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10 Commits

Author SHA1 Message Date
chmodsayshello e9bbe67fbd fix codestyle version 2 2022-03-28 14:22:11 +00:00
chmodsayshello 61d3e072ef Merge pull request 'Merge Lodestone base' (#7) from Lodestone into Lodestone_tabspace_fix_2
Reviewed-on: #7
2022-03-28 14:21:24 +00:00
chmodsayshello d8986b4a4c ignore static spawnpoint if compass has lodestone meta 2022-03-28 09:12:55 +00:00
chmodsayshello 97b10f15ef rewrite self-addressed comment that i forgot to remove 2022-03-27 10:03:27 +00:00
chmodsayshello a493a6cd5c fix crash and world loading issue
This commit fixes the crash when placing a lodestone or even a normal compass in an item frame, and lodestones now work after reloading the world
2022-03-27 07:35:30 +00:00
chmodsayshello 98f2bd1a20 fixed critical issue, see description for details
This commit fixes lodestone compasses not working in any dimension except from the overworld, it also changes the behavior so that lodestone compasses only work in the dimension they were clicked at
2022-03-26 18:57:40 +00:00
chmodsayshello 08988b341d Upload Textures 2/2 2022-03-26 09:51:50 +00:00
chmodsayshello c1a811a245 Upload textures 1/2 2022-03-26 09:51:30 +00:00
chmodsayshello 87ce419949 Add Lodestones 2022-03-26 09:47:24 +00:00
chmodsayshello 9a063a4516 Add new dependencies 2022-03-26 09:46:52 +00:00
438 changed files with 4298 additions and 8750 deletions

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@ -31,12 +31,6 @@ 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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@ -201,8 +201,6 @@ 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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@ -70,11 +70,7 @@ 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 latest stable version of Minetest is officially supported. it first. Only stable versions of Minetest are 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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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 es mòrt(a) dins una petarada.

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@ -148,48 +148,16 @@ 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_x = minp.x + HALF_CS_NODES local center = vector.add(minp, HALF_CS_NODES)
local center_y = minp.y + HALF_CS_NODES for check_x = center.x - CS_NODES, center.x + CS_NODES, CS_NODES do
local center_z = minp.z + HALF_CS_NODES for check_y = center.y - CS_NODES, center.y + CS_NODES, CS_NODES do
local from_x = center_x - CS_NODES for check_z = center.z - CS_NODES, center.z + CS_NODES, CS_NODES do
local from_y = center_y - CS_NODES local pos = vector.new(check_x, check_y, check_z)
local from_z = center_z - CS_NODES if pos ~= center then
local to_x = center_x + CS_NODES minetest_get_voxel_manip():read_from_map(pos, pos)
local to_y = center_y + CS_NODES local node = minetest_get_node(pos)
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
@ -357,7 +325,7 @@ 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
v.f(vm_context) 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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@ -1,11 +1,5 @@
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
@ -39,6 +33,36 @@ 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.
@ -63,7 +87,7 @@ 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
@ -109,116 +133,136 @@ 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 spos = table_copy(source_pos) local dpos = table.copy(destination_pos)
local snode = minetest_get_node(spos) local spos = table.copy(source_pos)
local sctype = minetest_get_item_group(snode.name, "container") local snode = minetest.get_node(spos)
local default_source_list = CONTAINER_GROUP_TO_LIST[sctype] local dnode = minetest.get_node(dpos)
if not default_source_list then return end
if sctype == DOUBLE_CHEST_RIGHT then
local sparam2 = snode.param2
if sparam2 == 0 then spos.x = spos.x - 1
elseif sparam2 == 1 then spos.z = spos.z + 1
elseif sparam2 == 2 then spos.x = spos.x + 1
elseif sparam2 == 3 then spos.z = spos.z - 1
end
snode = minetest_get_node(spos)
sctype = minetest_get_item_group(snode.name, "container")
if sctype ~= DOUBLE_CHEST_LEFT then return end
end
local smeta = minetest_get_meta(spos)
local sinv = smeta:get_inventory()
local source_list = source_list or default_source_list
local dpos = table_copy(destination_pos) local dctype = minetest.get_item_group(dnode.name, "container")
local dnode = minetest_get_node(dpos) local sctype = minetest.get_item_group(snode.name, "container")
local dctype = minetest_get_item_group(dnode.name, "container")
local default_destination_list = CONTAINER_GROUP_TO_LIST[sctype] -- Container type 7 does not allow any movement
if not default_destination_list then return end if sctype == 7 then
if dctype == DOUBLE_CHEST_RIGHT then return false
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 end
local dmeta = minetest_get_meta(dpos)
-- 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
return pos, node, ctype
end
spos, snode, sctype = normalize_double_container(spos, snode, sctype)
dpos, dnode, dctype = normalize_double_container(dpos, dnode, dctype)
if not spos or not dpos then return false end
local smeta = minetest.get_meta(spos)
local dmeta = minetest.get_meta(dpos)
local sinv = smeta:get_inventory()
local dinv = dmeta:get_inventory() 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
local source_stack_id = source_stack_id or -1 if not source_stack_id then
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 == SHULKER_BOX then cond = is_not_shulker_box end if dctype == 3 then
cond = is_not_shulker_box
end
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond) 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
if sctype == DOUBLE_CHEST_LEFT then -- Try again if source is a double container
local sparam2 = snode.param2 if sctype == 5 then
if sparam2 == 0 then spos.x = spos.x + 1 spos = mcl_util.get_double_container_neighbor_pos(spos, snode.param2, "left")
elseif sparam2 == 1 then spos.z = spos.z - 1 smeta = minetest.get_meta(spos)
elseif sparam2 == 2 then spos.x = spos.x - 1
elseif sparam2 == 3 then spos.z = spos.z + 1
end
snode = minetest_get_node(spos)
sctype = minetest_get_item_group(snode.name, "container")
if sctype ~= DOUBLE_CHEST_RIGHT then return end
smeta = minetest_get_meta(spos)
sinv = smeta:get_inventory() sinv = smeta:get_inventory()
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
return false
end
else
return false
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 == SHULKER_BOX then if dctype == 3 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 return end if stack and minetest.get_item_group(stack:get_name(), "shulker_box") == 1 then
end return false
local destination_list = destination_list or default_destination_list
-- Move item
local ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
-- Try transfer to neighbor node if transfer failed and double container
if not ok then
if dctype == DOUBLE_CHEST_LEFT then
local dparam2 = dnode.param2
if dparam2 == 0 then dpos.x = dpos.x + 1
elseif dparam2 == 1 then dpos.z = dpos.z - 1
elseif dparam2 == 2 then dpos.x = dpos.x - 1
elseif dparam2 == 3 then dpos.z = dpos.z + 1
end
dnode = minetest_get_node(dpos)
dctype = minetest_get_item_group(dnode.name, "container")
if dctype ~= DOUBLE_CHEST_RIGHT then return end
dmeta = minetest_get_meta(dpos)
dinv = dmeta:get_inventory()
ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
end end
end end
-- Update furnace -- Container type 7 does not allow any placement
if ok and dctype == FURNACE then if dctype == 7 then
-- Start furnace's timer function, it will sort out whether furnace can burn or not. return false
minetest_get_node_timer(dpos):start(1.0)
end end
return ok
-- If it's a container, put it into the container
if dctype ~= 0 then
-- Automatically select a destination list if omitted
if not destination_list then
-- Main inventory for most container types
if dctype == 2 or dctype == 3 or dctype == 5 or dctype == 6 or dctype == 7 then
destination_list = "main"
-- Furnace source slot
elseif dctype == 4 then
destination_list = "src"
end
end
if destination_list then
-- Move item
local ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
-- Try transfer to neighbor node if transfer failed and double container
if not ok and dctype == 5 then
dpos = mcl_util.get_double_container_neighbor_pos(dpos, dnode.param2, "left")
dmeta = minetest.get_meta(dpos)
dinv = dmeta:get_inventory()
ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
end
-- Update furnace
if ok and dctype == 4 then
-- Start furnace's timer function, it will sort out whether furnace can burn or not.
minetest.get_node_timer(dpos):start(1.0)
end
return ok
end
end
return false
end 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
@ -248,7 +292,7 @@ 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
@ -256,8 +300,8 @@ 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
@ -315,7 +359,7 @@ 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
@ -328,7 +372,7 @@ 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
@ -373,7 +417,6 @@ 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

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@ -152,23 +152,3 @@ 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

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@ -1,674 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
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TERMS AND CONDITIONS
0. Definitions.
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"Copyright" also means copyright-like laws that apply to other kinds of
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The Corresponding Source need not include anything that users
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The Corresponding Source for a work in source code form is that
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All rights granted under this License are granted for the term of
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You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
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10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
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You may not impose any further restrictions on the exercise of the
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A "contributor" is a copyright holder who authorizes use under this
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work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
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Nothing in this License shall be construed as excluding or limiting
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If conditions are imposed on you (whether by court order, agreement or
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to collect a royalty for further conveying from those to whom you convey
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Notwithstanding any other provision of this License, you have
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14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
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If the Program specifies that a proxy can decide which future
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Later license versions may give you additional or different
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THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
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IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
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GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
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DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
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an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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@ -1,87 +0,0 @@
# 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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@ -1,594 +0,0 @@
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

@ -1,2 +0,0 @@
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,
@ -57,52 +57,45 @@ 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

@ -21,11 +21,9 @@ local S = minetest.get_translator("extra_mobs")
local followitem = "mcl_farming:sweet_berry" local followitem = "mcl_farming:sweet_berry"
local fox = { local fox = {
type = "animal", type = "monster",
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,
@ -34,20 +32,9 @@ 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",
@ -55,6 +42,10 @@ 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 = {
@ -72,9 +63,9 @@ 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 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
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,
@ -92,11 +83,7 @@ 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 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
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()
@ -106,30 +93,15 @@ local fox = {
y = lp.y - s.y, y = lp.y - s.y,
z = lp.z - s.z z = lp.z - s.z
} }
-- scare logic if object and object:is_player() and not object:get_player_control().sneak or not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mobs_mc:wolf" then
if (object self.state = "runaway"
and object:is_player() self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0})
and not object:get_player_control().sneak) if self.reach > vector.distance(self.object:get_pos(), object:get_pos()) and self.timer > .9 then
or (not object:is_player() self.timer = 0
and object:get_luaentity() object:punch(self.object, 1.0, {
and object:get_luaentity().name == "mobs_mc:wolf") then full_punch_interval = 1.0,
-- don't keep setting it once it's set damage_groups = {fleshy = self.damage}
if not self.state == "runaway" then }, nil)
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
@ -137,6 +109,10 @@ 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)
@ -170,21 +146,21 @@ 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

@ -231,13 +231,3 @@ 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

@ -0,0 +1,330 @@
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")
--------------------

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@ -21,3 +21,8 @@ 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")

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@ -1,11 +0,0 @@
# 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

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@ -8,4 +8,10 @@ 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.

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@ -1,11 +1,17 @@
# 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.=

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@ -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)

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@ -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,
@ -37,31 +37,24 @@ 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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@ -166,13 +166,11 @@ 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
if data.textures then while #data.textures < 5 do
while #data.textures < 5 do table.insert(data.textures, data.textures[1])
table.insert(data.textures, data.textures[1])
end
self.object:set_properties({textures = data.textures})
end end
self.object:set_properties({textures = data.textures})
end end
end end

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@ -6,7 +6,6 @@ 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

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@ -1,13 +0,0 @@
# 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

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@ -1,3 +0,0 @@
# 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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@ -65,8 +65,6 @@ 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
@ -156,10 +154,6 @@ 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
@ -799,9 +793,6 @@ 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
@ -815,6 +806,12 @@ 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})

View File

@ -227,11 +227,6 @@ 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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@ -375,7 +375,6 @@ 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
@ -402,7 +401,6 @@ 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,
@ -417,7 +415,7 @@ 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,

View File

@ -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, dtime) and if mobs.check_following(self) 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
@ -1040,7 +1040,6 @@ 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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@ -26,8 +26,6 @@ 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
@ -38,27 +36,17 @@ mobs.explode_attack_walk = function(self,dtime)
mobs.set_yaw_while_attacking(self) mobs.set_yaw_while_attacking(self)
local pos = self.object:get_pos() local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking: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 ( if distance_from_attacking >= self.reach and
distance_from_attacking >= self.reach and --don't allow explosion to cancel unless out of the reach boundary
not (self.explosion_animation and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_reach) then
--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)
@ -356,4 +344,4 @@ 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, dtime) -- returns true or false mobs.check_following = function(self) -- returns true or false
--ignore --ignore
if not self.follow then if not self.follow then
self.following_person = nil self.following_person = nil
@ -15,7 +15,6 @@ mobs.check_following = function(self, dtime) -- 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
@ -146,12 +145,11 @@ 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, player) mobs.do_head_logic = function(self,dtime)
local player = player or minetest.get_player_by_name("singleplayer") local player = 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
@ -89,21 +89,10 @@ mobs.do_head_logic = function(self, dtime, player)
head_pitch = head_pitch + self.head_pitch_modifier head_pitch = head_pitch + self.head_pitch_modifier
end end
local head_bone = self.head_bone if self.swap_y_with_x then
if (type(head_bone) == "table") then self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0))
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
if self.swap_y_with_x then self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw)))
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

View File

@ -13,13 +13,8 @@ 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(players) do for _, player in pairs(minetest_get_connected_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)
@ -67,102 +62,6 @@ 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)
@ -205,11 +104,6 @@ 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

View File

@ -267,8 +267,6 @@ 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)
@ -302,23 +300,10 @@ 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?
@ -356,8 +341,6 @@ 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
@ -459,9 +442,9 @@ 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 = spawn_mob(mob_def.name, spawning_position) local object = minetest.add_entity(spawning_position, mob_def.name)
if object then if object then
return mob_def.on_spawn and mob_def.on_spawn(object, spawning_position) return mob_def.on_spawn and mob_def.on_spawn(object, pos)
end end
end end
current_summary_chance = current_summary_chance - mob_chance current_summary_chance = current_summary_chance - mob_chance

View File

@ -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

View File

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

View File

@ -61,7 +61,6 @@ 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

View File

@ -74,4 +74,3 @@ 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

View File

@ -1,77 +0,0 @@
# 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

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

View File

@ -1,159 +0,0 @@
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

@ -2,27 +2,118 @@
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator(minetest.get_current_modname())
local mob_name = "mobs_mc:rabbit" 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},
local textures = { visual = "mesh",
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,
} }
local sounds = { mobs:register_mob("mobs_mc:rabbit", rabbit)
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,
}
local biome_list = { -- 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'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",
@ -70,149 +161,73 @@ local biome_list = {
"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 function spawn_rabbit(pos) local spawn_desert = table.copy(spawn)
local biome_data = minetest.get_biome_data(pos) spawn_desert.nodes = mobs_mc.spawn.desert
local biome_name = biome_data and minetest.get_biome_name(biome_data.biome) or "" spawn_desert.on_spawn = function(self, pos)
local mob = minetest.add_entity(pos, mob_name) local texture = "mobs_mc_rabbit_gold.png"
if not mob then return end self.base_texture = { "mobs_mc_rabbit_gold.png" }
local self = mob:get_luaentity() self.object:set_properties({textures = self.base_texture})
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
if biome_name:find("Desert") then local r = math.random(1, 100)
texture = "mobs_mc_rabbit_gold.png" -- 80% white fur
if r <= 80 then
texture = "mobs_mc_rabbit_white.png"
-- 20% black and white fur
else else
local r = math.random(1, 100) texture = "mobs_mc_rabbit_white_splotched.png"
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 = {texture}}) self.object:set_properties({textures = self.base_texture})
end end
mobs:spawn(spawn_snow)
local function do_custom_rabbit(self) local spawn_grass = table.copy(spawn)
-- Easter egg: Change texture if rabbit is named “Toast” spawn_grass.nodes = mobs_mc.spawn.grassland
if self.nametag == "Toast" and not self._has_toast_texture then spawn_grass.on_spawn = function(self, pos)
self._original_rabbit_texture = self.base_texture local texture
self.base_texture = { "mobs_mc_rabbit_toast.png" } local r = math.random(1, 100)
self.object:set_properties({ textures = self.base_texture }) -- 50% brown fur
self._has_toast_texture = true if r <= 50 then
elseif self.nametag ~= "Toast" and self._has_toast_texture then texture = "mobs_mc_rabbit_brown.png"
self.base_texture = self._original_rabbit_texture -- 40% salt fur
self.object:set_properties({ textures = self.base_texture }) elseif r <= 90 then
self._has_toast_texture = false texture = "mobs_mc_rabbit_salt.png"
-- 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)

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@ -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 = 0, head_bone_pos_y = 3.6,
head_bone_pos_z = 0, head_bone_pos_z = -0.6,
head_height_offset = 1.2, head_height_offset = 1.0525,
head_direction_offset = 0, head_direction_offset = 0.5,
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 = 0, stand_end = 0, stand_start = 40, stand_end = 80,
walk_start = 0, walk_end = 40, walk_start = 0, walk_end = 40,
run_start = 0, run_end = 40, run_start = 0, run_end = 40,
}, },
@ -330,24 +330,6 @@ 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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@ -712,11 +712,6 @@ 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()

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@ -204,7 +204,6 @@ 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)

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@ -238,8 +238,8 @@ after(5, function(dtime)
end) end)
minetest.register_chatcommand("lightning", { minetest.register_chatcommand("lightning", {
params = "[<X> <Y> <Z> | <player name>]", params = "[<X> <Y> <Z>]",
description = S("Let lightning strike at the specified position or player. No parameter will strike yourself."), description = S("Let lightning strike at the specified position or 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 not player_to_strike and pos == nil then if name == "" 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)
elseif player_to_strike then else
lightning.strike(player_to_strike:get_pos()) local player = minetest.get_player_by_name(name)
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,

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@ -1,4 +0,0 @@
# 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

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@ -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 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. Let lightning strike at the specified position or yourself=Fait frapper la foudre à la position spécifiée ou 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 player. No parameter will strike yourself.= Let lightning strike at the specified position or yourself=
No position specified and unknown player= No position specified and unknown player=

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@ -1,3 +0,0 @@
# 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 des précipitations (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 chute (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(mcl_worlds:get_cloud_parameters() or {height=mcl_worlds.layer_to_y(127), speed={x=-2, z=0}, thickness=4, color="#FFF0FEF"}) player:set_clouds({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)

View File

@ -611,14 +611,11 @@ do
io.close(file) io.close(file)
if string then if string then
local savetable = minetest.deserialize(string) local savetable = minetest.deserialize(string)
local savetable_players_stored_data = savetable and savetable.players_stored_data for name, players_stored_data in pairs(savetable.players_stored_data) do
if savetable_players_stored_data then doc.data.players[name] = {}
for name, players_stored_data in pairs(savetable_players_stored_data) do doc.data.players[name].stored_data = players_stored_data
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

View File

@ -17,6 +17,7 @@ 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
@ -6,11 +6,12 @@
@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: @2=@1: @2 @1: @1=@1: @1
@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
@ -27,9 +28,9 @@ 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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@ -101,18 +101,6 @@ 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", {
@ -137,24 +125,6 @@ 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", {
@ -193,73 +163,6 @@ 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

View File

@ -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=Dispensé de ça Dispense With This=Dispenser 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.
@ -47,31 +47,3 @@ 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

View File

@ -53,25 +53,3 @@ 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=

View File

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

View File

@ -1,4 +1,8 @@
Please run `./update_credits.sh` from [tools](../../../tools) folder to update contributor list. Please run the following command 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.

View File

@ -1,56 +1,59 @@
# textdomain: mcl_death_messages # textdomain: mcl_death_messages
@1 went up in flames=@1 a marché dans les flammes @1 was fatally hit by an arrow.=@1 a été mortellement touché par une flèche.
@1 walked into fire whilst fighting @2=@1 a marché dans les flammes en combattant @2 @1 has been killed with an arrow.=@1 a été tué avec une flèche.
@1 was struck by lightning=@1 a été frappé par la foudre @1 was shot by an arrow from @2.=@1 a été abattu par une flèche de @2.
@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 skeleton.=@1 a été abattu par une flèche d'un squelette.
@1 burned to death=@1 a brûlé vif @1 was shot by an arrow from a stray.=@1 a été abattu par une flèche d'un vagabond.
@1 was burnt to a crisp whilst fighting @2=@1 a brûlé comme une saucisse en combattant @2 @1 was shot by an arrow from an illusioner.=@1 a été abattu par une flèche d'un illusionniste.
@1 tried to swim in lava=@1 a tenté de nager dans la lave @1 was shot by an arrow.=@1 a été abattu par une flèche.
@1 tried to swim in lava to escape @2=@1 a tenté de nager dans la lave pour échapper à @2 @1 forgot to breathe.=@1 a oublié de respirer.
@1 discovered the floor was lava=@1 a découvert que le sol était en lave @1 drowned.=@1 s'est noyé.
@1 walked into danger zone due to @2=@1 a marché dans la zone de danger à cause de @2 @1 ran out of oxygen.=@1 a manqué d'oxygène.
@1 suffocated in a wall=@1 est mort asphyxié dans un mur @1 was killed by @2.=@1 a été tué par @2.
@1 suffocated in a wall whilst fighting @2=@1 est mort asphyxié dans un mur en combattant @2 @1 was killed.=@1 a été tué.
@1 drowned=@1 s'est noyé @1 was killed by a mob.=@1 a été tué par un mob.
@1 drowned whilst trying to escape @2=@1 s'est noyé en essayant d'échapper à @2 @1 was burned to death by a blaze's fireball.=@1 a été brûlé vif par la boule de feu d'un blaze.
@1 starved to death=@1 est mort de faim @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 whilst fighting @2=@1 est mort de faim en combattant @2 @1 was burned by a fire charge.=@1 a été brûlé par un incendie.
@1 was pricked to death=@1 a été piqué à mort A ghast scared @1 to death.=Un ghast a éffrayé @1 à mort.
@1 walked into a cactus whilst trying to escape @2=@1 a marché dans un cactus en essayant d'échapper à @2 @1 has been fireballed by a ghast.=@1 a été pétrifié par un ghast.
@1 hit the ground too hard=@1 a heurté le sol trop fort @1 fell from a high cliff.=@1 est tombé d'une haute falaise.
@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 took fatal fall damage.=@1 a succombé à un chute mortelle.
@1 experienced kinetic energy=@1 a expérimenté l'énergie cinétique @1 fell victim to gravity.=@1 a été victime de la gravité.
@1 experienced kinetic energy whilst trying to escape @2=@1 a expérimenté l'énergie cinétique en essayant d'échapper à @2 @1 died.=@1 est mort.
@1 fell out of the world=@1 est tombé hors du monde @1 was killed by a zombie.=@1 a été tué par un 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 baby zombie.=@1 a été tué par un bébé zombie.
@1 died=@1 est mort @1 was killed by a blaze.=@1 a été tué par un blaze.
@1 died because of @2=@1 est mort à cause de @2 @1 was killed by a slime.=@1 a été tué par un slime.
@1 was killed by magic=@1 a été tué par magie @1 was killed by a witch.=@1 a été tué par un sorcier.
@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 magma cube.=@1 a été tué par un cube de magma.
@1 was killed by @2 using magic=@1 a été tué par @2 en utilisant la magie @1 was killed by a wolf.=@1 a été tué par un loup.
@1 was killed by @2 using @3=@1 a été tué par @2 en utilisant @3 @1 was killed by a cat.=@1 a été tué par un chat.
@1 was roasted in dragon breath=@1 a été rôti dans le souffle du dragon @1 was killed by an ocelot.=@1 a été tué par un ocelot.
@1 was roasted in dragon breath by @2=@1 a été rôti dans le souffle du dragon par @2 @1 was killed by an ender dragon.=@1 a été tué par un ender dragon.
@1 withered away=@1 s'est flétri @1 was killed by a wither.=@1 a été tué par un wither.
@1 withered away whilst fighting @2=@1 s'est flétri en combattant @2 @1 was killed by an enderman.=@1 a été tué par un enderman.
@1 was shot by a skull from @2=@1 a été abattu par un crane de @2 @1 was killed by an endermite.=@1 a été tué par un endermite.
@1 was squashed by a falling anvil=@1 a été écrasé par une enclume @1 was killed by a ghast.=@1 a été tué par un ghast.
@1 was squashed by a falling anvil whilst fighting @2=@1 a été écrasé par une enclume en combattant @2 @1 was killed by an elder guardian.=@1 a été tué par un grand gardien.
@1 was squashed by a falling block=@1 a été écrasé par un bloc tombant @1 was killed by a guardian.=@1 a été tué par un gardien.
@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 an iron golem.=@1 a été tué par un golem de fer.
@1 was slain by @2=@1 a été tué par @2 @1 was killed by a polar_bear.=@1 a été tué par un ours blanc.
@1 was slain by @2 using @3=@1 a été tué par @2 avec @3 @1 was killed by a killer bunny.=@1 a été tué par un lapin tueur.
@1 was shot by @2=@1 a été abattu par @2 @1 was killed by a shulker.=@1 a été tué par un shulker.
@1 was shot by @2 using @3=@1 a été abattu par @2 avec @3 @1 was killed by a silverfish.=@1 a été tué par un poisson d'argent.
@1 was fireballed by @2=@1 a reçu une boule de feu de @2 @1 was killed by a skeleton.=@1 a été tué par un squelette.
@1 was fireballed by @2 using @3=@1 a reçu une boule de feu de @2 en utilisant @3 @1 was killed by a stray.=@1 a été tué par un vagabond.
@1 was killed trying to hurt @2=@1 a été tué en essayant de blesser @2 @1 was killed by a slime.=@1 a été tué par un slime.
@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 spider.=@1 a été tué par une araignée.
@1 blew up=@1 a explosé @1 was killed by a cave spider.=@1 a été tué par une araignée venimeuse.
@1 was blown up by @2=@1 a été explosé par @2 @1 was killed by a vex.=@1 a été tué par un vex.
@1 was blown up by @2 using @3=@1 a été explosé par @2 en utilisant @3 @1 was killed by an evoker.=@1 a été tué par un invocateur.
@1 was squished too much=@1 a été trop écrabouillé @1 was killed by an illusioner.=@1 a été tué par un illusionniste.
@1 was squashed by @2=@1 a été écrasé par @2 @1 was killed by a vindicator.=@1 a été tué par un vindicateur.
@1 went off with a bang=@1 est parti avec un bang @1 was killed by a zombie villager.=@1 a été tué par un villageois zombie.
@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 husk.=@1 a été tué par un zombie momie.
@1 was killed by a baby husk.=@1 a été tué par un bébé zombie momie.
@1 was killed by a zombie pigman.=@1 a été tué par un zombie-couchon.
@1 was killed by a baby zombie pigman.=@1 a été tué par un bébé zombie-couchon
@1 was slain by @2.=@1 a été tué par @2

View File

@ -33,6 +33,7 @@
@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=
@ -40,6 +41,8 @@
@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=

View File

@ -5,4 +5,3 @@ 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

View File

@ -1,20 +1,14 @@
local refresh_interval = .63 local refresh_interval = .63
local huds = {} local huds = {}
local default_debug = 5 local default_debug = 3
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)
@ -23,7 +17,6 @@ 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
@ -34,42 +27,16 @@ 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 will_show_mapgen_status = bits % 8 > 3 local biome_name = biome_data and get_biome_name(biome_data.biome) or "No biome"
local will_show_coordinates = bits % 4 > 1 local text
local will_show_biome_name = bits % 2 > 0 if bits == 1 then
local will_be_shown = {} text = biome_name
elseif bits == 2 then
if will_show_biome_name then text = format("x:%.1f y:%.1f z:%.1f", pos.x, y, pos.z)
local biome_data = get_biome_data(pos) elseif bits == 3 then
local biome_name = biome_data and get_biome_name(biome_data.biome) or "No biome" text = format("%s x:%.1f y:%.1f z:%.1f", biome_name, pos.x, y, pos.z)
will_be_shown[#will_be_shown + 1] = biome_name
end 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
@ -115,14 +82,14 @@ 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, 4 = mapgen status, 7 = all"), description = S("Set debug bit mask: 0 = disable, 1 = biome name, 2 = coordinates, 3 = 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 > 7 then if dbg < 0 or dbg > 3 then
minetest.chat_send_player(name, S("Error! Possible values are integer numbers from @1 to @2", 0, 7)) minetest.chat_send_player(name, S("Error! Possible values are integer numbers from @1 to @2", 0, 3))
return return
end end
if dbg == default_debug then if dbg == default_dbg then
player_dbg[name] = nil player_dbg[name] = nil
else else
player_dbg[name] = dbg player_dbg[name] = dbg

View File

@ -1,4 +0,0 @@
# 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

View File

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

View File

@ -1,4 +1,4 @@
# textdomain: mcl_info # textdomain: mcl_info
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 4 @= mapgen status, 7 @= all= Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= 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=

View File

@ -339,6 +339,14 @@ 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()
@ -378,7 +386,8 @@ function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size,
armor_slot_imgs.. armor_slot_imgs..
-- player preview -- player preview
mcl_player.get_player_formspec_model(player, 3.9, 1.4, 1.2333, 2.4666, "").. player_preview..
-- 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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@ -61,6 +61,14 @@ 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
@ -75,7 +83,7 @@ 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]"..
mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "").. player_preview..
--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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@ -3,7 +3,6 @@ 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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@ -17,7 +17,6 @@ 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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@ -1,2 +0,0 @@
# textdomain: mcl_bells
Bell=Cloche

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

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@ -1,70 +0,0 @@
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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@ -1,4 +0,0 @@
# 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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@ -1,4 +0,0 @@
# 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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@ -1,3 +0,0 @@
name = mcl_target
author = AFCMS
depends = mesecons, mcl_sounds

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@ -216,18 +216,6 @@ 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") },
@ -235,8 +223,6 @@ 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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@ -1,7 +1,6 @@
# 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
@ -9,8 +8,6 @@ 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

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