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414 Commits

Author SHA1 Message Date
chmodsayshello 82423cfb33 Merge pull request 'Update Fork' (#9) from MineClone5/MineClone5:master into master
Reviewed-on: #9
2022-08-02 13:50:36 +00:00
kay27 4ade7dc769 Merge pull request 'Make baby sheep have big heads' (#392) from MrRar/MineClone5:sheep into master
Reviewed-on: MineClone5/MineClone5#392
2022-08-02 11:57:49 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 6bbf3bc80c Make baby sheep have big heads 2022-08-01 12:54:48 -05:00
kay27 85ca6e867a Merge pull request 'Add nether biomes' (#389) from nether_biomes into master
Reviewed-on: MineClone5/MineClone5#389
2022-07-28 18:12:45 +00:00
cora 70daeda500 Add nether biomes 2022-07-28 17:22:05 +02:00
kay27 6c2bdf3156 Merge 1.11 leftovers from testing branch 2022-07-24 06:27:52 +03:00
kay27 797a7d22e1 #382 Fix crash on missing pointed_thing in moss rightclick handler 2022-07-24 04:15:59 +03:00
kay27 40c17d288b Show mapgen status percent in mcl_info on bitmask 4 2022-07-23 07:03:52 +03:00
kay27 bfc248ee9a Remove a warning 2022-07-23 06:00:23 +03:00
kay27 9540363363 Merge master into testing 2022-07-23 05:53:06 +03:00
kay27 86913119ea Add blackstone version of ruined portal 2022-07-23 05:52:04 +03:00
kay27 ee35c09a94 Merge pull request 'Adding some Occitan translations' (#380) from PrWalterB/MineClone5:master into master
Reviewed-on: MineClone5/MineClone5#380
2022-07-22 13:40:43 +00:00
PrWalterB 72d6b4de06 Add 'mods/ENTITIES/mobs_mc/locale/mobs_mc.oc.tr' 2022-07-22 09:56:33 +00:00
PrWalterB ca8c9ed1fc Merge pull request 'master' (#1) from MineClone5/MineClone5:master into master
Reviewed-on: PrWalterB/MineClone5#1
2022-07-22 09:41:02 +00:00
kay27 951a99c7cf #377 Merge 3raven/MineClone5-french/master into master 2022-07-21 20:43:50 +03:00
PrWalterB a492522fb5 Add 'mods/ENVIRONMENT/mcl_void_damage/locale/mcl_void_damage.oc.tr' 2022-07-21 10:39:41 +00:00
PrWalterB 017ecf0cb4 Add 'mods/ENVIRONMENT/lightning/locale/ lightning.oc.tr' 2022-07-21 10:36:46 +00:00
PrWalterB 56f83240fc Add 'mods/ENTITIES/mcl_paintings/locale/mcl_paintings.oc.tr' 2022-07-21 10:28:52 +00:00
PrWalterB 5ea614311d Add 'mods/ENTITIES/mcl_falling_nodes/locale/mcl_falling_nodes.oc.tr' 2022-07-21 10:26:12 +00:00
PrWalterB 5e9f7129d1 Add 'mods/ENTITIES/mcl_boats/locale/mcl_boats.oc.tr' 2022-07-21 10:14:02 +00:00
kay27 37350718c7 Merge pull request 'Add Occitan Translation for Amethyst' (#379) from PrWalterB/MineClone5:master into master
Reviewed-on: MineClone5/MineClone5#379
2022-07-21 09:54:32 +00:00
PrWalterB 924bf17be7 Add 'mods/CORE/mcl_explosions/locale/mcl_explosions.oc.tr' 2022-07-21 09:51:08 +00:00
PrWalterB 24096875db Add Occitan Translation 2022-07-21 09:40:19 +00:00
3raven 1ea7937a69 Ajouter 'mods/ITEMS/mcl_lanterns/locale/mcl_lanterns.fr.tr' 2022-07-21 04:25:17 +00:00
3raven 0dfff81069 Ajouter 'mods/ITEMS/mcl_lanterns/locale/template.txt' 2022-07-21 04:24:20 +00:00
3raven c7efef2dcf Supprimer 'mods/ITEMS/mcl_lanterns/local/template.txt' 2022-07-21 04:23:18 +00:00
3raven b532182dd8 Supprimer 'mods/ITEMS/mcl_lanterns/local/mcl_lanterns.fr.tr' 2022-07-21 04:22:59 +00:00
3raven 54dd1b2cad Mise à jour de 'mods/ITEMS/mcl_blackstone/locale/template.txt' 2022-07-21 04:17:12 +00:00
3raven c53cd30c8d Mise à jour de 'mods/ITEMS/mcl_core/locale/mcl_core.fr.tr' 2022-07-21 03:59:50 +00:00
3raven 3ec699ce3b Mise à jour de 'mods/ITEMS/mcl_nether/locale/mcl_nether.fr.tr' 2022-07-21 03:38:34 +00:00
3raven 70b440859b Mise à jour de 'mods/ITEMS/mcl_nether/locale/mcl_nether.fr.tr' 2022-07-21 03:35:47 +00:00
3raven b1e03173fe Mise à jour de 'mods/ITEMS/mcl_nether/locale/template.txt' 2022-07-21 03:33:40 +00:00
3raven 40f4019d6e Mise à jour de 'mods/ITEMS/mcl_mushroom/locale/mcl_mushroom.fr.tr' 2022-07-21 02:37:17 +00:00
3raven b817c92c9d Mise à jour de 'mods/ITEMS/mcl_mushroom/locale/template.txt' 2022-07-21 02:35:01 +00:00
3raven c62eb202ab Mise à jour de 'mods/ITEMS/mcl_mushroom/init.lua' 2022-07-21 02:33:24 +00:00
3raven 43e75c8017 Mise à jour de 'mods/ITEMS/mclx_stairs/locale/mclx_stairs.fr.tr' 2022-07-21 02:27:36 +00:00
3raven 87a0e7b28a Mise à jour de 'mods/ITEMS/mcl_lanterns/local/mcl_lanterns.fr.tr' 2022-07-21 02:15:03 +00:00
3raven bb96f81d31 Mise à jour de 'mods/ITEMS/mcl_lanterns/local/template.txt' 2022-07-21 02:14:29 +00:00
3raven 6e6a0104ef Mise à jour de 'mods/ITEMS/mcl_blackstone/locale/mcl_blackstone.fr.tr' 2022-07-21 02:11:42 +00:00
3raven 9836da42da Mise à jour de 'mods/ITEMS/mcl_blackstone/locale/template.txt' 2022-07-21 02:10:54 +00:00
3raven 47b3db0da3 Mise à jour de 'mods/ITEMS/mcl_enchanting/locale/mcl_enchanting.fr.tr' 2022-07-21 02:00:20 +00:00
3raven d3661ee60f Mise à jour de 'mods/HELP/mcl_tt/locale/template.txt' 2022-07-21 01:39:36 +00:00
3raven aa39f33404 Ajouter 'mods/PLAYER/mcl_skins/locale/mcl_skins.fr.tr' 2022-07-21 01:36:39 +00:00
3raven cca48ffa69 Mise à jour de 'mods/ITEMS/mcl_tools/locale/mcl_tools.fr.tr' 2022-07-21 01:29:28 +00:00
3raven bafed4615b Mise à jour de 'mods/ITEMS/mcl_blackstone/locale/mcl_blackstone.fr.tr' 2022-07-21 01:23:58 +00:00
3raven 6ff1856a58 Mise à jour de 'mods/ITEMS/mcl_blackstone/locale/template.txt' 2022-07-21 01:19:40 +00:00
3raven 58db95a7d3 Mise à jour de 'mods/ITEMS/mcl_blackstone/init.lua' 2022-07-21 01:17:28 +00:00
3raven cae6aeecc3 Mise à jour de 'mods/ITEMS/mcl_blackstone/locale/template.txt' 2022-07-21 01:11:06 +00:00
3raven db71d5ac80 Mise à jour de 'mods/ITEMS/mcl_blackstone/locale/mcl_blackstone.fr.tr' 2022-07-21 01:10:02 +00:00
3raven 4c78fb4517 Mise à jour de 'mods/ITEMS/mcl_blackstone/locale/template.txt' 2022-07-21 01:09:16 +00:00
3raven 4b9f51a5f8 Mise à jour de 'mods/ITEMS/mcl_enchanting/locale/template.txt' 2022-07-21 01:05:30 +00:00
3raven 4c4b0636d0 Mise à jour de 'mods/ITEMS/mcl_enchanting/locale/mcl_enchanting.fr.tr' 2022-07-21 01:05:03 +00:00
3raven fdcb2f56e8 Mise à jour de 'mods/ITEMS/mcl_enchanting/locale/template.txt' 2022-07-21 00:57:49 +00:00
3raven 26157cb355 Mise à jour de 'mods/ITEMS/mcl_composters/locale/mcl_composters.fr.tr' 2022-07-21 00:36:09 +00:00
3raven 2b00261f40 Mise à jour de 'mods/ITEMS/mcl_composters/locale/template.txt' 2022-07-21 00:29:35 +00:00
3raven 597e4f827b Mise à jour de 'mods/ITEMS/mcl_beds/locale/mcl_beds.fr.tr' 2022-07-21 00:22:00 +00:00
3raven 1a270069f0 Mise à jour de 'mods/ITEMS/mcl_mushroom/locale/mcl_mushroom.fr.tr' 2022-07-21 00:18:30 +00:00
3raven e99a7b3e98 Mise à jour de 'mods/ITEMS/mcl_mushroom/locale/template.txt' 2022-07-21 00:17:20 +00:00
3raven 426cc085e4 Mise à jour de 'mods/HUD/awards/locale/awards.fr.tr' 2022-07-21 00:09:47 +00:00
3raven 497150f3fb Mise à jour de 'mods/HUD/awards/locale/template.txt' 2022-07-20 23:57:44 +00:00
3raven ea776acfda Mise à jour de 'mods/HUD/awards/locale/awards.fr.tr' 2022-07-20 23:48:08 +00:00
3raven ba080086be Mise à jour de 'mods/ENVIRONMENT/lightning/locale/lightning.fr.tr' 2022-07-20 23:41:32 +00:00
3raven 33fa0a18de Mise à jour de 'mods/ITEMS/mcl_smoker/locale/mcl_smoker.fr.tr' 2022-07-20 22:29:28 +00:00
3raven 3fb7f17fe1 Mise à jour de 'mods/ITEMS/mcl_smoker/locale/template.txt' 2022-07-20 22:26:17 +00:00
3raven 49ba1c7c92 Mise à jour de 'mods/ITEMS/mcl_smoker/locale/template.txt' 2022-07-20 22:22:02 +00:00
3raven 66eb8fa99a Mise à jour de 'mods/ITEMS/mcl_cartography_table/locale/template.txt' 2022-07-20 22:15:52 +00:00
3raven 674ae230d3 Mise à jour de 'mods/ITEMS/mcl_cartography_table/locale/mcl_cartography_table.fr.tr' 2022-07-20 22:15:16 +00:00
3raven 71f926b851 Mise à jour de 'mods/ITEMS/mcl_loom/locale/template.txt' 2022-07-20 22:13:52 +00:00
3raven bee5d01a31 Mise à jour de 'mods/ITEMS/mcl_loom/locale/mcl_loom.fr.tr' 2022-07-20 22:13:16 +00:00
3raven 7fa256b480 Mise à jour de 'mods/ITEMS/mcl_smoker/locale/template.txt' 2022-07-20 22:10:45 +00:00
3raven 91141c68fa Mise à jour de 'mods/ITEMS/mcl_smoker/locale/mcl_smoker.fr.tr' 2022-07-20 22:09:34 +00:00
3raven a07e825f84 Mise à jour de 'mods/ITEMS/mcl_blast_furnace/locale/template.txt' 2022-07-20 22:07:50 +00:00
3raven d41710b169 Transférer les fichiers vers 'mods/ITEMS/mcl_blast_furnace/locale' 2022-07-20 22:05:45 +00:00
kay27 98db03c82e Update 'CONTRIBUTING.md' 2022-07-20 21:45:53 +00:00
3raven 154aac4c5c typo 2022-07-20 20:43:29 +00:00
3raven 0adcab7850 be careful to copy exact, casse-sensitive expérience 2022-07-20 20:38:25 +00:00
3raven 523bca28af Mise à jour de 'mods/ENTITIES/extra_mobs/locale/extra_mobs.fr.tr' 2022-07-20 20:37:31 +00:00
kay27 85cfc95500 #376 Fix several localization issues 2022-07-20 23:36:35 +03:00
kay27 79cca6b121 #363 Turn on head logic 2022-07-20 15:43:26 +03:00
3raven ffa4a4af16 Mise à jour de 'mods/ITEMS/mcl_cartography_table/locale/mcl_cartography_table.fr.tr' 2022-07-20 02:50:45 +00:00
3raven aff9889c9b Mise à jour de 'mods/ITEMS/mcl_raw_ores/locale/mcl_raw_ores.fr.tr' 2022-07-20 02:45:44 +00:00
3raven 3175be742e Mise à jour de 'mods/ITEMS/mcl_raw_ores/locale/template.txt' 2022-07-20 02:42:52 +00:00
3raven 447f26317b Mise à jour de 'mods/ENTITIES/extra_mobs/locale/template.txt' 2022-07-20 02:32:15 +00:00
3raven dd95c75977 Mise à jour de 'mods/ENTITIES/extra_mobs/locale/extra_mobs.fr.tr' 2022-07-20 02:31:45 +00:00
3raven 3ccb3b74dc Mise à jour de 'mods/ITEMS/mcl_cauldrons/locale/mcl_cauldrons.fr.tr' 2022-07-20 02:29:36 +00:00
3raven 4a060350a4 Mise à jour de 'mods/ITEMS/mcl_armor/locale/mcl_armor.fr.tr' 2022-07-20 02:28:41 +00:00
3raven 4981cfeb73 Mise à jour de 'mods/ITEMS/mcl_smoker/locale/template.txt' 2022-07-20 02:10:01 +00:00
3raven 50036c33a3 Mise à jour de 'mods/ITEMS/mcl_mushroom/init.lua' 2022-07-20 02:08:11 +00:00
3raven 9d227324d0 Mise à jour de 'mods/ITEMS/mcl_armor/locale/mcl_armor.fr.tr' 2022-07-20 02:01:04 +00:00
3raven c6ef8b615d Mise à jour de 'mods/ITEMS/mcl_armor/locale/template.txt' 2022-07-20 01:57:28 +00:00
3raven 380b7febc5 Mise à jour de 'mods/ITEMS/mcl_smoker/locale/mcl_smoker.fr.tr' 2022-07-20 01:42:34 +00:00
3raven 5ad3f1b84c Mise à jour de 'mods/ITEMS/mcl_smoker/locale/template.txt' 2022-07-20 01:42:11 +00:00
3raven eaedaa91f8 Mise à jour de 'mods/ITEMS/REDSTONE/mcl_bells/locale/template.txt' 2022-07-20 01:39:31 +00:00
3raven 13ebca9850 Mise à jour de 'mods/ITEMS/REDSTONE/mcl_bells/locale/mcl_bells.fr.tr' 2022-07-20 01:38:57 +00:00
3raven 06d5f8490d TODO : move some enchantement(armor-related) here 2022-07-20 01:23:06 +00:00
3raven 9622eb89ba Mise à jour de 'mods/ITEMS/mcl_armor/locale/mcl_armor.fr.tr' 2022-07-20 01:20:24 +00:00
3raven 9852180e12 Transférer les fichiers vers 'mods/ITEMS/mcl_armor/locale' 2022-07-20 01:19:30 +00:00
3raven d398c5d1f9 Mise à jour de 'mods/HUD/mcl_inventory/locale/mcl_inventory.fr.tr' 2022-07-20 00:05:30 +00:00
3raven 2129436ec3 Mise à jour de 'mods/HUD/mcl_death_messages/locale/mcl_death_messages.fr.tr' 2022-07-19 23:55:14 +00:00
3raven b7502fc5fa remove doublons 2022-07-19 23:48:24 +00:00
3raven b88091ee78 Mise à jour de 'mods/HUD/mcl_death_messages/locale/mcl_death_messages.fr.tr' 2022-07-19 23:41:57 +00:00
kay27 03e20912b4 #357 Sketch png editing python web server script 2022-07-20 02:41:39 +03:00
3raven d5c06e35ff Mise à jour de 'mods/HUD/mcl_achievements/locale/mcl_achievements.fr.tr' 2022-07-19 22:47:48 +00:00
3raven 866ee6f121 Ajouter 'mods/ITEMS/mcl_tridents/locale/mcl_trident.fr.tr' 2022-07-19 22:10:32 +00:00
3raven aaaf0192ad Ajouter 'mods/ITEMS/mcl_spyglass/locale/mcl_spyglass.fr.tr' 2022-07-19 21:45:33 +00:00
3raven 974769abd8 Ajouter 'mods/ITEMS/mcl_smoker/locale/mcl_smoker.fr.tr' 2022-07-19 21:40:52 +00:00
3raven d54c4cdcb2 Mise à jour de 'mods/ITEMS/mcl_smoker/locale/template.txt' 2022-07-19 21:37:45 +00:00
3raven 4210c19e7e Ajouter 'mods/ITEMS/mcl_smithing_table/locale/mcl_smithing_table.fr.tr' 2022-07-19 21:34:51 +00:00
3raven 9d85014222 Ajouter 'mods/ITEMS/mcl_raw_ores/locale/mcl_raw_ores.fr.tr' 2022-07-19 21:30:28 +00:00
3raven 3cd1dd07eb Wrong node name 2022-07-19 21:17:56 +00:00
3raven dae236fe44 Mise à jour de 'mods/ITEMS/mcl_mushroom/locale/mcl_mushroom.fr.tr' 2022-07-19 21:15:59 +00:00
3raven cce9cc868c Mise à jour de 'mods/ITEMS/mcl_mushroom/locale/template.txt' 2022-07-19 21:15:09 +00:00
3raven 03cd73261a Mise à jour de 'mods/ITEMS/mcl_mushroom/locale/template.txt' 2022-07-19 21:05:04 +00:00
3raven 8af587751f Mise à jour de 'mods/ITEMS/mcl_loom/locale/template.txt' 2022-07-19 20:44:20 +00:00
3raven f6bc04142c Ajouter 'mods/ITEMS/mcl_loom/locale/mcl_loom.fr.tr' 2022-07-19 20:44:00 +00:00
kay27 c3e208dbb0 #375 Speed up hopper ABMs 2022-07-19 23:42:57 +03:00
3raven 19b7f796c7 Ajouter 'mods/ITEMS/mcl_loom/locale/template.txt' 2022-07-19 20:39:42 +00:00
3raven 2f9df70ac4 Better formulation 2022-07-19 20:34:43 +00:00
3raven 5cabb7875a Ajouter 'mods/ITEMS/mcl_fletching_table/locale/mcl_fletching_table.fr.tr' 2022-07-19 20:11:21 +00:00
3raven 0248fa533d Ajouter 'mods/ITEMS/mcl_fletching_table/locale/template.txt' 2022-07-19 20:07:44 +00:00
3raven c9431fbbdb Supprimer 'mods/ITEMS/mcl_fletching_table/template.txt' 2022-07-19 20:07:20 +00:00
3raven 7879e6bcb2 Ajouter 'mods/ITEMS/mcl_fletching_table/template.txt' 2022-07-19 20:06:42 +00:00
3raven 6994da8191 Mise à jour de 'mods/ITEMS/mcl_fishing/locale/mcl_fishing.fr.tr' 2022-07-19 20:01:39 +00:00
3raven 5f4327caf0 Update 2022-07-19 19:40:32 +00:00
3raven 851bc14bbc Update+rangement 2022-07-19 19:30:34 +00:00
kay27 ee5d45152d #375 Use single ABM for all hopper logic, fix hopper model, clean up hopper code 2022-07-19 18:01:36 +03:00
3raven 4db9cf7e9f Typo and misspell 2022-07-19 02:11:03 +00:00
3raven 4ba679b011 Mise à jour de 'mods/ITEMS/mcl_cartography_table/locale/mcl_cartography_table.fr.tr' 2022-07-19 01:56:31 +00:00
3raven c284e48143 Ajouter 'mods/ITEMS/mcl_cartography_table/locale/mcl_cartography_table' 2022-07-19 01:54:29 +00:00
3raven 9158201c51 TO DO : add translations 2022-07-19 01:51:00 +00:00
kay27 e80f95710d #375 Better detect hopper touches 2022-07-19 04:42:30 +03:00
3raven 4551df1d0c Mise à jour de 'mods/ITEMS/mcl_bows/locale/mcl_bows.fr.tr' 2022-07-19 01:41:07 +00:00
3raven b1ea2ad9c9 Ajouter 'mods/ITEMS/mcl_blast_furnace/locale/mcl_blast_furnace.fr.tr' 2022-07-19 01:30:23 +00:00
kay27 3d656522f2 #375 Make hoppers suck in items above again 2022-07-19 04:29:27 +03:00
3raven 7afdc48d0d Mise à jour de 'mods/ITEMS/mcl_nether/locale/mcl_nether.fr.tr' 2022-07-19 01:16:09 +00:00
3raven 5495c67c7d Mise à jour de 'mods/ITEMS/mcl_blackstone/locale/mcl_blackstone.fr.tr' 2022-07-19 01:04:23 +00:00
3raven 329576f8e8 Update 2022-07-19 00:51:33 +00:00
3raven e1436c6913 Update 2022-07-19 00:48:50 +00:00
3raven 0d42106bc8 Better translation 2022-07-19 00:36:14 +00:00
3raven 4f9b40b6ab Update 2022-07-19 00:28:57 +00:00
kay27 d0cd3ad478 Update credits 2022-07-18 03:10:00 +03:00
kay27 14e1842820 Merge pull request '#373 Grow cactus in inactive areas/during skipped nights' (#374) from grow_cactus_in_inactive_areas into testing
Reviewed-on: MineClone5/MineClone5#374
2022-07-17 02:25:15 +00:00
kay27 2772303fc0 #373 Fix generated dropped cactee 2022-07-17 04:16:44 +03:00
kay27 1cebafee80 Remove tabs 2022-07-17 04:08:21 +03:00
kay27 7f02781339 Localize lava_spark_add() 2022-07-17 04:04:39 +03:00
kay27 69b66c2e3c Merge testing into grow_cactus_in_inactive_areas 2022-07-17 03:50:00 +03:00
kay27 9210e05eba #373 Grow cactus in inactive areas/during skipped nights 2022-07-17 03:27:12 +03:00
kay27 f4e44acb94 #372 Prevent crash in mcl_shields/init:181 2022-07-17 02:00:37 +03:00
kay27 08846bef2f Merge master into testing 2022-07-17 01:53:37 +03:00
kay27 ec00351041 Merge pull request 'fox_fixes' (#368) from SumianVoice/MineClone5_c:fox_fixes into master
Reviewed-on: MineClone5/MineClone5#368
2022-07-15 13:57:18 +00:00
Sumyjkl 3ec5a26aa1 removed unnecessary added debugging code 2022-07-14 15:12:43 +10:00
Sumyjkl b2bebd1d8d comments and changed scare distance 2022-07-14 14:57:30 +10:00
Sumyjkl 0a3190887c made fox run from player 2022-07-14 14:46:00 +10:00
Sumyjkl 56b1cc8d75 Update fox to fix some bugs with sliding and jittering 2022-07-14 13:24:02 +10:00
kay27 ea8d96389f Merge master into testing 2022-07-10 17:29:05 +03:00
kay27 f2ae6a9d02 Merge pull request 'Advanced Skins Mod' (#313) from MrRar/MineClone5:skins into master
Reviewed-on: MineClone5/MineClone5#313
2022-07-10 14:27:49 +00:00
kay27 1b9af42521 #362 Fix comment typo 2022-07-10 17:17:46 +03:00
kay27 3bc3540ead #362 Cover world edges by mapgen API 2022-07-10 17:15:30 +03:00
kay27 01b2f65309 #361 Fix a crash in mcl_copper/functions.lua:71 2022-07-10 16:08:40 +03:00
kay27 eefaba3f49 Merge master into testing 2022-07-10 15:55:40 +03:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 4ca2fb25a7 Add advanced skins mod 2022-07-09 10:52:28 -05:00
kay27 0ad52fd949 Merge pull request 'Replace PP textures for villager job sites' (#359) from MrRar/MineClone5:pp_textures into master
Reviewed-on: MineClone5/MineClone5#359
2022-07-06 21:58:55 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 2905a21674 Replace PP textures for villager job sites 2022-07-06 13:38:12 -05:00
kay27 98855596f9 Merge remote-tracking branch 'origin/master' into testing 2022-07-05 15:02:23 +03:00
kay27 b679fd8a13 Merge pull request 'Stop creeper explosion sequence if target leaves line of sight' (#348) from Gustavo6046/MineClone5:improve/creepers into master
Reviewed-on: MineClone5/MineClone5#348
2022-07-04 08:22:11 +00:00
wallabra 2caf2bf1b8
Merge branch 'master' into improve/creepers 2022-07-04 03:41:54 -03:00
wallabra 6b78abd79c
Merge remote-tracking branch 'origin/improve/creepers' into improve/creepers 2022-07-04 03:41:25 -03:00
kay27 7640edabcc Merge pull request 'Remove 2D preview + fix enchanting overlay by AFCMS' (#311) from MrRar/MineClone5:armor2d into master
Reviewed-on: MineClone5/MineClone5#311
2022-07-04 01:38:55 +00:00
kay27 690b0782a5 Merge pull request 'Polish the behaviour of hoppers' (#350) from Gustavo6046/MineClone5:improve/hoppers into master
Reviewed-on: MineClone5/MineClone5#350
2022-07-03 01:53:42 +00:00
wallabra 2eda3a6971 Merge branch 'master' into improve/creepers 2022-06-23 21:27:13 +00:00
wallabra b8f89e5569
Add missing local definition of var downpos 2022-06-23 18:23:29 -03:00
wallabra f3cc8f0f8a
Fix get_item_group crash in mcl_hoppers 2022-06-23 14:29:36 -03:00
wallabra 5307908290
Merge branch 'master' into improve/creepers 2022-06-21 17:31:46 -03:00
wallabra 588afc72f0
Merge branch 'master' into improve/hoppers 2022-06-21 17:31:40 -03:00
kay27 fa46332870 Merge pull request 'Improve underwater item physics' (#351) from Gustavo6046/MineClone5:item-physics into master
Reviewed-on: MineClone5/MineClone5#351
2022-06-21 19:59:19 +00:00
wallabra d57097baef
Fix syntax error with hopper check 2022-06-20 20:37:15 -03:00
wallabra 54e9477f37
Fix hopper downpos priority check 2022-06-20 17:05:18 -03:00
wallabra 3502e504bf
Merge branch 'master' into improve/creepers 2022-06-20 16:45:22 -03:00
wallabra ff0e0dd36a
Merge branch 'master' into improve/hoppers 2022-06-20 16:45:11 -03:00
wallabra 218990c114
Merge branch 'master' into item-physics 2022-06-20 16:45:00 -03:00
kay27 56ab442645 #346 Cleanup the fix 2022-06-19 02:25:29 +03:00
kay27 acda4deb3b #346 Quickfix indexing nil savetable in doc/doc 2022-06-19 02:13:49 +03:00
kay27 8b2cce4399 Merge master into testing 2022-06-19 02:01:45 +03:00
PrairieWind f93efc4843 Merge pull request 'Fix skipping growth stages of mcl_farming plants' (#345) from balazsszalab/MineClone5:master into master
Reviewed-on: MineClone5/MineClone5#345
Reviewed-by: PrairieWind <prairie.astronomer1@gmail.com>
2022-06-18 17:48:49 +00:00
balazsszalab 42fe7d8c73 Add sweet berry bush to bonemealable plants
Sweet berry bush advances 1 growth stage if bonemeal is applied on it.
2022-06-18 17:30:23 +00:00
balazsszalab 5b56acd415 Fix skipping growth stages of mcl_farming plants
Because usually math.ceil(intervals_counter)>=1, stages + math.ceil(intervals_counter)>=2. It causes the plants to skip growth stages and they usually grow two stages at once. Changing ceil to floor seems to solve the problem.
2022-06-18 16:40:50 +00:00
PrairieWind 2b20f89d7b Merge pull request 'Register sweet berry bush by add_plant function to enable plant growth' (#344) from balazsszalab/MineClone5:master into master
Reviewed-on: MineClone5/MineClone5#344
Reviewed-by: PrairieWind <prairie.astronomer1@gmail.com>
2022-06-18 16:11:05 +00:00
balazsszalab e2e4f7d2df Register sweet berry bush by add_plant function to enable plant growth
Without calling the add_plant function, sweet berry bushes will not go through growth stages and it is impossible to farm them. Sweet berry bush and beetroot have the same number of growth stages, so I used beetroot's interval and chance values here. If somebody has a better approximation of these values, feel free to change them.
2022-06-18 15:41:22 +00:00
balazsszalab 464649945c Merge pull request 'master' (#1) from MineClone5/MineClone5:master into master
Reviewed-on: balazsszalab/MineClone5#1
2022-06-18 15:29:28 +00:00
PrairieWind d33aba9355 Merge pull request 'fixed-elytra' (#343) from FlamingRCCars/MineClone5-FlamingRCCars:fixed-elytra into master
Reviewed-on: MineClone5/MineClone5#343
2022-06-17 21:42:16 +00:00
FlamingRCCars 88935cbcbd Update 'mods/ITEMS/mcl_armor/register.lua' 2022-06-17 21:27:46 +00:00
FlamingRCCars 73d67792ee Merge branch 'master' into fixed-elytra 2022-06-17 21:08:08 +00:00
FlamingRCCars 5ceed2672e fixed-elytras 2022-06-17 16:04:30 -05:00
FlamingRCCars 5d2552eb97 Fixed elytra not working when enchanted 2022-06-17 13:36:19 -05:00
unknown 047d75a78a fixed elytras 2022-06-17 12:38:08 -05:00
unknown fb7390f61d fixed elytras 2022-06-17 12:37:03 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 0334127372 Merge pull request 'Remove wield view from player models' (#338) from MrRar/MineClone5:mesh into master
Reviewed-on: MineClone5/MineClone5#338
2022-06-17 17:36:57 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 087a665112 Merge pull request 'Fix l10n template for mcl_achivements' (#340) from MrRar/MineClone5:achievements into master
Reviewed-on: MineClone5/MineClone5#340
2022-06-16 18:17:49 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 3c346170a6 Fix l10n template for mcl_achivements 2022-06-14 13:30:59 -05:00
PrairieWind 615eae97ee Merge pull request 'Fix Blast Furnaces and Smokers' (#336) from PrairieAstronomer/MineClone5:blast_furnace_fixes into master
Reviewed-on: MineClone5/MineClone5#336
2022-06-12 02:33:29 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 6889c672c0 Remove wield view from player models 2022-06-11 18:00:42 -05:00
kay27 7becc4e01b Merge pull request 'Basic Pillagers' (#332) from MrRar/MineClone5:master into master
Reviewed-on: MineClone5/MineClone5#332
2022-06-11 21:37:57 +00:00
PrairieAstronomer 539ada1057 Adjusted README files. 2022-06-10 13:21:07 -06:00
PrairieAstronomer de29e05a6f Fixed Blast Furnaces and Smokers so they use groups to smelt, and put them into individual mods like in Mineclone2 2022-06-10 13:18:02 -06:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 6aef455fbc Merge pull request 'Buckets of Fish' (#335) from PrairieAstronomer/MineClone5:fish_bucket into master
Reviewed-on: MineClone5/MineClone5#335
2022-06-09 20:18:27 +00:00
PrairieAstronomer 977a77f871 Fixed some more white space formating in cod.lua 2022-06-09 13:04:36 -06:00
PrairieAstronomer 43e73e2856 Updated Translate Template and fixed the fish bucket definitions to work with the translation 2022-06-09 09:47:24 -06:00
PrairieAstronomer f17f51cce3 Fixed formatting whitespace issues on cod.lua and salmon.lua 2022-06-08 16:37:38 -06:00
PrairieAstronomer ebcadc415d Buckets of Fish 2022-06-08 13:07:01 -06:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 da4b867314 Merge pull request 'New Advancements and Nodes' (#326) from PrairieAstronomer/MineClone5:PrairieWind_commits into master
Reviewed-on: MineClone5/MineClone5#326
2022-06-08 18:02:16 +00:00
PrairieAstronomer 6cca004dbe Fixed whitespace in Sweet Dreams activation point 2022-06-08 10:54:36 -06:00
PrairieWind 6c84baac22 Merge branch 'master' into PrairieWind_commits 2022-06-07 22:02:49 +00:00
PrairieAstronomer 6ff27c0247 Fixed formatting in advancement definitions and in the award unlock code in the mcl_totem mod 2022-06-07 16:01:12 -06:00
3raven 6dbbe99d68 Merge pull request 'Fixing maps and clocks in itemframes' (#334) from 3raven/MineClone5:master into master
Reviewed-on: MineClone5/MineClone5#334
Works on my computer (except pb mentioned above with older maps).
2022-06-07 19:17:56 +00:00
3raven 7808c576a5 Update 2022-06-07 16:41:44 +00:00
3raven f968d76caa Update translation 2022-06-07 16:40:43 +00:00
3raven 7cab3b67e1 Update translation 2022-06-07 16:38:36 +00:00
3raven b79017d86e Update translation 2022-06-07 16:38:02 +00:00
3raven 6e9448c0b5 Update translation template 2022-06-07 16:35:22 +00:00
3raven c5655a40cd Update translation template-TODO update translations 2022-06-07 16:34:31 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 34586bef62 Pillagers: spawn with loaded crossbow 2022-06-07 07:48:42 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 836ef83bd1 Basic Pillagers 2022-06-06 13:06:36 -05:00
PrairieAstronomer cd75d6ffd2 Armor Advancement Definitions (Commented out, but ready for me to use later) 2022-06-03 10:38:51 -06:00
PrairieAstronomer 6c9fc8c963 Fishy Business Advancement 2022-06-01 10:22:10 -06:00
PrairieAstronomer 4abc8181f7 What A Deal! Advancement 2022-05-31 19:46:04 -06:00
3raven 36e671f439 Adjust light 2022-05-31 22:43:21 +00:00
3raven 5a3c1bb3d8 Move glowing itemframes 2022-05-31 22:15:36 +00:00
3raven 1b9c5e6e23 Move glowing itemframes 2022-05-31 22:14:17 +00:00
3raven 3b2483ff4f Move glowing itemframe 2022-05-31 22:13:27 +00:00
3raven b084071954 Move glowing itemframe 2022-05-31 22:09:13 +00:00
3raven ddcb7f141f Move glowing itemframe 2022-05-31 22:08:41 +00:00
3raven 36de9f53b7 Move glowing itemframe 2022-05-31 22:08:12 +00:00
3raven 493fb95e52 Move glowing itemframe 2022-05-31 22:07:30 +00:00
3raven 3ce0009181 Move glowing itemframes 2022-05-31 22:05:49 +00:00
3raven a97d6ec20d Move glowing itemframes 2022-05-31 22:04:15 +00:00
3raven 7b5cc25c6c Move glowing ink 2022-05-31 22:02:13 +00:00
3raven 7f1c09de59 Move glowing itemframes 2022-05-31 22:00:52 +00:00
3raven 80a7ab971a Move glowing itemframe to itemframe and glowing ink sac to glow_squid 2022-05-31 21:59:41 +00:00
3raven 6df9027971 Fleckenstein's fix for mcl2 2022-05-31 12:54:31 +00:00
3raven 0e1b4d8fea Adding tga_encoder (fleckenstein's)
Adding tga_encoder for displaying maps (from here https://content.minetest.net/packages/erlehmann/tga_encoder/)
2022-05-31 12:24:41 +00:00
3raven fa9a06a6d5 Add tga_encoder dependancy 2022-05-31 12:22:19 +00:00
3raven cc81b51128 fix map in itemframes
Fix the map in iteframes problem in newly created worlds but might not work in older ones+ add tga dependancy
2022-05-31 12:17:52 +00:00
3raven caac96b50e Attempt to fix map on itemframes pb by using EliasFlickenstein changes 2022-05-30 14:15:49 +00:00
3raven 50cbde6380 Atteempt to fix map on itemframe by using EliasFlickenstein in mcl2 2022-05-30 14:02:06 +00:00
3raven 8d79e5f7f7 Attempt to fix map on itemframe by using EliasFleckenstein changes from mcl2 2022-05-30 13:59:49 +00:00
PrairieAstronomer 3a12b9f6c6 Serious Dedication Advancement 2022-05-29 21:06:48 -06:00
PrairieAstronomer d4828f8993 Sweet Dreams Advancement 2022-05-29 19:11:21 -06:00
PrairieAstronomer 2a08c60602 Loom 2022-05-29 18:30:27 -06:00
PrairieAstronomer 53a1d7dd58 Fletching Table 2022-05-29 18:29:33 -06:00
PrairieAstronomer 80416fef71 Cartography Table 2022-05-29 18:28:34 -06:00
PrairieAstronomer f57cbcb0a0 Postmortal Advancement 2022-05-29 17:32:47 -06:00
3raven 8ccf1ae3a9 Attempt to get clock and map working in glowing itemframes 2022-05-29 09:28:29 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 9c19395dd7 Merge pull request 'make bell diggable by pickaxe' (#318) from bell_breaking into master
Reviewed-on: MineClone5/MineClone5#318
2022-05-17 18:30:17 +00:00
cora ee969531a8 make bell diggable by pickaxe 2022-05-17 09:05:25 +00:00
cora a7d3faee47 Merge pull request 'Fix mcl_wieldview showing unknown item after login' (#319) from MrRar/MineClone5:wieldview into master
Reviewed-on: MineClone5/MineClone5#319
Reviewed-by: cora <cora@noreply.git.minetest.land>
2022-05-17 09:03:50 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 ff31e5d480 Fix mcl_wieldview showing unknown item after login 2022-05-16 12:38:25 -05:00
3raven 499f698ba7 Merge pull request 'master' (#314) from 3raven/MineClone5:master into master
Reviewed-on: MineClone5/MineClone5#314

Soul fire replace regular fire on soul sand/soil (fix from cora's blackstone mod).
Upon ignition on soul sand/soil the fire is briefly yellow (before being replaced). It can be fixed by implementing directly soul fire in mcl_fire if deemed necessary.
2022-05-10 15:49:12 +00:00
kay27 8a0ce314a2 #123 Update readme 2022-05-09 06:01:36 +03:00
kay27 da3034cadd #310 Make tridents do not say 261 2022-05-09 05:55:20 +03:00
kay27 0d8c9c8577 Merge master into testing 2022-05-09 05:39:23 +03:00
kay27 0ed8976aae Remove continuous warnings 2022-05-09 05:38:52 +03:00
AFCMS 48c8eaa6ed Remove 2D preview by AFCMS 2022-05-06 12:53:30 -05:00
AFCMS a4655a0c23 Fix player armor enchanting overlay (#2161) 2022-05-06 08:37:15 -05:00
AFCMS 4af046500d Remove preview files 2022-05-06 08:35:37 -05:00
kay27 13dc68f40f Merge pull request 'Use baby_size to scale chick size on hatching instead of dividing by 2' (#305) from balazsszalab/MineClone5:master into master
Reviewed-on: MineClone5/MineClone5#305
2022-05-05 23:06:29 +00:00
kay27 27230fff4a Merge pull request 'Fix mcl_maps on Windows' (#304) from MrRar/MineClone5:maps into master
Reviewed-on: MineClone5/MineClone5#304
2022-05-04 22:07:51 +00:00
balazsszalab 6ef292e80e Use baby_size to scale chick size on hatching instead of dividing by 2 2022-05-03 21:13:52 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 00e54944fa Fix mcl_maps on Windows 2022-05-03 09:48:50 -05:00
3raven d17a50ecba Remove possibility to get soul fire in inventory by digging+minor fixes 2022-05-02 20:38:02 +00:00
3raven 49acbfed8e Fix from mcl2 blackstone by cora
Changes taken from 
af5e3d84d4

Fire is briefly yellow upon ignition before becoming blue
2022-04-30 22:08:08 +00:00
kay27 69bc5dbb16 Fix UNIQUE constraint failed: auth.name in callback createAuth() 2022-04-29 02:43:25 +03:00
kay27 b8b9683d50 Merge master into testing 2022-04-25 01:58:53 +03:00
kay27 76efcd4906 Merge testing into master (1.10) 2022-04-25 01:55:18 +03:00
3raven ab22628afe Merge pull request 'master' (#300) from 3raven/MineClone5:master into master
Reviewed-on: MineClone5/MineClone5#300

-Add Stripped and bark nether hyphae+hyphae stairs
-Make nether woods and nether wood doors non-flammable
-Put wooden door registration into a loop (like trapdoors)
2022-04-24 17:01:25 +00:00
3raven 010ffd695f Update translation template - TODO complete translation 2022-04-24 16:49:20 +00:00
3raven 6ffa01cac6 Update translation list - TO-DO: complete translations 2022-04-24 16:17:18 +00:00
3raven 2f0351fe6d Correct name 2022-04-24 16:16:33 +00:00
kay27 b70ae30fda Create MCL5 own mcl_end_crystal_beam texture 2022-04-23 22:02:23 +03:00
kay27 d0a8848487 Merge master into testing 2022-04-23 21:19:09 +03:00
kay27 f39e0bca3d Merge pull request 'Fix tools backwards in wieldview' (#299) from MrRar/MineClone5:fishing into master
Reviewed-on: MineClone5/MineClone5#299
2022-04-23 18:07:27 +00:00
kay27 cd02080ca8 Merge master into testing 2022-04-23 20:15:43 +03:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 b80e511cae Fix tools backwards in wieldview 2022-04-23 11:52:32 -05:00
kay27 d476e26c60 Merge pull request 'Fix boat initialization failure' (#298) from c29979/MineClone5:fix-boat-init-failure into master
Reviewed-on: MineClone5/MineClone5#298
2022-04-23 14:56:46 +00:00
River River 663c2bedbb Fix boat initialization failure 2022-04-23 23:20:38 +09:00
kay27 3a7363f11d Decrease spam activity reset interval from 300 to 30 s 2022-04-22 23:14:39 +03:00
Nils Dagsson Moskopp 033573ad63 Shuffle pixels in mcl_end_crystal_beam.png
A user claimed that this texture was a texture from Minecraft 1.8.9 –
see <MineClone2/MineClone2#2099> for
further details. I have not verified that but I noticed that in commit
152e55245804bd2b4790ee31454986948237d2a8 the file was replaced with a
file containing the exact same pixels.

A visual inspection confirms that the file contains noise, so it is not
clear if it is even copyrightable. However, to ensure that it could not
be identical to a file from Minecraft, To get noise of the same quality,
I have shuffled all its pixels with the following POSIX sh shell script:

LANG=C
PREFIX=mcl_end_crystal_beam
convert $PREFIX.png $PREFIX.pnm
<$PREFIX.pnm  >$PREFIX.plainpnm pnmtoplainpnm
<$PREFIX.plainpnm >$PREFIX.seed tr '1234567890 ' ' 1356902468'
(
 <$PREFIX.plainpnm head -n+3
 <$PREFIX.plainpnm tail -n+4 \
  |tr ' ' '\n' \
  |shuf --random-source $PREFIX.seed
) >$PREFIX.shuffled.plainpnm

I then opened mcl_end_crystal_beam.shuffled.plainpnm using GIMP,
converted the color black to tranparency and saved the image as a
paletted PNG (which yields a smaller filesize than a grayscale PNG).
2022-04-22 23:00:47 +03:00
kay27 c5e84a2704 Merge master into testing 2022-04-22 22:48:47 +03:00
kay27 f204470052 Merge pull request 'Lava produce sparks' (#292) from MrRar/MineClone5:lava into master
Reviewed-on: MineClone5/MineClone5#292
2022-04-22 19:47:17 +00:00
kay27 721e721427 Merge pull request 'Remove image stack wieldview' (#295) from MrRar/MineClone5:wieldview into master
Reviewed-on: MineClone5/MineClone5#295
2022-04-22 19:45:32 +00:00
kay27 e4f218fded Merge pull request '/spawnstruct placed schematics one block lower than player is standing' (#296) from cableguy67-spawnstruct-fix into master
Reviewed-on: MineClone5/MineClone5#296
2022-04-22 19:40:17 +00:00
CableGuy67 5432c6bd92 /spawnstruct placed schematics one block lower than player is standing
Because the position of the player is -0.5 from the block (when not flying) /spawnstruct would place the schematic a block lower than the player's feet.
2022-04-22 13:51:17 +00:00
3raven a8be87f88d Rangement 2022-04-20 22:57:27 +00:00
3raven 84320db3b7 Rangement 2022-04-20 22:50:40 +00:00
3raven 85a6f216f0 fix 2022-04-20 22:32:07 +00:00
3raven 01737dd551 Add Bark stairs and slab 2022-04-20 22:15:01 +00:00
3raven fec258cb99 Wrong recipe 2022-04-20 22:05:57 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 c5ad0d5f33 Remove image stack wieldview 2022-04-20 16:56:17 -05:00
3raven 9367c74e71 Add bark stairs and slab 2022-04-20 05:06:07 +00:00
3raven 3dcb969d75 fix 2022-04-20 04:32:13 +00:00
3raven ed29cd687b fix 2022-04-20 04:07:22 +00:00
3raven f57135259c fix 2022-04-20 03:42:54 +00:00
3raven c3ef5e93af Put door registration into a loop to have less lines of code 2022-04-20 03:37:28 +00:00
3raven df8dab3fac Makes nether wood fences unflammable 2022-04-20 01:47:39 +00:00
3raven 04c62e475e makes nether wood trapdoors unflammable 2022-04-20 01:42:50 +00:00
3raven 44c2c26265 make nether woods doors unflammable 2022-04-20 01:35:48 +00:00
3raven 4850b914a4 Non flammable/modify by similiraty with trees 2022-04-20 00:29:44 +00:00
3raven 1d331313d7 Same for crimson hyphae 2022-04-19 23:25:21 +00:00
3raven 9010305df4 Add stripped warped stuff 2022-04-19 22:55:48 +00:00
3raven 0200e25781 Add warped hyphae stripped and bark 2022-04-19 22:35:18 +00:00
3raven 8153487290 Add texture files for stripped stem
Add texture files for stripped stem
2022-04-19 21:11:01 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 b6a4c1a995 Lava sparks: performance improvement 2022-04-19 08:01:56 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 f0b8e8ea11 Lava produce sparks 2022-04-15 13:56:49 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 d0fcab11e9 Merge pull request 'Armor wearing mobs' (#285) from MrRar/MineClone5:zarmor into master
Reviewed-on: MineClone5/MineClone5#285
2022-04-13 18:41:51 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 b7f3b8edd5 No sun damage wearing helment 2022-04-13 12:52:39 -05:00
3raven 940499ee7e Merge pull request 'Make the shield drop at death' (#290) from 3raven-patch-2 into master
Reviewed-on: MineClone5/MineClone5#290
2022-04-12 22:09:34 +00:00
3raven 9b04b285b7 Make the shield drop at death 2022-04-12 22:08:33 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 1d315c569f Bonus: Mobs Redo bug fix 2022-04-10 14:05:15 -05:00
3raven 64766109f5 Merge pull request 'master' (#287) from 3raven/MineClone5:master into master
Reviewed-on: MineClone5/MineClone5#287

Add buttons, pressure plate, and target; french translation

Missing : translation of mcl_lanterns, entities-counting proprerties of heavy/light pressure plate
2022-04-09 20:23:46 +00:00
3raven c6f09e30a5 Mise à jour de 'mods/ITEMS/mcl_lanterns/register.lua' 2022-04-09 19:49:59 +00:00
3raven a47e0d2f17 Mise à jour de 'mods/ITEMS/mcl_lanterns/init.lua' 2022-04-09 19:49:23 +00:00
3raven a1ca0c3431 Mise à jour de 'mods/ITEMS/mcl_lanterns/register.lua' 2022-04-09 19:31:56 +00:00
3raven c72c960e8a Mise à jour de 'mods/ITEMS/mcl_lanterns/init.lua' 2022-04-09 19:29:52 +00:00
3raven 0184925890 Mise à jour de 'mods/ITEMS/mcl_lanterns/local/mcl_lanterns.fr.tr' 2022-04-09 19:26:04 +00:00
3raven 44d32b5d17 fix 2022-04-09 12:12:07 +00:00
3raven 07d564b5a2 Mise à jour de 'mods/ITEMS/mcl_beds/init.lua' 2022-04-09 12:05:00 +00:00
3raven 1e431814bc Mise à jour de 'mods/ITEMS/mcl_lanterns/init.lua' 2022-04-09 11:48:43 +00:00
3raven 337b4e1d05 Mise à jour de 'mods/ITEMS/mcl_lanterns/register.lua' 2022-04-09 11:47:14 +00:00
3raven f052e26e0c fix 2022-04-09 11:43:47 +00:00
3raven c55aab9360 Update french translation 2022-04-09 10:31:13 +00:00
3raven 421c1e8d00 Ajouter 'mods/MAPGEN/mcl_villages/locale/mcl_villages.fr.tr' 2022-04-09 10:21:26 +00:00
3raven 3591ef1fae French translation 2022-04-09 09:59:27 +00:00
3raven 47ed81490a french translation 2022-04-09 09:52:46 +00:00
3raven 609653eaf2 Update french translation 2022-04-09 09:44:49 +00:00
3raven f828ee6a19 Mise à jour de 'mods/HUD/mcl_achievements/locale/template.txt' 2022-04-09 09:28:36 +00:00
3raven e14545a2b8 French translation 2022-04-09 08:51:53 +00:00
3raven c3111c99b2 French translation 2022-04-09 08:49:47 +00:00
3raven 140fd67686 Add french translation 2022-04-09 08:07:47 +00:00
3raven 700200958d wrong place 2022-04-09 08:03:37 +00:00
3raven 8cd3b63fae Add Translations 2022-04-09 08:02:22 +00:00
3raven 4c957a3e7c Add Translation 2022-04-09 08:01:16 +00:00
3raven 2b87fb2cd2 Update french translation 2022-04-09 07:51:40 +00:00
3raven cbfac60742 Mise à jour de 'mods/ITEMS/mcl_furnaces/locale/template.txt' 2022-04-09 07:45:41 +00:00
3raven f46d093038 remove doublon 2022-04-09 07:44:09 +00:00
3raven cc300971b3 Update 2022-04-09 07:42:19 +00:00
3raven 9dd85f9f7b Update french translation 2022-04-09 07:12:24 +00:00
3raven 7f34c979ff update 2022-04-09 06:49:31 +00:00
3raven 6afda0af92 Update french translation 2022-04-09 06:42:51 +00:00
3raven f60588cf25 Update
Please when you add stuff update the template.txt and not just one translation file
2022-04-09 06:38:04 +00:00
3raven fd94fba22c Update french translation 2022-04-09 06:15:06 +00:00
3raven 99c4fbfc38 Update 2022-04-09 06:13:17 +00:00
3raven e4865338fc Update translation 2022-04-09 06:12:07 +00:00
3raven c1a7d3e504 Update 2022-04-09 06:07:35 +00:00
3raven b7c521bedc Update french translation 2022-04-09 05:37:39 +00:00
3raven 8f64a1e18c Update translation 2022-04-09 05:35:54 +00:00
3raven e017d4a724 Add translation 2022-04-09 05:33:22 +00:00
3raven 69fc0228d6 Update french translation 2022-04-09 05:00:07 +00:00
3raven c0e83aa0cd Update template.txt 2022-04-09 04:41:09 +00:00
3raven 5429a259ff Update french translation 2022-04-09 04:24:09 +00:00
3raven 3e8e74b633 Update template 2022-04-09 04:21:16 +00:00
3raven a2933ece62 Add french translation 2022-04-09 04:12:11 +00:00
3raven 820ceceffc Add target 2022-04-09 03:55:23 +00:00
3raven 11a9f6baea Add target 2022-04-09 03:54:13 +00:00
3raven 5d214ae4bf Add target 2022-04-09 03:53:12 +00:00
3raven 13e92cd5b3 Add target from mcl 2 2022-04-09 03:51:46 +00:00
3raven 5fa14070d3 Add target from mcl2 2022-04-09 03:50:37 +00:00
3raven 3129379fe9 Add steel and black stone pressure plate
light and heavy weighted pressure plate don't work the same as in minecraft. They dont give signal proportional to entities number.
Modified heavey weighted pressure plate so it detect all entities as in minecraft wiki.
2022-04-09 03:21:38 +00:00
3raven 45c3889316 Add nether wood pressure plate 2022-04-09 02:58:14 +00:00
3raven b0392bbeb9 Add blackstone button 2022-04-09 02:39:52 +00:00
3raven 7db8d3cd5f Add nether wood buttons 2022-04-09 02:28:43 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 86328c0822 WIP Zombies and Husks wear armor 2022-04-08 16:13:07 -05:00
3raven 89f835ab7b Merge pull request 'master' (#284) from 3raven/MineClone5:master into master
Reviewed-on: MineClone5/MineClone5#284
2022-04-08 20:54:49 +00:00
3raven 5f2ea5b073 Mise à jour de 'mods/ITEMS/mcl_nether/README.txt' 2022-04-08 20:45:03 +00:00
3raven 8e98239a57 README
Add license info
2022-04-08 20:40:45 +00:00
3raven 521b890612 Replace proprietary texture
Replace by the texture from PixelPerfection Legacy by XSSheep (CC-BY-SA)
2022-04-08 20:28:59 +00:00
kay27 8eb0ba5501 Merge pull request 'Replace mcl_end_crystal_beam.png with free version.' (#282) from CableGuy67/MineClone5:kabou_mcl2_fix into master
Reviewed-on: MineClone5/MineClone5#282
2022-04-07 21:57:10 +00:00
kabou ed963428c0 Replace mcl_end_crystal_beam.png with free version.
* Replace mcl_end_crystal_beam.png with unknown provenance with a
  version from the PixelPerfection texture pack that has a know good
  free licence.
2022-04-07 22:54:00 +03:00
kay27 f5ab76592c Merge pull request 'Lightning command: Strike player by name' (#274) from MrRar/MineClone5:master into master
Reviewed-on: MineClone5/MineClone5#274
2022-04-04 13:56:13 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 d424aaa5bc Lightning mod: fix localization template 2022-04-04 07:48:05 -05:00
kay27 9e6f1c78e6 #151 Bump ABM intervals to 1 second 2022-04-04 04:02:10 +03:00
kay27 be58b54104 #278 Rename default_dbg to default_debug 2022-04-04 03:49:14 +03:00
kay27 b4bc3e70b3 Merge master into testing 2022-04-04 03:46:54 +03:00
kay27 05fdda96ad Merge pull request 'Adds new advancements and minor detail changes' (#275) from PrairieAstronomer/MineClone5:pw_achievements into master
Reviewed-on: MineClone5/MineClone5#275
2022-04-04 00:34:10 +00:00
kay27 bba0ef15cb Merge pull request 'Fix mobs staying red after explosion' (#276) from MrRar/MineClone5:fix-red into master
Reviewed-on: MineClone5/MineClone5#276
2022-04-04 00:29:54 +00:00
PrairieWind 4444437f94 Update 'mods/ITEMS/mcl_beds/respawn_anchor.lua' 2022-04-02 12:28:16 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 b99fbe8f69 Fix mobs staying red after explosion 2022-04-01 08:15:55 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 ddaa96589e Make params description sensable 2022-04-01 07:58:26 -05:00
PrairieAstronomer 2ea868ba79 fixed formating of respawn_ancher.lua file 2022-03-29 13:37:45 -06:00
PrairieAstronomer c9470b8262 adds new advancements and minor detail changes 2022-03-29 12:49:39 -06:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 1273d59995 Lightning command: Strike player by name 2022-03-29 12:16:06 -05:00
chmodsayshello 25ff05635a Merge pull request 'Update Fork' (#8) from MineClone5/MineClone5:master into master
Reviewed-on: #8
2022-03-29 15:39:19 +00:00
debiankaios 0dfe211053 Merge pull request 'Added Lodestones (New clean PR)' (#270) from chmodsayshello/MineClone5:Lodestone_New_PR into master
Reviewed-on: MineClone5/MineClone5#270 (two times)
2022-03-28 19:15:43 +00:00
debiankaios 5b8d9cd2f0 Merge pull request 'Fix some formatting issues in extra_mobs and mcl_mushroom' (#267) from rudzik8/MineClone5:fixformat into master
Reviewed-on: MineClone5/MineClone5#267
2022-03-28 18:45:56 +00:00
chmodsayshello d467060897 upload textures 2022-03-28 16:08:08 +00:00
chmodsayshello dc93dd87e2 upload textures 1/2 2022-03-28 16:07:51 +00:00
chmodsayshello da7be430ce update dependencies 2022-03-28 16:07:10 +00:00
chmodsayshello fc50c81571 update main lua script to add lodestone etc. 2022-03-28 16:06:30 +00:00
Mikita Wiśniewski fa4a554b28 Fix some format issues in mcl_mushroom (again)
just forgot to fix something
2022-03-26 20:40:22 +07:00
Mikita Wiśniewski ddb618c2e3 Fix comment translation in mcl_mushroom 2022-03-26 20:29:25 +07:00
Mikita Wiśniewski 297f9ba11a Fix some formatting issues 2022-03-25 11:20:07 +07:00
kay27 86bef3e055 Merge master into testing 2022-03-25 02:33:15 +04:00
kay27 a75c8d427e Fix rabbit crash 2022-03-21 19:05:21 +04:00
kay27 44d8caf3b7 Fix mcl_antispam 2022-03-21 14:28:58 +04:00
kay27 6be3d2e0d4 Add mcl_antispam 2022-03-21 05:36:02 +04:00
kay27 0c04ff93fd Merge master into testing 2022-03-21 00:18:05 +04:00
kay27 ed656a095d Restore rabbit textures 2022-03-20 07:06:59 +04:00
kay27 4f0dbec948 Use Perlin noise to initialize chorus growth 2022-03-18 01:07:06 +04:00
kay27 a6e4de2b6b #256 Lift up clouds for valleys 2022-03-17 05:40:28 +04:00
wallabra 024904eadd
Use get_item_group accessor in hopper code 2022-02-19 12:45:11 -03:00
wallabra 2c8194bd6d
Slight reorder to prevent race condition in hopper item collection 2022-02-17 21:34:01 -03:00
wallabra 0c6da14e1f
Set _removed to true in item entities sucked by hoppers
This double-check might just prevent future commits from triggering regressions
allowing hoppers to duplicate items.
2022-02-17 21:32:55 -03:00
wallabra 0af898fc6e
Ensure flowing items don't affect collection animation 2022-02-17 21:15:46 -03:00
wallabra 6002057839
Stop creeper explosion sequence if target leaves line of sight 2022-02-17 17:53:16 -03:00
wallabra eee07f56b5
Make sideways hoppers try pushing down before sideways
This is consistent with its behaviour in Minecraft.
2022-02-17 17:40:10 -03:00
wallabra 09854a9af4
Change effect of gravity on submerged items 2022-02-17 17:08:58 -03:00
444 changed files with 8870 additions and 4311 deletions

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@ -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`. 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. Check your code works as expected.
Commit & push your changes to a new branch (not master, one change per a branch). Commit & push your changes to a new branch (not master, one change per a branch).

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@ -201,6 +201,8 @@ These groups are used mostly for informational purposes
* `building_block=1`: Block is a building block * `building_block=1`: Block is a building block
* `deco_block=1`: Block is a decorational 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 ## Fake item groups
These groups put similar items together which should all be treated by the gameplay or the GUI as a single item. These groups put similar items together which should all be treated by the gameplay or the GUI as a single item.

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@ -70,7 +70,11 @@ an explanation.
## Installation ## Installation
This game requires latest stable [Minetest](http://minetest.net) to run, please install 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. 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 To install MineClone 5 (if you haven't already), move this directory into the

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@ -0,0 +1,2 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 es mòrt(a) dins una petarada.

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@ -148,16 +148,48 @@ local chunk_scan_range = {
[ CS_NODES] = {LAST_BLOCK+1, LAST_BLOCK+1}, [ 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 function is_chunk_finished(minp)
local center = vector.add(minp, HALF_CS_NODES) local center_x = minp.x + HALF_CS_NODES
for check_x = center.x - CS_NODES, center.x + CS_NODES, CS_NODES do local center_y = minp.y + HALF_CS_NODES
for check_y = center.y - CS_NODES, center.y + CS_NODES, CS_NODES do local center_z = minp.z + HALF_CS_NODES
for check_z = center.z - CS_NODES, center.z + CS_NODES, CS_NODES do local from_x = center_x - CS_NODES
local pos = vector.new(check_x, check_y, check_z) local from_y = center_y - CS_NODES
if pos ~= center then local from_z = center_z - CS_NODES
minetest_get_voxel_manip():read_from_map(pos, pos) local to_x = center_x + CS_NODES
local node = minetest_get_node(pos) 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 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 return
end end
end end
@ -325,7 +357,7 @@ minetest.register_on_generated(function(minp, maxp, chunkseed)
-- mcl_mapgen.register_mapgen_lvm(function(vm_context), order_number) -- -- mcl_mapgen.register_mapgen_lvm(function(vm_context), order_number) --
-- -- -- --
for _, v in pairs(queue_chunks_lvm) do for _, v in pairs(queue_chunks_lvm) do
vm_context = v.f(vm_context) v.f(vm_context)
end end
-- -- -- --
-- mcl_mapgen.register_mapgen(function(minp, maxp, chunkseed, vm_context), order_number) -- -- mcl_mapgen.register_mapgen(function(minp, maxp, chunkseed, vm_context), order_number) --

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@ -1,5 +1,11 @@
mcl_util = {} 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*. -- Updates all values in t using values from to*.
function table.update(t, ...) function table.update(t, ...)
for _, to in ipairs{...} do for _, to in ipairs{...} do
@ -33,36 +39,6 @@ function mcl_util.rotate_axis(itemstack, placer, pointed_thing)
return itemstack return itemstack
end 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 -- Iterates through all items in the given inventory and
-- returns the slot of the first item which matches a condition. -- returns the slot of the first item which matches a condition.
-- Returns nil if no item was found. -- Returns nil if no item was found.
@ -87,7 +63,7 @@ end
-- Returns true if itemstack is a shulker box -- Returns true if itemstack is a shulker box
local function is_not_shulker_box(itemstack) 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 return g == 0 or g == nil
end end
@ -133,136 +109,116 @@ 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) --- 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 --- destination_list (optional): List name of the destination inventory. Default is normally "main"; "src" for furnace
-- Returns true on success and false on failure. -- 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) 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 spos = table.copy(source_pos) local snode = minetest_get_node(spos)
local snode = minetest.get_node(spos) local sctype = minetest_get_item_group(snode.name, "container")
local dnode = minetest.get_node(dpos) local default_source_list = CONTAINER_GROUP_TO_LIST[sctype]
if not default_source_list then return end
local dctype = minetest.get_item_group(dnode.name, "container") if sctype == DOUBLE_CHEST_RIGHT then
local sctype = minetest.get_item_group(snode.name, "container") local sparam2 = snode.param2
if sparam2 == 0 then spos.x = spos.x - 1
-- Container type 7 does not allow any movement elseif sparam2 == 1 then spos.z = spos.z + 1
if sctype == 7 then elseif sparam2 == 2 then spos.x = spos.x + 1
return false 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
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 end
return pos, node, ctype snode = minetest_get_node(spos)
sctype = minetest_get_item_group(snode.name, "container")
if sctype ~= DOUBLE_CHEST_LEFT then return end
end end
local smeta = minetest_get_meta(spos)
spos, snode, sctype = normalize_double_container(spos, snode, sctype)
dpos, dnode, dctype = normalize_double_container(dpos, dnode, dctype)
if not spos or not dpos then return false end
local smeta = minetest.get_meta(spos)
local dmeta = minetest.get_meta(dpos)
local sinv = smeta:get_inventory() local 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() 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 -- Automatically select stack slot ID if set to automatic
if not source_stack_id then local source_stack_id = source_stack_id or -1
source_stack_id = -1
end
if source_stack_id == -1 then if source_stack_id == -1 then
local cond = nil local cond = nil
-- Prevent shulker box inception -- Prevent shulker box inception
if dctype == 3 then if dctype == SHULKER_BOX then cond = is_not_shulker_box end
cond = is_not_shulker_box
end
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond) source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
if not source_stack_id then if not source_stack_id then
-- Try again if source is a double container if sctype == DOUBLE_CHEST_LEFT then
if sctype == 5 then local sparam2 = snode.param2
spos = mcl_util.get_double_container_neighbor_pos(spos, snode.param2, "left") if sparam2 == 0 then spos.x = spos.x + 1
smeta = minetest.get_meta(spos) elseif sparam2 == 1 then spos.z = spos.z - 1
sinv = smeta:get_inventory() elseif sparam2 == 2 then spos.x = spos.x - 1
elseif sparam2 == 3 then spos.z = spos.z + 1
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 end
else snode = minetest_get_node(spos)
return false 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)
end end
end end
if not source_stack_id then return end
end end
-- Abort transfer if shulker box wants to go into shulker box -- 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) local stack = sinv:get_stack(source_list, source_stack_id)
if stack and minetest.get_item_group(stack:get_name(), "shulker_box") == 1 then if stack and minetest_get_item_group(stack:get_name(), "shulker_box") == 1 then return end
return false
end
end
-- Container type 7 does not allow any placement
if dctype == 7 then
return false
end end
-- If it's a container, put it into the container local destination_list = destination_list or default_destination_list
if dctype ~= 0 then -- Move item
-- Automatically select a destination list if omitted local ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
if not destination_list then -- Try transfer to neighbor node if transfer failed and double container
-- Main inventory for most container types if not ok then
if dctype == 2 or dctype == 3 or dctype == 5 or dctype == 6 or dctype == 7 then if dctype == DOUBLE_CHEST_LEFT then
destination_list = "main" local dparam2 = dnode.param2
-- Furnace source slot if dparam2 == 0 then dpos.x = dpos.x + 1
elseif dctype == 4 then elseif dparam2 == 1 then dpos.z = dpos.z - 1
destination_list = "src" elseif dparam2 == 2 then dpos.x = dpos.x - 1
elseif dparam2 == 3 then dpos.z = dpos.z + 1
end end
end dnode = minetest_get_node(dpos)
if destination_list then dctype = minetest_get_item_group(dnode.name, "container")
-- Move item if dctype ~= DOUBLE_CHEST_RIGHT then return end
local ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list) dmeta = minetest_get_meta(dpos)
dinv = dmeta:get_inventory()
-- Try transfer to neighbor node if transfer failed and double container ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
if not ok and dctype == 5 then
dpos = mcl_util.get_double_container_neighbor_pos(dpos, dnode.param2, "left")
dmeta = minetest.get_meta(dpos)
dinv = dmeta:get_inventory()
ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
end
-- Update furnace
if ok and dctype == 4 then
-- Start furnace's timer function, it will sort out whether furnace can burn or not.
minetest.get_node_timer(dpos):start(1.0)
end
return ok
end end
end end
return false -- Update furnace
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)
end
return ok
end end
-- Returns the ID of the first non-empty slot in the given inventory list -- Returns the ID of the first non-empty slot in the given inventory list
@ -292,7 +248,7 @@ function mcl_util.generate_on_place_plant_function(condition)
end end
-- Call on_rightclick if the pointed node defines it -- 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 placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick 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 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 end
local place_pos local place_pos
local def_under = minetest.registered_nodes[minetest.get_node(pointed_thing.under).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] local def_above = minetest.registered_nodes[minetest_get_node(pointed_thing.above).name]
if not def_under or not def_above then if not def_under or not def_above then
return itemstack return itemstack
end end
@ -359,7 +315,7 @@ function mcl_util.call_on_rightclick(itemstack, player, pointed_thing)
-- Call on_rightclick if the pointed node defines it -- Call on_rightclick if the pointed node defines it
if pointed_thing and pointed_thing.type == "node" then if pointed_thing and pointed_thing.type == "node" then
local pos = pointed_thing.under 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 if player and not player:get_player_control().sneak then
local nodedef = minetest.registered_nodes[node.name] local nodedef = minetest.registered_nodes[node.name]
local on_rightclick = nodedef and nodedef.on_rightclick local on_rightclick = nodedef and nodedef.on_rightclick
@ -372,7 +328,7 @@ end
function mcl_util.calculate_durability(itemstack) function mcl_util.calculate_durability(itemstack)
local unbreaking_level = mcl_enchanting.get_enchantment(itemstack, "unbreaking") 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 local uses
@ -417,6 +373,7 @@ function mcl_util.deal_damage(target, damage, mcl_reason)
-- target:punch(puncher, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy = damage}}, vector.direction(puncher:get_pos(), target:get_pos()), damage) -- target:punch(puncher, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy = damage}}, vector.direction(puncher:get_pos(), target:get_pos()), damage)
if luaentity.health > 0 then if luaentity.health > 0 then
luaentity.health = luaentity.health - damage luaentity.health = luaentity.health - damage
luaentity.pause_timer = 0.4
end end
return return
end end

View File

@ -152,3 +152,23 @@ minetest.register_globalstep(function(dtime)
dimtimer = 0 dimtimer = 0
end end
end) end)
function mcl_worlds.get_cloud_parameters()
if mcl_mapgen.name == "valleys" then
return {
height = 384,
speed = {x=-2, z=0},
thickness=5,
color="#FFF0FEF",
ambient = "#201060",
}
else
-- MC-style clouds: Layer 127, thickness 4, fly to the “West”
return {
height = mcl_worlds.layer_to_y(127),
speed = {x=-2, z=0},
thickness = 4,
color = "#FFF0FEF",
}
end
end

View File

@ -0,0 +1,674 @@
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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
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(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>.

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# 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`.

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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})

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@ -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

View File

@ -0,0 +1,2 @@
name = tga_encoder
description = A TGA Encoder written in Lua without the use of external Libraries.

View File

@ -30,26 +30,26 @@ local S = minetest.get_translator("extra_mobs")
--################### --###################
local cod = { local cod = {
type = "animal", type = "animal",
spawn_class = "water", spawn_class = "water",
can_despawn = true, can_despawn = true,
passive = true, passive = true,
hp_min = 3, hp_min = 3,
hp_max = 3, hp_max = 3,
xp_min = 1, xp_min = 1,
xp_max = 3, xp_max = 3,
armor = 100, armor = 100,
rotate = 270, rotate = 270,
tilt_swim = true, tilt_swim = true,
collisionbox = {-0.3, 0.0, -0.3, 0.3, 0.79, 0.3}, collisionbox = {-0.3, 0.0, -0.3, 0.3, 0.79, 0.3},
visual = "mesh", visual = "mesh",
mesh = "extra_mobs_cod.b3d", mesh = "extra_mobs_cod.b3d",
textures = { textures = {
{"extra_mobs_cod.png"} {"extra_mobs_cod.png"}
}, },
sounds = { sounds = {
}, },
animation = { animation = {
stand_start = 1, stand_start = 1,
stand_end = 20, stand_end = 20,
walk_start = 1, walk_start = 1,
@ -57,45 +57,52 @@ local cod = {
run_start = 1, run_start = 1,
run_end = 20, run_end = 20,
}, },
drops = { drops = {
{name = "mcl_fishing:fish_raw", {name = "mcl_fishing:fish_raw",
chance = 1, chance = 1,
min = 1, min = 1,
max = 1,}, max = 1,},
{name = "mcl_dye:white", {name = "mcl_dye:white",
chance = 20, chance = 20,
min = 1, min = 1,
max = 1,}, max = 1,},
}, },
visual_size = {x=3, y=3}, visual_size = {x=3, y=3},
makes_footstep_sound = false, makes_footstep_sound = false,
swim = true, swim = true,
breathes_in_water = true, breathes_in_water = true,
jump = false, jump = false,
view_range = 16, view_range = 16,
runaway = true, runaway = true,
fear_height = 4, fear_height = 4,
do_custom = function(self) do_custom = function(self)
self.object:set_bone_position("body", vector.new(0,1,0), vector.new(degrees(dir_to_pitch(self.object:get_velocity())) * -1 + 90,0,0)) self.object:set_bone_position("body", vector.new(0,1,0), vector.new(degrees(dir_to_pitch(self.object:get_velocity())) * -1 + 90,0,0))
if minetest.get_item_group(self.standing_in, "water") ~= 0 then if minetest.get_item_group(self.standing_in, "water") ~= 0 then
if self.object:get_velocity().y < 2.5 then if self.object:get_velocity().y < 2.5 then
self.object:add_velocity({ x = 0 , y = math.random(-.002, .002) , z = 0 }) self.object:add_velocity({ x = 0 , y = math.random(-.002, .002) , z = 0 })
end end
end end
for _,object in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 10)) do for _,object in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 10)) do
local lp = object:get_pos() local lp = object:get_pos()
local s = self.object:get_pos() local s = self.object:get_pos()
local vec = { local vec = {
x = lp.x - s.x, x = lp.x - s.x,
y = lp.y - s.y, y = lp.y - s.y,
z = lp.z - s.z z = lp.z - s.z
} }
if object and not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "extra_mobs:cod" then if object and not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "extra_mobs:cod" then
self.state = "runaway" self.state = "runaway"
self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0}) self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0})
end end
end 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
} }
mobs:register_mob("extra_mobs:cod", cod) mobs:register_mob("extra_mobs:cod", cod)

View File

@ -246,4 +246,4 @@ water-16,
water) water)
--spawn egg --spawn egg
mobs:register_egg("extra_mobs:dolphin", S("dolphin"), "extra_mobs_spawn_icon_dolphin.png", 0) mobs:register_egg("extra_mobs:dolphin", S("Dolphin"), "extra_mobs_spawn_icon_dolphin.png", 0)

View File

@ -21,9 +21,11 @@ local S = minetest.get_translator("extra_mobs")
local followitem = "mcl_farming:sweet_berry" local followitem = "mcl_farming:sweet_berry"
local fox = { local fox = {
type = "monster", type = "animal",
passive = false, passive = false,
spawn_class = "hostile", spawn_class = "hostile",
skittish = true,
runaway = true,
hp_min = 10, hp_min = 10,
hp_max = 10, hp_max = 10,
xp_min = 1, xp_min = 1,
@ -32,9 +34,20 @@ local fox = {
attack_type = "dogfight", attack_type = "dogfight",
damage = 2, damage = 2,
reach = 1.5, 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}, 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", visual = "mesh",
mesh = "extra_mobs_fox.b3d", mesh = "extra_mobs_fox.b3d",
rotate = 270,
textures = { { textures = { {
"extra_mobs_fox.png", "extra_mobs_fox.png",
"extra_mobs_trans.png", "extra_mobs_trans.png",
@ -42,10 +55,6 @@ local fox = {
visual_size = {x=3, y=3}, visual_size = {x=3, y=3},
sounds = { sounds = {
}, },
jump = true,
makes_footstep_sound = true,
walk_velocity = 3,
run_velocity = 6,
drops = { drops = {
}, },
animation = { animation = {
@ -63,9 +72,9 @@ local fox = {
lay_start = 34, lay_start = 34,
lay_end = 34, lay_end = 34,
}, },
runaway = true,
on_spawn = function(self) 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"}}) self.object:set_properties({textures={"extra_mobs_artic_fox.png", "extra_mobs_trans.png"}})
end end
end, end,
@ -83,7 +92,11 @@ local fox = {
end) end)
end end
for _,object in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 8)) do 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 self.horny = true
end end
local lp = object:get_pos() local lp = object:get_pos()
@ -93,15 +106,30 @@ local fox = {
y = lp.y - s.y, y = lp.y - s.y,
z = lp.z - s.z 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
self.state = "runaway" if (object
self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0}) and object:is_player()
if self.reach > vector.distance(self.object:get_pos(), object:get_pos()) and self.timer > .9 then and not object:get_player_control().sneak)
self.timer = 0 or (not object:is_player()
object:punch(self.object, 1.0, { and object:get_luaentity()
full_punch_interval = 1.0, and object:get_luaentity().name == "mobs_mc:wolf") then
damage_groups = {fleshy = self.damage} -- don't keep setting it once it's set
}, nil) 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})
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
-- 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
end end
@ -109,10 +137,6 @@ local fox = {
do_punch = function(self) do_punch = function(self)
self.state = "runaway" self.state = "runaway"
end, 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) mobs:register_mob("extra_mobs:fox", fox)
@ -146,21 +170,21 @@ mobs:spawn_setup({
--mobs:spawn_specific("extra_mobs:fox", "overworld", "ground", 0, minetest.LIGHT_MAX+1, 30, 6000, 3, 0, 500) --mobs:spawn_specific("extra_mobs:fox", "overworld", "ground", 0, minetest.LIGHT_MAX+1, 30, 6000, 3, 0, 500)
--[[ --[[
mobs:spawn_specific( mobs:spawn_specific(
"extra_mobs:artic_fox", "extra_mobs:artic_fox",
"overworld", "overworld",
"ground", "ground",
{ {
"ColdTaiga", "ColdTaiga",
"IcePlainsSpikes", "IcePlainsSpikes",
"IcePlains", "IcePlains",
"ExtremeHills+_snowtop", "ExtremeHills+_snowtop",
}, },
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
6000, 6000,
3, 3,
mobs_mc.spawn_height.water, mobs_mc.spawn_height.water,
mobs_mc.spawn_height.overworld_max) mobs_mc.spawn_height.overworld_max)
]]-- ]]--
-- spawn eggs -- spawn eggs

View File

@ -231,3 +231,13 @@ water)
-- spawn egg -- spawn egg
mobs:register_egg("extra_mobs:glow_squid", S("Glow Squid"), "extra_mobs_spawn_icon_glow_squid.png", 0) 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 },
})

View File

@ -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")
--------------------

View File

@ -21,8 +21,3 @@ dofile(path .. "/cod.lua")
dofile(path .. "/salmon.lua") dofile(path .. "/salmon.lua")
dofile(path .. "/dolphin.lua") dofile(path .. "/dolphin.lua")
dofile(path .. "/glow_squid.lua") dofile(path .. "/glow_squid.lua")
--Items
dofile(path .. "/glow_squid_items.lua")

View File

@ -0,0 +1,11 @@
# textdomain:extra_mobs
Hoglin=Hoglin
Piglin=Piglin
Piglin Brute=Piglin Barbare
Strider=Arpenteur
Fox=Renard
Cod=Poisson
Salmon=Saumon
Dolphin=Dauphin
Glow Squid=Pieuvre Lumineuse
Glow Ink Sac=Sac d'Encre Lumineuse

View File

@ -8,10 +8,4 @@ Cod=Треска
Salmon=Лосось Salmon=Лосось
dolphin=Дельфин dolphin=Дельфин
Glow Squid=Светящийся спрут Glow Squid=Светящийся спрут
Glow Ink Sac=Светящийся чернильный мешок 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.

View File

@ -1,17 +1,11 @@
# textdomain:extra_mobs # textdomain:extra_mobs
Hoglin= Hoglin=
piglin= Piglin=
piglin Brute= Piglin Brute=
Strider= Strider=
Fox= Fox=
Cod= Cod=
Salmon= Salmon=
dolphin= Dolphin=
Glow Squid= Glow Squid=
Glow Ink Sac= 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.=

View File

@ -296,5 +296,5 @@ minetest.LIGHT_MAX+1,
mobs_mc.spawn_height.nether_min, mobs_mc.spawn_height.nether_min,
mobs_mc.spawn_height.nether_max) mobs_mc.spawn_height.nether_max)
-- spawn eggs -- spawn eggs
mobs:register_egg("extra_mobs:piglin", S("piglin"), "extra_mobs_spawn_icon_piglin.png", 0) mobs:register_egg("extra_mobs:piglin", S("Piglin"), "extra_mobs_spawn_icon_piglin.png", 0)
mobs:register_egg("extra_mobs:piglin_brute", S("piglin Brute"), "extra_mobs_spawn_icon_piglin.png", 0) mobs:register_egg("extra_mobs:piglin_brute", S("Piglin Brute"), "extra_mobs_spawn_icon_piglin.png", 0)

View File

@ -10,26 +10,26 @@ local S = minetest.get_translator("extra_mobs")
--################### --###################
local salmon = { local salmon = {
type = "animal", type = "animal",
spawn_class = "water", spawn_class = "water",
can_despawn = true, can_despawn = true,
passive = true, passive = true,
hp_min = 3, hp_min = 3,
hp_max = 3, hp_max = 3,
xp_min = 1, xp_min = 1,
xp_max = 3, xp_max = 3,
armor = 100, armor = 100,
rotate = 270, rotate = 270,
tilt_swim = true, tilt_swim = true,
collisionbox = {-0.4, 0.0, -0.4, 0.4, 0.79, 0.4}, collisionbox = {-0.4, 0.0, -0.4, 0.4, 0.79, 0.4},
visual = "mesh", visual = "mesh",
mesh = "extra_mobs_salmon.b3d", mesh = "extra_mobs_salmon.b3d",
textures = { textures = {
{"extra_mobs_salmon.png"} {"extra_mobs_salmon.png"}
}, },
sounds = { sounds = {
}, },
animation = { animation = {
stand_start = 1, stand_start = 1,
stand_end = 20, stand_end = 20,
walk_start = 1, walk_start = 1,
@ -37,24 +37,31 @@ local salmon = {
run_start = 1, run_start = 1,
run_end = 20, run_end = 20,
}, },
drops = { drops = {
{name = "mcl_fishing:salmon_raw", {name = "mcl_fishing:salmon_raw",
chance = 1, chance = 1,
min = 1, min = 1,
max = 1,}, max = 1,},
{name = "mcl_dye:white", {name = "mcl_dye:white",
chance = 20, chance = 20,
min = 1, min = 1,
max = 1,}, max = 1,},
}, },
visual_size = {x=3, y=3}, visual_size = {x=3, y=3},
makes_footstep_sound = false, makes_footstep_sound = false,
swim = true, swim = true,
breathes_in_water = true, breathes_in_water = true,
jump = false, jump = false,
view_range = 16, view_range = 16,
runaway = true, runaway = true,
fear_height = 4, 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) mobs:register_mob("extra_mobs:salmon", salmon)

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Before

Width:  |  Height:  |  Size: 296 B

After

Width:  |  Height:  |  Size: 296 B

View File

@ -166,11 +166,13 @@ function boat.on_activate(self, staticdata, dtime_s)
self._last_v = self._v self._last_v = self._v
self._itemstring = data.itemstring self._itemstring = data.itemstring
while #data.textures < 5 do if data.textures then
table.insert(data.textures, data.textures[1]) while #data.textures < 5 do
end table.insert(data.textures, data.textures[1])
end
self.object:set_properties({textures = data.textures}) self.object:set_properties({textures = data.textures})
end
end end
end end

View File

@ -6,6 +6,7 @@ Boats are used to travel on the surface of water.=Les bateaux sont utilisés pou
Dark Oak Boat=Bateau en Chêne Noir Dark Oak Boat=Bateau en Chêne Noir
Jungle Boat=Bateau en Acajou Jungle Boat=Bateau en Acajou
Oak Boat=Bateau en Chêne Oak Boat=Bateau en Chêne
Obsidian Boat=Bateau en Obsidienne
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Utilisez [Sneak] pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet. Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Utilisez [Sneak] pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet.
Spruce Boat=Bateau en Sapin Spruce Boat=Bateau en Sapin
Water vehicle=Véhicule aquatique Water vehicle=Véhicule aquatique

View File

@ -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

View File

@ -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.

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@ -65,6 +65,8 @@ mcl_item_entity.register_pickup_achievement("tree", "mcl:mineWood")
mcl_item_entity.register_pickup_achievement("mcl_mobitems:blaze_rod", "mcl:blazeRod") mcl_item_entity.register_pickup_achievement("mcl_mobitems:blaze_rod", "mcl:blazeRod")
mcl_item_entity.register_pickup_achievement("mcl_mobitems:leather", "mcl:killCow") mcl_item_entity.register_pickup_achievement("mcl_mobitems:leather", "mcl:killCow")
mcl_item_entity.register_pickup_achievement("mcl_core:diamond", "mcl:diamonds") mcl_item_entity.register_pickup_achievement("mcl_core:diamond", "mcl:diamonds")
mcl_item_entity.register_pickup_achievement("mcl_core:crying_obsidian", "mcl:whosCuttingOnions")
mcl_item_entity.register_pickup_achievement("mcl_nether:ancient_debris", "mcl:hiddenInTheDepths")
local function check_pickup_achievements(object, player) local function check_pickup_achievements(object, player)
if has_awards then if has_awards then
@ -154,6 +156,10 @@ minetest.register_globalstep(function(dtime)
object:set_velocity({x=0,y=0,z=0}) object:set_velocity({x=0,y=0,z=0})
object:set_acceleration({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) object:move_to(checkpos)
pool[name] = pool[name] + 1 pool[name] = pool[name] + 1
@ -793,6 +799,9 @@ minetest.register_entity(":__builtin:item", {
local oldvel = self.object:get_velocity() -- v is vector, vel is velocity 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 -- drag
local fluid_drag = item_drop_settings.fluid_drag local fluid_drag = item_drop_settings.fluid_drag
@ -806,12 +815,6 @@ minetest.register_entity(":__builtin:item", {
newv.x = newv.x - (oldvel.x - newv.x) * fluid_drag * dtime newv.x = newv.x - (oldvel.x - newv.x) * fluid_drag * dtime
newv.y = newv.y - (oldvel.y - newv.y) * fluid_drag * dtime newv.y = newv.y - (oldvel.y - newv.y) * fluid_drag * dtime
newv.z = newv.z - (oldvel.z - newv.z) * 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.object:set_velocity({x = oldvel.x + newv.x * dtime, y = oldvel.y + newv.y * dtime, z = oldvel.z + newv.z * dtime})

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@ -227,6 +227,11 @@ functions needed for the mob to work properly which contains the following:
older mobs. older mobs.
'pushable' Allows players, & other mobs to push the mob. 'pushable' Allows players, & other mobs to push the mob.
'spawn_with_armor' If set to true, the mob has a small chance of spawning with
random matched armor. If set to a string, the string represents
the material type of the armor. Any materials used by
mcl_armor will work. Example: "gold"
It is assumed that the first texture is for armor.
MineClone 2 extensions: MineClone 2 extensions:

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@ -375,6 +375,7 @@ function mobs:register_mob(name, def)
--moves the wrong way --moves the wrong way
swap_y_with_x = def.swap_y_with_x or false, swap_y_with_x = def.swap_y_with_x or false,
reverse_head_yaw = def.reverse_head_yaw or false, reverse_head_yaw = def.reverse_head_yaw or false,
_spawn_with_armor = def.spawn_with_armor,
--END HEAD CODE VARIABLES --END HEAD CODE VARIABLES
@ -401,6 +402,7 @@ function mobs:register_mob(name, def)
ignited_by_sunlight = def.ignited_by_sunlight or false, ignited_by_sunlight = def.ignited_by_sunlight or false,
eye_height = def.eye_height or 1.5, eye_height = def.eye_height or 1.5,
defuse_reach = def.defuse_reach or 4, defuse_reach = def.defuse_reach or 4,
spawn = def.spawn,
-- End of MCL2 extensions -- End of MCL2 extensions
on_spawn = def.on_spawn, on_spawn = def.on_spawn,
@ -415,7 +417,7 @@ function mobs:register_mob(name, def)
--on_breed = def.on_breed, --on_breed = def.on_breed,
--on_grown = def.on_grown, on_grown = def.on_grown,
--on_detach_child = mob_detach_child, --on_detach_child = mob_detach_child,

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@ -88,7 +88,7 @@ local function land_state_switch(self, dtime)
end end
--ignore everything else if following --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_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 (not self.breed_timer or (self.breed_timer and self.breed_timer == 0)) then
self.state = "follow" self.state = "follow"
@ -984,7 +984,7 @@ function mobs.mob_step(self, dtime)
--go get the closest player --go get the closest player
if attacking then if attacking then
mobs.do_head_logic(self, dtime, attacking)
self.memory = 6 --6 seconds of memory self.memory = 6 --6 seconds of memory
--set initial punch timer --set initial punch timer
@ -1040,6 +1040,7 @@ function mobs.mob_step(self, dtime)
--don't break eye contact --don't break eye contact
if self.hostile and self.attacking then if self.hostile and self.attacking then
mobs.set_yaw_while_attacking(self) mobs.set_yaw_while_attacking(self)
mobs.do_head_logic(self, dtime, self.attacking)
end end
--perfectly reset pause_timer --perfectly reset pause_timer

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@ -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) mobs.explode_attack_walk = function(self,dtime)
--this needs an exception --this needs an exception
@ -36,17 +38,27 @@ mobs.explode_attack_walk = function(self,dtime)
mobs.set_yaw_while_attacking(self) 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 --make mob walk up to player within 2 nodes distance then start exploding
if distance_from_attacking >= self.reach and if (
--don't allow explosion to cancel unless out of the reach boundary distance_from_attacking >= self.reach and
not (self.explosion_animation and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_reach) then
--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_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run") mobs.set_mob_animation(self,"run")
mobs.reverse_explosion_animation(self,dtime) mobs.reverse_explosion_animation(self,dtime)
else else
mobs.set_velocity(self,0) mobs.set_velocity(self,0)
@ -344,4 +356,4 @@ mobs.projectile_attack_fly = function(self, dtime)
mobs.shoot_projectile(self) mobs.shoot_projectile(self)
end end
end end
end end

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@ -3,7 +3,7 @@ local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local vector = vector local vector = vector
--check to see if someone nearby has some tasty food --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 --ignore
if not self.follow then if not self.follow then
self.following_person = nil 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 --check if the follower is a player incase they log out
if follower and follower:is_player() then if follower and follower:is_player() then
mobs.do_head_logic(self, dtime, follower)
local stack = follower:get_wielded_item() local stack = follower:get_wielded_item()
--safety check --safety check
if not stack then if not stack then
@ -145,11 +146,12 @@ end
--make the baby grow up --make the baby grow up
mobs.baby_grow_up = function(self) mobs.baby_grow_up = function(self)
self.baby = nil self.baby = nil
self.visual_size = self.backup_visual_size self.visual_size = self.backup_visual_size
self.collisionbox = self.backup_collisionbox self.collisionbox = self.backup_collisionbox
self.selectionbox = self.backup_selectionbox self.selectionbox = self.backup_selectionbox
self.object:set_properties(self) self.object:set_properties(self)
if self.on_grown then self.on_grown(self) end
end end
--makes the baby grow up faster with diminishing returns --makes the baby grow up faster with diminishing returns

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@ -6,9 +6,9 @@ local degrees = function(yaw)
return yaw*180.0/math.pi return yaw*180.0/math.pi
end 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() local look_at = player:get_pos()
look_at.y = look_at.y + player:get_properties().eye_height 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 head_pitch = head_pitch + self.head_pitch_modifier
end end
if self.swap_y_with_x then local head_bone = self.head_bone
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0)) 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(v, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0))
else
self.object:set_bone_position(v, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw)))
end
end
else else
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw))) 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 end
--set_bone_position([bone, position, rotation]) --set_bone_position([bone, position, rotation])
end end

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@ -13,8 +13,13 @@ mobs.can_despawn = function(self)
if self.tamed or self.bred or self.nametag then return false end if self.tamed or self.bred or self.nametag then return false end
local mob_pos = self.object:get_pos() local mob_pos = self.object:get_pos()
if not mob_pos then return true end if not mob_pos then return true end
local players = minetest_get_connected_players()
if #players == 0 then return false end
-- If no players, probably this is being called from get_staticdata() at server shutdown time
-- Minetest is to buggy (as of 5.5) to delete entities at server shutdown time anyway
local distance = 999 local distance = 999
for _, player in pairs(minetest_get_connected_players()) do for _, player in pairs(players) do
if player and player:get_hp() > 0 then if player and player:get_hp() > 0 then
local player_pos = player:get_pos() local player_pos = player:get_pos()
local new_distance = vector_distance(player_pos, mob_pos) local new_distance = vector_distance(player_pos, mob_pos)
@ -62,6 +67,102 @@ mobs.mob_staticdata = function(self)
return minetest.serialize(tmp) return minetest.serialize(tmp)
end end
mobs.armor_setup = function(self)
if not self._armor_items then
local armor = {}
-- Source: https://minecraft.fandom.com/wiki/Zombie
local materials = {
{name = "leather", chance = 0.3706},
{name = "gold", chance = 0.4873},
{name = "chain", chance = 0.129},
{name = "iron", chance = 0.0127},
{name = "diamond", chance = 0.0004}
}
local types = {
{name = "helmet", chance = 0.15},
{name = "chestplate", chance = 0.75},
{name = "leggings", chance = 0.75},
{name = "boots", chance = 0.75}
}
local material
if type(self._spawn_with_armor) == "string" then
material = self._spawn_with_armor
else
local chance = 0
for i, m in pairs(materials) do
chance = chance + m.chance
if math.random() <= chance then
material = m.name
break
end
end
end
for i, t in pairs(types) do
if math.random() <= t.chance then
armor[t.name] = material
else
break
end
end
-- Save armor items in lua entity
self._armor_items = {}
for atype, material in pairs(armor) do
local item = "mcl_armor:" .. atype .. "_" .. material
self._armor_items[atype] = item
end
-- Setup armor drops
for atype, material in pairs(armor) do
local wear = math.random(1, 65535)
local item = "mcl_armor:" .. atype .. "_" .. material .. " 1 " .. wear
self.drops = table.copy(self.drops)
table.insert(self.drops, {
name = item,
chance = 1/0.085, -- 8.5%
min = 1,
max = 1,
looting = "rare",
looting_factor = 0.01 / 3,
})
end
-- Configure textures
local t = ""
local first_image = true
for atype, material in pairs(armor) do
if not first_image then
t = t .. "^"
end
t = t .. "mcl_armor_" .. atype .. "_" .. material .. ".png"
first_image = false
end
if t ~= "" then
self.base_texture = table.copy(self.base_texture)
self.base_texture[1] = t
end
-- Configure damage groups based on armor
-- Source: https://minecraft.fandom.com/wiki/Armor#Armor_points
local points = 2
for atype, material in pairs(armor) do
local item_name = "mcl_armor:" .. atype .. "_" .. material
points = points + minetest.get_item_group(item_name, "mcl_armor_points")
end
local armor_strength = 100 - 4 * points
local armor_groups = self.object:get_armor_groups()
armor_groups.fleshy = armor_strength
self.armor = armor_groups
-- Helmet protects mob from sun damage
if armor.helmet then
self.ignited_by_sunlight = false
end
end
end
-- activate mob and reload settings -- activate mob and reload settings
mobs.mob_activate = function(self, staticdata, def, dtime) mobs.mob_activate = function(self, staticdata, def, dtime)
@ -104,6 +205,11 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
self.base_colbox = self.collisionbox self.base_colbox = self.collisionbox
self.base_selbox = self.selectionbox self.base_selbox = self.selectionbox
end end
-- Setup armor on mobs
if self._spawn_with_armor then
mobs.armor_setup(self)
end
-- for current mobs that dont have this set -- for current mobs that dont have this set
if not self.base_selbox then if not self.base_selbox then

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@ -267,6 +267,8 @@ function mobs:spawn_setup(def)
local day_toggle = def.day_toggle local day_toggle = def.day_toggle
local on_spawn = def.on_spawn local on_spawn = def.on_spawn
local check_position = def.check_position local check_position = def.check_position
local group_size_min = def.group_size_min or 1
local group_size_max = def.group_size_max or 1
-- chance/spawn number override in minetest.conf for registered mob -- chance/spawn number override in minetest.conf for registered mob
local numbers = minetest.settings:get(name) local numbers = minetest.settings:get(name)
@ -300,10 +302,23 @@ function mobs:spawn_setup(def)
day_toggle = day_toggle, day_toggle = day_toggle,
check_position = check_position, check_position = check_position,
on_spawn = on_spawn, on_spawn = on_spawn,
group_size_min = group_size_min,
group_size_max = group_size_max,
} }
summary_chance = summary_chance + chance summary_chance = summary_chance + chance
end end
function mobs.spawn_mob(name, pos)
local def = minetest.registered_entities[name]
if not def then return end
if def.spawn then
return def.spawn(pos)
end
return minetest.add_entity(pos, name)
end
local spawn_mob = mobs.spawn_mob
function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn) function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
-- Do mobs spawn at all? -- Do mobs spawn at all?
@ -341,6 +356,8 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
spawn_dictionary[key]["min_height"] = min_height spawn_dictionary[key]["min_height"] = min_height
spawn_dictionary[key]["max_height"] = max_height spawn_dictionary[key]["max_height"] = max_height
spawn_dictionary[key]["day_toggle"] = day_toggle spawn_dictionary[key]["day_toggle"] = day_toggle
spawn_dictionary[key]["group_size_min"] = 1
spawn_dictionary[key]["group_size_max"] = 3
summary_chance = summary_chance + chance summary_chance = summary_chance + chance
end end
@ -442,9 +459,9 @@ if mobs_spawn then
and (mob_def.check_position and mob_def.check_position(spawning_position) or true) and (mob_def.check_position and mob_def.check_position(spawning_position) or true)
then then
--everything is correct, spawn mob --everything is correct, spawn mob
local object = minetest.add_entity(spawning_position, mob_def.name) local object = spawn_mob(mob_def.name, spawning_position)
if object then if object then
return mob_def.on_spawn and mob_def.on_spawn(object, pos) return mob_def.on_spawn and mob_def.on_spawn(object, spawning_position)
end end
end end
current_summary_chance = current_summary_chance - mob_chance current_summary_chance = current_summary_chance - mob_chance

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@ -1,11 +1,11 @@
# textdomain: mcl_mobs # textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Mode paisible actif! Aucun monstre n'apparaîtra. Peaceful mode active! No monsters will spawn.=Mode paisible actif ! Aucun monstre n'apparaîtra.
This allows you to place a single mob.=Cela vous permet de placer un seul mob. This allows you to place a single mob.=Cela vous permet de placer un seul mob.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Placez-le là où vous voulez que le mob apparaisse. Les animaux apparaîtront apprivoisés, sauf si vous maintenez la touche furtive enfoncée pendant le placement. Si vous le placez sur un générateur de mob, vous changez le mob qu'il génère. Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Placez-le là où vous voulez que le mob apparaisse. Les animaux apparaîtront apprivoisés, sauf si vous maintenez la touche furtive enfoncée pendant le placement. Si vous le placez sur un générateur de mob, vous changez le mob qu'il génère.
You need the “maphack” privilege to change the mob spawner.=Vous avez besoin du privilège "maphack" pour changer le générateur de mob. You need the “maphack” privilege to change the mob spawner.=Vous avez besoin du privilège "maphack" pour changer le générateur de mob.
Name Tag=Étiquette de nom Name Tag=Étiquette de nom
A name tag is an item to name a mob.=Une étiquette de nom est un élément pour nommer un mob. A name tag is an item to name a mob.=Une étiquette de nom est un élément pour nommer un mob.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Avant d'utiliser l'étiquette de nom, vous devez définir un nom sur une enclume. Ensuite, vous pouvez utiliser l'étiquette de nom pour nommer un mob. Cela utilise l'étiquette de nom. Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Avant d'utiliser l'étiquette de nom, vous devez définir un nom sur une enclume. Ensuite, vous pouvez utiliser l'étiquette de nom pour nommer un mob. Cela utilise l'étiquette de nom.
Only peaceful mobs allowed!=Seuls les mobs pacifiques sont autorisés! Only peaceful mobs allowed!=Seuls les mobs pacifiques sont autorisés !
Give names to mobs=Donne des noms aux mobs Give names to mobs=Donne des noms aux mobs
Set name at anvil=Définir le nom sur l'enclume Set name at anvil=Définir le nom sur l'enclume

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

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@ -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 --dofile(path .. "/agent.lua") -- Mesh and animation by toby109tt / https://github.com/22i
-- Illagers and witch -- 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_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_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 dofile(path .. "/villager_zombie.lua") -- Mesh and animation by toby109tt / https://github.com/22i

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@ -74,3 +74,4 @@ Tool Smith=Fabriquant d'outil
Cleric=Clerc Cleric=Clerc
Nitwit=Crétin Nitwit=Crétin
Protects you from death while wielding it=Vous protège de la mort en le maniant Protects you from death while wielding it=Vous protège de la mort en le maniant
Pillager=Pillard

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@ -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=

View File

@ -74,3 +74,4 @@ Tool Smith=
Cleric= Cleric=
Nitwit= Nitwit=
Protects you from death while wielding it= Protects you from death while wielding it=
Pillager=

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@ -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)

View File

@ -2,118 +2,27 @@
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator(minetest.get_current_modname())
local rabbit = { local mob_name = "mobs_mc:rabbit"
description = S("Rabbit"),
type = "animal",
spawn_class = "passive",
passive = true,
reach = 1,
rotate = 270,
hp_min = 3,
hp_max = 3,
xp_min = 1,
xp_max = 3,
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.49, 0.2},
visual = "mesh", local textures = {
mesh = "mobs_mc_rabbit.b3d",
textures = {
{"mobs_mc_rabbit_brown.png"}, {"mobs_mc_rabbit_brown.png"},
{"mobs_mc_rabbit_gold.png"}, {"mobs_mc_rabbit_gold.png"},
{"mobs_mc_rabbit_white.png"}, {"mobs_mc_rabbit_white.png"},
{"mobs_mc_rabbit_white_splotched.png"}, {"mobs_mc_rabbit_white_splotched.png"},
{"mobs_mc_rabbit_salt.png"}, {"mobs_mc_rabbit_salt.png"},
{"mobs_mc_rabbit_black.png"}, {"mobs_mc_rabbit_black.png"},
},
visual_size = {x=1.5, y=1.5},
sounds = {
random = "mobs_mc_rabbit_random",
damage = "mobs_mc_rabbit_hurt",
death = "mobs_mc_rabbit_death",
attack = "mobs_mc_rabbit_attack",
eat = "mobs_mc_animal_eat_generic",
distance = 16,
},
makes_footstep_sound = false,
walk_velocity = 1,
run_velocity = 3.7,
follow_velocity = 1.1,
floats = 1,
runaway = true,
jump = true,
drops = {
{name = mobs_mc.items.rabbit_raw, chance = 1, min = 0, max = 1, looting = "common",},
{name = mobs_mc.items.rabbit_hide, chance = 1, min = 0, max = 1, looting = "common",},
{name = mobs_mc.items.rabbit_foot, chance = 10, min = 0, max = 1, looting = "rare", looting_factor = 0.03,},
},
fear_height = 4,
animation = {
speed_normal = 25, speed_run = 50,
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 20,
run_start = 0, run_end = 20,
},
-- Follow (yellow) dangelions, carrots and golden carrots
follow = mobs_mc.follow.rabbit,
view_range = 8,
-- Eat carrots and reduce their growth stage by 1
replace_rate = 10,
replace_what = mobs_mc.replace.rabbit,
on_rightclick = function(self, clicker)
-- Feed, tame protect or capture
if mobs:feed_tame(self, clicker, 1, true, true) then return end
end,
do_custom = function(self)
-- Easter egg: Change texture if rabbit is named “Toast”
if self.nametag == "Toast" and not self._has_toast_texture then
self._original_rabbit_texture = self.base_texture
self.base_texture = { "mobs_mc_rabbit_toast.png" }
self.object:set_properties({ textures = self.base_texture })
self._has_toast_texture = true
elseif self.nametag ~= "Toast" and self._has_toast_texture then
self.base_texture = self._original_rabbit_texture
self.object:set_properties({ textures = self.base_texture })
self._has_toast_texture = false
end
end,
} }
mobs:register_mob("mobs_mc:rabbit", rabbit) local sounds = {
random = "mobs_mc_rabbit_random",
damage = "mobs_mc_rabbit_hurt",
death = "mobs_mc_rabbit_death",
attack = "mobs_mc_rabbit_attack",
eat = "mobs_mc_animal_eat_generic",
distance = 16,
}
-- The killer bunny (Only with spawn egg) local biome_list = {
local killer_bunny = table.copy(rabbit)
killer_bunny.description = S("Killer Bunny")
killer_bunny.type = "monster"
killer_bunny.spawn_class = "hostile"
killer_bunny.attack_type = "dogfight"
killer_bunny.specific_attack = { "player", "mobs_mc:wolf", "mobs_mc:dog" }
killer_bunny.damage = 8
killer_bunny.passive = false
-- 8 armor points
killer_bunny.armor = 50
killer_bunny.textures = { "mobs_mc_rabbit_caerbannog.png" }
killer_bunny.view_range = 16
killer_bunny.replace_rate = nil
killer_bunny.replace_what = nil
killer_bunny.on_rightclick = nil
killer_bunny.run_velocity = 6
killer_bunny.do_custom = function(self)
if not self._killer_bunny_nametag_set then
self.nametag = S("The Killer Bunny")
self._killer_bunny_nametag_set = true
end
end
mobs:register_mob("mobs_mc:killer_bunny", killer_bunny)
-- Mob spawning rules.
-- Different skins depending on spawn location <- we'll get to this when the spawning algorithm is fleshed out
mobs:spawn_specific(
"mobs_mc:rabbit",
"overworld",
"ground",
{
"FlowerForest_beach", "FlowerForest_beach",
"Forest_beach", "Forest_beach",
"StoneBeach", "StoneBeach",
@ -161,73 +70,149 @@ mobs:spawn_specific(
"MesaBryce", "MesaBryce",
"JungleEdge", "JungleEdge",
"SavannaM", "SavannaM",
},
9,
minetest.LIGHT_MAX+1,
30,
15000,
8,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
--[[
local spawn = {
name = "mobs_mc:rabbit",
neighbors = {"air"},
chance = 15000,
active_object_count = 10,
min_light = 0,
max_light = minetest.LIGHT_MAX+1,
min_height = mobs_mc.spawn_height.overworld_min,
max_height = mobs_mc.spawn_height.overworld_max,
} }
local spawn_desert = table.copy(spawn) local function spawn_rabbit(pos)
spawn_desert.nodes = mobs_mc.spawn.desert local biome_data = minetest.get_biome_data(pos)
spawn_desert.on_spawn = function(self, pos) local biome_name = biome_data and minetest.get_biome_name(biome_data.biome) or ""
local texture = "mobs_mc_rabbit_gold.png" local mob = minetest.add_entity(pos, mob_name)
self.base_texture = { "mobs_mc_rabbit_gold.png" } if not mob then return end
self.object:set_properties({textures = self.base_texture}) local self = mob:get_luaentity()
end
mobs:spawn(spawn_desert)
local spawn_snow = table.copy(spawn)
spawn_snow.nodes = mobs_mc.spawn.snow
spawn_snow.on_spawn = function(self, pos)
local texture local texture
local r = math.random(1, 100) if biome_name:find("Desert") then
-- 80% white fur texture = "mobs_mc_rabbit_gold.png"
if r <= 80 then
texture = "mobs_mc_rabbit_white.png"
-- 20% black and white fur
else else
texture = "mobs_mc_rabbit_white_splotched.png" local r = math.random(1, 100)
if biome_name:find("Ice") or biome_name:find("snow") or biome_name:find("Cold") then
-- 80% white fur
if r <= 80 then
texture = "mobs_mc_rabbit_white.png"
-- 20% black and white fur
else
texture = "mobs_mc_rabbit_white_splotched.png"
end
else
-- 50% brown fur
if r <= 50 then
texture = "mobs_mc_rabbit_brown.png"
-- 40% salt fur
elseif r <= 90 then
texture = "mobs_mc_rabbit_salt.png"
-- 10% black fur
else
texture = "mobs_mc_rabbit_black.png"
end
end
end end
self.base_texture = { texture } self.base_texture = {texture}
self.object:set_properties({textures = self.base_texture}) self.object:set_properties({textures = {texture}})
end end
mobs:spawn(spawn_snow)
local spawn_grass = table.copy(spawn) local function do_custom_rabbit(self)
spawn_grass.nodes = mobs_mc.spawn.grassland -- Easter egg: Change texture if rabbit is named “Toast”
spawn_grass.on_spawn = function(self, pos) if self.nametag == "Toast" and not self._has_toast_texture then
local texture self._original_rabbit_texture = self.base_texture
local r = math.random(1, 100) self.base_texture = { "mobs_mc_rabbit_toast.png" }
-- 50% brown fur self.object:set_properties({ textures = self.base_texture })
if r <= 50 then self._has_toast_texture = true
texture = "mobs_mc_rabbit_brown.png" elseif self.nametag ~= "Toast" and self._has_toast_texture then
-- 40% salt fur self.base_texture = self._original_rabbit_texture
elseif r <= 90 then self.object:set_properties({ textures = self.base_texture })
texture = "mobs_mc_rabbit_salt.png" self._has_toast_texture = false
-- 10% black fur
else
texture = "mobs_mc_rabbit_black.png"
end end
self.base_texture = { texture }
self.object:set_properties({textures = self.base_texture})
end end
mobs:spawn(spawn_grass)
]]-- local rabbit = {
description = S("Rabbit"),
type = "animal",
spawn_class = "passive",
passive = true,
reach = 1,
rotate = 270,
hp_min = 3,
hp_max = 3,
xp_min = 1,
xp_max = 3,
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.49, 0.2},
visual = "mesh",
mesh = "mobs_mc_rabbit.b3d",
textures = textures,
visual_size = {x=1.5, y=1.5},
sounds = sounds,
makes_footstep_sound = false,
walk_velocity = 1,
run_velocity = 3.7,
follow_velocity = 1.1,
floats = 1,
runaway = true,
jump = true,
drops = {
{name = mobs_mc.items.rabbit_raw, chance = 1, min = 0, max = 1, looting = "common",},
{name = mobs_mc.items.rabbit_hide, chance = 1, min = 0, max = 1, looting = "common",},
{name = mobs_mc.items.rabbit_foot, chance = 10, min = 0, max = 1, looting = "rare", looting_factor = 0.03,},
},
fear_height = 4,
animation = {
speed_normal = 25, speed_run = 50,
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 20,
run_start = 0, run_end = 20,
},
-- Follow (yellow) dangelions, carrots and golden carrots
follow = mobs_mc.follow.rabbit,
view_range = 8,
-- Eat carrots and reduce their growth stage by 1
replace_rate = 10,
replace_what = mobs_mc.replace.rabbit,
on_rightclick = function(self, clicker)
-- Feed, tame protect or capture
if mobs:feed_tame(self, clicker, 1, true, true) then return end
end,
do_custom = do_custom_rabbit,
spawn = spawn_rabbit
}
mobs:register_mob(mob_name, rabbit)
-- The killer bunny (Only with spawn egg)
local killer_bunny = table.copy(rabbit)
killer_bunny.description = S("Killer Bunny")
killer_bunny.type = "monster"
killer_bunny.spawn_class = "hostile"
killer_bunny.attack_type = "dogfight"
killer_bunny.specific_attack = { "player", "mobs_mc:wolf", "mobs_mc:dog" }
killer_bunny.damage = 8
killer_bunny.passive = false
-- 8 armor points
killer_bunny.armor = 50
killer_bunny.textures = { "mobs_mc_rabbit_caerbannog.png" }
killer_bunny.view_range = 16
killer_bunny.replace_rate = nil
killer_bunny.replace_what = nil
killer_bunny.on_rightclick = nil
killer_bunny.run_velocity = 6
killer_bunny.do_custom = function(self)
if not self._killer_bunny_nametag_set then
self.nametag = S("The Killer Bunny")
self._killer_bunny_nametag_set = true
end
end
mobs:register_mob("mobs_mc:killer_bunny", killer_bunny)
-- Mob spawning rules.
-- Different skins depending on spawn location <- we customized spawn function
mobs:spawn_setup({
name = mob_name,
min_light = 9,
chance = 1000,
aoc = 8,
biomes = biome_list,
group_size_max = 1,
baby_min = 1,
baby_max = 2,
})
-- Spawn egg -- Spawn egg
mobs:register_egg("mobs_mc:rabbit", S("Rabbit"), "mobs_mc_spawn_icon_rabbit.png", 0) mobs:register_egg("mobs_mc:rabbit", S("Rabbit"), "mobs_mc_spawn_icon_rabbit.png", 0)

View File

@ -87,11 +87,11 @@ mobs:register_mob("mobs_mc:sheep", {
swap_y_with_x = false, swap_y_with_x = false,
reverse_head_yaw = false, reverse_head_yaw = false,
head_bone_pos_y = 3.6, head_bone_pos_y = 0,
head_bone_pos_z = -0.6, head_bone_pos_z = 0,
head_height_offset = 1.0525, head_height_offset = 1.2,
head_direction_offset = 0.5, head_direction_offset = 0,
head_pitch_modifier = 0, head_pitch_modifier = 0,
--end head code --end head code
@ -117,7 +117,7 @@ mobs:register_mob("mobs_mc:sheep", {
}, },
animation = { animation = {
speed_normal = 25, run_speed = 65, speed_normal = 25, run_speed = 65,
stand_start = 40, stand_end = 80, stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40, walk_start = 0, walk_end = 40,
run_start = 0, run_end = 40, run_start = 0, run_end = 40,
}, },
@ -330,6 +330,24 @@ mobs:register_mob("mobs_mc:sheep", {
return false return false
end end
end, end,
on_spawn = function(self)
if self.baby then
self.animation = table.copy(self.animation)
self.animation.stand_start = 81
self.animation.stand_end = 81
self.animation.walk_start = 81
self.animation.walk_end = 121
self.animation.run_start = 81
self.animation.run_end = 121
end
return true
end,
on_grown = function(self)
self.animation = nil
local anim = self.current_animation
self.current_animation = nil -- Mobs Redo does nothing otherwise
mobs.set_mob_animation(self, anim)
end
}) })
mobs:spawn_specific( mobs:spawn_specific(
"mobs_mc:sheep", "mobs_mc:sheep",

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@ -712,6 +712,11 @@ local trade_inventory = {
elseif listname == "output" then elseif listname == "output" then
if not trader_exists(player:get_player_name()) then if not trader_exists(player:get_player_name()) then
return 0 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 end
-- Only allow taking full stack -- Only allow taking full stack
local count = stack:get_count() local count = stack:get_count()

View File

@ -204,6 +204,7 @@ local zombie = {
attack_type = "punch", attack_type = "punch",
punch_timer_cooloff = 0.5, punch_timer_cooloff = 0.5,
harmed_by_heal = true, harmed_by_heal = true,
spawn_with_armor = true,
} }
mobs:register_mob("mobs_mc:zombie", zombie) mobs:register_mob("mobs_mc:zombie", zombie)

View File

@ -238,8 +238,8 @@ after(5, function(dtime)
end) end)
minetest.register_chatcommand("lightning", { minetest.register_chatcommand("lightning", {
params = "[<X> <Y> <Z>]", params = "[<X> <Y> <Z> | <player name>]",
description = S("Let lightning strike at the specified position or yourself"), description = S("Let lightning strike at the specified position or player. No parameter will strike yourself."),
privs = { maphack = true }, privs = { maphack = true },
func = function(name, param) func = function(name, param)
local pos = {} local pos = {}
@ -247,21 +247,21 @@ minetest.register_chatcommand("lightning", {
pos.x = tonumber(pos.x) pos.x = tonumber(pos.x)
pos.y = tonumber(pos.y) pos.y = tonumber(pos.y)
pos.z = tonumber(pos.z) pos.z = tonumber(pos.z)
local player_to_strike
if not (pos.x and pos.y and pos.z) then if not (pos.x and pos.y and pos.z) then
pos = nil pos = nil
player_to_strike = minetest.get_player_by_name(param)
if not player_to_strike and param == "" then
player_to_strike = minetest.get_player_by_name(name)
end
end end
if name == "" and pos == nil then if not player_to_strike and pos == nil then
return false, "No position specified and unknown player" return false, "No position specified and unknown player"
end end
if pos then if pos then
lightning.strike(pos) lightning.strike(pos)
else elseif player_to_strike then
local player = minetest.get_player_by_name(name) lightning.strike(player_to_strike:get_pos())
if player then
lightning.strike(player:get_pos())
else
return false, S("No position specified and unknown player")
end
end end
return true return true
end, end,

View File

@ -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

View File

@ -1,4 +1,4 @@
# textdomain: lightning # textdomain: lightning
@1 was struck by lightning.=@1 a été frappé(e) par la foudre. @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 No position specified and unknown player=Aucune position spécifiée et joueur inconnu

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@ -1,4 +1,4 @@
# textdomain: lightning # textdomain: lightning
@1 was struck by lightning.= @1 was struck by lightning.=
Let lightning strike at the specified position or yourself= Let lightning strike at the specified position or player. No parameter will strike yourself.=
No position specified and unknown player= No position specified and unknown player=

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@ -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.

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@ -5,4 +5,4 @@ Error: No weather specified.=Erreur: Aucune météo spécifiée.
Error: Invalid parameters.=Erreur: Paramètres non valides. 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: 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). 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)

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@ -241,7 +241,7 @@ local function initsky(player)
end end
-- MC-style clouds: Layer 127, thickness 4, fly to the “West” -- MC-style clouds: Layer 127, thickness 4, fly to the “West”
player:set_clouds({height=mcl_worlds.layer_to_y(127), speed={x=-2, z=0}, thickness=4, color="#FFF0FEF"}) player:set_clouds(mcl_worlds:get_cloud_parameters() or {height=mcl_worlds.layer_to_y(127), speed={x=-2, z=0}, thickness=4, color="#FFF0FEF"})
end end
minetest.register_on_joinplayer(initsky) minetest.register_on_joinplayer(initsky)

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@ -611,11 +611,14 @@ do
io.close(file) io.close(file)
if string then if string then
local savetable = minetest.deserialize(string) 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
doc.data.players[name] = {} if savetable_players_stored_data then
doc.data.players[name].stored_data = players_stored_data 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
minetest.log("action", "[doc] doc.mt successfully read.")
end end
minetest.log("action", "[doc] doc.mt successfully read.")
end end
end end
end end

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@ -17,7 +17,6 @@ Skeleton view range: -50%=
Creeper view range: -50%= Creeper view range: -50%=
Damage: @1= Damage: @1=
Damage (@1): @2= Damage (@1): @2=
Durability: @1
Healing: @1= Healing: @1=
Healing (@1): @2= Healing (@1): @2=
Full punch interval: @1s= Full punch interval: @1s=

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@ -1,4 +1,4 @@
# textdomain:awards # textdomain: awards
@1/@2 chat messages=@1/@2 chat messages @1/@2 chat messages=@1/@2 chat messages
@1/@2 crafted=@1/@2 fabrication @1/@2 crafted=@1/@2 fabrication
@1/@2 deaths=@1/@2 Mort @1/@2 deaths=@1/@2 Mort
@ -6,12 +6,11 @@
@1/@2 game joins=@1/@2 sessions @1/@2 game joins=@1/@2 sessions
@1/@2 placed=@1/@2 mis @1/@2 placed=@1/@2 mis
@1 (got)=@1 (obtenu) @1 (got)=@1 (obtenu)
@1: @1=@1: @1 @1: @2=@1: @2
@1s awards:=Récompenses de @1: @1s awards:=Récompenses de @1:
(Secret Award)=(Récompense Secrètte) (Secret Award)=(Récompense Secrètte)
<achievement ID>=<Succès ID> <achievement ID>=<Succès ID>
<name>=<nom> <name>=<nom>
A Cat in a Pop-Tart?!=Un chat beurré ?!
Achievement gotten!=Succès obtenu ! Achievement gotten!=Succès obtenu !
Achievement gotten:=Succès obtenu : Achievement gotten:=Succès obtenu :
Achievement gotten: @1=Succès obtenu : @1 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) List awards in chat (deprecated)=Liste des récompenses dans le chat (obsolète)
Place a block: @1=Placer un bloc: @1 Place a block: @1=Placer un bloc: @1
Place blocks: @1×@2=Placer des blocs: @1×@2 Place blocks: @1×@2=Placer des blocs: @1×@2
Secret Achievement gotten!=Succès secret obtenu ! Secret achievement gotten!=Succès secret obtenu !
Secret Achievement gotten:=Succès secret obtenu : Secret achievement gotten:=Succès secret obtenu :
Secret Achievement gotten: @1=Succès secret obtenu : @1 Secret achievement gotten: @1=Succès secret obtenu : @1
Show details of an achievement=Afficher les détails d'un succès 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 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. Get this achievement to find out what it is.=Obtenez ce succès pour découvrir de quoi il s'agit.

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@ -1,4 +1,4 @@
# textdomain:awards # textdomain: awards
@1/@2 chat messages= @1/@2 chat messages=
@1/@2 crafted= @1/@2 crafted=
@1/@2 deaths= @1/@2 deaths=

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@ -101,6 +101,18 @@ awards.register_achievement("mcl:bookcase", {
} }
}) })
awards.register_achievement("mcl:buildIronPickaxe", {
title = S("Isn't It Iron Pick"),
-- TODO: This achievement should support all non-wood pickaxes
description = S("Craft a iron pickaxe using sticks and iron."),
icon = "default_tool_steelpick.png",
trigger = {
type = "craft",
item = "mcl_tools:pick_iron",
target = 1
}
})
-- Item pickup achievements: These are awarded when picking up a certain item. -- Item pickup achievements: These are awarded when picking up a certain item.
-- The achivements are manually given in the mod mcl_item_entity. -- The achivements are manually given in the mod mcl_item_entity.
awards.register_achievement("mcl:diamonds", { awards.register_achievement("mcl:diamonds", {
@ -125,6 +137,24 @@ awards.register_achievement("mcl:mineWood", {
icon = "default_tree.png", icon = "default_tree.png",
}) })
awards.register_achievement("mcl:whosCuttingOnions", {
title = S("Who is Cutting Onions?"),
description = S("Pick up a crying obsidian from the floor."),
icon = "default_obsidian.png^mcl_core_crying_obsidian.png",
})
awards.register_achievement("mcl:hiddenInTheDepths", {
title = S("Hidden in the Depths"),
description = S("Pick up an Ancient Debris from the floor."),
icon = "mcl_nether_ancient_debris_side.png",
})
awards.register_achievement("mcl:notQuiteNineLives", {
title = S('Not Quite "Nine" Lives'),
description = S("Charge a Respawn Anchor to the maximum."),
icon = "respawn_anchor_side4.png",
})
-- Smelting achivements: These are awarded when picking up an item from a furnace -- Smelting achivements: These are awarded when picking up an item from a furnace
-- output. They are given in mcl_furnaces. -- output. They are given in mcl_furnaces.
awards.register_achievement("mcl:acquireIron", { awards.register_achievement("mcl:acquireIron", {
@ -163,6 +193,73 @@ awards.register_achievement("mcl:buildNetherPortal", {
icon = "default_obsidian.png", icon = "default_obsidian.png",
}) })
awards.register_achievement("mcl:enterEndPortal", {
title = S("The End?"),
description = S("Or the beginning?\nHint: Enter an end portal."),
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.) -- NON-PC ACHIEVEMENTS (XBox, Pocket Edition, etc.)
if non_pc_achievements then if non_pc_achievements then

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@ -10,7 +10,7 @@ Craft a stone pickaxe using sticks and cobblestone.=Fabriquez une pioche en pier
Craft a wooden sword using wooden planks and sticks on a crafting table.=Fabriquez une épée en bois à l'aide de planches et de bâtons en bois sur un établi. Craft a wooden sword using wooden planks and sticks on a crafting table.=Fabriquez une épée en bois à l'aide de planches et de bâtons en bois sur un établi.
DIAMONDS!=DIAMANTS! DIAMONDS!=DIAMANTS!
Delicious Fish=Délicieux Poisson Delicious Fish=Délicieux Poisson
Dispense With This=Dispenser de ça Dispense With This=Dispensé de ça
Eat a cooked porkchop.=Mangez du porc cuit. Eat a cooked porkchop.=Mangez du porc cuit.
Eat a cooked rabbit.=Mangez du lapin cuit. Eat a cooked rabbit.=Mangez du lapin cuit.
Get really desperate and eat rotten flesh.=Soyez vraiment désespéré et mangez de la chair pourrie. Get really desperate and eat rotten flesh.=Soyez vraiment désespéré et mangez de la chair pourrie.
@ -47,3 +47,31 @@ Use a crafting table to craft a wooden hoe from wooden planks and sticks.=Utilis
Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Utilisez un établi pour fabriquer une pioche en bois à partir de planches et de bâtons en bois. Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Utilisez un établi pour fabriquer une pioche en bois à partir de planches et de bâtons en bois.
Use obsidian and a fire starter to construct a Nether portal.=Utilisez de l'obsidienne et un briquet pour construire un portail du Nether. Use obsidian and a fire starter to construct a Nether portal.=Utilisez de l'obsidienne et un briquet pour construire un portail du Nether.
Use wheat to craft a bread.=Utilisez du blé pour fabriquer un pain. Use wheat to craft a bread.=Utilisez du blé pour fabriquer un pain.
Stone Age=L'Age de Pierre
Mine a stone with new pickaxe.=Miner de la roche avec une nouvelle pioche
Hot Stuff=Chaud Devant !
Put lava in a bucket.=Remplir un Seau de lave
Ice Bucket Challenge=Le défi du seau d'eau glacée
Obtain an obsidian block.=Obtenir un bloc d'obsidienne
Isn't It Iron Pick=Bonne Pioche !
Craft a iron pickaxe using sticks and iron.=Fabriquer une pioche de fer avec des batons et du fer
Who is Cutting Onions?=Qui épluche des oignons ?
Pick up a crying obsidian from the floor.=Ramasser une obsidienne pleureuse sur le sol.
Hidden in the Depths=Caché dans les profondeurs
Pick up an Ancient Debris from the floor.=Ramasser un Ancien Débris
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

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@ -53,3 +53,25 @@ Hot Stuff=
Put lava in a bucket.= Put lava in a bucket.=
Ice Bucket Challenge= Ice Bucket Challenge=
Obtain an obsidian block.= Obtain an obsidian block.=
Isn't It Iron Pick=
Craft a iron pickaxe using sticks and iron.=
Who is Cutting Onions?=
Pick up a crying obsidian from the floor.=
Hidden in the Depths=
Pick up an Ancient Debris from the floor.=
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=

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@ -6,6 +6,7 @@ Alexander Minges
aligator aligator
ArTee3 ArTee3
Artem Arbatsky Artem Arbatsky
balazsszalab
basxto basxto
Benjamin Schötz Benjamin Schötz
Blue Blancmange Blue Blancmange
@ -13,6 +14,7 @@ Booglejr
Brandon Brandon
Bu-Gee Bu-Gee
bzoss bzoss
CableGuy67
chmodsayshello chmodsayshello
Code-Sploit Code-Sploit
cora cora
@ -31,6 +33,7 @@ Emojigit
epCode epCode
erlehmann erlehmann
FinishedFragment FinishedFragment
FlamingRCCars
Glaucos Ginez Glaucos Ginez
Gustavo Ramos Rehermann Gustavo Ramos Rehermann
Guy Liner Guy Liner
@ -39,6 +42,7 @@ HimbeerserverDE
iliekprogrammar iliekprogrammar
j1233 j1233
Jared Moody Jared Moody
Johannes Fritz
jordan4ibanez jordan4ibanez
kabou kabou
kay27 kay27
@ -46,13 +50,14 @@ Laurent Rocher
Li0n Li0n
marcin-serwin marcin-serwin
Marcin Serwin Marcin Serwin
Mark Roth
Mental-Inferno Mental-Inferno
Midgard Midgard
MysticTempest MysticTempest
Nicholas Niro Nicholas Niro
nickolas360 nickolas360
Nicu Nicu
nikolaus-albinger Niklp
Nils Dagsson Moskopp Nils Dagsson Moskopp
NO11 NO11
NO411 NO411
@ -60,6 +65,7 @@ Oil_boi
pitchum pitchum
PrairieAstronomer PrairieAstronomer
PrairieWind PrairieWind
River River
Rocher Laurent Rocher Laurent
rootyjr rootyjr
Rootyjr Rootyjr
@ -68,6 +74,7 @@ Sab Pyrope
Saku Laesvuori Saku Laesvuori
sfan5 sfan5
SmallJoker SmallJoker
Sumyjkl
superfloh247 superfloh247
Sven792 Sven792
Sydney Gems Sydney Gems
@ -75,6 +82,7 @@ talamh
TechDudie TechDudie
Thinking Thinking
Tianyang Zhang Tianyang Zhang
unknown
U.N.Owen U.N.Owen
Wouters Dorian Wouters Dorian
wuniversales wuniversales

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@ -1,8 +1,4 @@
Please run the following command to update contributor list: Please run `./update_credits.sh` from [tools](../../../tools) folder to update contributor list.
```bash
# git log --pretty="%an" | sort | uniq >CONTRUBUTOR_LIST.txt
```
Please check that there is no error on execution, and `CONTRUBUTOR_LIST.txt` is updated. Please check that there is no error on execution, and `CONTRUBUTOR_LIST.txt` is updated.

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@ -1,59 +1,56 @@
# textdomain: mcl_death_messages # textdomain: mcl_death_messages
@1 was fatally hit by an arrow.=@1 a été mortellement touché par une flèche. @1 went up in flames=@1 a marché dans les flammes
@1 has been killed with an arrow.=@1 a été tué avec une flèche. @1 walked into fire whilst fighting @2=@1 a marché dans les flammes en combattant @2
@1 was shot by an arrow from @2.=@1 a été abattu par une flèche de @2. @1 was struck by lightning=@1 a été frappé par la foudre
@1 was shot by an arrow from a skeleton.=@1 a été abattu par une flèche d'un squelette. @1 was struck by lightning whilst fighting @2=@1 a été frappé par la foudre en combattant @2
@1 was shot by an arrow from a stray.=@1 a été abattu par une flèche d'un vagabond. @1 burned to death=@1 a brûlé vif
@1 was shot by an arrow from an illusioner.=@1 a été abattu par une flèche d'un illusionniste. @1 was burnt to a crisp whilst fighting @2=@1 a brûlé comme une saucisse en combattant @2
@1 was shot by an arrow.=@1 a été abattu par une flèche. @1 tried to swim in lava=@1 a tenté de nager dans la lave
@1 forgot to breathe.=@1 a oublié de respirer. @1 tried to swim in lava to escape @2=@1 a tenté de nager dans la lave pour échapper à @2
@1 drowned.=@1 s'est noyé. @1 discovered the floor was lava=@1 a découvert que le sol était en lave
@1 ran out of oxygen.=@1 a manqué d'oxygène. @1 walked into danger zone due to @2=@1 a marché dans la zone de danger à cause de @2
@1 was killed by @2.=@1 a été tué par @2. @1 suffocated in a wall=@1 est mort asphyxié dans un mur
@1 was killed.=@1 a été tué. @1 suffocated in a wall whilst fighting @2=@1 est mort asphyxié dans un mur en combattant @2
@1 was killed by a mob.=@1 a été tué par un mob. @1 drowned=@1 s'est noyé
@1 was burned to death by a blaze's fireball.=@1 a été brûlé vif par la boule de feu d'un blaze. @1 drowned whilst trying to escape @2=@1 s'est noyé en essayant d'échapper à @2
@1 was killed by a fireball from a blaze.=@1 a été tué par une boule de feu lors d'un blaze. @1 starved to death=@1 est mort de faim
@1 was burned by a fire charge.=@1 a été brûlé par un incendie. @1 starved to death whilst fighting @2=@1 est mort de faim en combattant @2
A ghast scared @1 to death.=Un ghast a éffrayé @1 à mort. @1 was pricked to death=@1 a été piqué à mort
@1 has been fireballed by a ghast.=@1 a été pétrifié par un ghast. @1 walked into a cactus whilst trying to escape @2=@1 a marché dans un cactus en essayant d'échapper à @2
@1 fell from a high cliff.=@1 est tombé d'une haute falaise. @1 hit the ground too hard=@1 a heurté le sol trop fort
@1 took fatal fall damage.=@1 a succombé à un chute mortelle. @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 fell victim to gravity.=@1 a été victime de la gravité. @1 experienced kinetic energy=@1 a expérimenté l'énergie cinétique
@1 died.=@1 est mort. @1 experienced kinetic energy whilst trying to escape @2=@1 a expérimenté l'énergie cinétique en essayant d'échapper à @2
@1 was killed by a zombie.=@1 a été tué par un zombie. @1 fell out of the world=@1 est tombé hors du monde
@1 was killed by a baby zombie.=@1 a été tué par un bébé zombie. @1 didn't want to live in the same world as @2=@1 ne voulait vivre dans le même monde que @2
@1 was killed by a blaze.=@1 a été tué par un blaze. @1 died=@1 est mort
@1 was killed by a slime.=@1 a été tué par un slime. @1 died because of @2=@1 est mort à cause de @2
@1 was killed by a witch.=@1 a été tué par un sorcier. @1 was killed by magic=@1 a été tué par magie
@1 was killed by a magma cube.=@1 a été tué par un cube de magma. @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 a wolf.=@1 a été tué par un loup. @1 was killed by @2 using magic=@1 a été tué par @2 en utilisant la magie
@1 was killed by a cat.=@1 a été tué par un chat. @1 was killed by @2 using @3=@1 a été tué par @2 en utilisant @3
@1 was killed by an ocelot.=@1 a été tué par un ocelot. @1 was roasted in dragon breath=@1 a été rôti dans le souffle du dragon
@1 was killed by an ender dragon.=@1 a été tué par un ender dragon. @1 was roasted in dragon breath by @2=@1 a été rôti dans le souffle du dragon par @2
@1 was killed by a wither.=@1 a été tué par un wither. @1 withered away=@1 s'est flétri
@1 was killed by an enderman.=@1 a été tué par un enderman. @1 withered away whilst fighting @2=@1 s'est flétri en combattant @2
@1 was killed by an endermite.=@1 a été tué par un endermite. @1 was shot by a skull from @2=@1 a été abattu par un crane de @2
@1 was killed by a ghast.=@1 a été tué par un ghast. @1 was squashed by a falling anvil=@1 a été écrasé par une enclume
@1 was killed by an elder guardian.=@1 a été tué par un grand gardien. @1 was squashed by a falling anvil whilst fighting @2=@1 a été écrasé par une enclume en combattant @2
@1 was killed by a guardian.=@1 a été tué par un gardien. @1 was squashed by a falling block=@1 a été écrasé par un bloc tombant
@1 was killed by an iron golem.=@1 a été tué par un golem de fer. @1 was squashed by a falling block whilst fighting @2=@1 a été écrasé par un bloc tombant en combattant @2
@1 was killed by a polar_bear.=@1 a été tué par un ours blanc. @1 was slain by @2=@1 a été tué par @2
@1 was killed by a killer bunny.=@1 a été tué par un lapin tueur. @1 was slain by @2 using @3=@1 a été tué par @2 avec @3
@1 was killed by a shulker.=@1 a été tué par un shulker. @1 was shot by @2=@1 a été abattu par @2
@1 was killed by a silverfish.=@1 a été tué par un poisson d'argent. @1 was shot by @2 using @3=@1 a été abattu par @2 avec @3
@1 was killed by a skeleton.=@1 a été tué par un squelette. @1 was fireballed by @2=@1 a reçu une boule de feu de @2
@1 was killed by a stray.=@1 a été tué par un vagabond. @1 was fireballed by @2 using @3=@1 a reçu une boule de feu de @2 en utilisant @3
@1 was killed by a slime.=@1 a été tué par un slime. @1 was killed trying to hurt @2=@1 a été tué en essayant de blesser @2
@1 was killed by a spider.=@1 a été tué par une araignée. @1 was killed by @3 trying to hurt @2=@1 a été tué par @3 en essayant de blesser @2
@1 was killed by a cave spider.=@1 a été tué par une araignée venimeuse. @1 blew up=@1 a explosé
@1 was killed by a vex.=@1 a été tué par un vex. @1 was blown up by @2=@1 a été explosé par @2
@1 was killed by an evoker.=@1 a été tué par un invocateur. @1 was blown up by @2 using @3=@1 a été explosé par @2 en utilisant @3
@1 was killed by an illusioner.=@1 a été tué par un illusionniste. @1 was squished too much=@1 a été trop écrabouillé
@1 was killed by a vindicator.=@1 a été tué par un vindicateur. @1 was squashed by @2=@1 a été écrasé par @2
@1 was killed by a zombie villager.=@1 a été tué par un villageois zombie. @1 went off with a bang=@1 est parti avec un bang
@1 was killed by a husk.=@1 a été tué par un zombie momie. @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
@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

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@ -33,7 +33,6 @@
@1 was roasted in dragon breath by @2= @1 was roasted in dragon breath by @2=
@1 withered away= @1 withered away=
@1 withered away whilst fighting @2= @1 withered away whilst fighting @2=
@1 was killed by magic=
@1 was shot by a skull from @2= @1 was shot by a skull from @2=
@1 was squashed by a falling anvil= @1 was squashed by a falling anvil=
@1 was squashed by a falling anvil whilst fighting @2= @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 squashed by a falling block whilst fighting @2=
@1 was slain by @2= @1 was slain by @2=
@1 was slain by @2 using @3= @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=
@1 was shot by @2 using @3= @1 was shot by @2 using @3=
@1 was fireballed by @2= @1 was fireballed by @2=

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@ -5,3 +5,4 @@ Error: Too many parameters!=Erreur: Trop de paramètres!
Error: Incorrect value of XP=Erreur: Valeur incorrecte de XP Error: Incorrect value of XP=Erreur: Valeur incorrecte de XP
Error: Player not found=Erreur: Joueur introuvable Error: Player not found=Erreur: Joueur introuvable
Added @1 XP to @2, total: @3, experience level: @4=Ajout de @1 XP à @2, total: @3, niveau d'expérience: @4 Added @1 XP to @2, total: @3, experience level: @4=Ajout de @1 XP à @2, total: @3, niveau d'expérience: @4
Bottle o' Enchanting=Fiole d'expérience

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@ -1,14 +1,20 @@
local refresh_interval = .63 local refresh_interval = .63
local huds = {} local huds = {}
local default_debug = 3 local default_debug = 5
local after = minetest.after local after = minetest.after
local get_connected_players = minetest.get_connected_players local get_connected_players = minetest.get_connected_players
local get_biome_name = minetest.get_biome_name local get_biome_name = minetest.get_biome_name
local get_biome_data = minetest.get_biome_data local get_biome_data = minetest.get_biome_data
local get_node = minetest.get_node
local format = string.format 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 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 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 modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(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 player_dbg = minetest.deserialize(storage:get_string("player_dbg") or "return {}") or {}
local function get_text(pos, bits) local function get_text(pos, bits)
local pos = pos
local bits = bits local bits = bits
if bits == 0 then return "" end if bits == 0 then return "" end
local y = pos.y local y = pos.y
@ -27,16 +34,42 @@ local function get_text(pos, bits)
elseif y >= min2 and y <= max2 then elseif y >= min2 and y <= max2 then
y = y - min2 y = y - min2
end end
local biome_data = get_biome_data(pos)
local biome_name = biome_data and get_biome_name(biome_data.biome) or "No biome" local will_show_mapgen_status = bits % 8 > 3
local text local will_show_coordinates = bits % 4 > 1
if bits == 1 then local will_show_biome_name = bits % 2 > 0
text = biome_name local will_be_shown = {}
elseif bits == 2 then
text = format("x:%.1f y:%.1f z:%.1f", pos.x, y, pos.z) if will_show_biome_name then
elseif bits == 3 then local biome_data = get_biome_data(pos)
text = format("%s x:%.1f y:%.1f z:%.1f", biome_name, pos.x, y, pos.z) local biome_name = biome_data and get_biome_name(biome_data.biome) or "No biome"
will_be_shown[#will_be_shown + 1] = biome_name
end 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 return text
end end
@ -82,14 +115,14 @@ minetest.register_on_authplayer(function(name, ip, is_success)
end) end)
minetest.register_chatcommand("debug",{ 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) func = function(name, params)
local dbg = math.floor(tonumber(params) or default_debug) local dbg = math.floor(tonumber(params) or default_debug)
if dbg < 0 or dbg > 3 then if dbg < 0 or dbg > 7 then
minetest.chat_send_player(name, S("Error! Possible values are integer numbers from @1 to @2", 0, 3)) minetest.chat_send_player(name, S("Error! Possible values are integer numbers from @1 to @2", 0, 7))
return return
end end
if dbg == default_dbg then if dbg == default_debug then
player_dbg[name] = nil player_dbg[name] = nil
else else
player_dbg[name] = dbg player_dbg[name] = dbg

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@ -0,0 +1,4 @@
# textdomain: mcl_info
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

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@ -1,4 +1,4 @@
# textdomain: mcl_info # 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 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 Debug bit mask set to @1=Отладочной битовой маске присвоено значение @1

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@ -1,4 +1,4 @@
# textdomain: mcl_info # 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= Error! Possible values are integer numbers from @1 to @2=
Debug bit mask set to @1= Debug bit mask set to @1=

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@ -339,14 +339,6 @@ function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size,
if name == "inv" then if name == "inv" then
inv_bg = "crafting_inventory_creative_survival.png" 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) -- Background images for armor slots (hide if occupied)
local armor_slot_imgs = "" local armor_slot_imgs = ""
local inv = player:get_inventory() local inv = player:get_inventory()
@ -386,8 +378,7 @@ function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size,
armor_slot_imgs.. armor_slot_imgs..
-- player preview -- player preview
player_preview.. mcl_player.get_player_formspec_model(player, 3.9, 1.4, 1.2333, 2.4666, "")..
-- crafting guide button -- crafting guide button
"image_button[9,1;1,1;craftguide_book.png;__mcl_craftguide;]".. "image_button[9,1;1,1;craftguide_book.png;__mcl_craftguide;]"..
"tooltip[__mcl_craftguide;"..F(S("Recipe book")).."]".. "tooltip[__mcl_craftguide;"..F(S("Recipe book")).."]"..

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@ -61,14 +61,6 @@ local function set_inventory(player, armor_change_only)
inv:set_width("craft", 2) inv:set_width("craft", 2)
inv:set_size("craft", 4) 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_slots = {"helmet", "chestplate", "leggings", "boots"}
local armor_slot_imgs = "" local armor_slot_imgs = ""
for a=1,4 do for a=1,4 do
@ -83,7 +75,7 @@ local function set_inventory(player, armor_change_only)
local form = "size[9,8.75]".. local form = "size[9,8.75]"..
"background[-0.19,-0.25;9.41,9.49;crafting_formspec_bg.png]".. "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 --armor
"list[current_player;armor;0,0;1,1;1]".. "list[current_player;armor;0,0;1,1;1]"..
"list[current_player;armor;0,1;1,1;2]".. "list[current_player;armor;0,1;1,1;2]"..

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@ -3,6 +3,7 @@ Recipe book=Livre de recettes
Help=Aide Help=Aide
Select player skin=Sélectionnez l'apparence du joueur Select player skin=Sélectionnez l'apparence du joueur
Achievements=Accomplissements Achievements=Accomplissements
Switch stack size=Échanger les tailles de piles
Building Blocks=Blocs de Construction Building Blocks=Blocs de Construction
Decoration Blocks=Blocs de Décoration Decoration Blocks=Blocs de Décoration
Redstone=Redstone Redstone=Redstone

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@ -17,6 +17,7 @@ minetest.register_node("mcl_bells:bell", {
4/16, 7/16, 4/16, 4/16, 7/16, 4/16,
}, },
}, },
groups = { pickaxey = 1 }
}) })
if has_mcl_wip then if has_mcl_wip then

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@ -0,0 +1,2 @@
# textdomain: mcl_bells
Bell=Cloche

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@ -1,2 +1,2 @@
# textdomain: mcl_observers # textdomain: mcl_bells
Bell= Bell=

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@ -0,0 +1,70 @@
local S = minetest.get_translator("mcl_target")
local mod_farming = minetest.get_modpath("mcl_farming")
mcl_target = {}
function mcl_target.hit(pos, time)
minetest.set_node(pos, {name="mcl_target:target_on"})
mesecon.receptor_on(pos, mesecon.rules.alldirs)
local timer = minetest.get_node_timer(pos)
timer:start(time)
end
minetest.register_node("mcl_target:target_off", {
description = S("Target"),
_doc_items_longdesc = S("A target is a block that provides a temporary redstone charge when hit by a projectile."),
_doc_items_usagehelp = S("Throw a projectile on the target to activate it."),
tiles = {"mcl_target_target_top.png", "mcl_target_target_top.png", "mcl_target_target_side.png"},
groups = {hoey = 1},
sounds = mcl_sounds.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.1},
}),
mesecons = {
receptor = {
state = mesecon.state.off,
rules = mesecon.rules.alldirs,
},
},
_mcl_blast_resistance = 0.5,
_mcl_hardness = 0.5,
})
minetest.register_node("mcl_target:target_on", {
description = S("Target"),
_doc_items_create_entry = false,
tiles = {"mcl_target_target_top.png", "mcl_target_target_top.png", "mcl_target_target_side.png"},
groups = {hoey = 1, not_in_creative_inventory = 1},
drop = "mcl_target:target_off",
sounds = mcl_sounds.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.1},
}),
on_timer = function(pos, elapsed)
local node = minetest.get_node(pos)
if node.name == "mcl_target:target_on" then --has not been dug
minetest.set_node(pos, {name="mcl_target:target_off"})
mesecon.receptor_off(pos, mesecon.rules.alldirs)
end
end,
mesecons = {
receptor = {
state = mesecon.state.on,
rules = mesecon.rules.alldirs,
},
},
_mcl_blast_resistance = 0.5,
_mcl_hardness = 0.5,
})
if mod_farming then
minetest.register_craft({
output = "mcl_target:target_off",
recipe = {
{"", "mesecons:redstone", ""},
{"mesecons:redstone", "mcl_farming:hay_block", "mesecons:redstone"},
{"", "mesecons:redstone", ""},
},
})
end

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@ -0,0 +1,4 @@
# textdomain: mcl_target
Target=Cible
A target is a block that provides a temporary redstone charge when hit by a projectile.=La cible est un bloc qui se comporte comme une source d'énergie temporaire quand elle est frappée par un projectile.
Throw a projectile on the target to activate it.=Lancer un projectile sur la cible pour l'activer.

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@ -0,0 +1,4 @@
# textdomain: mcl_target
Target=
A target is a block that provides a temporary redstone charge when hit by a projectile.=
Throw a projectile on the target to activate it.=

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@ -0,0 +1,3 @@
name = mcl_target
author = AFCMS
depends = mesecons, mcl_sounds

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@ -216,6 +216,18 @@ mesecon.register_button(
S("A stone button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second."), S("A stone button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second."),
"mesecons_button_push") "mesecons_button_push")
mesecon.register_button(
"polished_blackstone",
S("Polished Blackstone Button"),
"mcl_blackstone_polished.png",
"mcl_blackstone:blackstone_polished",
mcl_sounds.node_sound_stone_defaults(),
{material_stone=1,handy=1,pickaxey=1},
1,
false,
S("A polished blackstone button is a redstone component made out of polished blackstone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second."),
"mesecons_button_push")
local woods = { local woods = {
{ "wood", "mcl_core:wood", "default_wood.png", S("Oak Button") }, { "wood", "mcl_core:wood", "default_wood.png", S("Oak Button") },
{ "acaciawood", "mcl_core:acaciawood", "default_acacia_wood.png", S("Acacia Button") }, { "acaciawood", "mcl_core:acaciawood", "default_acacia_wood.png", S("Acacia Button") },
@ -223,6 +235,8 @@ local woods = {
{ "darkwood", "mcl_core:darkwood", "mcl_core_planks_big_oak.png", S("Dark Oak Button") }, { "darkwood", "mcl_core:darkwood", "mcl_core_planks_big_oak.png", S("Dark Oak Button") },
{ "sprucewood", "mcl_core:sprucewood", "mcl_core_planks_spruce.png", S("Spruce Button") }, { "sprucewood", "mcl_core:sprucewood", "mcl_core_planks_spruce.png", S("Spruce Button") },
{ "junglewood", "mcl_core:junglewood", "default_junglewood.png", S("Jungle Button") }, { "junglewood", "mcl_core:junglewood", "default_junglewood.png", S("Jungle Button") },
{ "warped_hyphae_wood", "mcl_mushroom:warped_hyphae_wood", "warped_hyphae_wood.png", S("Warped Hyphae Button") },
{ "crimson_hyphae_wood", "mcl_mushroom:crimson_hyphae_wood", "crimson_hyphae_wood.png", S("Crimson Hyphae Button") },
} }
for w=1, #woods do for w=1, #woods do

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@ -1,6 +1,7 @@
# textdomain: mesecons_button # textdomain: mesecons_button
Use the button to push it.=Utilisez le bouton pour le pousser. Use the button to push it.=Utilisez le bouton pour le pousser.
Stone Button=Bouton de pierre Stone Button=Bouton de pierre
Polished Blackstone Button=Bouton de Pierre Noire Polie
A stone button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Un bouton en pierre est un composant Redstone en pierre qui peut être poussé pour fournir de la puissance Redstone. Lorsqu'il est poussé, il alimente les composants Redstone adjacents pendant 1 seconde. A stone button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Un bouton en pierre est un composant Redstone en pierre qui peut être poussé pour fournir de la puissance Redstone. Lorsqu'il est poussé, il alimente les composants Redstone adjacents pendant 1 seconde.
Oak Button=Bouton en Chêne Oak Button=Bouton en Chêne
Acacia Button=Bouton en Acacia Acacia Button=Bouton en Acacia
@ -8,6 +9,8 @@ Birch Button=Bouton en Bouleau
Dark Oak Button=Bouton en Chêne Noir Dark Oak Button=Bouton en Chêne Noir
Spruce Button=Bouton en Sapin Spruce Button=Bouton en Sapin
Jungle Button=Bouton en Acajou Jungle Button=Bouton en Acajou
Warped Hyphae Button=Bouton en Hyphae Tordu
Crimson Hyphae Button=Bouton en Hyphae Ecarlate
A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.=Un bouton en bois est un composant de redstone en bois qui peut être poussé pour fournir une puissance de redstone. Lorsqu'il est poussé, il alimente les composants Redstone adjacents pendant 1,5 seconde. Les boutons en bois peuvent également être poussés par des flèches. A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.=Un bouton en bois est un composant de redstone en bois qui peut être poussé pour fournir une puissance de redstone. Lorsqu'il est poussé, il alimente les composants Redstone adjacents pendant 1,5 seconde. Les boutons en bois peuvent également être poussés par des flèches.
Provides redstone power when pushed=Fournit une puissance de redstone lorsqu'il est poussé Provides redstone power when pushed=Fournit une puissance de redstone lorsqu'il est poussé
Push duration: @1s=Durée de poussée: @1s Push duration: @1s=Durée de poussée: @1s

View File

@ -1,6 +1,7 @@
# textdomain: mesecons_button # textdomain: mesecons_button
Use the button to push it.= Use the button to push it.=
Stone Button= Stone Button=
Polished Blackstone Button=
A stone button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.= A stone button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=
Oak Button= Oak Button=
Acacia Button= Acacia Button=
@ -8,6 +9,8 @@ Birch Button=
Dark Oak Button= Dark Oak Button=
Spruce Button= Spruce Button=
Jungle Button= Jungle Button=
Warped Hyphae Button=
Crimson Hyphae Button=
A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.= A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.=
Provides redstone power when pushed= Provides redstone power when pushed=
Push duration: @1s= Push duration: @1s=

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@ -164,6 +164,8 @@ local woods = {
{ "darkwood", "mcl_core:darkwood", "mcl_core_planks_big_oak.png", S("Dark Oak Pressure Plate" )}, { "darkwood", "mcl_core:darkwood", "mcl_core_planks_big_oak.png", S("Dark Oak Pressure Plate" )},
{ "sprucewood", "mcl_core:sprucewood", "mcl_core_planks_spruce.png", S("Spruce Pressure Plate") }, { "sprucewood", "mcl_core:sprucewood", "mcl_core_planks_spruce.png", S("Spruce Pressure Plate") },
{ "junglewood", "mcl_core:junglewood", "default_junglewood.png", S("Jungle Pressure Plate") }, { "junglewood", "mcl_core:junglewood", "default_junglewood.png", S("Jungle Pressure Plate") },
{ "warped_hyphae_wood", "mcl_mushrooom:warped_hyphae_wood", "warped_hyphae_wood.png", S("Warped Hyphae Pressure Plate")},
{ "crimson_hyphae_wood", "mcl_mushrooom:crimson_hyphae_wood", "crimson_hyphae_wood.png", S("Crimson Hyphae Pressure Plate")},
} }
for w=1, #woods do for w=1, #woods do
@ -201,6 +203,19 @@ mesecon.register_pressure_plate(
{ player = true, mob = true }, { player = true, mob = true },
S("A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.")) S("A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else."))
mesecon.register_pressure_plate(
"mesecons_pressureplates:pressure_plate_polished_blackstone",
S("Polished Blackstone Pressure Plate"),
{"mcl_blackstone_polished.png"},
{"mcl_blackstone_polished.png"},
"default_stone.png",
nil,
{{"mcl_blackstone:blackstone_polished", "mcl_blackstone:blackstone_polished"}},
mcl_sounds.node_sound_stone_defaults(),
{pickaxey=1, material_stone=1},
{ player = true, mob = true },
S("A polished blackstone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else."))
mesecon.register_pressure_plate( mesecon.register_pressure_plate(
"mesecons_pressureplates:pressure_plate_gold", "mesecons_pressureplates:pressure_plate_gold",
S("Light-Weighted Pressure Plate"), S("Light-Weighted Pressure Plate"),
@ -211,5 +226,18 @@ mesecon.register_pressure_plate(
{{"mcl_core:gold_ingot", "mcl_core:gold_ingot"}}, {{"mcl_core:gold_ingot", "mcl_core:gold_ingot"}},
mcl_sounds.node_sound_metal_defaults(), mcl_sounds.node_sound_metal_defaults(),
{pickaxey=1}, {pickaxey=1},
{ player = true, mob = true }, nil,
S("A light-weighted pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.")) S("A light-weighted pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it."))
mesecon.register_pressure_plate(
"mesecons_pressureplates:pressure_plate_iron",
S("Heavy-Weighted Pressure Plate"),
{"default_steel_block.png"},
{"default_steel_block.png"},
"default_steel_block.png",
nil,
{{"mcl_core:iron_ingot", "mcl_core:iron_ingot"}},
mcl_sounds.node_sound_metal_defaults(),
{pickaxey=1},
nil,
S("A heavy-weighted pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it."))

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@ -6,10 +6,18 @@ Birch Pressure Plate=Plaque de pression en Bouleau
Dark Oak Pressure Plate=Plaque de pression en Chêne Noir Dark Oak Pressure Plate=Plaque de pression en Chêne Noir
Spruce Pressure Plate=Plaque de pression en Sapin Spruce Pressure Plate=Plaque de pression en Sapin
Jungle Pressure Plate=Plaque de pression en Acajou Jungle Pressure Plate=Plaque de pression en Acajou
Warped Hyphae Pressure Plate=Plaque de pression en Hyphae Tordue
Crimson Hyphae Pressure Plate=Plaque de pression en Hyphae Ecarlate
A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=Une plaque de pression en bois est un composant de redstone qui alimente ses blocs environnants en puissance de redstone tandis que tout objet mobile (y compris les objets lâchés, les joueurs et les mobs) repose dessus. A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=Une plaque de pression en bois est un composant de redstone qui alimente ses blocs environnants en puissance de redstone tandis que tout objet mobile (y compris les objets lâchés, les joueurs et les mobs) repose dessus.
Stone Pressure Plate=Plaque de pression en pierre Stone Pressure Plate=Plaque de pression en pierre
A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=Une plaque de pression en pierre est un composant de redstone qui alimente ses blocs environnants en puissance de redstone pendant qu'un joueur ou un mob se tient au-dessus. Il n'est déclenché par rien d'autre. A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=Une plaque de pression en pierre est un composant de redstone qui alimente ses blocs environnants en puissance de redstone pendant qu'un joueur ou un mob se tient au-dessus. Il n'est déclenché par rien d'autre.
Provides redstone power when pushed=Fournit une puissance de redstone lorsqu'il est poussé Polished Blackstone Pressure Plate=Plaque de pression en pierre noire polie
A polished blackstone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=Une plaque de pression en pierre noire polie est un composant de redstone qui alimente ses blocs environnants en puissance de redstone pendant qu'un joueur ou un mob se tient au-dessus. Il n'est déclenché par rien d'autre.
Light-Weighted Pressure Plate=Plaque de pression pondérée légère
A light-weighted pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=Une plaque de pression pondérée légère est un composant de redstone qui alimente ses blocs environnants en puissance de redstone tandis que tout objet mobile (y compris les objets lâchés, les joueurs et les mobs) repose dessus.
Heavy-Weighted Pressure Plate=Plaque de pression pondérée lourde
A heavy-weighted pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=Une plaque de pression pondérée lourde est un composant de redstone qui alimente ses blocs environnants en puissance de redstone tandis que tout objet mobile (y compris les objets lâchés, les joueurs et les mobs) repose dessus.
Provides redstone power when pushed=Fournit une puissance de redstone lorsque poussé
Pushable by players, mobs and objects=Poussable par les joueurs, les mobs et les objets Pushable by players, mobs and objects=Poussable par les joueurs, les mobs et les objets
Pushable by players and mobs=Poussable par les joueurs et les mobs Pushable by players and mobs=Poussable par les joueurs et les mobs
Pushable by players=Poussable par les joueurs Pushable by players=Poussable par les joueurs

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@ -6,9 +6,17 @@ Birch Pressure Plate=
Dark Oak Pressure Plate= Dark Oak Pressure Plate=
Spruce Pressure Plate= Spruce Pressure Plate=
Jungle Pressure Plate= Jungle Pressure Plate=
Warped Hyphae Pressure Plate=
Crimson Hyphae Pressure Plate=
A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.= A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=
Stone Pressure Plate= Stone Pressure Plate=
A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.= A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=
Polished Blackstone Pressure Plate=
A polished blackstone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=
Light-Weighted Pressure Plate=
A light-weighted pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=
Heavy-Weighted Pressure Plate=
A heavy-weighted pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=
Provides redstone power when pushed= Provides redstone power when pushed=
Pushable by players, mobs and objects= Pushable by players, mobs and objects=
Pushable by players and mobs= Pushable by players and mobs=

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