Update to 1.11 (but only for 5.5.1, for other versions use production-compatible)
|
@ -31,6 +31,12 @@ Refer to [Minetest Lua API](https://github.com/minetest/minetest/blob/master/doc
|
|||
|
||||
Follow [Lua code style guidelines](https://dev.minetest.net/Lua_code_style_guidelines). Use tabs, not spaces for indentation (tab size = 8). Never use `minetest.env`.
|
||||
|
||||
If you do a translation, try detecting translational issues with `check_translate_files.py` - just run it from tools folder:
|
||||
```bash
|
||||
# python3 check_translate_files.py fr | less
|
||||
```
|
||||
(`fr` is a language code)
|
||||
|
||||
Check your code works as expected.
|
||||
|
||||
Commit & push your changes to a new branch (not master, one change per a branch).
|
||||
|
|
|
@ -201,6 +201,8 @@ These groups are used mostly for informational purposes
|
|||
* `building_block=1`: Block is a building block
|
||||
* `deco_block=1`: Block is a decorational block
|
||||
|
||||
* `blast_furnace_smeltable=1` : Item or node is smeltable by a blast furnace
|
||||
* `smoker_cookable=1` : Food is cookable by a smoker.
|
||||
|
||||
## Fake item groups
|
||||
These groups put similar items together which should all be treated by the gameplay or the GUI as a single item.
|
||||
|
|
|
@ -70,7 +70,11 @@ an explanation.
|
|||
|
||||
## Installation
|
||||
This game requires latest stable [Minetest](http://minetest.net) to run, please install
|
||||
it first. Only stable versions of Minetest are officially supported.
|
||||
it first. Only latest stable version of Minetest is officially supported.
|
||||
There are lots of questions about Ubuntu, which has minetest-5.1.1 still.
|
||||
Please, first of all, visit this page, it should fix the problem: https://launchpad.net/~minetestdevs/+archive/ubuntu/stable
|
||||
Also, here is endless issue #123: https://git.minetest.land/MineClone5/MineClone5/issues/123 - really less preferable way.
|
||||
|
||||
There is no support for running MineClone 5 in development versions of Minetest.
|
||||
|
||||
To install MineClone 5 (if you haven't already), move this directory into the
|
||||
|
|
|
@ -0,0 +1,2 @@
|
|||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=@1 es mòrt(a) dins una petarada.
|
|
@ -148,16 +148,48 @@ local chunk_scan_range = {
|
|||
[ CS_NODES] = {LAST_BLOCK+1, LAST_BLOCK+1},
|
||||
}
|
||||
|
||||
local EDGE_MIN = mcl_mapgen.EDGE_MIN
|
||||
local EDGE_MAX = mcl_mapgen.EDGE_MAX
|
||||
local function is_chunk_finished(minp)
|
||||
local center = vector.add(minp, HALF_CS_NODES)
|
||||
for check_x = center.x - CS_NODES, center.x + CS_NODES, CS_NODES do
|
||||
for check_y = center.y - CS_NODES, center.y + CS_NODES, CS_NODES do
|
||||
for check_z = center.z - CS_NODES, center.z + CS_NODES, CS_NODES do
|
||||
local pos = vector.new(check_x, check_y, check_z)
|
||||
if pos ~= center then
|
||||
minetest_get_voxel_manip():read_from_map(pos, pos)
|
||||
local node = minetest_get_node(pos)
|
||||
local center_x = minp.x + HALF_CS_NODES
|
||||
local center_y = minp.y + HALF_CS_NODES
|
||||
local center_z = minp.z + HALF_CS_NODES
|
||||
local from_x = center_x - CS_NODES
|
||||
local from_y = center_y - CS_NODES
|
||||
local from_z = center_z - CS_NODES
|
||||
local to_x = center_x + CS_NODES
|
||||
local to_y = center_y + CS_NODES
|
||||
local to_z = center_z + CS_NODES
|
||||
if from_x < EDGE_MIN then from_x = center_x end
|
||||
if from_y < EDGE_MIN then from_y = center_y end
|
||||
if from_z < EDGE_MIN then from_z = center_z end
|
||||
if to_x > EDGE_MAX then to_x = center_x end
|
||||
if to_y > EDGE_MAX then to_y = center_y end
|
||||
if to_z > EDGE_MAX then to_z = center_z end
|
||||
for check_x = from_x, to_x, CS_NODES do
|
||||
local are_we_in_central_chunk = check_x == center_x
|
||||
for check_y = from_y, to_y, CS_NODES do
|
||||
are_we_in_central_chunk = are_we_in_central_chunk and (check_y == center_y)
|
||||
for check_z = from_z, to_z, CS_NODES do
|
||||
are_we_in_central_chunk = are_we_in_central_chunk and (check_z == center_z)
|
||||
if not are_we_in_central_chunk then
|
||||
local check_pos = {x = check_x, y = check_y, z = check_z}
|
||||
minetest_get_voxel_manip():read_from_map(check_pos, check_pos)
|
||||
local node = minetest_get_node(check_pos)
|
||||
if node.name == "ignore" then
|
||||
-- return nil, means false, means, there is something to generate still,
|
||||
-- (because one of adjacent chunks is unfinished - "ignore" means that),
|
||||
-- means this chunk will be changed, at least one of its sides or corners
|
||||
-- means it's unsafe to place anything there right now, it might disappar,
|
||||
-- better to wait, see the diagram of conflict/ok areas per a single axis:
|
||||
|
||||
-- conflict| ok |conflict|conflict| ok |conflict|conflict| ok |conflict
|
||||
-- (_________Chunk1_________)|(_________Chunk2_________)|(_________Chunk3_________)
|
||||
-- [Block1]|[MidBlk]|[BlockN]|[Block1]|[MidBlk]|[BlockN]|[Block1]|[MidBlk]|[BlockN]
|
||||
-- \_____________Chunk2-with-shell____________/
|
||||
-- ...______Chunk1-with-shell________/ \________Chunk3-with-shell______...
|
||||
-- Generation of chunk 1 AFFECTS 2 ^^^ ^^^ Generation of chunk 3 affects 2
|
||||
-- ^^^^^^^^Chunk 2 gen. affects 1 and 3^^^^^^^^
|
||||
return
|
||||
end
|
||||
end
|
||||
|
|
|
@ -1,5 +1,11 @@
|
|||
mcl_util = {}
|
||||
|
||||
local minetest_get_item_group = minetest.get_item_group
|
||||
local minetest_get_meta = minetest.get_meta
|
||||
local minetest_get_node = minetest.get_node
|
||||
local minetest_get_node_timer = minetest.get_node_timer
|
||||
local table_copy = table.copy
|
||||
|
||||
-- Updates all values in t using values from to*.
|
||||
function table.update(t, ...)
|
||||
for _, to in ipairs{...} do
|
||||
|
@ -33,36 +39,6 @@ function mcl_util.rotate_axis(itemstack, placer, pointed_thing)
|
|||
return itemstack
|
||||
end
|
||||
|
||||
-- Returns position of the neighbor of a double chest node
|
||||
-- or nil if node is invalid.
|
||||
-- This function assumes that the large chest is actually intact
|
||||
-- * pos: Position of the node to investigate
|
||||
-- * param2: param2 of that node
|
||||
-- * side: Which "half" the investigated node is. "left" or "right"
|
||||
function mcl_util.get_double_container_neighbor_pos(pos, param2, side)
|
||||
if side == "right" then
|
||||
if param2 == 0 then
|
||||
return {x=pos.x-1, y=pos.y, z=pos.z}
|
||||
elseif param2 == 1 then
|
||||
return {x=pos.x, y=pos.y, z=pos.z+1}
|
||||
elseif param2 == 2 then
|
||||
return {x=pos.x+1, y=pos.y, z=pos.z}
|
||||
elseif param2 == 3 then
|
||||
return {x=pos.x, y=pos.y, z=pos.z-1}
|
||||
end
|
||||
else
|
||||
if param2 == 0 then
|
||||
return {x=pos.x+1, y=pos.y, z=pos.z}
|
||||
elseif param2 == 1 then
|
||||
return {x=pos.x, y=pos.y, z=pos.z-1}
|
||||
elseif param2 == 2 then
|
||||
return {x=pos.x-1, y=pos.y, z=pos.z}
|
||||
elseif param2 == 3 then
|
||||
return {x=pos.x, y=pos.y, z=pos.z+1}
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Iterates through all items in the given inventory and
|
||||
-- returns the slot of the first item which matches a condition.
|
||||
-- Returns nil if no item was found.
|
||||
|
@ -87,7 +63,7 @@ end
|
|||
|
||||
-- Returns true if itemstack is a shulker box
|
||||
local function is_not_shulker_box(itemstack)
|
||||
local g = minetest.get_item_group(itemstack:get_name(), "shulker_box")
|
||||
local g = minetest_get_item_group(itemstack:get_name(), "shulker_box")
|
||||
return g == 0 or g == nil
|
||||
end
|
||||
|
||||
|
@ -133,137 +109,117 @@ end
|
|||
--- source_stack_id (optional): The inventory position ID of the source inventory to take the item from (-1 for slot of the first valid item; -1 is default)
|
||||
--- destination_list (optional): List name of the destination inventory. Default is normally "main"; "src" for furnace
|
||||
-- Returns true on success and false on failure.
|
||||
local SHULKER_BOX = 3
|
||||
local FURNACE = 4
|
||||
local DOUBLE_CHEST_LEFT = 5
|
||||
local DOUBLE_CHEST_RIGHT = 6
|
||||
local CONTAINER_GROUP_TO_LIST = {
|
||||
[1] = "main",
|
||||
[2] = "main",
|
||||
[SHULKER_BOX] = "main",
|
||||
[FURNACE] = "dst",
|
||||
[DOUBLE_CHEST_LEFT] = "main",
|
||||
[DOUBLE_CHEST_RIGHT] = "main",
|
||||
}
|
||||
function mcl_util.move_item_container(source_pos, destination_pos, source_list, source_stack_id, destination_list)
|
||||
local dpos = table.copy(destination_pos)
|
||||
local spos = table.copy(source_pos)
|
||||
local snode = minetest.get_node(spos)
|
||||
local dnode = minetest.get_node(dpos)
|
||||
|
||||
local dctype = minetest.get_item_group(dnode.name, "container")
|
||||
local sctype = minetest.get_item_group(snode.name, "container")
|
||||
|
||||
-- Container type 7 does not allow any movement
|
||||
if sctype == 7 then
|
||||
return false
|
||||
local spos = table_copy(source_pos)
|
||||
local snode = minetest_get_node(spos)
|
||||
local sctype = minetest_get_item_group(snode.name, "container")
|
||||
local default_source_list = CONTAINER_GROUP_TO_LIST[sctype]
|
||||
if not default_source_list then return end
|
||||
if sctype == DOUBLE_CHEST_RIGHT then
|
||||
local sparam2 = snode.param2
|
||||
if sparam2 == 0 then spos.x = spos.x - 1
|
||||
elseif sparam2 == 1 then spos.z = spos.z + 1
|
||||
elseif sparam2 == 2 then spos.x = spos.x + 1
|
||||
elseif sparam2 == 3 then spos.z = spos.z - 1
|
||||
end
|
||||
|
||||
-- Normalize double container by forcing to always use the left segment first
|
||||
local function normalize_double_container(pos, node, ctype)
|
||||
if ctype == 6 then
|
||||
pos = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
|
||||
if not pos then
|
||||
return false
|
||||
snode = minetest_get_node(spos)
|
||||
sctype = minetest_get_item_group(snode.name, "container")
|
||||
if sctype ~= DOUBLE_CHEST_LEFT then return end
|
||||
end
|
||||
node = minetest.get_node(pos)
|
||||
ctype = minetest.get_item_group(node.name, "container")
|
||||
-- The left segment seems incorrect? We better bail out!
|
||||
if ctype ~= 5 then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return pos, node, ctype
|
||||
end
|
||||
|
||||
spos, snode, sctype = normalize_double_container(spos, snode, sctype)
|
||||
dpos, dnode, dctype = normalize_double_container(dpos, dnode, dctype)
|
||||
if not spos or not dpos then return false end
|
||||
|
||||
local smeta = minetest.get_meta(spos)
|
||||
local dmeta = minetest.get_meta(dpos)
|
||||
|
||||
local smeta = minetest_get_meta(spos)
|
||||
local sinv = smeta:get_inventory()
|
||||
local source_list = source_list or default_source_list
|
||||
|
||||
local dpos = table_copy(destination_pos)
|
||||
local dnode = minetest_get_node(dpos)
|
||||
local dctype = minetest_get_item_group(dnode.name, "container")
|
||||
local default_destination_list = CONTAINER_GROUP_TO_LIST[sctype]
|
||||
if not default_destination_list then return end
|
||||
if dctype == DOUBLE_CHEST_RIGHT then
|
||||
local dparam2 = dnode.param2
|
||||
if dparam2 == 0 then dpos.x = dpos.x - 1
|
||||
elseif dparam2 == 1 then dpos.z = dpos.z + 1
|
||||
elseif dparam2 == 2 then dpos.x = dpos.x + 1
|
||||
elseif dparam2 == 3 then dpos.z = dpos.z - 1
|
||||
end
|
||||
dnode = minetest_get_node(dpos)
|
||||
dctype = minetest_get_item_group(dnode.name, "container")
|
||||
if dctype ~= DOUBLE_CHEST_LEFT then return end
|
||||
end
|
||||
local dmeta = minetest_get_meta(dpos)
|
||||
local dinv = dmeta:get_inventory()
|
||||
|
||||
-- Default source lists
|
||||
if not source_list then
|
||||
-- Main inventory for most container types
|
||||
if sctype == 2 or sctype == 3 or sctype == 5 or sctype == 6 or sctype == 7 then
|
||||
source_list = "main"
|
||||
-- Furnace: output
|
||||
elseif sctype == 4 then
|
||||
source_list = "dst"
|
||||
-- Unknown source container type. Bail out
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
-- Automatically select stack slot ID if set to automatic
|
||||
if not source_stack_id then
|
||||
source_stack_id = -1
|
||||
end
|
||||
local source_stack_id = source_stack_id or -1
|
||||
if source_stack_id == -1 then
|
||||
local cond = nil
|
||||
-- Prevent shulker box inception
|
||||
if dctype == 3 then
|
||||
cond = is_not_shulker_box
|
||||
end
|
||||
if dctype == SHULKER_BOX then cond = is_not_shulker_box end
|
||||
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
|
||||
if not source_stack_id then
|
||||
-- Try again if source is a double container
|
||||
if sctype == 5 then
|
||||
spos = mcl_util.get_double_container_neighbor_pos(spos, snode.param2, "left")
|
||||
smeta = minetest.get_meta(spos)
|
||||
if sctype == DOUBLE_CHEST_LEFT then
|
||||
local sparam2 = snode.param2
|
||||
if sparam2 == 0 then spos.x = spos.x + 1
|
||||
elseif sparam2 == 1 then spos.z = spos.z - 1
|
||||
elseif sparam2 == 2 then spos.x = spos.x - 1
|
||||
elseif sparam2 == 3 then spos.z = spos.z + 1
|
||||
end
|
||||
snode = minetest_get_node(spos)
|
||||
sctype = minetest_get_item_group(snode.name, "container")
|
||||
if sctype ~= DOUBLE_CHEST_RIGHT then return end
|
||||
smeta = minetest_get_meta(spos)
|
||||
sinv = smeta:get_inventory()
|
||||
|
||||
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
|
||||
if not source_stack_id then
|
||||
return false
|
||||
end
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
if not source_stack_id then return end
|
||||
end
|
||||
|
||||
-- Abort transfer if shulker box wants to go into shulker box
|
||||
if dctype == 3 then
|
||||
if dctype == SHULKER_BOX then
|
||||
local stack = sinv:get_stack(source_list, source_stack_id)
|
||||
if stack and minetest.get_item_group(stack:get_name(), "shulker_box") == 1 then
|
||||
return false
|
||||
end
|
||||
end
|
||||
-- Container type 7 does not allow any placement
|
||||
if dctype == 7 then
|
||||
return false
|
||||
if stack and minetest_get_item_group(stack:get_name(), "shulker_box") == 1 then return end
|
||||
end
|
||||
|
||||
-- If it's a container, put it into the container
|
||||
if dctype ~= 0 then
|
||||
-- Automatically select a destination list if omitted
|
||||
if not destination_list then
|
||||
-- Main inventory for most container types
|
||||
if dctype == 2 or dctype == 3 or dctype == 5 or dctype == 6 or dctype == 7 then
|
||||
destination_list = "main"
|
||||
-- Furnace source slot
|
||||
elseif dctype == 4 then
|
||||
destination_list = "src"
|
||||
end
|
||||
end
|
||||
if destination_list then
|
||||
local destination_list = destination_list or default_destination_list
|
||||
-- Move item
|
||||
local ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
|
||||
|
||||
-- Try transfer to neighbor node if transfer failed and double container
|
||||
if not ok and dctype == 5 then
|
||||
dpos = mcl_util.get_double_container_neighbor_pos(dpos, dnode.param2, "left")
|
||||
dmeta = minetest.get_meta(dpos)
|
||||
if not ok then
|
||||
if dctype == DOUBLE_CHEST_LEFT then
|
||||
local dparam2 = dnode.param2
|
||||
if dparam2 == 0 then dpos.x = dpos.x + 1
|
||||
elseif dparam2 == 1 then dpos.z = dpos.z - 1
|
||||
elseif dparam2 == 2 then dpos.x = dpos.x - 1
|
||||
elseif dparam2 == 3 then dpos.z = dpos.z + 1
|
||||
end
|
||||
dnode = minetest_get_node(dpos)
|
||||
dctype = minetest_get_item_group(dnode.name, "container")
|
||||
if dctype ~= DOUBLE_CHEST_RIGHT then return end
|
||||
dmeta = minetest_get_meta(dpos)
|
||||
dinv = dmeta:get_inventory()
|
||||
|
||||
ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
|
||||
end
|
||||
|
||||
end
|
||||
-- Update furnace
|
||||
if ok and dctype == 4 then
|
||||
if ok and dctype == FURNACE then
|
||||
-- Start furnace's timer function, it will sort out whether furnace can burn or not.
|
||||
minetest.get_node_timer(dpos):start(1.0)
|
||||
minetest_get_node_timer(dpos):start(1.0)
|
||||
end
|
||||
|
||||
return ok
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- Returns the ID of the first non-empty slot in the given inventory list
|
||||
-- or nil, if inventory is empty.
|
||||
|
@ -292,7 +248,7 @@ function mcl_util.generate_on_place_plant_function(condition)
|
|||
end
|
||||
|
||||
-- Call on_rightclick if the pointed node defines it
|
||||
local node = minetest.get_node(pointed_thing.under)
|
||||
local node = minetest_get_node(pointed_thing.under)
|
||||
if placer and not placer:get_player_control().sneak then
|
||||
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
|
||||
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
|
||||
|
@ -300,8 +256,8 @@ function mcl_util.generate_on_place_plant_function(condition)
|
|||
end
|
||||
|
||||
local place_pos
|
||||
local def_under = minetest.registered_nodes[minetest.get_node(pointed_thing.under).name]
|
||||
local def_above = minetest.registered_nodes[minetest.get_node(pointed_thing.above).name]
|
||||
local def_under = minetest.registered_nodes[minetest_get_node(pointed_thing.under).name]
|
||||
local def_above = minetest.registered_nodes[minetest_get_node(pointed_thing.above).name]
|
||||
if not def_under or not def_above then
|
||||
return itemstack
|
||||
end
|
||||
|
@ -359,7 +315,7 @@ function mcl_util.call_on_rightclick(itemstack, player, pointed_thing)
|
|||
-- Call on_rightclick if the pointed node defines it
|
||||
if pointed_thing and pointed_thing.type == "node" then
|
||||
local pos = pointed_thing.under
|
||||
local node = minetest.get_node(pos)
|
||||
local node = minetest_get_node(pos)
|
||||
if player and not player:get_player_control().sneak then
|
||||
local nodedef = minetest.registered_nodes[node.name]
|
||||
local on_rightclick = nodedef and nodedef.on_rightclick
|
||||
|
@ -372,7 +328,7 @@ end
|
|||
|
||||
function mcl_util.calculate_durability(itemstack)
|
||||
local unbreaking_level = mcl_enchanting.get_enchantment(itemstack, "unbreaking")
|
||||
local armor_uses = minetest.get_item_group(itemstack:get_name(), "mcl_armor_uses")
|
||||
local armor_uses = minetest_get_item_group(itemstack:get_name(), "mcl_armor_uses")
|
||||
|
||||
local uses
|
||||
|
||||
|
|
|
@ -0,0 +1,674 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
|
@ -0,0 +1,87 @@
|
|||
# tga_encoder
|
||||
A TGA Encoder written in Lua without the use of external Libraries.
|
||||
|
||||
Created by fleckenstein for MineClone2, then improved by erlehmann.
|
||||
|
||||
May be used as a Minetest mod.
|
||||
|
||||
See `examples.lua` for example code and usage hints.
|
||||
|
||||
## Use Cases for `tga_encoder`
|
||||
|
||||
### Encoding Textures for Editing
|
||||
|
||||
TGA images of types 1/2/3 consist of header data followed by a pixel array.
|
||||
|
||||
This makes it trivial to parse TGA files – and even edit pixels in-place.
|
||||
|
||||
No checksums need to be updated on any kind of in-place texture editing.
|
||||
|
||||
**Tip**: When storing an editable image in item meta, use zlib compression.
|
||||
|
||||
### Legacy Minetest Texture Encoding
|
||||
|
||||
Minetest 5.4 did not include `minetest.encode_png()` (or any equvivalent).
|
||||
|
||||
Since `tga_encoder` is written in pure Lua, it does not need engine support.
|
||||
|
||||
**Tip:** Look at `examples.lua` and the Minetest mod `mcl_maps` for guidance.
|
||||
|
||||
### Advanced Texture Format Control
|
||||
|
||||
The function `minetest.encode_png()` always encodes images as 32bpp RGBA.
|
||||
|
||||
`tga_encoder` allows saving images as grayscale, 16bpp RGBA and 24bpp RGB.
|
||||
|
||||
For generating maps from terrain, color-mapped formats can be more useful.
|
||||
|
||||
### Encoding Very Small Textures
|
||||
|
||||
Images of size 8×8 or below are often smaller than an equivalent PNG file.
|
||||
|
||||
Note that on many filesystems files use at least 4096 bytes (i.e. 64×64).
|
||||
|
||||
Therefore, saving bytes on files up to a few 100 bytes is often useless.
|
||||
|
||||
### Encoding Reference Textures
|
||||
|
||||
TGA is a simple format, which makes it easy to create reference textures.
|
||||
|
||||
Using a hex editor, one can trivially see how all the pixels are stored.
|
||||
|
||||
## Supported Image Types
|
||||
|
||||
For all types, images are encoded in a fast single pass (i.e. append-only).
|
||||
|
||||
### Color-Mapped Images (Type 1)
|
||||
|
||||
These images contain a palette, followed by pixel data.
|
||||
|
||||
* `A1R5G5B5` (8bpp RGB)
|
||||
* `B8G8R8` (8bpp RGB)
|
||||
* `B8G8R8A8` (8bpp RGBA)
|
||||
|
||||
### True-Color Images (Type 2)
|
||||
|
||||
These images contain uncompressed RGB(A) pixel data.
|
||||
|
||||
* `A1R5G5B5` (16bpp RGBA)
|
||||
* `B8G8R8` (24bpp RGB)
|
||||
* `B8G8R8A8` (32bpp RGBA)
|
||||
|
||||
### Grayscale Images (Type 3)
|
||||
|
||||
* `Y8` (8bpp grayscale)
|
||||
|
||||
### Run-Length Encoded (RLE), True-Color Images (Type 10)
|
||||
|
||||
These images contain compressed RGB(A) pixel data.
|
||||
|
||||
* `A1R5G5B5` (16bpp RGBA)
|
||||
* `B8G8R8` (24bpp RGB)
|
||||
* `B8G8R8A8` (32bpp RGBA)
|
||||
|
||||
## TODO
|
||||
|
||||
* Actually support `R8G8B8A8` input for `A1R5G5B5` output
|
||||
* Add both zoomable and explorable maps to `mcl_maps`.
|
|
@ -0,0 +1,150 @@
|
|||
dofile("init.lua")
|
||||
|
||||
-- encode a bitmap
|
||||
local _ = { 0, 0, 0 }
|
||||
local R = { 255, 127, 127 }
|
||||
local pixels = {
|
||||
{ _, _, _, _, _, _, _ },
|
||||
{ _, _, _, R, _, _, _ },
|
||||
{ _, _, R, R, R, _, _ },
|
||||
{ _, R, R, R, R, R, _ },
|
||||
{ _, R, R, R, R, R, _ },
|
||||
{ _, _, R, _, R, _, _ },
|
||||
{ _, _, _, _, _, _, _ },
|
||||
}
|
||||
tga_encoder.image(pixels):save("bitmap_small.tga")
|
||||
|
||||
-- change a single pixel, then rescale the bitmap
|
||||
local pixels_orig = pixels
|
||||
pixels_orig[4][4] = { 255, 255, 255 }
|
||||
local pixels = {}
|
||||
for x = 1,56,1 do
|
||||
local x_orig = math.ceil(x/8)
|
||||
for z = 1,56,1 do
|
||||
local z_orig = math.ceil(z/8)
|
||||
local color = pixels_orig[z_orig][x_orig]
|
||||
pixels[z] = pixels[z] or {}
|
||||
pixels[z][x] = color
|
||||
end
|
||||
end
|
||||
tga_encoder.image(pixels):save("bitmap_large.tga")
|
||||
|
||||
-- note that the uncompressed grayscale TGA file written in this
|
||||
-- example is 80 bytes – but an optimized PNG file is 81 bytes …
|
||||
local pixels = {}
|
||||
for x = 1,6,1 do -- left to right
|
||||
for z = 1,6,1 do -- bottom to top
|
||||
local color = { math.min(x * z * 4 - 1, 255) }
|
||||
pixels[z] = pixels[z] or {}
|
||||
pixels[z][x] = color
|
||||
end
|
||||
end
|
||||
tga_encoder.image(pixels):save("gradient_8bpp_raw.tga", {color_format="Y8", compression="RAW"})
|
||||
|
||||
local pixels = {}
|
||||
for x = 1,16,1 do -- left to right
|
||||
for z = 1,16,1 do -- bottom to top
|
||||
local r = math.min(x * 32 - 1, 255)
|
||||
local g = math.min(z * 32 - 1, 255)
|
||||
local b = 0
|
||||
-- blue rectangle in top right corner
|
||||
if x > 8 and z > 8 then
|
||||
r = 0
|
||||
g = 0
|
||||
b = math.min(z * 16 - 1, 255)
|
||||
end
|
||||
local color = { r, g, b }
|
||||
pixels[z] = pixels[z] or {}
|
||||
pixels[z][x] = color
|
||||
end
|
||||
end
|
||||
local gradients = tga_encoder.image(pixels)
|
||||
gradients:save("gradients_8bpp_raw.tga", {color_format="Y8", compression="RAW"})
|
||||
gradients:save("gradients_16bpp_raw.tga", {color_format="A1R5G5B5", compression="RAW"})
|
||||
gradients:save("gradients_16bpp_rle.tga", {color_format="A1R5G5B5", compression="RLE"})
|
||||
gradients:save("gradients_24bpp_raw.tga", {color_format="B8G8R8", compression="RAW"})
|
||||
gradients:save("gradients_24bpp_rle.tga", {color_format="B8G8R8", compression="RLE"})
|
||||
|
||||
for x = 1,16,1 do -- left to right
|
||||
for z = 1,16,1 do -- bottom to top
|
||||
local color = pixels[z][x]
|
||||
color[#color+1] = ((x * x) + (z * z)) % 256
|
||||
pixels[z][x] = color
|
||||
end
|
||||
end
|
||||
gradients:save("gradients_32bpp_raw.tga", {color_format="B8G8R8A8", compression="RAW"})
|
||||
-- the RLE-compressed file is larger than just dumping pixels because
|
||||
-- the gradients in this picture can not be compressed well using RLE
|
||||
gradients:save("gradients_32bpp_rle.tga", {color_format="B8G8R8A8", compression="RLE"})
|
||||
|
||||
local pixels = {}
|
||||
for x = 1,512,1 do -- left to right
|
||||
for z = 1,512,1 do -- bottom to top
|
||||
local oz = (z - 256) / 256 + 0.75
|
||||
local ox = (x - 256) / 256
|
||||
local px, pz, i = 0, 0, 0
|
||||
while (px * px) + (pz * pz) <= 4 and i < 128 do
|
||||
px = (px * px) - (pz * pz) + oz
|
||||
pz = (2 * px * pz) + ox
|
||||
i = i + 1
|
||||
end
|
||||
local color = {
|
||||
math.max(0, math.min(255, math.floor(px * 64))),
|
||||
math.max(0, math.min(255, math.floor(pz * 64))),
|
||||
math.max(0, math.min(255, math.floor(i))),
|
||||
}
|
||||
pixels[z] = pixels[z] or {}
|
||||
pixels[z][x] = color
|
||||
end
|
||||
end
|
||||
tga_encoder.image(pixels):save("fractal_8bpp.tga", {color_format="Y8"})
|
||||
tga_encoder.image(pixels):save("fractal_16bpp.tga", {color_format="A1R5G5B5"})
|
||||
tga_encoder.image(pixels):save("fractal_24bpp.tga", {color_format="B8G8R8"})
|
||||
|
||||
-- encode a colormapped bitmap
|
||||
local K = { 0 }
|
||||
local B = { 1 }
|
||||
local R = { 2 }
|
||||
local G = { 3 }
|
||||
local W = { 4 }
|
||||
local colormap = {
|
||||
{ 1, 2, 3 }, -- K
|
||||
{ 0, 0, 255 }, -- B
|
||||
{ 255, 0, 0 }, -- R
|
||||
{ 0, 255, 0 }, -- G
|
||||
{ 253, 254, 255 }, -- W
|
||||
}
|
||||
local pixels = {
|
||||
{ W, K, W, K, W, K, W },
|
||||
{ R, G, B, R, G, B, K },
|
||||
{ K, W, K, W, K, W, K },
|
||||
{ G, B, R, G, B, R, W },
|
||||
{ W, W, W, K, K, K, W },
|
||||
{ B, R, G, B, R, G, K },
|
||||
{ B, R, G, B, R, G, W },
|
||||
}
|
||||
-- note that the uncompressed colormapped TGA file written in this
|
||||
-- example is 108 bytes – but an optimized PNG file is 121 bytes …
|
||||
tga_encoder.image(pixels):save("colormapped_B8G8R8.tga", {colormap=colormap})
|
||||
-- encoding as A1R5G5B5 saves 1 byte per palette entry → 103 bytes
|
||||
tga_encoder.image(pixels):save("colormapped_A1R5G5B5.tga", {colormap=colormap, color_format="A1R5G5B5"})
|
||||
|
||||
-- encode a colormapped bitmap with transparency
|
||||
local _ = { 0 }
|
||||
local K = { 1 }
|
||||
local W = { 2 }
|
||||
local colormap = {
|
||||
{ 0, 0, 0, 0 },
|
||||
{ 0, 0, 0, 255 },
|
||||
{ 255, 255, 255, 255 },
|
||||
}
|
||||
local pixels = {
|
||||
{ _, K, K, K, K, K, _ },
|
||||
{ _, K, W, W, W, K, _ },
|
||||
{ K, K, W, W, W, K, K },
|
||||
{ K, W, W, W, W, W, K },
|
||||
{ _, K, W, W, W, K, _ },
|
||||
{ _, _, K, W, K, _, _ },
|
||||
{ _, _, _, K, _, _, _ },
|
||||
}
|
||||
tga_encoder.image(pixels):save("colormapped_B8G8R8A8.tga", {colormap=colormap})
|
|
@ -0,0 +1,594 @@
|
|||
tga_encoder = {}
|
||||
|
||||
local image = setmetatable({}, {
|
||||
__call = function(self, ...)
|
||||
local t = setmetatable({}, {__index = self})
|
||||
t:constructor(...)
|
||||
return t
|
||||
end,
|
||||
})
|
||||
|
||||
function image:constructor(pixels)
|
||||
self.pixels = pixels
|
||||
self.width = #pixels[1]
|
||||
self.height = #pixels
|
||||
end
|
||||
|
||||
local pixel_depth_by_color_format = {
|
||||
["Y8"] = 8,
|
||||
["A1R5G5B5"] = 16,
|
||||
["B8G8R8"] = 24,
|
||||
["B8G8R8A8"] = 32,
|
||||
}
|
||||
|
||||
function image:encode_colormap_spec(properties)
|
||||
local colormap = properties.colormap
|
||||
local colormap_pixel_depth = 0
|
||||
if 0 ~= #colormap then
|
||||
colormap_pixel_depth = pixel_depth_by_color_format[
|
||||
properties.color_format
|
||||
]
|
||||
end
|
||||
local colormap_spec =
|
||||
string.char(0, 0) .. -- first entry index
|
||||
string.char(#colormap % 256, math.floor(#colormap / 256)) .. -- number of entries
|
||||
string.char(colormap_pixel_depth) -- bits per pixel
|
||||
self.data = self.data .. colormap_spec
|
||||
end
|
||||
|
||||
function image:encode_image_spec(properties)
|
||||
local color_format = properties.color_format
|
||||
assert(
|
||||
"Y8" == color_format or -- (8 bit grayscale = 1 byte = 8 bits)
|
||||
"A1R5G5B5" == color_format or -- (A1R5G5B5 = 2 bytes = 16 bits)
|
||||
"B8G8R8" == color_format or -- (B8G8R8 = 3 bytes = 24 bits)
|
||||
"B8G8R8A8" == color_format -- (B8G8R8A8 = 4 bytes = 32 bits)
|
||||
)
|
||||
local pixel_depth
|
||||
if 0 ~= #properties.colormap then
|
||||
pixel_depth = self.pixel_depth
|
||||
else
|
||||
pixel_depth = pixel_depth_by_color_format[color_format]
|
||||
end
|
||||
assert( nil ~= pixel_depth)
|
||||
self.data = self.data
|
||||
.. string.char(0, 0) -- X-origin
|
||||
.. string.char(0, 0) -- Y-origin
|
||||
.. string.char(self.width % 256, math.floor(self.width / 256)) -- width
|
||||
.. string.char(self.height % 256, math.floor(self.height / 256)) -- height
|
||||
.. string.char(pixel_depth)
|
||||
.. string.char(0) -- image descriptor
|
||||
end
|
||||
|
||||
function image:encode_colormap(properties)
|
||||
local colormap = properties.colormap
|
||||
if 0 == #colormap then
|
||||
return
|
||||
end
|
||||
local color_format = properties.color_format
|
||||
assert (
|
||||
"A1R5G5B5" == color_format or
|
||||
"B8G8R8" == color_format or
|
||||
"B8G8R8A8" == color_format
|
||||
)
|
||||
local colors = {}
|
||||
if "A1R5G5B5" == color_format then
|
||||
-- Sample depth rescaling is done according to the algorithm presented in:
|
||||
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
|
||||
local max_sample_in = math.pow(2, 8) - 1
|
||||
local max_sample_out = math.pow(2, 5) - 1
|
||||
for i = 1,#colormap,1 do
|
||||
local color = colormap[i]
|
||||
local colorword = 32768 +
|
||||
((math.floor((color[1] * max_sample_out / max_sample_in) + 0.5)) * 1024) +
|
||||
((math.floor((color[2] * max_sample_out / max_sample_in) + 0.5)) * 32) +
|
||||
((math.floor((color[3] * max_sample_out / max_sample_in) + 0.5)) * 1)
|
||||
local color_bytes = string.char(
|
||||
colorword % 256,
|
||||
math.floor(colorword / 256)
|
||||
)
|
||||
colors[#colors + 1] = color_bytes
|
||||
end
|
||||
elseif "B8G8R8" == color_format then
|
||||
for i = 1,#colormap,1 do
|
||||
local color = colormap[i]
|
||||
local color_bytes = string.char(
|
||||
color[3], -- B
|
||||
color[2], -- G
|
||||
color[1] -- R
|
||||
)
|
||||
colors[#colors + 1] = color_bytes
|
||||
end
|
||||
elseif "B8G8R8A8" == color_format then
|
||||
for i = 1,#colormap,1 do
|
||||
local color = colormap[i]
|
||||
local color_bytes = string.char(
|
||||
color[3], -- B
|
||||
color[2], -- G
|
||||
color[1], -- R
|
||||
color[4] -- A
|
||||
)
|
||||
colors[#colors + 1] = color_bytes
|
||||
end
|
||||
end
|
||||
assert( 0 ~= #colors )
|
||||
self.data = self.data .. table.concat(colors)
|
||||
end
|
||||
|
||||
function image:encode_header(properties)
|
||||
local color_format = properties.color_format
|
||||
local colormap = properties.colormap
|
||||
local compression = properties.compression
|
||||
local colormap_type
|
||||
local image_type
|
||||
if "Y8" == color_format and "RAW" == compression then
|
||||
colormap_type = 0
|
||||
image_type = 3 -- grayscale
|
||||
elseif (
|
||||
"A1R5G5B5" == color_format or
|
||||
"B8G8R8" == color_format or
|
||||
"B8G8R8A8" == color_format
|
||||
) then
|
||||
if "RAW" == compression then
|
||||
if 0 ~= #colormap then
|
||||
colormap_type = 1
|
||||
image_type = 1 -- colormapped RGB(A)
|
||||
else
|
||||
colormap_type = 0
|
||||
image_type = 2 -- RAW RGB(A)
|
||||
end
|
||||
elseif "RLE" == compression then
|
||||
colormap_type = 0
|
||||
image_type = 10 -- RLE RGB
|
||||
end
|
||||
end
|
||||
assert( nil ~= colormap_type )
|
||||
assert( nil ~= image_type )
|
||||
self.data = self.data
|
||||
.. string.char(0) -- image id
|
||||
.. string.char(colormap_type)
|
||||
.. string.char(image_type)
|
||||
self:encode_colormap_spec(properties) -- color map specification
|
||||
self:encode_image_spec(properties) -- image specification
|
||||
self:encode_colormap(properties)
|
||||
end
|
||||
|
||||
function image:encode_data(properties)
|
||||
local color_format = properties.color_format
|
||||
local colormap = properties.colormap
|
||||
local compression = properties.compression
|
||||
|
||||
local data_length_before = #self.data
|
||||
if "Y8" == color_format and "RAW" == compression then
|
||||
if 8 == self.pixel_depth then
|
||||
self:encode_data_Y8_as_Y8_raw()
|
||||
elseif 24 == self.pixel_depth then
|
||||
self:encode_data_R8G8B8_as_Y8_raw()
|
||||
end
|
||||
elseif "A1R5G5B5" == color_format then
|
||||
if 0 ~= #colormap then
|
||||
if "RAW" == compression then
|
||||
if 8 == self.pixel_depth then
|
||||
self:encode_data_Y8_as_Y8_raw()
|
||||
end
|
||||
end
|
||||
else
|
||||
if "RAW" == compression then
|
||||
self:encode_data_R8G8B8_as_A1R5G5B5_raw()
|
||||
elseif "RLE" == compression then
|
||||
self:encode_data_R8G8B8_as_A1R5G5B5_rle()
|
||||
end
|
||||
end
|
||||
elseif "B8G8R8" == color_format then
|
||||
if 0 ~= #colormap then
|
||||
if "RAW" == compression then
|
||||
if 8 == self.pixel_depth then
|
||||
self:encode_data_Y8_as_Y8_raw()
|
||||
end
|
||||
end
|
||||
else
|
||||
if "RAW" == compression then
|
||||
self:encode_data_R8G8B8_as_B8G8R8_raw()
|
||||
elseif "RLE" == compression then
|
||||
self:encode_data_R8G8B8_as_B8G8R8_rle()
|
||||
end
|
||||
end
|
||||
elseif "B8G8R8A8" == color_format then
|
||||
if 0 ~= #colormap then
|
||||
if "RAW" == compression then
|
||||
if 8 == self.pixel_depth then
|
||||
self:encode_data_Y8_as_Y8_raw()
|
||||
end
|
||||
end
|
||||
else
|
||||
if "RAW" == compression then
|
||||
self:encode_data_R8G8B8A8_as_B8G8R8A8_raw()
|
||||
elseif "RLE" == compression then
|
||||
self:encode_data_R8G8B8A8_as_B8G8R8A8_rle()
|
||||
end
|
||||
end
|
||||
end
|
||||
local data_length_after = #self.data
|
||||
assert(
|
||||
data_length_after ~= data_length_before,
|
||||
"No data encoded for color format: " .. color_format
|
||||
)
|
||||
end
|
||||
|
||||
function image:encode_data_Y8_as_Y8_raw()
|
||||
assert(8 == self.pixel_depth)
|
||||
local raw_pixels = {}
|
||||
for _, row in ipairs(self.pixels) do
|
||||
for _, pixel in ipairs(row) do
|
||||
local raw_pixel = string.char(pixel[1])
|
||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
||||
end
|
||||
end
|
||||
self.data = self.data .. table.concat(raw_pixels)
|
||||
end
|
||||
|
||||
function image:encode_data_R8G8B8_as_Y8_raw()
|
||||
assert(24 == self.pixel_depth)
|
||||
local raw_pixels = {}
|
||||
for _, row in ipairs(self.pixels) do
|
||||
for _, pixel in ipairs(row) do
|
||||
-- the HSP RGB to brightness formula is
|
||||
-- sqrt( 0.299 r² + .587 g² + .114 b² )
|
||||
-- see <https://alienryderflex.com/hsp.html>
|
||||
local gray = math.floor(
|
||||
math.sqrt(
|
||||
0.299 * pixel[1]^2 +
|
||||
0.587 * pixel[2]^2 +
|
||||
0.114 * pixel[3]^2
|
||||
) + 0.5
|
||||
)
|
||||
local raw_pixel = string.char(gray)
|
||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
||||
end
|
||||
end
|
||||
self.data = self.data .. table.concat(raw_pixels)
|
||||
end
|
||||
|
||||
function image:encode_data_R8G8B8_as_A1R5G5B5_raw()
|
||||
assert(24 == self.pixel_depth)
|
||||
local raw_pixels = {}
|
||||
-- Sample depth rescaling is done according to the algorithm presented in:
|
||||
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
|
||||
local max_sample_in = math.pow(2, 8) - 1
|
||||
local max_sample_out = math.pow(2, 5) - 1
|
||||
for _, row in ipairs(self.pixels) do
|
||||
for _, pixel in ipairs(row) do
|
||||
local colorword = 32768 +
|
||||
((math.floor((pixel[1] * max_sample_out / max_sample_in) + 0.5)) * 1024) +
|
||||
((math.floor((pixel[2] * max_sample_out / max_sample_in) + 0.5)) * 32) +
|
||||
((math.floor((pixel[3] * max_sample_out / max_sample_in) + 0.5)) * 1)
|
||||
local raw_pixel = string.char(colorword % 256, math.floor(colorword / 256))
|
||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
||||
end
|
||||
end
|
||||
self.data = self.data .. table.concat(raw_pixels)
|
||||
end
|
||||
|
||||
function image:encode_data_R8G8B8_as_A1R5G5B5_rle()
|
||||
assert(24 == self.pixel_depth)
|
||||
local colorword = nil
|
||||
local previous_r = nil
|
||||
local previous_g = nil
|
||||
local previous_b = nil
|
||||
local raw_pixel = ''
|
||||
local raw_pixels = {}
|
||||
local count = 1
|
||||
local packets = {}
|
||||
local raw_packet = ''
|
||||
local rle_packet = ''
|
||||
-- Sample depth rescaling is done according to the algorithm presented in:
|
||||
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
|
||||
local max_sample_in = math.pow(2, 8) - 1
|
||||
local max_sample_out = math.pow(2, 5) - 1
|
||||
for _, row in ipairs(self.pixels) do
|
||||
for _, pixel in ipairs(row) do
|
||||
if pixel[1] ~= previous_r or pixel[2] ~= previous_g or pixel[3] ~= previous_b or count == 128 then
|
||||
if nil ~= previous_r then
|
||||
colorword = 32768 +
|
||||
((math.floor((previous_r * max_sample_out / max_sample_in) + 0.5)) * 1024) +
|
||||
((math.floor((previous_g * max_sample_out / max_sample_in) + 0.5)) * 32) +
|
||||
((math.floor((previous_b * max_sample_out / max_sample_in) + 0.5)) * 1)
|
||||
if 1 == count then
|
||||
-- remember pixel verbatim for raw encoding
|
||||
raw_pixel = string.char(colorword % 256, math.floor(colorword / 256))
|
||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
||||
if 128 == #raw_pixels then
|
||||
raw_packet = string.char(#raw_pixels - 1)
|
||||
packets[#packets + 1] = raw_packet
|
||||
for i=1, #raw_pixels do
|
||||
packets[#packets +1] = raw_pixels[i]
|
||||
end
|
||||
raw_pixels = {}
|
||||
end
|
||||
else
|
||||
-- encode raw pixels, if any
|
||||
if #raw_pixels > 0 then
|
||||
raw_packet = string.char(#raw_pixels - 1)
|
||||
packets[#packets + 1] = raw_packet
|
||||
for i=1, #raw_pixels do
|
||||
packets[#packets +1] = raw_pixels[i]
|
||||
end
|
||||
raw_pixels = {}
|
||||
end
|
||||
-- RLE encoding
|
||||
rle_packet = string.char(128 + count - 1, colorword % 256, math.floor(colorword / 256))
|
||||
packets[#packets +1] = rle_packet
|
||||
end
|
||||
end
|
||||
count = 1
|
||||
previous_r = pixel[1]
|
||||
previous_g = pixel[2]
|
||||
previous_b = pixel[3]
|
||||
else
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
colorword = 32768 +
|
||||
((math.floor((previous_r * max_sample_out / max_sample_in) + 0.5)) * 1024) +
|
||||
((math.floor((previous_g * max_sample_out / max_sample_in) + 0.5)) * 32) +
|
||||
((math.floor((previous_b * max_sample_out / max_sample_in) + 0.5)) * 1)
|
||||
if 1 == count then
|
||||
raw_pixel = string.char(colorword % 256, math.floor(colorword / 256))
|
||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
||||
raw_packet = string.char(#raw_pixels - 1)
|
||||
packets[#packets + 1] = raw_packet
|
||||
for i=1, #raw_pixels do
|
||||
packets[#packets +1] = raw_pixels[i]
|
||||
end
|
||||
raw_pixels = {}
|
||||
else
|
||||
-- encode raw pixels, if any
|
||||
if #raw_pixels > 0 then
|
||||
raw_packet = string.char(#raw_pixels - 1)
|
||||
packets[#packets + 1] = raw_packet
|
||||
for i=1, #raw_pixels do
|
||||
packets[#packets +1] = raw_pixels[i]
|
||||
end
|
||||
raw_pixels = {}
|
||||
end
|
||||
-- RLE encoding
|
||||
rle_packet = string.char(128 + count - 1, colorword % 256, math.floor(colorword / 256))
|
||||
packets[#packets +1] = rle_packet
|
||||
end
|
||||
self.data = self.data .. table.concat(packets)
|
||||
end
|
||||
|
||||
function image:encode_data_R8G8B8_as_B8G8R8_raw()
|
||||
assert(24 == self.pixel_depth)
|
||||
local raw_pixels = {}
|
||||
for _, row in ipairs(self.pixels) do
|
||||
for _, pixel in ipairs(row) do
|
||||
local raw_pixel = string.char(pixel[3], pixel[2], pixel[1])
|
||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
||||
end
|
||||
end
|
||||
self.data = self.data .. table.concat(raw_pixels)
|
||||
end
|
||||
|
||||
function image:encode_data_R8G8B8_as_B8G8R8_rle()
|
||||
assert(24 == self.pixel_depth)
|
||||
local previous_r = nil
|
||||
local previous_g = nil
|
||||
local previous_b = nil
|
||||
local raw_pixel = ''
|
||||
local raw_pixels = {}
|
||||
local count = 1
|
||||
local packets = {}
|
||||
local raw_packet = ''
|
||||
local rle_packet = ''
|
||||
for _, row in ipairs(self.pixels) do
|
||||
for _, pixel in ipairs(row) do
|
||||
if pixel[1] ~= previous_r or pixel[2] ~= previous_g or pixel[3] ~= previous_b or count == 128 then
|
||||
if nil ~= previous_r then
|
||||
if 1 == count then
|
||||
-- remember pixel verbatim for raw encoding
|
||||
raw_pixel = string.char(previous_b, previous_g, previous_r)
|
||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
||||
if 128 == #raw_pixels then
|
||||
raw_packet = string.char(#raw_pixels - 1)
|
||||
packets[#packets + 1] = raw_packet
|
||||
for i=1, #raw_pixels do
|
||||
packets[#packets +1] = raw_pixels[i]
|
||||
end
|
||||
raw_pixels = {}
|
||||
end
|
||||
else
|
||||
-- encode raw pixels, if any
|
||||
if #raw_pixels > 0 then
|
||||
raw_packet = string.char(#raw_pixels - 1)
|
||||
packets[#packets + 1] = raw_packet
|
||||
for i=1, #raw_pixels do
|
||||
packets[#packets +1] = raw_pixels[i]
|
||||
end
|
||||
raw_pixels = {}
|
||||
end
|
||||
-- RLE encoding
|
||||
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r)
|
||||
packets[#packets +1] = rle_packet
|
||||
end
|
||||
end
|
||||
count = 1
|
||||
previous_r = pixel[1]
|
||||
previous_g = pixel[2]
|
||||
previous_b = pixel[3]
|
||||
else
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
if 1 == count then
|
||||
raw_pixel = string.char(previous_b, previous_g, previous_r)
|
||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
||||
raw_packet = string.char(#raw_pixels - 1)
|
||||
packets[#packets + 1] = raw_packet
|
||||
for i=1, #raw_pixels do
|
||||
packets[#packets +1] = raw_pixels[i]
|
||||
end
|
||||
raw_pixels = {}
|
||||
else
|
||||
-- encode raw pixels, if any
|
||||
if #raw_pixels > 0 then
|
||||
raw_packet = string.char(#raw_pixels - 1)
|
||||
packets[#packets + 1] = raw_packet
|
||||
for i=1, #raw_pixels do
|
||||
packets[#packets +1] = raw_pixels[i]
|
||||
end
|
||||
raw_pixels = {}
|
||||
end
|
||||
-- RLE encoding
|
||||
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r)
|
||||
packets[#packets +1] = rle_packet
|
||||
end
|
||||
self.data = self.data .. table.concat(packets)
|
||||
end
|
||||
|
||||
function image:encode_data_R8G8B8A8_as_B8G8R8A8_raw()
|
||||
assert(32 == self.pixel_depth)
|
||||
local raw_pixels = {}
|
||||
for _, row in ipairs(self.pixels) do
|
||||
for _, pixel in ipairs(row) do
|
||||
local raw_pixel = string.char(pixel[3], pixel[2], pixel[1], pixel[4])
|
||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
||||
end
|
||||
end
|
||||
self.data = self.data .. table.concat(raw_pixels)
|
||||
end
|
||||
|
||||
function image:encode_data_R8G8B8A8_as_B8G8R8A8_rle()
|
||||
assert(32 == self.pixel_depth)
|
||||
local previous_r = nil
|
||||
local previous_g = nil
|
||||
local previous_b = nil
|
||||
local previous_a = nil
|
||||
local raw_pixel = ''
|
||||
local raw_pixels = {}
|
||||
local count = 1
|
||||
local packets = {}
|
||||
local raw_packet = ''
|
||||
local rle_packet = ''
|
||||
for _, row in ipairs(self.pixels) do
|
||||
for _, pixel in ipairs(row) do
|
||||
if pixel[1] ~= previous_r or pixel[2] ~= previous_g or pixel[3] ~= previous_b or pixel[4] ~= previous_a or count == 128 then
|
||||
if nil ~= previous_r then
|
||||
if 1 == count then
|
||||
-- remember pixel verbatim for raw encoding
|
||||
raw_pixel = string.char(previous_b, previous_g, previous_r, previous_a)
|
||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
||||
if 128 == #raw_pixels then
|
||||
raw_packet = string.char(#raw_pixels - 1)
|
||||
packets[#packets + 1] = raw_packet
|
||||
for i=1, #raw_pixels do
|
||||
packets[#packets +1] = raw_pixels[i]
|
||||
end
|
||||
raw_pixels = {}
|
||||
end
|
||||
else
|
||||
-- encode raw pixels, if any
|
||||
if #raw_pixels > 0 then
|
||||
raw_packet = string.char(#raw_pixels - 1)
|
||||
packets[#packets + 1] = raw_packet
|
||||
for i=1, #raw_pixels do
|
||||
packets[#packets +1] = raw_pixels[i]
|
||||
end
|
||||
raw_pixels = {}
|
||||
end
|
||||
-- RLE encoding
|
||||
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r, previous_a)
|
||||
packets[#packets +1] = rle_packet
|
||||
end
|
||||
end
|
||||
count = 1
|
||||
previous_r = pixel[1]
|
||||
previous_g = pixel[2]
|
||||
previous_b = pixel[3]
|
||||
previous_a = pixel[4]
|
||||
else
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
if 1 == count then
|
||||
raw_pixel = string.char(previous_b, previous_g, previous_r, previous_a)
|
||||
raw_pixels[#raw_pixels + 1] = raw_pixel
|
||||
raw_packet = string.char(#raw_pixels - 1)
|
||||
packets[#packets + 1] = raw_packet
|
||||
for i=1, #raw_pixels do
|
||||
packets[#packets +1] = raw_pixels[i]
|
||||
end
|
||||
raw_pixels = {}
|
||||
else
|
||||
-- encode raw pixels, if any
|
||||
if #raw_pixels > 0 then
|
||||
raw_packet = string.char(#raw_pixels - 1)
|
||||
packets[#packets + 1] = raw_packet
|
||||
for i=1, #raw_pixels do
|
||||
packets[#packets +1] = raw_pixels[i]
|
||||
end
|
||||
raw_pixels = {}
|
||||
end
|
||||
-- RLE encoding
|
||||
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r, previous_a)
|
||||
packets[#packets +1] = rle_packet
|
||||
end
|
||||
self.data = self.data .. table.concat(packets)
|
||||
end
|
||||
|
||||
function image:encode_footer()
|
||||
self.data = self.data
|
||||
.. string.char(0, 0, 0, 0) -- extension area offset
|
||||
.. string.char(0, 0, 0, 0) -- developer area offset
|
||||
.. "TRUEVISION-XFILE"
|
||||
.. "."
|
||||
.. string.char(0)
|
||||
end
|
||||
|
||||
function image:encode(properties)
|
||||
self.data = ""
|
||||
self:encode_header(properties) -- header
|
||||
-- no color map and image id data
|
||||
self:encode_data(properties) -- encode data
|
||||
-- no extension or developer area
|
||||
self:encode_footer() -- footer
|
||||
end
|
||||
|
||||
function image:save(filename, properties)
|
||||
local properties = properties or {}
|
||||
properties.colormap = properties.colormap or {}
|
||||
properties.compression = properties.compression or "RAW"
|
||||
|
||||
self.pixel_depth = #self.pixels[1][1] * 8
|
||||
|
||||
local color_format_defaults_by_pixel_depth = {
|
||||
[8] = "Y8",
|
||||
[24] = "B8G8R8",
|
||||
[32] = "B8G8R8A8",
|
||||
}
|
||||
if nil == properties.color_format then
|
||||
if 0 ~= #properties.colormap then
|
||||
properties.color_format =
|
||||
color_format_defaults_by_pixel_depth[
|
||||
#properties.colormap[1] * 8
|
||||
]
|
||||
else
|
||||
properties.color_format =
|
||||
color_format_defaults_by_pixel_depth[
|
||||
self.pixel_depth
|
||||
]
|
||||
end
|
||||
end
|
||||
assert( nil ~= properties.color_format )
|
||||
|
||||
self:encode(properties)
|
||||
|
||||
local f = assert(io.open(filename, "wb"))
|
||||
f:write(self.data)
|
||||
f:close()
|
||||
end
|
||||
|
||||
tga_encoder.image = image
|
|
@ -0,0 +1,2 @@
|
|||
name = tga_encoder
|
||||
description = A TGA Encoder written in Lua without the use of external Libraries.
|
|
@ -95,6 +95,13 @@ local cod = {
|
|||
self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0})
|
||||
end
|
||||
end
|
||||
end,
|
||||
on_rightclick = function(self, clicker)
|
||||
if clicker:get_wielded_item():get_name() == "mcl_buckets:bucket_water" then
|
||||
self.object:remove()
|
||||
clicker:set_wielded_item("mcl_fishing:bucket_cod")
|
||||
awards.unlock(clicker:get_player_name(), "mcl:tacticalFishing")
|
||||
end
|
||||
end
|
||||
}
|
||||
|
||||
|
|
|
@ -21,9 +21,11 @@ local S = minetest.get_translator("extra_mobs")
|
|||
local followitem = "mcl_farming:sweet_berry"
|
||||
|
||||
local fox = {
|
||||
type = "monster",
|
||||
type = "animal",
|
||||
passive = false,
|
||||
spawn_class = "hostile",
|
||||
skittish = true,
|
||||
runaway = true,
|
||||
hp_min = 10,
|
||||
hp_max = 10,
|
||||
xp_min = 1,
|
||||
|
@ -32,9 +34,20 @@ local fox = {
|
|||
attack_type = "dogfight",
|
||||
damage = 2,
|
||||
reach = 1.5,
|
||||
jump = true,
|
||||
makes_footstep_sound = true,
|
||||
walk_velocity = 3,
|
||||
run_velocity = 6,
|
||||
follow_velocity = 2,
|
||||
follow = followitem,
|
||||
pathfinding = 1,
|
||||
fear_height = 4,
|
||||
view_range = 16,
|
||||
collisionbox = {-0.3, -0.01, -0.3, 0.3, 0.84, 0.3},
|
||||
specific_attack = { "mobs_mc:chicken", "extra_mobs:cod", "extra_mobs:salmon" },
|
||||
visual = "mesh",
|
||||
mesh = "extra_mobs_fox.b3d",
|
||||
rotate = 270,
|
||||
textures = { {
|
||||
"extra_mobs_fox.png",
|
||||
"extra_mobs_trans.png",
|
||||
|
@ -42,10 +55,6 @@ local fox = {
|
|||
visual_size = {x=3, y=3},
|
||||
sounds = {
|
||||
},
|
||||
jump = true,
|
||||
makes_footstep_sound = true,
|
||||
walk_velocity = 3,
|
||||
run_velocity = 6,
|
||||
drops = {
|
||||
},
|
||||
animation = {
|
||||
|
@ -63,9 +72,9 @@ local fox = {
|
|||
lay_start = 34,
|
||||
lay_end = 34,
|
||||
},
|
||||
runaway = true,
|
||||
on_spawn = function(self)
|
||||
if minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:snow") ~= nil or minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:dirt_with_grass_snow") ~= nil then
|
||||
if minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:snow") ~= nil
|
||||
or minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:dirt_with_grass_snow") ~= nil then
|
||||
self.object:set_properties({textures={"extra_mobs_artic_fox.png", "extra_mobs_trans.png"}})
|
||||
end
|
||||
end,
|
||||
|
@ -83,7 +92,11 @@ local fox = {
|
|||
end)
|
||||
end
|
||||
for _,object in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 8)) do
|
||||
if object and not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "extra_mobs:fox" and self.state ~= "attack" and math.random(1, 500) == 1 then
|
||||
if object
|
||||
and not object:is_player()
|
||||
and object:get_luaentity()
|
||||
and object:get_luaentity().name == "extra_mobs:fox"
|
||||
and self.state ~= "attack" and math.random(1, 500) == 1 then
|
||||
self.horny = true
|
||||
end
|
||||
local lp = object:get_pos()
|
||||
|
@ -93,26 +106,37 @@ local fox = {
|
|||
y = lp.y - s.y,
|
||||
z = lp.z - s.z
|
||||
}
|
||||
if object and object:is_player() and not object:get_player_control().sneak or not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mobs_mc:wolf" then
|
||||
-- scare logic
|
||||
if (object
|
||||
and object:is_player()
|
||||
and not object:get_player_control().sneak)
|
||||
or (not object:is_player()
|
||||
and object:get_luaentity()
|
||||
and object:get_luaentity().name == "mobs_mc:wolf") then
|
||||
-- don't keep setting it once it's set
|
||||
if not self.state == "runaway" then
|
||||
self.state = "runaway"
|
||||
self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0})
|
||||
if self.reach > vector.distance(self.object:get_pos(), object:get_pos()) and self.timer > .9 then
|
||||
end
|
||||
-- if it is within a distance of the player or wolf
|
||||
if 6 > vector.distance(self.object:get_pos(), object:get_pos()) then
|
||||
self.timer = self.timer + 1
|
||||
-- have some time before getting scared
|
||||
if self.timer > 6 then
|
||||
self.timer = 0
|
||||
object:punch(self.object, 1.0, {
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy = self.damage}
|
||||
-- punch the fox for the player, but don't do any damage
|
||||
self.object:punch(object, 0, {
|
||||
full_punch_interval = 0,
|
||||
damage_groups = {fleshy = 0}
|
||||
}, nil)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end,
|
||||
do_punch = function(self)
|
||||
self.state = "runaway"
|
||||
end,
|
||||
follow = followitem,
|
||||
fear_height = 4,
|
||||
view_range = 16,
|
||||
specific_attack = { "mobs_mc:chicken", "extra_mobs:cod", "extra_mobs:salmon" },
|
||||
}
|
||||
|
||||
mobs:register_mob("extra_mobs:fox", fox)
|
||||
|
|
|
@ -231,3 +231,13 @@ water)
|
|||
|
||||
-- spawn egg
|
||||
mobs:register_egg("extra_mobs:glow_squid", S("Glow Squid"), "extra_mobs_spawn_icon_glow_squid.png", 0)
|
||||
|
||||
-- dropped item (used to craft glowing itemframe)
|
||||
|
||||
minetest.register_craftitem("extra_mobs:glow_ink_sac", {
|
||||
description = S("Glow Ink Sac"),
|
||||
_doc_items_longdesc = S("Use it to craft the Glow Item Frame."),
|
||||
_doc_items_usagehelp = S("Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame."),
|
||||
inventory_image = "extra_mobs_glow_ink_sac.png",
|
||||
groups = { craftitem = 1 },
|
||||
})
|
||||
|
|
|
@ -1,330 +0,0 @@
|
|||
local S = minetest.get_translator("extra_mobs")
|
||||
|
||||
minetest.register_craftitem("extra_mobs:glow_ink_sac", {
|
||||
description = S("Glow Ink Sac"),
|
||||
_doc_items_longdesc = S("Use it to craft the Glow Item Frame."),
|
||||
_doc_items_usagehelp = S("Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame."),
|
||||
inventory_image = "extra_mobs_glow_ink_sac.png",
|
||||
groups = { craftitem = 1 },
|
||||
})
|
||||
|
||||
|
||||
--------------------
|
||||
|
||||
--[[This mod is originally by Zeg9, but heavily modified for MineClone 2.
|
||||
|
||||
Model created by 22i, licensed under the
|
||||
GNU GPLv3 <https://www.gnu.org/licenses/gpl-3.0.html>.
|
||||
|
||||
Source: <https://github.com/22i/amc>
|
||||
]]
|
||||
|
||||
|
||||
local VISUAL_SIZE = 0.3
|
||||
|
||||
minetest.register_entity("extra_mobs:glow_item_frame_item",{
|
||||
hp_max = 1,
|
||||
visual = "wielditem",
|
||||
visual_size = {x=VISUAL_SIZE, y=VISUAL_SIZE},
|
||||
physical = false,
|
||||
pointable = false,
|
||||
textures = { "blank.png" },
|
||||
_texture = "blank.png",
|
||||
_scale = 1,
|
||||
glow = minetest.LIGHT_MAX,
|
||||
|
||||
on_activate = function(self, staticdata)
|
||||
if staticdata ~= nil and staticdata ~= "" then
|
||||
local data = staticdata:split(';')
|
||||
if data and data[1] and data[2] then
|
||||
self._nodename = data[1]
|
||||
self._texture = data[2]
|
||||
if data[3] then
|
||||
self._scale = data[3]
|
||||
else
|
||||
self._scale = 1
|
||||
end
|
||||
end
|
||||
end
|
||||
if self._texture ~= nil then
|
||||
self.object:set_properties({
|
||||
textures={self._texture},
|
||||
visual_size={x=VISUAL_SIZE/self._scale, y=VISUAL_SIZE/self._scale},
|
||||
})
|
||||
end
|
||||
end,
|
||||
get_staticdata = function(self)
|
||||
if not self then return end
|
||||
if self._nodename ~= nil and self._texture ~= nil then
|
||||
local ret = self._nodename .. ';' .. self._texture
|
||||
if self._scale ~= nil then
|
||||
ret = ret .. ';' .. tostring(self._scale)
|
||||
end
|
||||
return ret
|
||||
end
|
||||
return ""
|
||||
end,
|
||||
|
||||
_update_texture = function(self)
|
||||
if self._texture ~= nil then
|
||||
self.object:set_properties({
|
||||
textures={self._texture},
|
||||
visual_size={x=VISUAL_SIZE/self._scale, y=VISUAL_SIZE/self._scale},
|
||||
})
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
|
||||
local facedir = {}
|
||||
facedir[0] = {x=0,y=0,z=1}
|
||||
facedir[1] = {x=1,y=0,z=0}
|
||||
facedir[2] = {x=0,y=0,z=-1}
|
||||
facedir[3] = {x=-1,y=0,z=0}
|
||||
|
||||
local remove_item_entity = function(pos, node)
|
||||
local objs = nil
|
||||
if node.name == "extra_mobs:glow_item_frame" then
|
||||
objs = minetest.get_objects_inside_radius(pos, .5)
|
||||
end
|
||||
if objs then
|
||||
for _, obj in ipairs(objs) do
|
||||
if obj and obj:get_luaentity() and obj:get_luaentity().name == "extra_mobs:glow_item_frame_item" then
|
||||
obj:remove()
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local update_item_entity = function(pos, node, param2)
|
||||
remove_item_entity(pos, node)
|
||||
local meta = minetest.get_meta(pos)
|
||||
local inv = meta:get_inventory()
|
||||
local item = inv:get_stack("main", 1)
|
||||
if not item:is_empty() then
|
||||
if not param2 then
|
||||
param2 = node.param2
|
||||
end
|
||||
if node.name == "extra_mobs:glow_item_frame" then
|
||||
local posad = facedir[param2]
|
||||
pos.x = pos.x + posad.x*6.5/16
|
||||
pos.y = pos.y + posad.y*6.5/16
|
||||
pos.z = pos.z + posad.z*6.5/16
|
||||
end
|
||||
local e = minetest.add_entity(pos, "extra_mobs:glow_item_frame_item")
|
||||
local lua = e:get_luaentity()
|
||||
lua._nodename = node.name
|
||||
local itemname = item:get_name()
|
||||
if itemname == "" or itemname == nil then
|
||||
lua._texture = "blank.png"
|
||||
lua._scale = 1
|
||||
else
|
||||
lua._texture = itemname
|
||||
local def = minetest.registered_items[itemname]
|
||||
if def and def.wield_scale then
|
||||
lua._scale = def.wield_scale.x
|
||||
else
|
||||
lua._scale = 1
|
||||
end
|
||||
end
|
||||
lua:_update_texture()
|
||||
if node.name == "extra_mobs:glow_item_frame" then
|
||||
local yaw = math.pi*2 - param2 * math.pi/2
|
||||
e:set_yaw(yaw)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local drop_item = function(pos, node, meta, clicker)
|
||||
local cname = ""
|
||||
if clicker and clicker:is_player() then
|
||||
cname = clicker:get_player_name()
|
||||
end
|
||||
if node.name == "extra_mobs:glow_item_frame" and not minetest.is_creative_enabled(cname) then
|
||||
local inv = meta:get_inventory()
|
||||
local item = inv:get_stack("main", 1)
|
||||
if not item:is_empty() then
|
||||
minetest.add_item(pos, item)
|
||||
end
|
||||
end
|
||||
meta:set_string("infotext", "")
|
||||
remove_item_entity(pos, node)
|
||||
end
|
||||
|
||||
minetest.register_node("extra_mobs:glow_item_frame",{
|
||||
description = S("Glow Item Frame"),
|
||||
_tt_help = S("Can hold an item and glows"),
|
||||
_doc_items_longdesc = S("Glow Item frames are decorative blocks in which items can be placed."),
|
||||
_doc_items_usagehelp = S("Just place any item on the item frame. Use the item frame again to retrieve the item."),
|
||||
drawtype = "mesh",
|
||||
is_ground_content = false,
|
||||
mesh = "extra_mobs_glow_item_frame.obj",
|
||||
selection_box = { type = "fixed", fixed = {-6/16, -6/16, 7/16, 6/16, 6/16, 0.5} },
|
||||
collision_box = { type = "fixed", fixed = {-6/16, -6/16, 7/16, 6/16, 6/16, 0.5} },
|
||||
tiles = {"extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png"},
|
||||
inventory_image = "extra_mobs_glow_item_frame_item.png",
|
||||
wield_image = "extra_mobs_glow_item_frame.png",
|
||||
paramtype = "light",
|
||||
paramtype2 = "facedir",
|
||||
|
||||
--FIXME: should only be glowing, no light source. How is that possible with a node?
|
||||
light_source = 1,
|
||||
|
||||
sunlight_propagates = true,
|
||||
groups = { dig_immediate=3,deco_block=1,dig_by_piston=1,container=7,attached_node_facedir=1 },
|
||||
sounds = mcl_sounds.node_sound_defaults(),
|
||||
node_placement_prediction = "",
|
||||
on_place = function(itemstack, placer, pointed_thing)
|
||||
if pointed_thing.type ~= "node" then
|
||||
return itemstack
|
||||
end
|
||||
|
||||
-- Use pointed node's on_rightclick function first, if present
|
||||
local node = minetest.get_node(pointed_thing.under)
|
||||
if placer and not placer:get_player_control().sneak then
|
||||
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
|
||||
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
|
||||
end
|
||||
end
|
||||
|
||||
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
|
||||
end,
|
||||
on_construct = function(pos)
|
||||
local meta = minetest.get_meta(pos)
|
||||
local inv = meta:get_inventory()
|
||||
inv:set_size("main", 1)
|
||||
end,
|
||||
on_rightclick = function(pos, node, clicker, itemstack)
|
||||
if not itemstack then
|
||||
return
|
||||
end
|
||||
local pname = clicker:get_player_name()
|
||||
if minetest.is_protected(pos, pname) then
|
||||
minetest.record_protection_violation(pos, pname)
|
||||
return
|
||||
end
|
||||
local meta = minetest.get_meta(pos)
|
||||
drop_item(pos, node, meta, clicker)
|
||||
local inv = meta:get_inventory()
|
||||
if itemstack:is_empty() then
|
||||
remove_item_entity(pos, node)
|
||||
meta:set_string("infotext", "")
|
||||
inv:set_stack("main", 1, "")
|
||||
return itemstack
|
||||
end
|
||||
local put_itemstack = ItemStack(itemstack)
|
||||
put_itemstack:set_count(1)
|
||||
inv:set_stack("main", 1, put_itemstack)
|
||||
update_item_entity(pos, node)
|
||||
-- Add node infotext when item has been named
|
||||
local imeta = itemstack:get_meta()
|
||||
local iname = imeta:get_string("name")
|
||||
if iname then
|
||||
meta:set_string("infotext", iname)
|
||||
end
|
||||
|
||||
if not minetest.is_creative_enabled(clicker:get_player_name()) then
|
||||
itemstack:take_item()
|
||||
end
|
||||
return itemstack
|
||||
end,
|
||||
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
|
||||
local name = player:get_player_name()
|
||||
if minetest.is_protected(pos, name) then
|
||||
minetest.record_protection_violation(pos, name)
|
||||
return 0
|
||||
else
|
||||
return count
|
||||
end
|
||||
end,
|
||||
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
|
||||
local name = player:get_player_name()
|
||||
if minetest.is_protected(pos, name) then
|
||||
minetest.record_protection_violation(pos, name)
|
||||
return 0
|
||||
else
|
||||
return stack:get_count()
|
||||
end
|
||||
end,
|
||||
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
|
||||
local name = player:get_player_name()
|
||||
if minetest.is_protected(pos, name) then
|
||||
minetest.record_protection_violation(pos, name)
|
||||
return 0
|
||||
else
|
||||
return stack:get_count()
|
||||
end
|
||||
end,
|
||||
on_destruct = function(pos)
|
||||
local meta = minetest.get_meta(pos)
|
||||
local node = minetest.get_node(pos)
|
||||
drop_item(pos, node, meta)
|
||||
end,
|
||||
on_rotate = function(pos, node, user, mode, param2)
|
||||
if mode == screwdriver.ROTATE_FACE then
|
||||
-- Rotate face
|
||||
local meta = minetest.get_meta(pos)
|
||||
local node = minetest.get_node(pos)
|
||||
|
||||
local objs = nil
|
||||
if node.name == "extra_mobs:glow_item_frame" then
|
||||
objs = minetest.get_objects_inside_radius(pos, .5)
|
||||
end
|
||||
if objs then
|
||||
for _, obj in ipairs(objs) do
|
||||
if obj and obj:get_luaentity() and obj:get_luaentity().name == "extra_mobs:glow_item_frame_item" then
|
||||
update_item_entity(pos, node, (node.param2+1) % 4)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
return
|
||||
elseif mode == screwdriver.ROTATE_AXIS then
|
||||
return false
|
||||
end
|
||||
end,
|
||||
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
type = "shapeless",
|
||||
output = 'extra_mobs:glow_item_frame',
|
||||
recipe = {'mcl_itemframes:item_frame', 'extra_mobs:glow_ink_sac'},
|
||||
})
|
||||
|
||||
minetest.register_lbm({
|
||||
label = "Update legacy item frames",
|
||||
name = "extra_mobs:update_legacy_glow_item_frames",
|
||||
nodenames = {"extra_mobs:glow_frame"},
|
||||
action = function(pos, node)
|
||||
-- Swap legacy node, then respawn entity
|
||||
node.name = "extra_mobs:glow_item_frame"
|
||||
local meta = minetest.get_meta(pos)
|
||||
local item = meta:get_string("item")
|
||||
minetest.swap_node(pos, node)
|
||||
if item ~= "" then
|
||||
local itemstack = ItemStack(minetest.deserialize(meta:get_string("itemdata")))
|
||||
local inv = meta:get_inventory()
|
||||
inv:set_size("main", 1)
|
||||
if not itemstack:is_empty() then
|
||||
inv:set_stack("main", 1, itemstack)
|
||||
end
|
||||
end
|
||||
update_item_entity(pos, node)
|
||||
end,
|
||||
})
|
||||
|
||||
-- FIXME: Item entities can get destroyed by /clearobjects
|
||||
minetest.register_lbm({
|
||||
label = "Respawn item frame item entities",
|
||||
name = "extra_mobs:respawn_entities",
|
||||
nodenames = {"extra_mobs:glow_item_frame"},
|
||||
run_at_every_load = true,
|
||||
action = function(pos, node)
|
||||
update_item_entity(pos, node)
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_alias("extra_mobs:glow_frame", "extra_mobs:glow_item_frame")
|
||||
|
||||
--------------------
|
|
@ -21,8 +21,3 @@ dofile(path .. "/cod.lua")
|
|||
dofile(path .. "/salmon.lua")
|
||||
dofile(path .. "/dolphin.lua")
|
||||
dofile(path .. "/glow_squid.lua")
|
||||
|
||||
--Items
|
||||
dofile(path .. "/glow_squid_items.lua")
|
||||
|
||||
|
||||
|
|
|
@ -1,17 +1,11 @@
|
|||
# textdomain:extra_mobs
|
||||
Hoglin=Hoglin
|
||||
piglin=Piglin
|
||||
piglin Brute=Piglin Barbare
|
||||
Piglin=Piglin
|
||||
Piglin Brute=Piglin Barbare
|
||||
Strider=Arpenteur
|
||||
Fox=Renard
|
||||
Cod=Poisson
|
||||
Salmon=Saumon
|
||||
dolphin=Dauphin
|
||||
Dolphin=Dauphin
|
||||
Glow Squid=Pieuvre Lumineuse
|
||||
Glow Ink Sac=Sac d'Encre Lumineuse
|
||||
Use it to craft the Glow Item Frame.=Utilisez le pour fabriquer le Cadre à Objet Lumineux
|
||||
Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame.=Utiliser le Sac d'Encre Lumineuse et le Cadre à Objet normal pour fabriquer le Cadre à Objet Lumineux.
|
||||
Glow Item Frame=Cadre à Objet Lumineux
|
||||
Can hold an item and glows=Peut exposer un objet et éclairer
|
||||
Glow Item frames are decorative blocks in which items can be placed.=les Cadres à Objet Lumineux sont des blocs décoratifs pouvant contenir des objets.
|
||||
Just place any item on the item frame. Use the item frame again to retrieve the item.=Placer n'importe quel objet sur le cadre. Récupérer l'objet en faisant un clic droit sur le cadre.
|
|
@ -9,9 +9,3 @@ Salmon=Лосось
|
|||
dolphin=Дельфин
|
||||
Glow Squid=Светящийся спрут
|
||||
Glow Ink Sac=Светящийся чернильный мешок
|
||||
Use it to craft the Glow Item Frame.=Используется для крафта светящейся рамки.
|
||||
Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame.=Используйте светящийся чернильный мешок и обычную рамку для крафта светящейся рамки.
|
||||
Glow Item Frame=Светящаяся рамка
|
||||
Can hold an item and glows=Светится и может хранить предмет
|
||||
Glow Item frames are decorative blocks in which items can be placed.=Светящаяся рамка это декоративный блок в который можно положить предметы.
|
||||
Just place any item on the item frame. Use the item frame again to retrieve the item.=Просто используйте любой предмет на рамке. Используйте рамку снова, чтобы забрать предмет.
|
|
@ -1,17 +1,11 @@
|
|||
# textdomain:extra_mobs
|
||||
Hoglin=
|
||||
piglin=
|
||||
piglin Brute=
|
||||
Piglin=
|
||||
Piglin Brute=
|
||||
Strider=
|
||||
Fox=
|
||||
Cod=
|
||||
Salmon=
|
||||
dolphin=
|
||||
Dolphin=
|
||||
Glow Squid=
|
||||
Glow Ink Sac=
|
||||
Use it to craft the Glow Item Frame.=
|
||||
Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame.=
|
||||
Glow Item Frame=
|
||||
Can hold an item and glows=
|
||||
Glow Item frames are decorative blocks in which items can be placed.=
|
||||
Just place any item on the item frame. Use the item frame again to retrieve the item.=
|
|
@ -55,6 +55,13 @@ local salmon = {
|
|||
view_range = 16,
|
||||
runaway = true,
|
||||
fear_height = 4,
|
||||
on_rightclick = function(self, clicker)
|
||||
if clicker:get_wielded_item():get_name() == "mcl_buckets:bucket_water" then
|
||||
self.object:remove()
|
||||
clicker:set_wielded_item("mcl_fishing:bucket_salmon")
|
||||
awards.unlock(clicker:get_player_name(), "mcl:tacticalFishing")
|
||||
end
|
||||
end
|
||||
}
|
||||
|
||||
mobs:register_mob("extra_mobs:salmon", salmon)
|
||||
|
|
Before Width: | Height: | Size: 296 B After Width: | Height: | Size: 296 B |
|
@ -0,0 +1,13 @@
|
|||
# textdomain: mcl_boats
|
||||
Acacia Boat=Barca de Cacièr
|
||||
Birch Boat=Barca de Bèç
|
||||
Boat=Barca
|
||||
Boats are used to travel on the surface of water.= Las Barcas permetàn de vogar per l'aiga.
|
||||
Dark Oak Boat=Barca de Jàrric
|
||||
Jungle Boat=Barca de Jungla
|
||||
Oak Boat=Barca de Ròure
|
||||
Obsidian Boat=Barca d'Obsidiana
|
||||
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.=Fasetz un clic dreit sobre una sorça d'aiga per botar la barca. Fasetz un clic dreit sobre la barca per ne'n dintrar. Utilisatz [Esquèrra] e [Dreita] per menar, [Davant] per accelerar, e [Darrèir] per alentir o recular. Utilizatz [S'acatar] per o quitar, picatz la barca per o faire tombar en objèct.
|
||||
Spruce Boat=Barca de Sap
|
||||
Water vehicle=Veïcule d'Aiga
|
||||
Sneak to dismount=S'acatar per descendre
|
|
@ -0,0 +1,3 @@
|
|||
# textdomain: mcl_falling_nodes
|
||||
@1 was smashed by a falling anvil.=@1 fuguèt espotit per una enclutge.
|
||||
@1 was smashed by a falling block.=@1 fuguèt espotit per un blòc.
|
|
@ -156,6 +156,10 @@ minetest.register_globalstep(function(dtime)
|
|||
object:set_velocity({x=0,y=0,z=0})
|
||||
object:set_acceleration({x=0,y=0,z=0})
|
||||
|
||||
if object._flowing then
|
||||
object._flowing = false
|
||||
end
|
||||
|
||||
object:move_to(checkpos)
|
||||
|
||||
pool[name] = pool[name] + 1
|
||||
|
@ -795,6 +799,9 @@ minetest.register_entity(":__builtin:item", {
|
|||
|
||||
local oldvel = self.object:get_velocity() -- v is vector, vel is velocity
|
||||
|
||||
-- apply gravity *before* drag computations
|
||||
oldvel.y = oldvel.y - get_gravity() * dtime
|
||||
|
||||
-- drag
|
||||
local fluid_drag = item_drop_settings.fluid_drag
|
||||
|
||||
|
@ -809,12 +816,6 @@ minetest.register_entity(":__builtin:item", {
|
|||
newv.y = newv.y - (oldvel.y - newv.y) * fluid_drag * dtime
|
||||
newv.z = newv.z - (oldvel.z - newv.z) * fluid_drag * dtime
|
||||
|
||||
newv.y = newv.y + -0.22 -- (keep slight downward thrust from previous version of code)
|
||||
-- NOTE: is there any particular reason we have this, anyway?
|
||||
-- since fluid drag is now on, we could as well just
|
||||
-- apply gravity here; drag will slow down the fall
|
||||
-- realistically
|
||||
|
||||
self.object:set_velocity({x = oldvel.x + newv.x * dtime, y = oldvel.y + newv.y * dtime, z = oldvel.z + newv.z * dtime})
|
||||
|
||||
self.physical_state = true
|
||||
|
|
|
@ -88,7 +88,7 @@ local function land_state_switch(self, dtime)
|
|||
end
|
||||
|
||||
--ignore everything else if following
|
||||
if mobs.check_following(self) and
|
||||
if mobs.check_following(self, dtime) and
|
||||
(not self.breed_lookout_timer or (self.breed_lookout_timer and self.breed_lookout_timer == 0)) and
|
||||
(not self.breed_timer or (self.breed_timer and self.breed_timer == 0)) then
|
||||
self.state = "follow"
|
||||
|
@ -984,7 +984,7 @@ function mobs.mob_step(self, dtime)
|
|||
|
||||
--go get the closest player
|
||||
if attacking then
|
||||
|
||||
mobs.do_head_logic(self, dtime, attacking)
|
||||
self.memory = 6 --6 seconds of memory
|
||||
|
||||
--set initial punch timer
|
||||
|
@ -1040,6 +1040,7 @@ function mobs.mob_step(self, dtime)
|
|||
--don't break eye contact
|
||||
if self.hostile and self.attacking then
|
||||
mobs.set_yaw_while_attacking(self)
|
||||
mobs.do_head_logic(self, dtime, self.attacking)
|
||||
end
|
||||
|
||||
--perfectly reset pause_timer
|
||||
|
|
|
@ -26,6 +26,8 @@ local math_random = math.random
|
|||
|_|
|
||||
]]--
|
||||
|
||||
local minetest_line_of_sight = minetest.line_of_sight
|
||||
|
||||
mobs.explode_attack_walk = function(self,dtime)
|
||||
|
||||
--this needs an exception
|
||||
|
@ -36,17 +38,27 @@ mobs.explode_attack_walk = function(self,dtime)
|
|||
|
||||
mobs.set_yaw_while_attacking(self)
|
||||
|
||||
local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos())
|
||||
local pos = self.object:get_pos()
|
||||
local attack_pos = self.attacking:get_pos()
|
||||
local distance_from_attacking = vector_distance(pos, attack_pos)
|
||||
|
||||
--make mob walk up to player within 2 nodes distance then start exploding
|
||||
if distance_from_attacking >= self.reach and
|
||||
--don't allow explosion to cancel unless out of the reach boundary
|
||||
not (self.explosion_animation and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_reach) then
|
||||
if (
|
||||
distance_from_attacking >= self.reach and
|
||||
|
||||
--don't allow explosion to cancel unless out of the reach boundary
|
||||
not (self.explosion_animation and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_reach) or
|
||||
--don't allow creeper to finish exploding animation if can't see target
|
||||
not minetest_line_of_sight(
|
||||
{x = pos.x, y = pos.y + self.eye_height, z = pos.z},
|
||||
{x = attack_pos.x, y = attack_pos.y + (self.attacking.eye_height or 0), z = attack_pos.z}
|
||||
)
|
||||
) then
|
||||
mobs.set_velocity(self, self.run_velocity)
|
||||
mobs.set_mob_animation(self,"run")
|
||||
|
||||
mobs.reverse_explosion_animation(self,dtime)
|
||||
|
||||
else
|
||||
mobs.set_velocity(self,0)
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
|
|||
local vector = vector
|
||||
|
||||
--check to see if someone nearby has some tasty food
|
||||
mobs.check_following = function(self) -- returns true or false
|
||||
mobs.check_following = function(self, dtime) -- returns true or false
|
||||
--ignore
|
||||
if not self.follow then
|
||||
self.following_person = nil
|
||||
|
@ -15,6 +15,7 @@ mobs.check_following = function(self) -- returns true or false
|
|||
|
||||
--check if the follower is a player incase they log out
|
||||
if follower and follower:is_player() then
|
||||
mobs.do_head_logic(self, dtime, follower)
|
||||
local stack = follower:get_wielded_item()
|
||||
--safety check
|
||||
if not stack then
|
||||
|
|
|
@ -6,9 +6,9 @@ local degrees = function(yaw)
|
|||
return yaw*180.0/math.pi
|
||||
end
|
||||
|
||||
mobs.do_head_logic = function(self,dtime)
|
||||
mobs.do_head_logic = function(self, dtime, player)
|
||||
|
||||
local player = minetest.get_player_by_name("singleplayer")
|
||||
local player = player or minetest.get_player_by_name("singleplayer")
|
||||
|
||||
local look_at = player:get_pos()
|
||||
look_at.y = look_at.y + player:get_properties().eye_height
|
||||
|
@ -89,10 +89,21 @@ mobs.do_head_logic = function(self,dtime)
|
|||
head_pitch = head_pitch + self.head_pitch_modifier
|
||||
end
|
||||
|
||||
local head_bone = self.head_bone
|
||||
if (type(head_bone) == "table") then
|
||||
for _, v in pairs(head_bone) do
|
||||
if self.swap_y_with_x then
|
||||
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0))
|
||||
self.object:set_bone_position(v, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0))
|
||||
else
|
||||
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw)))
|
||||
self.object:set_bone_position(v, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw)))
|
||||
end
|
||||
end
|
||||
else
|
||||
if self.swap_y_with_x then
|
||||
self.object:set_bone_position(head_bone, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0))
|
||||
else
|
||||
self.object:set_bone_position(head_bone, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw)))
|
||||
end
|
||||
end
|
||||
--set_bone_position([bone, position, rotation])
|
||||
end
|
|
@ -0,0 +1,2 @@
|
|||
# textdomain:mcl_paintings
|
||||
Painting=Pintura
|
|
@ -61,6 +61,7 @@ dofile(path .. "/villager.lua") -- KrupnoPavel Mesh and animation by toby109tt
|
|||
--dofile(path .. "/agent.lua") -- Mesh and animation by toby109tt / https://github.com/22i
|
||||
|
||||
-- Illagers and witch
|
||||
dofile(path .. "/pillager.lua") -- Mesh by KrupnoPavel and MrRar, animation by MrRar
|
||||
dofile(path .. "/villager_evoker.lua") -- Mesh and animation by toby109tt / https://github.com/22i
|
||||
dofile(path .. "/villager_vindicator.lua") -- Mesh and animation by toby109tt / https://github.com/22i
|
||||
dofile(path .. "/villager_zombie.lua") -- Mesh and animation by toby109tt / https://github.com/22i
|
||||
|
|
|
@ -74,3 +74,4 @@ Tool Smith=Fabriquant d'outil
|
|||
Cleric=Clerc
|
||||
Nitwit=Crétin
|
||||
Protects you from death while wielding it=Vous protège de la mort en le maniant
|
||||
Pillager=Pillard
|
|
@ -0,0 +1,77 @@
|
|||
# textdomain: mobs_mc
|
||||
Totem of Undying=Totèm d'Imortalitat
|
||||
A totem of undying is a rare artifact which may safe you from certain death.=Un totèm d'imortalitat es un artefacte rara que pòt vos sauvar d'una mòrt surada.
|
||||
The totem only works while you hold it in your hand. If you receive fatal damage, you are saved from death and you get a second chance with 1 HP. The totem is destroyed in the process, however.=
|
||||
Agent=Agent
|
||||
Bat=Ratapenada
|
||||
Blaze=Blaze
|
||||
Chicken=Pola
|
||||
Cow=Vacha
|
||||
Mooshroom=Champavacha
|
||||
Creeper=Creeper
|
||||
Ender Dragon=Drac de l'End
|
||||
Enderman=Òme de l'End
|
||||
Endermite=Endarna
|
||||
Ghast=Trèva
|
||||
Elder Guardian=Gardian Ainat
|
||||
Guardian=Gardian
|
||||
Horse=Ega
|
||||
Skeleton Horse=Ega Esquelèta
|
||||
Zombie Horse=Ega Mòrtaviva
|
||||
Donkey=Asne
|
||||
Mule=Miula
|
||||
Iron Golem=Golèm de Fèrre
|
||||
Llama=Lama
|
||||
Ocelot=Ocelòt
|
||||
Parrot=Papagai
|
||||
Pig=Pòrc
|
||||
Polar Bear=Ors Polar
|
||||
Rabbit=Lapin
|
||||
Killer Bunny=Lapin Tuaire
|
||||
The Killer Bunny=Lo Lapin Tuaire
|
||||
Sheep=Moton
|
||||
Shulker=
|
||||
Silverfish=
|
||||
Skeleton=
|
||||
Stray=
|
||||
Wither Skeleton=
|
||||
Magma Cube=
|
||||
Slime=
|
||||
Snow Golem=
|
||||
Spider=
|
||||
Cave Spider=
|
||||
Squid=
|
||||
Vex=
|
||||
Evoker=
|
||||
Illusioner=
|
||||
Villager=
|
||||
Vindicator=
|
||||
Zombie Villager=
|
||||
Witch=
|
||||
Wither=
|
||||
Wolf=
|
||||
Husk=
|
||||
Zombie=
|
||||
Zombie Pigman=
|
||||
Iron Horse Armor=
|
||||
Iron horse armor can be worn by horses to increase their protection from harm a bit.=
|
||||
Golden Horse Armor=
|
||||
Golden horse armor can be worn by horses to increase their protection from harm.=
|
||||
Diamond Horse Armor=
|
||||
Diamond horse armor can be worn by horses to greatly increase their protection from harm.=
|
||||
Place it on a horse to put on the horse armor. Donkeys and mules can't wear horse armor.=
|
||||
Farmer=
|
||||
Fisherman=
|
||||
Fletcher=
|
||||
Shepherd=
|
||||
Librarian=
|
||||
Cartographer=
|
||||
Armorer=
|
||||
Leatherworker=
|
||||
Butcher=
|
||||
Weapon Smith=
|
||||
Tool Smith=
|
||||
Cleric=
|
||||
Nitwit=
|
||||
Protects you from death while wielding it=
|
||||
Pillager=
|
|
@ -74,3 +74,4 @@ Tool Smith=
|
|||
Cleric=
|
||||
Nitwit=
|
||||
Protects you from death while wielding it=
|
||||
Pillager=
|
||||
|
|
|
@ -0,0 +1,159 @@
|
|||
local S = minetest.get_translator("mobs_mc")
|
||||
|
||||
local function reload(self)
|
||||
if not self or not self.object then return end
|
||||
minetest.sound_play("mcl_bows_crossbow_drawback_1", {object = self.object, max_hear_distance=16}, true)
|
||||
local props = self.object:get_properties()
|
||||
if not props then return end
|
||||
props.textures[2] = "mcl_bows_crossbow_3.png^[resize:16x16"
|
||||
self.object:set_properties(props)
|
||||
end
|
||||
|
||||
local function reset_animation(self, animation)
|
||||
if not self or not self.object or self.current_animation ~= animation then return end
|
||||
self.current_animation = "stand_reload" -- Mobs Redo won't set the animation unless we do this
|
||||
mobs.set_mob_animation(self, animation)
|
||||
end
|
||||
|
||||
pillager = {
|
||||
description = S("Pillager"),
|
||||
type = "monster",
|
||||
spawn_class = "hostile",
|
||||
hostile = true,
|
||||
rotate = 270,
|
||||
hp_min = 24,
|
||||
hp_max = 24,
|
||||
xp_min = 6,
|
||||
xp_max = 6,
|
||||
breath_max = -1,
|
||||
eye_height = 1.5,
|
||||
projectile_cooldown = 3, -- Useless
|
||||
shoot_interval = 3, -- Useless
|
||||
shoot_offset = 1.5,
|
||||
dogshoot_switch = 1,
|
||||
dogshoot_count_max = 1.8,
|
||||
projectile_cooldown_min = 3,
|
||||
projectile_cooldown_max = 2.5,
|
||||
armor = {fleshy = 100},
|
||||
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3},
|
||||
pathfinding = 1,
|
||||
group_attack = true,
|
||||
visual = "mesh",
|
||||
mesh = "mobs_mc_pillager.b3d",
|
||||
|
||||
--head code
|
||||
has_head = false,
|
||||
head_bone = "head",
|
||||
|
||||
swap_y_with_x = true,
|
||||
reverse_head_yaw = true,
|
||||
|
||||
head_bone_pos_y = 2.4,
|
||||
head_bone_pos_z = 0,
|
||||
|
||||
head_height_offset = 1.1,
|
||||
head_direction_offset = 0,
|
||||
head_pitch_modifier = 0,
|
||||
--end head code
|
||||
|
||||
visual_size = {x=2.75, y=2.75},
|
||||
makes_footstep_sound = true,
|
||||
walk_velocity = 1.2,
|
||||
run_velocity = 4,
|
||||
damage = 2,
|
||||
reach = 8,
|
||||
view_range = 16,
|
||||
fear_height = 4,
|
||||
attack_type = "projectile",
|
||||
arrow = "mcl_bows:arrow_entity",
|
||||
sounds = {
|
||||
random = "mobs_mc_pillager_grunt2",
|
||||
war_cry = "mobs_mc_pillager_grunt1",
|
||||
death = "mobs_mc_pillager_ow2",
|
||||
damage = "mobs_mc_pillager_ow1",
|
||||
distance = 16,
|
||||
},
|
||||
textures = {
|
||||
{
|
||||
"mobs_mc_pillager.png", -- Skin
|
||||
"mcl_bows_crossbow_3.png^[resize:16x16", -- Wielded item
|
||||
}
|
||||
},
|
||||
drops = {
|
||||
{
|
||||
name = "mcl_bows:arrow",
|
||||
chance = 1,
|
||||
min = 0,
|
||||
max = 2,
|
||||
looting = "common",
|
||||
},
|
||||
{
|
||||
name = "mcl_bows:crossbow",
|
||||
chance = 100 / 8.5,
|
||||
min = 1,
|
||||
max = 1,
|
||||
looting = "rare",
|
||||
},
|
||||
},
|
||||
animation = {
|
||||
unloaded_walk_start = 1,
|
||||
unloaded_walk_end = 40,
|
||||
unloaded_stand_start = 41,
|
||||
unloaded_stand_end = 60,
|
||||
|
||||
reload_stand_speed = 20,
|
||||
reload_stand_start = 61,
|
||||
reload_stand_end = 100,
|
||||
|
||||
stand_speed = 6,
|
||||
stand_start = 101,
|
||||
stand_end = 109,
|
||||
|
||||
walk_speed = 25,
|
||||
walk_start = 111,
|
||||
walk_end = 150,
|
||||
run_speed = 40,
|
||||
run_start = 111,
|
||||
run_end = 150,
|
||||
|
||||
reload_run_speed = 20,
|
||||
reload_run_start = 151,
|
||||
reload_run_end = 190,
|
||||
|
||||
die_speed = 15,
|
||||
die_start = 191,
|
||||
die_end = 192,
|
||||
die_loop = false,
|
||||
|
||||
stand_unloaded_start = 40,
|
||||
stand_unloaded_end = 59,
|
||||
},
|
||||
shoot_arrow = function(self, pos, dir)
|
||||
minetest.sound_play("mcl_bows_crossbow_shoot", {object = self.object, max_hear_distance=16}, true)
|
||||
local props = self.object:get_properties()
|
||||
props.textures[2] = "mcl_bows_crossbow_0.png^[resize:16x16"
|
||||
self.object:set_properties(props)
|
||||
local old_anim = self.current_animation
|
||||
if old_anim == "run" then
|
||||
mobs.set_mob_animation(self, "reload_run")
|
||||
end
|
||||
if old_anim == "stand" then
|
||||
mobs.set_mob_animation(self, "reload_stand")
|
||||
end
|
||||
self.current_animation = old_anim -- Mobs Redo will imediately reset the animation otherwise
|
||||
minetest.after(1, reload, self)
|
||||
minetest.after(2, reset_animation, self, old_anim)
|
||||
mobs.shoot_projectile_handling(
|
||||
"mcl_bows:arrow", pos, dir, self.object:get_yaw(),
|
||||
self.object, 30, math.random(3,4))
|
||||
|
||||
-- While we are at it, change the sounds since there is no way to do this in Mobs Redo
|
||||
if self.sounds and self.sounds.random then
|
||||
self.sounds = table.copy(self.sounds)
|
||||
self.sounds.random = "mobs_mc_pillager_grunt" .. math.random(2)
|
||||
end
|
||||
end,
|
||||
}
|
||||
|
||||
mobs:register_mob("mobs_mc:pillager", pillager)
|
||||
mobs:register_egg("mobs_mc:pillager", S("Pillager"), "mobs_mc_spawn_icon_pillager.png", 0)
|
|
@ -82,7 +82,7 @@ mobs:register_mob("mobs_mc:sheep", {
|
|||
|
||||
--head code
|
||||
has_head = true,
|
||||
head_bone = "head",
|
||||
head_bone = {"hea1", "hea2",},
|
||||
|
||||
swap_y_with_x = false,
|
||||
reverse_head_yaw = false,
|
||||
|
|
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 477 B |
|
@ -712,6 +712,11 @@ local trade_inventory = {
|
|||
elseif listname == "output" then
|
||||
if not trader_exists(player:get_player_name()) then
|
||||
return 0
|
||||
-- Begin Award Code
|
||||
-- May need to be moved if award gets unlocked in the wrong cases.
|
||||
elseif trader_exists(player:get_player_name()) then
|
||||
awards.unlock(player:get_player_name(), "mcl:whatAdeal")
|
||||
-- End Award Code
|
||||
end
|
||||
-- Only allow taking full stack
|
||||
local count = stack:get_count()
|
||||
|
|
|
@ -0,0 +1,4 @@
|
|||
# textdomain: lightning
|
||||
@1 was struck by lightning.=@1 fuguèt pica·t·da per lo tròn
|
||||
Let lightning strike at the specified position or yourself=Pica lo tròn vès una posicion mencionada o sobre vosautr·e·a·s-mema
|
||||
No position specified and unknown player=Pas de posicion mencionada e jogair·e·a pas conegu·t·da
|
|
@ -1,4 +1,4 @@
|
|||
# textdomain: lightning
|
||||
@1 was struck by lightning.=@1 a été frappé(e) par la foudre.
|
||||
Let lightning strike at the specified position or yourself=Fait frapper la foudre à la position spécifiée ou sur vous-même
|
||||
Let lightning strike at the specified position or player. No parameter will strike yourself.=Fait frapper la foudre sur la position ou le joueur indiqué. Sans paramètre, la foudre frappera sur vous-même.
|
||||
No position specified and unknown player=Aucune position spécifiée et joueur inconnu
|
||||
|
|
|
@ -0,0 +1,3 @@
|
|||
# textdomain: mcl_void_damage
|
||||
The void is off-limits to you!=Lo voeida es defendut per vosautr·e·a·s !
|
||||
@1 fell into the endless void.=@1 es tombar dins la voeida infinida.
|
|
@ -5,4 +5,4 @@ Error: No weather specified.=Erreur: Aucune météo spécifiée.
|
|||
Error: Invalid parameters.=Erreur: Paramètres non valides.
|
||||
Error: Duration can't be less than 1 second.=Erreur: La durée ne peut pas être inférieure à 1 seconde.
|
||||
Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.=Erreur: Météo non valide spécifiée. Utilisez "clear" (clair), "rain" (pluie), "snow" (neige) ou "thunder" (tonnerre).
|
||||
Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)=Bascule entre temps clair et temps avec chute (au hasard entre pluie, orage ou neige)
|
||||
Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)=Bascule entre temps clair et temps avec des précipitations (au hasard entre pluie, orage ou neige)
|
||||
|
|
|
@ -611,7 +611,9 @@ do
|
|||
io.close(file)
|
||||
if string then
|
||||
local savetable = minetest.deserialize(string)
|
||||
for name, players_stored_data in pairs(savetable.players_stored_data) do
|
||||
local savetable_players_stored_data = savetable and savetable.players_stored_data
|
||||
if savetable_players_stored_data then
|
||||
for name, players_stored_data in pairs(savetable_players_stored_data) do
|
||||
doc.data.players[name] = {}
|
||||
doc.data.players[name].stored_data = players_stored_data
|
||||
end
|
||||
|
@ -619,6 +621,7 @@ do
|
|||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function doc.save_to_file()
|
||||
local savetable = {}
|
||||
|
|
|
@ -17,7 +17,6 @@ Skeleton view range: -50%=
|
|||
Creeper view range: -50%=
|
||||
Damage: @1=
|
||||
Damage (@1): @2=
|
||||
Durability: @1
|
||||
Healing: @1=
|
||||
Healing (@1): @2=
|
||||
Full punch interval: @1s=
|
||||
|
|
|
@ -6,12 +6,11 @@
|
|||
@1/@2 game joins=@1/@2 sessions
|
||||
@1/@2 placed=@1/@2 mis
|
||||
@1 (got)=@1 (obtenu)
|
||||
@1: @1=@1: @1
|
||||
@1: @2=@1: @2
|
||||
@1’s awards:=Récompenses de @1:
|
||||
(Secret Award)=(Récompense Secrètte)
|
||||
<achievement ID>=<Succès ID>
|
||||
<name>=<nom>
|
||||
A Cat in a Pop-Tart?!=Un chat beurré ?!
|
||||
Achievement gotten!=Succès obtenu !
|
||||
Achievement gotten:=Succès obtenu :
|
||||
Achievement gotten: @1=Succès obtenu : @1
|
||||
|
@ -28,9 +27,9 @@ Join the game.=Rejoignez le jeu.
|
|||
List awards in chat (deprecated)=Liste des récompenses dans le chat (obsolète)
|
||||
Place a block: @1=Placer un bloc: @1
|
||||
Place blocks: @1×@2=Placer des blocs: @1×@2
|
||||
Secret Achievement gotten!=Succès secret obtenu !
|
||||
Secret Achievement gotten:=Succès secret obtenu :
|
||||
Secret Achievement gotten: @1=Succès secret obtenu : @1
|
||||
Secret achievement gotten!=Succès secret obtenu !
|
||||
Secret achievement gotten:=Succès secret obtenu :
|
||||
Secret achievement gotten: @1=Succès secret obtenu : @1
|
||||
Show details of an achievement=Afficher les détails d'un succès
|
||||
Show, clear, disable or enable your achievements=Affichez, effacez, désactivez ou activez vos succès
|
||||
Get this achievement to find out what it is.=Obtenez ce succès pour découvrir de quoi il s'agit.
|
||||
|
|
|
@ -199,6 +199,67 @@ awards.register_achievement("mcl:enterEndPortal", {
|
|||
icon = "mcl_end_end_stone.png",
|
||||
})
|
||||
|
||||
-- Triggered in mcl_totems
|
||||
awards.register_achievement("mcl:postMortal", {
|
||||
title = S("Postmortal"),
|
||||
description = S("Use a Totem of Undying to cheat death."),
|
||||
icon = "mcl_totems_totem.png",
|
||||
})
|
||||
|
||||
-- Triggered in mcl_beds
|
||||
awards.register_achievement("mcl:sweetDreams", {
|
||||
title = S("Sweet Dreams"),
|
||||
description = S("Sleep in a bed to change your respawn point."),
|
||||
icon = "mcl_beds_bed_red.png",
|
||||
})
|
||||
|
||||
-- Triggered in mcl_smithing_table
|
||||
awards.register_achievement("mcl:seriousDedication", {
|
||||
title = S("Serious Dedication"),
|
||||
description = S("Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices."),
|
||||
icon = "farming_tool_netheritehoe.png",
|
||||
})
|
||||
|
||||
-- Triggered in mobs_mc
|
||||
awards.register_achievement("mcl:whatAdeal", {
|
||||
title = S("What A Deal!"),
|
||||
description = S("Successfully trade with a Villager."),
|
||||
icon = "mcl_core_emerald.png",
|
||||
})
|
||||
|
||||
-- Triggered in mcl_fishing
|
||||
awards.register_achievement("mcl:fishyBusiness", {
|
||||
title = S("Fishy Business"),
|
||||
description = S("Catch a fish. \nHint: Catch a fish, salmon, clownfish, or pufferfish."),
|
||||
icon = "mcl_fishing_fishing_rod.png",
|
||||
})
|
||||
|
||||
-- Armor Advancements
|
||||
--[[awards.register_achievement("mcl:suitUp", {
|
||||
title = S("Suit Up"),
|
||||
description = S("Protect yourself with a piece of iron armor."),
|
||||
icon = "mcl_armor_inv_chestplate_iron.png",
|
||||
})]]--
|
||||
|
||||
--[[awards.register_achievement("mcl:coverMeDiamonds", {
|
||||
title = S("Cover Me with Diamonds"),
|
||||
description = S("Diamond armor saves lives."),
|
||||
icon = "mcl_armor_inv_chestplate_diamond.png",
|
||||
})]]--
|
||||
|
||||
--[[awards.register_achievement("mcl:coverMeDebris", {
|
||||
title = S("Cover Me in Debris"),
|
||||
description = S("Get a full suit of Netherite armor."),
|
||||
icon = "mcl_armor_inv_chestplate_netherite.png",
|
||||
})]]--
|
||||
|
||||
-- Triggered in extra_mobs
|
||||
awards.register_achievement("mcl:tacticalFishing", {
|
||||
title = S("Tactical Fishing"),
|
||||
description = S("Catch a fish... without a fishing rod!"),
|
||||
icon = "pufferfish_bucket.png",
|
||||
})
|
||||
|
||||
-- NON-PC ACHIEVEMENTS (XBox, Pocket Edition, etc.)
|
||||
|
||||
if non_pc_achievements then
|
||||
|
|
|
@ -63,3 +63,15 @@ Not Quite "Nine" Lives=Presque "neuf" vies
|
|||
Charge a Respawn Anchor to the maximum.=Charger une Ancre de Réapparition au maximum.
|
||||
The End?=L'End ?
|
||||
Or the beginning?\nHint: Enter an end portal.=Ou le commencement ?\nAstuce : Entrer dans un portail de l'End.
|
||||
Postmortal=Aux frontières de la mort
|
||||
Use a Totem of Undying to cheat death.=Utiliser un Totem d'imortalité pour tromper la mort.
|
||||
Sweet Dreams=Bonne nuit les petits
|
||||
Sleep in a bed to change your respawn point.=Dormez dans un lit pour changer votre point de réapparition.
|
||||
Serious Dedication=Sérieux dévouement
|
||||
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=Utilisez un lingot de netherite pour améliorez une houe, puis réévaluez complètement vos choix de vie.
|
||||
Fishy Business=Merci pour le poisson
|
||||
Catch a fish. \nHint: Catch a fish, salmon, clownfish, or pufferfish.=Attrapez un poisson. \nAstuce : attrapez un poisson, saumon, poisson-clown, ou poisson-globe.
|
||||
What A Deal!=Adjugé, Vendu !
|
||||
Successfully trade with a Villager.=Commercez avec succès avec un villageois.
|
||||
Tactical Fishing=Pêche tactique
|
||||
Catch a fish... without a fishing rod=Attrapez un poisson... sans canne à pêche
|
|
@ -63,3 +63,15 @@ Not Quite "Nine" Lives=
|
|||
Charge a Respawn Anchor to the maximum.=
|
||||
The End?=
|
||||
Or the beginning?\nHint: Enter an end portal.=
|
||||
Postmortal=
|
||||
Use a Totem of Undying to cheat death.=
|
||||
Sweet Dreams=
|
||||
Sleep in a bed to change your respawn point.=
|
||||
Serious Dedication=
|
||||
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=
|
||||
Fishy Business=
|
||||
Catch a fish. \nHint: Catch a fish, salmon, clownfish, or pufferfish.=
|
||||
What A Deal!=
|
||||
Successfully trade with a Villager.=
|
||||
Tactical Fishing=
|
||||
Catch a fish... without a fishing rod=
|
||||
|
|
|
@ -6,6 +6,7 @@ Alexander Minges
|
|||
aligator
|
||||
ArTee3
|
||||
Artem Arbatsky
|
||||
balazsszalab
|
||||
basxto
|
||||
Benjamin Schötz
|
||||
Blue Blancmange
|
||||
|
@ -13,6 +14,7 @@ Booglejr
|
|||
Brandon
|
||||
Bu-Gee
|
||||
bzoss
|
||||
CableGuy67
|
||||
chmodsayshello
|
||||
Code-Sploit
|
||||
cora
|
||||
|
@ -31,6 +33,7 @@ Emojigit
|
|||
epCode
|
||||
erlehmann
|
||||
FinishedFragment
|
||||
FlamingRCCars
|
||||
Glaucos Ginez
|
||||
Gustavo Ramos Rehermann
|
||||
Guy Liner
|
||||
|
@ -39,6 +42,7 @@ HimbeerserverDE
|
|||
iliekprogrammar
|
||||
j1233
|
||||
Jared Moody
|
||||
Johannes Fritz
|
||||
jordan4ibanez
|
||||
kabou
|
||||
kay27
|
||||
|
@ -46,13 +50,14 @@ Laurent Rocher
|
|||
Li0n
|
||||
marcin-serwin
|
||||
Marcin Serwin
|
||||
Mark Roth
|
||||
Mental-Inferno
|
||||
Midgard
|
||||
MysticTempest
|
||||
Nicholas Niro
|
||||
nickolas360
|
||||
Nicu
|
||||
nikolaus-albinger
|
||||
Niklp
|
||||
Nils Dagsson Moskopp
|
||||
NO11
|
||||
NO411
|
||||
|
@ -60,6 +65,7 @@ Oil_boi
|
|||
pitchum
|
||||
PrairieAstronomer
|
||||
PrairieWind
|
||||
River River
|
||||
Rocher Laurent
|
||||
rootyjr
|
||||
Rootyjr
|
||||
|
@ -68,6 +74,7 @@ Sab Pyrope
|
|||
Saku Laesvuori
|
||||
sfan5
|
||||
SmallJoker
|
||||
Sumyjkl
|
||||
superfloh247
|
||||
Sven792
|
||||
Sydney Gems
|
||||
|
@ -75,6 +82,7 @@ talamh
|
|||
TechDudie
|
||||
Thinking
|
||||
Tianyang Zhang
|
||||
unknown
|
||||
U.N.Owen
|
||||
Wouters Dorian
|
||||
wuniversales
|
||||
|
|
|
@ -1,8 +1,4 @@
|
|||
Please run the following command to update contributor list:
|
||||
|
||||
```bash
|
||||
# git log --pretty="%an" | sort | uniq >CONTRUBUTOR_LIST.txt
|
||||
```
|
||||
Please run `./update_credits.sh` from [tools](../../../tools) folder to update contributor list.
|
||||
|
||||
Please check that there is no error on execution, and `CONTRUBUTOR_LIST.txt` is updated.
|
||||
|
||||
|
|
|
@ -1,59 +1,56 @@
|
|||
# textdomain: mcl_death_messages
|
||||
@1 was fatally hit by an arrow.=@1 a été mortellement touché par une flèche.
|
||||
@1 has been killed with an arrow.=@1 a été tué avec une flèche.
|
||||
@1 was shot by an arrow from @2.=@1 a été abattu par une flèche de @2.
|
||||
@1 was shot by an arrow from a skeleton.=@1 a été abattu par une flèche d'un squelette.
|
||||
@1 was shot by an arrow from a stray.=@1 a été abattu par une flèche d'un vagabond.
|
||||
@1 was shot by an arrow from an illusioner.=@1 a été abattu par une flèche d'un illusionniste.
|
||||
@1 was shot by an arrow.=@1 a été abattu par une flèche.
|
||||
@1 forgot to breathe.=@1 a oublié de respirer.
|
||||
@1 drowned.=@1 s'est noyé.
|
||||
@1 ran out of oxygen.=@1 a manqué d'oxygène.
|
||||
@1 was killed by @2.=@1 a été tué par @2.
|
||||
@1 was killed.=@1 a été tué.
|
||||
@1 was killed by a mob.=@1 a été tué par un mob.
|
||||
@1 was burned to death by a blaze's fireball.=@1 a été brûlé vif par la boule de feu d'un blaze.
|
||||
@1 was killed by a fireball from a blaze.=@1 a été tué par une boule de feu lors d'un blaze.
|
||||
@1 was burned by a fire charge.=@1 a été brûlé par un incendie.
|
||||
A ghast scared @1 to death.=Un ghast a éffrayé @1 à mort.
|
||||
@1 has been fireballed by a ghast.=@1 a été pétrifié par un ghast.
|
||||
@1 fell from a high cliff.=@1 est tombé d'une haute falaise.
|
||||
@1 took fatal fall damage.=@1 a succombé à un chute mortelle.
|
||||
@1 fell victim to gravity.=@1 a été victime de la gravité.
|
||||
@1 died.=@1 est mort.
|
||||
@1 was killed by a zombie.=@1 a été tué par un zombie.
|
||||
@1 was killed by a baby zombie.=@1 a été tué par un bébé zombie.
|
||||
@1 was killed by a blaze.=@1 a été tué par un blaze.
|
||||
@1 was killed by a slime.=@1 a été tué par un slime.
|
||||
@1 was killed by a witch.=@1 a été tué par un sorcier.
|
||||
@1 was killed by a magma cube.=@1 a été tué par un cube de magma.
|
||||
@1 was killed by a wolf.=@1 a été tué par un loup.
|
||||
@1 was killed by a cat.=@1 a été tué par un chat.
|
||||
@1 was killed by an ocelot.=@1 a été tué par un ocelot.
|
||||
@1 was killed by an ender dragon.=@1 a été tué par un ender dragon.
|
||||
@1 was killed by a wither.=@1 a été tué par un wither.
|
||||
@1 was killed by an enderman.=@1 a été tué par un enderman.
|
||||
@1 was killed by an endermite.=@1 a été tué par un endermite.
|
||||
@1 was killed by a ghast.=@1 a été tué par un ghast.
|
||||
@1 was killed by an elder guardian.=@1 a été tué par un grand gardien.
|
||||
@1 was killed by a guardian.=@1 a été tué par un gardien.
|
||||
@1 was killed by an iron golem.=@1 a été tué par un golem de fer.
|
||||
@1 was killed by a polar_bear.=@1 a été tué par un ours blanc.
|
||||
@1 was killed by a killer bunny.=@1 a été tué par un lapin tueur.
|
||||
@1 was killed by a shulker.=@1 a été tué par un shulker.
|
||||
@1 was killed by a silverfish.=@1 a été tué par un poisson d'argent.
|
||||
@1 was killed by a skeleton.=@1 a été tué par un squelette.
|
||||
@1 was killed by a stray.=@1 a été tué par un vagabond.
|
||||
@1 was killed by a slime.=@1 a été tué par un slime.
|
||||
@1 was killed by a spider.=@1 a été tué par une araignée.
|
||||
@1 was killed by a cave spider.=@1 a été tué par une araignée venimeuse.
|
||||
@1 was killed by a vex.=@1 a été tué par un vex.
|
||||
@1 was killed by an evoker.=@1 a été tué par un invocateur.
|
||||
@1 was killed by an illusioner.=@1 a été tué par un illusionniste.
|
||||
@1 was killed by a vindicator.=@1 a été tué par un vindicateur.
|
||||
@1 was killed by a zombie villager.=@1 a été tué par un villageois zombie.
|
||||
@1 was killed by a husk.=@1 a été tué par un zombie momie.
|
||||
@1 was killed by a baby husk.=@1 a été tué par un bébé zombie momie.
|
||||
@1 was killed by a zombie pigman.=@1 a été tué par un zombie-couchon.
|
||||
@1 was killed by a baby zombie pigman.=@1 a été tué par un bébé zombie-couchon
|
||||
@1 was slain by @2.=@1 a été tué par @2
|
||||
@1 went up in flames=@1 a marché dans les flammes
|
||||
@1 walked into fire whilst fighting @2=@1 a marché dans les flammes en combattant @2
|
||||
@1 was struck by lightning=@1 a été frappé par la foudre
|
||||
@1 was struck by lightning whilst fighting @2=@1 a été frappé par la foudre en combattant @2
|
||||
@1 burned to death=@1 a brûlé vif
|
||||
@1 was burnt to a crisp whilst fighting @2=@1 a brûlé comme une saucisse en combattant @2
|
||||
@1 tried to swim in lava=@1 a tenté de nager dans la lave
|
||||
@1 tried to swim in lava to escape @2=@1 a tenté de nager dans la lave pour échapper à @2
|
||||
@1 discovered the floor was lava=@1 a découvert que le sol était en lave
|
||||
@1 walked into danger zone due to @2=@1 a marché dans la zone de danger à cause de @2
|
||||
@1 suffocated in a wall=@1 est mort asphyxié dans un mur
|
||||
@1 suffocated in a wall whilst fighting @2=@1 est mort asphyxié dans un mur en combattant @2
|
||||
@1 drowned=@1 s'est noyé
|
||||
@1 drowned whilst trying to escape @2=@1 s'est noyé en essayant d'échapper à @2
|
||||
@1 starved to death=@1 est mort de faim
|
||||
@1 starved to death whilst fighting @2=@1 est mort de faim en combattant @2
|
||||
@1 was pricked to death=@1 a été piqué à mort
|
||||
@1 walked into a cactus whilst trying to escape @2=@1 a marché dans un cactus en essayant d'échapper à @2
|
||||
@1 hit the ground too hard=@1 a heurté le sol trop fort
|
||||
@1 hit the ground too hard whilst trying to escape @2=@1 a heurté le sol trop fort en essayant d'échapper à @2
|
||||
@1 experienced kinetic energy=@1 a expérimenté l'énergie cinétique
|
||||
@1 experienced kinetic energy whilst trying to escape @2=@1 a expérimenté l'énergie cinétique en essayant d'échapper à @2
|
||||
@1 fell out of the world=@1 est tombé hors du monde
|
||||
@1 didn't want to live in the same world as @2=@1 ne voulait vivre dans le même monde que @2
|
||||
@1 died=@1 est mort
|
||||
@1 died because of @2=@1 est mort à cause de @2
|
||||
@1 was killed by magic=@1 a été tué par magie
|
||||
@1 was killed by magic whilst trying to escape @2=@1 a été tué par magie en essayant d'échapper à @2
|
||||
@1 was killed by @2 using magic=@1 a été tué par @2 en utilisant la magie
|
||||
@1 was killed by @2 using @3=@1 a été tué par @2 en utilisant @3
|
||||
@1 was roasted in dragon breath=@1 a été rôti dans le souffle du dragon
|
||||
@1 was roasted in dragon breath by @2=@1 a été rôti dans le souffle du dragon par @2
|
||||
@1 withered away=@1 s'est flétri
|
||||
@1 withered away whilst fighting @2=@1 s'est flétri en combattant @2
|
||||
@1 was shot by a skull from @2=@1 a été abattu par un crane de @2
|
||||
@1 was squashed by a falling anvil=@1 a été écrasé par une enclume
|
||||
@1 was squashed by a falling anvil whilst fighting @2=@1 a été écrasé par une enclume en combattant @2
|
||||
@1 was squashed by a falling block=@1 a été écrasé par un bloc tombant
|
||||
@1 was squashed by a falling block whilst fighting @2=@1 a été écrasé par un bloc tombant en combattant @2
|
||||
@1 was slain by @2=@1 a été tué par @2
|
||||
@1 was slain by @2 using @3=@1 a été tué par @2 avec @3
|
||||
@1 was shot by @2=@1 a été abattu par @2
|
||||
@1 was shot by @2 using @3=@1 a été abattu par @2 avec @3
|
||||
@1 was fireballed by @2=@1 a reçu une boule de feu de @2
|
||||
@1 was fireballed by @2 using @3=@1 a reçu une boule de feu de @2 en utilisant @3
|
||||
@1 was killed trying to hurt @2=@1 a été tué en essayant de blesser @2
|
||||
@1 was killed by @3 trying to hurt @2=@1 a été tué par @3 en essayant de blesser @2
|
||||
@1 blew up=@1 a explosé
|
||||
@1 was blown up by @2=@1 a été explosé par @2
|
||||
@1 was blown up by @2 using @3=@1 a été explosé par @2 en utilisant @3
|
||||
@1 was squished too much=@1 a été trop écrabouillé
|
||||
@1 was squashed by @2=@1 a été écrasé par @2
|
||||
@1 went off with a bang=@1 est parti avec un bang
|
||||
@1 went off with a bang due to a firework fired from @3 by @2=@1 est parti avec un bang à cause d'un feu d'artifice tiré de @3 par @2
|
||||
|
||||
|
|
|
@ -33,7 +33,6 @@
|
|||
@1 was roasted in dragon breath by @2=
|
||||
@1 withered away=
|
||||
@1 withered away whilst fighting @2=
|
||||
@1 was killed by magic=
|
||||
@1 was shot by a skull from @2=
|
||||
@1 was squashed by a falling anvil=
|
||||
@1 was squashed by a falling anvil whilst fighting @2=
|
||||
|
@ -41,8 +40,6 @@
|
|||
@1 was squashed by a falling block whilst fighting @2=
|
||||
@1 was slain by @2=
|
||||
@1 was slain by @2 using @3=
|
||||
@1 was slain by @2=
|
||||
@1 was slain by @2 using @3=
|
||||
@1 was shot by @2=
|
||||
@1 was shot by @2 using @3=
|
||||
@1 was fireballed by @2=
|
||||
|
|
|
@ -1,14 +1,20 @@
|
|||
local refresh_interval = .63
|
||||
local huds = {}
|
||||
local default_debug = 3
|
||||
local default_debug = 5
|
||||
local after = minetest.after
|
||||
local get_connected_players = minetest.get_connected_players
|
||||
local get_biome_name = minetest.get_biome_name
|
||||
local get_biome_data = minetest.get_biome_data
|
||||
local get_node = minetest.get_node
|
||||
local format = string.format
|
||||
local table_concat = table.concat
|
||||
local floor = math.floor
|
||||
local minetest_get_gametime = minetest.get_gametime
|
||||
local get_voxel_manip = minetest.get_voxel_manip
|
||||
|
||||
local min1, min2, min3 = mcl_mapgen.overworld.min, mcl_mapgen.end_.min, mcl_mapgen.nether.min
|
||||
local max1, max2, max3 = mcl_mapgen.overworld.max, mcl_mapgen.end_.max, mcl_mapgen.nether.max + 128
|
||||
local CS = mcl_mapgen.CS_NODES
|
||||
|
||||
local modname = minetest.get_current_modname()
|
||||
local modpath = minetest.get_modpath(modname)
|
||||
|
@ -17,6 +23,7 @@ local storage = minetest.get_mod_storage()
|
|||
local player_dbg = minetest.deserialize(storage:get_string("player_dbg") or "return {}") or {}
|
||||
|
||||
local function get_text(pos, bits)
|
||||
local pos = pos
|
||||
local bits = bits
|
||||
if bits == 0 then return "" end
|
||||
local y = pos.y
|
||||
|
@ -27,16 +34,42 @@ local function get_text(pos, bits)
|
|||
elseif y >= min2 and y <= max2 then
|
||||
y = y - min2
|
||||
end
|
||||
|
||||
local will_show_mapgen_status = bits % 8 > 3
|
||||
local will_show_coordinates = bits % 4 > 1
|
||||
local will_show_biome_name = bits % 2 > 0
|
||||
local will_be_shown = {}
|
||||
|
||||
if will_show_biome_name then
|
||||
local biome_data = get_biome_data(pos)
|
||||
local biome_name = biome_data and get_biome_name(biome_data.biome) or "No biome"
|
||||
local text
|
||||
if bits == 1 then
|
||||
text = biome_name
|
||||
elseif bits == 2 then
|
||||
text = format("x:%.1f y:%.1f z:%.1f", pos.x, y, pos.z)
|
||||
elseif bits == 3 then
|
||||
text = format("%s x:%.1f y:%.1f z:%.1f", biome_name, pos.x, y, pos.z)
|
||||
will_be_shown[#will_be_shown + 1] = biome_name
|
||||
end
|
||||
if will_show_coordinates then
|
||||
local coordinates = format("x:%.1f y:%.1f z:%.1f", pos.x, y, pos.z)
|
||||
will_be_shown[#will_be_shown + 1] = coordinates
|
||||
end
|
||||
if will_show_mapgen_status then
|
||||
local pos_x = floor(pos.x)
|
||||
local pos_y = floor(pos.y)
|
||||
local pos_z = floor(pos.z)
|
||||
local c = 0
|
||||
for x = pos_x - CS, pos_x + CS, CS do
|
||||
for y = pos_y - CS, pos_y + CS, CS do
|
||||
for z = pos_z - CS, pos_z + CS, CS do
|
||||
local pos = {x = x, y = y, z = z}
|
||||
get_voxel_manip():read_from_map(pos, pos)
|
||||
local node = get_node(pos)
|
||||
if node.name ~= "ignore" then c = c + 1 end
|
||||
end
|
||||
end
|
||||
end
|
||||
local p = floor(c / 27 * 100 + 0.5)
|
||||
local status = format("Generated %u%% (%u/27 chunks)", p, c)
|
||||
will_be_shown[#will_be_shown + 1] = status
|
||||
end
|
||||
|
||||
local text = table_concat(will_be_shown, ' ')
|
||||
return text
|
||||
end
|
||||
|
||||
|
@ -82,11 +115,11 @@ minetest.register_on_authplayer(function(name, ip, is_success)
|
|||
end)
|
||||
|
||||
minetest.register_chatcommand("debug",{
|
||||
description = S("Set debug bit mask: 0 = disable, 1 = biome name, 2 = coordinates, 3 = all"),
|
||||
description = S("Set debug bit mask: 0 = disable, 1 = biome name, 2 = coordinates, 4 = mapgen status, 7 = all"),
|
||||
func = function(name, params)
|
||||
local dbg = math.floor(tonumber(params) or default_debug)
|
||||
if dbg < 0 or dbg > 3 then
|
||||
minetest.chat_send_player(name, S("Error! Possible values are integer numbers from @1 to @2", 0, 3))
|
||||
if dbg < 0 or dbg > 7 then
|
||||
minetest.chat_send_player(name, S("Error! Possible values are integer numbers from @1 to @2", 0, 7))
|
||||
return
|
||||
end
|
||||
if dbg == default_debug then
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
# textdomain: mcl_info
|
||||
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=Réglage du masque de débugage : 0 @= désactiver, 1 @= nom de biome, 2 @= coordonnées, 3 @= tout=
|
||||
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 4 @= mapgen status, 7 @= all=Réglage du masque de débugage : 0 @= désactiver, 1 @= nom de biome, 2 @= coordonnées, 4 @= mapgen status, 7 @= tout=
|
||||
Error! Possible values are integer numbers from @1 to @2=Erreur ! Les valeurs autorisées sont des nombres entiers de @1 à @2
|
||||
Debug bit mask set to @1=Masque de débugage réglé à @1
|
|
@ -1,4 +1,4 @@
|
|||
# textdomain: mcl_info
|
||||
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=Установка отладочной битовой маски: 0 @= отключить, 1 @= биом, 2 @= координаты, 3 @= всё
|
||||
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 4 @= mapgen status, 7 @= all=Установка отладочной битовой маски: 0 @= отключить, 1 @= биом, 2 @= координаты, 4 @= состояние мапгена, 7 @= всё
|
||||
Error! Possible values are integer numbers from @1 to @2=Ошибка! Допустимые значения - целые числа от @1 до @2
|
||||
Debug bit mask set to @1=Отладочной битовой маске присвоено значение @1
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
# textdomain: mcl_info
|
||||
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=
|
||||
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 4 @= mapgen status, 7 @= all=
|
||||
Error! Possible values are integer numbers from @1 to @2=
|
||||
Debug bit mask set to @1=
|
||||
|
|
|
@ -339,14 +339,6 @@ function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size,
|
|||
if name == "inv" then
|
||||
inv_bg = "crafting_inventory_creative_survival.png"
|
||||
|
||||
-- Show armor and player image
|
||||
local player_preview
|
||||
if minetest.settings:get_bool("3d_player_preview", true) then
|
||||
player_preview = mcl_player.get_player_formspec_model(player, 3.9, 1.4, 1.2333, 2.4666, "")
|
||||
else
|
||||
player_preview = "image[3.9,1.4;1.2333,2.4666;"..mcl_player.player_get_preview(player).."]"
|
||||
end
|
||||
|
||||
-- Background images for armor slots (hide if occupied)
|
||||
local armor_slot_imgs = ""
|
||||
local inv = player:get_inventory()
|
||||
|
@ -386,8 +378,7 @@ function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size,
|
|||
|
||||
armor_slot_imgs..
|
||||
-- player preview
|
||||
player_preview..
|
||||
|
||||
mcl_player.get_player_formspec_model(player, 3.9, 1.4, 1.2333, 2.4666, "")..
|
||||
-- crafting guide button
|
||||
"image_button[9,1;1,1;craftguide_book.png;__mcl_craftguide;]"..
|
||||
"tooltip[__mcl_craftguide;"..F(S("Recipe book")).."]"..
|
||||
|
|
|
@ -61,14 +61,6 @@ local function set_inventory(player, armor_change_only)
|
|||
inv:set_width("craft", 2)
|
||||
inv:set_size("craft", 4)
|
||||
|
||||
-- Show armor and player image
|
||||
local player_preview
|
||||
if minetest.settings:get_bool("3d_player_preview", true) then
|
||||
player_preview = mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "")
|
||||
else
|
||||
player_preview = "image[1.1,0.2;2,4;"..mcl_player.player_get_preview(player).."]"
|
||||
end
|
||||
|
||||
local armor_slots = {"helmet", "chestplate", "leggings", "boots"}
|
||||
local armor_slot_imgs = ""
|
||||
for a=1,4 do
|
||||
|
@ -83,7 +75,7 @@ local function set_inventory(player, armor_change_only)
|
|||
|
||||
local form = "size[9,8.75]"..
|
||||
"background[-0.19,-0.25;9.41,9.49;crafting_formspec_bg.png]"..
|
||||
player_preview..
|
||||
mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "")..
|
||||
--armor
|
||||
"list[current_player;armor;0,0;1,1;1]"..
|
||||
"list[current_player;armor;0,1;1,1;2]"..
|
||||
|
|
|
@ -3,6 +3,7 @@ Recipe book=Livre de recettes
|
|||
Help=Aide
|
||||
Select player skin=Sélectionnez l'apparence du joueur
|
||||
Achievements=Accomplissements
|
||||
Switch stack size=Échanger les tailles de piles
|
||||
Building Blocks=Blocs de Construction
|
||||
Decoration Blocks=Blocs de Décoration
|
||||
Redstone=Redstone
|
||||
|
|
|
@ -17,6 +17,7 @@ minetest.register_node("mcl_bells:bell", {
|
|||
4/16, 7/16, 4/16,
|
||||
},
|
||||
},
|
||||
groups = { pickaxey = 1 }
|
||||
})
|
||||
|
||||
if has_mcl_wip then
|
||||
|
|
|
@ -1,2 +1,2 @@
|
|||
# textdomain: mcl_observers
|
||||
# textdomain: mcl_bells
|
||||
Bell=Cloche
|
||||
|
|
|
@ -1,2 +1,2 @@
|
|||
# textdomain: mcl_observers
|
||||
# textdomain: mcl_bells
|
||||
Bell=
|
||||
|
|
|
@ -0,0 +1,19 @@
|
|||
# textdomain: mcl_amethyst
|
||||
Amethyst Cluster= Abarolada d'Ametista
|
||||
Amethyst Cluster is the final growth of amethyst bud.= L'Abarolada d'Ametista es l'etapa fin finala de creissança dau borron d'ametista.
|
||||
Amethyst Shard= Esclap d'Ametista
|
||||
An amethyst shard is a crystalline mineral.= Un Esclap d'Ametista es un minerau cristallin.
|
||||
Block of Amethyst= Blòc d'Ametista
|
||||
Budding Amethyst= Ametista Borronanta
|
||||
Calcite= Calcita
|
||||
Calcite can be found as part of amethyst geodes.= La Calcita pòt se trobar dins una geòda d'ametista.
|
||||
Large Amethyst Bud= Borron d'Ametista Bèl
|
||||
Large Amethyst Bud is the third growth of amethyst bud.= Lo Borron d'Ametista Bèl es la tresèima etapa de creissança dau borron d'ametista.
|
||||
Medium Amethyst Bud= Borron d'Ametista Mejan
|
||||
Medium Amethyst Bud is the second growth of amethyst bud.= Lo Borron d'Ametista Mejan es la segonda etapa de creissança dau borron d'ametista.
|
||||
Small Amethyst Bud= Borron d'Ametista Pichòt
|
||||
Small Amethyst Bud is the first growth of amethyst bud.= Lo Borron d'Ametista Pichòt es la pormèira etapa de creissança dau borron d'ametista.
|
||||
The Block of Amethyst is a decoration block crafted from amethyst shards.= Lo Blòc d'Ametista es un blòc de decoracion fabricat dempuèi d'esclaps d'ametista.
|
||||
The Budding Amethyst can grow amethyst= L'Ametista Borronanta pòt créisser l'ametista.
|
||||
Tinted Glass= Veire Tintat
|
||||
Tinted Glass is a type of glass which blocks lights while it is visually transparent.= Lo Veire Tintat es un tipe de veire que barra la lutz en estant clarent.
|
|
@ -0,0 +1,288 @@
|
|||
# mcl_armor
|
||||
|
||||
This mod implements the ability of registering armors.
|
||||
|
||||
## Registering an Armor Set
|
||||
|
||||
The `mcl_armor.register_set()` function aims to simplify the process of registering a full set of armor.
|
||||
|
||||
This function register four pieces of armor (head, torso, leggings, feets) based on a definition table:
|
||||
|
||||
```lua
|
||||
mcl_armor.register_set({
|
||||
--name of the armor material (used for generating itemstrings)
|
||||
name = "dummy_armor",
|
||||
|
||||
--description of the armor material
|
||||
--do NOT translate this string, it will be concatenated will each piece of armor's description and result will be automatically fetched from your mod's translation files
|
||||
description = "Dummy Armor",
|
||||
|
||||
--overide description of each armor piece
|
||||
--do NOT localize this string
|
||||
descriptions = {
|
||||
head = "Cap", --default: "Helmet"
|
||||
torso = "Tunic", --default: "Chestplate"
|
||||
legs = "Pants", --default: "Leggings"
|
||||
feet = "Shoes", --default: "Boots"
|
||||
},
|
||||
|
||||
--this is used to calculate each armor piece durability with the minecraft algorithm
|
||||
--head durability = durability * 0.6857 + 1
|
||||
--torso durability = durability * 1.0 + 1
|
||||
--legs durability = durability * 0.9375 + 1
|
||||
--feet durability = durability * 0.8125 + 1
|
||||
durability = 80,
|
||||
|
||||
--this is used then you need to specify the durability of each piece of armor
|
||||
--this field have the priority over the durability one
|
||||
--if the durability of some pieces of armor isn't specified in this field, the durability field will be used insteed
|
||||
durabilities = {
|
||||
head = 200,
|
||||
torso = 500,
|
||||
legs = 400,
|
||||
feet = 300,
|
||||
},
|
||||
|
||||
--this define how good enchants you will get then enchanting one piece of the armor in an enchanting table
|
||||
--if set to zero or nil, the armor will not be enchantable
|
||||
enchantability = 15,
|
||||
|
||||
--this define how much each piece of armor protect the player
|
||||
--these points will be shown in the HUD (chestplate bar above the health bar)
|
||||
points = {
|
||||
head = 1,
|
||||
torso = 3,
|
||||
legs = 2,
|
||||
feet = 1,
|
||||
},
|
||||
|
||||
--this attribute reduce strong damage even more
|
||||
--See https://minecraft.fandom.com/wiki/Armor#Armor_toughness for more explanations
|
||||
--default: 0
|
||||
toughness = 2,
|
||||
|
||||
--this field is used to specify some items groups that will be added to each piece of armor
|
||||
--please note that some groups do NOT need to be added by hand, because they are already handeled by the register function:
|
||||
--(armor, combat_armor, armor_<element>, combat_armor_<element>, mcl_armor_points, mcl_armor_toughness, mcl_armor_uses, enchantability)
|
||||
groups = {op_armor = 1},
|
||||
|
||||
--specify textures that will be overlayed on the entity wearing the armor
|
||||
--these fields have default values and its recommanded to keep the code clean by just using the default name for your textures
|
||||
textures = {
|
||||
head = "dummy_texture.png", --default: "<modname>_helmet_<material>.png"
|
||||
torso = "dummy_texture.png", --default: "<modname>_chestplate_<material>.png"
|
||||
legs = "dummy_texture.png", --default: "<modname>_leggings_<material>.png"
|
||||
feet = "dummy_texture.png", --default: "<modname>_boots_<material>.png"
|
||||
},
|
||||
--you can also define these fields as functions, that will be called each time the API function mcl_armor.update(obj) is called (every time you equip/unequip some armor piece, take damage, and more)
|
||||
--note that the enchanting overlay will not appear unless you implement it in the function
|
||||
--this allow to make armors where the textures change whitout needing to register many other armors with different textures
|
||||
textures = {
|
||||
head = function(obj, itemstack)
|
||||
if mcl_enchanting.is_enchanted(itemstack) then
|
||||
return "dummy_texture.png^"..mcl_enchanting.overlay
|
||||
else
|
||||
return "dummy_texture.png"
|
||||
end
|
||||
end,
|
||||
},
|
||||
|
||||
--inventory textures aren't definable using a table similar to textures or previews
|
||||
--you are forced to use the default texture names which are:
|
||||
--head: "<modname>_inv_helmet_<material>.png
|
||||
--torso: "<modname>_inv_chestplate_<material>.png
|
||||
--legs: "<modname>_inv_leggings_<material>.png
|
||||
--feet: "<modname>_inv_boots_<material>.png
|
||||
|
||||
--this callback table allow you to define functions that will be called each time an entity equip an armor piece or the mcl_armor.on_equip() function is called
|
||||
--the functions accept two arguments: obj and itemstack
|
||||
on_equip_callbacks = {
|
||||
head = function(obj, itemstack)
|
||||
--do stuff
|
||||
end,
|
||||
},
|
||||
|
||||
--this callback table allow you to define functions that will be called each time an entity unequip an armor piece or the mcl_armor.on_unequip() function is called
|
||||
--the functions accept two arguments: obj and itemstack
|
||||
on_unequip_callbacks = {
|
||||
head = function(obj, itemstack)
|
||||
--do stuff
|
||||
end,
|
||||
},
|
||||
|
||||
--this callback table allow you to define functions that will be called then an armor piece break
|
||||
--the functions accept one arguments: obj
|
||||
--the itemstack isn't sended due to how minetest handle items which have a zero durability
|
||||
on_break_callbacks = {
|
||||
head = function(obj)
|
||||
--do stuff
|
||||
end,
|
||||
},
|
||||
|
||||
--this is used to generate automaticaly armor crafts based on each element type folowing the regular minecraft pattern
|
||||
--if set to nil no craft will be added
|
||||
craft_material = "mcl_mobitems:leather",
|
||||
|
||||
--this is used to generate cooking crafts for each piece of armor
|
||||
--if set to nil no craft will be added
|
||||
cook_material = "mcl_core:gold_nugget", --cooking any piece of this armor will output a gold nugged
|
||||
|
||||
--this is used for allowing each piece of the armor to be repaired by using an anvil with repair_material as aditionnal material
|
||||
--it basicaly set the _repair_material item field of each piece of the armor
|
||||
--if set to nil no repair material will be added
|
||||
repair_material = "mcl_core:iron_ingot",
|
||||
})
|
||||
```
|
||||
|
||||
## Creating an Armor Piece
|
||||
|
||||
If you don't want to register a full set of armor, then you will need to manually register your own single item.
|
||||
|
||||
```lua
|
||||
minetest.register_tool("dummy_mod:random_armor", {
|
||||
description = S("Random Armor"),
|
||||
|
||||
--these two item fields are used for ingame documentation
|
||||
--the mcl_armor.longdesc and mcl_armor.usage vars contains the basic usage and purpose of a piece of armor
|
||||
--these vars may not be enough for that you want to do, so you may add some extra informations like that:
|
||||
--_doc_items_longdesc = mcl_armor.longdesc.." "..S("Some extra informations.")
|
||||
_doc_items_longdesc = mcl_armor.longdesc,
|
||||
_doc_items_usagehelp = mcl_armor.usage,
|
||||
|
||||
--this field is similar to any item definition in minetest
|
||||
--it just set the image shown then the armor is dropped as an item or inside an inventory
|
||||
inventory_image = "mcl_armor_inv_elytra.png",
|
||||
|
||||
--this field is used by minetest internally and also by some helper functions
|
||||
--in order for the tool to be shown is the right creative inventory tab, the right groups should be added
|
||||
--"mcl_armor_uses" is required to give your armor a durability
|
||||
--in that case, the armor can be worn by 10 points before breaking
|
||||
--if you want the armor to be enchantable, you should also add the "enchantability" group, with the highest number the better enchants you can apply
|
||||
groups = {armor = 1, non_combat_armor = 1, armor_torso = 1, non_combat_torso = 1, mcl_armor_uses = 10},
|
||||
|
||||
--this table is used by minetest for seraching item specific sounds
|
||||
--the _mcl_armor_equip and _mcl_armor_unequip are used by the armor implementation to play sounds on equip and unequip
|
||||
--note that you don't need to provide any file extention
|
||||
sounds = {
|
||||
_mcl_armor_equip = "mcl_armor_equip_leather",
|
||||
_mcl_armor_unequip = "mcl_armor_unequip_leather",
|
||||
},
|
||||
|
||||
--these fields should be initialised like that in most cases
|
||||
--mcl_armor.equip_on_use is a function that try to equip the piece of armor you have in hand inside the right armor slot if the slot is empty
|
||||
on_place = mcl_armor.equip_on_use,
|
||||
on_secondary_use = mcl_armor.equip_on_use,
|
||||
|
||||
--this field define that the tool is ACTUALLY an armor piece and in which armor slot you can put it
|
||||
--it should be set to "head", "torso", "legs" or "feet"
|
||||
_mcl_armor_element = "torso",
|
||||
|
||||
|
||||
--this field is used to provide the texture that will be overlayed on the object (player or mob) skin
|
||||
--this field can be a texture name or a function that will be called each time the mcl_armor.update(obj) function is called
|
||||
--see the mcl_armor.register_set() documentation for more explanations
|
||||
_mcl_armor_texture = "mcl_armor_elytra.png"
|
||||
|
||||
--callbacks
|
||||
--see the mcl_armor.register_set() documentation for more explanations
|
||||
|
||||
_on_equip = function(obj, itemstack)
|
||||
end,
|
||||
_on_unequip = function(obj, itemstack)
|
||||
end,
|
||||
_on_break = function(obj)
|
||||
end,
|
||||
})
|
||||
```
|
||||
|
||||
## Interacting with Armor of an Entity
|
||||
|
||||
Mods may want to interact with armor of an entity.
|
||||
|
||||
Most global functions not described here may not be stable or may be for internal use only.
|
||||
|
||||
You can equip a piece of armor on an entity inside a mod by using `mcl_armor.equip()`.
|
||||
|
||||
```lua
|
||||
--itemstack: an itemstack containing the armor piece to equip
|
||||
--obj: the entity you want to equip the armor on
|
||||
--swap: boolean, force equiping the armor piece, even if the entity already have one of the same type
|
||||
mcl_armor.equip(itemstack, obj, swap)
|
||||
```
|
||||
|
||||
You can update the entity apparence by using `mcl_armor.update()`.
|
||||
|
||||
This function put the armor overlay on the object's base texture.
|
||||
If the object is player it will update his displayed armor points count in HUD.
|
||||
|
||||
This function will work both on players and mobs.
|
||||
|
||||
```lua
|
||||
--obj: the entity you want the apparence to be updated
|
||||
mcl_armor.update(obj)
|
||||
```
|
||||
|
||||
## Handling Enchantments
|
||||
|
||||
Armors can be enchanted in most cases.
|
||||
|
||||
The enchanting part of MineClone2 is separated from the armor part, but closely linked.
|
||||
|
||||
Existing armor enchantments in Minecraft improve most of the time how the armor protect the entity from damage.
|
||||
|
||||
The `mcl_armor.register_protection_enchantment()` function aims to simplificate the creation of such enchants.
|
||||
|
||||
```lua
|
||||
mcl_armor.register_protection_enchantment({
|
||||
--this field is the id that will be used for registering enchanted book and store the enchant inside armor metadata.
|
||||
--(his internal name)
|
||||
id = "magic_protection",
|
||||
|
||||
--visible name of the enchant
|
||||
--this field is used as the name of registered enchanted book and inside armor tooltip
|
||||
--translation should be added
|
||||
name = S("Magic Protection"),
|
||||
|
||||
--this field is used to know that the enchant currently do
|
||||
--translation should be added
|
||||
description = S("Reduces magic damage."),
|
||||
|
||||
--how many levels can the enchant have
|
||||
--ex: 4 => I, II, III, IV
|
||||
--default: 4
|
||||
max_level = 4,
|
||||
|
||||
--which enchants this enchant will not be compatible with
|
||||
--each of these values is a enchant id
|
||||
incompatible = {blast_protection = true, fire_protection = true, projectile_protection = true},
|
||||
|
||||
--how much will the enchant consume from the enchantability group of the armor item
|
||||
--default: 5
|
||||
weight = 5,
|
||||
|
||||
--false => the enchant can be obtained in an enchanting table
|
||||
--true => the enchant isn't obtainable in the enchanting table
|
||||
--is true, you will probably need to implement some ways to obtain it
|
||||
--even it the field is named "treasure", it will be no way to find it
|
||||
--default: false
|
||||
treasure = false,
|
||||
|
||||
--how much will damage be reduced
|
||||
--see Minecraft Wiki for more informations
|
||||
--https://minecraft.gamepedia.com/Armor#Damage_protection
|
||||
--https://minecraft.gamepedia.com/Armor#Enchantments
|
||||
factor = 1,
|
||||
|
||||
--restrict damage to one type
|
||||
--allow the enchant to only protect of one type of damage
|
||||
damage_type = "magic",
|
||||
|
||||
--restrict damage to one category
|
||||
--allow to protect from many type of damage at once
|
||||
--this is much less specific than damage_type and also much more customisable
|
||||
--the "is_magic" flag is used in the "magic", "dragon_breath", "wither_skull" and "thorns" damage types
|
||||
--you can checkout the mcl_damage source code for a list of availlable damage types and associated flags
|
||||
--but be warned that mods can register additionnal damage types
|
||||
damage_flag = "is_magic",
|
||||
})
|
||||
```
|
|
@ -94,7 +94,6 @@ function mcl_armor.register_set(def)
|
|||
local on_unequip_callbacks = def.on_unequip_callbacks or {}
|
||||
local on_break_callbacks = def.on_break_callbacks or {}
|
||||
local textures = def.textures or {}
|
||||
local previews = def.previews or {}
|
||||
local durabilities = def.durabilities or {}
|
||||
local element_groups = def.element_groups or {}
|
||||
|
||||
|
@ -134,8 +133,7 @@ function mcl_armor.register_set(def)
|
|||
_on_break = on_break_callbacks[name] or def.on_break,
|
||||
_mcl_armor_element = name,
|
||||
_mcl_armor_texture = textures[name] or modname .. "_" .. itemname .. ".png",
|
||||
_mcl_armor_preview = previews[name] or modname .. "_" .. itemname .. "_preview.png",
|
||||
_mcl_upgradable = def.upgradable,
|
||||
_mcl_upgradable = def.upgradable
|
||||
})
|
||||
|
||||
if def.craft_material then
|
||||
|
@ -222,17 +220,6 @@ function mcl_armor.update(obj)
|
|||
end
|
||||
end
|
||||
|
||||
local preview = def._mcl_armor_preview
|
||||
|
||||
if obj:is_player() and preview then
|
||||
if type(preview) == "function" then
|
||||
preview = preview(obj, itemstack)
|
||||
end
|
||||
if preview then
|
||||
info.preview = "(player.png^[opacity:0^" .. def._mcl_armor_preview .. ")" .. (info.preview and "^" .. info.preview or "" )
|
||||
end
|
||||
end
|
||||
|
||||
info.points = info.points + minetest.get_item_group(itemname, "mcl_armor_points")
|
||||
|
||||
local mob_range_mob = def._mcl_armor_mob_range_mob
|
||||
|
@ -255,8 +242,6 @@ function mcl_armor.update(obj)
|
|||
info.texture = info.texture or "blank.png"
|
||||
|
||||
if obj:is_player() then
|
||||
info.preview = info.preview or "blank.png"
|
||||
|
||||
mcl_armor.update_player(obj, info)
|
||||
else
|
||||
local luaentity = obj:get_luaentity()
|
||||
|
|
|
@ -6,18 +6,44 @@ Iron Helmet=Casque de Fer
|
|||
Golden Helmet=Casque d'Or
|
||||
Diamond Helmet=Casque de Diamant
|
||||
Chain Helmet=Casque de Mailles
|
||||
Netherite Helmet=Casque de Netherite
|
||||
Leather Tunic=Tunique en Cuir
|
||||
Iron Chestplate=Plastron de Fer
|
||||
Golden Chestplate=Plastron d'Or
|
||||
Diamond Chestplate=Plastron de Diamant
|
||||
Chain Chestplate=Cotte de Mailles
|
||||
Netherite Chestplate=Plastron de Netherite
|
||||
Leather Pants=Pantalon de Cuir
|
||||
Iron Leggings=Jambières de Fer
|
||||
Golden Leggings=Jambières d'Or
|
||||
Diamond Leggings=Jambières de Diamant
|
||||
Chain Leggings=Jambières de Mailles
|
||||
Netherite Leggings=Jambières de Netherite
|
||||
Leather Boots=Bottes de Cuir
|
||||
Iron Boots=Bottes de Fer
|
||||
Golden Boots=Bottes d'Or
|
||||
Diamond Boots=Bottes de Diamant
|
||||
Chain Boots=Bottes de Mailles
|
||||
Netherite Boots=Bottes de Netherite
|
||||
Elytra=Élytres
|
||||
|
||||
#Translations of enchantements
|
||||
Increases underwater mining speed.=Augmente la vitesse de minage sous-marine.
|
||||
Blast Protection=Protection contre les explosions
|
||||
Reduces explosion damage and knockback.=Réduit les dégâts d'explosion et de recul.
|
||||
Curse of Binding=Malédiction du lien éternel
|
||||
Item cannot be removed from armor slots except due to death, breaking or in Creative Mode.=L'objet ne peut pas être retiré des emplacements d'armure sauf en cas de mort, de rupture ou en mode créatif.
|
||||
Feather Falling=Chute amortie
|
||||
Reduces fall damage.=Réduit les dégats de chute.
|
||||
Fire Protection=Protection contre le feu
|
||||
Reduces fire damage.=Reduit les dégats de feu.
|
||||
Shooting consumes no regular arrows.=Le tir ne consomme pas de flèches standard.
|
||||
Shoot 3 arrows at the cost of one.=Tirez sur 3 flèches au prix d'une.
|
||||
Projectile Protection=Protection contre les projectiles
|
||||
Reduces projectile damage.=Réduit les dommages causés par les projectiles.
|
||||
Protection=Protection
|
||||
Reduces most types of damage by 4% for each level.=Réduit la plupart des types de dégâts de 4% pour chaque niveau.
|
||||
Thorns=Épines
|
||||
Reflects some of the damage taken when hit, at the cost of reducing durability with each proc.=Reflète une partie des dégâts subis lors de la frappe, au prix d'une réduction de la durabilité à chaque déclenchement.
|
||||
Aqua Affinity=Affinité aquatique
|
||||
|
||||
|
|
|
@ -6,19 +6,43 @@ Iron Helmet=
|
|||
Golden Helmet=
|
||||
Diamond Helmet=
|
||||
Chain Helmet=
|
||||
Netherite Helmet=
|
||||
Leather Tunic=
|
||||
Iron Chestplate=
|
||||
Golden Chestplate=
|
||||
Diamond Chestplate=
|
||||
Chain Chestplate=
|
||||
Netherite Chestplate=
|
||||
Leather Pants=
|
||||
Iron Leggings=
|
||||
Golden Leggings=
|
||||
Diamond Leggings=
|
||||
Chain Leggings=
|
||||
Netherite Leggings=
|
||||
Leather Boots=
|
||||
Iron Boots=
|
||||
Golden Boots=
|
||||
Diamond Boots=
|
||||
Chain Boots=
|
||||
Netherite Boots=
|
||||
Elytra=
|
||||
|
||||
#Translations of enchantements
|
||||
Increases underwater mining speed.=
|
||||
Blast Protection=
|
||||
Reduces explosion damage and knockback.=
|
||||
Curse of Binding=Malédiction du lien éternel
|
||||
Item cannot be removed from armor slots except due to death, breaking or in Creative Mode.=
|
||||
Feather Falling=
|
||||
Reduces fall damage.=
|
||||
Fire Protection=
|
||||
Reduces fire damage.=
|
||||
Shooting consumes no regular arrows.=
|
||||
Shoot 3 arrows at the cost of one.=
|
||||
Projectile Protection=
|
||||
Reduces projectile damage.=
|
||||
Protection=
|
||||
Reduces most types of damage by 4% for each level.=
|
||||
Thorns=
|
||||
Reflects some of the damage taken when hit, at the cost of reducing durability with each proc.=
|
||||
Aqua Affinity=
|
|
@ -63,7 +63,7 @@ mcl_player.player_register_model("mcl_armor_character_female.b3d", {
|
|||
})
|
||||
|
||||
function mcl_armor.update_player(player, info)
|
||||
mcl_player.player_set_armor(player, info.texture, info.preview)
|
||||
mcl_player.player_set_armor(player, info.texture)
|
||||
|
||||
local meta = player:get_meta()
|
||||
meta:set_int("mcl_armor:armor_points", info.points)
|
||||
|
|
|
@ -209,11 +209,12 @@ minetest.register_tool("mcl_armor:elytra", {
|
|||
_doc_items_longdesc = mcl_armor.longdesc,
|
||||
_doc_items_usagehelp = mcl_armor.usage,
|
||||
inventory_image = "mcl_armor_inv_elytra.png",
|
||||
groups = {armor = 1, non_combat_armor = 1, armor_torso = 1, non_combat_torso = 1, mcl_armor_uses = 10, enchantability = 1},
|
||||
groups = {armor = 1, non_combat_torso = 1, armor_torso = 1, mcl_armor_uses = 10, enchantability = 1},
|
||||
sounds = {
|
||||
_mcl_armor_equip = "mcl_armor_equip_leather",
|
||||
_mcl_armor_unequip = "mcl_armor_unequip_leather",
|
||||
},
|
||||
_repair_material = "mcl_mobitems:leather",
|
||||
on_place = mcl_armor.equip_on_use,
|
||||
on_secondary_use = mcl_armor.equip_on_use,
|
||||
_mcl_armor_element = "torso",
|
||||
|
|
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