK_SAPLING,
TRADE_V6_ACACIA_SAPLING,
@ -139,36 +135,31 @@ local professions = {
jobsite = "mcl_barrels:barrel_closed",
trades = {
{
{ { "mcl_mobitems:string", 20, 20 }, E1 },
{ { "mcl_core:coal_lump", 10, 10 }, E1 },
{ { "mcl_core:emerald", 1, 1, "mcl_fishing:fish_raw", 6, 6 }, { "mcl_fishing:fish_cooked", 6, 6 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_buckets:bucket_cod", 1, 1 } },
{ { "mcl_fishing:fish_raw", 6, 6, "mcl_core:emerald", 1, 1 },{ "mcl_fishing:fish_cooked", 6, 6 } },
{ { "mcl_mobitems:string", 15, 20 }, E1 },
{ { "mcl_core:coal_lump", 10, 15 }, E1 },
-- FIXME missing: bucket of cod + fish should be cod.
},
{
{ { "mcl_fishing:fish_raw", 15, 15 }, E1 },
{ { "mcl_core:emerald", 1, 1, "mcl_fishing:salmon_raw", 6, 6 }, { "mcl_fishing:salmon_cooked", 6, 6 } },
{ { "mcl_core:emerald", 2, 2 }, {"mcl_campfires:campfire_lit", 1, 1 } },
{ { "mcl_fishing:fish_raw", 6, 15,}, E1 },
{ { "mcl_fishing:salmon_raw", 6, 6, "mcl_core:emerald", 1, 1 },{ "mcl_fishing:salmon_cooked", 6, 6 } },
{ { "mcl_core:emerald", 1, 2 },{"mcl_campfires:campfire_lit",1,1} },
},
{
{ { "mcl_fishing:salmon_raw", 13, 13 }, E1 },
{ { "mcl_core:emerald", 8, 22 }, { "mcl_fishing:fishing_rod_enchanted", 1, 1 } },
{ { "mcl_fishing:salmon_raw", 6, 13,}, E1 },
{ { "mcl_core:emerald", 7, 22 }, { "mcl_fishing:fishing_rod_enchanted", 1, 1} },
},
{
{ { "mcl_fishing:clownfish_raw", 6, 6 }, E1 },
{ { "mcl_fishing:clownfish_raw", 6, 6,}, E1 },
},
{
{ { "mcl_fishing:pufferfish_raw", 4, 4 }, E1 },
{ { "mcl_fishing:pufferfish_raw", 4, 4,}, E1 },
--Boat cherry?
{ { "mcl_boats:boat", 1, 1 }, E1 },
{ { "mcl_boats:boat_acacia", 1, 1 }, E1 },
{ { "mcl_boats:boat_spruce", 1, 1 }, E1 },
{ { "mcl_boats:boat_dark_oak", 1, 1 }, E1 },
{ { "mcl_boats:boat_birch", 1, 1 }, E1 },
{ { "mcl_boats:boat", 1, 1,}, E1 },
{ { "mcl_boats:boat_acacia", 1, 1,}, E1 },
{ { "mcl_boats:boat_spruce", 1, 1,}, E1 },
{ { "mcl_boats:boat_dark_oak", 1, 1,}, E1 },
{ { "mcl_boats:boat_birch", 1, 1,}, E1 },
},
},
},
@ -178,28 +169,25 @@ local professions = {
jobsite = "mcl_fletching_table:fletching_table",
trades = {
{
{ { "mcl_mobitems:string", 15, 20 }, E1 },
{ E1, { "mcl_bows:arrow", 8, 12 } },
{ { "mcl_core:gravel", 10, 10, "mcl_core:emerald", 1, 1 }, { "mcl_core:flint", 6, 10 } },
{ { "mcl_core:stick", 32, 32 }, E1 },
{ E1, { "mcl_bows:arrow", 16, 16 } },
{ { "mcl_core:emerald", 1, 1, "mcl_core:gravel", 10, 10 }, { "mcl_core:flint", 10, 10 } },
},
{
{ { "mcl_core:flint", 26, 26 }, E1 },
{ { "mcl_core:emerald", 2, 2 }, { "mcl_bows:bow", 1, 1 } },
{ { "mcl_core:emerald", 2, 3 }, { "mcl_bows:bow", 1, 1 } },
},
{
{ { "mcl_mobitems:string", 14, 14 }, E1 },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_bows:crossbow", 1, 1 } },
},
{
{ { "mcl_mobitems:feather", 24, 24 }, E1 },
{ { "mcl_mobitems:string", 24, 24 }, E1 },
{ { "mcl_core:emerald", 7, 21 } , { "mcl_bows:bow_enchanted", 1, 1 } },
},
{
--FIXME: supposed to be tripwire hook{ { "tripwirehook", 8, 8 }, E1 },
--FIXME: supposed to be tripwire hook{ { "tripwirehook", 24, 24 }, E1 },
{ { "mcl_core:emerald", 8, 22 } , { "mcl_bows:crossbow_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:healing_arrow", 5, 5 } },
{ { "mcl_core:emerald", 2, 2, "mcl_bows:arrow", 5, 5 }, { "mcl_potions:harming_arrow", 5, 5 } },
@ -221,108 +209,27 @@ local professions = {
jobsite = "mcl_loom:loom",
trades = {
{
{ { "mcl_wool:white", 18, 18 }, E1 },
{ { "mcl_wool:brown", 18, 18 }, E1 },
{ { "mcl_wool:black", 18, 18 }, E1 },
{ { "mcl_wool:grey", 18, 18 }, E1 },
{ { "mcl_core:emerald", 2, 2 }, { "mcl_tools:shears", 1, 1 } },
{ { "mcl_wool:white", 16, 22 }, E1 },
{ { "mcl_core:emerald", 3, 4 }, { "mcl_tools:shears", 1, 1 } },
},
{
{ { "mcl_dye:black", 12, 12 }, E1 },
{ { "mcl_dye:dark_grey", 12, 12 }, E1 },
{ { "mcl_dye:green", 12, 12 }, E1 },
{ { "mcl_dye:lightblue", 12, 12 }, E1 },
{ { "mcl_dye:white", 12, 12 }, E1 },
{ E1, { "mcl_wool:white", 1, 1 } },
{ E1, { "mcl_wool:grey", 1, 1 } },
{ E1, { "mcl_wool:silver", 1, 1 } },
{ E1, { "mcl_wool:black", 1, 1 } },
{ E1, { "mcl_wool:yellow", 1, 1 } },
{ E1, { "mcl_wool:orange", 1, 1 } },
{ E1, { "mcl_wool:red", 1, 1 } },
{ E1, { "mcl_wool:magenta", 1, 1 } },
{ E1, { "mcl_wool:purple", 1, 1 } },
{ E1, { "mcl_wool:blue", 1, 1 } },
{ E1, { "mcl_wool:cyan", 1, 1 } },
{ E1, { "mcl_wool:lime", 1, 1 } },
{ E1, { "mcl_wool:green", 1, 1 } },
{ E1, { "mcl_wool:pink", 1, 1 } },
{ E1, { "mcl_wool:light_blue", 1, 1 } },
{ E1, { "mcl_wool:brown", 1, 1 } },
{ E1, { "mcl_wool:white_carpet", 4, 4 } },
{ E1, { "mcl_wool:grey_carpet", 4, 4 } },
{ E1, { "mcl_wool:silver_carpet", 4, 4 } },
{ E1, { "mcl_wool:black_carpet", 4, 4 } },
{ E1, { "mcl_wool:yellow_carpet", 4, 4 } },
{ E1, { "mcl_wool:orange_carpet", 4, 4 } },
{ E1, { "mcl_wool:red_carpet", 4, 4 } },
{ E1, { "mcl_wool:magenta_carpet", 4, 4 } },
{ E1, { "mcl_wool:purple_carpet", 4, 4 } },
{ E1, { "mcl_wool:blue_carpet", 4, 4 } },
{ E1, { "mcl_wool:cyan_carpet", 4, 4 } },
{ E1, { "mcl_wool:lime_carpet", 4, 4 } },
{ E1, { "mcl_wool:green_carpet", 4, 4 } },
{ E1, { "mcl_wool:pink_carpet", 4, 4 } },
{ E1, { "mcl_wool:light_blue_carpet", 4, 4 } },
{ E1, { "mcl_wool:brown_carpet", 4, 4 } },
},
{
{ { "mcl_dye:red", 12, 12 }, E1 },
{ { "mcl_dye:grey", 12, 12 }, E1 },
{ { "mcl_dye:pink", 12, 12 }, E1 },
{ { "mcl_dye:yellow", 12, 12 }, E1 },
{ { "mcl_dye:orange", 12, 12 }, E1 },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_red_bottom", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_blue_bottom", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_cyan_bottom", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_grey_bottom", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_silver_bottom", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_black_bottom", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_yellow_bottom", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_green_bottom", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_magenta_bottom", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_orange_bottom", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_purple_bottom", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_brown_bottom", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_pink_bottom", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_lime_bottom", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_light_blue_bottom", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_beds:bed_white_bottom", 1, 1 } },
},
{
{ { "mcl_dye:dark_green", 12, 12 }, E1 },
{ { "mcl_dye:brown", 12, 12 }, E1 },
{ { "mcl_dye:blue", 12, 12 }, E1 },
{ { "mcl_dye:violet", 12, 12 }, E1 },
{ { "mcl_dye:cyan", 12, 12 }, E1 },
{ { "mcl_dye:magenta", 12, 12 }, E1 },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_white", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_grey", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_silver", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_black", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_red", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_yellow", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_green", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_cyan", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_blue", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_magenta", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_orange", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_purple", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_brown", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_pink", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_lime", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_light_blue", 1, 1 } },
},
{
{ { "mcl_core:emerald", 2, 2 }, { "mcl_paintings:painting", 3, 3 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:white", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:grey", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:silver", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:black", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:yellow", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:orange", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:red", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:magenta", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:purple", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:blue", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:cyan", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:lime", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:green", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:pink", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:light_blue", 1, 1 } },
{ { "mcl_core:emerald", 1, 2 }, { "mcl_wool:brown", 1, 1 } },
},
},
},
@ -332,28 +239,28 @@ local professions = {
jobsite = "mcl_lectern:lectern",
trades = {
{
{ { "mcl_core:paper", 24, 24 }, E1 },
{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 } },
{ { "mcl_core:emerald", 9, 9 }, { "mcl_books:bookshelf", 1 ,1 } },
{ { "mcl_core:paper", 24, 36 }, E1 },
{ { "mcl_books:book", 8, 10 }, E1 },
{ { "mcl_core:emerald", 9, 9 }, { "mcl_books:bookshelf", 1 ,1 }},
{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
},
{
{ { "mcl_books:book", 4, 4 }, E1 },
{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 } },
{ { "mcl_books:written_book", 2, 2 }, E1 },
{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
{ E1, { "mcl_lanterns:lantern_floor", 1, 1 } },
},
{
{ { "mcl_mobitems:ink_sac", 5, 5 }, E1 },
{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 } },
{ { "mcl_dye:black", 5, 5 }, E1 },
{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
{ E1, { "mcl_core:glass", 4, 4 } },
},
{
{ { "mcl_books:writable_book", 1, 1 }, E1 },
{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 } },
{ E1, { "mcl_books:writable_book", 1, 1 } },
{ { "mcl_core:emerald", 5, 64, "mcl_books:book", 1, 1 }, { "mcl_enchanting:book_enchanted", 1 ,1 }},
{ { "mcl_core:emerald", 4, 4 }, { "mcl_compass:compass", 1 ,1 }},
{ { "mcl_core:emerald", 5, 5 }, { "mcl_clock:clock", 1, 1 } },
{ { "mcl_core:emerald", 4, 4 }, { "mcl_compass:compass", 1 ,1 } },
},
{
@ -368,43 +275,38 @@ local professions = {
trades = {
{
{ { "mcl_core:paper", 24, 24 }, E1 },
{ { "mcl_core:emerald", 7, 7 }, { "mcl_maps:empty_map", 1, 1 } },
{ { "mcl_core:emerald", 7, 7}, { "mcl_maps:empty_map", 1, 1 } },
},
{
-- compass subject to special checks
{ { "xpanes:pane_natural_flat", 11, 11 }, E1 },
--{ { "mcl_core:emerald", 13, 13, "mcl_compass:compass", 1, 1 }, { "FIXME:ocean explorer map" 1, 1 } },
--{ { "mcl_core:emerald", 13, 13, "mcl_compass:compass", 1, 1 }, { "FIXME:ocean explorer map" 1, 1} },
},
{
{ { "mcl_compass:compass", 1, 1 }, E1 },
--{ { "mcl_core:emerald", 14, 14, "mcl_compass:compass", 1, 1 }, { "FIXME:woodland explorer map" 1, 1 } },
--{ { "mcl_core:emerald", 13, 13, "mcl_compass:compass", 1, 1 }, { "FIXME:woodland explorer map" 1, 1} },
},
{
{ { "mcl_core:emerald", 7, 7 }, { "mcl_itemframes:item_frame", 1, 1 } },
{ { "mcl_core:emerald", 7, 7}, { "mcl_itemframes:item_frame", 1, 1 }},
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_white", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_grey", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_silver", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_black", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_red", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_yellow", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_green", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_cyan", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_blue", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_magenta", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_orange", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_purple", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_brown", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_pink", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_lime", 1, 1 } },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_banners:banner_item_light_blue", 1, 1 } },
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_white", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_grey", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_silver", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_black", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_red", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_green", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_cyan", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_blue", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_magenta", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_orange", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_purple", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_brown", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_pink", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_lime", 1, 1 }},
{ { "mcl_core:emerald", 7, 7}, { "mcl_banners:banner_item_light_blue", 1, 1 }},
},
{
--{ { "mcl_core:emerald", 8, 8 }, { "FIXME: globe banner pattern", 1, 1 } },
--{ { "mcl_core:emerald", 8, 8}, { "FIXME: globe banner pattern", 1, 1 } },
},
-- TODO: special maps
},
@ -428,7 +330,6 @@ local professions = {
{ { "mcl_core:emerald", 3, 3 }, { "mcl_armor:leggings_chain", 1, 1 } },
{ { "mcl_core:emerald", 1, 1 }, { "mcl_armor:boots_chain", 1, 1 } },
},
{
{ { "mcl_buckets:bucket_lava", 1, 1 }, E1 },
{ { "mcl_core:diamond", 1, 1 }, E1 },
@ -441,7 +342,6 @@ local professions = {
{ { "mcl_core:emerald", 19, 33 }, { "mcl_armor:leggings_diamond_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 13, 27 }, { "mcl_armor:boots_diamond_enchanted", 1, 1 } },
},
{
{ { "mcl_core:emerald", 13, 27 }, { "mcl_armor:helmet_diamond_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 21, 35 }, { "mcl_armor:chestplate_diamond_enchanted", 1, 1 } },
@ -451,34 +351,29 @@ local professions = {
leatherworker = {
name = N("Leatherworker"),
texture = "mobs_mc_villager_leatherworker.png",
jobsite = "group:cauldron",
jobsite = "mcl_cauldrons:cauldron",
trades = {
{
{ { "mcl_mobitems:leather", 6, 6 }, E1 },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_armor:leggings_leather", 1, 1 } },
{ { "mcl_core:emerald", 7, 7 }, { "mcl_armor:chestplate_leather", 1, 1 } },
{ { "mcl_mobitems:leather", 9, 12 }, E1 },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_armor:leggings_leather", 2, 4 } },
{ { "mcl_core:emerald", 7, 7 }, { "mcl_armor:chestplate_leather", 2, 4 } },
},
{
{ { "mcl_core:flint", 26, 26 }, E1 },
{ { "mcl_core:emerald", 5, 5 }, { "mcl_armor:helmet_leather", 1, 1 } },
{ { "mcl_core:emerald", 4, 4 }, { "mcl_armor:boots_leather", 1, 1 } },
{ { "mcl_core:emerald", 5, 5 }, { "mcl_armor:helmet_leather", 2, 4 } },
{ { "mcl_core:emerald", 4, 4 }, { "mcl_armor:boots_leather", 2, 4 } },
},
{
{ { "mcl_mobitems:rabbit_hide", 9, 9 }, E1 },
{ { "mcl_core:emerald", 7, 7 }, { "mcl_armor:chestplate_leather", 1, 1 } },
},
{
--{ { "FIXME: scute", 4, 4 }, E1 },
{ { "mcl_core:emerald", 8, 10 }, { "mcl_mobitems:saddle", 1, 1 } },
--FIXME: { { "mcl_core:emerald", 6, 6 }, { "mcl_mobitems:leather_horse_armor", 1, 1 } },
},
{
{ { "mcl_core:emerald", 6, 6 }, { "mcl_mobitems:saddle", 1, 1 } },
{ { "mcl_core:emerald", 5, 5 }, { "mcl_armor:helmet_leather", 1, 1 } },
{ { "mcl_core:emerald", 5, 5 }, { "mcl_armor:helmet_leather", 2, 4 } },
},
},
},
@ -488,8 +383,8 @@ local professions = {
jobsite = "mcl_smoker:smoker",
trades = {
{
{ { "mcl_mobitems:chicken", 14, 14 }, E1 },
{ { "mcl_mobitems:porkchop", 7, 7 }, E1 },
{ { "mcl_mobitems:beef", 14, 14 }, E1 },
{ { "mcl_mobitems:chicken", 7, 7 }, E1 },
{ { "mcl_mobitems:rabbit", 4, 4 }, E1 },
{ E1, { "mcl_mobitems:rabbit_stew", 1, 1 } },
},
@ -499,15 +394,16 @@ local professions = {
{ E1, { "mcl_mobitems:cooked_porkchop", 5, 5 } },
{ E1, { "mcl_mobitems:cooked_chicken", 8, 8 } },
},
{
{ { "mcl_mobitems:mutton", 7, 7 }, E1 },
{ { "mcl_mobitems:beef", 10, 10 }, E1 },
},
{
{ { "mcl_ocean:dried_kelp_block", 10, 10 }, E1 },
{ { "mcl_farming:sweet_berry", 10, 10 }, E1 },
{ { "mcl_mobitems:mutton", 7, 7 }, E1 },
{ { "mcl_mobitems:beef", 10, 10 }, E1 },
},
{
--{ { "FIXME: Sweet Berries", 10, 10 }, E1 },
},
},
},
@ -526,13 +422,11 @@ local professions = {
{ { "mcl_core:iron_ingot", 4, 4 }, E1 },
{ { "mcl_core:emerald", 36, 36 }, { "mcl_bells:bell", 1, 1 } },
},
{
{ { "mcl_core:flint", 24, 24 }, E1 },
{ { "mcl_core:flint", 7, 9 }, E1 },
},
{
{ { "mcl_core:diamond", 1, 1 }, E1 },
{ { "mcl_core:diamond", 7, 9 }, E1 },
{ { "mcl_core:emerald", 17, 31 }, { "mcl_tools:axe_diamond_enchanted", 1, 1 } },
},
@ -558,7 +452,6 @@ local professions = {
{ { "mcl_core:iron_ingot", 4, 4 }, E1 },
{ { "mcl_core:emerald", 36, 36 }, { "mcl_bells:bell", 1, 1 } },
},
{
{ { "mcl_core:flint", 30, 30 }, E1 },
{ { "mcl_core:emerald", 6, 20 }, { "mcl_tools:axe_iron_enchanted", 1, 1 } },
@ -566,13 +459,11 @@ local professions = {
{ { "mcl_core:emerald", 8, 22 }, { "mcl_tools:pick_iron_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 4, 4 }, { "mcl_farming:hoe_diamond", 1, 1 } },
},
{
{ { "mcl_core:diamond", 1, 1 }, E1 },
{ { "mcl_core:emerald", 17, 31 }, { "mcl_tools:axe_diamond_enchanted", 1, 1 } },
{ { "mcl_core:emerald", 10, 24 }, { "mcl_tools:shovel_diamond_enchanted", 1, 1 } },
},
{
{ { "mcl_core:emerald", 18, 32 }, { "mcl_tools:pick_diamond_enchanted", 1, 1 } },
},
@ -587,96 +478,71 @@ local professions = {
{ { "mcl_mobitems:rotten_flesh", 32, 32 }, E1 },
{ E1, { "mesecons:redstone", 2, 2 } },
},
{
{ { "mcl_core:gold_ingot", 3, 3 }, E1 },
{ E1, { "mcl_core:lapis", 1, 1 } },
},
{
{ { "mcl_mobitems:rabbit_foot", 2, 2 }, E1 },
{ { "mcl_core:emerald", 4, 4 }, { "mcl_nether:glowstone", 1, 1 } },
{ E1, { "mcl_nether:glowstone", 4, 4 } },
},
{
--{ { "FIXME: scute", 4, 4 }, E1 },
{ { "mcl_potions:glass_bottle", 9, 9 }, E1 },
{ { "mcl_core:emerald", 5, 5 }, { "mcl_throwing:ender_pearl", 1, 1 } },
TRADE_V6_RED_SANDSTONE,
},
{
{ { "mcl_nether:nether_wart_item", 22, 22 }, E1 },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_experience:bottle", 1, 1 } },
{ { "mcl_nether:nether_wart_item", 22, 22 }, E1 },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_experience:bottle", 1, 1 } },
},
},
},
mason = {
name = N("Mason"),
texture = "mobs_mc_villager_mason.png",
jobsite = "mcl_stonecutter:stonecutter",
trades = {
name = N("Mason"),
texture = "mobs_mc_villager_mason.png",
jobsite = "mcl_stonecutter:stonecutter",
trades = {
{
{ { "mcl_core:clay_lump", 10, 10 }, E1 },
{ E1, { "mcl_core:brick", 10, 10 } },
},
{
{ { "mcl_core:clay_lump", 10, 10 }, E1 },
{ E1, { "mcl_core:brick", 10, 10 } },
},
{
{ { "mcl_core:stone", 20, 20 }, E1 },
{ E1, { "mcl_core:stonebrickcarved", 4, 4 } },
},
{
{ { "mcl_core:granite", 16, 16 }, E1 },
{ { "mcl_core:andesite", 16, 16 }, E1 },
{ { "mcl_core:diorite", 16, 16 }, E1 },
{ E1, { "mcl_core:andesite_smooth", 4, 4 } },
{ E1, { "mcl_core:granite_smooth", 4, 4 } },
{ E1, { "mcl_core:diorite_smooth", 4, 4 } },
--FIXME: { E1, { "Dripstone Block", 4, 4 } },
},
{
{ { "mcl_nether:quartz", 12, 12 }, E1 },
{ E1, { "mcl_colorblocks:hardened_clay_white", 1, 1 } },
{ E1, { "mcl_colorblocks:hardened_clay_grey", 1, 1 } },
{ E1, { "mcl_colorblocks:hardened_clay_silver", 1, 1 } },
{ E1, { "mcl_colorblocks:hardened_clay_black", 1, 1 } },
{ E1, { "mcl_colorblocks:hardened_clay_red", 1, 1 } },
{ E1, { "mcl_colorblocks:hardened_clay_yellow", 1, 1 } },
{ E1, { "mcl_colorblocks:hardened_clay_green", 1, 1 } },
{ E1, { "mcl_colorblocks:hardened_clay_cyan", 1, 1 } },
{ E1, { "mcl_colorblocks:hardened_clay_blue", 1, 1 } },
{ E1, { "mcl_colorblocks:hardened_clay_magenta", 1, 1 } },
{ E1, { "mcl_colorblocks:hardened_clay_orange", 1, 1 } },
{ E1, { "mcl_colorblocks:hardened_clay_brown", 1, 1 } },
{ E1, { "mcl_colorblocks:hardened_clay_pink", 1, 1 } },
{ E1, { "mcl_colorblocks:hardened_clay_light_blue", 1, 1 } },
{ E1, { "mcl_colorblocks:hardened_clay_lime", 1, 1 } },
{ E1, { "mcl_colorblocks:hardened_clay_purple", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_white", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_grey", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_silver", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_black", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_red", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_yellow", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_green", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_cyan", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_blue", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_magenta", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_orange", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_brown", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_pink", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_light_blue", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_lime", 1, 1 } },
{ E1, { "mcl_colorblocks:glazed_terracotta_purple", 1, 1 } },
},
{
{ E1, { "mcl_nether:quartz_pillar", 1, 1 } },
{ E1, { "mcl_nether:quartz_block", 1, 1 } },
},
{ { "mcl_core:stone", 20, 20 }, E1 },
{ E1, { "mcl_core:stonebrickcarved", 4, 4 } },
},
{
{ { "mcl_core:granite", 16, 16 }, E1 },
{ { "mcl_core:andesite", 16, 16 }, E1 },
{ { "mcl_core:diorite", 16, 16 }, E1 },
{ E1, { "mcl_core:granite_smooth", 4, 4 } },
{ E1, { "mcl_core:andesite_smooth", 4, 4 } },
{ E1, { "mcl_core:diorite_smooth", 4, 4 } },
},
{
{ { "mcl_nether:quartz", 12, 12 }, E1 },
{ E1, { "mcl_colorblocks:hardened_clay", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_white", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_grey", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_silver", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_black", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_red", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_yellow", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_green", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_cyan", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_blue", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_magenta", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_orange", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_brown", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_pink", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_light_blue", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_lime", 1, 1} },
{ E1, { "mcl_colorblocks:hardened_clay_purple", 1, 1 } },
},
{
{ E1, { "mcl_nether:quartz_pillar", 1, 1 } },
{ E1, { "mcl_nether:quartz_block", 1, 1 } },
},
},
},
nitwit = {
@ -1142,15 +1008,7 @@ end
----- JOBSITE LOGIC
local function get_profession_by_jobsite(js)
for k,v in pairs(professions) do
if v.jobsite == js then
return k
-- Catch Nitwit doesn't have a jobsite
elseif v.jobsite and v.jobsite:find("^group:") then
local group = v.jobsite:gsub("^group:", "")
if minetest.get_item_group(js, group) > 0 then
return k
end
end
if v.jobsite == js then return k end
end
end
@ -1941,7 +1799,6 @@ local trade_inventory = {
if not wanted2:is_empty() then
inv:remove_item("input", inv:get_stack("wanted", 2))
end
local name = player:get_player_name()
local trader = player_trading_with[name]
minetest.sound_play("mobs_mc_villager_accept", {to_player = player:get_player_name(),object=trader.object}, true)
end

View File

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

View File

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

View File

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

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

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

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

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@ -1,3 +1,4 @@
# textdomain: lightning
Let lightning strike at the specified position or player. No parameter will strike yourself.=Бьёт молнией в заданную позицию или в игрока. Без указанного параметра ударит по вам.
@1 was struck by lightning.=@1 убило молнией.
Let lightning strike at the specified position or yourself=Позволяет молнии бить в заданную позицию или в вас
No position specified and unknown player=Позиция не задана и игрок неизвестен

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

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

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@ -1,2 +0,0 @@
# textdomain: mcl_raids
Ominous Banner=Зловещий флаг

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

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

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

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@ -6,3 +6,4 @@ Error: Invalid parameters.=Ошибка: Недопустимые парамет
Error: Duration can't be less than 1 second.=Ошибка: длительность не может быть менее 1 секунды.
Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.=Ошибка: Указана неправильная погода. Возможны варианты: “clear” (ясная), “rain” (дождь), “snow” (снег) или “thunder” (гроза).
Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)=Переключает между ясной погодой и осадками (случайно выбирается дождь, грозовой шторм или снег)

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

View File

@ -27,7 +27,7 @@ New help entry unlocked: @1 > @2=Новая подсказка разблоки
No categories have been registered, but they are required to provide help.=Для предоставления помощи требуются зарегистрированные категории, но они отсутствуют.
The Documentation System [doc] does not come with help contents on its own, it needs additional mods to add help content. Please make sure such mods are enabled on for this world, and try again.=Система документации [doc] не предоставляет помощи сама по себе, нужны дополнительные моды для добавления справочной информации. Пожалуйста, убедитесь, что моды включены для этого мира, после чего попробуйте снова.
Number of entries: @1=Количество записей: @1
OK=ОК
OK=О'кей
Open a window providing help entries about Minetest and more=Открыть окно с подсказками о игре Minetest и т. п.
Please select a category you wish to learn more about:=Пожалуйста, выберите категорию, о которой хотите узнать больше:
Recommended mods: doc_basics, doc_items, doc_identifier, doc_encyclopedia.=Рекомендованные моды: doc_basics, doc_items, doc_identifier, doc_encyclopedia.

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@ -1,7 +1,7 @@
# textdomain:doc_identifier
Error: This node, item or object is undefined. This is always an error.=Ошибка: Данный узел, предмет или объект не определён. Это всегда вызывает ошибку.
This can happen for the following reasons:=Это может произойти по одной из причин:
• The mod which is required for it is not enabled=• Не включён требуемый мод
• The mod which is required for it is not enabled=• Не включён мод, требуемый для этого
• The author of the game or a mod has made a mistake=• Автор игры или мода допустил ошибку
It appears to originate from the mod “@1”, which is enabled.=Это, вероятно, случилось в моде “@1”, который включён.
It appears to originate from the mod “@1”, which is not enabled!=Это, вероятно, случилось в моде “@1”, который не включён!
@ -10,8 +10,8 @@ Lookup Tool=Инструмент просмотра
No help entry for this block could be found.=Не удаётся найти справочной записи для этого блока.
No help entry for this item could be found.=Не удаётся найти справочной записи для этого предмета.
No help entry for this object could be found.=Не удаётся найти справочной записи для этого объекта.
OK=ОК
Punch any block, item or other thing about you wish to learn more about. This will open up the appropriate help entry. The tool comes in two modes which are changed by using. In liquid mode, this tool points to liquids as well while in solid mode this is not the case.=Ударьте по любому блоку, предмету и прочим вещам, про который вы хотите узнать больше. Откроется соответствующая справочная запись. Инструмент работает в двух режимах, меняющихся при использовании. В жидкостном режиме инструмент указывает на жидкости, в твёрдом режиме нет.
OK=О'кей
Punch any block, item or other thing about you wish to learn more about. This will open up the appropriate help entry. The tool comes in two modes which are changed by using. In liquid mode, this tool points to liquids as well while in solid mode this is not the case.=Стукните любой блок, предмет или другую вещь, про которую хотите узнать больше. Откроется соответствующая справочная запись. Инструмент работает в двух режимах, меняющихся при использовании. В жидком режиме инструмент указывает на жидкости, в твёрдом режиме нет.
This block cannot be identified because the world has not materialized at this point yet. Try again in a few seconds.=Этот блок не может быть идентифицирован, потому что мир не ещё материализовался в этой точке.
This is a player.=Это игрок.
This useful little helper can be used to quickly learn more about about one's closer environment. It identifies and analyzes blocks, items and other things and it shows extensive information about the thing on which it is used.=Этот маленький помощник выдаст вам быструю справку о чём-то из ближайшего окружения. Он идентифицирует и анализирует блоки, предметы и другие вещи и показывает подробную информацию о вещах, к которым они применимы.

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

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@ -10,12 +10,12 @@
# Itemname (ca. 25%)
@1 (ca. @2%)=
# List separator (e.g. “one, two, three”)
, =,
, =,
# Final list separator (e.g. “One, two and three”)
and = e
and = e
1 second=1 segundo
A transparent block, basically empty space. It is usually left behind after digging something.=Um bloco transparente, basicamente um vazio. Isso geralmente fica no lugar de um bloco removido.
Air=Ar
Air=Ár
Blocks=Blocos
Building another block at this block will place it inside and replace it.=Construir outro bloco nesse bloco vai subistitui-lo.
Building this block is completely silent.=Construir esse bloco é completamente silencioso.
@ -53,8 +53,8 @@ Range: 4=Range: 4
Rating @1=Classificação @1
# @1 is minimal rating, @2 is maximum rating
Rating @1-@2=Classificação @1-@2
The fall damage on this block is increased by @1%.=O dano por queda nesse bloco é aumentado em @1%.
The fall damage on this block is reduced by @1%.=O dano por queda nesse bloco é reduzido em @1%.
The fall damage on this block is increased by @1%.=O dano por queda nesse bloco é aumentado em @ 1%.
The fall damage on this block is reduced by @1%.=O dano por queda nesse bloco é reduzido em @ 1%.
This block allows light to propagate with a small loss of brightness, and sunlight can even go through losslessly.=Esse bloco permite que a luz se propague com uma pequena perda de brilho, e a luz solar pode até passar sem perdas.
This block allows light to propagate with a small loss of brightness.=Esse bloco permite que a luz se propague com uma pequena perda de brilho.
This block allows sunlight to propagate without loss in brightness.=Esse bloco permite que a luz solar se propague sem perda de brilho.
@ -78,7 +78,7 @@ This block connects to this block: @1.=Esse bloco se conecta a esse bloco: @1.
This block decreases your breath and causes a drowning damage of @1 hit point every 2 seconds.=Esse bloco diminui a sua respiração e causa um dano por afogamento de @1 ponto de vida a cada 2 segundos.
This block decreases your breath and causes a drowning damage of @1 hit points every 2 seconds.=Esse bloco diminui a sua respiração e causa um dano por afogamento de @1 pontos de vida a cada 2 segundos.
This block is a light source with a light level of @1.=Esse bloco é uma fonte de luz com um nível de luz de @1.
This block glows faintly with a light level of @1.=Esse bloco tem um brilho fraco com um nível de luz de @1.
This block glows faintly with a light level of @1.=Esse bloco tem um brilho fraco com um nível de luz de @ 1.
This block is a building block for creating various buildings.=Esse bloco é um bloco de construção para criar vários edifícios.
This block is a liquid with these properties:=Esse bloco é um líquido com as seguintes propriedades:
This block is affected by gravity and can fall.=Esse bloco é afetado pela gravidade e pode cair.
@ -123,18 +123,18 @@ any level=qualquer nível
level 0=nível 0
level 0-@1=nivel 0-@1
unknown=desconhecido
Unknown item (@1)=Item desconhecido (@1)
Unknown item (@1)=Item desconhecido
• @1: @2=
• @1: @2 HP=
• @1: @2, @3=
• Flowing range: @1=
• No flowing=
• Not renewable=• Não renovável
• Renewable=• Renovável
• Viscosity: @1=• Viscosidade: @1
• Not renewable=
• Renewable=
• Viscosity: @1=
Itemstring: "@1"=
Durability: @1 uses=Durabilidade: @1 usos
Durability: @1=Durabilidade: @1
Durability: @1 uses=
Durability: @1=
Mining durability:=
• @1, level @2: @3 uses=
• @1, level @2: Unlimited=

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@ -1,8 +1,8 @@
# textdomain:doc_items
Using it as fuel turns it into: @1.=Использование в качестве топлива превращает это в: @1.
Using it as fuel turns it into: @1.=Использование в качестве топлива превращает его в: @1.
@1 seconds=@1 секунд(ы)
# Item count times item name
@1×@2=@1×@2
%@1×@2=%@1×@2
# Itemname (25%)
@1 (@2%)=@1 (@2%)
# Itemname (<0.5%)
@ -14,111 +14,111 @@ Using it as fuel turns it into: @1.=Использование в качеств
# Final list separator (e.g. “One, two and three”)
and = и
1 second=1 секунда
A transparent block, basically empty space. It is usually left behind after digging something.=Прозрачный блок, проще говоря, пустое пространство. Обычно оно остаётся, если выкопать что-то.
A transparent block, basically empty space. It is usually left behind after digging something.=Один прозрачный блок, основное пустое пространство. Обычно оно остаётся, если выкопать что-то.
Air=Воздух
Blocks=Блоки
Building another block at this block will place it inside and replace it.=Возведение другого блока на этом блоке поместит его внутрь и заменит.
Building this block is completely silent.=Строительство этого блока не издает звука.
Building this block is completely silent.=Строительство этого блока абсолютно бесшумное.
Collidable: @1=Непроходимый: @1
Description: @1=Описание: @1
Falling blocks can go through this block; they destroy it when doing so.=Падающие блоки могут пройти сквозь этот блок; при этом они уничтожат его.
Full punch interval: @1 s=Интервал полного удара: @1 с
Hand=Рука
Hold it in your hand, then leftclick to eat it.=Возьмите это в руку и кликните левой кнопкой мыши, чтобы съесть.
Hold it in your hand, then leftclick to eat it. But why would you want to do this?=Возьмите это в руку и кликните левой кнопкой мыши, чтобы съесть. Но зачем вы хотите это сделать?
Hold it in your hand, then leftclick to eat it.=Возьмите это в руку и кликните левой, чтобы съесть.
Hold it in your hand, then leftclick to eat it. But why would you want to do this?=Возьмите это в руку и кликните левой, чтобы съесть. Но вам правда этого хочется?
Item reference of all wieldable tools and weapons=Справка по всем носимым инструментам и оружию
Item reference of blocks and other things which are capable of occupying space=Справка по всем блокам и другим вещам, способным занимать место
Item reference of items which are neither blocks, tools or weapons (esp. crafting items)=Справка по остальным предметам - не блокам, не инструментам и не оружию (так называемые материалы для крафта)
Item reference of items which are neither blocks, tools or weapons (esp. crafting items)=Справка по остальным предметам (не блокам, не инструментам и не оружию)
Liquids can flow into this block and destroy it.=Жидкости могут затекать в этот блок, уничтожая его.
Maximum stack size: @1=Максимальный размер стака: @1
Mining level: @1=Уровень добывания: @1
Mining ratings:=Рейтинг добывания:
Maximum stack size: @1=Максимальный размер стека: @1
Mining level: @1=Уровень добываемости: @1
Mining ratings:=Рейтинг добываемости:
• @1, rating @2: @3 s - @4 s=• @1, рейтинг @2: @3 с - @4 с
• @1, rating @2: @3 s=• @1, рейтинг @2: @3 с
Mining times:=Добыто раз:
Mining this block is completely silent.=Добывание этого блока не издает звука.
Mining times:=Время добывания:
Mining this block is completely silent.=Добывание этого блока происходит абсолютно бесшумно.
Miscellaneous items=Дополнительные предметы
No=Нет
Pointable: No=Наводимый: нет
Pointable: Only by special items=Наводимый: только специальными предметами
Pointable: Yes=Наводимый: да
Punches with this block don't work as usual; melee combat and mining are either not possible or work differently.=Удар этим блоком работает не так, как обычно; ближний бой и копание либо невозможны, либо работают по-другому.
Punches with this item don't work as usual; melee combat and mining are either not possible or work differently.=Удар этим предметом работает не так, как обычно; ближний бой и копание либо невозможны, либо работают по-другому.
Punches with this tool don't work as usual; melee combat and mining are either not possible or work differently.=Удар этим инструментом работает не так, как обычно; ближний бой и копание либо невозможны, либо работают по-другому.
Pointable: No=Ориентируемый: Нет
Pointable: Only by special items=Ориентируемый: Только специальными предметами
Pointable: Yes=Ориентируемый: Да
Punches with this block don't work as usual; melee combat and mining are either not possible or work differently.=Удар этого блока не работает так, как это обычно бывает; рукопашный бой и майнинг либо невозможны, либо работают по-другому.
Punches with this item don't work as usual; melee combat and mining are either not possible or work differently.=Удар этого предмета не работает так, как это обычно бывает; рукопашный бой и майнинг либо невозможны, либо работают по-другому.
Punches with this tool don't work as usual; melee combat and mining are either not possible or work differently.=Удар этого инструмента не работает так, как это обычно бывает; рукопашный бой и майнинг либо невозможны, либо работают по-другому.
Range: @1=Дальность: @1
# Range: <Hand> (<Range>)
Range: @1 (@2)=Дальность: @1 (@2)
Range: 4=Дальность: 4
# Rating used for digging times
Rating @1=Скорость добывания @1
Rating @1=Скорость копания @1
# @1 is minimal rating, @2 is maximum rating
Rating @1-@2=Скорость добывания @1-@2=
The fall damage on this block is increased by @1%.=При падении на этот блок получаемый урон увеличивается на @1%.
The fall damage on this block is reduced by @1%.=При падении на этот блок получаемый урон уменьшается на @1%.
Rating @1-@2=Скорость копания @1-@2=
The fall damage on this block is increased by @1%.=Повреждение при падении на этот блок увеличивается на @1%.
The fall damage on this block is reduced by @1%.=Повреждение при падении на этот блок уменьшается на @1%.
This block allows light to propagate with a small loss of brightness, and sunlight can even go through losslessly.=Этот блок позволяет свету распространяться с небольшой потерей яркости, а солнечный свет может проходить без потерь.
This block allows light to propagate with a small loss of brightness.=Этот блок позволяет свету распространяться с небольшой потерей яркости.
This block allows sunlight to propagate without loss in brightness.=Этот блок позволяет солнечному свету распространяться без потери яркости.
This block belongs to the @1 group.=Этот блок принадлежит группе @1.
This block belongs to these groups: @1.=Этот блок принадлежит группам: @1.
This block can be climbed.=По этому блоку можно карабкаться.
This block can be climbed.=На этот блок можно залезть.
This block can be destroyed by any mining tool immediately.=Этот блок можно мгновенно уничтожить любым добывающим инструментом.
This block can be destroyed by any mining tool in half a second.=Этот блок можно уничтожить любым добывающим инструментом за полсекунды.
This block can be mined by any mining tool immediately.=Этот блок можно мгновенно добыть любым добывающим инструментом.
This block can be mined by any mining tool in half a second.=Этот блок можно добыть любым добывающим инструментом за полсекунды.
This block can be mined by mining tools which match any of the following mining ratings and its toughness level.=Этот блок можно добыть любым добывающим инструментом, соответствующим одному из следующих рейтингов и его уровню твёрдости.
This block can not be destroyed by ordinary mining tools.=Этот блок нельзя уничтожить добывающим инструментом.
This block can not be mined by ordinary mining tools.=Этот блок нельзя добыть обычным добывающим инструментом.
This block can serve as a smelting fuel with a burning time of @1.=Этот блок можно использовать как топливо со временем горения @1.
This block causes a damage of @1 hit point per second.=Этот блок наносит урон в @1 единицу здоровья в секунду.
This block causes a damage of @1 hit points per second.=Этот блок наносит урон в @1 единиц здоровья в секунду.
This block can be mined by mining tools which match any of the following mining ratings and its toughness level.=Этот блок можно добыть любым инструментами добычи, соответствующим одному из следующих рейтингов и уровней жёсткости.
This block can not be destroyed by ordinary mining tools.=Этот блок нельзя уничтожить обычным инструментом добычи.
This block can not be mined by ordinary mining tools.=Этот блок нельзя добыть обычным инструментом добычи.
This block can serve as a smelting fuel with a burning time of @1.=Этот блок может служить плавящимся топливом с временем горения @1.
This block causes a damage of @1 hit point per second.=Этот блок вызывает повреждение на @1 HP в секунду.
This block causes a damage of @1 hit points per second.=Этот блок вызывает повреждения на @1 HP в секунду.
This block connects to blocks of the @1 group.=Этот блок соединяется с блоками группы @1.
This block connects to blocks of the following groups: @1.=Этот блок соединяется с блоками групп: @1.
This block connects to these blocks: @1.=Этот блок соединяется со следующими блоками: @1.
This block connects to this block: @1.=Этот блок соединяется с этим блоком: @1.
This block decreases your breath and causes a drowning damage of @1 hit point every 2 seconds.=Этот блок уменьшает ваш запас кислорода и наносит урон от утопления в @1 единицу здоровья каждые 2 секунды.
This block decreases your breath and causes a drowning damage of @1 hit points every 2 seconds.=Этот блок уменьшает ваш запас кислорода и наносит урон от утопления в @1 единиц здоровья каждые 2 секунды.
This block decreases your breath and causes a drowning damage of @1 hit point every 2 seconds.=Этот блок уменьшает ваш кислород и вызывает повреждение от погружения на @1 HP каждые 2 секунды.
This block decreases your breath and causes a drowning damage of @1 hit points every 2 seconds.=Этот блок уменьшает ваш кислород и вызывает повреждения от погружения на @1 HP каждые 2 секунды.
This block is a light source with a light level of @1.=Этот блок является источником света уровня @1.
This block glows faintly with a light level of @1.=Этот блок мерцает с уровнем света: @1.
This block is a building block for creating various buildings.=Это строительный блок для создания разных конструкций.
This block is a liquid with these properties:=Это жидкий блок со следующими свойствами:
This block is a building block for creating various buildings.=Это строительный блок для создания разных конструкций и зданий.
This block is a liquid with these properties:=Это жидкий блок с такими свойствами:
This block is affected by gravity and can fall.=На этот блок действует гравитация, он может падать.
This block is completely silent when mined or built.=Этот блок не издает звуков когда добывается и устанавливается при строительстве.
This block is completely silent when walked on, mined or built.=Этот блок не издает звуков когда вы идёте по нему, добываете его или строите из него.
This block is completely silent when mined or built.=Этот блок абсолютно бесшумно добывается и устанавливается при строительстве.
This block is completely silent when walked on, mined or built.=Этот блок абсолютно тихий, он не шумит, если вы идёте по нему, добываете его или строите что-либо из него.
This block is destroyed when a falling block ends up inside it.=Этот блок уничтожается, когда падающий блок попадает в него.
This block negates all fall damage.=Этот блок отменяет весь урон от падения.
This block points to liquids.=Этот блок указывает на жидкости.
This block will drop as an item when a falling block ends up inside it.=Этот блок выпадет как предмет, когда падающий блок попадёт в него.
This block will drop as an item when it is not attached to a surrounding block.=Этот блок выпадет как предмет, если он не прикреплён к окружающим блокам.
This block will drop as an item when no collidable block is below it.=Этот блок выпадет как предмет, если нет непроходимого блока прямо под ним.
This block will drop the following items when mined: @1.=При добыче из этого блока выпадут следующие предметы: @1.
This block will drop the following when mined: @1×@2.=При добыче из этого блока выпадет следующее: @1×@2.
This block will drop the following when mined: @1.=При добыче из этого блока выпадет следующее: @1.
This block will drop the following when mined: @1.=При добыче из этого блока выпадет следующее: @1.
This block will drop the following items when mined: @1.=Этот блок будет выдавать следующие предметы при его добыче: @1.
This block will drop the following when mined: @1×@2.=Этот блок будет выдавать при его добыче: @1×@2.
This block will drop the following when mined: @1.=Этот блок будет выдавать при его добыче: @1.
This block will drop the following when mined: @1.=Этот блок будет выдавать при его добыче: @1.
This block will make you bounce off with an elasticity of @1%.=Этот блок заставит вас отскакивать с упругостью @1%.
This block will randomly drop one of the following when mined: @1.=При добыче из этого блока случайным образом выпадает что-то одно из списка: @1.
This block will randomly drop up to @1 drops of the following possible drops when mined: @2.=При добыче из этого блока случайным образом выпадает до @1 из следующих возможных выдач: @2.
This block won't drop anything when mined.=При добыче из этого блока не выпадет ничего.
This block will randomly drop one of the following when mined: @1.=При добыче этот блок случайным образом выдаёт что-то из списка: @1.
This block will randomly drop up to @1 drops of the following possible drops when mined: @2.=Этот блок случайным образом выдаст до @1 из следующих возможных выдач при добыче: @2.
This block won't drop anything when mined.=Этот блок ничего не выдаст при его добыче.
This is a decorational block.=Это декоративный блок.
This is a melee weapon which deals damage by punching.=Это орудие ближнего боя, наносящее урон при ударе.
Maximum damage per hit:=Максимальный урон за один удар:
This item belongs to the @1 group.=Этот предмет относится к группе @1.
This item belongs to these groups: @1.=Этот предмет относится к группам: @1.
This item can serve as a smelting fuel with a burning time of @1.=Этот предмет можно использовать как топливо со временем горения @1.
This item is primarily used for crafting other items.=Этот предмет в основном используется для крафта других предметов.
This item can serve as a smelting fuel with a burning time of @1.=Этот предмет может служить плавящимся топливом с временем горения @1.
This item is primarily used for crafting other items.=Этот предмет в основном используется для создания других предметов.
This item points to liquids.=Этот предмет указывает на жидкости.
This tool belongs to the @1 group.=Этот инструмент относится к группе @1.
This tool belongs to these groups: @1.=Этот инструмент относится к группам: @1.
This tool can serve as a smelting fuel with a burning time of @1.=Этот инструмент можно использовать как топливо со временем горения @1.
This tool can serve as a smelting fuel with a burning time of @1.=Этот инструмент может служить плавящимся топливом с временем горения @1.
This tool is capable of mining.=Этот инструмент используется для добычи.
Maximum toughness levels:=Максимальный уровень твёрдости:
Maximum toughness levels:=Максимальный уровень жёсткости:
This tool points to liquids.=Этот инструмент указывает на жидкости.
Tools and weapons=Инструменты и оружие
Unknown Node=Неизвестный блок
Usage help: @1=Помощь по использованию: @1
Walking on this block is completely silent.=Хождение по этому блоку не издает звуков.
Unknown Node=Неизвестный узел
Usage help: @1=Использование помощи: @1
Walking on this block is completely silent.=Хождение по этому блоку абсолютно бесшумное.
Whenever you are not wielding any item, you use the hand which acts as a tool with its own capabilities. When you are wielding an item which is not a mining tool or a weapon it will behave as if it would be the hand.=Даже если вы не держите никакого предмета, ваша рука - сама по себе инструмент, обладающий определёнными свойствами. Когда в вашей руке предмет, не являющийся инструментом добычи или оружием, он будет иметь свойства вашей пустой руки.
Yes=Да
You can not jump while standing on this block.=Вы не можете прыгать, пока стоите на этом блоке.
You can not jump while standing on this block.=Вы не можете прыгать, стоя на этом блоке.
any level=любой уровень
level 0=уровень 0
level 0-@1=уровень 0-@1
@ -129,15 +129,15 @@ Unknown item (@1)=Неизвестный предмет (@1)
• @1: @2, @3=• @1: @2, @3
• Flowing range: @1=• Дальность потока: @1
• No flowing=• Не текучее
• Not renewable=• Невозобновляемое
• Renewable=• Возобновляемое
• Not renewable=• Необновляемое
• Renewable=• Обновляемое
• Viscosity: @1=• Вязкость: @1
Itemstring: "@1"=Техническое название: "@1"
Durability: @1 uses=Прочность: @1 использований
Durability: @1=Прочность: @1
Mining durability:=Прочность при добыче:
Itemstring: "@1"=Айтемстринг: "@1"
Durability: @1 uses=Долговечность: @1 раз(а)
Durability: @1=Долговечность: @1
Mining durability:=Долговечность при майнинге:
• @1, level @2: @3 uses=• @1, уровень @2: @3 раз(а)
• @1, level @2: Unlimited=• @1, уровень @2: Неограниченно
This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=Поворот этого блока зависит от того как вы его ставите: поставьте его на пол или потолок для вертикальной ориентации; поместите на стену для горизонтальной ориентации. Удерживайте [Красться] при размещении для перпендикулярной ориентации.
Toughness level: @1=Уровень твёрдости: @1
This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=Вращение этого блока зависит от способа размещения: положите его на пол или потолок для вертикальной ориентации; поместите на стену для горизонтальной ориентации. Удерживайте [Красться] при размещении для перпендикулярной ориентации.
Toughness level: @1=Уровень жёсткости: @1
This block is slippery.=Этот блок скользкий.

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

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

View File

@ -2,29 +2,29 @@
Any shulker box=Любой ящик шалкера
Any wool=Любая шерсть
Any wood planks=Любые доски
Any wood=Любая древесина
Any wood=Любое дерево
Any sand=Любой песок
Any normal sandstone=Любой обычный песчаник
Any red sandstone=Любой красный песчаник
Any carpet=Любой ковёр
Any carpet=Любое покрытие
Any dye=Любой краситель
Any water bucket=Любое ведро воды
Any flower=Любой цветок
Any mushroom=Любой гриб
Any wooden slab=Любая деревянная плита
Any wooden stairs=Любые деревянные ступени
Any wooden stairs=Любые деревянные ступеньки
Any coal=Любой уголь
Any kind of quartz block=Любой кварцевый блок
Any kind of purpur block=Любой пурпурный блок
Any stone bricks=Любые каменные кирпичи
Any kind of purpur block=Любой фиолетовый блок
Any stone bricks=Любые каменные блоки
Any stick=Любая палка
Any item belonging to the @1 group=Любой предмет из группы @1
Any item belonging to the groups: @1=Любой предмет из группам: @1
Any item belonging to the @1 group=Любой предмет, относящийся к группе @1
Any item belonging to the groups: @1=Любой предмет, относящийся к группам: @1
Search=Поиск
Reset=Сброс
Previous page=Предыдущая страница
Next page=Следующая страница
Usage @1 of @2=Использование @1 из @2
Usage @1 of @2=Использование @1 из @2
Recipe @1 of @2=Рецепт @1 из @2
Burning time: @1=Время горения: @1
Cooking time: @1=Время приготовления: @1
@ -33,5 +33,5 @@ Shapeless=Бесформенный
Cooking=Приготовление
Increase window size=Увеличить окно
Decrease window size=Уменьшить окно
No item to show=Нет предмета для показа
Collect items to reveal more recipes=Собирайте предметы, чтобы открыть больше рецептов
No item to show=Нет элемента для показа
Collect items to reveal more recipes=Для рецептов нужны предметы

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@ -1,33 +1,33 @@
# textdomain: mcl_doc
Water can flow into this block and cause it to drop as an item.=Вода может затечь в этот блок и вызвать его выпадение в качестве предмета.
This block can be turned into dirt with a hoe.=Этот блок можно превратить в землю с помощью мотыги.
This block can be turned into dirt with a hoe.=Этот блок можно превратить в грязь с помощью мотыги.
This block can be turned into farmland with a hoe.=Этот блок можно превратить в грядку с помощью мотыги.
This block acts as a soil for all saplings.=Этот блок служит почвой для всех саженцев.
This block acts as a soil for some saplings.=Этот блок служит почвой для некоторых саженцев.
Sugar canes will grow on this block.=На этом блоке будет расти сахарный тростник.
Nether wart will grow on this block.=На этом блоке будет расти адский нарост.
This block quickly decays when there is no wood block of any species within a distance of @1. When decaying, it disappears and may drop one of its regular drops. The block does not decay when the block has been placed by a player.=Этот блок быстро саморазрушается, если на дистанции @1 метров отсутствуют блоки дерева любого типа. При разрушении может выпасть его обычный дроп. Блок не саморазрушается если он был поставлен игроком.
This block quickly decays and disappears when there is no wood block of any species within a distance of @1. The block does not decay when the block has been placed by a player.=Этот блок быстро саморазрушается и исчезает, если на дистанции @1 метров отсутствуют блоки дерева любого типа. Блок не саморазрушается если он был поставлен игроком.
This plant can only grow on grass blocks and dirt. To survive, it needs to have an unobstructed view to the sky above or be exposed to a light level of 8 or higher.=Это растение может расти только на блоках дёрна и грязи. Для жизни ему нужно иметь беспрепятственный обзор на небо сверху, либо уровень света 8 и выше.
This plant can grow on grass blocks, podzol, dirt and coarse dirt. To survive, it needs to have an unobstructed view to the sky above or be exposed to a light level of 8 or higher.=Это растение может расти только на блоках дёрна, грязи, подзола и твёрдой земли. Для жизни ему нужно иметь беспрепятственный обзор на небо сверху, либо уровень света 8 и выше.
This block is flammable.=Этот блок воспламеним.
This block destroys any item it touches.=Этот блок уничтожает любой предмет, который его касается.
To eat it, wield it, then rightclick.=Чтобы съесть это, возьмите в руки и кликните правой кнопкой мыши.
Nether wart will grow on this block.=Адский нарост будет расти на этом блоке.
This block quickly decays when there is no wood block of any species within a distance of @1. When decaying, it disappears and may drop one of its regular drops. The block does not decay when the block has been placed by a player.=Этот блок быстро разрушается, когда на расстоянии @1 нет древесных блоков любого вида. При распаде он исчезает и может уронить одну из своих обычных капель. Блок не разрушается, если он размещен игроком.
This block quickly decays and disappears when there is no wood block of any species within a distance of @1. The block does not decay when the block has been placed by a player.=Этот блок быстро распадается и исчезает, если на расстоянии @1 нет древесных блоков любого типа. Блок не разрушается, если он размещен игроком.
This plant can only grow on grass blocks and dirt. To survive, it needs to have an unobstructed view to the sky above or be exposed to a light level of 8 or higher.=Это растение может расти только на блоках травы и грязи. Чтобы выжить, ему нужно иметь беспрепятственный обзор неба или подвергаться воздействию света уровня 8 или выше.
This plant can grow on grass blocks, podzol, dirt and coarse dirt. To survive, it needs to have an unobstructed view to the sky above or be exposed to a light level of 8 or higher.=Это растение может расти на блоках травы, подзола и твёрдой грязи. Чтобы выжить, ему нужно иметь беспрепятственный обзор неба или подвергаться воздействию света уровня 8 или выше.
This block is flammable.=Этот блок легковоспламеним.
This block destroys any item it touches.=Этот блок уничтожает всё, к чему прикасается.
To eat it, wield it, then rightclick.=Чтобы съесть это, возьмите в руки и кликните правой клавишей.
You can eat this even when your hunger bar is full.=Вы можете есть это, даже когда ваша полоска голода заполнена.
You cannot eat this when your hunger bar is full.=Вы не можете есть это, когда ваша полоска голода заполнена.
To drink it, wield it, then rightclick.=Чтобы выпить это, возьмите его в руки и кликните правой кнопкой мыши.
To drink it, wield it, then rightclick.=Чтобы выпить это, возьмите его в руки и кликните правой клавишей мыши.
You cannot drink this when your hunger bar is full.=Вы не можете пить это, когда ваша полоска голода заполнена.
To consume it, wield it, then rightclick.=Чтобы употребить это, возьмите в руки и кликните правой кнопкой мыши.
To consume it, wield it, then rightclick.=Чтобы употребить это, возьмите в руки и кликните правой клавишей мыши.
You cannot consume this when your hunger bar is full.=Вы не можете употребить это, когда ваша полоска голода заполнена.
You have to wait for about 2 seconds before you can eat or drink again.=Вам нужно подождать 2 секунды, прежде чем снова пить или есть.
Hunger points restored: @1=Восстанавливает очков голода: @1
Saturation points restored: @1%.1f=Восстанавливает очков насыщения: @1
Hunger points restored: @1=Восстановлено единиц голода: @1
Saturation points restored: @1%.1f=Восстановлено единиц сытости: @1
This item can be repaired at an anvil with: @1.=Этот предмет можно починить на наковальне при помощи: @1.
This item can be repaired at an anvil with any wooden planks.=Этот предмет можно починить на наковальне с помощью любых деревянных досок.
This item can be repaired at an anvil with any item in the “@1” group.=Этот предмет можно починить на наковальне с помощью любого предмета из группы “@1”.
This item cannot be renamed at an anvil.=Этот предмет нельзя переименовать на наковальне.
This block crushes any block it falls into.=Этот блок ломает любой блок, на который падает.
When this block falls deeper than 1 block, it causes damage to any player it hits. The damage dealt is B×22 hit points with B @= number of blocks fallen. The damage can never be more than 40 HP.=Когда этот блок падает вниз на 1 блок, он наносит урон игроку, который заденет этот блок. Урон рассчитывается как Z×22 единиц здоровья, где Z это высота полета в блоках. Урон не может превышать 40 единиц здоровья.
This item cannot be renamed at an anvil.=Этот предмет нельзя починить в наковальне.
This block crushes any block it falls into.=Этот блок сокрушает любой блок, на который падает.
When this block falls deeper than 1 block, it causes damage to any player it hits. The damage dealt is B×22 hit points with B @= number of blocks fallen. The damage can never be more than 40 HP.=Когда этот блок падает 1 блока, то наносит урон задеваемому игроку. Повреждение составляет B×22 единиц удара, где B @= количество упавших блоков. Урон не может превышать 40 HP.
Diamond Pickaxe=Алмазная кирка
Iron Pickaxe=Железная кирка
Stone Pickaxe=Каменная кирка
@ -45,35 +45,35 @@ Golden Shovel=Золотая лопата
Wooden Shovel=Деревянная лопата
This block can be mined by any tool instantly.=Этот блок можно мгновенно добыть любым инструментом.
This block can be mined by:=Этот блок можно добыть при помощи:
Hardness: ∞=Твёрдость: ∞
Hardness: @1=Твёрдость: @1
This block will not be destroyed by TNT explosions.=Этот блок не будет уничтожен при взрыве ТНТ.
This block drops itself when mined by shears.=При добыче этого блока ножницами выпадает этот же блок.
Hardness: ∞=Твердость: ∞
Hardness: @1=Твердость: @1
This block will not be destroyed by TNT explosions.=Этот блок не уничтожат взрывы тротила.
This block drops itself when mined by shears.=Этот блок сбрасывается сам при добыче ножницами.
@1×@2=@1×@2
This blocks drops the following when mined by shears: @1=При добыче этого блока ножницами выпадает следующее: @1
This blocks drops the following when mined by shears: @1=Этот блок при добыче ножницами выбрасывает следующее: @1
, = ,
• Shears=• Ножницы
• Sword=• Меч
• Hand=• Рука
This is a melee weapon which deals damage by punching.=Это оружие ближнего боя, оно наносит урон при ударе.
Maximum damage: @1 HP=Максимальный урон: @1 HP
Full punch interval: @1 s=Интервал удара: @1 с
Full punch interval: @1 s=Интервал полного удара: @1 с
This tool is capable of mining.=Этим инструментом можно добывать
Mining speed: @1=Скорость добычи: @1
Painfully slow=крайне медленно
Very slow=очень медленно
Slow=медленно
Fast=быстро
Very fast=очень быстро
Extremely fast=экстремально быстро
Instantaneous=мгновенно
@1 uses=@1
Painfully slow=Мучительно медленно
Very slow=Очень медленно
Slow=Медленно
Fast=Быстро
Very fast=Очень быстро
Extremely fast=Ужасно быстро
Instantaneous=Мгновенно
@1 uses=@1 раз(а)
Unlimited uses=не ограничено
Block breaking strength: @1=Сила добычи: @1
Mining durability: @1=Прочность при добыче: @1
Armor points: @1=Очки брони: @1
Armor durability: @1=Прочность брони: @1
Block breaking strength: @1=Прочность блока на разрыв: @1
Mining durability: @1=Долговечность при добыче: @1
Armor points: @1=Эффективность защиты: @1
Armor durability: @1=Долговечность защиты: @1
It can be worn on the head.=Это можно носить на голове.
It can be worn on the torso.=Это можно носить на торсе.
It can be worn on the torso.=Это можно носить на теле.
It can be worn on the legs.=Это можно носить на ногах.
It can be worn on the feet.=Это можно носить на ступнях.

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

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