forked from VoxeLibre/VoxeLibre
Compare commits
1 Commits
master
...
mobs_armor
Author | SHA1 | Date |
---|---|---|
Mikita Wiśniewski | 28ab4f8046 |
|
@ -4,5 +4,4 @@
|
|||
*.blend2
|
||||
*.blend3
|
||||
/.idea/
|
||||
*.xcf
|
||||
.Rproj.user
|
||||
*.xcf
|
24
.luacheckrc
24
.luacheckrc
|
@ -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",
|
||||
}
|
22
.luarc.json
22
.luarc.json
|
@ -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"]
|
||||
}
|
|
@ -9,9 +9,10 @@ You can help with MineClone2's development in many different ways,
|
|||
whether you're a programmer or not.
|
||||
|
||||
## MineClone2's development target is to...
|
||||
- Create a stable, peformant, moddable, free/libre game based on Minecraft
|
||||
using the Minetest engine, usable in both singleplayer and multiplayer.
|
||||
- Currently, a lot of features are already implemented.
|
||||
- Crucially, create a stable, moddable, free/libre clone of Minecraft
|
||||
based on the Minetest engine with polished features, usable in both
|
||||
singleplayer and multiplayer. Currently, a lot of Minecraft features
|
||||
are already implemented.
|
||||
Polishing existing features is always welcome.
|
||||
|
||||
## Links
|
||||
|
@ -119,11 +120,11 @@ It's also a good idea to join the Discord server
|
|||
(or alternatively IRC or Matrix).
|
||||
|
||||
#### Textures
|
||||
For textures we prefer original art, but in the absence of that will accept
|
||||
Pixel Perfection texture pack contributions. Be warned many of the newer
|
||||
textures in it are copies or slight modifications of the original MC textures
|
||||
so great caution needs to be taken when using any textures coming from
|
||||
Minecraft texture packs.
|
||||
For textures we use the Pixel Perfection texture pack. For older Minecraft
|
||||
features that is mostly enough but a lot of the newer textures in it are
|
||||
copies or slight modifications of the original MC textures so great caution
|
||||
needs to be taken when using any textures coming from Minecraft texture
|
||||
packs.
|
||||
If you want to make such contributions, join our Discord server. Demands
|
||||
for textures will be communicated there.
|
||||
|
||||
|
@ -134,10 +135,7 @@ resource pack or minetest_game. Unfortunately, MineClone2 does not play
|
|||
a sound in every situation you would get one in Minecraft. Any help with
|
||||
sounds is greatly appreciated, however if you add new sounds you should
|
||||
probably work together with a programmer, to write the code to actually
|
||||
play these sounds in game. All sounds should be released under an open
|
||||
source license with clear information on the source, licencing and any
|
||||
changes made by the contributor. Use the README files in the mod to
|
||||
communicate this information.
|
||||
play these sounds in game.
|
||||
|
||||
#### 3D Models
|
||||
Most of the 3D Models in MineClone2 come from
|
||||
|
@ -147,9 +145,9 @@ Blender on demand. Many of the models have to be patched, some new
|
|||
animations have to be added etc.
|
||||
|
||||
#### Crediting
|
||||
Asset contributions will be credited in their mods and their own respective
|
||||
sections in CREDITS.md. If you have commited the results yourself, you will
|
||||
also be credited in the Contributors section.
|
||||
Asset contributions will be credited in their own respective sections in
|
||||
CREDITS.md. If you have commited the results yourself, you will also be
|
||||
credited in the Contributors section.
|
||||
|
||||
### Contributing Translations
|
||||
|
||||
|
@ -184,12 +182,7 @@ information about the game's performance and let us know places to
|
|||
investigate optimization issues. This way we can make the game faster.
|
||||
|
||||
#### Using Minetest's profiler
|
||||
We frequently will use profiling to optimise our code. We recommend use of
|
||||
the JIT profiler (RIP Jude) to fully understand performance impact:
|
||||
|
||||
https://content.minetest.net/packages/jwmhjwmh/jitprofiler/
|
||||
|
||||
Minetest also has a built in profiler. Simply set `profiler.load = true` in
|
||||
Minetest has a built in profiler. Simply set `profiler.load = true` in
|
||||
your configuration file and restart the server. After running the server
|
||||
for some time, just run `/profiler save` in chat - then you will find a
|
||||
file in the world directory containing the results. Open a new issue and
|
||||
|
@ -220,14 +213,10 @@ they have made their donation Incognito).
|
|||
* Fork the repository (in case you have not already)
|
||||
* Do your change in a new branch
|
||||
* Create a pull request to get your changes merged into master
|
||||
* It is important that conflicts are resolved prior to merging the pull
|
||||
* Keep your pull request up to date by regularly merging upstream. It is
|
||||
imperative that conflicts are resolved prior to merging the pull
|
||||
request.
|
||||
* We update our branches via rebasing. Please avoid merging master into
|
||||
your branch unless it's the only way you can resolve a conflict. We can
|
||||
rebase branches from the GUI if the user has not merged master into the
|
||||
branch.
|
||||
* After the pull request got merged, you can delete the branch if the
|
||||
merger hasn't done this already.
|
||||
* After the pull request got merged, you can delete the branch
|
||||
|
||||
### Discuss first
|
||||
If you feel like a problem needs to fixed or you want to make a new
|
||||
|
@ -273,7 +262,9 @@ excessive git bureaucracy commits in master)
|
|||
* Submodules should only be used if a) upstream is highly reliable and
|
||||
b) it is 100% certain that no mcl2 specific changes to the code will be
|
||||
needed (this has never been the case before, hence mcl2 is submodule free so far)
|
||||
* Commit messages should be descriptive
|
||||
* Commit messages should be descriptive and never contain mcl2 specific
|
||||
issueids - there are other projects who might use commits from mcl2 and
|
||||
it will confuse their issue trackers.
|
||||
* Try to group your submissions best as you can:
|
||||
* Try to keep your PRs small: In some cases things reasonably be can't
|
||||
split up but in general multiple small PRs are better than a big one.
|
||||
|
@ -357,24 +348,18 @@ end
|
|||
|
||||
### Developer status
|
||||
Active and trusted contributors are often granted write access to the
|
||||
MineClone2 repository as a contributor. Those that have demonstrated the right
|
||||
technical skills and behaviours may be granted developer access. These are the
|
||||
most trusted contributors who will contribute to ensure coding standards and
|
||||
processes are followed.
|
||||
MineClone2 repository.
|
||||
|
||||
#### Developer responsibilities
|
||||
- If you have developer/contributor privileges you can just open a new branch
|
||||
in the mcl2 repository (which is preferred). From that you create a pull request.
|
||||
- If you have developer privileges you can just open a new branch in the
|
||||
mcl2 repository (which is preferred). From that you create a pull request.
|
||||
This way other people can review your changes and make sure they work
|
||||
before they get merged.
|
||||
- If you do not (yet) have developer privs you do your work on a branch
|
||||
on your private repository e.g. using the "fork" function on mesehub.
|
||||
- Any developer is welcome to review, test and approve PRs. A maintainer may prefer
|
||||
to merge the PR especially if it is in a similar area to what has been worked on
|
||||
and could result in merge conflicts for a larger older branch, or needs
|
||||
art/licencing reviewing. A PR needs at least one approval (by someone else other
|
||||
than the author).
|
||||
- The maintainers are usually relatively quick to react to new submissions.
|
||||
- Any developer is welcome to review, test and merge PRs. A PR needs
|
||||
at least one approval (by someone else than the author) but the maintainers
|
||||
are usually relatively quick to react to new submissions.
|
||||
|
||||
### Maintainer status
|
||||
Maintainers carry the main responsibility for the project.
|
||||
|
|
87
CREDITS.md
87
CREDITS.md
|
@ -6,42 +6,40 @@
|
|||
## Creator of MineClone2
|
||||
* Wuzzy
|
||||
|
||||
|
||||
## Maintainers
|
||||
* AncientMariner
|
||||
* Nicu
|
||||
|
||||
## Previous Maintainers
|
||||
* Fleckenstein
|
||||
* jordan4ibanez
|
||||
* cora
|
||||
|
||||
## Developers
|
||||
* bzoss
|
||||
* AFCMS
|
||||
* epCode
|
||||
* ryvnf
|
||||
* iliekprogrammar
|
||||
* MysticTempest
|
||||
* Rootyjr
|
||||
* aligator
|
||||
* Code-Sploit
|
||||
* NO11
|
||||
* kabou
|
||||
* rudzik8
|
||||
* chmodsayshello
|
||||
* PrairieWind
|
||||
* RandomLegoBrick
|
||||
* SumianVoice
|
||||
* MrRar
|
||||
* talamh
|
||||
* Faerraven / Michieal
|
||||
* FossFanatic
|
||||
* SmokeyDope
|
||||
|
||||
## Past Developers
|
||||
* jordan4ibanez
|
||||
* iliekprogrammar
|
||||
* kabou
|
||||
* kay27
|
||||
* Faerraven / Michieal
|
||||
* MysticTempest
|
||||
* NO11
|
||||
* SumianVoice
|
||||
|
||||
## Contributors
|
||||
* RandomLegoBrick
|
||||
* rudzik8
|
||||
* Code-Sploit
|
||||
* aligator
|
||||
* Rootyjr
|
||||
* ryvnf
|
||||
* bzoss
|
||||
* talamh
|
||||
* Laurent Rocher
|
||||
* HimbeerserverDE
|
||||
* TechDudie
|
||||
|
@ -70,10 +68,6 @@
|
|||
* Marcin Serwin
|
||||
* erlehmann
|
||||
* E
|
||||
* n_to
|
||||
* debiankaios
|
||||
* Gustavo6046 / wallabra
|
||||
* CableGuy67
|
||||
* Benjamin Schötz
|
||||
* Doloment
|
||||
* Sydney Gems
|
||||
|
@ -107,18 +101,25 @@
|
|||
* gldrk
|
||||
* atomdmac
|
||||
* emptyshore
|
||||
* FlamingRCCars
|
||||
* uqers
|
||||
* Niterux
|
||||
* appgurueu
|
||||
* seventeenthShulker
|
||||
|
||||
## Music
|
||||
* Jordach for the jukebox music compilation from Big Freaking Dig
|
||||
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/
|
||||
* Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
|
||||
* Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
|
||||
* Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)
|
||||
## MineClone5
|
||||
* kay27
|
||||
* Debiankaios
|
||||
* epCode
|
||||
* NO11
|
||||
* j45
|
||||
* chmodsayshello
|
||||
* 3raven
|
||||
* PrairieWind
|
||||
* Gustavo6046 / wallabra
|
||||
* CableGuy67
|
||||
* MrRar
|
||||
|
||||
## Mineclonia
|
||||
* erlehmann
|
||||
* Li0n
|
||||
* E
|
||||
* n_to
|
||||
|
||||
## Original Mod Authors
|
||||
* Wuzzy
|
||||
|
@ -150,18 +151,14 @@
|
|||
* 4Evergreen4
|
||||
* jordan4ibanez
|
||||
* paramat
|
||||
* debian044 / debian44
|
||||
* chmodsayshello
|
||||
* cora
|
||||
* Faerraven / Michieal
|
||||
* PrairieWind
|
||||
|
||||
## 3D Models
|
||||
* 22i
|
||||
* tobyplowy
|
||||
* epCode
|
||||
* Faerraven / Michieal
|
||||
* SumianVoice
|
||||
|
||||
## Textures
|
||||
* XSSheep
|
||||
|
@ -177,9 +174,6 @@
|
|||
* cora
|
||||
* Faerraven / Michieal
|
||||
* Nicu
|
||||
* Exhale
|
||||
* Wbjitscool
|
||||
* SmokeyDope
|
||||
|
||||
## Translations
|
||||
* Wuzzy
|
||||
|
@ -196,9 +190,6 @@
|
|||
* SakuraRiu
|
||||
* anarquimico
|
||||
* syl
|
||||
* Temak
|
||||
* megustanlosfrijoles
|
||||
* kbundg
|
||||
|
||||
## Funders
|
||||
* 40W
|
||||
|
@ -206,6 +197,12 @@
|
|||
* Cora
|
||||
|
||||
## Special thanks
|
||||
* The Minetest team for making and supporting an engine, and distribution infrastructure that makes this all possible
|
||||
* celeron55 for creating Minetest
|
||||
* Jordach for the jukebox music compilation from Big Freaking Dig
|
||||
* wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.
|
||||
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
|
||||
* Notch and Jeb for being the major forces behind Minecraft
|
||||
* Notch and Jeb for being the major forces behind Minecraft
|
||||
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/
|
||||
* Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
|
||||
* Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
|
||||
* Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)
|
||||
|
|
6
LEGAL.md
6
LEGAL.md
|
@ -5,7 +5,7 @@ Copying is an act of love. Please copy and share! <3
|
|||
Here's the detailed legalese for those who need it:
|
||||
|
||||
## License of source code
|
||||
MineClone 2 (by Lizzy Fleckenstein, Wuzzy, davedevils and countless others)
|
||||
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
|
||||
is an imitation of Minecraft.
|
||||
|
||||
MineClone 2 is free software: you can redistribute it and/or modify
|
||||
|
@ -38,11 +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/)
|
||||
|
||||
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)
|
||||
|
|
23
MODELS.md
23
MODELS.md
|
@ -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
|
||||
|
|
28
README.md
28
README.md
|
@ -79,32 +79,34 @@ 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
|
||||
on the Minetest engine with polished features, usable in both
|
||||
- Crucially, create a stable, moddable, free/libre clone of Minecraft
|
||||
based on the Minetest engine with polished features, usable in both
|
||||
singleplayer and multiplayer. Currently, a lot of **Minecraft Java
|
||||
Edition** features are already implemented and polishing existing
|
||||
features are prioritized over new feature requests.
|
||||
- Implement features targetting
|
||||
- With lessened priority yet strictly, implement features targetting
|
||||
**Current Minecraft versions + OptiFine** (OptiFine only as far as supported
|
||||
by the Minetest Engine).
|
||||
- Create a performant experience that will run relatively
|
||||
well on really low spec computers.
|
||||
by the Minetest Engine). This means features in parity with the listed
|
||||
Minecraft experiences are prioritized over those that don't fulfill this
|
||||
scope.
|
||||
- Optionally, create a performant experience that will run relatively
|
||||
well on really low spec computers. Unfortunately, due to Minecraft's
|
||||
mechanisms and Minetest engine's limitations along with a very small
|
||||
playerbase on low spec computers, optimizations are hard to investigate.
|
||||
|
||||
## Completion status
|
||||
This game is currently in **beta** stage.
|
||||
It is playable, but not yet feature-complete.
|
||||
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
|
||||
If you want to use the development version of MineClone2 in production, the master branch is usually relatively stable.
|
||||
If you want to use the development version of MineClone2 in production, the master branch is usually relatively stable. The testing branch often features some experimental PRs and should be considered less stable.
|
||||
|
||||
The following main features are available:
|
||||
|
||||
|
|
|
@ -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 воронкой (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 мапгена 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 текступы (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
|
30
RELEASE.md
30
RELEASE.md
|
@ -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
|
|
@ -12,13 +12,13 @@ GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would
|
|||
|
||||
### GIMP
|
||||
|
||||
GIMP (GNU Image Manipulation Program) is a very popular and free image editing software supported on Windows, MacOS, and most Linux distributions. It is recommended to use GIMP to create and modify textures within the minetest engine.
|
||||
GIMP (Gnu Image Manipulation Program) is a very popular and free image editing software supported on Windows, MacOS, and most Linux distributions. It is recommended to use GIMP to create and modify textures within the minetest engine.
|
||||
|
||||
Download GIMP [here](http://gimp.org/)
|
||||
|
||||
# Getting Started
|
||||
## Creating a new file
|
||||
the first thing to do is open GIMP and create a new file to work in by opening the File menu and choosing "New".
|
||||
the first thing to do is open GIMP and create a new file to work in by opening the File menu and choosing New.
|
||||
|
||||
Choose width of 16 and height of 16 for the image size. While higher resolution textures are possible, The default size is 16x16. It is recommended you use this size as well, as it is universally supported on all systems.
|
||||
|
||||
|
@ -50,7 +50,7 @@ For those running a GNU/linux distribution, you most likely have the 'optipng' c
|
|||
|
||||
First, Open up the terminal in the directory where your exported texture is located (or navigate to the directory with the 'cd your/directory/path/to/textures'), then run this command
|
||||
```
|
||||
optipng -o7 -zm1-9 -nc -clobber -strip all *.png
|
||||
optipng -o7 -zm1-9 -nc -clobber *.png
|
||||
```
|
||||
This will further optimize all the textures in the directory.
|
||||
|
||||
|
|
|
@ -1 +1 @@
|
|||
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more.
|
||||
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more. Faithful clone of Minecraft 1.12. This is a work in progress! Expect bugs!
|
||||
|
|
|
@ -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=0.85.0-SNAPSHOT
|
||||
version=0.84.0-SNAPSHOT
|
|
@ -215,10 +215,6 @@ function mcl_autogroup.can_harvest(nodename, toolname, player)
|
|||
return true
|
||||
end
|
||||
|
||||
if minetest.get_item_group(nodename, "dig_immediate_piston") >= 1 then
|
||||
return true
|
||||
end
|
||||
|
||||
-- Check if it can be dug by tool
|
||||
local tdef = minetest.registered_tools[toolname]
|
||||
if tdef and tdef._mcl_diggroups then
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -352,23 +352,6 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
|
|||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Punch End Crystals to make them explode
|
||||
if ent and ent.name == "mcl_end:crystal" then
|
||||
if direct then
|
||||
local puncher = direct:get_luaentity()
|
||||
if puncher and puncher.name == "mcl_end:crystal" then
|
||||
ent.object:punch(direct, 1.0, { -- End Crystal nearby, trigger it.
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy = 1},
|
||||
}, nil, nil)
|
||||
else
|
||||
ent.object:remove() -- Direct Exists, but it is not an end crystal, remove crystal.
|
||||
end
|
||||
else
|
||||
ent.object:remove() -- Node exploded the end crystal, remove it.
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local airs, fires = {}, {}
|
||||
|
|
|
@ -1,2 +0,0 @@
|
|||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=@1 est mort dans une explosion
|
|
@ -1,2 +0,0 @@
|
|||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=@1 попал(а) под взрыв.
|
|
@ -1,2 +0,0 @@
|
|||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=
|
|
@ -1,14 +0,0 @@
|
|||
# Oxidization API for MineClone 2
|
||||
This mods adds the oxidization api, so that modders can easily use the same features that copper uses.
|
||||
|
||||
## API
|
||||
To take advantage of the actual oxidization, put `oxidizable = 1` into the list of groups for the oxidizable node.
|
||||
You would also need to put `_mcl_oxidized_variant = itemstring of node this node will oxidize into` into the node definition.
|
||||
For example, a copper block oxidizes into exposed copper, so the defintion would be `_mcl_oxidized_variant = "mcl_copper:block_exposed"`.
|
||||
|
||||
To utilize the ability to wax the block for protection from oxidization, put `mcl_waxed_variant = item string of waxed variant of node` into the node definition table.
|
||||
For example, Copper Blocks have the definition arguement of `_mcl_waxed_variant = "mcl_copper:waxed_block"`.
|
||||
|
||||
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.
|
||||
Wxaed Copper Blocks can be scrapped into normal Copper Blocks because of the definition `_mcl_stripped_variant = "mcl_copper:block"`.
|
|
@ -1,12 +0,0 @@
|
|||
minetest.register_abm({
|
||||
label = "Oxidatize Nodes",
|
||||
nodenames = { "group:oxidizable" },
|
||||
interval = 500,
|
||||
chance = 3,
|
||||
action = function(pos, node)
|
||||
local def = minetest.registered_nodes[node.name]
|
||||
if def and def._mcl_oxidized_variant then
|
||||
minetest.set_node(pos, { name = def._mcl_oxidized_variant, param2 = node.param2 })
|
||||
end
|
||||
end,
|
||||
})
|
|
@ -1,4 +0,0 @@
|
|||
name = mcl_oxidation
|
||||
title = Oxidation API for MineClone 2
|
||||
author = PrairieWind, N011, Michael
|
||||
description = API to allow oxidizing different nodes.
|
|
@ -34,10 +34,8 @@ function mcl_util.mcl_log(message, module, bypass_default_logger)
|
|||
end
|
||||
end
|
||||
|
||||
local player_timers = {}
|
||||
|
||||
-- This is a dtime timer than can be used in on_step functions so it works every x seconds
|
||||
-- self - Object you want to store timer data on. E.g. mob or a minecart, or player_name
|
||||
-- self - Object you want to store timer data on. E.g. mob or a minecart
|
||||
-- dtime - The time since last run of on_step, should be passed in to function
|
||||
-- timer_name - This is the name of the timer and also the key to store the data. No spaces + lowercase.
|
||||
-- threshold - The time before it returns successful. 0.2 if you want to run it 5 times a second.
|
||||
|
@ -45,14 +43,6 @@ function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold)
|
|||
if not self or not threshold or not dtime then return end
|
||||
if not timer_name or timer_name == "" then return end
|
||||
|
||||
if type(self) == "string" then
|
||||
local player_name = self
|
||||
if not player_timers[player_name] then
|
||||
player_timers[player_name] = {}
|
||||
end
|
||||
self = player_timers[player_name]
|
||||
end
|
||||
|
||||
if not self._timers then
|
||||
self._timers = {}
|
||||
end
|
||||
|
|
|
@ -437,9 +437,9 @@ cboat.selectionbox = {-0.7, -0.15, -0.7, 0.7, 0.75, 0.7}
|
|||
minetest.register_entity("mcl_boats:chest_boat", cboat)
|
||||
mcl_entity_invs.register_inv("mcl_boats:chest_boat","Boat",27)
|
||||
|
||||
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian", "boat_mangrove", "boat_cherry", "chest_boat", "chest_boat_spruce", "chest_boat_birch", "chest_boat_jungle", "chest_boat_acacia", "chest_boat_dark_oak", "chest_boat_mangrove", "chest_boat_cherry" }
|
||||
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat"), S("Mangrove Boat"), S("Cherry Boat"), S("Oak Chest Boat"), S("Spruce Chest Boat"), S("Birch Chest Boat"), S("Jungle Chest Boat"), S("Acacia Chest Boat"), S("Dark Oak Chest Boat"), S("Mangrove Chest Boat"), S("Cherry Chest Boat") }
|
||||
local craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood", "mcl_cherry_blossom:cherrywood" }
|
||||
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian", "boat_mangrove", "chest_boat", "chest_boat_spruce", "chest_boat_birch", "chest_boat_jungle", "chest_boat_acacia", "chest_boat_dark_oak", "chest_boat_mangrove" }
|
||||
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat"), S("Mangrove Boat"), S("Oak Chest Boat"), S("Spruce Chest Boat"), S("Birch Chest Boat"), S("Jungle Chest Boat"), S("Acacia Chest Boat"), S("Dark Oak Chest Boat"), S("Mangrove Chest Boat") }
|
||||
local craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood" }
|
||||
|
||||
for b=1, #boat_ids do
|
||||
local itemstring = "mcl_boats:"..boat_ids[b]
|
||||
|
|
|
@ -1,13 +0,0 @@
|
|||
# textdomain: mcl_boats
|
||||
Acacia Boat=Akaciebåd
|
||||
Birch Boat=Birkebåd
|
||||
Boat=Båd
|
||||
Boats are used to travel on the surface of water.=Både blier brugt til at rejse på vandoverflader.
|
||||
Dark Oak Boat=Mørk egetræsbåd
|
||||
Jungle Boat=Junglebåd
|
||||
Oak Boat=Egetræsbåd
|
||||
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.=Højre-klik på en vand for at placere båden. Højre-klik på båden for at gå ombord. Brug [Left] og [Right] til at styre. [Forwards] for at øge hastigheden, og [Backwards] for at sænke farten eller sejle bagud. Brug [Sneak] for at forlade båden, slå båden for at lave den om til en genstand.
|
||||
Spruce Boat=Granbåd
|
||||
Water vehicle=Vandfartøj
|
||||
Sneak to dismount=Snig for at stige ud
|
||||
Obsidian Boat=Obsidianbåd
|
|
@ -8,6 +8,3 @@ Jungle Boat=Barca de la selva
|
|||
Oak Boat=Barca de roble
|
||||
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=Haga clic derecho en una fuente de agua para colocar el barco. Haga clic derecho en el barco para entrar. Utilice [Izquierda] y [Derecha] para dirigir, [Adelante] para acelerar y [Atrás] para reducir la velocidad o retroceder. Haga clic derecho en el barco nuevamente para dejarlo, golpee el barco para que se caiga como un artículo.
|
||||
Spruce Boat=Barca de abeto
|
||||
Water vehicle=Vehículo acuático
|
||||
Sneak to dismount=Agáchate para bajar
|
||||
Obsidian Boat=Barca de obsidiana
|
||||
|
|
|
@ -11,11 +11,3 @@ Spruce Boat=Bateau en sapin
|
|||
Water vehicle=Véhicule aquatique
|
||||
Sneak to dismount=Se baisser pour descendre
|
||||
Obsidian Boat=Bateau en obsidienne
|
||||
Mangrove Boat=Bateau en palétuvier
|
||||
Oak Chest Boat=Bateau en chêne avec coffre
|
||||
Spruce Chest Boat=Bateau en sapin avec coffre
|
||||
Birch Chest Boat=Bateau en bouleau avec coffre
|
||||
Jungle Chest Boat=Bateau en acajou avec coffre
|
||||
Acacia Chest Boat=Bateau en acacia avec coffre
|
||||
Dark Oak Chest Boat=Bateau en chêne noir avec coffre
|
||||
Mangrove Chest Boat=Bateau en palétuvier avec coffre
|
||||
|
|
|
@ -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
|
|
@ -10,14 +10,4 @@ Rightclick on a water source to place the boat. Rightclick the boat to enter it.
|
|||
Spruce Boat=
|
||||
Water vehicle=
|
||||
Sneak to dismount=
|
||||
Obsidian Boat=
|
||||
Mangrove Boat=
|
||||
Cherry Boat=
|
||||
Oak Chest Boat=
|
||||
Spruce Chest Boat=
|
||||
Birch Chest Boat=
|
||||
Jungle Chest Boat=
|
||||
Acacia Chest Boat=
|
||||
Dark Oak Chest Boat=
|
||||
Mangrove Chest Boat=
|
||||
Cherry Chest Boat=
|
||||
Obsidian Boat=
|
|
@ -5,12 +5,7 @@ function mcl_burning.get_storage(obj)
|
|||
end
|
||||
|
||||
function mcl_burning.is_burning(obj)
|
||||
local storage = mcl_burning.get_storage(obj)
|
||||
if storage then
|
||||
return mcl_burning.get_storage(obj).burn_time
|
||||
else
|
||||
return false
|
||||
end
|
||||
return mcl_burning.get_storage(obj).burn_time
|
||||
end
|
||||
|
||||
function mcl_burning.is_affected_by_rain(obj)
|
||||
|
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: mcl_falling_nodes
|
||||
@1 was smashed by a falling anvil.=@1 blev smadret af en nedfaldende ambolt.
|
||||
@1 was smashed by a falling block.=@1 blev smadret af en nedfaldende blok.
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: mcl_falling_nodes
|
||||
@1 was smashed by a falling anvil.=@1 fue aplastado por un yunque.
|
||||
@1 was smashed by a falling block.=@1 fue aplastado por un bloque.
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: mcl_falling_nodes
|
||||
@1 was smashed by a falling anvil.=@1 a été écrasé par une enclume
|
||||
@1 was smashed by a falling block.=@1 a été écrasé par un bloc
|
|
@ -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.
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: mcl_falling_nodes
|
||||
@1 was smashed by a falling anvil.=
|
||||
@1 was smashed by a falling block.=
|
|
@ -621,17 +621,13 @@ minetest.register_entity(":__builtin:item", {
|
|||
if speed ~= nil then self.random_velocity = speed end
|
||||
|
||||
local vel = self.object:get_velocity()
|
||||
|
||||
-- There is perhaps a cleverer way of making this physical so it bounces off the wall like swords.
|
||||
local max_vel = 6.5 -- Faster than this and it throws it into the wall / floor and turns black because of clipping.
|
||||
|
||||
if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
|
||||
local v = self.random_velocity
|
||||
local x = math.random(5, max_vel) / 10 * v
|
||||
local x = math.random(5, 10) / 10 * v
|
||||
if math.random(0, 10) < 5 then x = -x end
|
||||
local z = math.random(5, max_vel) / 10 * v
|
||||
local z = math.random(5, 10) / 10 * v
|
||||
if math.random(0, 10) < 5 then z = -z end
|
||||
local y = math.random(1, 2)
|
||||
local y = math.random(2, 4)
|
||||
self.object:set_velocity(vector.new(x, y, z))
|
||||
end
|
||||
self.random_velocity = 0
|
||||
|
@ -808,19 +804,11 @@ minetest.register_entity(":__builtin:item", {
|
|||
if total_count > max_count then
|
||||
return false
|
||||
end
|
||||
|
||||
-- Merge the remote stack into this one
|
||||
local self_pos = self.object:get_pos()
|
||||
local pos = object:get_pos()
|
||||
|
||||
--local y = pos.y + ((total_count - count) / max_count) * 0.15
|
||||
local x_diff = (self_pos.x - pos.x) / 2
|
||||
local z_diff = (self_pos.z - pos.z) / 2
|
||||
|
||||
local new_pos = vector.offset(pos, x_diff, 0, z_diff)
|
||||
new_pos.y = math.max(self_pos.y, pos.y) + 0.1
|
||||
|
||||
self.object:move_to(new_pos)
|
||||
-- local pos = object:get_pos()
|
||||
-- pos.y = pos.y + ((total_count - count) / max_count) * 0.15
|
||||
-- self.object:move_to(pos)
|
||||
|
||||
self.age = 0 -- Handle as new entity
|
||||
own_stack:set_count(total_count)
|
||||
|
@ -841,7 +829,6 @@ minetest.register_entity(":__builtin:item", {
|
|||
self.object:set_acceleration(vector.zero())
|
||||
return
|
||||
end
|
||||
|
||||
self.age = self.age + dtime
|
||||
if self._collector_timer then
|
||||
self._collector_timer = self._collector_timer + dtime
|
||||
|
@ -871,9 +858,6 @@ minetest.register_entity(":__builtin:item", {
|
|||
return
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
if self.is_clock then
|
||||
self.object:set_properties({
|
||||
textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) }
|
||||
|
@ -923,13 +907,14 @@ minetest.register_entity(":__builtin:item", {
|
|||
local is_on_floor = def and (def.walkable
|
||||
and not def.groups.slippery and v.y == 0)
|
||||
|
||||
if not minetest.registered_nodes[nn] or is_floating or is_on_floor then
|
||||
|
||||
if not minetest.registered_nodes[nn]
|
||||
or is_floating or is_on_floor then
|
||||
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
|
||||
-- Merge with close entities of the same item
|
||||
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
|
||||
local obj = object:get_luaentity()
|
||||
if obj and obj.name == "__builtin:item" and obj.physical_state == false then
|
||||
if obj and obj.name == "__builtin:item"
|
||||
and obj.physical_state == false then
|
||||
if self:try_merge_with(own_stack, object, obj) then
|
||||
return
|
||||
end
|
||||
|
|
|
@ -85,93 +85,101 @@ local function hopper_take_item(self, dtime)
|
|||
for k, v in pairs(objs) do
|
||||
local ent = v:get_luaentity()
|
||||
|
||||
if ent and not ent._removed and ent.itemstring and ent.itemstring ~= "" then
|
||||
local taken_items = false
|
||||
if ent._removed or not ent.itemstring or ent.itemstring == "" then
|
||||
--minetest.log("Ignore this item")
|
||||
break
|
||||
end
|
||||
|
||||
mcl_log("ent.name: " .. tostring(ent.name))
|
||||
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
|
||||
-- Don't forget actual hoppers
|
||||
|
||||
local inv = mcl_entity_invs.load_inv(self, 5)
|
||||
if not inv then return false end
|
||||
local taken_items = false
|
||||
|
||||
local current_itemstack = ItemStack(ent.itemstring)
|
||||
mcl_log("ent.name: " .. tostring(ent.name))
|
||||
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
|
||||
|
||||
mcl_log("inv. size: " .. self._inv_size)
|
||||
if inv:room_for_item("main", current_itemstack) then
|
||||
mcl_log("Room")
|
||||
inv:add_item("main", current_itemstack)
|
||||
ent.object:get_luaentity().itemstring = ""
|
||||
ent.object:remove()
|
||||
taken_items = true
|
||||
else
|
||||
mcl_log("no Room")
|
||||
end
|
||||
local inv = mcl_entity_invs.load_inv(self, 5)
|
||||
|
||||
if not taken_items then
|
||||
local items_remaining = current_itemstack:get_count()
|
||||
if not inv then
|
||||
mcl_log("No inv")
|
||||
return false
|
||||
end
|
||||
|
||||
-- This will take part of a floating item stack if no slot can hold the full amount
|
||||
for i = 1, self._inv_size, 1 do
|
||||
local stack = inv:get_stack("main", i)
|
||||
local current_itemstack = ItemStack(ent.itemstring)
|
||||
|
||||
mcl_log("i: " .. tostring(i))
|
||||
mcl_log("Items remaining: " .. items_remaining)
|
||||
mcl_log("Name: " .. tostring(stack:get_name()))
|
||||
mcl_log("inv. size: " .. self._inv_size)
|
||||
if inv:room_for_item("main", current_itemstack) then
|
||||
mcl_log("Room")
|
||||
inv:add_item("main", current_itemstack)
|
||||
ent.object:get_luaentity().itemstring = ""
|
||||
ent.object:remove()
|
||||
taken_items = true
|
||||
else
|
||||
mcl_log("no Room")
|
||||
end
|
||||
|
||||
if current_itemstack:get_name() == stack:get_name() then
|
||||
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
|
||||
if not taken_items then
|
||||
local items_remaining = current_itemstack:get_count()
|
||||
|
||||
local room_for = stack:get_stack_max() - stack:get_count()
|
||||
mcl_log("Room for: " .. tostring(room_for))
|
||||
-- This will take part of a floating item stack if no slot can hold the full amount
|
||||
for i = 1, self._inv_size, 1 do
|
||||
local stack = inv:get_stack("main", i)
|
||||
|
||||
if room_for == 0 then
|
||||
-- Do nothing
|
||||
mcl_log("No room")
|
||||
elseif room_for < items_remaining then
|
||||
mcl_log("We have more items remaining than space")
|
||||
mcl_log("i: " .. tostring(i))
|
||||
mcl_log("Items remaining: " .. items_remaining)
|
||||
mcl_log("Name: " .. tostring(stack:get_name()))
|
||||
|
||||
items_remaining = items_remaining - room_for
|
||||
stack:set_count(stack:get_stack_max())
|
||||
inv:set_stack("main", i, stack)
|
||||
taken_items = true
|
||||
else
|
||||
local new_stack_size = stack:get_count() + items_remaining
|
||||
stack:set_count(new_stack_size)
|
||||
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
|
||||
if current_itemstack:get_name() == stack:get_name() then
|
||||
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
|
||||
|
||||
inv:set_stack("main", i, stack)
|
||||
items_remaining = 0
|
||||
local room_for = stack:get_stack_max() - stack:get_count()
|
||||
mcl_log("Room for: " .. tostring(room_for))
|
||||
|
||||
ent.object:get_luaentity().itemstring = ""
|
||||
ent.object:remove()
|
||||
if room_for == 0 then
|
||||
-- Do nothing
|
||||
mcl_log("No room")
|
||||
elseif room_for < items_remaining then
|
||||
mcl_log("We have more items remaining than space")
|
||||
|
||||
taken_items = true
|
||||
break
|
||||
end
|
||||
items_remaining = items_remaining - room_for
|
||||
stack:set_count(stack:get_stack_max())
|
||||
inv:set_stack("main", i, stack)
|
||||
taken_items = true
|
||||
else
|
||||
local new_stack_size = stack:get_count() + items_remaining
|
||||
stack:set_count(new_stack_size)
|
||||
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
|
||||
|
||||
mcl_log("Count: " .. tostring(stack:get_count()))
|
||||
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
|
||||
--mcl_log("Is it empty: " .. stack:to_string())
|
||||
inv:set_stack("main", i, stack)
|
||||
items_remaining = 0
|
||||
|
||||
ent.object:get_luaentity().itemstring = ""
|
||||
ent.object:remove()
|
||||
|
||||
taken_items = true
|
||||
break
|
||||
end
|
||||
|
||||
if i == self._inv_size and taken_items then
|
||||
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
|
||||
current_itemstack:set_count(items_remaining)
|
||||
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
|
||||
ent.itemstring = current_itemstack:to_string()
|
||||
end
|
||||
mcl_log("Count: " .. tostring(stack:get_count()))
|
||||
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
|
||||
--mcl_log("Is it empty: " .. stack:to_string())
|
||||
end
|
||||
|
||||
if i == self._inv_size and taken_items then
|
||||
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
|
||||
current_itemstack:set_count(items_remaining)
|
||||
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
|
||||
ent.itemstring = current_itemstack:to_string()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--Add in, and delete
|
||||
if taken_items then
|
||||
mcl_log("Saving")
|
||||
mcl_entity_invs.save_inv(ent)
|
||||
return taken_items
|
||||
else
|
||||
mcl_log("No need to save")
|
||||
end
|
||||
|
||||
--Add in, and delete
|
||||
if taken_items then
|
||||
mcl_log("Saving")
|
||||
mcl_entity_invs.save_inv(ent)
|
||||
return taken_items
|
||||
else
|
||||
mcl_log("No need to save")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -362,10 +370,13 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
|
|||
end
|
||||
end
|
||||
end
|
||||
-- Make room in the minecart after the mob dies
|
||||
elseif self._passenger then
|
||||
local passenger_pos = self._passenger.object:get_pos()
|
||||
if not passenger_pos then
|
||||
self._passenger = nil
|
||||
if math.random(1,20) == 1 then
|
||||
local dead = self._passenger:check_for_death()
|
||||
if dead == true then
|
||||
self._passenger = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
@ -1,36 +0,0 @@
|
|||
# textdomain: mcl_minecarts
|
||||
Minecart=Minevogn
|
||||
Minecarts can be used for a quick transportion on rails.=Minevogne kan bruges til hurtig transport på spor.
|
||||
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.=Minevogne kan kun køre på spor, og følger dem altid. Ved et T-kryds uden en vej ligeud drejer de altid til venstre. Farten påvirkes af sportypen.
|
||||
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Du kan placere minevogne på spor. Højre-klik for at stige ombord.
|
||||
To obtain the minecart, punch it while holding down the sneak key.=For at at få minevognen i din oppakning.
|
||||
A minecart with TNT is an explosive vehicle that travels on rail.=En minevogn med TNT as et eksplosivt fartøj som kører på spor.
|
||||
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.=Placér den på spor. Slå den for at flytte den. TNTet bliver antændt med flint og stål eller når minevognen er på et aktiveringsspor.
|
||||
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=For at få minevognen med TNT i din oppakning skal du slå den mens du holder snigeknappen nede. Du kan ikke gøre dette hvis TNTen er antændt.
|
||||
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=En minevogn med ovn er et fartøj som kører på spor. Den kan køre af sig selv med brændstof.
|
||||
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.=Placér den på spor. Hvis du putter kul i den vil ovnen brænde i lang tid, og minevognen vil køre af sig selv. Slå den for at sætte den i bevægelse.
|
||||
To obtain the minecart and furnace, punch them while holding down the sneak key.=For at få minevognen med ovn i din oppakning skal du slå den mens du holder snigeknappen nede.
|
||||
Minecart with Chest=Minevogn med kiste
|
||||
Minecart with Furnace=Minevogn med ovn
|
||||
Minecart with Command Block=Minevogn med kommandoblok
|
||||
Minecart with Hopper=Minevogn med tragt
|
||||
Minecart with TNT=Minevogn med 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.=Placér dem på jorden for at bygge din jerbane. Sporene kobler sig automatisk sammen med hinanden og laver sving, T-kryds, kryds og skråninger efter behov.
|
||||
Rail=Spor
|
||||
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Spor kan bruges til at bygge jernbaner til minevogne. Normale spor sænker minevognene en smule på grund af friktionsmodstand.
|
||||
Powered Rail=Strømspor
|
||||
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Spor kan bruges til at bygge jernbaner til minevogne. Strømspor kan accelerere eller bremse minevogne.
|
||||
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Uden redstonekraft vil sporet bremse minevognen. For at accelerere minevognen skal den bruge redstoneskraft.
|
||||
Activator Rail=Aktiveringsspor
|
||||
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Spor kan bruges til at bygge jernbaner til minevogne. Aktiveringsspor bruges til at aktivere specielle minevogne.
|
||||
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=For at få dette spor til at aktiere minevogne skal du give det redstonekraft og sende en minevogn over dette sporstykke.
|
||||
Detector Rail=Detektorspor
|
||||
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.=Spor kan bruges til at bygge jernbaner til minevogne. Et detektorspor kan opdage en minevogn som kører over det og give kraft til redstonemekanismer.
|
||||
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=For at opdage en minevogn og give redstonekraft skal den forbindes til redstonestøv eller redstonemekanismer og send en hvilkensomhelst minevogn hen over sporet.
|
||||
Track for minecarts=Spor til minevogne.
|
||||
Speed up when powered, slow down when not powered=Accelerérer når der er strøm, sænk hastigheden når der ikke er strøm.
|
||||
Activates minecarts when powered=Aktieverer minevogne når der er strøm.
|
||||
Emits redstone power when a minecart is detected=Udsender redstonekraft når en minevogn bliver opdaget.
|
||||
Vehicle for fast travel on rails=Fartøj til hurtig kørsel på spor.
|
||||
Can be ignited by tools or powered activator rail=Kan antændes med værktøj eller et aktivatorspor med strøm.
|
||||
Sneak to dismount=Snig for at stige af.
|
|
@ -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
|
||||
|
|
|
@ -78,10 +78,11 @@ function mob_class:get_staticdata()
|
|||
for _,p in pairs(minetest.get_connected_players()) do
|
||||
self:remove_particlespawners(p:get_player_name())
|
||||
end
|
||||
|
||||
-- remove mob when out of range unless tamed
|
||||
if remove_far
|
||||
and self:despawn_allowed()
|
||||
and self.can_despawn
|
||||
and self.remove_ok
|
||||
and ((not self.nametag) or (self.nametag == ""))
|
||||
and self.lifetimer <= 20 then
|
||||
if spawn_logging then
|
||||
minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
|
||||
|
@ -90,6 +91,7 @@ function mob_class:get_staticdata()
|
|||
return "remove"-- nil
|
||||
end
|
||||
|
||||
self.remove_ok = true
|
||||
self.attack = nil
|
||||
self.following = nil
|
||||
self.state = "stand"
|
||||
|
@ -111,21 +113,6 @@ function mob_class:get_staticdata()
|
|||
return minetest.serialize(tmp)
|
||||
end
|
||||
|
||||
local function valid_texture(self, def_textures)
|
||||
if not self.base_texture then
|
||||
return false
|
||||
end
|
||||
|
||||
if self.texture_selected then
|
||||
if #def_textures < self.texture_selected then
|
||||
self.texture_selected = nil
|
||||
else
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function mob_class:mob_activate(staticdata, def, dtime)
|
||||
if not self.object:get_pos() or staticdata == "remove" then
|
||||
mcl_burning.extinguish(self.object)
|
||||
|
@ -148,20 +135,16 @@ function mob_class:mob_activate(staticdata, def, dtime)
|
|||
end
|
||||
|
||||
--If textures in definition change, reload textures
|
||||
if not valid_texture(self, def.textures) then
|
||||
|
||||
if not self.base_texture or (def.textures and table.indexof(def.textures, self.base_texture) == -1) then
|
||||
-- compatiblity with old simple mobs textures
|
||||
if type(def.textures[1]) == "string" then
|
||||
def.textures = {def.textures}
|
||||
end
|
||||
|
||||
if not self.texture_selected then
|
||||
local c = 1
|
||||
if #def.textures > c then c = #def.textures end
|
||||
self.texture_selected = math.random(c)
|
||||
end
|
||||
local c = 1
|
||||
if #def.textures > c then c = #def.textures end
|
||||
|
||||
self.base_texture = def.textures[self.texture_selected]
|
||||
self.base_texture = def.textures[math.random(c)]
|
||||
self.base_mesh = def.mesh
|
||||
self.base_size = self.visual_size
|
||||
self.base_colbox = self.collisionbox
|
||||
|
@ -316,33 +299,46 @@ end
|
|||
|
||||
-- execute current state (stand, walk, run, attacks)
|
||||
-- returns true if mob has died
|
||||
function mob_class:do_states(dtime, player_in_active_range)
|
||||
function mob_class:do_states(dtime)
|
||||
--if self.can_open_doors then check_doors(self) end
|
||||
|
||||
-- knockback timer. set in on_punch
|
||||
if self.pause_timer > 0 then
|
||||
self.pause_timer = self.pause_timer - dtime
|
||||
return
|
||||
end
|
||||
|
||||
self:env_danger_movement_checks(player_in_active_range)
|
||||
|
||||
if self.state == PATHFINDING then
|
||||
if self.state == "stand" then
|
||||
self:do_states_stand()
|
||||
elseif self.state == PATHFINDING then
|
||||
self:check_gowp(dtime)
|
||||
elseif self.state == "walk" then
|
||||
self:do_states_walk()
|
||||
elseif self.state == "runaway" then
|
||||
-- runaway when punched
|
||||
self:do_states_runaway()
|
||||
elseif self.state == "attack" then
|
||||
-- attack routines (explode, dogfight, shoot, dogshoot)
|
||||
if self:do_states_attack(dtime) then
|
||||
return true
|
||||
end
|
||||
else
|
||||
if mcl_util.check_dtime_timer(self, dtime, "onstep_dostates", 1) then
|
||||
if self.state == "stand" then
|
||||
self:do_states_stand(player_in_active_range)
|
||||
elseif self.state == "walk" then
|
||||
self:do_states_walk()
|
||||
elseif self.state == "runaway" then
|
||||
self:do_states_runaway()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function update_timers (self, dtime)
|
||||
-- knockback timer. set in on_punch
|
||||
if self.pause_timer > 0 then
|
||||
self.pause_timer = self.pause_timer - dtime
|
||||
return true
|
||||
end
|
||||
|
||||
-- attack timer. Not anymore, it seems. Used for also occassionally processing mob step too!
|
||||
self.timer = self.timer + dtime
|
||||
|
||||
if self.state ~= "attack" and self.state ~= PATHFINDING then
|
||||
if self.timer < 1 then
|
||||
return true
|
||||
end
|
||||
self.timer = 0
|
||||
end
|
||||
|
||||
-- never go over 100
|
||||
if self.timer > 100 then
|
||||
self.timer = 1
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -370,8 +366,6 @@ function mob_class:outside_limits()
|
|||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
local function on_step_work (self, dtime)
|
||||
local pos = self.object:get_pos()
|
||||
if not pos then return end
|
||||
|
@ -387,22 +381,30 @@ local function on_step_work (self, dtime)
|
|||
end
|
||||
|
||||
if self:falling(pos) then return end
|
||||
if self:step_damage (dtime, pos) then return end
|
||||
|
||||
local player_in_active_range = self:player_in_active_range()
|
||||
|
||||
self:check_suspend(player_in_active_range)
|
||||
|
||||
if not self.fire_resistant then
|
||||
mcl_burning.tick(self.object, dtime, self)
|
||||
if not self.object:get_pos() then return end -- mcl_burning.tick may remove object immediately
|
||||
|
||||
if self:check_for_death("fire", {type = "fire"}) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
if self:env_damage (dtime, pos) then return end
|
||||
|
||||
if self.state == "die" then return end
|
||||
-- End: Death/damage processing
|
||||
|
||||
local player_in_active_range = self:player_in_active_range()
|
||||
self:check_suspend(player_in_active_range)
|
||||
|
||||
self:check_water_flow()
|
||||
self:env_danger_movement_checks (dtime)
|
||||
|
||||
if not self._jumping_cliff then
|
||||
self._can_jump_cliff = self:can_jump_cliff()
|
||||
else
|
||||
self._can_jump_cliff = false
|
||||
end
|
||||
|
||||
-- Follow code is heavy and probably shouldn't run when not in range, but we need to extract the cancel follow stuff
|
||||
self:check_follow()
|
||||
self:flop()
|
||||
|
||||
self:check_smooth_rotation(dtime)
|
||||
|
@ -412,37 +414,46 @@ local function on_step_work (self, dtime)
|
|||
|
||||
self:check_head_swivel(dtime)
|
||||
|
||||
if mcl_util.check_dtime_timer(self, dtime, "onstep_engage", 0.2) then
|
||||
self:check_follow()
|
||||
self:check_runaway_from()
|
||||
self:monster_attack()
|
||||
self:npc_attack()
|
||||
end
|
||||
|
||||
self:check_herd(dtime)
|
||||
|
||||
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
|
||||
self:do_jump()
|
||||
end
|
||||
|
||||
if mcl_util.check_dtime_timer(self, dtime, "onstep_occassional", 1) then
|
||||
self:check_runaway_from()
|
||||
self:monster_attack()
|
||||
self:npc_attack()
|
||||
|
||||
if player_in_active_range then
|
||||
self:check_item_pickup()
|
||||
self:set_armor_texture()
|
||||
self:step_opinion_sound(dtime)
|
||||
end
|
||||
|
||||
self:check_breeding()
|
||||
self:check_herd(dtime)
|
||||
end
|
||||
|
||||
self:check_aggro(dtime)
|
||||
|
||||
self:check_particlespawners(dtime)
|
||||
|
||||
if self.do_custom and self.do_custom(self, dtime) == false then return end
|
||||
|
||||
if self:do_states(dtime, player_in_active_range) then return end
|
||||
-- In certain circumstances, we abandon processing of certain functionality
|
||||
local skip_processing = false
|
||||
if update_timers(self, dtime) then
|
||||
skip_processing = true
|
||||
end
|
||||
|
||||
if not skip_processing then
|
||||
self:check_breeding()
|
||||
|
||||
if player_in_active_range then
|
||||
self:check_item_pickup()
|
||||
self:set_armor_texture()
|
||||
|
||||
if self.opinion_sound_cooloff > 0 then
|
||||
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
|
||||
end
|
||||
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
|
||||
if math.random(1, 70) == 1 then
|
||||
self:mob_sound("random", true)
|
||||
end
|
||||
end
|
||||
|
||||
self:check_particlespawners(dtime)
|
||||
|
||||
if self:do_states(dtime) then return end
|
||||
end
|
||||
|
||||
if mobs_debug then self:update_tag() end
|
||||
|
||||
|
|
|
@ -262,7 +262,6 @@ functions needed for the mob to work properly which contains the following:
|
|||
'custom_visual_size' will not reset visual_size from the base class on reload
|
||||
'noyaw' If true this mob will not automatically change yaw
|
||||
'particlespawners' Table of particlespawners attached to the mob. This is implemented in a coord safe manner i.e. spawners are only sent to players within the player_transfer_distance (and automatically removed). This enables infinitely lived particlespawners.
|
||||
'attack_frequency' Attack frequency in seconds. If unset, this defaults to 1. Implemented for melee only atm.
|
||||
|
||||
mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival
|
||||
|
||||
|
|
|
@ -74,7 +74,6 @@ function mob_class:feed_tame(clicker, feed_count, breed, tame, notake)
|
|||
if self.food >= feed_count then
|
||||
self.food = 0
|
||||
self.horny = true
|
||||
self.persistent = true
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
@ -10,8 +10,6 @@ local stuck_path_timeout = 10 -- how long will mob follow path before giving up
|
|||
|
||||
local enable_pathfinding = true
|
||||
|
||||
local TIME_TO_FORGET_TARGET = 15
|
||||
|
||||
local atann = math.atan
|
||||
local function atan(x)
|
||||
if not x or x ~= x then
|
||||
|
@ -400,8 +398,7 @@ function mob_class:monster_attack()
|
|||
end
|
||||
|
||||
-- choose closest player to attack
|
||||
local line_of_sight = self:line_of_sight( sp, p, 2) == true
|
||||
if dist < min_dist and not attacked_p and line_of_sight then
|
||||
if dist < min_dist and not attacked_p and self:line_of_sight( sp, p, 2) == true then
|
||||
min_dist = dist
|
||||
min_player = player
|
||||
end
|
||||
|
@ -813,35 +810,12 @@ function mob_class:check_aggro(dtime)
|
|||
self._check_aggro_timer = self._check_aggro_timer + dtime
|
||||
end
|
||||
|
||||
|
||||
|
||||
local function clear_aggro(self)
|
||||
self.state = "stand"
|
||||
self:set_velocity( 0)
|
||||
self:set_animation( "stand")
|
||||
|
||||
self.attack = nil
|
||||
self._aggro = nil
|
||||
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self.path.way = nil
|
||||
end
|
||||
|
||||
function mob_class:do_states_attack (dtime)
|
||||
self.timer = self.timer + dtime
|
||||
if self.timer > 100 then
|
||||
self.timer = 1
|
||||
end
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
|
||||
local s = self.object:get_pos()
|
||||
if not s then return end
|
||||
|
||||
local p = self.attack:get_pos() or s
|
||||
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
|
||||
-- stop attacking if player invisible or out of range
|
||||
if not self.attack
|
||||
or not self.attack:get_pos()
|
||||
|
@ -849,24 +823,19 @@ function mob_class:do_states_attack (dtime)
|
|||
or self.attack:get_hp() <= 0
|
||||
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
|
||||
|
||||
clear_aggro(self)
|
||||
return
|
||||
end
|
||||
self.state = "stand"
|
||||
self:set_velocity( 0)
|
||||
self:set_animation( "stand")
|
||||
|
||||
local target_line_of_sight = self:line_of_sight(s, p, 2)
|
||||
if not target_line_of_sight then
|
||||
if self.target_time_lost then
|
||||
local time_since_seen = os.time() - self.target_time_lost
|
||||
if time_since_seen > TIME_TO_FORGET_TARGET then
|
||||
self.target_time_lost = nil
|
||||
clear_aggro(self)
|
||||
return
|
||||
end
|
||||
else
|
||||
self.target_time_lost = os.time()
|
||||
end
|
||||
else
|
||||
self.target_time_lost = nil
|
||||
self.attack = nil
|
||||
self._aggro = nil
|
||||
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self.path.way = nil
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
-- calculate distance from mob and enemy
|
||||
|
@ -874,27 +843,36 @@ function mob_class:do_states_attack (dtime)
|
|||
|
||||
if self.attack_type == "explode" then
|
||||
|
||||
if target_line_of_sight then
|
||||
local vec = { x = p.x - s.x, z = p.z - s.z }
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
if p.x > s.x then yaw = yaw +math.pi end
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
end
|
||||
local vec = {
|
||||
x = p.x - s.x,
|
||||
z = p.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
|
||||
if p.x > s.x then yaw = yaw +math.pi end
|
||||
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
local node_break_radius = self.explosion_radius or 1
|
||||
local entity_damage_radius = self.explosion_damage_radius
|
||||
or (node_break_radius * 2)
|
||||
|
||||
-- start timer when in reach and line of sight
|
||||
if not self.v_start and dist <= self.reach and target_line_of_sight then
|
||||
if not self.v_start
|
||||
and dist <= self.reach
|
||||
and self:line_of_sight( s, p, 2) then
|
||||
|
||||
self.v_start = true
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self:mob_sound("fuse", nil, false)
|
||||
|
||||
-- stop timer if out of reach or direct line of sight
|
||||
elseif self.allow_fuse_reset and self.v_start
|
||||
and (dist >= self.explosiontimer_reset_radius or not target_line_of_sight) then
|
||||
elseif self.allow_fuse_reset
|
||||
and self.v_start
|
||||
and (dist >= self.explosiontimer_reset_radius
|
||||
or not self:line_of_sight( s, p, 2)) then
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
|
@ -903,10 +881,10 @@ function mob_class:do_states_attack (dtime)
|
|||
end
|
||||
|
||||
-- walk right up to player unless the timer is active
|
||||
if self.v_start and (self.stop_to_explode or dist < self.reach) or not target_line_of_sight then
|
||||
self:set_velocity(0)
|
||||
if self.v_start and (self.stop_to_explode or dist < self.reach) then
|
||||
self:set_velocity( 0)
|
||||
else
|
||||
self:set_velocity(self.run_velocity)
|
||||
self:set_velocity( self.run_velocity)
|
||||
end
|
||||
|
||||
if self.animation and self.animation.run_start then
|
||||
|
@ -916,20 +894,25 @@ function mob_class:do_states_attack (dtime)
|
|||
end
|
||||
|
||||
if self.v_start then
|
||||
|
||||
self.timer = self.timer + dtime
|
||||
self.blinktimer = (self.blinktimer or 0) + dtime
|
||||
|
||||
if self.blinktimer > 0.2 then
|
||||
|
||||
self.blinktimer = 0
|
||||
|
||||
if self.blinkstatus then
|
||||
self:remove_texture_mod("^[brighten")
|
||||
else
|
||||
self:add_texture_mod("^[brighten")
|
||||
end
|
||||
|
||||
self.blinkstatus = not self.blinkstatus
|
||||
end
|
||||
|
||||
if self.timer > self.explosion_timer then
|
||||
|
||||
local pos = self.object:get_pos()
|
||||
|
||||
if mobs_griefing and not minetest.is_protected(pos, "") then
|
||||
|
@ -1043,45 +1026,54 @@ function mob_class:do_states_attack (dtime)
|
|||
|
||||
-- move towards enemy if beyond mob reach
|
||||
if dist > self.reach then
|
||||
|
||||
-- path finding by rnd
|
||||
if enable_pathfinding and self.pathfinding then
|
||||
if self.pathfinding -- only if mob has pathfinding enabled
|
||||
and enable_pathfinding then
|
||||
|
||||
self:smart_mobs(s, p, dist, dtime)
|
||||
end
|
||||
|
||||
if self:is_at_cliff_or_danger() then
|
||||
|
||||
self:set_velocity( 0)
|
||||
self:set_animation( "stand")
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||
else
|
||||
|
||||
if self.path.stuck then
|
||||
self:set_velocity(self.walk_velocity)
|
||||
self:set_velocity( self.walk_velocity)
|
||||
else
|
||||
self:set_velocity(self.run_velocity)
|
||||
self:set_velocity( self.run_velocity)
|
||||
end
|
||||
|
||||
if self.animation and self.animation.run_start then
|
||||
self:set_animation("run")
|
||||
self:set_animation( "run")
|
||||
else
|
||||
self:set_animation("walk")
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
end
|
||||
|
||||
else -- rnd: if inside reach range
|
||||
|
||||
self.path.stuck = false
|
||||
self.path.stuck_timer = 0
|
||||
self.path.following = false -- not stuck anymore
|
||||
|
||||
self:set_velocity( 0)
|
||||
|
||||
local attack_frequency = self.attack_frequency or 1
|
||||
if not self.custom_attack then
|
||||
|
||||
if self.timer > attack_frequency then
|
||||
self.timer = 0
|
||||
if self.timer > 1 then
|
||||
|
||||
if not self.custom_attack then
|
||||
if self.double_melee_attack and math.random(1, 2) == 1 then
|
||||
self:set_animation("punch2")
|
||||
self.timer = 0
|
||||
|
||||
if self.double_melee_attack
|
||||
and math.random(1, 2) == 1 then
|
||||
self:set_animation( "punch2")
|
||||
else
|
||||
self:set_animation("punch")
|
||||
self:set_animation( "punch")
|
||||
end
|
||||
|
||||
local p2 = p
|
||||
|
@ -1091,6 +1083,8 @@ function mob_class:do_states_attack (dtime)
|
|||
s2.y = s2.y + .5
|
||||
|
||||
if self:line_of_sight( p2, s2) == true then
|
||||
|
||||
-- play attack sound
|
||||
self:mob_sound("attack")
|
||||
|
||||
-- punch player (or what player is attached to)
|
||||
|
@ -1103,7 +1097,13 @@ function mob_class:do_states_attack (dtime)
|
|||
damage_groups = {fleshy = self.damage}
|
||||
}, nil)
|
||||
end
|
||||
else
|
||||
end
|
||||
else -- call custom attack every second
|
||||
if self.custom_attack
|
||||
and self.timer > 1 then
|
||||
|
||||
self.timer = 0
|
||||
|
||||
self.custom_attack(self, p)
|
||||
end
|
||||
end
|
||||
|
@ -1129,7 +1129,7 @@ function mob_class:do_states_attack (dtime)
|
|||
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
local stay_away_from_player = vector.zero()
|
||||
local stay_away_from_player = vector.new(0,0,0)
|
||||
|
||||
--strafe back and fourth
|
||||
|
||||
|
@ -1146,13 +1146,7 @@ function mob_class:do_states_attack (dtime)
|
|||
if math.random(40) == 1 then
|
||||
self.strafe_direction = self.strafe_direction*-1
|
||||
end
|
||||
|
||||
local dir = vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction)
|
||||
local dir2 = vector.multiply(dir, 0.3 * self.walk_velocity)
|
||||
|
||||
if dir2 and stay_away_from_player then
|
||||
self.acc = vector.add(dir2, stay_away_from_player)
|
||||
end
|
||||
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
|
||||
else
|
||||
self:set_velocity( 0)
|
||||
end
|
||||
|
|
|
@ -4,8 +4,6 @@ local active_particlespawners = {}
|
|||
local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
|
||||
local DEFAULT_FALL_SPEED = -9.81*1.5
|
||||
|
||||
local PATHFINDING = "gowp"
|
||||
|
||||
local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
|
||||
if player_transfer_distance == 0 then player_transfer_distance = math.huge end
|
||||
|
||||
|
@ -138,19 +136,6 @@ function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
|
|||
end
|
||||
end
|
||||
|
||||
function mob_class:step_opinion_sound(dtime)
|
||||
if self.state ~= "attack" and self.state ~= PATHFINDING then
|
||||
|
||||
if self.opinion_sound_cooloff > 0 then
|
||||
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
|
||||
end
|
||||
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
|
||||
if math.random(1, 70) == 1 then
|
||||
self:mob_sound("random", true)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function mob_class:add_texture_mod(mod)
|
||||
local full_mod = ""
|
||||
local already_added = false
|
||||
|
@ -269,7 +254,7 @@ function mob_class:set_animation(anim, fixed_frame)
|
|||
|
||||
|
||||
|
||||
if self.fly and self:flight_check() and anim == "walk" then anim = "fly" end
|
||||
if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end
|
||||
|
||||
self._current_animation = self._current_animation or ""
|
||||
|
||||
|
@ -308,7 +293,7 @@ local function dir_to_pitch(dir)
|
|||
return -math.atan2(-dir.y, xz)
|
||||
end
|
||||
|
||||
local function who_are_you_looking_at (self, dtime)
|
||||
local function who_are_you_looking_at (self)
|
||||
local pos = self.object:get_pos()
|
||||
|
||||
local stop_look_at_player_chance = math.random(833/self.curiosity)
|
||||
|
@ -316,26 +301,20 @@ local function who_are_you_looking_at (self, dtime)
|
|||
|
||||
local stop_look_at_player = stop_look_at_player_chance == 1
|
||||
|
||||
if self.attack then
|
||||
if not self.target_time_lost then
|
||||
self._locked_object = self.attack
|
||||
else
|
||||
self._locked_object = nil
|
||||
end
|
||||
elseif self.following then
|
||||
self._locked_object = self.following
|
||||
if self.attack or self.following then
|
||||
self._locked_object = self.attack or self.following
|
||||
elseif self._locked_object then
|
||||
if stop_look_at_player then
|
||||
--minetest.log("Stop look: ".. self.name)
|
||||
self._locked_object = nil
|
||||
end
|
||||
elseif not self._locked_object then
|
||||
if mcl_util.check_dtime_timer(self, dtime, "step_look_for_someone", 0.2) then
|
||||
if math.random(1, 30) then
|
||||
--minetest.log("Change look check: ".. self.name)
|
||||
|
||||
-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
|
||||
-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
|
||||
local chance = 150/self.curiosity
|
||||
local chance = 20/self.curiosity
|
||||
|
||||
if chance < 1 then chance = 1 end
|
||||
local look_at_player_chance = math.random(chance)
|
||||
|
@ -367,9 +346,9 @@ function mob_class:check_head_swivel(dtime)
|
|||
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
|
||||
|
||||
|
||||
who_are_you_looking_at (self, dtime)
|
||||
who_are_you_looking_at (self)
|
||||
|
||||
local final_rotation = vector.zero()
|
||||
local final_rotation = vector.new(0,0,0)
|
||||
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
|
||||
|
||||
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
|
||||
|
@ -381,11 +360,8 @@ function mob_class:check_head_swivel(dtime)
|
|||
_locked_object_eye_height = self._locked_object:get_properties().eye_height
|
||||
end
|
||||
if _locked_object_eye_height then
|
||||
|
||||
local self_rot = self.object:get_rotation()
|
||||
-- If a mob is attached, should we really be messing with what they are looking at?
|
||||
-- Should this be excluded?
|
||||
if self.object:get_attach() and self.object:get_attach():get_rotation() then
|
||||
if self.object:get_attach() then
|
||||
self_rot = self.object:get_attach():get_rotation()
|
||||
end
|
||||
|
||||
|
|
|
@ -154,7 +154,6 @@ function mcl_mobs.register_mob(name, def)
|
|||
description = def.description,
|
||||
type = def.type,
|
||||
attack_type = def.attack_type,
|
||||
attack_frequency = def.attack_frequency,
|
||||
fly = def.fly or false,
|
||||
fly_in = def.fly_in or {"air", "__airlike"},
|
||||
owner = def.owner or "",
|
||||
|
@ -217,7 +216,6 @@ function mcl_mobs.register_mob(name, def)
|
|||
replace_with = def.replace_with,
|
||||
replace_offset = def.replace_offset or 0,
|
||||
on_replace = def.on_replace,
|
||||
replace_delay = def.replace_delay or 0,
|
||||
timer = 0,
|
||||
env_damage_timer = 0,
|
||||
tamed = false,
|
||||
|
@ -491,7 +489,7 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
|
|||
on_place = function(itemstack, placer, pointed_thing)
|
||||
|
||||
local pos = pointed_thing.above
|
||||
|
||||
|
||||
-- am I clicking on something with existing on_rightclick function?
|
||||
local under = minetest.get_node(pointed_thing.under)
|
||||
local def = minetest.registered_nodes[under.name]
|
||||
|
@ -558,7 +556,7 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
|
|||
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
|
||||
end
|
||||
ent.nametag = nametag
|
||||
ent:update_tag()
|
||||
update_tag(ent)
|
||||
end
|
||||
|
||||
-- if not in creative then take item
|
||||
|
|
|
@ -1,11 +0,0 @@
|
|||
# textdomain: mcl_mobs
|
||||
Peaceful mode active! No monsters will spawn.=Fredelig tilstand aktiveret! Ingen monstre vil spawne.
|
||||
This allows you to place a single mob.=Dette gør dig i stand til at placere et enkelt monster.
|
||||
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.=Placér det blot der hvor du ønsker, at monsteret skal komme. Dyr vil spawne tamme, medmindre du holder snige-knappen nede mens du placerer dem. Hvis du placerer denne på et monsterspawn, ændrer du hvilket monster det spawner.
|
||||
You need the “maphack” privilege to change the mob spawner.=Du skal have "maphack" privilegier for at ændre monsterspawneren.
|
||||
Name Tag=Navneskilt
|
||||
A name tag is an item to name a mob.=Et navneskilt bruges til at navngive et monster.
|
||||
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.=Før du bruger navneskiltet, skal du vælge navnet ved en ambolt. Derefter kan du bruge navneskiltet til at navngive et monster. Dette opbruger navneskiltet.
|
||||
Only peaceful mobs allowed!=Kun fredelige monstre er tilladt!
|
||||
Give names to mobs=Giv navne til monstre
|
||||
Set name at anvil=Vælg navn ved en ambolt.
|
|
@ -9,5 +9,3 @@ Before you use the name tag, you need to set a name at an anvil. Then you can us
|
|||
Only peaceful mobs allowed!=Seuls les mobs pacifiques sont autorisées!
|
||||
Give names to mobs=Donne des noms aux mobs
|
||||
Set name at anvil=Définir le nom sur l'enclume
|
||||
Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player.=Enlève les mobs spécifiés sauf ceux qui sont nommés et apprivoisés. Pour le deuxième paramètre, utiliser nametagged/tamed pour ne sélectionner que les mobs nommés/apprivoisés, ou une distance pour spécifier la distance maximale par rapport au joueur.
|
||||
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=Usage par défaut. Enlève les mobs hostiles. Pour plus d'options saisir : /help clearmobs
|
||||
|
|
|
@ -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.
|
||||
Peaceful mode active! No monsters will spawn.=Мирный режим включён! Монстры не будут появляться.
|
||||
This allows you to place a single mob.=Позволяет вам разместить 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.=Просто поместите это туда, где хотите, чтобы появился моб. Животные будут появляться уже прирученные, если это не нужно, удерживайте клавишу [Красться] при размещении. Если поместить это на спаунер, появляющийся из него моб будет изменён.
|
||||
You need the “maphack” privilege to change the mob spawner.=Вам нужно обладать привилегией “maphack”, чтобы изменить спаунер моба.
|
||||
Name Tag=Именная бирка
|
||||
A name tag is an item to name a mob.=Именная бирка это предмет, чтобы дать 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 именную бирку, нужно задать 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
|
||||
Set name at anvil=Задайте имя при помощи наковальни
|
||||
|
|
|
@ -4,12 +4,9 @@ local DEFAULT_FALL_SPEED = -9.81*1.5
|
|||
local FLOP_HEIGHT = 6
|
||||
local FLOP_HOR_SPEED = 1.5
|
||||
|
||||
local CHECK_HERD_FREQUENCY = 4
|
||||
|
||||
local PATHFINDING = "gowp"
|
||||
|
||||
local node_snow = "mcl_core:snow"
|
||||
|
||||
|
||||
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
|
||||
|
||||
local atann = math.atan
|
||||
|
@ -205,8 +202,12 @@ function mob_class:can_jump_cliff()
|
|||
end
|
||||
|
||||
-- is mob facing a cliff or danger
|
||||
function mob_class:is_at_cliff_or_danger()
|
||||
if self.fear_height == 0 or self._jumping_cliff or self._can_jump_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
|
||||
function mob_class:is_at_cliff_or_danger(can_jump_cliff)
|
||||
if can_jump_cliff == nil then
|
||||
can_jump_cliff = self:can_jump_cliff()
|
||||
end
|
||||
|
||||
if self.fear_height == 0 or can_jump_cliff or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
|
||||
return false
|
||||
end
|
||||
|
||||
|
@ -218,9 +219,8 @@ function mob_class:is_at_cliff_or_danger()
|
|||
local ypos = pos.y + self.collisionbox[2] -- just above floor
|
||||
|
||||
local free_fall, blocker = minetest.line_of_sight(
|
||||
vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
|
||||
vector.new(pos.x + dir_x, ypos - self.fear_height, pos.z + dir_z))
|
||||
|
||||
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
|
||||
{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z})
|
||||
if free_fall then
|
||||
return true
|
||||
else
|
||||
|
@ -241,16 +241,12 @@ end
|
|||
|
||||
|
||||
-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
|
||||
function mob_class:is_at_water_danger()
|
||||
if self.water_damage == 0 and self.breath_max == -1 then
|
||||
--minetest.log("Do not need a water check for: " .. self.name)
|
||||
return
|
||||
function mob_class:is_at_water_danger(can_jump_cliff)
|
||||
if can_jump_cliff == nil then
|
||||
can_jump_cliff = self:can_jump_cliff()
|
||||
end
|
||||
|
||||
local in_water_danger = self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)
|
||||
if in_water_danger then return false end -- If you're in trouble, do not stop
|
||||
|
||||
if not self.object:get_luaentity() or self._jumping_cliff or self._can_jump_cliff then
|
||||
if not self.object:get_luaentity() or can_jump_cliff or self._jumping_cliff then
|
||||
return false
|
||||
end
|
||||
local yaw = self.object:get_yaw()
|
||||
|
@ -265,57 +261,51 @@ function mob_class:is_at_water_danger()
|
|||
|
||||
local ypos = pos.y + self.collisionbox[2] -- just above floor
|
||||
|
||||
local los, blocker = minetest.line_of_sight(
|
||||
vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
|
||||
vector.new(pos.x + dir_x, ypos - 3, pos.z + dir_z))
|
||||
|
||||
if not los then
|
||||
local free_fall, blocker = minetest.line_of_sight(
|
||||
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
|
||||
{x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z})
|
||||
if free_fall then
|
||||
return true
|
||||
else
|
||||
local bnode = minetest.get_node(blocker)
|
||||
local waterdanger = self:is_node_waterhazard(bnode.name)
|
||||
|
||||
if waterdanger and not in_water_danger then
|
||||
if
|
||||
waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard( self.standing_on)) then
|
||||
return false
|
||||
elseif waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) == false then
|
||||
return true
|
||||
else
|
||||
local def = minetest.registered_nodes[bnode.name]
|
||||
if def and def.walkable then
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
function mob_class:env_danger_movement_checks(player_in_active_range)
|
||||
function mob_class:env_danger_movement_checks(dtime)
|
||||
local yaw = 0
|
||||
|
||||
if not player_in_active_range then return end
|
||||
|
||||
if self.state == PATHFINDING
|
||||
or self.state == "attack"
|
||||
or self.state == "stand"
|
||||
or self.state == "runaway" then
|
||||
return
|
||||
end
|
||||
|
||||
if self:is_at_water_danger() then
|
||||
--minetest.log("At water danger for mob, stop?: " .. self.name)
|
||||
if math.random(1, 10) <= 7 then
|
||||
if self.state ~= "stand" then
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
end
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
--[[if self:is_at_cliff_or_danger(can_jump_cliff) then
|
||||
if self.state ~= "stand" then
|
||||
local can_jump_cliff = self:can_jump_cliff()
|
||||
if self.state ~= "attack" and self:is_at_water_danger(can_jump_cliff) then
|
||||
if math.random(1, 10) <= 6 then
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
end
|
||||
|
||||
if self:is_at_cliff_or_danger(can_jump_cliff) then
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||
end--]]
|
||||
end
|
||||
end
|
||||
|
||||
-- jump if facing a solid node (not fences or gates)
|
||||
|
@ -355,11 +345,9 @@ function mob_class:do_jump()
|
|||
jump_c_multiplier = v2/self.walk_velocity/2
|
||||
end
|
||||
|
||||
local yaw_dir = minetest.yaw_to_dir(self.object:get_yaw())
|
||||
|
||||
-- where is front
|
||||
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.x
|
||||
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.z
|
||||
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
|
||||
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
|
||||
|
||||
-- what is in front of mob?
|
||||
nod = node_ok({
|
||||
|
@ -388,7 +376,7 @@ function mob_class:do_jump()
|
|||
end
|
||||
|
||||
local ndef = minetest.registered_nodes[nod.name]
|
||||
if self.walk_chance == 0 or ndef and ndef.walkable or self._can_jump_cliff then
|
||||
if self.walk_chance == 0 or ndef and ndef.walkable or self:can_jump_cliff() then
|
||||
|
||||
if minetest.get_item_group(nod.name, "fence") == 0
|
||||
and minetest.get_item_group(nod.name, "fence_gate") == 0
|
||||
|
@ -398,7 +386,7 @@ function mob_class:do_jump()
|
|||
|
||||
v.y = self.jump_height + 0.1 * 3
|
||||
|
||||
if self._can_jump_cliff then
|
||||
if self:can_jump_cliff() then
|
||||
v=vector.multiply(v, vector.new(2.8,1,2.8))
|
||||
end
|
||||
|
||||
|
@ -482,7 +470,6 @@ end
|
|||
-- find and replace what mob is looking for (grass, wheat etc.)
|
||||
function mob_class:replace_node(pos)
|
||||
|
||||
|
||||
if not self.replace_rate
|
||||
or not self.replace_what
|
||||
or self.child == true
|
||||
|
@ -513,21 +500,18 @@ function mob_class:replace_node(pos)
|
|||
|
||||
local oldnode = {name = what, param2 = node.param2}
|
||||
local newnode = {name = with, param2 = node.param2}
|
||||
local on_replace_return = false
|
||||
local on_replace_return
|
||||
|
||||
if self.on_replace then
|
||||
on_replace_return = self.on_replace(self, pos, oldnode, newnode)
|
||||
end
|
||||
|
||||
|
||||
if on_replace_return ~= false then
|
||||
|
||||
if mobs_griefing then
|
||||
minetest.after(self.replace_delay, function()
|
||||
if self and self.object and self.object:get_velocity() and self.health > 0 then
|
||||
minetest.set_node(pos, newnode)
|
||||
end
|
||||
end)
|
||||
minetest.set_node(pos, newnode)
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -637,7 +621,7 @@ function mob_class:check_runaway_from()
|
|||
end
|
||||
|
||||
|
||||
-- follow player if owner or holding item
|
||||
-- follow player if owner or holding item, if fish outta water then flop
|
||||
function mob_class:check_follow()
|
||||
-- find player to follow
|
||||
if (self.follow ~= "" or self.order == "follow") and not self.following
|
||||
|
@ -738,7 +722,7 @@ function mob_class:flop()
|
|||
return
|
||||
elseif self.state == "flop" then
|
||||
self.state = "stand"
|
||||
self.object:set_acceleration(vector.zero())
|
||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
self:set_velocity(0)
|
||||
end
|
||||
end
|
||||
|
@ -770,7 +754,7 @@ function mob_class:check_herd(dtime)
|
|||
if self.move_in_group == false then return end
|
||||
|
||||
check_herd_timer = check_herd_timer + dtime
|
||||
if check_herd_timer < CHECK_HERD_FREQUENCY then return end
|
||||
if check_herd_timer < 4 then return end
|
||||
check_herd_timer = 0
|
||||
for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do
|
||||
local l = o:get_luaentity()
|
||||
|
@ -901,7 +885,7 @@ function mob_class:do_states_walk()
|
|||
end
|
||||
end
|
||||
|
||||
function mob_class:do_states_stand(player_in_active_range)
|
||||
function mob_class:do_states_stand()
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
|
||||
if math.random(1, 4) == 1 then
|
||||
|
@ -945,16 +929,14 @@ function mob_class:do_states_stand(player_in_active_range)
|
|||
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
|
||||
|
||||
else
|
||||
if player_in_active_range then
|
||||
if self.walk_chance ~= 0
|
||||
and self.facing_fence ~= true
|
||||
and math.random(1, 100) <= self.walk_chance
|
||||
and self:is_at_cliff_or_danger() == false then
|
||||
if self.walk_chance ~= 0
|
||||
and self.facing_fence ~= true
|
||||
and math.random(1, 100) <= self.walk_chance
|
||||
and self:is_at_cliff_or_danger() == false then
|
||||
|
||||
self:set_velocity(self.walk_velocity)
|
||||
self.state = "walk"
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
self:set_velocity(self.walk_velocity)
|
||||
self.state = "walk"
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -184,7 +184,7 @@ function mob_class:collision()
|
|||
end
|
||||
|
||||
function mob_class:check_death_and_slow_mob()
|
||||
local d = 0.7
|
||||
local d = 0.85
|
||||
local dying = self:check_dying()
|
||||
if dying then d = 0.92 end
|
||||
|
||||
|
@ -198,8 +198,6 @@ end
|
|||
|
||||
-- move mob in facing direction
|
||||
function mob_class:set_velocity(v)
|
||||
if not v then return end
|
||||
|
||||
local c_x, c_y = 0, 0
|
||||
|
||||
-- can mob be pushed, if so calculate direction
|
||||
|
@ -209,15 +207,18 @@ function mob_class:set_velocity(v)
|
|||
|
||||
-- halt mob if it has been ordered to stay
|
||||
if self.order == "stand" or self.order == "sit" then
|
||||
self.acc = vector.zero()
|
||||
return
|
||||
self.acc=vector.new(0,0,0)
|
||||
return
|
||||
end
|
||||
|
||||
local yaw = (self.object:get_yaw() or 0) + self.rotate
|
||||
local vv = self.object:get_velocity()
|
||||
|
||||
if vv and yaw then
|
||||
self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .4, 0, ((math.cos(yaw) * v) + c_y) * .4)
|
||||
if vv then
|
||||
self.acc={
|
||||
x = ((math.sin(yaw) * -v) + c_x)*.27,
|
||||
y = 0,
|
||||
z = ((math.cos(yaw) * v) + c_y)*.27,
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -327,9 +328,9 @@ function mob_class:set_yaw(yaw, delay, dtime)
|
|||
end
|
||||
|
||||
if math.deg(yaw) > 360 then
|
||||
yaw=math.rad(math.deg(yaw)%360)
|
||||
yaw=yaw%360
|
||||
elseif math.deg(yaw) < 0 then
|
||||
yaw=math.rad(((360*5)-math.deg(yaw))%360)
|
||||
yaw=((360*5)-yaw)%360
|
||||
end
|
||||
|
||||
--calculate the shortest way to turn to find our target
|
||||
|
@ -353,7 +354,7 @@ function mob_class:set_yaw(yaw, delay, dtime)
|
|||
ddtime = dtime
|
||||
end
|
||||
|
||||
if math.abs(target_shortest_path_nums) > 10 then
|
||||
if math.abs(target_shortest_path_nums) > 5 then
|
||||
self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
|
||||
if self.acc then
|
||||
self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
|
||||
|
@ -675,9 +676,6 @@ 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})
|
||||
|
@ -685,7 +683,6 @@ function mob_class:do_env_damage()
|
|||
|
||||
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
|
||||
|
@ -765,7 +762,7 @@ 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
|
||||
|
||||
|
@ -824,19 +821,11 @@ function mob_class:do_env_damage()
|
|||
return self:check_for_death("unknown", {type = "unknown"})
|
||||
end
|
||||
|
||||
function mob_class:step_damage (dtime, pos)
|
||||
if not self.fire_resistant then
|
||||
mcl_burning.tick(self.object, dtime, self)
|
||||
if not self.object:get_pos() then return true end -- mcl_burning.tick may remove object immediately
|
||||
|
||||
if self:check_for_death("fire", {type = "fire"}) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
function mob_class:env_damage (dtime, pos)
|
||||
-- environmental damage timer (every 1 second)
|
||||
self.env_damage_timer = self.env_damage_timer + dtime
|
||||
|
||||
|
||||
if self.env_damage_timer > 1 then
|
||||
self.env_damage_timer = 0
|
||||
|
||||
|
@ -915,36 +904,47 @@ function mob_class:falling(pos)
|
|||
-- floating in water (or falling)
|
||||
local v = self.object:get_velocity()
|
||||
if v then
|
||||
local new_acceleration
|
||||
|
||||
if v.y > 0 then
|
||||
-- apply gravity when moving up
|
||||
new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0)
|
||||
self.object:set_acceleration({
|
||||
x = 0,
|
||||
y = DEFAULT_FALL_SPEED,
|
||||
z = 0
|
||||
})
|
||||
|
||||
elseif v.y <= 0 and v.y > self.fall_speed then
|
||||
-- fall downwards at set speed
|
||||
new_acceleration = vector.new(0, self.fall_speed, 0)
|
||||
self.object:set_acceleration({
|
||||
x = 0,
|
||||
y = self.fall_speed,
|
||||
z = 0
|
||||
})
|
||||
else
|
||||
-- stop accelerating once max fall speed hit
|
||||
new_acceleration =vector.zero()
|
||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
end
|
||||
|
||||
self.object:set_acceleration(new_acceleration)
|
||||
end
|
||||
|
||||
local acc = self.object:get_acceleration()
|
||||
|
||||
local registered_node = minetest.registered_nodes[node_ok(pos).name]
|
||||
|
||||
if registered_node.groups.lava then
|
||||
if minetest.registered_nodes[node_ok(pos).name].groups.lava then
|
||||
if acc and self.floats_on_lava == 1 then
|
||||
self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
|
||||
self.object:set_acceleration({
|
||||
x = 0,
|
||||
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
|
||||
z = 0
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
-- in water then float up
|
||||
if registered_node.groups.water then
|
||||
if 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
|
||||
self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
|
||||
if minetest.registered_nodes[node_ok(pos).name].groups.water then
|
||||
if acc and self.floats == 1 then
|
||||
self.object:set_acceleration({
|
||||
x = 0,
|
||||
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
|
||||
z = 0
|
||||
})
|
||||
end
|
||||
else
|
||||
-- fall damage onto solid ground
|
||||
|
@ -1031,6 +1031,9 @@ function mob_class:check_suspend(player_in_active_range)
|
|||
self.object:set_acceleration(vector.zero())
|
||||
self.object:set_velocity(vector.zero())
|
||||
end
|
||||
if acc.y == 0 and node_under == "air" then
|
||||
self:falling(pos)
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
|
|
@ -27,11 +27,8 @@ local table_remove = table.remove
|
|||
local pairs = pairs
|
||||
|
||||
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false)
|
||||
local function mcl_log (message, property)
|
||||
local function mcl_log (message)
|
||||
if LOGGING_ON then
|
||||
if property then
|
||||
message = message .. ": " .. dump(property)
|
||||
end
|
||||
mcl_util.mcl_log (message, "[Mobs spawn]", true)
|
||||
end
|
||||
end
|
||||
|
@ -55,25 +52,21 @@ local MOB_CAP_INNER_RADIUS = 32
|
|||
local aoc_range = 136
|
||||
|
||||
local MISSING_CAP_DEFAULT = 15
|
||||
local MOBS_CAP_CLOSE = 10
|
||||
local MOBS_CAP_CLOSE = 5
|
||||
|
||||
local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150
|
||||
|
||||
local mob_cap = {
|
||||
hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70,
|
||||
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 10,
|
||||
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 13,
|
||||
ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15,
|
||||
water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8,
|
||||
water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20,
|
||||
water_underground = tonumber(minetest.settings:get("mcl_mob_cap_water_underground")) or 5,
|
||||
axolotl = tonumber(minetest.settings:get("mcl_mob_cap_axolotl")) or 2, -- TODO should be 5 when lush caves added
|
||||
water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20, --currently unused
|
||||
player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75,
|
||||
global_hostile = tonumber(minetest.settings:get("mcl_mob_cap_hostile")) or 300,
|
||||
global_non_hostile = tonumber(minetest.settings:get("mcl_mob_cap_non_hostile")) or 300,
|
||||
total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500,
|
||||
}
|
||||
|
||||
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 30
|
||||
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 35
|
||||
local peaceful_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15
|
||||
local hostile_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20
|
||||
|
||||
|
@ -347,32 +340,15 @@ local function count_mobs_all(categorise_by, pos)
|
|||
end
|
||||
|
||||
local function count_mobs_total_cap(mob_type)
|
||||
local total = 0
|
||||
local num = 0
|
||||
local hostile = 0
|
||||
local non_hostile = 0
|
||||
for _,l in pairs(minetest.luaentities) do
|
||||
if l.is_mob then
|
||||
total = total + 1
|
||||
local nametagged = l.nametag and l.nametag ~= ""
|
||||
if ( mob_type == nil or l.type == mob_type ) and not nametagged then
|
||||
if l.spawn_class == "hostile" then
|
||||
hostile = hostile + 1
|
||||
else
|
||||
non_hostile = non_hostile + 1
|
||||
end
|
||||
if ( mob_type == nil or l.type == mob_type ) and l.can_despawn and not l.nametag then
|
||||
num = num + 1
|
||||
else
|
||||
mcl_log("l.name", l.name)
|
||||
mcl_log("l.nametag", l.nametag)
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
mcl_log("Total mobs", total)
|
||||
mcl_log("hostile", hostile)
|
||||
mcl_log("non_hostile", non_hostile)
|
||||
return num, non_hostile, hostile
|
||||
return num
|
||||
end
|
||||
|
||||
local function output_mob_stats(mob_counts, total_mobs, chat_display)
|
||||
|
@ -728,13 +704,13 @@ local function spawn_check(pos, spawn_def)
|
|||
--mcl_log("Level 3 spawn check passed")
|
||||
return true
|
||||
else
|
||||
--mcl_log("Spawn check level 3 failed")
|
||||
mcl_log("Spawn check level 3 failed")
|
||||
end
|
||||
else
|
||||
--mcl_log("Spawn check level 2 failed")
|
||||
mcl_log("Spawn check level 2 failed")
|
||||
end
|
||||
else
|
||||
--mcl_log("Spawn check level 1 failed")
|
||||
mcl_log("Spawn check level 1 failed")
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
@ -855,7 +831,7 @@ if mobs_spawn then
|
|||
-- Get pos to spawn, x and z are randomised, y is range
|
||||
|
||||
|
||||
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
|
||||
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide)
|
||||
|
||||
-- Some mob examples
|
||||
--type = "monster", spawn_class = "hostile",
|
||||
|
@ -871,18 +847,9 @@ if mobs_spawn then
|
|||
mob_total_wide = 0
|
||||
end
|
||||
|
||||
local cap_space_wide = math.max(type_cap - mob_total_wide, 0)
|
||||
|
||||
mcl_log("mob_type", mob_type)
|
||||
mcl_log("cap_space_wide", cap_space_wide)
|
||||
|
||||
local cap_space_available = 0
|
||||
if mob_type == "hostile" then
|
||||
mcl_log("cap_space_global", cap_space_hostile)
|
||||
cap_space_available = math.min(cap_space_hostile, cap_space_wide)
|
||||
else
|
||||
mcl_log("cap_space_global", cap_space_non_hostile)
|
||||
cap_space_available = math.min(cap_space_non_hostile, cap_space_wide)
|
||||
local cap_space_wide = type_cap - mob_total_wide
|
||||
if cap_space_wide < 1 then
|
||||
cap_space_wide = 0
|
||||
end
|
||||
|
||||
local mob_total_close = mob_counts_close[mob_type]
|
||||
|
@ -891,11 +858,12 @@ if mobs_spawn then
|
|||
mob_total_close = 0
|
||||
end
|
||||
|
||||
local cap_space_close = math.max(close_zone_cap - mob_total_close, 0)
|
||||
cap_space_available = math.min(cap_space_available, cap_space_close)
|
||||
local cap_space_close = close_zone_cap - mob_total_close
|
||||
if cap_space_close < 1 then
|
||||
cap_space_close = 0
|
||||
end
|
||||
|
||||
mcl_log("cap_space_close", cap_space_close)
|
||||
mcl_log("cap_space_available", cap_space_available)
|
||||
--mcl_log("spawn_class: " .. spawn_class)
|
||||
|
||||
if false and mob_type == "water" then
|
||||
mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos))
|
||||
|
@ -905,7 +873,7 @@ if mobs_spawn then
|
|||
mcl_log("cap_space_close: " .. cap_space_close)
|
||||
end
|
||||
|
||||
return cap_space_available
|
||||
return cap_space_wide, cap_space_close
|
||||
end
|
||||
|
||||
local function find_spawning_position(pos, max_times)
|
||||
|
@ -916,7 +884,7 @@ if mobs_spawn then
|
|||
|
||||
local y_min, y_max = decypher_limits(pos.y)
|
||||
|
||||
--mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
|
||||
mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
|
||||
local i = 0
|
||||
repeat
|
||||
local goal_pos = get_next_mob_spawn_pos(pos)
|
||||
|
@ -948,7 +916,7 @@ if mobs_spawn then
|
|||
return spawning_position
|
||||
end
|
||||
|
||||
local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
|
||||
local function spawn_a_mob(pos)
|
||||
--create a disconnected clone of the spawn dictionary, prevents memory leak
|
||||
local mob_library_worker_table = table_copy(spawn_dictionary)
|
||||
|
||||
|
@ -986,18 +954,22 @@ if mobs_spawn then
|
|||
if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then
|
||||
|
||||
local mob_def_ent = minetest.registered_entities[mob_def.name]
|
||||
--local mob_type = mob_def_ent.type
|
||||
local mob_spawn_class = mob_def_ent.spawn_class
|
||||
|
||||
local cap_space_available = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
|
||||
--mcl_log("mob_spawn_class: " .. mob_spawn_class)
|
||||
|
||||
if cap_space_available > 0 then
|
||||
local cap_space_wide, cap_space_close = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide)
|
||||
|
||||
|
||||
if cap_space_close > 0 and cap_space_wide > 0 then
|
||||
--mcl_log("Cap space available")
|
||||
|
||||
-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
|
||||
-- for performance and for early game challenge. We don't want to reduce hostiles though.
|
||||
local spawn_hostile = (mob_spawn_class == "hostile")
|
||||
local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned
|
||||
|
||||
-- or not hostile
|
||||
--mcl_log("Spawn_passive: " .. tostring(spawn_passive))
|
||||
--mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
|
||||
|
||||
|
@ -1028,10 +1000,13 @@ if mobs_spawn then
|
|||
local group_min = mob_def_ent.spawn_in_group_min or 1
|
||||
if not group_min then group_min = 1 end
|
||||
|
||||
local amount_to_spawn = math.random(group_min, spawn_in_group)
|
||||
mcl_log("Spawning quantity: " .. amount_to_spawn)
|
||||
amount_to_spawn = math.min(amount_to_spawn, cap_space_available)
|
||||
mcl_log("throttled spawning quantity: " .. amount_to_spawn)
|
||||
local amount_to_spawn = math.random(group_min,spawn_in_group)
|
||||
|
||||
if amount_to_spawn > cap_space_wide then
|
||||
mcl_log("Spawning quantity: " .. amount_to_spawn)
|
||||
mcl_log("Throttle amount to cap space: " .. cap_space_wide)
|
||||
amount_to_spawn = cap_space_wide
|
||||
end
|
||||
|
||||
if logging then
|
||||
minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1))
|
||||
|
@ -1046,7 +1021,7 @@ if mobs_spawn then
|
|||
|
||||
if spawned then
|
||||
--mcl_log("We have spawned")
|
||||
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", pos)
|
||||
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos)
|
||||
local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN)
|
||||
if new_spawning_position then
|
||||
mcl_log("Setting new spawning position")
|
||||
|
@ -1059,7 +1034,7 @@ if mobs_spawn then
|
|||
--mcl_log("Spawn check failed")
|
||||
end
|
||||
else
|
||||
--mcl_log("Cap space full")
|
||||
mcl_log("Cap space full")
|
||||
end
|
||||
|
||||
end
|
||||
|
@ -1079,13 +1054,7 @@ if mobs_spawn then
|
|||
timer = 0
|
||||
|
||||
local players = get_connected_players()
|
||||
local total_mobs, total_non_hostile, total_hostile = count_mobs_total_cap()
|
||||
|
||||
local cap_space_hostile = math.max(mob_cap.global_hostile - total_hostile, 0)
|
||||
local cap_space_non_hostile = math.max(mob_cap.global_non_hostile - total_non_hostile, 0)
|
||||
mcl_log("global cap_space_hostile", cap_space_hostile)
|
||||
mcl_log("global cap_space_non_hostile", cap_space_non_hostile)
|
||||
|
||||
local total_mobs = count_mobs_total_cap()
|
||||
if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then
|
||||
minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.")
|
||||
return
|
||||
|
@ -1096,49 +1065,21 @@ if mobs_spawn then
|
|||
local dimension = mcl_worlds.pos_to_dimension(pos)
|
||||
-- ignore void and unloaded area
|
||||
if dimension ~= "void" and dimension ~= "default" then
|
||||
spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
|
||||
spawn_a_mob(pos)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
local function despawn_allowed(self)
|
||||
local nametag = self.nametag and self.nametag ~= ""
|
||||
local not_busy = self.state ~= "attack" and self.following == nil
|
||||
if self.can_despawn == true then
|
||||
if not nametag and not_busy and not self.tamed == true and not self.persistent == true then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function mob_class:despawn_allowed()
|
||||
despawn_allowed(self)
|
||||
end
|
||||
|
||||
|
||||
assert(despawn_allowed({can_despawn=false}) == false, "despawn_allowed - can_despawn false failed")
|
||||
assert(despawn_allowed({can_despawn=true}) == true, "despawn_allowed - can_despawn true failed")
|
||||
|
||||
assert(despawn_allowed({can_despawn=true, nametag=""}) == true, "despawn_allowed - blank nametag failed")
|
||||
assert(despawn_allowed({can_despawn=true, nametag=nil}) == true, "despawn_allowed - nil nametag failed")
|
||||
assert(despawn_allowed({can_despawn=true, nametag="bob"}) == false, "despawn_allowed - nametag failed")
|
||||
|
||||
assert(despawn_allowed({can_despawn=true, state="attack"}) == false, "despawn_allowed - attack state failed")
|
||||
assert(despawn_allowed({can_despawn=true, following="blah"}) == false, "despawn_allowed - following state failed")
|
||||
|
||||
assert(despawn_allowed({can_despawn=true, tamed=false}) == true, "despawn_allowed - not tamed")
|
||||
assert(despawn_allowed({can_despawn=true, tamed=true}) == false, "despawn_allowed - tamed")
|
||||
|
||||
assert(despawn_allowed({can_despawn=true, persistent=true}) == false, "despawn_allowed - persistent")
|
||||
assert(despawn_allowed({can_despawn=true, persistent=false}) == true, "despawn_allowed - not persistent")
|
||||
|
||||
function mob_class:check_despawn(pos, dtime)
|
||||
self.lifetimer = self.lifetimer - dtime
|
||||
|
||||
-- Despawning: when lifetimer expires, remove mob
|
||||
if remove_far and despawn_allowed(self) then
|
||||
if remove_far
|
||||
and self.can_despawn == true
|
||||
and ((not self.nametag) or (self.nametag == ""))
|
||||
and self.state ~= "attack"
|
||||
and self.following == nil then
|
||||
if self.despawn_immediately or self.lifetimer <= 0 then
|
||||
if logging then
|
||||
minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out")
|
||||
|
|
|
@ -1,2 +0,0 @@
|
|||
# textdomain:mcl_paintings
|
||||
Painting=Maleri
|
|
@ -1,2 +0,0 @@
|
|||
# textdomain:mcl_paintings
|
||||
Painting=Cuadro
|
|
@ -1,2 +1,2 @@
|
|||
# textdomain:mcl_paintings
|
||||
Painting=Картина
|
||||
Painting=Рисование
|
||||
|
|
|
@ -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/>
|
||||
|
@ -308,4 +307,4 @@ Origin of those models:
|
|||
|
||||
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.
|
||||
|
|
|
@ -39,7 +39,7 @@ This mod adds mobs which closely resemble the mobs from the game Minecraft, vers
|
|||
* Cave Spider
|
||||
* Enderman
|
||||
* Zombie Villager
|
||||
* Zombie Piglin
|
||||
* Zombie Pigman
|
||||
* Wither Skeleton
|
||||
* Magma Cube
|
||||
* Blaze
|
||||
|
|
|
@ -2,7 +2,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
|
|||
|
||||
local axolotl = {
|
||||
type = "animal",
|
||||
spawn_class = "axolotl",
|
||||
spawn_class = "water",
|
||||
can_despawn = true,
|
||||
passive = false,
|
||||
hp_min = 14,
|
||||
|
|
|
@ -31,7 +31,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
|
|||
|
||||
local cod = {
|
||||
type = "animal",
|
||||
spawn_class = "water_ambient",
|
||||
spawn_class = "water",
|
||||
can_despawn = true,
|
||||
passive = true,
|
||||
hp_min = 3,
|
||||
|
|
|
@ -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)
|
||||
|
||||
|
|
|
@ -10,7 +10,6 @@ local S = minetest.get_translator("mobs_mc")
|
|||
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:creeper", {
|
||||
description = S("Creeper"),
|
||||
type = "monster",
|
||||
spawn_class = "hostile",
|
||||
spawn_in_group = 1,
|
||||
|
|
|
@ -24,12 +24,6 @@
|
|||
-- added rain damage.
|
||||
-- fixed the grass_with_dirt issue.
|
||||
|
||||
-- How freqeuntly to take and place blocks, in seconds
|
||||
local take_frequency_min = 235
|
||||
local take_frequency_max = 245
|
||||
local place_frequency_min = 235
|
||||
local place_frequency_max = 245
|
||||
|
||||
minetest.register_entity("mobs_mc:ender_eyes", {
|
||||
visual = "mesh",
|
||||
mesh = "mobs_mc_spider.b3d",
|
||||
|
@ -66,6 +60,13 @@ end
|
|||
|
||||
local pr = PseudoRandom(os.time()*(-334))
|
||||
|
||||
-- How freqeuntly to take and place blocks, in seconds
|
||||
local take_frequency_min = 235
|
||||
local take_frequency_max = 245
|
||||
local place_frequency_min = 235
|
||||
local place_frequency_max = 245
|
||||
|
||||
|
||||
-- Texuture overrides for enderman block. Required for cactus because it's original is a nodebox
|
||||
-- and the textures have tranparent pixels.
|
||||
local block_texture_overrides
|
||||
|
@ -490,7 +491,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
|
|||
local dug = minetest.get_node_or_nil(take_pos)
|
||||
if dug and dug.name == "air" then
|
||||
self._taken_node = node.name
|
||||
self.persistent = true
|
||||
self.can_despawn = false
|
||||
local def = minetest.registered_nodes[self._taken_node]
|
||||
-- Update animation and texture accordingly (adds visibly carried block)
|
||||
local block_type
|
||||
|
@ -541,7 +542,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
|
|||
if success then
|
||||
local def = minetest.registered_nodes[self._taken_node]
|
||||
-- Update animation accordingly (removes visible block)
|
||||
self.persistent = false
|
||||
self.can_despawn = true
|
||||
self.animation = select_enderman_animation("normal")
|
||||
self:set_animation(self.animation.current)
|
||||
if def.sounds and def.sounds.place then
|
||||
|
|
|
@ -31,7 +31,7 @@ end
|
|||
|
||||
mcl_mobs.register_mob("mobs_mc:glow_squid", {
|
||||
type = "animal",
|
||||
spawn_class = "water_underground",
|
||||
spawn_class = "water",
|
||||
can_despawn = true,
|
||||
passive = true,
|
||||
hp_min = 10,
|
||||
|
|
|
@ -10,7 +10,6 @@ local S = minetest.get_translator("mobs_mc")
|
|||
--###################
|
||||
|
||||
local hoglin = {
|
||||
description = S("Hoglin"),
|
||||
type = "monster",
|
||||
passive = false,
|
||||
spawn_class = "hostile",
|
||||
|
@ -20,9 +19,8 @@ local hoglin = {
|
|||
xp_max = 9,
|
||||
armor = {fleshy = 90},
|
||||
attack_type = "dogfight",
|
||||
attack_frequency = 3;
|
||||
damage = 4,
|
||||
reach = 1.9,
|
||||
reach = 3,
|
||||
collisionbox = {-.6, -0.01, -.6, .6, 1.4, .6},
|
||||
visual = "mesh",
|
||||
mesh = "extra_mobs_hoglin.b3d",
|
||||
|
@ -65,7 +63,7 @@ local hoglin = {
|
|||
punch_end = 32,
|
||||
},
|
||||
fear_height = 4,
|
||||
view_range = 16,
|
||||
view_range = 32,
|
||||
floats = 0,
|
||||
custom_attack = function(self)
|
||||
if self.state == "attack" and self.reach > vector.distance(self.object:get_pos(), self.attack:get_pos()) then
|
||||
|
@ -89,7 +87,6 @@ local hoglin = {
|
|||
mcl_mobs.register_mob("mobs_mc:hoglin", hoglin)
|
||||
|
||||
local zoglin = table.copy(hoglin)
|
||||
zoglin.description = S("Zoglin")
|
||||
zoglin.fire_resistant = 1
|
||||
zoglin.textures = {"extra_mobs_zoglin.png"}
|
||||
zoglin.do_custom = function()
|
||||
|
@ -103,7 +100,6 @@ mcl_mobs.register_mob("mobs_mc:zoglin", zoglin)
|
|||
-- Baby hoglin.
|
||||
|
||||
local baby_hoglin = table.copy(hoglin)
|
||||
baby_hoglin.description = S("Baby hoglin")
|
||||
baby_hoglin.collisionbox = {-.3, -0.01, -.3, .3, 0.94, .3}
|
||||
baby_hoglin.xp_min = 20
|
||||
baby_hoglin.xp_max = 20
|
||||
|
|
|
@ -139,6 +139,7 @@ dofile(path .. "/silverfish.lua") -- maikerumine Mesh and animation by toby109tt
|
|||
dofile(path .. "/skeleton+stray.lua") -- Mesh by Morn76 Animation by Pavel_S
|
||||
dofile(path .. "/skeleton_wither.lua") -- Mesh by Morn76 Animation by Pavel_S
|
||||
dofile(path .. "/zombie.lua") -- Mesh by Morn76 Animation by Pavel_S
|
||||
dofile(path .. "/zombiepig.lua") -- Mesh by Morn76 Animation by Pavel_S
|
||||
dofile(path .. "/slime+magma_cube.lua") -- Wuzzy
|
||||
dofile(path .. "/spider.lua") -- Spider by AspireMint (fishyWET (CC-BY-SA 3.0 license for texture)
|
||||
dofile(path .. "/vex.lua") -- KrupnoPavel
|
||||
|
@ -152,7 +153,7 @@ dofile(path .. "/dolphin.lua")
|
|||
|
||||
dofile(path .. "/glow_squid.lua")
|
||||
|
||||
dofile(path .. "/piglin.lua") -- "mobs_mc_zombie_pigman.b3d" Mesh by Morn76 Animation by Pavel_S
|
||||
dofile(path .. "/piglin.lua")
|
||||
dofile(path .. "/hoglin+zoglin.lua")
|
||||
|
||||
dofile(path .. "/strider.lua")
|
||||
|
|
|
@ -48,7 +48,7 @@ Wither=Wither
|
|||
Wolf=Wolf
|
||||
Husk=Wüstenzombie
|
||||
Zombie=Zombie
|
||||
Zombie Piglin=Schweinezombie
|
||||
Zombie Pigman=Schweinezombie
|
||||
Farmer=Bauer
|
||||
Fisherman=Fischer
|
||||
Fletcher=Pfeilmacher
|
||||
|
|
|
@ -1,70 +0,0 @@
|
|||
# textdomain: mobs_mc
|
||||
Agent=Agent
|
||||
Axolotl=Salamander
|
||||
Bat=Flagermus
|
||||
Blaze=Blaze
|
||||
Chicken=Kylling
|
||||
Cow=Ko
|
||||
Mooshroom=Svamp
|
||||
Creeper=Creeper
|
||||
Ender Dragon=Enderdrage
|
||||
Enderman=Enderman
|
||||
Endermite=Endermide
|
||||
Ghast=Ghast
|
||||
Elder Guardian=Gammel beskytter
|
||||
Guardian=Beskytter
|
||||
Horse=Hest
|
||||
Skeleton Horse=Skelethest
|
||||
Zombie Horse=Zombiehest
|
||||
Donkey=Æsel
|
||||
Mule=Muldyr
|
||||
Iron Golem=Jerngolem
|
||||
Llama=Lama
|
||||
Ocelot=Ozelot
|
||||
Parrot=Papegøje
|
||||
Pig=Gris
|
||||
Polar Bear=Isbjørn
|
||||
Rabbit=Kanin
|
||||
Killer Bunny=Dræberkanin
|
||||
Sheep=Får
|
||||
Shulker=Shulker
|
||||
Silverfish=Sølvfisk
|
||||
Skeleton=Skelet
|
||||
Stray=Omstrejfer
|
||||
Wither Skeleton=Wither-skelet
|
||||
Magma Cube=Magmakube
|
||||
Slime=Slimklump
|
||||
Snow Golem=Snegolem
|
||||
Spider=Edderkop
|
||||
Cave Spider=Huleedderkop
|
||||
Squid=Blæksprutte
|
||||
Vex=Vex
|
||||
Evoker=Fremkalder
|
||||
Illusioner=Illusionist
|
||||
Villager=Landsbyboer
|
||||
Vindicator=Hævner
|
||||
Zombie Villager=Zombie landsbyboer
|
||||
Witch=Heks
|
||||
Wither=Wither
|
||||
Wolf=Ulv
|
||||
Husk=Udtørretskal
|
||||
Zombie=Zombie
|
||||
Zombie Pigman=Zombificeret piglin
|
||||
Farmer=Landmand
|
||||
Fisherman=Fisker
|
||||
Fletcher=Pilemager
|
||||
Shepherd=Fårehyrde
|
||||
Librarian=Bibliotikar
|
||||
Cartographer=Kartograf
|
||||
Armorer=Rustningesmed
|
||||
Leatherworker=Læderarbejder
|
||||
Butcher=Slagter
|
||||
Weapon Smith=Våbensmed
|
||||
Tool Smith=Værktøjssmed
|
||||
Cleric=Gejstlig
|
||||
Nitwit=Tåbe
|
||||
Cod=Torsk
|
||||
Salmon=Laks
|
||||
Dolphin=Delfin
|
||||
Pillager=Plyndrer
|
||||
Tropical fish=Tropisk fisk
|
|
@ -54,21 +54,5 @@ Baby Husk=Bebé Zombi Momificado
|
|||
Baby Zombie=Bebé Zombi
|
||||
Husk=Zombi Momificado
|
||||
Zombie=Zombi
|
||||
Baby Zombie Piglin=Bebé Hombrecerdo Zombi
|
||||
Zombie Piglin=Hombrecerdo Zombi
|
||||
Cartographer=Cartógrafo
|
||||
Armorer=Escudero
|
||||
Leatherworker=Peletero
|
||||
Butcher=Carnicero
|
||||
Weapon Smith=Armero
|
||||
Tool Smith=Herrero
|
||||
Cleric=Clérigo
|
||||
Nitwit=Holgazán
|
||||
Cod=Bacalao
|
||||
Salmon=Salmón
|
||||
Dolphin=Delfín
|
||||
Pillager=Saqueador
|
||||
Tropical fish=Pez tropical
|
||||
Hoglin=Hoglin
|
||||
Strider=Lavagante
|
||||
Glow Squid=Calamar luminoso
|
||||
Baby Zombie Pigman=Bebé Hombrecerdo Zombi
|
||||
Zombie Pigman=Hombrecerdo Zombi
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
# textdomain: mobs_mc
|
||||
Agent=Agent
|
||||
Axolotl=Axolotl
|
||||
Bat=Chauve-souris
|
||||
Blaze=Blaze
|
||||
Chicken=Poulet
|
||||
|
@ -49,7 +48,7 @@ Wither=Wither
|
|||
Wolf=Loup
|
||||
Husk=Zombie Momifié
|
||||
Zombie=Zombie
|
||||
Zombie Piglin=Zombie Cochon
|
||||
Zombie Pigman=Zombie Cochon
|
||||
Farmer=Fermier
|
||||
Fisherman=Pêcheur
|
||||
Fletcher=Archer
|
||||
|
@ -67,7 +66,4 @@ Cod=Morue
|
|||
Salmon=Saumon
|
||||
Dolphin=Dauphin
|
||||
Pillager=Pilleur
|
||||
Tropical fish=Poisson tropical
|
||||
Hoglin=Hoglin
|
||||
Strider=Arpenteur
|
||||
Glow Squid=Poulpe Brillant
|
||||
Tropical fish=Poisson tropical
|
|
@ -49,7 +49,7 @@ Wither=ウィザー
|
|||
Wolf=オオカミ
|
||||
Husk=ハスク
|
||||
Zombie=ゾンビ
|
||||
Zombie Piglin=ゾンビピッグマン
|
||||
Zombie Pigman=ゾンビピッグマン
|
||||
Farmer=農民
|
||||
Fisherman=漁師
|
||||
Fletcher=矢師
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -21,7 +21,6 @@ Mule=
|
|||
Iron Golem=
|
||||
Llama=
|
||||
Ocelot=
|
||||
Cat=
|
||||
Parrot=
|
||||
Pig=
|
||||
Polar Bear=
|
||||
|
@ -49,15 +48,8 @@ Witch=
|
|||
Wither=
|
||||
Wolf=
|
||||
Husk=
|
||||
Baby Husk=
|
||||
Zombie=
|
||||
Baby Zombie=
|
||||
Piglin=
|
||||
Baby Piglin=
|
||||
Zombie Piglin=
|
||||
Baby Zombie Piglin=
|
||||
Sword Piglin=
|
||||
Piglin Brute=
|
||||
Zombie Pigman=
|
||||
Farmer=
|
||||
Fisherman=
|
||||
Fletcher=
|
||||
|
@ -75,9 +67,4 @@ Cod=
|
|||
Salmon=
|
||||
Dolphin=
|
||||
Pillager=
|
||||
Tropical fish=
|
||||
Hoglin=
|
||||
Baby hoglin=
|
||||
Zoglin=
|
||||
Strider=
|
||||
Glow Squid=
|
||||
Tropical fish=
|
Binary file not shown.
|
@ -82,7 +82,7 @@ mcl_mobs.register_mob("mobs_mc:pig", {
|
|||
end
|
||||
|
||||
-- if driver present allow control of horse
|
||||
if self.driver and self.driver:get_wielded_item():get_name() == "mcl_mobitems:carrot_on_a_stick" then
|
||||
if self.driver then
|
||||
|
||||
mcl_mobs.drive(self, "walk", "stand", false, dtime)
|
||||
|
||||
|
@ -149,14 +149,18 @@ mcl_mobs.register_mob("mobs_mc:pig", {
|
|||
return
|
||||
end
|
||||
|
||||
-- Should make pig go faster when right clicked with carrot on a stick.
|
||||
-- FIXME: needs work on the going faster part.
|
||||
--[[if self.driver and clicker == self.driver and self.driver:get_wielded_item():get_name() == "mcl_mobitems:carrot_on_a_stick" then
|
||||
if not self.v3 then
|
||||
self.v3 = 0
|
||||
self.max_speed_forward = 100
|
||||
self.accel = 10
|
||||
end
|
||||
-- Mount or detach player
|
||||
local name = clicker:get_player_name()
|
||||
if self.driver and clicker == self.driver then
|
||||
-- Detach if already attached
|
||||
mcl_mobs.detach(clicker, {x=1, y=0, z=0})
|
||||
return
|
||||
|
||||
elseif not self.driver and self.saddle == "yes" and wielditem:get_name() == "mcl_mobitems:carrot_on_a_stick" then
|
||||
-- Ride pig if it has a saddle and player uses a carrot on a stick
|
||||
|
||||
mcl_mobs.attach(self, clicker)
|
||||
|
||||
if not minetest.is_creative_enabled(clicker:get_player_name()) then
|
||||
|
||||
local inv = self.driver:get_inventory()
|
||||
|
@ -173,19 +177,6 @@ mcl_mobs.register_mob("mobs_mc:pig", {
|
|||
end
|
||||
inv:set_stack("main",self.driver:get_wield_index(), wielditem)
|
||||
end
|
||||
end]]
|
||||
|
||||
-- Mount or detach player
|
||||
local name = clicker:get_player_name()
|
||||
if self.driver and clicker == self.driver then -- and self.driver:get_wielded_item():get_name() ~= "mcl_mobitems:carrot_on_a_stick" then -- Note: This is for when the ability to make the pig go faster is implemented
|
||||
-- Detach if already attached
|
||||
mcl_mobs.detach(clicker, {x=1, y=0, z=0})
|
||||
return
|
||||
|
||||
elseif not self.driver and self.saddle == "yes" then
|
||||
-- Ride pig if it has a saddle
|
||||
|
||||
mcl_mobs.attach(self, clicker)
|
||||
return
|
||||
|
||||
-- Capture pig
|
||||
|
@ -204,18 +195,6 @@ mcl_mobs.register_mob("mobs_mc:pig", {
|
|||
return false
|
||||
end
|
||||
end,
|
||||
|
||||
after_activate = function(self, staticdata, def, dtime)
|
||||
if self.saddle == "yes" then -- Make saddle load upon rejoin
|
||||
self.base_texture = {
|
||||
"mobs_mc_pig.png", -- base
|
||||
"mobs_mc_pig_saddle.png", -- saddle
|
||||
}
|
||||
self.object:set_properties({
|
||||
textures = self.base_texture
|
||||
})
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
mcl_mobs:spawn_specific(
|
||||
|
|
|
@ -25,10 +25,7 @@ function mobs_mc.player_wears_gold(player)
|
|||
for i=1, 6 do
|
||||
local stack = player:get_inventory():get_stack("armor", i)
|
||||
local item = stack:get_name()
|
||||
if string.find(item, "mcl_armor:chestplate_gold")
|
||||
or string.find(item, "mcl_armor:leggings_gold")
|
||||
or string.find(item, "mcl_armor:helmet_gold")
|
||||
or string.find(item, "mcl_armor:boots_gold") then
|
||||
if item == "mcl_armor:chestplate_gold" or item == "mcl_armor:leggings_gold" or item == "mcl_armor:helmet_gold" or item == "mcl_armor:boots_gold" then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
@ -38,11 +35,9 @@ end
|
|||
--################### piglin
|
||||
--###################
|
||||
local piglin = {
|
||||
description = S("Piglin"),
|
||||
type = "monster",
|
||||
passive = false,
|
||||
spawn_class = "hostile",
|
||||
group_attack = {"mobs_mc:piglin", "mobs_mc:sword_piglin", "mobs_mc:piglin_brute"},
|
||||
hp_min = 16,
|
||||
hp_max = 16,
|
||||
xp_min = 9,
|
||||
|
@ -183,7 +178,6 @@ mcl_mobs.register_mob("mobs_mc:piglin", piglin)
|
|||
|
||||
|
||||
local sword_piglin = table.copy(piglin)
|
||||
sword_piglin.description = S("Sword Piglin")
|
||||
sword_piglin.mesh = "extra_mobs_sword_piglin.b3d"
|
||||
sword_piglin.textures = {"extra_mobs_piglin.png", "default_tool_goldsword.png"}
|
||||
sword_piglin.on_spawn = function(self)
|
||||
|
@ -212,127 +206,43 @@ sword_piglin.animation = {
|
|||
punch_start = 189,
|
||||
punch_end = 198,
|
||||
}
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:sword_piglin", sword_piglin)
|
||||
|
||||
|
||||
-- Zombified Piglin --
|
||||
|
||||
|
||||
local zombified_piglin = {
|
||||
description = S("Zombie Piglin"),
|
||||
-- type="animal", passive=false: This combination is needed for a neutral mob which becomes hostile, if attacked
|
||||
type = "animal",
|
||||
passive = false,
|
||||
spawn_class = "passive",
|
||||
hp_min = 20,
|
||||
hp_max = 20,
|
||||
xp_min = 6,
|
||||
xp_max = 6,
|
||||
armor = {undead = 90, fleshy = 90},
|
||||
attack_type = "dogfight",
|
||||
group_attack = {"mobs_mc:zombified_piglin", "mobs_mc:baby_zombified_piglin"},
|
||||
damage = 9,
|
||||
reach = 2,
|
||||
head_swivel = "head.control",
|
||||
bone_eye_height = 2.4,
|
||||
head_eye_height = 1.4,
|
||||
curiosity = 15,
|
||||
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3}, -- same
|
||||
visual = "mesh",
|
||||
mesh = "mobs_mc_zombie_pigman.b3d",
|
||||
textures = { {
|
||||
"blank.png", --baby
|
||||
"default_tool_goldsword.png", --sword
|
||||
"mobs_mc_zombie_pigman.png", --pigman
|
||||
} },
|
||||
visual_size = {x=3, y=3},
|
||||
sounds = {
|
||||
random = "mobs_mc_zombiepig_random",
|
||||
war_cry = "mobs_mc_zombiepig_war_cry",
|
||||
death = "mobs_mc_zombiepig_death",
|
||||
damage = "mobs_mc_zombiepig_hurt",
|
||||
distance = 16,
|
||||
},
|
||||
jump = true,
|
||||
makes_footstep_sound = true,
|
||||
walk_velocity = .8,
|
||||
run_velocity = 2.6,
|
||||
pathfinding = 1,
|
||||
drops = {
|
||||
{name = "mcl_mobitems:rotten_flesh",
|
||||
chance = 1,
|
||||
min = 1,
|
||||
max = 1,
|
||||
looting = "common"},
|
||||
{name = "mcl_core:gold_nugget",
|
||||
chance = 1,
|
||||
min = 0,
|
||||
max = 1,
|
||||
looting = "common"},
|
||||
{name = "mcl_core:gold_ingot",
|
||||
chance = 40, -- 2.5%
|
||||
min = 1,
|
||||
max = 1,
|
||||
looting = "rare"},
|
||||
{name = "mcl_tools:sword_gold",
|
||||
chance = 100 / 8.5,
|
||||
min = 1,
|
||||
max = 1,
|
||||
looting = "rare"},
|
||||
},
|
||||
animation = {
|
||||
stand_speed = 25,
|
||||
walk_speed = 25,
|
||||
run_speed = 50,
|
||||
stand_start = 40,
|
||||
stand_end = 80,
|
||||
walk_start = 0,
|
||||
walk_end = 40,
|
||||
run_start = 0,
|
||||
run_end = 40,
|
||||
punch_start = 90,
|
||||
punch_end = 130,
|
||||
},
|
||||
lava_damage = 0,
|
||||
fire_damage = 0,
|
||||
fear_height = 4,
|
||||
view_range = 16,
|
||||
harmed_by_heal = true,
|
||||
fire_damage_resistant = true,
|
||||
local zombified_piglin = table.copy(piglin)
|
||||
zombified_piglin.fire_resistant = 1
|
||||
zombified_piglin.do_custom = function()
|
||||
return
|
||||
end
|
||||
zombified_piglin.on_spawn = function()
|
||||
return
|
||||
end
|
||||
zombified_piglin.on_rightclick = function()
|
||||
return
|
||||
end
|
||||
zombified_piglin.lava_damage = 0
|
||||
zombified_piglin.fire_damage = 0
|
||||
zombified_piglin.attack_animals = true
|
||||
zombified_piglin.mesh = "extra_mobs_sword_piglin.b3d"
|
||||
zombified_piglin.textures = {"extra_mobs_zombified_piglin.png", "default_tool_goldsword.png", "extra_mobs_trans.png"}
|
||||
zombified_piglin.attack_type = "dogfight"
|
||||
zombified_piglin.animation = {
|
||||
stand_speed = 30,
|
||||
walk_speed = 30,
|
||||
punch_speed = 45,
|
||||
run_speed = 30,
|
||||
stand_start = 0,
|
||||
stand_end = 79,
|
||||
walk_start = 168,
|
||||
walk_end = 187,
|
||||
run_start = 440,
|
||||
run_end = 459,
|
||||
punch_start = 189,
|
||||
punch_end = 198,
|
||||
}
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:zombified_piglin", zombified_piglin)
|
||||
|
||||
local baby_zombified_piglin = table.copy(zombified_piglin)
|
||||
baby_zombified_piglin.description = S("Baby Zombie Piglin")
|
||||
baby_zombified_piglin.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.94, 0.25}
|
||||
baby_zombified_piglin.xp_min = 13
|
||||
baby_zombified_piglin.xp_max = 13
|
||||
baby_zombified_piglin.textures = {
|
||||
{
|
||||
"mobs_mc_zombie_pigman.png", --baby
|
||||
"default_tool_goldsword.png", --sword
|
||||
"mobs_mc_zombie_pigman.png", --pigman
|
||||
}
|
||||
}
|
||||
baby_zombified_piglin.walk_velocity = 1.2
|
||||
baby_zombified_piglin.run_velocity = 2.4
|
||||
baby_zombified_piglin.light_damage = 0
|
||||
baby_zombified_piglin.child = 1
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:baby_zombified_piglin", baby_zombified_piglin)
|
||||
|
||||
-- Compatibility code. These were removed, and now are called zombie piglins. They don't spawn.
|
||||
-- This is only to catch old cases. Maybe could be an alias?
|
||||
mcl_mobs.register_mob("mobs_mc:pigman", zombified_piglin)
|
||||
mcl_mobs.register_mob("mobs_mc:baby_pigman", baby_zombified_piglin)
|
||||
|
||||
|
||||
-- Piglin Brute --
|
||||
|
||||
local piglin_brute = table.copy(piglin)
|
||||
piglin_brute.description = S("Piglin Brute")
|
||||
piglin_brute.xp_min = 20
|
||||
piglin_brute.xp_max = 20
|
||||
piglin_brute.hp_min = 50
|
||||
|
@ -369,17 +279,11 @@ piglin_brute.animation = {
|
|||
punch_end = 198,
|
||||
}
|
||||
piglin_brute.can_despawn = false
|
||||
|
||||
piglin_brute.drops = {
|
||||
{name = "mcl_tools:axe_gold",
|
||||
chance = 8.5,
|
||||
min = 1,
|
||||
max = 1,},
|
||||
}
|
||||
piglin_brute.group_attack = { "mobs_mc:piglin", "mobs_mc:piglin_brute" }
|
||||
mcl_mobs.register_mob("mobs_mc:piglin_brute", piglin_brute)
|
||||
|
||||
|
||||
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:piglin","overworld",0,7)
|
||||
-- Regular spawning in the Nether
|
||||
mcl_mobs:spawn_specific(
|
||||
"mobs_mc:piglin",
|
||||
|
@ -396,15 +300,15 @@ minetest.LIGHT_MAX+1,
|
|||
3,
|
||||
mcl_vars.mg_lava_nether_max,
|
||||
mcl_vars.mg_nether_max)
|
||||
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:sword_piglin","overworld",0,7)
|
||||
mcl_mobs:spawn_specific(
|
||||
"mobs_mc:sword_piglin",
|
||||
"nether",
|
||||
"ground",
|
||||
{
|
||||
"Nether",
|
||||
"CrimsonForest"
|
||||
},
|
||||
"Nether",
|
||||
"CrimsonForest"
|
||||
},
|
||||
0,
|
||||
minetest.LIGHT_MAX+1,
|
||||
30,
|
||||
|
@ -412,45 +316,7 @@ minetest.LIGHT_MAX+1,
|
|||
3,
|
||||
mcl_vars.mg_lava_nether_max,
|
||||
mcl_vars.mg_nether_max)
|
||||
|
||||
mcl_mobs:spawn_specific(
|
||||
"mobs_mc:zombified_piglin",
|
||||
"nether",
|
||||
"ground",
|
||||
{
|
||||
"Nether",
|
||||
"CrimsonForest",
|
||||
},
|
||||
0,
|
||||
minetest.LIGHT_MAX+1,
|
||||
30,
|
||||
6000,
|
||||
3,
|
||||
mcl_vars.mg_nether_min,
|
||||
mcl_vars.mg_nether_max)
|
||||
|
||||
-- Baby zombie is 20 times less likely than regular zombies
|
||||
mcl_mobs:spawn_specific(
|
||||
"mobs_mc:baby_zombified_piglin",
|
||||
"nether",
|
||||
"ground",
|
||||
{
|
||||
"Nether",
|
||||
"CrimsonForest",
|
||||
},
|
||||
0,
|
||||
minetest.LIGHT_MAX+1,
|
||||
30,
|
||||
100000,
|
||||
4,
|
||||
mcl_vars.mg_nether_min,
|
||||
mcl_vars.mg_nether_max)
|
||||
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:piglin","overworld",0,7)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:sword_piglin","overworld",0,7)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:piglin_brute","overworld",0,7)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:zombified_piglin","overworld",0,minetest.LIGHT_MAX+1)
|
||||
|
||||
-- spawn eggs
|
||||
mcl_mobs.register_egg("mobs_mc:piglin", S("Piglin"), "#7b4a17","#d5c381", 0)
|
||||
mcl_mobs.register_egg("mobs_mc:piglin_brute", S("Piglin Brute"), "#562b0c","#ddc89d", 0)
|
||||
mcl_mobs.register_egg("mobs_mc:zombified_piglin", S("Zombie Piglin"), "#ea9393", "#4c7129", 0)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:piglin_brute","overworld",0,7)
|
||||
|
|
|
@ -11,7 +11,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
|
|||
|
||||
local salmon = {
|
||||
type = "animal",
|
||||
spawn_class = "water_ambient",
|
||||
spawn_class = "water",
|
||||
can_despawn = true,
|
||||
passive = true,
|
||||
hp_min = 3,
|
||||
|
|
|
@ -6,8 +6,6 @@ local S = minetest.get_translator("mobs_mc")
|
|||
--################### SHEEP
|
||||
--###################
|
||||
|
||||
local WOOL_REPLACE_RATE = 80
|
||||
|
||||
local colors = {
|
||||
-- group = { wool, textures }
|
||||
unicolor_white = { "mcl_wool:white", "#FFFFFF00" },
|
||||
|
@ -103,20 +101,17 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
|
|||
stand_start = 0, stand_end = 0,
|
||||
walk_start = 0, walk_end = 40, walk_speed = 30,
|
||||
run_start = 0, run_end = 40, run_speed = 40,
|
||||
eat_start = 40, eat_end = 80, eat_loop = false,
|
||||
},
|
||||
child_animations = {
|
||||
stand_start = 81, stand_end = 81,
|
||||
walk_start = 81, walk_end = 121, walk_speed = 45,
|
||||
run_start = 81, run_end = 121, run_speed = 60,
|
||||
eat_start = 121, eat_start = 161, eat_loop = false,
|
||||
},
|
||||
follow = { "mcl_farming:wheat_item" },
|
||||
view_range = 12,
|
||||
|
||||
-- Eat grass
|
||||
replace_rate = WOOL_REPLACE_RATE,
|
||||
replace_delay = 1.3,
|
||||
replace_rate = 20,
|
||||
replace_what = {
|
||||
{ "mcl_core:dirt_with_grass", "mcl_core:dirt", -1 },
|
||||
{ "mcl_flowers:tallgrass", "air", 0 },
|
||||
|
@ -126,39 +121,19 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
|
|||
if not self.color or not colors[self.color] then
|
||||
self.color = "unicolor_white"
|
||||
end
|
||||
self.gotten = false
|
||||
self.base_texture = sheep_texture(self.color)
|
||||
|
||||
self.object:set_properties({ textures = self.base_texture })
|
||||
self.drops = {
|
||||
{name = "mcl_mobitems:mutton",
|
||||
chance = 1,
|
||||
min = 1,
|
||||
max = 2,},
|
||||
chance = 1,
|
||||
min = 1,
|
||||
max = 2,},
|
||||
{name = colors[self.color][1],
|
||||
chance = 1,
|
||||
min = 1,
|
||||
max = 1,},
|
||||
chance = 1,
|
||||
min = 1,
|
||||
max = 1,},
|
||||
}
|
||||
|
||||
self.state = "eat"
|
||||
self:set_animation("eat")
|
||||
self:set_velocity(0)
|
||||
|
||||
|
||||
|
||||
minetest.after(self.replace_delay, function()
|
||||
if self and self.object and self.object:get_velocity() and self.health > 0 then
|
||||
self.object:set_velocity(vector.zero())
|
||||
self.gotten = false
|
||||
self.object:set_properties({ textures = self.base_texture })
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.after(2.5, function()
|
||||
if self and self.object and self.state == 'eat' and self.health > 0 then
|
||||
self.state = "walk"
|
||||
end
|
||||
end)
|
||||
|
||||
end,
|
||||
|
||||
-- Set random color on spawn
|
||||
|
@ -234,7 +209,7 @@ 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)
|
||||
|
@ -251,6 +226,12 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
|
|||
item:add_wear(mobs_mc.shears_wear)
|
||||
clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item)
|
||||
end
|
||||
self.drops = {
|
||||
{name = "mcl_mobitems:mutton",
|
||||
chance = 1,
|
||||
min = 1,
|
||||
max = 2,},
|
||||
}
|
||||
return
|
||||
end
|
||||
-- Dye sheep
|
||||
|
|
|
@ -21,6 +21,7 @@ local skeleton = {
|
|||
xp_min = 6,
|
||||
xp_max = 6,
|
||||
breath_max = -1,
|
||||
wears_armor = 1,
|
||||
armor = {undead = 100, fleshy = 100},
|
||||
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3},
|
||||
pathfinding = 1,
|
||||
|
@ -105,7 +106,8 @@ local skeleton = {
|
|||
if self.attack then
|
||||
self.object:set_yaw(minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())))
|
||||
end
|
||||
local dmg = math.random(2, 4)
|
||||
-- 2-4 damage per arrow
|
||||
local dmg = math.max(4, math.random(2, 8))
|
||||
mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
|
||||
end
|
||||
end,
|
||||
|
|
|
@ -18,6 +18,7 @@ mcl_mobs.register_mob("mobs_mc:witherskeleton", {
|
|||
xp_min = 6,
|
||||
xp_max = 6,
|
||||
breath_max = -1,
|
||||
wears_armor = 1,
|
||||
armor = {undead = 100, fleshy = 100},
|
||||
pathfinding = 1,
|
||||
group_attack = true,
|
||||
|
|
|
@ -269,6 +269,7 @@ local cave_biomes = {
|
|||
"RoofedForest_underground",
|
||||
"Jungle_underground",
|
||||
"Swampland_underground",
|
||||
"MushroomIsland_underground",
|
||||
"BirchForest_underground",
|
||||
"Plains_underground",
|
||||
"MesaPlateauF_underground",
|
||||
|
|
|
@ -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({
|
||||
|
|
|
@ -59,7 +59,7 @@ end
|
|||
|
||||
local tropical_fish = {
|
||||
type = "animal",
|
||||
spawn_class = "water_ambient",
|
||||
spawn_class = "water",
|
||||
can_despawn = true,
|
||||
passive = true,
|
||||
hp_min = 3,
|
||||
|
|
|
@ -137,7 +137,7 @@ local professions = {
|
|||
{
|
||||
{ { "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 },
|
||||
{ { "mcl_core:coal_lump", 15, 10 }, E1 },
|
||||
-- FIXME missing: bucket of cod + fish should be cod.
|
||||
},
|
||||
{
|
||||
|
@ -351,7 +351,7 @@ local professions = {
|
|||
leatherworker = {
|
||||
name = N("Leatherworker"),
|
||||
texture = "mobs_mc_villager_leatherworker.png",
|
||||
jobsite = "group:cauldron",
|
||||
jobsite = "mcl_cauldrons:cauldron",
|
||||
trades = {
|
||||
{
|
||||
{ { "mcl_mobitems:leather", 9, 12 }, E1 },
|
||||
|
@ -1008,15 +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
|
||||
|
||||
|
|
|
@ -109,7 +109,7 @@ mcl_mobs.register_mob("mobs_mc:villager_zombie", {
|
|||
clicker:set_wielded_item(wielditem)
|
||||
self._curing = math.random(3 * 60, 5 * 60)
|
||||
self.shaking = true
|
||||
self.persistent = true
|
||||
self.can_despawn = false
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
|
|
@ -216,6 +216,7 @@ mcl_mobs:spawn_specific(
|
|||
"MegaTaiga",
|
||||
"Forest",
|
||||
"ColdTaiga",
|
||||
"FlowerForest_beach",
|
||||
"Forest_beach",
|
||||
"ColdTaiga_beach_water",
|
||||
"Taiga_beach",
|
||||
|
|
|
@ -0,0 +1,157 @@
|
|||
--MCmobs v0.4
|
||||
--maikerumine
|
||||
--made for MC like Survival game
|
||||
--License for code WTFPL and otherwise stated in readmes
|
||||
|
||||
local S = minetest.get_translator("mobs_mc")
|
||||
|
||||
--###################
|
||||
--################### ZOMBIE PIGMAN
|
||||
--###################
|
||||
|
||||
|
||||
local pigman = {
|
||||
description = S("Zombie Pigman"),
|
||||
-- type="animal", passive=false: This combination is needed for a neutral mob which becomes hostile, if attacked
|
||||
type = "animal",
|
||||
passive = false,
|
||||
spawn_class = "passive",
|
||||
hp_min = 20,
|
||||
hp_max = 20,
|
||||
xp_min = 6,
|
||||
xp_max = 6,
|
||||
wears_armor = 1,
|
||||
armor = {undead = 90, fleshy = 90},
|
||||
attack_type = "dogfight",
|
||||
group_attack = { "mobs_mc:pigman", "mobs_mc:baby_pigman" },
|
||||
damage = 9,
|
||||
reach = 2,
|
||||
head_swivel = "head.control",
|
||||
bone_eye_height = 2.4,
|
||||
head_eye_height = 1.4,
|
||||
curiosity = 15,
|
||||
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3},
|
||||
visual = "mesh",
|
||||
mesh = "mobs_mc_zombie_pigman.b3d",
|
||||
textures = { {
|
||||
"blank.png", --baby
|
||||
"default_tool_goldsword.png", --sword
|
||||
"mobs_mc_zombie_pigman.png", --pigman
|
||||
} },
|
||||
visual_size = {x=3, y=3},
|
||||
sounds = {
|
||||
random = "mobs_mc_zombiepig_random",
|
||||
war_cry = "mobs_mc_zombiepig_war_cry",
|
||||
death = "mobs_mc_zombiepig_death",
|
||||
damage = "mobs_mc_zombiepig_hurt",
|
||||
distance = 16,
|
||||
},
|
||||
jump = true,
|
||||
makes_footstep_sound = true,
|
||||
walk_velocity = .8,
|
||||
run_velocity = 2.6,
|
||||
pathfinding = 1,
|
||||
drops = {
|
||||
{name = "mcl_mobitems:rotten_flesh",
|
||||
chance = 1,
|
||||
min = 1,
|
||||
max = 1,
|
||||
looting = "common"},
|
||||
{name = "mcl_core:gold_nugget",
|
||||
chance = 1,
|
||||
min = 0,
|
||||
max = 1,
|
||||
looting = "common"},
|
||||
{name = "mcl_core:gold_ingot",
|
||||
chance = 40, -- 2.5%
|
||||
min = 1,
|
||||
max = 1,
|
||||
looting = "rare"},
|
||||
{name = "mcl_tools:sword_gold",
|
||||
chance = 100 / 8.5,
|
||||
min = 1,
|
||||
max = 1,
|
||||
looting = "rare"},
|
||||
},
|
||||
animation = {
|
||||
stand_speed = 25,
|
||||
walk_speed = 25,
|
||||
run_speed = 50,
|
||||
stand_start = 40,
|
||||
stand_end = 80,
|
||||
walk_start = 0,
|
||||
walk_end = 40,
|
||||
run_start = 0,
|
||||
run_end = 40,
|
||||
punch_start = 90,
|
||||
punch_end = 130,
|
||||
},
|
||||
lava_damage = 0,
|
||||
fire_damage = 0,
|
||||
fear_height = 4,
|
||||
view_range = 16,
|
||||
harmed_by_heal = true,
|
||||
fire_damage_resistant = true,
|
||||
}
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:pigman", pigman)
|
||||
|
||||
-- Baby pigman.
|
||||
-- A smaller and more dangerous variant of the pigman
|
||||
|
||||
local baby_pigman = table.copy(pigman)
|
||||
baby_pigman.description = S("Baby Zombie Pigman")
|
||||
baby_pigman.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.94, 0.25}
|
||||
baby_pigman.xp_min = 13
|
||||
baby_pigman.xp_max = 13
|
||||
baby_pigman.textures = { {
|
||||
"mobs_mc_zombie_pigman.png", --baby
|
||||
"default_tool_goldsword.png", --sword
|
||||
"mobs_mc_zombie_pigman.png", --pigman
|
||||
} }
|
||||
baby_pigman.walk_velocity = 1.2
|
||||
baby_pigman.run_velocity = 2.4
|
||||
baby_pigman.light_damage = 0
|
||||
baby_pigman.child = 1
|
||||
|
||||
mcl_mobs.register_mob("mobs_mc:baby_pigman", baby_pigman)
|
||||
|
||||
-- Regular spawning in the Nether
|
||||
mcl_mobs:spawn_specific(
|
||||
"mobs_mc:pigman",
|
||||
"nether",
|
||||
"ground",
|
||||
{
|
||||
"Nether",
|
||||
"CrimsonForest",
|
||||
},
|
||||
0,
|
||||
minetest.LIGHT_MAX+1,
|
||||
30,
|
||||
6000,
|
||||
3,
|
||||
mcl_vars.mg_nether_min,
|
||||
mcl_vars.mg_nether_max)
|
||||
-- Baby zombie is 20 times less likely than regular zombies
|
||||
mcl_mobs:spawn_specific(
|
||||
"mobs_mc:baby_pigman",
|
||||
"nether",
|
||||
"ground",
|
||||
{
|
||||
"Nether",
|
||||
"CrimsonForest",
|
||||
},
|
||||
0,
|
||||
minetest.LIGHT_MAX+1,
|
||||
30,
|
||||
100000,
|
||||
4,
|
||||
mcl_vars.mg_nether_min,
|
||||
mcl_vars.mg_nether_max)
|
||||
|
||||
-- Spawning in Nether portals in the Overworld
|
||||
--mobs:spawn_specific("mobs_mc:pigman", {"mcl_portals:portal"}, {"air"}, 0, minetest.LIGHT_MAX+1, 30, 500, 4, mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_max)
|
||||
|
||||
-- spawn eggs
|
||||
mcl_mobs.register_egg("mobs_mc:pigman", S("Zombie Pigman"), "#ea9393", "#4c7129", 0)
|
||||
mcl_mobs:non_spawn_specific("mobs_mc:pigman","overworld",0,minetest.LIGHT_MAX+1)
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: lightning
|
||||
Let lightning strike at the specified position or player. No parameter will strike yourself.=Lad lynet slå ned på den angivne position eller spiller. Hvis du ikke skriver et parameter vil lynet ramme dig selv.
|
||||
No position specified and unknown player=Ingen position og ukendt spiller.
|
|
@ -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
|
||||
|
|
|
@ -1,2 +0,0 @@
|
|||
# textdomain: mcl_raids
|
||||
Ominous Banner=Зловещий флаг
|
|
@ -1,2 +0,0 @@
|
|||
# textdomain: mcl_raids
|
||||
Ominous Banner=
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: mcl_void_damage
|
||||
The void is off-limits to you!=Tomrummet er forbudt område for dig!
|
||||
@1 fell into the endless void.=@1 faldt ned i det uendelige tomrum.
|
|
@ -1,8 +0,0 @@
|
|||
# textdomain: mcl_weather
|
||||
Gives ability to control weather=Gør en i stand til at styre vejret
|
||||
Changes the weather to the specified parameter.=Ændrer vejret til det angivne.
|
||||
Error: No weather specified.=Fejl: Intet vejr angivet.
|
||||
Error: Invalid parameters.=Fejl: Ugyldige parametre.
|
||||
Error: Duration can't be less than 1 second.=Fejl: Vargihed kan ikke være under 1 sekund.
|
||||
Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.=Fejl: Ugyldigt vejr angivet. Brug "clear","rain","snow" eller "thunder".
|
||||
Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)=Skifter mellem klart vejr og vejr med nedbør (tilfældigt enten regn, tordenstorm eller sne)
|
|
@ -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)
|
||||
|
||||
|
|
|
@ -1,51 +0,0 @@
|
|||
# textdomain:doc
|
||||
<=<
|
||||
>=>
|
||||
Access to the requested entry has been denied; this entry is secret. You may unlock access by progressing in the game. Figure out on your own how to unlock this entry.=Adgang til det forespurgte blev nægtet; det er hemmeligt. Du kan få adgang ved at nå længere i spillet. Find selv ud af, hvordan du får adgang.
|
||||
All entries read.=Alle indtastninger læst.
|
||||
All help entries revealed!=Alle hjælpeindtastninger afsløret!
|
||||
All help entries are already revealed.=Alle hjælpeindtasterninger er allerede afsløret.
|
||||
Allows you to reveal all hidden help entries with /help_reveal=Gør dig i stand til at afsløre alle skjulte hjælpeindtaster med /help_reveal
|
||||
Category list=Kategoriliste
|
||||
Currently all entries in this category are hidden from you.=Alle indtastninger i denne kategori er i øjeblikket skjult for dig.
|
||||
Unlock new entries by progressing in the game.=Lås nye indtastninger op ved at nå længere i spillet.
|
||||
Help=Hjælp
|
||||
Entry=Indtastning
|
||||
Entry list=Indtastningsliste
|
||||
Error: Access denied.=Fejl: Adgang nægtet.
|
||||
Error: No help available.=Fejl: Igen hjælp tilgængelig.
|
||||
Go to category list=Gå til kategoriliste
|
||||
Go to entry list=Gå til indtastningsliste
|
||||
Help > @1=Hjælp > @1
|
||||
Help > @1 > @2= Hjælp > @1 > @2
|
||||
Help > @1 > (No Entry)=Hjælp > @1 > (Ingen indtasting)
|
||||
Help > (No Category)=Hjælp > (Ingen kategori)
|
||||
Hidden entries: @1=Skjult indtastning: @1
|
||||
Nameless entry (@1)=Unavngiven indtastning (@1)
|
||||
New entries: @1=Nye indtastninger: @1
|
||||
New help entry unlocked: @1 > @2=Ny hjælpeindtastning låst op: @1 > @2
|
||||
No categories have been registered, but they are required to provide help.=Nye kategorier er blevet registreret, men de er påkrævede for at give hjælp.
|
||||
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.= Dokumentationssystemet [doc] har ikke medfølgende hjælpeindhold, det behøver yderligere mods for at tilføje hjælpeindhold.
|
||||
Number of entries: @1=Antal indtastninger: @1
|
||||
OK=OK
|
||||
Open a window providing help entries about Minetest and more=Åbn et vindue med hjælpeindtastninger om Minetest og mere
|
||||
Please select a category you wish to learn more about:=Vælg venlist en kategori som du ønsker at lære mere om:
|
||||
Recommended mods: doc_basics, doc_items, doc_identifier, doc_encyclopedia.=Anbefalede mods: doc_basics, doc_items, doc_identifier, doc_encyclopedia.
|
||||
Reveal all hidden help entries to you=Afslør alle gemte hjælpeindtastninger for dig.
|
||||
Show entry=Vis indtastning
|
||||
Show category=Vis kategori
|
||||
Show next entry=Vis næste indtastning
|
||||
Show previous entry=Vis forrige indtastning
|
||||
This category does not have any entries.=Denne kategori har ingen indtastninger.
|
||||
This category has the following entries:=Denne kategori har følgende indtastninger:
|
||||
This category is empty.=Denne kategori er tom.
|
||||
This is the help.=Dette er hjælpen.
|
||||
You haven't chosen a category yet. Please choose one in the category list first.=Du har endnu ikke vagt en kategori. Vælg venligst én i kategoriliste før.
|
||||
You haven't chosen an entry yet. Please choose one in the entry list first.=Du har ikke valgt en indtastning endnu. Vælg venligst en fra indtastningslisten først.
|
||||
Collection of help texts=Samling at hjælpetekster.
|
||||
Notify me when new help is available=Giv mig besked når ny hjælp er tilgængelig.
|
||||
Play notification sound when new help is available=Afspil lyd når ny hjælp er tilgængeig.
|
||||
Show previous image=Vis forrige billede
|
||||
Show previous gallery page=Vis forrige galleriside
|
||||
Show next image=Vis næste billede
|
||||
Show next gallery page=Vis næste galleriside
|
|
@ -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.
|
||||
|
|
|
@ -1,18 +0,0 @@
|
|||
# textdomain:doc_identifier
|
||||
Error: This node, item or object is undefined. This is always an error.=Fejl: Dette knudepunkt, genstand eller objekt er ikke defineret.
|
||||
This can happen for the following reasons:=Dette kan ske af følgende grunde:
|
||||
• The mod which is required for it is not enabled=• Det mod som er krævet er ikke aktiveret
|
||||
• The author of the game or a mod has made a mistake=• Ophavsmanden til spillet eller moddet har lavet en fejltagelse
|
||||
It appears to originate from the mod “@1”, which is enabled.=Det ser ud til at stamme fra moddet "@1" som er aktiveret.
|
||||
It appears to originate from the mod “@1”, which is not enabled!=Det ser ud til at stamme fra moddet "01" som er deaktiveret!
|
||||
Its identifier is “@1”.=Dets identificering er "@1".
|
||||
Lookup Tool=Opslagsværktøj
|
||||
No help entry for this block could be found.=Der kunne ikke findes nogen hjælpeindtastning til denne blok.
|
||||
No help entry for this item could be found.=Der kunne ikke findes nogen hjælpeindtastning til denne genstand.
|
||||
No help entry for this object could be found.=Der kunne ikke findes nogen hjælpeindtastning for stte objekt.
|
||||
OK=OK
|
||||
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.=Slå en hvilkensomhelst blok, genstand eller andre ting som du ønsker at vide mere om. Dette vil åbne den relevante hjælpeindtastning. Værktøjet findes i to tilstande som skiftes ved brug. I flydende tilstand vil værktøjet også peje på væsker, mens dette ikke er tilfældet i fast tilstand.
|
||||
This block cannot be identified because the world has not materialized at this point yet. Try again in a few seconds.=Denne blok kan ikke identificeres fordi verdenen ikke har materialiseret sig endnu. Forsøg igen om et par sekunder.
|
||||
This is a player.=Dette er en spiller.
|
||||
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.=Denne smarte lille hjælper kan bruges til hurtigt at lære mere om omgivelserne. Den identificerer og analyserer blokke, genstande og andre ting, og den viser udtømmende informationer om den ting den bliver brugt på.
|
||||
Show help for pointed thing=Vis hjælp til tingen
|
|
@ -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.
|
||||
|
|
|
@ -1,143 +0,0 @@
|
|||
# textdomain:doc_items
|
||||
Using it as fuel turns it into: @1.=At bruge det som brændstof laver det om til: @1.
|
||||
@1 seconds=@1 sekunder
|
||||
# Item count times item name
|
||||
@1×@2=@1x@2
|
||||
# Itemname (25%)
|
||||
@1 (@2%)=@1 (@2%)
|
||||
# Itemname (<0.5%)
|
||||
@1 (<0.5%)= @1 (<0.5%)
|
||||
# Itemname (ca. 25%)
|
||||
@1 (ca. @2%)=@1 (ca. @2%)
|
||||
# List separator (e.g. “one, two, three”)
|
||||
, = ,
|
||||
# Final list separator (e.g. “One, two and three”)
|
||||
and = and
|
||||
1 second=1 sekund
|
||||
A transparent block, basically empty space. It is usually left behind after digging something.=En gennemsigtig blok, egentlig bare tom luft. Det efterlades typisk efter at have gravet.
|
||||
Air=Luft
|
||||
Blocks=Blokke
|
||||
Building another block at this block will place it inside and replace it.=At sætte en ny blok ved denne blok vil placere den indeni og erstatte den.
|
||||
Building this block is completely silent.=Det er helt lydløst at bygge denne blok.
|
||||
Collidable: @1=Kan kollidere: @1
|
||||
Description: @1=Beskrivelse: @1
|
||||
Falling blocks can go through this block; they destroy it when doing so.=Faldende blokke kan gå igennem denne blok; de ødelægger den idet i går igennem den.
|
||||
Full punch interval: @1 s=Tid mellem hele slag: @1
|
||||
Hand=Hånd
|
||||
Hold it in your hand, then leftclick to eat it.=Hold det i din hånd, og venstre-klik for at spise det.
|
||||
Hold it in your hand, then leftclick to eat it. But why would you want to do this?=Hold det i din hånd, og venstre-klik for at spise det. Men hvorfor i alverden ville du have lyst til dét?
|
||||
Item reference of all wieldable tools and weapons=Genstandsreference til alt værktøj og alle våden man kan bære.
|
||||
Item reference of blocks and other things which are capable of occupying space=Genstandsreference til blokke og andre ting som kan optage plads.
|
||||
Item reference of items which are neither blocks, tools or weapons (esp. crafting items)=Genstandsreference til genstanse som hverken er blokke, værktøj eller våben (især håndværksmateriale)
|
||||
Liquids can flow into this block and destroy it.=Væsker kan flyde ind i denne blok og ødelægge den.
|
||||
Maximum stack size: @1=Største stakstørrelse: @1
|
||||
Mining level: @1=Udvindingsevneevne: @1
|
||||
Mining ratings:=Udvindelsesvurdering
|
||||
• @1, rating @2: @3 s - @4 s=• @1, vurdering @2: @3 s -@4 s
|
||||
• @1, rating @2: @3 s=• @1, vurdering @2: @3 s
|
||||
Mining times:=Udvindingstider
|
||||
Mining this block is completely silent.=Det er helt lydløst at udvinde denne blok.
|
||||
Miscellaneous items=Diverse genstande
|
||||
No=Nej
|
||||
Pointable: No=Retningsbestemt: Nej
|
||||
Pointable: Only by special items=Retningsbestemt: Kun af særlige genstande
|
||||
Pointable: Yes=Retningsbestemt: Ja
|
||||
Punches with this block don't work as usual; melee combat and mining are either not possible or work differently.=Slag med denne blok virker ikke som normalt; nærkamp og udvinding er enten umulig eller virker anderledes.
|
||||
Punches with this item don't work as usual; melee combat and mining are either not possible or work differently.=Slag med dette objekt virker ikke som normalt; nærkamp og udvinding er enten umulig eller virker anderledes.
|
||||
Punches with this tool don't work as usual; melee combat and mining are either not possible or work differently.=Slag med dette værktøj virker ikke som normalt; nærkamp og udvinding er enten umulig eller virker anderledes.
|
||||
Range: @1=Rækkevidde: @1
|
||||
# Range: <Hand> (<Range>)
|
||||
Range: @1 (@2)=Rækkevidde: @1 (@2)
|
||||
Range: 4=Rækkevidde: 4
|
||||
# Rating used for digging times
|
||||
Rating @1=Vurdering: @1
|
||||
# @1 is minimal rating, @2 is maximum rating
|
||||
Rating @1-@2=Vurdering @1-@2
|
||||
The fall damage on this block is increased by @1%.=Faldskade på denne blok er øget med @1%.
|
||||
The fall damage on this block is reduced by @1%.=Faldskade på denne blok er reduceret med @1%.
|
||||
This block allows light to propagate with a small loss of brightness, and sunlight can even go through losslessly.=Denne blok lader lys sprede sig med et lille tab af styrke, og sollys kan endda gå igennem uden tab.
|
||||
This block allows light to propagate with a small loss of brightness.=Denne blok tillader lys at sprede med et lille tab af styrke.
|
||||
This block allows sunlight to propagate without loss in brightness.=Denne blok tillader sollys at sprede sig uden tab af styrke.
|
||||
This block belongs to the @1 group.=Denne blok tilhører @1gruppen
|
||||
This block belongs to these groups: @1.=Denne blok hører til følgende grupper: @1.
|
||||
This block can be climbed.=Man kan klatre på denne blok.
|
||||
This block can be destroyed by any mining tool immediately.=Denne blok kan ødelægges straks med ethvert udvindingsværktøj.
|
||||
This block can be destroyed by any mining tool in half a second.=Denne blok kan ødelægges på et halvt sekund med ethvert udvindingsværktøj.
|
||||
This block can be mined by any mining tool immediately.=Denne blok kan udvindes straks med ethvert udvindingsværktøj.
|
||||
This block can be mined by any mining tool in half a second.=Denne blok kan udvindes på et halvt sekund med ethvert udvindingsværktøj.
|
||||
This block can be mined by mining tools which match any of the following mining ratings and its toughness level.=Denne blok kan udvindes med ethvert udvindingsværktøj som svarer til en hvilkensomhelst af følgende udvindingsvurderinger og hårdhedsgrad.
|
||||
This block can not be destroyed by ordinary mining tools.=Denne blok kan ikke ødelægges af normalt udvindingsværktøj.
|
||||
This block can not be mined by ordinary mining tools.=Denne blok kan ikke udvindes med normalt udvindingsværktøj.
|
||||
This block can serve as a smelting fuel with a burning time of @1.=Denne blok virker som brændstof til at smelte og har en brændetid på @1.
|
||||
This block causes a damage of @1 hit point per second.=Denne blok giver @1 skade per sekund.
|
||||
This block causes a damage of @1 hit points per second.=Denne blok giver @1 skade per sekund.
|
||||
This block connects to blocks of the @1 group.=Denne blok forbindes til blokke i @1gruppen.
|
||||
This block connects to blocks of the following groups: @1.=Denne blok forbindes til blokke i følgende grupper: @1.
|
||||
This block connects to these blocks: @1.=Denne blok forbindes til disse blokke: @1.
|
||||
This block connects to this block: @1.=Denne blok forbindes til denne blok: @1.
|
||||
This block decreases your breath and causes a drowning damage of @1 hit point every 2 seconds.=Denne blok nedsætter dit åndedræt og giver @1 drukningsskade hvert 2. sekund.
|
||||
This block decreases your breath and causes a drowning damage of @1 hit points every 2 seconds.=Denne blok nedsætter dit åndedræt og giver @1 drukneskade hvert 2. sekund.
|
||||
This block is a light source with a light level of @1.=Denne blok er en lyskilde med lysniveau @1.
|
||||
This block glows faintly with a light level of @1.=Denne blok gløder svagt med et lysniveau på @1.
|
||||
This block is a building block for creating various buildings.=Denne blok er en byggesten til at bygge forskellige bygninger.
|
||||
This block is a liquid with these properties:=Denne blok er en væske med følgende egenskaber:
|
||||
This block is affected by gravity and can fall.=Denne blok påvirkes af tyngdekraften og kan falde ned.
|
||||
This block is completely silent when mined or built.=Denne blok er helt lydløs når den udvindes eller bygges.
|
||||
This block is completely silent when walked on, mined or built.=Denne blok er helt lydløs når den betrædes, udvindes eller bygges.
|
||||
This block is destroyed when a falling block ends up inside it.=Denne blok ødelægges når en nedfaldende blok ender indeni den.
|
||||
This block negates all fall damage.=Denne blok modvirker al faldskade.
|
||||
This block points to liquids.=Denne blok orienteres mod væsker.
|
||||
This block will drop as an item when a falling block ends up inside it.=Denne blok dropper som genstand når en faldende blok ender indeni den.
|
||||
This block will drop as an item when it is not attached to a surrounding block.=Denne blok dropper som genstand når den ikke sidder fast på en tilstødende blok.
|
||||
This block will drop as an item when no collidable block is below it.=Denne blok dropper som genstand når der ikke er en bæredygtig blok under den.
|
||||
This block will drop the following items when mined: @1.=Denne blok dropper følgende genstande når den udvindes: @1.
|
||||
This block will drop the following when mined: @1×@2.=Denne blok dropper følgende når den udvindes: @1x@2.
|
||||
This block will drop the following when mined: @1.=Denne blok dropper følgende når den udvindes: @1.
|
||||
This block will drop the following when mined: @1.=Denne blok dropper følgende når den udvindes: @1.
|
||||
This block will make you bounce off with an elasticity of @1%.=Denne blok får dig til at hoppe af med en elasticitet på @1%.
|
||||
This block will randomly drop one of the following when mined: @1.=Denne blok dropper en vilkårlig af følgende genstande når den udvindes: @1.
|
||||
This block will randomly drop up to @1 drops of the following possible drops when mined: @2.=Denne blok dropper et vilkårligt antal op til @1 af følgende mulige ting når den udvindes: @2.
|
||||
This block won't drop anything when mined.=Denne blok dropper ikke noget når den udvindes.
|
||||
This is a decorational block.=Dette er en pynteblok.
|
||||
This is a melee weapon which deals damage by punching.=Dette er et nærkampsvåben som giver skade ved at slå.
|
||||
Maximum damage per hit:=Højeste skade per slag:
|
||||
This item belongs to the @1 group.=Denne genstand hører til @1gruppen.
|
||||
This item belongs to these groups: @1.=Denne genstand hører til disse grupper: @1.
|
||||
This item can serve as a smelting fuel with a burning time of @1.=Denne genstand virker som brændstof til at smelte og har en brændetid på @1.
|
||||
This item is primarily used for crafting other items.=Denne genstand bruges mest til at lave andre genstande.
|
||||
This item points to liquids.=Denne genstand orienterer sig mod væsker.
|
||||
This tool belongs to the @1 group.=Dette værktøj hører til @1gruppen
|
||||
This tool belongs to these groups: @1.=Dette værktøj hører til disse grupper:
|
||||
This tool can serve as a smelting fuel with a burning time of @1.=Dette værktøj virker som brændstof til at smelte og har en brændetid på @1.
|
||||
This tool is capable of mining.=Dette værktøj kan bruges til udvinding.
|
||||
Maximum toughness levels:=Højeste hårdhedsgrad.
|
||||
This tool points to liquids.=Dette værktøj orienterer sig mod væsker.
|
||||
Tools and weapons=Værktøj og våben
|
||||
Unknown Node=Ukendt knudepunkt
|
||||
Usage help: @1=Hjælp til brug: @1
|
||||
Walking on this block is completely silent.=Det er helt lydløst at gå på denne blok.
|
||||
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.=Når du ikke anvender en genstand, bruger du din hånd som fungerer som et værktøj med sine egne egenskaber. Når du anvender en genstand som ikke er et værktøj til udvinding eller våben virker det som om du bruger din hånd.
|
||||
Yes=Ja
|
||||
You can not jump while standing on this block.=Du kan ikke hoppe mens du står på dene blok.
|
||||
any level=hvilketsomhelst level
|
||||
level 0=level 0
|
||||
level 0-@1=level 0-@1
|
||||
unknown=ukendt
|
||||
Unknown item (@1)=ukendt genstand (@1)
|
||||
• @1: @2=
|
||||
• @1: @2 HP=• @1: @2 HP
|
||||
• @1: @2, @3=• @1: @2, @3
|
||||
• Flowing range: @1=• Flydende rækkevidde: @1
|
||||
• No flowing=• Ingen strøm
|
||||
• Not renewable=• Kan ikke genopfriskes
|
||||
• Renewable=• Kan genopfriskes
|
||||
• Viscosity: @1=• Viskositet: @1
|
||||
Itemstring: "@1"=Genstandsstreng: "@1"
|
||||
Durability: @1 uses=Holdbarhed: @1 anvendelser
|
||||
Durability: @1=Holdbarhed: @1
|
||||
Mining durability:=Udvindingsholdbarhed:
|
||||
• @1, level @2: @3 uses=• @1, level @2: @3 anvendelser
|
||||
• @1, level @2: Unlimited=• @1, level @2: Uendelig
|
||||
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.=Denne bloks rotation påvirkes af måden du placerer den på: Placér den på gulvet eller loftet for en lodret orientering; placér den på siden for en horisontal orientering. Hvis du sniger dig mens den placeres den vinkelret i stedet.
|
||||
Toughness level: @1=Hårdhedsgrad: @1
|
||||
This block is slippery.=Denne blok er glat.
|
|
@ -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=
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -1,37 +0,0 @@
|
|||
# textdomain: craftguide
|
||||
Any shulker box=Hvilkensomhelst shulkerboks
|
||||
Any wool=Hvilkensomhelst uld
|
||||
Any wood planks=Hvilkensomhelst træplanker
|
||||
Any wood=Hvilkensomhelst træ
|
||||
Any sand=Hvilkensomhelst sand
|
||||
Any normal sandstone=Hvilkensomhelst normal sandsten
|
||||
Any red sandstone=Hvilkensomhelst rød sandsten
|
||||
Any carpet=HVilketsomhelst tæppe
|
||||
Any dye=Hvilkensomhelst farvestof
|
||||
Any water bucket=Hvilkensomhelst vandpand
|
||||
Any flower=Hvilkensomhelst blomst
|
||||
Any mushroom=Hvilkensomhelst svamp
|
||||
Any wooden slab=Hvilkensomhelst træplade
|
||||
Any wooden stairs=Hvilkensomhelst trætrappe
|
||||
Any coal=Hvilketsomhelst kul
|
||||
Any kind of quartz block=Hvilkensomhelst quartzblok
|
||||
Any kind of purpur block=Hvilkensomhelst pupurblok
|
||||
Any stone bricks=Hvilkensomhelst mursten af sten
|
||||
Any stick=Hvilkensomhelst pind
|
||||
Any item belonging to the @1 group=Hvilkensomhelst genstant i @1gruppen
|
||||
Any item belonging to the groups: @1=Hvilkensomhelst genstand som hører til grupperne: @1
|
||||
Search=Søg
|
||||
Reset=Nulstil
|
||||
Previous page=Forrige side
|
||||
Next page=Næste side
|
||||
Usage @1 of @2=Brug @1 af @2
|
||||
Recipe @1 of @2=Opskrift @1 af @2
|
||||
Burning time: @1=Brændetid: @1
|
||||
Cooking time: @1=Tilberedelsestid: @1
|
||||
Recipe is too big to be displayed (@1×@2)=Formen er for stor til at blive vist (@1x@2)
|
||||
Shapeless=Uformelig
|
||||
Cooking=Madlavning
|
||||
Increase window size=Øg vinduesstørrelsen
|
||||
Decrease window size=Mindsk vinduesstørrelsen
|
||||
No item to show=Ingen genstande at vise
|
||||
Collect items to reveal more recipes=Saml genstande for at afsløre flere opskrifter
|
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue