Update Fork #9

Merged
chmodsayshello merged 403 commits from MineClone5/MineClone5:master into master 2022-08-02 15:50:37 +02:00
435 changed files with 8422 additions and 4000 deletions

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@ -31,6 +31,12 @@ Refer to [Minetest Lua API](https://github.com/minetest/minetest/blob/master/doc
Follow [Lua code style guidelines](https://dev.minetest.net/Lua_code_style_guidelines). Use tabs, not spaces for indentation (tab size = 8). Never use `minetest.env`. Follow [Lua code style guidelines](https://dev.minetest.net/Lua_code_style_guidelines). Use tabs, not spaces for indentation (tab size = 8). Never use `minetest.env`.
If you do a translation, try detecting translational issues with `check_translate_files.py` - just run it from tools folder:
```bash
# python3 check_translate_files.py fr | less
```
(`fr` is a language code)
Check your code works as expected. Check your code works as expected.
Commit & push your changes to a new branch (not master, one change per a branch). Commit & push your changes to a new branch (not master, one change per a branch).

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

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@ -70,7 +70,11 @@ an explanation.
## Installation ## Installation
This game requires latest stable [Minetest](http://minetest.net) to run, please install This game requires latest stable [Minetest](http://minetest.net) to run, please install
it first. Only stable versions of Minetest are officially supported. it first. Only latest stable version of Minetest is officially supported.
There are lots of questions about Ubuntu, which has minetest-5.1.1 still.
Please, first of all, visit this page, it should fix the problem: https://launchpad.net/~minetestdevs/+archive/ubuntu/stable
Also, here is endless issue #123: https://git.minetest.land/MineClone5/MineClone5/issues/123 - really less preferable way.
There is no support for running MineClone 5 in development versions of Minetest. There is no support for running MineClone 5 in development versions of Minetest.
To install MineClone 5 (if you haven't already), move this directory into the To install MineClone 5 (if you haven't already), move this directory into the

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

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@ -148,16 +148,48 @@ local chunk_scan_range = {
[ CS_NODES] = {LAST_BLOCK+1, LAST_BLOCK+1}, [ CS_NODES] = {LAST_BLOCK+1, LAST_BLOCK+1},
} }
local EDGE_MIN = mcl_mapgen.EDGE_MIN
local EDGE_MAX = mcl_mapgen.EDGE_MAX
local function is_chunk_finished(minp) local function is_chunk_finished(minp)
local center = vector.add(minp, HALF_CS_NODES) local center_x = minp.x + HALF_CS_NODES
for check_x = center.x - CS_NODES, center.x + CS_NODES, CS_NODES do local center_y = minp.y + HALF_CS_NODES
for check_y = center.y - CS_NODES, center.y + CS_NODES, CS_NODES do local center_z = minp.z + HALF_CS_NODES
for check_z = center.z - CS_NODES, center.z + CS_NODES, CS_NODES do local from_x = center_x - CS_NODES
local pos = vector.new(check_x, check_y, check_z) local from_y = center_y - CS_NODES
if pos ~= center then local from_z = center_z - CS_NODES
minetest_get_voxel_manip():read_from_map(pos, pos) local to_x = center_x + CS_NODES
local node = minetest_get_node(pos) local to_y = center_y + CS_NODES
local to_z = center_z + CS_NODES
if from_x < EDGE_MIN then from_x = center_x end
if from_y < EDGE_MIN then from_y = center_y end
if from_z < EDGE_MIN then from_z = center_z end
if to_x > EDGE_MAX then to_x = center_x end
if to_y > EDGE_MAX then to_y = center_y end
if to_z > EDGE_MAX then to_z = center_z end
for check_x = from_x, to_x, CS_NODES do
local are_we_in_central_chunk = check_x == center_x
for check_y = from_y, to_y, CS_NODES do
are_we_in_central_chunk = are_we_in_central_chunk and (check_y == center_y)
for check_z = from_z, to_z, CS_NODES do
are_we_in_central_chunk = are_we_in_central_chunk and (check_z == center_z)
if not are_we_in_central_chunk then
local check_pos = {x = check_x, y = check_y, z = check_z}
minetest_get_voxel_manip():read_from_map(check_pos, check_pos)
local node = minetest_get_node(check_pos)
if node.name == "ignore" then if node.name == "ignore" then
-- return nil, means false, means, there is something to generate still,
-- (because one of adjacent chunks is unfinished - "ignore" means that),
-- means this chunk will be changed, at least one of its sides or corners
-- means it's unsafe to place anything there right now, it might disappar,
-- better to wait, see the diagram of conflict/ok areas per a single axis:
-- conflict| ok |conflict|conflict| ok |conflict|conflict| ok |conflict
-- (_________Chunk1_________)|(_________Chunk2_________)|(_________Chunk3_________)
-- [Block1]|[MidBlk]|[BlockN]|[Block1]|[MidBlk]|[BlockN]|[Block1]|[MidBlk]|[BlockN]
-- \_____________Chunk2-with-shell____________/
-- ...______Chunk1-with-shell________/ \________Chunk3-with-shell______...
-- Generation of chunk 1 AFFECTS 2 ^^^ ^^^ Generation of chunk 3 affects 2
-- ^^^^^^^^Chunk 2 gen. affects 1 and 3^^^^^^^^
return return
end end
end end
@ -325,7 +357,7 @@ minetest.register_on_generated(function(minp, maxp, chunkseed)
-- mcl_mapgen.register_mapgen_lvm(function(vm_context), order_number) -- -- mcl_mapgen.register_mapgen_lvm(function(vm_context), order_number) --
-- -- -- --
for _, v in pairs(queue_chunks_lvm) do for _, v in pairs(queue_chunks_lvm) do
vm_context = v.f(vm_context) v.f(vm_context)
end end
-- -- -- --
-- mcl_mapgen.register_mapgen(function(minp, maxp, chunkseed, vm_context), order_number) -- -- mcl_mapgen.register_mapgen(function(minp, maxp, chunkseed, vm_context), order_number) --

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@ -1,5 +1,11 @@
mcl_util = {} mcl_util = {}
local minetest_get_item_group = minetest.get_item_group
local minetest_get_meta = minetest.get_meta
local minetest_get_node = minetest.get_node
local minetest_get_node_timer = minetest.get_node_timer
local table_copy = table.copy
-- Updates all values in t using values from to*. -- Updates all values in t using values from to*.
function table.update(t, ...) function table.update(t, ...)
for _, to in ipairs{...} do for _, to in ipairs{...} do
@ -33,36 +39,6 @@ function mcl_util.rotate_axis(itemstack, placer, pointed_thing)
return itemstack return itemstack
end end
-- Returns position of the neighbor of a double chest node
-- or nil if node is invalid.
-- This function assumes that the large chest is actually intact
-- * pos: Position of the node to investigate
-- * param2: param2 of that node
-- * side: Which "half" the investigated node is. "left" or "right"
function mcl_util.get_double_container_neighbor_pos(pos, param2, side)
if side == "right" then
if param2 == 0 then
return {x=pos.x-1, y=pos.y, z=pos.z}
elseif param2 == 1 then
return {x=pos.x, y=pos.y, z=pos.z+1}
elseif param2 == 2 then
return {x=pos.x+1, y=pos.y, z=pos.z}
elseif param2 == 3 then
return {x=pos.x, y=pos.y, z=pos.z-1}
end
else
if param2 == 0 then
return {x=pos.x+1, y=pos.y, z=pos.z}
elseif param2 == 1 then
return {x=pos.x, y=pos.y, z=pos.z-1}
elseif param2 == 2 then
return {x=pos.x-1, y=pos.y, z=pos.z}
elseif param2 == 3 then
return {x=pos.x, y=pos.y, z=pos.z+1}
end
end
end
-- Iterates through all items in the given inventory and -- Iterates through all items in the given inventory and
-- returns the slot of the first item which matches a condition. -- returns the slot of the first item which matches a condition.
-- Returns nil if no item was found. -- Returns nil if no item was found.
@ -87,7 +63,7 @@ end
-- Returns true if itemstack is a shulker box -- Returns true if itemstack is a shulker box
local function is_not_shulker_box(itemstack) local function is_not_shulker_box(itemstack)
local g = minetest.get_item_group(itemstack:get_name(), "shulker_box") local g = minetest_get_item_group(itemstack:get_name(), "shulker_box")
return g == 0 or g == nil return g == 0 or g == nil
end end
@ -133,137 +109,117 @@ end
--- source_stack_id (optional): The inventory position ID of the source inventory to take the item from (-1 for slot of the first valid item; -1 is default) --- source_stack_id (optional): The inventory position ID of the source inventory to take the item from (-1 for slot of the first valid item; -1 is default)
--- destination_list (optional): List name of the destination inventory. Default is normally "main"; "src" for furnace --- destination_list (optional): List name of the destination inventory. Default is normally "main"; "src" for furnace
-- Returns true on success and false on failure. -- Returns true on success and false on failure.
local SHULKER_BOX = 3
local FURNACE = 4
local DOUBLE_CHEST_LEFT = 5
local DOUBLE_CHEST_RIGHT = 6
local CONTAINER_GROUP_TO_LIST = {
[1] = "main",
[2] = "main",
[SHULKER_BOX] = "main",
[FURNACE] = "dst",
[DOUBLE_CHEST_LEFT] = "main",
[DOUBLE_CHEST_RIGHT] = "main",
}
function mcl_util.move_item_container(source_pos, destination_pos, source_list, source_stack_id, destination_list) function mcl_util.move_item_container(source_pos, destination_pos, source_list, source_stack_id, destination_list)
local dpos = table.copy(destination_pos) local spos = table_copy(source_pos)
local spos = table.copy(source_pos) local snode = minetest_get_node(spos)
local snode = minetest.get_node(spos) local sctype = minetest_get_item_group(snode.name, "container")
local dnode = minetest.get_node(dpos) local default_source_list = CONTAINER_GROUP_TO_LIST[sctype]
if not default_source_list then return end
local dctype = minetest.get_item_group(dnode.name, "container") if sctype == DOUBLE_CHEST_RIGHT then
local sctype = minetest.get_item_group(snode.name, "container") local sparam2 = snode.param2
if sparam2 == 0 then spos.x = spos.x - 1
-- Container type 7 does not allow any movement elseif sparam2 == 1 then spos.z = spos.z + 1
if sctype == 7 then elseif sparam2 == 2 then spos.x = spos.x + 1
return false elseif sparam2 == 3 then spos.z = spos.z - 1
end end
snode = minetest_get_node(spos)
-- Normalize double container by forcing to always use the left segment first sctype = minetest_get_item_group(snode.name, "container")
local function normalize_double_container(pos, node, ctype) if sctype ~= DOUBLE_CHEST_LEFT then return end
if ctype == 6 then
pos = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
if not pos then
return false
end end
node = minetest.get_node(pos) local smeta = minetest_get_meta(spos)
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 sinv = smeta:get_inventory()
local source_list = source_list or default_source_list
local dpos = table_copy(destination_pos)
local dnode = minetest_get_node(dpos)
local dctype = minetest_get_item_group(dnode.name, "container")
local default_destination_list = CONTAINER_GROUP_TO_LIST[sctype]
if not default_destination_list then return end
if dctype == DOUBLE_CHEST_RIGHT then
local dparam2 = dnode.param2
if dparam2 == 0 then dpos.x = dpos.x - 1
elseif dparam2 == 1 then dpos.z = dpos.z + 1
elseif dparam2 == 2 then dpos.x = dpos.x + 1
elseif dparam2 == 3 then dpos.z = dpos.z - 1
end
dnode = minetest_get_node(dpos)
dctype = minetest_get_item_group(dnode.name, "container")
if dctype ~= DOUBLE_CHEST_LEFT then return end
end
local dmeta = minetest_get_meta(dpos)
local dinv = dmeta:get_inventory() local dinv = dmeta:get_inventory()
-- Default source lists
if not source_list then
-- Main inventory for most container types
if sctype == 2 or sctype == 3 or sctype == 5 or sctype == 6 or sctype == 7 then
source_list = "main"
-- Furnace: output
elseif sctype == 4 then
source_list = "dst"
-- Unknown source container type. Bail out
else
return false
end
end
-- Automatically select stack slot ID if set to automatic -- Automatically select stack slot ID if set to automatic
if not source_stack_id then local source_stack_id = source_stack_id or -1
source_stack_id = -1
end
if source_stack_id == -1 then if source_stack_id == -1 then
local cond = nil local cond = nil
-- Prevent shulker box inception -- Prevent shulker box inception
if dctype == 3 then if dctype == SHULKER_BOX then cond = is_not_shulker_box end
cond = is_not_shulker_box
end
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond) source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
if not source_stack_id then if not source_stack_id then
-- Try again if source is a double container if sctype == DOUBLE_CHEST_LEFT then
if sctype == 5 then local sparam2 = snode.param2
spos = mcl_util.get_double_container_neighbor_pos(spos, snode.param2, "left") if sparam2 == 0 then spos.x = spos.x + 1
smeta = minetest.get_meta(spos) elseif sparam2 == 1 then spos.z = spos.z - 1
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 == 3 then if dctype == SHULKER_BOX then
local stack = sinv:get_stack(source_list, source_stack_id) local stack = sinv:get_stack(source_list, source_stack_id)
if stack and minetest.get_item_group(stack:get_name(), "shulker_box") == 1 then if stack and minetest_get_item_group(stack:get_name(), "shulker_box") == 1 then return end
return false
end
end
-- Container type 7 does not allow any placement
if dctype == 7 then
return false
end end
-- If it's a container, put it into the container local destination_list = destination_list or default_destination_list
if dctype ~= 0 then
-- 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 -- Move item
local ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list) 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 -- Try transfer to neighbor node if transfer failed and double container
if not ok and dctype == 5 then if not ok then
dpos = mcl_util.get_double_container_neighbor_pos(dpos, dnode.param2, "left") if dctype == DOUBLE_CHEST_LEFT then
dmeta = minetest.get_meta(dpos) 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() dinv = dmeta:get_inventory()
ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list) ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
end end
end
-- Update furnace -- Update furnace
if ok and dctype == 4 then if ok and dctype == FURNACE then
-- Start furnace's timer function, it will sort out whether furnace can burn or not. -- Start furnace's timer function, it will sort out whether furnace can burn or not.
minetest.get_node_timer(dpos):start(1.0) minetest_get_node_timer(dpos):start(1.0)
end end
return ok return ok
end end
end
return false
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
-- or nil, if inventory is empty. -- or nil, if inventory is empty.
@ -292,7 +248,7 @@ function mcl_util.generate_on_place_plant_function(condition)
end end
-- Call on_rightclick if the pointed node defines it -- Call on_rightclick if the pointed node defines it
local node = minetest.get_node(pointed_thing.under) local node = minetest_get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
@ -300,8 +256,8 @@ function mcl_util.generate_on_place_plant_function(condition)
end end
local place_pos local place_pos
local def_under = minetest.registered_nodes[minetest.get_node(pointed_thing.under).name] local def_under = minetest.registered_nodes[minetest_get_node(pointed_thing.under).name]
local def_above = minetest.registered_nodes[minetest.get_node(pointed_thing.above).name] local def_above = minetest.registered_nodes[minetest_get_node(pointed_thing.above).name]
if not def_under or not def_above then if not def_under or not def_above then
return itemstack return itemstack
end end
@ -359,7 +315,7 @@ function mcl_util.call_on_rightclick(itemstack, player, pointed_thing)
-- Call on_rightclick if the pointed node defines it -- Call on_rightclick if the pointed node defines it
if pointed_thing and pointed_thing.type == "node" then if pointed_thing and pointed_thing.type == "node" then
local pos = pointed_thing.under local pos = pointed_thing.under
local node = minetest.get_node(pos) local node = minetest_get_node(pos)
if player and not player:get_player_control().sneak then if player and not player:get_player_control().sneak then
local nodedef = minetest.registered_nodes[node.name] local nodedef = minetest.registered_nodes[node.name]
local on_rightclick = nodedef and nodedef.on_rightclick local on_rightclick = nodedef and nodedef.on_rightclick
@ -372,7 +328,7 @@ end
function mcl_util.calculate_durability(itemstack) function mcl_util.calculate_durability(itemstack)
local unbreaking_level = mcl_enchanting.get_enchantment(itemstack, "unbreaking") local unbreaking_level = mcl_enchanting.get_enchantment(itemstack, "unbreaking")
local armor_uses = minetest.get_item_group(itemstack:get_name(), "mcl_armor_uses") local armor_uses = minetest_get_item_group(itemstack:get_name(), "mcl_armor_uses")
local uses local uses
@ -417,6 +373,7 @@ function mcl_util.deal_damage(target, damage, mcl_reason)
-- target:punch(puncher, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy = damage}}, vector.direction(puncher:get_pos(), target:get_pos()), damage) -- target:punch(puncher, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy = damage}}, vector.direction(puncher:get_pos(), target:get_pos()), damage)
if luaentity.health > 0 then if luaentity.health > 0 then
luaentity.health = luaentity.health - damage luaentity.health = luaentity.health - damage
luaentity.pause_timer = 0.4
end end
return return
end end

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

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@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
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modification follow.
TERMS AND CONDITIONS
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Each time you convey a covered work, the recipient automatically
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work thus licensed is called the contributor's "contributor version".
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or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
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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
permission to link or combine any covered work with a work licensed
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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
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
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Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
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by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
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to choose that version for the Program.
Later license versions may give you additional or different
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author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
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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
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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# tga_encoder
A TGA Encoder written in Lua without the use of external Libraries.
Created by fleckenstein for MineClone2, then improved by erlehmann.
May be used as a Minetest mod.
See `examples.lua` for example code and usage hints.
## Use Cases for `tga_encoder`
### Encoding Textures for Editing
TGA images of types 1/2/3 consist of header data followed by a pixel array.
This makes it trivial to parse TGA files and even edit pixels in-place.
No checksums need to be updated on any kind of in-place texture editing.
**Tip**: When storing an editable image in item meta, use zlib compression.
### Legacy Minetest Texture Encoding
Minetest 5.4 did not include `minetest.encode_png()` (or any equvivalent).
Since `tga_encoder` is written in pure Lua, it does not need engine support.
**Tip:** Look at `examples.lua` and the Minetest mod `mcl_maps` for guidance.
### Advanced Texture Format Control
The function `minetest.encode_png()` always encodes images as 32bpp RGBA.
`tga_encoder` allows saving images as grayscale, 16bpp RGBA and 24bpp RGB.
For generating maps from terrain, color-mapped formats can be more useful.
### Encoding Very Small Textures
Images of size 8×8 or below are often smaller than an equivalent PNG file.
Note that on many filesystems files use at least 4096 bytes (i.e. 64×64).
Therefore, saving bytes on files up to a few 100 bytes is often useless.
### Encoding Reference Textures
TGA is a simple format, which makes it easy to create reference textures.
Using a hex editor, one can trivially see how all the pixels are stored.
## Supported Image Types
For all types, images are encoded in a fast single pass (i.e. append-only).
### Color-Mapped Images (Type 1)
These images contain a palette, followed by pixel data.
* `A1R5G5B5` (8bpp RGB)
* `B8G8R8` (8bpp RGB)
* `B8G8R8A8` (8bpp RGBA)
### True-Color Images (Type 2)
These images contain uncompressed RGB(A) pixel data.
* `A1R5G5B5` (16bpp RGBA)
* `B8G8R8` (24bpp RGB)
* `B8G8R8A8` (32bpp RGBA)
### Grayscale Images (Type 3)
* `Y8` (8bpp grayscale)
### Run-Length Encoded (RLE), True-Color Images (Type 10)
These images contain compressed RGB(A) pixel data.
* `A1R5G5B5` (16bpp RGBA)
* `B8G8R8` (24bpp RGB)
* `B8G8R8A8` (32bpp RGBA)
## TODO
* Actually support `R8G8B8A8` input for `A1R5G5B5` output
* Add both zoomable and explorable maps to `mcl_maps`.

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@ -0,0 +1,150 @@
dofile("init.lua")
-- encode a bitmap
local _ = { 0, 0, 0 }
local R = { 255, 127, 127 }
local pixels = {
{ _, _, _, _, _, _, _ },
{ _, _, _, R, _, _, _ },
{ _, _, R, R, R, _, _ },
{ _, R, R, R, R, R, _ },
{ _, R, R, R, R, R, _ },
{ _, _, R, _, R, _, _ },
{ _, _, _, _, _, _, _ },
}
tga_encoder.image(pixels):save("bitmap_small.tga")
-- change a single pixel, then rescale the bitmap
local pixels_orig = pixels
pixels_orig[4][4] = { 255, 255, 255 }
local pixels = {}
for x = 1,56,1 do
local x_orig = math.ceil(x/8)
for z = 1,56,1 do
local z_orig = math.ceil(z/8)
local color = pixels_orig[z_orig][x_orig]
pixels[z] = pixels[z] or {}
pixels[z][x] = color
end
end
tga_encoder.image(pixels):save("bitmap_large.tga")
-- note that the uncompressed grayscale TGA file written in this
-- example is 80 bytes but an optimized PNG file is 81 bytes …
local pixels = {}
for x = 1,6,1 do -- left to right
for z = 1,6,1 do -- bottom to top
local color = { math.min(x * z * 4 - 1, 255) }
pixels[z] = pixels[z] or {}
pixels[z][x] = color
end
end
tga_encoder.image(pixels):save("gradient_8bpp_raw.tga", {color_format="Y8", compression="RAW"})
local pixels = {}
for x = 1,16,1 do -- left to right
for z = 1,16,1 do -- bottom to top
local r = math.min(x * 32 - 1, 255)
local g = math.min(z * 32 - 1, 255)
local b = 0
-- blue rectangle in top right corner
if x > 8 and z > 8 then
r = 0
g = 0
b = math.min(z * 16 - 1, 255)
end
local color = { r, g, b }
pixels[z] = pixels[z] or {}
pixels[z][x] = color
end
end
local gradients = tga_encoder.image(pixels)
gradients:save("gradients_8bpp_raw.tga", {color_format="Y8", compression="RAW"})
gradients:save("gradients_16bpp_raw.tga", {color_format="A1R5G5B5", compression="RAW"})
gradients:save("gradients_16bpp_rle.tga", {color_format="A1R5G5B5", compression="RLE"})
gradients:save("gradients_24bpp_raw.tga", {color_format="B8G8R8", compression="RAW"})
gradients:save("gradients_24bpp_rle.tga", {color_format="B8G8R8", compression="RLE"})
for x = 1,16,1 do -- left to right
for z = 1,16,1 do -- bottom to top
local color = pixels[z][x]
color[#color+1] = ((x * x) + (z * z)) % 256
pixels[z][x] = color
end
end
gradients:save("gradients_32bpp_raw.tga", {color_format="B8G8R8A8", compression="RAW"})
-- the RLE-compressed file is larger than just dumping pixels because
-- the gradients in this picture can not be compressed well using RLE
gradients:save("gradients_32bpp_rle.tga", {color_format="B8G8R8A8", compression="RLE"})
local pixels = {}
for x = 1,512,1 do -- left to right
for z = 1,512,1 do -- bottom to top
local oz = (z - 256) / 256 + 0.75
local ox = (x - 256) / 256
local px, pz, i = 0, 0, 0
while (px * px) + (pz * pz) <= 4 and i < 128 do
px = (px * px) - (pz * pz) + oz
pz = (2 * px * pz) + ox
i = i + 1
end
local color = {
math.max(0, math.min(255, math.floor(px * 64))),
math.max(0, math.min(255, math.floor(pz * 64))),
math.max(0, math.min(255, math.floor(i))),
}
pixels[z] = pixels[z] or {}
pixels[z][x] = color
end
end
tga_encoder.image(pixels):save("fractal_8bpp.tga", {color_format="Y8"})
tga_encoder.image(pixels):save("fractal_16bpp.tga", {color_format="A1R5G5B5"})
tga_encoder.image(pixels):save("fractal_24bpp.tga", {color_format="B8G8R8"})
-- encode a colormapped bitmap
local K = { 0 }
local B = { 1 }
local R = { 2 }
local G = { 3 }
local W = { 4 }
local colormap = {
{ 1, 2, 3 }, -- K
{ 0, 0, 255 }, -- B
{ 255, 0, 0 }, -- R
{ 0, 255, 0 }, -- G
{ 253, 254, 255 }, -- W
}
local pixels = {
{ W, K, W, K, W, K, W },
{ R, G, B, R, G, B, K },
{ K, W, K, W, K, W, K },
{ G, B, R, G, B, R, W },
{ W, W, W, K, K, K, W },
{ B, R, G, B, R, G, K },
{ B, R, G, B, R, G, W },
}
-- note that the uncompressed colormapped TGA file written in this
-- example is 108 bytes but an optimized PNG file is 121 bytes …
tga_encoder.image(pixels):save("colormapped_B8G8R8.tga", {colormap=colormap})
-- encoding as A1R5G5B5 saves 1 byte per palette entry → 103 bytes
tga_encoder.image(pixels):save("colormapped_A1R5G5B5.tga", {colormap=colormap, color_format="A1R5G5B5"})
-- encode a colormapped bitmap with transparency
local _ = { 0 }
local K = { 1 }
local W = { 2 }
local colormap = {
{ 0, 0, 0, 0 },
{ 0, 0, 0, 255 },
{ 255, 255, 255, 255 },
}
local pixels = {
{ _, K, K, K, K, K, _ },
{ _, K, W, W, W, K, _ },
{ K, K, W, W, W, K, K },
{ K, W, W, W, W, W, K },
{ _, K, W, W, W, K, _ },
{ _, _, K, W, K, _, _ },
{ _, _, _, K, _, _, _ },
}
tga_encoder.image(pixels):save("colormapped_B8G8R8A8.tga", {colormap=colormap})

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@ -0,0 +1,594 @@
tga_encoder = {}
local image = setmetatable({}, {
__call = function(self, ...)
local t = setmetatable({}, {__index = self})
t:constructor(...)
return t
end,
})
function image:constructor(pixels)
self.pixels = pixels
self.width = #pixels[1]
self.height = #pixels
end
local pixel_depth_by_color_format = {
["Y8"] = 8,
["A1R5G5B5"] = 16,
["B8G8R8"] = 24,
["B8G8R8A8"] = 32,
}
function image:encode_colormap_spec(properties)
local colormap = properties.colormap
local colormap_pixel_depth = 0
if 0 ~= #colormap then
colormap_pixel_depth = pixel_depth_by_color_format[
properties.color_format
]
end
local colormap_spec =
string.char(0, 0) .. -- first entry index
string.char(#colormap % 256, math.floor(#colormap / 256)) .. -- number of entries
string.char(colormap_pixel_depth) -- bits per pixel
self.data = self.data .. colormap_spec
end
function image:encode_image_spec(properties)
local color_format = properties.color_format
assert(
"Y8" == color_format or -- (8 bit grayscale = 1 byte = 8 bits)
"A1R5G5B5" == color_format or -- (A1R5G5B5 = 2 bytes = 16 bits)
"B8G8R8" == color_format or -- (B8G8R8 = 3 bytes = 24 bits)
"B8G8R8A8" == color_format -- (B8G8R8A8 = 4 bytes = 32 bits)
)
local pixel_depth
if 0 ~= #properties.colormap then
pixel_depth = self.pixel_depth
else
pixel_depth = pixel_depth_by_color_format[color_format]
end
assert( nil ~= pixel_depth)
self.data = self.data
.. string.char(0, 0) -- X-origin
.. string.char(0, 0) -- Y-origin
.. string.char(self.width % 256, math.floor(self.width / 256)) -- width
.. string.char(self.height % 256, math.floor(self.height / 256)) -- height
.. string.char(pixel_depth)
.. string.char(0) -- image descriptor
end
function image:encode_colormap(properties)
local colormap = properties.colormap
if 0 == #colormap then
return
end
local color_format = properties.color_format
assert (
"A1R5G5B5" == color_format or
"B8G8R8" == color_format or
"B8G8R8A8" == color_format
)
local colors = {}
if "A1R5G5B5" == color_format then
-- Sample depth rescaling is done according to the algorithm presented in:
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
local max_sample_in = math.pow(2, 8) - 1
local max_sample_out = math.pow(2, 5) - 1
for i = 1,#colormap,1 do
local color = colormap[i]
local colorword = 32768 +
((math.floor((color[1] * max_sample_out / max_sample_in) + 0.5)) * 1024) +
((math.floor((color[2] * max_sample_out / max_sample_in) + 0.5)) * 32) +
((math.floor((color[3] * max_sample_out / max_sample_in) + 0.5)) * 1)
local color_bytes = string.char(
colorword % 256,
math.floor(colorword / 256)
)
colors[#colors + 1] = color_bytes
end
elseif "B8G8R8" == color_format then
for i = 1,#colormap,1 do
local color = colormap[i]
local color_bytes = string.char(
color[3], -- B
color[2], -- G
color[1] -- R
)
colors[#colors + 1] = color_bytes
end
elseif "B8G8R8A8" == color_format then
for i = 1,#colormap,1 do
local color = colormap[i]
local color_bytes = string.char(
color[3], -- B
color[2], -- G
color[1], -- R
color[4] -- A
)
colors[#colors + 1] = color_bytes
end
end
assert( 0 ~= #colors )
self.data = self.data .. table.concat(colors)
end
function image:encode_header(properties)
local color_format = properties.color_format
local colormap = properties.colormap
local compression = properties.compression
local colormap_type
local image_type
if "Y8" == color_format and "RAW" == compression then
colormap_type = 0
image_type = 3 -- grayscale
elseif (
"A1R5G5B5" == color_format or
"B8G8R8" == color_format or
"B8G8R8A8" == color_format
) then
if "RAW" == compression then
if 0 ~= #colormap then
colormap_type = 1
image_type = 1 -- colormapped RGB(A)
else
colormap_type = 0
image_type = 2 -- RAW RGB(A)
end
elseif "RLE" == compression then
colormap_type = 0
image_type = 10 -- RLE RGB
end
end
assert( nil ~= colormap_type )
assert( nil ~= image_type )
self.data = self.data
.. string.char(0) -- image id
.. string.char(colormap_type)
.. string.char(image_type)
self:encode_colormap_spec(properties) -- color map specification
self:encode_image_spec(properties) -- image specification
self:encode_colormap(properties)
end
function image:encode_data(properties)
local color_format = properties.color_format
local colormap = properties.colormap
local compression = properties.compression
local data_length_before = #self.data
if "Y8" == color_format and "RAW" == compression then
if 8 == self.pixel_depth then
self:encode_data_Y8_as_Y8_raw()
elseif 24 == self.pixel_depth then
self:encode_data_R8G8B8_as_Y8_raw()
end
elseif "A1R5G5B5" == color_format then
if 0 ~= #colormap then
if "RAW" == compression then
if 8 == self.pixel_depth then
self:encode_data_Y8_as_Y8_raw()
end
end
else
if "RAW" == compression then
self:encode_data_R8G8B8_as_A1R5G5B5_raw()
elseif "RLE" == compression then
self:encode_data_R8G8B8_as_A1R5G5B5_rle()
end
end
elseif "B8G8R8" == color_format then
if 0 ~= #colormap then
if "RAW" == compression then
if 8 == self.pixel_depth then
self:encode_data_Y8_as_Y8_raw()
end
end
else
if "RAW" == compression then
self:encode_data_R8G8B8_as_B8G8R8_raw()
elseif "RLE" == compression then
self:encode_data_R8G8B8_as_B8G8R8_rle()
end
end
elseif "B8G8R8A8" == color_format then
if 0 ~= #colormap then
if "RAW" == compression then
if 8 == self.pixel_depth then
self:encode_data_Y8_as_Y8_raw()
end
end
else
if "RAW" == compression then
self:encode_data_R8G8B8A8_as_B8G8R8A8_raw()
elseif "RLE" == compression then
self:encode_data_R8G8B8A8_as_B8G8R8A8_rle()
end
end
end
local data_length_after = #self.data
assert(
data_length_after ~= data_length_before,
"No data encoded for color format: " .. color_format
)
end
function image:encode_data_Y8_as_Y8_raw()
assert(8 == self.pixel_depth)
local raw_pixels = {}
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
local raw_pixel = string.char(pixel[1])
raw_pixels[#raw_pixels + 1] = raw_pixel
end
end
self.data = self.data .. table.concat(raw_pixels)
end
function image:encode_data_R8G8B8_as_Y8_raw()
assert(24 == self.pixel_depth)
local raw_pixels = {}
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
-- the HSP RGB to brightness formula is
-- sqrt( 0.299 r² + .587 g² + .114 b² )
-- see <https://alienryderflex.com/hsp.html>
local gray = math.floor(
math.sqrt(
0.299 * pixel[1]^2 +
0.587 * pixel[2]^2 +
0.114 * pixel[3]^2
) + 0.5
)
local raw_pixel = string.char(gray)
raw_pixels[#raw_pixels + 1] = raw_pixel
end
end
self.data = self.data .. table.concat(raw_pixels)
end
function image:encode_data_R8G8B8_as_A1R5G5B5_raw()
assert(24 == self.pixel_depth)
local raw_pixels = {}
-- Sample depth rescaling is done according to the algorithm presented in:
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
local max_sample_in = math.pow(2, 8) - 1
local max_sample_out = math.pow(2, 5) - 1
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
local colorword = 32768 +
((math.floor((pixel[1] * max_sample_out / max_sample_in) + 0.5)) * 1024) +
((math.floor((pixel[2] * max_sample_out / max_sample_in) + 0.5)) * 32) +
((math.floor((pixel[3] * max_sample_out / max_sample_in) + 0.5)) * 1)
local raw_pixel = string.char(colorword % 256, math.floor(colorword / 256))
raw_pixels[#raw_pixels + 1] = raw_pixel
end
end
self.data = self.data .. table.concat(raw_pixels)
end
function image:encode_data_R8G8B8_as_A1R5G5B5_rle()
assert(24 == self.pixel_depth)
local colorword = nil
local previous_r = nil
local previous_g = nil
local previous_b = nil
local raw_pixel = ''
local raw_pixels = {}
local count = 1
local packets = {}
local raw_packet = ''
local rle_packet = ''
-- Sample depth rescaling is done according to the algorithm presented in:
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
local max_sample_in = math.pow(2, 8) - 1
local max_sample_out = math.pow(2, 5) - 1
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
if pixel[1] ~= previous_r or pixel[2] ~= previous_g or pixel[3] ~= previous_b or count == 128 then
if nil ~= previous_r then
colorword = 32768 +
((math.floor((previous_r * max_sample_out / max_sample_in) + 0.5)) * 1024) +
((math.floor((previous_g * max_sample_out / max_sample_in) + 0.5)) * 32) +
((math.floor((previous_b * max_sample_out / max_sample_in) + 0.5)) * 1)
if 1 == count then
-- remember pixel verbatim for raw encoding
raw_pixel = string.char(colorword % 256, math.floor(colorword / 256))
raw_pixels[#raw_pixels + 1] = raw_pixel
if 128 == #raw_pixels then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, colorword % 256, math.floor(colorword / 256))
packets[#packets +1] = rle_packet
end
end
count = 1
previous_r = pixel[1]
previous_g = pixel[2]
previous_b = pixel[3]
else
count = count + 1
end
end
end
colorword = 32768 +
((math.floor((previous_r * max_sample_out / max_sample_in) + 0.5)) * 1024) +
((math.floor((previous_g * max_sample_out / max_sample_in) + 0.5)) * 32) +
((math.floor((previous_b * max_sample_out / max_sample_in) + 0.5)) * 1)
if 1 == count then
raw_pixel = string.char(colorword % 256, math.floor(colorword / 256))
raw_pixels[#raw_pixels + 1] = raw_pixel
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, colorword % 256, math.floor(colorword / 256))
packets[#packets +1] = rle_packet
end
self.data = self.data .. table.concat(packets)
end
function image:encode_data_R8G8B8_as_B8G8R8_raw()
assert(24 == self.pixel_depth)
local raw_pixels = {}
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
local raw_pixel = string.char(pixel[3], pixel[2], pixel[1])
raw_pixels[#raw_pixels + 1] = raw_pixel
end
end
self.data = self.data .. table.concat(raw_pixels)
end
function image:encode_data_R8G8B8_as_B8G8R8_rle()
assert(24 == self.pixel_depth)
local previous_r = nil
local previous_g = nil
local previous_b = nil
local raw_pixel = ''
local raw_pixels = {}
local count = 1
local packets = {}
local raw_packet = ''
local rle_packet = ''
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
if pixel[1] ~= previous_r or pixel[2] ~= previous_g or pixel[3] ~= previous_b or count == 128 then
if nil ~= previous_r then
if 1 == count then
-- remember pixel verbatim for raw encoding
raw_pixel = string.char(previous_b, previous_g, previous_r)
raw_pixels[#raw_pixels + 1] = raw_pixel
if 128 == #raw_pixels then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r)
packets[#packets +1] = rle_packet
end
end
count = 1
previous_r = pixel[1]
previous_g = pixel[2]
previous_b = pixel[3]
else
count = count + 1
end
end
end
if 1 == count then
raw_pixel = string.char(previous_b, previous_g, previous_r)
raw_pixels[#raw_pixels + 1] = raw_pixel
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r)
packets[#packets +1] = rle_packet
end
self.data = self.data .. table.concat(packets)
end
function image:encode_data_R8G8B8A8_as_B8G8R8A8_raw()
assert(32 == self.pixel_depth)
local raw_pixels = {}
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
local raw_pixel = string.char(pixel[3], pixel[2], pixel[1], pixel[4])
raw_pixels[#raw_pixels + 1] = raw_pixel
end
end
self.data = self.data .. table.concat(raw_pixels)
end
function image:encode_data_R8G8B8A8_as_B8G8R8A8_rle()
assert(32 == self.pixel_depth)
local previous_r = nil
local previous_g = nil
local previous_b = nil
local previous_a = nil
local raw_pixel = ''
local raw_pixels = {}
local count = 1
local packets = {}
local raw_packet = ''
local rle_packet = ''
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
if pixel[1] ~= previous_r or pixel[2] ~= previous_g or pixel[3] ~= previous_b or pixel[4] ~= previous_a or count == 128 then
if nil ~= previous_r then
if 1 == count then
-- remember pixel verbatim for raw encoding
raw_pixel = string.char(previous_b, previous_g, previous_r, previous_a)
raw_pixels[#raw_pixels + 1] = raw_pixel
if 128 == #raw_pixels then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r, previous_a)
packets[#packets +1] = rle_packet
end
end
count = 1
previous_r = pixel[1]
previous_g = pixel[2]
previous_b = pixel[3]
previous_a = pixel[4]
else
count = count + 1
end
end
end
if 1 == count then
raw_pixel = string.char(previous_b, previous_g, previous_r, previous_a)
raw_pixels[#raw_pixels + 1] = raw_pixel
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r, previous_a)
packets[#packets +1] = rle_packet
end
self.data = self.data .. table.concat(packets)
end
function image:encode_footer()
self.data = self.data
.. string.char(0, 0, 0, 0) -- extension area offset
.. string.char(0, 0, 0, 0) -- developer area offset
.. "TRUEVISION-XFILE"
.. "."
.. string.char(0)
end
function image:encode(properties)
self.data = ""
self:encode_header(properties) -- header
-- no color map and image id data
self:encode_data(properties) -- encode data
-- no extension or developer area
self:encode_footer() -- footer
end
function image:save(filename, properties)
local properties = properties or {}
properties.colormap = properties.colormap or {}
properties.compression = properties.compression or "RAW"
self.pixel_depth = #self.pixels[1][1] * 8
local color_format_defaults_by_pixel_depth = {
[8] = "Y8",
[24] = "B8G8R8",
[32] = "B8G8R8A8",
}
if nil == properties.color_format then
if 0 ~= #properties.colormap then
properties.color_format =
color_format_defaults_by_pixel_depth[
#properties.colormap[1] * 8
]
else
properties.color_format =
color_format_defaults_by_pixel_depth[
self.pixel_depth
]
end
end
assert( nil ~= properties.color_format )
self:encode(properties)
local f = assert(io.open(filename, "wb"))
f:write(self.data)
f:close()
end
tga_encoder.image = image

View File

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

View File

@ -95,6 +95,13 @@ local cod = {
self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0}) self.object:set_rotation({x=0,y=(atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate,z=0})
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 end
} }

View File

@ -21,9 +21,11 @@ local S = minetest.get_translator("extra_mobs")
local followitem = "mcl_farming:sweet_berry" local followitem = "mcl_farming:sweet_berry"
local fox = { local fox = {
type = "monster", type = "animal",
passive = false, passive = false,
spawn_class = "hostile", spawn_class = "hostile",
skittish = true,
runaway = true,
hp_min = 10, hp_min = 10,
hp_max = 10, hp_max = 10,
xp_min = 1, xp_min = 1,
@ -32,9 +34,20 @@ local fox = {
attack_type = "dogfight", attack_type = "dogfight",
damage = 2, damage = 2,
reach = 1.5, reach = 1.5,
jump = true,
makes_footstep_sound = true,
walk_velocity = 3,
run_velocity = 6,
follow_velocity = 2,
follow = followitem,
pathfinding = 1,
fear_height = 4,
view_range = 16,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 0.84, 0.3}, collisionbox = {-0.3, -0.01, -0.3, 0.3, 0.84, 0.3},
specific_attack = { "mobs_mc:chicken", "extra_mobs:cod", "extra_mobs:salmon" },
visual = "mesh", visual = "mesh",
mesh = "extra_mobs_fox.b3d", mesh = "extra_mobs_fox.b3d",
rotate = 270,
textures = { { textures = { {
"extra_mobs_fox.png", "extra_mobs_fox.png",
"extra_mobs_trans.png", "extra_mobs_trans.png",
@ -42,10 +55,6 @@ local fox = {
visual_size = {x=3, y=3}, visual_size = {x=3, y=3},
sounds = { sounds = {
}, },
jump = true,
makes_footstep_sound = true,
walk_velocity = 3,
run_velocity = 6,
drops = { drops = {
}, },
animation = { animation = {
@ -63,9 +72,9 @@ local fox = {
lay_start = 34, lay_start = 34,
lay_end = 34, lay_end = 34,
}, },
runaway = true,
on_spawn = function(self) on_spawn = function(self)
if minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:snow") ~= nil or minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:dirt_with_grass_snow") ~= nil then if minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:snow") ~= nil
or minetest.find_node_near(self.object:get_pos(), 4, "mcl_core:dirt_with_grass_snow") ~= nil then
self.object:set_properties({textures={"extra_mobs_artic_fox.png", "extra_mobs_trans.png"}}) self.object:set_properties({textures={"extra_mobs_artic_fox.png", "extra_mobs_trans.png"}})
end end
end, end,
@ -83,7 +92,11 @@ local fox = {
end) end)
end end
for _,object in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 8)) do for _,object in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 8)) do
if object and not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "extra_mobs:fox" and self.state ~= "attack" and math.random(1, 500) == 1 then if object
and not object:is_player()
and object:get_luaentity()
and object:get_luaentity().name == "extra_mobs:fox"
and self.state ~= "attack" and math.random(1, 500) == 1 then
self.horny = true self.horny = true
end end
local lp = object:get_pos() local lp = object:get_pos()
@ -93,26 +106,37 @@ local fox = {
y = lp.y - s.y, y = lp.y - s.y,
z = lp.z - s.z z = lp.z - s.z
} }
if object and object:is_player() and not object:get_player_control().sneak or not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mobs_mc:wolf" then -- scare logic
if (object
and object:is_player()
and not object:get_player_control().sneak)
or (not object:is_player()
and object:get_luaentity()
and object:get_luaentity().name == "mobs_mc:wolf") then
-- don't keep setting it once it's set
if not self.state == "runaway" then
self.state = "runaway" self.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})
if self.reach > vector.distance(self.object:get_pos(), object:get_pos()) and self.timer > .9 then end
-- if it is within a distance of the player or wolf
if 6 > vector.distance(self.object:get_pos(), object:get_pos()) then
self.timer = self.timer + 1
-- have some time before getting scared
if self.timer > 6 then
self.timer = 0 self.timer = 0
object:punch(self.object, 1.0, { -- punch the fox for the player, but don't do any damage
full_punch_interval = 1.0, self.object:punch(object, 0, {
damage_groups = {fleshy = self.damage} full_punch_interval = 0,
damage_groups = {fleshy = 0}
}, nil) }, nil)
end end
end end
end end
end
end, end,
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)

View File

@ -231,3 +231,13 @@ water)
-- spawn egg -- spawn egg
mobs:register_egg("extra_mobs:glow_squid", S("Glow Squid"), "extra_mobs_spawn_icon_glow_squid.png", 0) mobs:register_egg("extra_mobs:glow_squid", S("Glow Squid"), "extra_mobs_spawn_icon_glow_squid.png", 0)
-- dropped item (used to craft glowing itemframe)
minetest.register_craftitem("extra_mobs:glow_ink_sac", {
description = S("Glow Ink Sac"),
_doc_items_longdesc = S("Use it to craft the Glow Item Frame."),
_doc_items_usagehelp = S("Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame."),
inventory_image = "extra_mobs_glow_ink_sac.png",
groups = { craftitem = 1 },
})

View File

@ -1,330 +0,0 @@
local S = minetest.get_translator("extra_mobs")
minetest.register_craftitem("extra_mobs:glow_ink_sac", {
description = S("Glow Ink Sac"),
_doc_items_longdesc = S("Use it to craft the Glow Item Frame."),
_doc_items_usagehelp = S("Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame."),
inventory_image = "extra_mobs_glow_ink_sac.png",
groups = { craftitem = 1 },
})
--------------------
--[[This mod is originally by Zeg9, but heavily modified for MineClone 2.
Model created by 22i, licensed under the
GNU GPLv3 <https://www.gnu.org/licenses/gpl-3.0.html>.
Source: <https://github.com/22i/amc>
]]
local VISUAL_SIZE = 0.3
minetest.register_entity("extra_mobs:glow_item_frame_item",{
hp_max = 1,
visual = "wielditem",
visual_size = {x=VISUAL_SIZE, y=VISUAL_SIZE},
physical = false,
pointable = false,
textures = { "blank.png" },
_texture = "blank.png",
_scale = 1,
glow = minetest.LIGHT_MAX,
on_activate = function(self, staticdata)
if staticdata ~= nil and staticdata ~= "" then
local data = staticdata:split(';')
if data and data[1] and data[2] then
self._nodename = data[1]
self._texture = data[2]
if data[3] then
self._scale = data[3]
else
self._scale = 1
end
end
end
if self._texture ~= nil then
self.object:set_properties({
textures={self._texture},
visual_size={x=VISUAL_SIZE/self._scale, y=VISUAL_SIZE/self._scale},
})
end
end,
get_staticdata = function(self)
if not self then return end
if self._nodename ~= nil and self._texture ~= nil then
local ret = self._nodename .. ';' .. self._texture
if self._scale ~= nil then
ret = ret .. ';' .. tostring(self._scale)
end
return ret
end
return ""
end,
_update_texture = function(self)
if self._texture ~= nil then
self.object:set_properties({
textures={self._texture},
visual_size={x=VISUAL_SIZE/self._scale, y=VISUAL_SIZE/self._scale},
})
end
end,
})
local facedir = {}
facedir[0] = {x=0,y=0,z=1}
facedir[1] = {x=1,y=0,z=0}
facedir[2] = {x=0,y=0,z=-1}
facedir[3] = {x=-1,y=0,z=0}
local remove_item_entity = function(pos, node)
local objs = nil
if node.name == "extra_mobs:glow_item_frame" then
objs = minetest.get_objects_inside_radius(pos, .5)
end
if objs then
for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() and obj:get_luaentity().name == "extra_mobs:glow_item_frame_item" then
obj:remove()
end
end
end
end
local update_item_entity = function(pos, node, param2)
remove_item_entity(pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local item = inv:get_stack("main", 1)
if not item:is_empty() then
if not param2 then
param2 = node.param2
end
if node.name == "extra_mobs:glow_item_frame" then
local posad = facedir[param2]
pos.x = pos.x + posad.x*6.5/16
pos.y = pos.y + posad.y*6.5/16
pos.z = pos.z + posad.z*6.5/16
end
local e = minetest.add_entity(pos, "extra_mobs:glow_item_frame_item")
local lua = e:get_luaentity()
lua._nodename = node.name
local itemname = item:get_name()
if itemname == "" or itemname == nil then
lua._texture = "blank.png"
lua._scale = 1
else
lua._texture = itemname
local def = minetest.registered_items[itemname]
if def and def.wield_scale then
lua._scale = def.wield_scale.x
else
lua._scale = 1
end
end
lua:_update_texture()
if node.name == "extra_mobs:glow_item_frame" then
local yaw = math.pi*2 - param2 * math.pi/2
e:set_yaw(yaw)
end
end
end
local drop_item = function(pos, node, meta, clicker)
local cname = ""
if clicker and clicker:is_player() then
cname = clicker:get_player_name()
end
if node.name == "extra_mobs:glow_item_frame" and not minetest.is_creative_enabled(cname) then
local inv = meta:get_inventory()
local item = inv:get_stack("main", 1)
if not item:is_empty() then
minetest.add_item(pos, item)
end
end
meta:set_string("infotext", "")
remove_item_entity(pos, node)
end
minetest.register_node("extra_mobs:glow_item_frame",{
description = S("Glow Item Frame"),
_tt_help = S("Can hold an item and glows"),
_doc_items_longdesc = S("Glow Item frames are decorative blocks in which items can be placed."),
_doc_items_usagehelp = S("Just place any item on the item frame. Use the item frame again to retrieve the item."),
drawtype = "mesh",
is_ground_content = false,
mesh = "extra_mobs_glow_item_frame.obj",
selection_box = { type = "fixed", fixed = {-6/16, -6/16, 7/16, 6/16, 6/16, 0.5} },
collision_box = { type = "fixed", fixed = {-6/16, -6/16, 7/16, 6/16, 6/16, 0.5} },
tiles = {"extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png"},
inventory_image = "extra_mobs_glow_item_frame_item.png",
wield_image = "extra_mobs_glow_item_frame.png",
paramtype = "light",
paramtype2 = "facedir",
--FIXME: should only be glowing, no light source. How is that possible with a node?
light_source = 1,
sunlight_propagates = true,
groups = { dig_immediate=3,deco_block=1,dig_by_piston=1,container=7,attached_node_facedir=1 },
sounds = mcl_sounds.node_sound_defaults(),
node_placement_prediction = "",
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
-- Use pointed node's on_rightclick function first, if present
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("main", 1)
end,
on_rightclick = function(pos, node, clicker, itemstack)
if not itemstack then
return
end
local pname = clicker:get_player_name()
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
local meta = minetest.get_meta(pos)
drop_item(pos, node, meta, clicker)
local inv = meta:get_inventory()
if itemstack:is_empty() then
remove_item_entity(pos, node)
meta:set_string("infotext", "")
inv:set_stack("main", 1, "")
return itemstack
end
local put_itemstack = ItemStack(itemstack)
put_itemstack:set_count(1)
inv:set_stack("main", 1, put_itemstack)
update_item_entity(pos, node)
-- Add node infotext when item has been named
local imeta = itemstack:get_meta()
local iname = imeta:get_string("name")
if iname then
meta:set_string("infotext", iname)
end
if not minetest.is_creative_enabled(clicker:get_player_name()) then
itemstack:take_item()
end
return itemstack
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return count
end
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return stack:get_count()
end
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return stack:get_count()
end
end,
on_destruct = function(pos)
local meta = minetest.get_meta(pos)
local node = minetest.get_node(pos)
drop_item(pos, node, meta)
end,
on_rotate = function(pos, node, user, mode, param2)
if mode == screwdriver.ROTATE_FACE then
-- Rotate face
local meta = minetest.get_meta(pos)
local node = minetest.get_node(pos)
local objs = nil
if node.name == "extra_mobs:glow_item_frame" then
objs = minetest.get_objects_inside_radius(pos, .5)
end
if objs then
for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() and obj:get_luaentity().name == "extra_mobs:glow_item_frame_item" then
update_item_entity(pos, node, (node.param2+1) % 4)
break
end
end
end
return
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
end,
})
minetest.register_craft({
type = "shapeless",
output = 'extra_mobs:glow_item_frame',
recipe = {'mcl_itemframes:item_frame', 'extra_mobs:glow_ink_sac'},
})
minetest.register_lbm({
label = "Update legacy item frames",
name = "extra_mobs:update_legacy_glow_item_frames",
nodenames = {"extra_mobs:glow_frame"},
action = function(pos, node)
-- Swap legacy node, then respawn entity
node.name = "extra_mobs:glow_item_frame"
local meta = minetest.get_meta(pos)
local item = meta:get_string("item")
minetest.swap_node(pos, node)
if item ~= "" then
local itemstack = ItemStack(minetest.deserialize(meta:get_string("itemdata")))
local inv = meta:get_inventory()
inv:set_size("main", 1)
if not itemstack:is_empty() then
inv:set_stack("main", 1, itemstack)
end
end
update_item_entity(pos, node)
end,
})
-- FIXME: Item entities can get destroyed by /clearobjects
minetest.register_lbm({
label = "Respawn item frame item entities",
name = "extra_mobs:respawn_entities",
nodenames = {"extra_mobs:glow_item_frame"},
run_at_every_load = true,
action = function(pos, node)
update_item_entity(pos, node)
end,
})
minetest.register_alias("extra_mobs:glow_frame", "extra_mobs:glow_item_frame")
--------------------

View File

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

View File

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

View File

@ -9,9 +9,3 @@ Salmon=Лосось
dolphin=Дельфин dolphin=Дельфин
Glow Squid=Светящийся спрут Glow Squid=Светящийся спрут
Glow Ink Sac=Светящийся чернильный мешок Glow Ink Sac=Светящийся чернильный мешок
Use it to craft the Glow Item Frame.=Используется для крафта светящейся рамки.
Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame.=Используйте светящийся чернильный мешок и обычную рамку для крафта светящейся рамки.
Glow Item Frame=Светящаяся рамка
Can hold an item and glows=Светится и может хранить предмет
Glow Item frames are decorative blocks in which items can be placed.=Светящаяся рамка это декоративный блок в который можно положить предметы.
Just place any item on the item frame. Use the item frame again to retrieve the item.=Просто используйте любой предмет на рамке. Используйте рамку снова, чтобы забрать предмет.

View File

@ -1,17 +1,11 @@
# textdomain:extra_mobs # textdomain:extra_mobs
Hoglin= Hoglin=
piglin= Piglin=
piglin Brute= Piglin Brute=
Strider= Strider=
Fox= Fox=
Cod= Cod=
Salmon= Salmon=
dolphin= Dolphin=
Glow Squid= Glow Squid=
Glow Ink Sac= Glow Ink Sac=
Use it to craft the Glow Item Frame.=
Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame.=
Glow Item Frame=
Can hold an item and glows=
Glow Item frames are decorative blocks in which items can be placed.=
Just place any item on the item frame. Use the item frame again to retrieve the item.=

View File

@ -55,6 +55,13 @@ local salmon = {
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)

View File

Before

Width:  |  Height:  |  Size: 296 B

After

Width:  |  Height:  |  Size: 296 B

View File

@ -166,6 +166,7 @@ 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 end
@ -173,6 +174,7 @@ function boat.on_activate(self, staticdata, dtime_s)
self.object:set_properties({textures = data.textures}) self.object:set_properties({textures = data.textures})
end end
end end
end
function boat.get_staticdata(self) function boat.get_staticdata(self)
if not self then return end if not self then return end

View File

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

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@ -0,0 +1,13 @@
# textdomain: mcl_boats
Acacia Boat=Barca de Cacièr
Birch Boat=Barca de Bèç
Boat=Barca
Boats are used to travel on the surface of water.= Las Barcas permetàn de vogar per l'aiga.
Dark Oak Boat=Barca de Jàrric
Jungle Boat=Barca de Jungla
Oak Boat=Barca de Ròure
Obsidian Boat=Barca d'Obsidiana
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Fasetz un clic dreit sobre una sorça d'aiga per botar la barca. Fasetz un clic dreit sobre la barca per ne'n dintrar. Utilisatz [Esquèrra] e [Dreita] per menar, [Davant] per accelerar, e [Darrèir] per alentir o recular. Utilizatz [S'acatar] per o quitar, picatz la barca per o faire tombar en objèct.
Spruce Boat=Barca de Sap
Water vehicle=Veïcule d'Aiga
Sneak to dismount=S'acatar per descendre

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@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 fuguèt espotit per una enclutge.
@1 was smashed by a falling block.=@1 fuguèt espotit per un blòc.

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@ -65,6 +65,8 @@ mcl_item_entity.register_pickup_achievement("tree", "mcl:mineWood")
mcl_item_entity.register_pickup_achievement("mcl_mobitems:blaze_rod", "mcl:blazeRod") mcl_item_entity.register_pickup_achievement("mcl_mobitems:blaze_rod", "mcl:blazeRod")
mcl_item_entity.register_pickup_achievement("mcl_mobitems:leather", "mcl:killCow") mcl_item_entity.register_pickup_achievement("mcl_mobitems:leather", "mcl:killCow")
mcl_item_entity.register_pickup_achievement("mcl_core:diamond", "mcl:diamonds") mcl_item_entity.register_pickup_achievement("mcl_core:diamond", "mcl:diamonds")
mcl_item_entity.register_pickup_achievement("mcl_core:crying_obsidian", "mcl:whosCuttingOnions")
mcl_item_entity.register_pickup_achievement("mcl_nether:ancient_debris", "mcl:hiddenInTheDepths")
local function check_pickup_achievements(object, player) local function check_pickup_achievements(object, player)
if has_awards then if has_awards then
@ -154,6 +156,10 @@ minetest.register_globalstep(function(dtime)
object:set_velocity({x=0,y=0,z=0}) object:set_velocity({x=0,y=0,z=0})
object:set_acceleration({x=0,y=0,z=0}) object:set_acceleration({x=0,y=0,z=0})
if object._flowing then
object._flowing = false
end
object:move_to(checkpos) object:move_to(checkpos)
pool[name] = pool[name] + 1 pool[name] = pool[name] + 1
@ -793,6 +799,9 @@ minetest.register_entity(":__builtin:item", {
local oldvel = self.object:get_velocity() -- v is vector, vel is velocity local oldvel = self.object:get_velocity() -- v is vector, vel is velocity
-- apply gravity *before* drag computations
oldvel.y = oldvel.y - get_gravity() * dtime
-- drag -- drag
local fluid_drag = item_drop_settings.fluid_drag local fluid_drag = item_drop_settings.fluid_drag
@ -807,12 +816,6 @@ minetest.register_entity(":__builtin:item", {
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})
self.physical_state = true self.physical_state = true

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

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

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

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@ -26,6 +26,8 @@ local math_random = math.random
|_| |_|
]]-- ]]--
local minetest_line_of_sight = minetest.line_of_sight
mobs.explode_attack_walk = function(self,dtime) mobs.explode_attack_walk = function(self,dtime)
--this needs an exception --this needs an exception
@ -36,17 +38,27 @@ mobs.explode_attack_walk = function(self,dtime)
mobs.set_yaw_while_attacking(self) mobs.set_yaw_while_attacking(self)
local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos()) local pos = self.object:get_pos()
local attack_pos = self.attacking:get_pos()
local distance_from_attacking = vector_distance(pos, attack_pos)
--make mob walk up to player within 2 nodes distance then start exploding --make mob walk up to player within 2 nodes distance then start exploding
if distance_from_attacking >= self.reach and if (
--don't allow explosion to cancel unless out of the reach boundary distance_from_attacking >= self.reach and
not (self.explosion_animation and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_reach) then
--don't allow explosion to cancel unless out of the reach boundary
not (self.explosion_animation and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_reach) or
--don't allow creeper to finish exploding animation if can't see target
not minetest_line_of_sight(
{x = pos.x, y = pos.y + self.eye_height, z = pos.z},
{x = attack_pos.x, y = attack_pos.y + (self.attacking.eye_height or 0), z = attack_pos.z}
)
) then
mobs.set_velocity(self, self.run_velocity) mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run") mobs.set_mob_animation(self,"run")
mobs.reverse_explosion_animation(self,dtime) mobs.reverse_explosion_animation(self,dtime)
else else
mobs.set_velocity(self,0) mobs.set_velocity(self,0)

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@ -3,7 +3,7 @@ local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local vector = vector local vector = vector
--check to see if someone nearby has some tasty food --check to see if someone nearby has some tasty food
mobs.check_following = function(self) -- returns true or false mobs.check_following = function(self, dtime) -- returns true or false
--ignore --ignore
if not self.follow then if not self.follow then
self.following_person = nil self.following_person = nil
@ -15,6 +15,7 @@ mobs.check_following = function(self) -- returns true or false
--check if the follower is a player incase they log out --check if the follower is a player incase they log out
if follower and follower:is_player() then if follower and follower:is_player() then
mobs.do_head_logic(self, dtime, follower)
local stack = follower:get_wielded_item() local stack = follower:get_wielded_item()
--safety check --safety check
if not stack then if not stack then
@ -150,6 +151,7 @@ mobs.baby_grow_up = function(self)
self.collisionbox = self.backup_collisionbox self.collisionbox = self.backup_collisionbox
self.selectionbox = self.backup_selectionbox self.selectionbox = self.backup_selectionbox
self.object:set_properties(self) self.object:set_properties(self)
if self.on_grown then self.on_grown(self) end
end end
--makes the baby grow up faster with diminishing returns --makes the baby grow up faster with diminishing returns

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@ -6,9 +6,9 @@ local degrees = function(yaw)
return yaw*180.0/math.pi return yaw*180.0/math.pi
end end
mobs.do_head_logic = function(self,dtime) mobs.do_head_logic = function(self, dtime, player)
local player = minetest.get_player_by_name("singleplayer") local player = player or minetest.get_player_by_name("singleplayer")
local look_at = player:get_pos() local look_at = player:get_pos()
look_at.y = look_at.y + player:get_properties().eye_height look_at.y = look_at.y + player:get_properties().eye_height
@ -89,10 +89,21 @@ mobs.do_head_logic = function(self,dtime)
head_pitch = head_pitch + self.head_pitch_modifier head_pitch = head_pitch + self.head_pitch_modifier
end end
local head_bone = self.head_bone
if (type(head_bone) == "table") then
for _, v in pairs(head_bone) do
if self.swap_y_with_x then if self.swap_y_with_x then
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0)) self.object:set_bone_position(v, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0))
else else
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw))) self.object:set_bone_position(v, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw)))
end
end
else
if self.swap_y_with_x then
self.object:set_bone_position(head_bone, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0))
else
self.object:set_bone_position(head_bone, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw)))
end
end end
--set_bone_position([bone, position, rotation]) --set_bone_position([bone, position, rotation])
end end

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@ -13,8 +13,13 @@ mobs.can_despawn = function(self)
if self.tamed or self.bred or self.nametag then return false end if self.tamed or self.bred or self.nametag then return false end
local mob_pos = self.object:get_pos() local mob_pos = self.object:get_pos()
if not mob_pos then return true end if not mob_pos then return true end
local players = minetest_get_connected_players()
if #players == 0 then return false end
-- If no players, probably this is being called from get_staticdata() at server shutdown time
-- Minetest is to buggy (as of 5.5) to delete entities at server shutdown time anyway
local distance = 999 local distance = 999
for _, player in pairs(minetest_get_connected_players()) do for _, player in pairs(players) do
if player and player:get_hp() > 0 then if player and player:get_hp() > 0 then
local player_pos = player:get_pos() local player_pos = player:get_pos()
local new_distance = vector_distance(player_pos, mob_pos) local new_distance = vector_distance(player_pos, mob_pos)
@ -62,6 +67,102 @@ mobs.mob_staticdata = function(self)
return minetest.serialize(tmp) return minetest.serialize(tmp)
end end
mobs.armor_setup = function(self)
if not self._armor_items then
local armor = {}
-- Source: https://minecraft.fandom.com/wiki/Zombie
local materials = {
{name = "leather", chance = 0.3706},
{name = "gold", chance = 0.4873},
{name = "chain", chance = 0.129},
{name = "iron", chance = 0.0127},
{name = "diamond", chance = 0.0004}
}
local types = {
{name = "helmet", chance = 0.15},
{name = "chestplate", chance = 0.75},
{name = "leggings", chance = 0.75},
{name = "boots", chance = 0.75}
}
local material
if type(self._spawn_with_armor) == "string" then
material = self._spawn_with_armor
else
local chance = 0
for i, m in pairs(materials) do
chance = chance + m.chance
if math.random() <= chance then
material = m.name
break
end
end
end
for i, t in pairs(types) do
if math.random() <= t.chance then
armor[t.name] = material
else
break
end
end
-- Save armor items in lua entity
self._armor_items = {}
for atype, material in pairs(armor) do
local item = "mcl_armor:" .. atype .. "_" .. material
self._armor_items[atype] = item
end
-- Setup armor drops
for atype, material in pairs(armor) do
local wear = math.random(1, 65535)
local item = "mcl_armor:" .. atype .. "_" .. material .. " 1 " .. wear
self.drops = table.copy(self.drops)
table.insert(self.drops, {
name = item,
chance = 1/0.085, -- 8.5%
min = 1,
max = 1,
looting = "rare",
looting_factor = 0.01 / 3,
})
end
-- Configure textures
local t = ""
local first_image = true
for atype, material in pairs(armor) do
if not first_image then
t = t .. "^"
end
t = t .. "mcl_armor_" .. atype .. "_" .. material .. ".png"
first_image = false
end
if t ~= "" then
self.base_texture = table.copy(self.base_texture)
self.base_texture[1] = t
end
-- Configure damage groups based on armor
-- Source: https://minecraft.fandom.com/wiki/Armor#Armor_points
local points = 2
for atype, material in pairs(armor) do
local item_name = "mcl_armor:" .. atype .. "_" .. material
points = points + minetest.get_item_group(item_name, "mcl_armor_points")
end
local armor_strength = 100 - 4 * points
local armor_groups = self.object:get_armor_groups()
armor_groups.fleshy = armor_strength
self.armor = armor_groups
-- Helmet protects mob from sun damage
if armor.helmet then
self.ignited_by_sunlight = false
end
end
end
-- activate mob and reload settings -- activate mob and reload settings
mobs.mob_activate = function(self, staticdata, def, dtime) mobs.mob_activate = function(self, staticdata, def, dtime)
@ -105,6 +206,11 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
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
self.base_selbox = self.selectionbox or self.base_colbox self.base_selbox = self.selectionbox or self.base_colbox

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

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

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@ -61,6 +61,7 @@ dofile(path .. "/villager.lua") -- KrupnoPavel Mesh and animation by toby109tt
--dofile(path .. "/agent.lua") -- Mesh and animation by toby109tt / https://github.com/22i --dofile(path .. "/agent.lua") -- Mesh and animation by toby109tt / https://github.com/22i
-- Illagers and witch -- Illagers and witch
dofile(path .. "/pillager.lua") -- Mesh by KrupnoPavel and MrRar, animation by MrRar
dofile(path .. "/villager_evoker.lua") -- Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/villager_evoker.lua") -- Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/villager_vindicator.lua") -- Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/villager_vindicator.lua") -- Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/villager_zombie.lua") -- Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/villager_zombie.lua") -- Mesh and animation by toby109tt / https://github.com/22i

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

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@ -0,0 +1,77 @@
# textdomain: mobs_mc
Totem of Undying=Totèm d'Imortalitat
A totem of undying is a rare artifact which may safe you from certain death.=Un totèm d'imortalitat es un artefacte rara que pòt vos sauvar d'una mòrt surada.
The totem only works while you hold it in your hand. If you receive fatal damage, you are saved from death and you get a second chance with 1 HP. The totem is destroyed in the process, however.=
Agent=Agent
Bat=Ratapenada
Blaze=Blaze
Chicken=Pola
Cow=Vacha
Mooshroom=Champavacha
Creeper=Creeper
Ender Dragon=Drac de l'End
Enderman=Òme de l'End
Endermite=Endarna
Ghast=Trèva
Elder Guardian=Gardian Ainat
Guardian=Gardian
Horse=Ega
Skeleton Horse=Ega Esquelèta
Zombie Horse=Ega Mòrtaviva
Donkey=Asne
Mule=Miula
Iron Golem=Golèm de Fèrre
Llama=Lama
Ocelot=Ocelòt
Parrot=Papagai
Pig=Pòrc
Polar Bear=Ors Polar
Rabbit=Lapin
Killer Bunny=Lapin Tuaire
The Killer Bunny=Lo Lapin Tuaire
Sheep=Moton
Shulker=
Silverfish=
Skeleton=
Stray=
Wither Skeleton=
Magma Cube=
Slime=
Snow Golem=
Spider=
Cave Spider=
Squid=
Vex=
Evoker=
Illusioner=
Villager=
Vindicator=
Zombie Villager=
Witch=
Wither=
Wolf=
Husk=
Zombie=
Zombie Pigman=
Iron Horse Armor=
Iron horse armor can be worn by horses to increase their protection from harm a bit.=
Golden Horse Armor=
Golden horse armor can be worn by horses to increase their protection from harm.=
Diamond Horse Armor=
Diamond horse armor can be worn by horses to greatly increase their protection from harm.=
Place it on a horse to put on the horse armor. Donkeys and mules can't wear horse armor.=
Farmer=
Fisherman=
Fletcher=
Shepherd=
Librarian=
Cartographer=
Armorer=
Leatherworker=
Butcher=
Weapon Smith=
Tool Smith=
Cleric=
Nitwit=
Protects you from death while wielding it=
Pillager=

View File

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

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@ -0,0 +1,159 @@
local S = minetest.get_translator("mobs_mc")
local function reload(self)
if not self or not self.object then return end
minetest.sound_play("mcl_bows_crossbow_drawback_1", {object = self.object, max_hear_distance=16}, true)
local props = self.object:get_properties()
if not props then return end
props.textures[2] = "mcl_bows_crossbow_3.png^[resize:16x16"
self.object:set_properties(props)
end
local function reset_animation(self, animation)
if not self or not self.object or self.current_animation ~= animation then return end
self.current_animation = "stand_reload" -- Mobs Redo won't set the animation unless we do this
mobs.set_mob_animation(self, animation)
end
pillager = {
description = S("Pillager"),
type = "monster",
spawn_class = "hostile",
hostile = true,
rotate = 270,
hp_min = 24,
hp_max = 24,
xp_min = 6,
xp_max = 6,
breath_max = -1,
eye_height = 1.5,
projectile_cooldown = 3, -- Useless
shoot_interval = 3, -- Useless
shoot_offset = 1.5,
dogshoot_switch = 1,
dogshoot_count_max = 1.8,
projectile_cooldown_min = 3,
projectile_cooldown_max = 2.5,
armor = {fleshy = 100},
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3},
pathfinding = 1,
group_attack = true,
visual = "mesh",
mesh = "mobs_mc_pillager.b3d",
--head code
has_head = false,
head_bone = "head",
swap_y_with_x = true,
reverse_head_yaw = true,
head_bone_pos_y = 2.4,
head_bone_pos_z = 0,
head_height_offset = 1.1,
head_direction_offset = 0,
head_pitch_modifier = 0,
--end head code
visual_size = {x=2.75, y=2.75},
makes_footstep_sound = true,
walk_velocity = 1.2,
run_velocity = 4,
damage = 2,
reach = 8,
view_range = 16,
fear_height = 4,
attack_type = "projectile",
arrow = "mcl_bows:arrow_entity",
sounds = {
random = "mobs_mc_pillager_grunt2",
war_cry = "mobs_mc_pillager_grunt1",
death = "mobs_mc_pillager_ow2",
damage = "mobs_mc_pillager_ow1",
distance = 16,
},
textures = {
{
"mobs_mc_pillager.png", -- Skin
"mcl_bows_crossbow_3.png^[resize:16x16", -- Wielded item
}
},
drops = {
{
name = "mcl_bows:arrow",
chance = 1,
min = 0,
max = 2,
looting = "common",
},
{
name = "mcl_bows:crossbow",
chance = 100 / 8.5,
min = 1,
max = 1,
looting = "rare",
},
},
animation = {
unloaded_walk_start = 1,
unloaded_walk_end = 40,
unloaded_stand_start = 41,
unloaded_stand_end = 60,
reload_stand_speed = 20,
reload_stand_start = 61,
reload_stand_end = 100,
stand_speed = 6,
stand_start = 101,
stand_end = 109,
walk_speed = 25,
walk_start = 111,
walk_end = 150,
run_speed = 40,
run_start = 111,
run_end = 150,
reload_run_speed = 20,
reload_run_start = 151,
reload_run_end = 190,
die_speed = 15,
die_start = 191,
die_end = 192,
die_loop = false,
stand_unloaded_start = 40,
stand_unloaded_end = 59,
},
shoot_arrow = function(self, pos, dir)
minetest.sound_play("mcl_bows_crossbow_shoot", {object = self.object, max_hear_distance=16}, true)
local props = self.object:get_properties()
props.textures[2] = "mcl_bows_crossbow_0.png^[resize:16x16"
self.object:set_properties(props)
local old_anim = self.current_animation
if old_anim == "run" then
mobs.set_mob_animation(self, "reload_run")
end
if old_anim == "stand" then
mobs.set_mob_animation(self, "reload_stand")
end
self.current_animation = old_anim -- Mobs Redo will imediately reset the animation otherwise
minetest.after(1, reload, self)
minetest.after(2, reset_animation, self, old_anim)
mobs.shoot_projectile_handling(
"mcl_bows:arrow", pos, dir, self.object:get_yaw(),
self.object, 30, math.random(3,4))
-- While we are at it, change the sounds since there is no way to do this in Mobs Redo
if self.sounds and self.sounds.random then
self.sounds = table.copy(self.sounds)
self.sounds.random = "mobs_mc_pillager_grunt" .. math.random(2)
end
end,
}
mobs:register_mob("mobs_mc:pillager", pillager)
mobs:register_egg("mobs_mc:pillager", S("Pillager"), "mobs_mc_spawn_icon_pillager.png", 0)

View File

@ -2,118 +2,27 @@
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator(minetest.get_current_modname())
local rabbit = { local mob_name = "mobs_mc:rabbit"
description = S("Rabbit"),
type = "animal",
spawn_class = "passive",
passive = true,
reach = 1,
rotate = 270,
hp_min = 3,
hp_max = 3,
xp_min = 1,
xp_max = 3,
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.49, 0.2},
visual = "mesh", local textures = {
mesh = "mobs_mc_rabbit.b3d",
textures = {
{"mobs_mc_rabbit_brown.png"}, {"mobs_mc_rabbit_brown.png"},
{"mobs_mc_rabbit_gold.png"}, {"mobs_mc_rabbit_gold.png"},
{"mobs_mc_rabbit_white.png"}, {"mobs_mc_rabbit_white.png"},
{"mobs_mc_rabbit_white_splotched.png"}, {"mobs_mc_rabbit_white_splotched.png"},
{"mobs_mc_rabbit_salt.png"}, {"mobs_mc_rabbit_salt.png"},
{"mobs_mc_rabbit_black.png"}, {"mobs_mc_rabbit_black.png"},
}, }
visual_size = {x=1.5, y=1.5},
sounds = { local sounds = {
random = "mobs_mc_rabbit_random", random = "mobs_mc_rabbit_random",
damage = "mobs_mc_rabbit_hurt", damage = "mobs_mc_rabbit_hurt",
death = "mobs_mc_rabbit_death", death = "mobs_mc_rabbit_death",
attack = "mobs_mc_rabbit_attack", attack = "mobs_mc_rabbit_attack",
eat = "mobs_mc_animal_eat_generic", eat = "mobs_mc_animal_eat_generic",
distance = 16, distance = 16,
},
makes_footstep_sound = false,
walk_velocity = 1,
run_velocity = 3.7,
follow_velocity = 1.1,
floats = 1,
runaway = true,
jump = true,
drops = {
{name = mobs_mc.items.rabbit_raw, chance = 1, min = 0, max = 1, looting = "common",},
{name = mobs_mc.items.rabbit_hide, chance = 1, min = 0, max = 1, looting = "common",},
{name = mobs_mc.items.rabbit_foot, chance = 10, min = 0, max = 1, looting = "rare", looting_factor = 0.03,},
},
fear_height = 4,
animation = {
speed_normal = 25, speed_run = 50,
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 20,
run_start = 0, run_end = 20,
},
-- Follow (yellow) dangelions, carrots and golden carrots
follow = mobs_mc.follow.rabbit,
view_range = 8,
-- Eat carrots and reduce their growth stage by 1
replace_rate = 10,
replace_what = mobs_mc.replace.rabbit,
on_rightclick = function(self, clicker)
-- Feed, tame protect or capture
if mobs:feed_tame(self, clicker, 1, true, true) then return end
end,
do_custom = function(self)
-- Easter egg: Change texture if rabbit is named “Toast”
if self.nametag == "Toast" and not self._has_toast_texture then
self._original_rabbit_texture = self.base_texture
self.base_texture = { "mobs_mc_rabbit_toast.png" }
self.object:set_properties({ textures = self.base_texture })
self._has_toast_texture = true
elseif self.nametag ~= "Toast" and self._has_toast_texture then
self.base_texture = self._original_rabbit_texture
self.object:set_properties({ textures = self.base_texture })
self._has_toast_texture = false
end
end,
} }
mobs:register_mob("mobs_mc:rabbit", rabbit) local 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",
@ -161,41 +70,20 @@ mobs:spawn_specific(
"MesaBryce", "MesaBryce",
"JungleEdge", "JungleEdge",
"SavannaM", "SavannaM",
},
9,
minetest.LIGHT_MAX+1,
30,
15000,
8,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
--[[
local spawn = {
name = "mobs_mc:rabbit",
neighbors = {"air"},
chance = 15000,
active_object_count = 10,
min_light = 0,
max_light = minetest.LIGHT_MAX+1,
min_height = mobs_mc.spawn_height.overworld_min,
max_height = mobs_mc.spawn_height.overworld_max,
} }
local spawn_desert = table.copy(spawn) local function spawn_rabbit(pos)
spawn_desert.nodes = mobs_mc.spawn.desert local biome_data = minetest.get_biome_data(pos)
spawn_desert.on_spawn = function(self, pos) local biome_name = biome_data and minetest.get_biome_name(biome_data.biome) or ""
local texture = "mobs_mc_rabbit_gold.png" local mob = minetest.add_entity(pos, mob_name)
self.base_texture = { "mobs_mc_rabbit_gold.png" } if not mob then return end
self.object:set_properties({textures = self.base_texture}) local self = mob:get_luaentity()
end
mobs:spawn(spawn_desert)
local spawn_snow = table.copy(spawn)
spawn_snow.nodes = mobs_mc.spawn.snow
spawn_snow.on_spawn = function(self, pos)
local texture local texture
if biome_name:find("Desert") then
texture = "mobs_mc_rabbit_gold.png"
else
local r = math.random(1, 100) local r = math.random(1, 100)
if biome_name:find("Ice") or biome_name:find("snow") or biome_name:find("Cold") then
-- 80% white fur -- 80% white fur
if r <= 80 then if r <= 80 then
texture = "mobs_mc_rabbit_white.png" texture = "mobs_mc_rabbit_white.png"
@ -203,16 +91,7 @@ spawn_snow.on_spawn = function(self, pos)
else else
texture = "mobs_mc_rabbit_white_splotched.png" texture = "mobs_mc_rabbit_white_splotched.png"
end end
self.base_texture = { texture } else
self.object:set_properties({textures = self.base_texture})
end
mobs:spawn(spawn_snow)
local spawn_grass = table.copy(spawn)
spawn_grass.nodes = mobs_mc.spawn.grassland
spawn_grass.on_spawn = function(self, pos)
local texture
local r = math.random(1, 100)
-- 50% brown fur -- 50% brown fur
if r <= 50 then if r <= 50 then
texture = "mobs_mc_rabbit_brown.png" texture = "mobs_mc_rabbit_brown.png"
@ -223,11 +102,117 @@ spawn_grass.on_spawn = function(self, pos)
else else
texture = "mobs_mc_rabbit_black.png" 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) end
]]-- self.base_texture = {texture}
self.object:set_properties({textures = {texture}})
end
local function do_custom_rabbit(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 rabbit = {
description = S("Rabbit"),
type = "animal",
spawn_class = "passive",
passive = true,
reach = 1,
rotate = 270,
hp_min = 3,
hp_max = 3,
xp_min = 1,
xp_max = 3,
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.49, 0.2},
visual = "mesh",
mesh = "mobs_mc_rabbit.b3d",
textures = textures,
visual_size = {x=1.5, y=1.5},
sounds = sounds,
makes_footstep_sound = false,
walk_velocity = 1,
run_velocity = 3.7,
follow_velocity = 1.1,
floats = 1,
runaway = true,
jump = true,
drops = {
{name = mobs_mc.items.rabbit_raw, chance = 1, min = 0, max = 1, looting = "common",},
{name = mobs_mc.items.rabbit_hide, chance = 1, min = 0, max = 1, looting = "common",},
{name = mobs_mc.items.rabbit_foot, chance = 10, min = 0, max = 1, looting = "rare", looting_factor = 0.03,},
},
fear_height = 4,
animation = {
speed_normal = 25, speed_run = 50,
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 20,
run_start = 0, run_end = 20,
},
-- Follow (yellow) dangelions, carrots and golden carrots
follow = mobs_mc.follow.rabbit,
view_range = 8,
-- Eat carrots and reduce their growth stage by 1
replace_rate = 10,
replace_what = mobs_mc.replace.rabbit,
on_rightclick = function(self, clicker)
-- Feed, tame protect or capture
if mobs:feed_tame(self, clicker, 1, true, true) then return end
end,
do_custom = do_custom_rabbit,
spawn = spawn_rabbit
}
mobs:register_mob(mob_name, rabbit)
-- The killer bunny (Only with spawn egg)
local killer_bunny = table.copy(rabbit)
killer_bunny.description = S("Killer Bunny")
killer_bunny.type = "monster"
killer_bunny.spawn_class = "hostile"
killer_bunny.attack_type = "dogfight"
killer_bunny.specific_attack = { "player", "mobs_mc:wolf", "mobs_mc:dog" }
killer_bunny.damage = 8
killer_bunny.passive = false
-- 8 armor points
killer_bunny.armor = 50
killer_bunny.textures = { "mobs_mc_rabbit_caerbannog.png" }
killer_bunny.view_range = 16
killer_bunny.replace_rate = nil
killer_bunny.replace_what = nil
killer_bunny.on_rightclick = nil
killer_bunny.run_velocity = 6
killer_bunny.do_custom = function(self)
if not self._killer_bunny_nametag_set then
self.nametag = S("The Killer Bunny")
self._killer_bunny_nametag_set = true
end
end
mobs:register_mob("mobs_mc:killer_bunny", killer_bunny)
-- Mob spawning rules.
-- Different skins depending on spawn location <- we customized spawn function
mobs:spawn_setup({
name = mob_name,
min_light = 9,
chance = 1000,
aoc = 8,
biomes = biome_list,
group_size_max = 1,
baby_min = 1,
baby_max = 2,
})
-- Spawn egg -- Spawn egg
mobs:register_egg("mobs_mc:rabbit", S("Rabbit"), "mobs_mc_spawn_icon_rabbit.png", 0) mobs:register_egg("mobs_mc:rabbit", S("Rabbit"), "mobs_mc_spawn_icon_rabbit.png", 0)

View File

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

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@ -712,6 +712,11 @@ local trade_inventory = {
elseif listname == "output" then elseif listname == "output" then
if not trader_exists(player:get_player_name()) then if not trader_exists(player:get_player_name()) then
return 0 return 0
-- Begin Award Code
-- May need to be moved if award gets unlocked in the wrong cases.
elseif trader_exists(player:get_player_name()) then
awards.unlock(player:get_player_name(), "mcl:whatAdeal")
-- End Award Code
end end
-- Only allow taking full stack -- Only allow taking full stack
local count = stack:get_count() local count = stack:get_count()

View File

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

View File

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

View File

@ -0,0 +1,4 @@
# textdomain: lightning
@1 was struck by lightning.=@1 fuguèt pica·t·da per lo tròn
Let lightning strike at the specified position or yourself=Pica lo tròn vès una posicion mencionada o sobre vosautr·e·a·s-mema
No position specified and unknown player=Pas de posicion mencionada e jogair·e·a pas conegu·t·da

View File

@ -1,4 +1,4 @@
# textdomain: lightning # textdomain: lightning
@1 was struck by lightning.=@1 a été frappé(e) par la foudre. @1 was struck by lightning.=@1 a été frappé(e) par la foudre.
Let lightning strike at the specified position or yourself=Fait frapper la foudre à la position spécifiée ou sur vous-même Let lightning strike at the specified position or player. No parameter will strike yourself.=Fait frapper la foudre sur la position ou le joueur indiqué. Sans paramètre, la foudre frappera sur vous-même.
No position specified and unknown player=Aucune position spécifiée et joueur inconnu No position specified and unknown player=Aucune position spécifiée et joueur inconnu

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

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@ -0,0 +1,3 @@
# textdomain: mcl_void_damage
The void is off-limits to you!=Lo voeida es defendut per vosautr·e·a·s !
@1 fell into the endless void.=@1 es tombar dins la voeida infinida.

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@ -5,4 +5,4 @@ Error: No weather specified.=Erreur: Aucune météo spécifiée.
Error: Invalid parameters.=Erreur: Paramètres non valides. Error: Invalid parameters.=Erreur: Paramètres non valides.
Error: Duration can't be less than 1 second.=Erreur: La durée ne peut pas être inférieure à 1 seconde. Error: Duration can't be less than 1 second.=Erreur: La durée ne peut pas être inférieure à 1 seconde.
Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.=Erreur: Météo non valide spécifiée. Utilisez "clear" (clair), "rain" (pluie), "snow" (neige) ou "thunder" (tonnerre). Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.=Erreur: Météo non valide spécifiée. Utilisez "clear" (clair), "rain" (pluie), "snow" (neige) ou "thunder" (tonnerre).
Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)=Bascule entre temps clair et temps avec chute (au hasard entre pluie, orage ou neige) Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)=Bascule entre temps clair et temps avec des précipitations (au hasard entre pluie, orage ou neige)

View File

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

View File

@ -611,7 +611,9 @@ do
io.close(file) io.close(file)
if string then if string then
local savetable = minetest.deserialize(string) local savetable = minetest.deserialize(string)
for name, players_stored_data in pairs(savetable.players_stored_data) do local savetable_players_stored_data = savetable and savetable.players_stored_data
if savetable_players_stored_data then
for name, players_stored_data in pairs(savetable_players_stored_data) do
doc.data.players[name] = {} doc.data.players[name] = {}
doc.data.players[name].stored_data = players_stored_data doc.data.players[name].stored_data = players_stored_data
end end
@ -619,6 +621,7 @@ do
end end
end end
end end
end
function doc.save_to_file() function doc.save_to_file()
local savetable = {} local savetable = {}

View File

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

View File

@ -6,12 +6,11 @@
@1/@2 game joins=@1/@2 sessions @1/@2 game joins=@1/@2 sessions
@1/@2 placed=@1/@2 mis @1/@2 placed=@1/@2 mis
@1 (got)=@1 (obtenu) @1 (got)=@1 (obtenu)
@1: @1=@1: @1 @1: @2=@1: @2
@1s awards:=Récompenses de @1: @1s awards:=Récompenses de @1:
(Secret Award)=(Récompense Secrètte) (Secret Award)=(Récompense Secrètte)
<achievement ID>=<Succès ID> <achievement ID>=<Succès ID>
<name>=<nom> <name>=<nom>
A Cat in a Pop-Tart?!=Un chat beurré ?!
Achievement gotten!=Succès obtenu ! Achievement gotten!=Succès obtenu !
Achievement gotten:=Succès obtenu : Achievement gotten:=Succès obtenu :
Achievement gotten: @1=Succès obtenu : @1 Achievement gotten: @1=Succès obtenu : @1
@ -28,9 +27,9 @@ Join the game.=Rejoignez le jeu.
List awards in chat (deprecated)=Liste des récompenses dans le chat (obsolète) List awards in chat (deprecated)=Liste des récompenses dans le chat (obsolète)
Place a block: @1=Placer un bloc: @1 Place a block: @1=Placer un bloc: @1
Place blocks: @1×@2=Placer des blocs: @1×@2 Place blocks: @1×@2=Placer des blocs: @1×@2
Secret Achievement gotten!=Succès secret obtenu ! Secret achievement gotten!=Succès secret obtenu !
Secret Achievement gotten:=Succès secret obtenu : Secret achievement gotten:=Succès secret obtenu :
Secret Achievement gotten: @1=Succès secret obtenu : @1 Secret achievement gotten: @1=Succès secret obtenu : @1
Show details of an achievement=Afficher les détails d'un succès Show details of an achievement=Afficher les détails d'un succès
Show, clear, disable or enable your achievements=Affichez, effacez, désactivez ou activez vos succès Show, clear, disable or enable your achievements=Affichez, effacez, désactivez ou activez vos succès
Get this achievement to find out what it is.=Obtenez ce succès pour découvrir de quoi il s'agit. Get this achievement to find out what it is.=Obtenez ce succès pour découvrir de quoi il s'agit.

View File

@ -101,6 +101,18 @@ awards.register_achievement("mcl:bookcase", {
} }
}) })
awards.register_achievement("mcl:buildIronPickaxe", {
title = S("Isn't It Iron Pick"),
-- TODO: This achievement should support all non-wood pickaxes
description = S("Craft a iron pickaxe using sticks and iron."),
icon = "default_tool_steelpick.png",
trigger = {
type = "craft",
item = "mcl_tools:pick_iron",
target = 1
}
})
-- Item pickup achievements: These are awarded when picking up a certain item. -- Item pickup achievements: These are awarded when picking up a certain item.
-- The achivements are manually given in the mod mcl_item_entity. -- The achivements are manually given in the mod mcl_item_entity.
awards.register_achievement("mcl:diamonds", { awards.register_achievement("mcl:diamonds", {
@ -125,6 +137,24 @@ awards.register_achievement("mcl:mineWood", {
icon = "default_tree.png", icon = "default_tree.png",
}) })
awards.register_achievement("mcl:whosCuttingOnions", {
title = S("Who is Cutting Onions?"),
description = S("Pick up a crying obsidian from the floor."),
icon = "default_obsidian.png^mcl_core_crying_obsidian.png",
})
awards.register_achievement("mcl:hiddenInTheDepths", {
title = S("Hidden in the Depths"),
description = S("Pick up an Ancient Debris from the floor."),
icon = "mcl_nether_ancient_debris_side.png",
})
awards.register_achievement("mcl:notQuiteNineLives", {
title = S('Not Quite "Nine" Lives'),
description = S("Charge a Respawn Anchor to the maximum."),
icon = "respawn_anchor_side4.png",
})
-- Smelting achivements: These are awarded when picking up an item from a furnace -- Smelting achivements: These are awarded when picking up an item from a furnace
-- output. They are given in mcl_furnaces. -- output. They are given in mcl_furnaces.
awards.register_achievement("mcl:acquireIron", { awards.register_achievement("mcl:acquireIron", {
@ -163,6 +193,73 @@ awards.register_achievement("mcl:buildNetherPortal", {
icon = "default_obsidian.png", icon = "default_obsidian.png",
}) })
awards.register_achievement("mcl:enterEndPortal", {
title = S("The End?"),
description = S("Or the beginning?\nHint: Enter an end portal."),
icon = "mcl_end_end_stone.png",
})
-- Triggered in mcl_totems
awards.register_achievement("mcl:postMortal", {
title = S("Postmortal"),
description = S("Use a Totem of Undying to cheat death."),
icon = "mcl_totems_totem.png",
})
-- Triggered in mcl_beds
awards.register_achievement("mcl:sweetDreams", {
title = S("Sweet Dreams"),
description = S("Sleep in a bed to change your respawn point."),
icon = "mcl_beds_bed_red.png",
})
-- Triggered in mcl_smithing_table
awards.register_achievement("mcl:seriousDedication", {
title = S("Serious Dedication"),
description = S("Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices."),
icon = "farming_tool_netheritehoe.png",
})
-- Triggered in mobs_mc
awards.register_achievement("mcl:whatAdeal", {
title = S("What A Deal!"),
description = S("Successfully trade with a Villager."),
icon = "mcl_core_emerald.png",
})
-- Triggered in mcl_fishing
awards.register_achievement("mcl:fishyBusiness", {
title = S("Fishy Business"),
description = S("Catch a fish. \nHint: Catch a fish, salmon, clownfish, or pufferfish."),
icon = "mcl_fishing_fishing_rod.png",
})
-- Armor Advancements
--[[awards.register_achievement("mcl:suitUp", {
title = S("Suit Up"),
description = S("Protect yourself with a piece of iron armor."),
icon = "mcl_armor_inv_chestplate_iron.png",
})]]--
--[[awards.register_achievement("mcl:coverMeDiamonds", {
title = S("Cover Me with Diamonds"),
description = S("Diamond armor saves lives."),
icon = "mcl_armor_inv_chestplate_diamond.png",
})]]--
--[[awards.register_achievement("mcl:coverMeDebris", {
title = S("Cover Me in Debris"),
description = S("Get a full suit of Netherite armor."),
icon = "mcl_armor_inv_chestplate_netherite.png",
})]]--
-- Triggered in extra_mobs
awards.register_achievement("mcl:tacticalFishing", {
title = S("Tactical Fishing"),
description = S("Catch a fish... without a fishing rod!"),
icon = "pufferfish_bucket.png",
})
-- NON-PC ACHIEVEMENTS (XBox, Pocket Edition, etc.) -- NON-PC ACHIEVEMENTS (XBox, Pocket Edition, etc.)
if non_pc_achievements then if non_pc_achievements then

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=Dispenser de ça Dispense With This=Dispensé de ça
Eat a cooked porkchop.=Mangez du porc cuit. Eat a cooked porkchop.=Mangez du porc cuit.
Eat a cooked rabbit.=Mangez du lapin cuit. Eat a cooked rabbit.=Mangez du lapin cuit.
Get really desperate and eat rotten flesh.=Soyez vraiment désespéré et mangez de la chair pourrie. Get really desperate and eat rotten flesh.=Soyez vraiment désespéré et mangez de la chair pourrie.
@ -47,3 +47,31 @@ Use a crafting table to craft a wooden hoe from wooden planks and sticks.=Utilis
Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Utilisez un établi pour fabriquer une pioche en bois à partir de planches et de bâtons en bois. Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Utilisez un établi pour fabriquer une pioche en bois à partir de planches et de bâtons en bois.
Use obsidian and a fire starter to construct a Nether portal.=Utilisez de l'obsidienne et un briquet pour construire un portail du Nether. Use obsidian and a fire starter to construct a Nether portal.=Utilisez de l'obsidienne et un briquet pour construire un portail du Nether.
Use wheat to craft a bread.=Utilisez du blé pour fabriquer un pain. Use wheat to craft a bread.=Utilisez du blé pour fabriquer un pain.
Stone Age=L'Age de Pierre
Mine a stone with new pickaxe.=Miner de la roche avec une nouvelle pioche
Hot Stuff=Chaud Devant !
Put lava in a bucket.=Remplir un Seau de lave
Ice Bucket Challenge=Le défi du seau d'eau glacée
Obtain an obsidian block.=Obtenir un bloc d'obsidienne
Isn't It Iron Pick=Bonne Pioche !
Craft a iron pickaxe using sticks and iron.=Fabriquer une pioche de fer avec des batons et du fer
Who is Cutting Onions?=Qui épluche des oignons ?
Pick up a crying obsidian from the floor.=Ramasser une obsidienne pleureuse sur le sol.
Hidden in the Depths=Caché dans les profondeurs
Pick up an Ancient Debris from the floor.=Ramasser un Ancien Débris
Not Quite "Nine" Lives=Presque "neuf" vies
Charge a Respawn Anchor to the maximum.=Charger une Ancre de Réapparition au maximum.
The End?=L'End ?
Or the beginning?\nHint: Enter an end portal.=Ou le commencement ?\nAstuce : Entrer dans un portail de l'End.
Postmortal=Aux frontières de la mort
Use a Totem of Undying to cheat death.=Utiliser un Totem d'imortalité pour tromper la mort.
Sweet Dreams=Bonne nuit les petits
Sleep in a bed to change your respawn point.=Dormez dans un lit pour changer votre point de réapparition.
Serious Dedication=Sérieux dévouement
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=Utilisez un lingot de netherite pour améliorez une houe, puis réévaluez complètement vos choix de vie.
Fishy Business=Merci pour le poisson
Catch a fish. \nHint: Catch a fish, salmon, clownfish, or pufferfish.=Attrapez un poisson. \nAstuce : attrapez un poisson, saumon, poisson-clown, ou poisson-globe.
What A Deal!=Adjugé, Vendu !
Successfully trade with a Villager.=Commercez avec succès avec un villageois.
Tactical Fishing=Pêche tactique
Catch a fish... without a fishing rod=Attrapez un poisson... sans canne à pêche

View File

@ -53,3 +53,25 @@ Hot Stuff=
Put lava in a bucket.= Put lava in a bucket.=
Ice Bucket Challenge= Ice Bucket Challenge=
Obtain an obsidian block.= Obtain an obsidian block.=
Isn't It Iron Pick=
Craft a iron pickaxe using sticks and iron.=
Who is Cutting Onions?=
Pick up a crying obsidian from the floor.=
Hidden in the Depths=
Pick up an Ancient Debris from the floor.=
Not Quite "Nine" Lives=
Charge a Respawn Anchor to the maximum.=
The End?=
Or the beginning?\nHint: Enter an end portal.=
Postmortal=
Use a Totem of Undying to cheat death.=
Sweet Dreams=
Sleep in a bed to change your respawn point.=
Serious Dedication=
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=
Fishy Business=
Catch a fish. \nHint: Catch a fish, salmon, clownfish, or pufferfish.=
What A Deal!=
Successfully trade with a Villager.=
Tactical Fishing=
Catch a fish... without a fishing rod=

View File

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

View File

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

View File

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

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@ -33,7 +33,6 @@
@1 was roasted in dragon breath by @2= @1 was roasted in dragon breath by @2=
@1 withered away= @1 withered away=
@1 withered away whilst fighting @2= @1 withered away whilst fighting @2=
@1 was killed by magic=
@1 was shot by a skull from @2= @1 was shot by a skull from @2=
@1 was squashed by a falling anvil= @1 was squashed by a falling anvil=
@1 was squashed by a falling anvil whilst fighting @2= @1 was squashed by a falling anvil whilst fighting @2=
@ -41,8 +40,6 @@
@1 was squashed by a falling block whilst fighting @2= @1 was squashed by a falling block whilst fighting @2=
@1 was slain by @2= @1 was slain by @2=
@1 was slain by @2 using @3= @1 was slain by @2 using @3=
@1 was slain by @2=
@1 was slain by @2 using @3=
@1 was shot by @2= @1 was shot by @2=
@1 was shot by @2 using @3= @1 was shot by @2 using @3=
@1 was fireballed by @2= @1 was fireballed by @2=

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

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@ -1,14 +1,20 @@
local refresh_interval = .63 local refresh_interval = .63
local huds = {} local huds = {}
local default_debug = 3 local default_debug = 5
local after = minetest.after local after = minetest.after
local get_connected_players = minetest.get_connected_players local get_connected_players = minetest.get_connected_players
local get_biome_name = minetest.get_biome_name local get_biome_name = minetest.get_biome_name
local get_biome_data = minetest.get_biome_data local get_biome_data = minetest.get_biome_data
local get_node = minetest.get_node
local format = string.format local format = string.format
local table_concat = table.concat
local floor = math.floor
local minetest_get_gametime = minetest.get_gametime
local get_voxel_manip = minetest.get_voxel_manip
local min1, min2, min3 = mcl_mapgen.overworld.min, mcl_mapgen.end_.min, mcl_mapgen.nether.min local min1, min2, min3 = mcl_mapgen.overworld.min, mcl_mapgen.end_.min, mcl_mapgen.nether.min
local max1, max2, max3 = mcl_mapgen.overworld.max, mcl_mapgen.end_.max, mcl_mapgen.nether.max + 128 local max1, max2, max3 = mcl_mapgen.overworld.max, mcl_mapgen.end_.max, mcl_mapgen.nether.max + 128
local CS = mcl_mapgen.CS_NODES
local modname = minetest.get_current_modname() local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname) local modpath = minetest.get_modpath(modname)
@ -17,6 +23,7 @@ local storage = minetest.get_mod_storage()
local player_dbg = minetest.deserialize(storage:get_string("player_dbg") or "return {}") or {} local player_dbg = minetest.deserialize(storage:get_string("player_dbg") or "return {}") or {}
local function get_text(pos, bits) local function get_text(pos, bits)
local pos = pos
local bits = bits local bits = bits
if bits == 0 then return "" end if bits == 0 then return "" end
local y = pos.y local y = pos.y
@ -27,16 +34,42 @@ local function get_text(pos, bits)
elseif y >= min2 and y <= max2 then elseif y >= min2 and y <= max2 then
y = y - min2 y = y - min2
end end
local will_show_mapgen_status = bits % 8 > 3
local will_show_coordinates = bits % 4 > 1
local will_show_biome_name = bits % 2 > 0
local will_be_shown = {}
if will_show_biome_name then
local biome_data = get_biome_data(pos) local biome_data = get_biome_data(pos)
local biome_name = biome_data and get_biome_name(biome_data.biome) or "No biome" local biome_name = biome_data and get_biome_name(biome_data.biome) or "No biome"
local text will_be_shown[#will_be_shown + 1] = biome_name
if bits == 1 then
text = biome_name
elseif bits == 2 then
text = format("x:%.1f y:%.1f z:%.1f", pos.x, y, pos.z)
elseif bits == 3 then
text = format("%s x:%.1f y:%.1f z:%.1f", biome_name, pos.x, y, pos.z)
end end
if will_show_coordinates then
local coordinates = format("x:%.1f y:%.1f z:%.1f", pos.x, y, pos.z)
will_be_shown[#will_be_shown + 1] = coordinates
end
if will_show_mapgen_status then
local pos_x = floor(pos.x)
local pos_y = floor(pos.y)
local pos_z = floor(pos.z)
local c = 0
for x = pos_x - CS, pos_x + CS, CS do
for y = pos_y - CS, pos_y + CS, CS do
for z = pos_z - CS, pos_z + CS, CS do
local pos = {x = x, y = y, z = z}
get_voxel_manip():read_from_map(pos, pos)
local node = get_node(pos)
if node.name ~= "ignore" then c = c + 1 end
end
end
end
local p = floor(c / 27 * 100 + 0.5)
local status = format("Generated %u%% (%u/27 chunks)", p, c)
will_be_shown[#will_be_shown + 1] = status
end
local text = table_concat(will_be_shown, ' ')
return text return text
end end
@ -82,14 +115,14 @@ minetest.register_on_authplayer(function(name, ip, is_success)
end) end)
minetest.register_chatcommand("debug",{ minetest.register_chatcommand("debug",{
description = S("Set debug bit mask: 0 = disable, 1 = biome name, 2 = coordinates, 3 = all"), description = S("Set debug bit mask: 0 = disable, 1 = biome name, 2 = coordinates, 4 = mapgen status, 7 = all"),
func = function(name, params) func = function(name, params)
local dbg = math.floor(tonumber(params) or default_debug) local dbg = math.floor(tonumber(params) or default_debug)
if dbg < 0 or dbg > 3 then if dbg < 0 or dbg > 7 then
minetest.chat_send_player(name, S("Error! Possible values are integer numbers from @1 to @2", 0, 3)) minetest.chat_send_player(name, S("Error! Possible values are integer numbers from @1 to @2", 0, 7))
return return
end end
if dbg == default_dbg then if dbg == default_debug then
player_dbg[name] = nil player_dbg[name] = nil
else else
player_dbg[name] = dbg player_dbg[name] = dbg

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@ -0,0 +1,4 @@
# textdomain: mcl_info
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 4 @= mapgen status, 7 @= all=Réglage du masque de débugage : 0 @= désactiver, 1 @= nom de biome, 2 @= coordonnées, 4 @= mapgen status, 7 @= tout=
Error! Possible values are integer numbers from @1 to @2=Erreur ! Les valeurs autorisées sont des nombres entiers de @1 à @2
Debug bit mask set to @1=Masque de débugage réglé à @1

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@ -1,4 +1,4 @@
# textdomain: mcl_info # textdomain: mcl_info
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=Установка отладочной битовой маски: 0 @= отключить, 1 @= биом, 2 @= координаты, 3 @= всё Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 4 @= mapgen status, 7 @= all=Установка отладочной битовой маски: 0 @= отключить, 1 @= биом, 2 @= координаты, 4 @= состояние мапгена, 7 @= всё
Error! Possible values are integer numbers from @1 to @2=Ошибка! Допустимые значения - целые числа от @1 до @2 Error! Possible values are integer numbers from @1 to @2=Ошибка! Допустимые значения - целые числа от @1 до @2
Debug bit mask set to @1=Отладочной битовой маске присвоено значение @1 Debug bit mask set to @1=Отладочной битовой маске присвоено значение @1

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@ -1,4 +1,4 @@
# textdomain: mcl_info # textdomain: mcl_info
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all= Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 4 @= mapgen status, 7 @= all=
Error! Possible values are integer numbers from @1 to @2= Error! Possible values are integer numbers from @1 to @2=
Debug bit mask set to @1= Debug bit mask set to @1=

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@ -339,14 +339,6 @@ function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size,
if name == "inv" then if name == "inv" then
inv_bg = "crafting_inventory_creative_survival.png" inv_bg = "crafting_inventory_creative_survival.png"
-- Show armor and player image
local player_preview
if minetest.settings:get_bool("3d_player_preview", true) then
player_preview = mcl_player.get_player_formspec_model(player, 3.9, 1.4, 1.2333, 2.4666, "")
else
player_preview = "image[3.9,1.4;1.2333,2.4666;"..mcl_player.player_get_preview(player).."]"
end
-- Background images for armor slots (hide if occupied) -- Background images for armor slots (hide if occupied)
local armor_slot_imgs = "" local armor_slot_imgs = ""
local inv = player:get_inventory() local inv = player:get_inventory()
@ -386,8 +378,7 @@ function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size,
armor_slot_imgs.. armor_slot_imgs..
-- player preview -- player preview
player_preview.. mcl_player.get_player_formspec_model(player, 3.9, 1.4, 1.2333, 2.4666, "")..
-- crafting guide button -- crafting guide button
"image_button[9,1;1,1;craftguide_book.png;__mcl_craftguide;]".. "image_button[9,1;1,1;craftguide_book.png;__mcl_craftguide;]"..
"tooltip[__mcl_craftguide;"..F(S("Recipe book")).."]".. "tooltip[__mcl_craftguide;"..F(S("Recipe book")).."]"..

View File

@ -61,14 +61,6 @@ local function set_inventory(player, armor_change_only)
inv:set_width("craft", 2) inv:set_width("craft", 2)
inv:set_size("craft", 4) inv:set_size("craft", 4)
-- Show armor and player image
local player_preview
if minetest.settings:get_bool("3d_player_preview", true) then
player_preview = mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "")
else
player_preview = "image[1.1,0.2;2,4;"..mcl_player.player_get_preview(player).."]"
end
local armor_slots = {"helmet", "chestplate", "leggings", "boots"} local armor_slots = {"helmet", "chestplate", "leggings", "boots"}
local armor_slot_imgs = "" local armor_slot_imgs = ""
for a=1,4 do for a=1,4 do
@ -83,7 +75,7 @@ local function set_inventory(player, armor_change_only)
local form = "size[9,8.75]".. local form = "size[9,8.75]"..
"background[-0.19,-0.25;9.41,9.49;crafting_formspec_bg.png]".. "background[-0.19,-0.25;9.41,9.49;crafting_formspec_bg.png]"..
player_preview.. mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "")..
--armor --armor
"list[current_player;armor;0,0;1,1;1]".. "list[current_player;armor;0,0;1,1;1]"..
"list[current_player;armor;0,1;1,1;2]".. "list[current_player;armor;0,1;1,1;2]"..

View File

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

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

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

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

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

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

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

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

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

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

View File

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

View File

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

View File

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

View File

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

View File

@ -0,0 +1,19 @@
# textdomain: mcl_amethyst
Amethyst Cluster= Abarolada d'Ametista
Amethyst Cluster is the final growth of amethyst bud.= L'Abarolada d'Ametista es l'etapa fin finala de creissança dau borron d'ametista.
Amethyst Shard= Esclap d'Ametista
An amethyst shard is a crystalline mineral.= Un Esclap d'Ametista es un minerau cristallin.
Block of Amethyst= Blòc d'Ametista
Budding Amethyst= Ametista Borronanta
Calcite= Calcita
Calcite can be found as part of amethyst geodes.= La Calcita pòt se trobar dins una geòda d'ametista.
Large Amethyst Bud= Borron d'Ametista Bèl
Large Amethyst Bud is the third growth of amethyst bud.= Lo Borron d'Ametista Bèl es la tresèima etapa de creissança dau borron d'ametista.
Medium Amethyst Bud= Borron d'Ametista Mejan
Medium Amethyst Bud is the second growth of amethyst bud.= Lo Borron d'Ametista Mejan es la segonda etapa de creissança dau borron d'ametista.
Small Amethyst Bud= Borron d'Ametista Pichòt
Small Amethyst Bud is the first growth of amethyst bud.= Lo Borron d'Ametista Pichòt es la pormèira etapa de creissança dau borron d'ametista.
The Block of Amethyst is a decoration block crafted from amethyst shards.= Lo Blòc d'Ametista es un blòc de decoracion fabricat dempuèi d'esclaps d'ametista.
The Budding Amethyst can grow amethyst= L'Ametista Borronanta pòt créisser l'ametista.
Tinted Glass= Veire Tintat
Tinted Glass is a type of glass which blocks lights while it is visually transparent.= Lo Veire Tintat es un tipe de veire que barra la lutz en estant clarent.

288
mods/ITEMS/mcl_armor/API.md Normal file
View File

@ -0,0 +1,288 @@
# mcl_armor
This mod implements the ability of registering armors.
## Registering an Armor Set
The `mcl_armor.register_set()` function aims to simplify the process of registering a full set of armor.
This function register four pieces of armor (head, torso, leggings, feets) based on a definition table:
```lua
mcl_armor.register_set({
--name of the armor material (used for generating itemstrings)
name = "dummy_armor",
--description of the armor material
--do NOT translate this string, it will be concatenated will each piece of armor's description and result will be automatically fetched from your mod's translation files
description = "Dummy Armor",
--overide description of each armor piece
--do NOT localize this string
descriptions = {
head = "Cap", --default: "Helmet"
torso = "Tunic", --default: "Chestplate"
legs = "Pants", --default: "Leggings"
feet = "Shoes", --default: "Boots"
},
--this is used to calculate each armor piece durability with the minecraft algorithm
--head durability = durability * 0.6857 + 1
--torso durability = durability * 1.0 + 1
--legs durability = durability * 0.9375 + 1
--feet durability = durability * 0.8125 + 1
durability = 80,
--this is used then you need to specify the durability of each piece of armor
--this field have the priority over the durability one
--if the durability of some pieces of armor isn't specified in this field, the durability field will be used insteed
durabilities = {
head = 200,
torso = 500,
legs = 400,
feet = 300,
},
--this define how good enchants you will get then enchanting one piece of the armor in an enchanting table
--if set to zero or nil, the armor will not be enchantable
enchantability = 15,
--this define how much each piece of armor protect the player
--these points will be shown in the HUD (chestplate bar above the health bar)
points = {
head = 1,
torso = 3,
legs = 2,
feet = 1,
},
--this attribute reduce strong damage even more
--See https://minecraft.fandom.com/wiki/Armor#Armor_toughness for more explanations
--default: 0
toughness = 2,
--this field is used to specify some items groups that will be added to each piece of armor
--please note that some groups do NOT need to be added by hand, because they are already handeled by the register function:
--(armor, combat_armor, armor_<element>, combat_armor_<element>, mcl_armor_points, mcl_armor_toughness, mcl_armor_uses, enchantability)
groups = {op_armor = 1},
--specify textures that will be overlayed on the entity wearing the armor
--these fields have default values and its recommanded to keep the code clean by just using the default name for your textures
textures = {
head = "dummy_texture.png", --default: "<modname>_helmet_<material>.png"
torso = "dummy_texture.png", --default: "<modname>_chestplate_<material>.png"
legs = "dummy_texture.png", --default: "<modname>_leggings_<material>.png"
feet = "dummy_texture.png", --default: "<modname>_boots_<material>.png"
},
--you can also define these fields as functions, that will be called each time the API function mcl_armor.update(obj) is called (every time you equip/unequip some armor piece, take damage, and more)
--note that the enchanting overlay will not appear unless you implement it in the function
--this allow to make armors where the textures change whitout needing to register many other armors with different textures
textures = {
head = function(obj, itemstack)
if mcl_enchanting.is_enchanted(itemstack) then
return "dummy_texture.png^"..mcl_enchanting.overlay
else
return "dummy_texture.png"
end
end,
},
--inventory textures aren't definable using a table similar to textures or previews
--you are forced to use the default texture names which are:
--head: "<modname>_inv_helmet_<material>.png
--torso: "<modname>_inv_chestplate_<material>.png
--legs: "<modname>_inv_leggings_<material>.png
--feet: "<modname>_inv_boots_<material>.png
--this callback table allow you to define functions that will be called each time an entity equip an armor piece or the mcl_armor.on_equip() function is called
--the functions accept two arguments: obj and itemstack
on_equip_callbacks = {
head = function(obj, itemstack)
--do stuff
end,
},
--this callback table allow you to define functions that will be called each time an entity unequip an armor piece or the mcl_armor.on_unequip() function is called
--the functions accept two arguments: obj and itemstack
on_unequip_callbacks = {
head = function(obj, itemstack)
--do stuff
end,
},
--this callback table allow you to define functions that will be called then an armor piece break
--the functions accept one arguments: obj
--the itemstack isn't sended due to how minetest handle items which have a zero durability
on_break_callbacks = {
head = function(obj)
--do stuff
end,
},
--this is used to generate automaticaly armor crafts based on each element type folowing the regular minecraft pattern
--if set to nil no craft will be added
craft_material = "mcl_mobitems:leather",
--this is used to generate cooking crafts for each piece of armor
--if set to nil no craft will be added
cook_material = "mcl_core:gold_nugget", --cooking any piece of this armor will output a gold nugged
--this is used for allowing each piece of the armor to be repaired by using an anvil with repair_material as aditionnal material
--it basicaly set the _repair_material item field of each piece of the armor
--if set to nil no repair material will be added
repair_material = "mcl_core:iron_ingot",
})
```
## Creating an Armor Piece
If you don't want to register a full set of armor, then you will need to manually register your own single item.
```lua
minetest.register_tool("dummy_mod:random_armor", {
description = S("Random Armor"),
--these two item fields are used for ingame documentation
--the mcl_armor.longdesc and mcl_armor.usage vars contains the basic usage and purpose of a piece of armor
--these vars may not be enough for that you want to do, so you may add some extra informations like that:
--_doc_items_longdesc = mcl_armor.longdesc.." "..S("Some extra informations.")
_doc_items_longdesc = mcl_armor.longdesc,
_doc_items_usagehelp = mcl_armor.usage,
--this field is similar to any item definition in minetest
--it just set the image shown then the armor is dropped as an item or inside an inventory
inventory_image = "mcl_armor_inv_elytra.png",
--this field is used by minetest internally and also by some helper functions
--in order for the tool to be shown is the right creative inventory tab, the right groups should be added
--"mcl_armor_uses" is required to give your armor a durability
--in that case, the armor can be worn by 10 points before breaking
--if you want the armor to be enchantable, you should also add the "enchantability" group, with the highest number the better enchants you can apply
groups = {armor = 1, non_combat_armor = 1, armor_torso = 1, non_combat_torso = 1, mcl_armor_uses = 10},
--this table is used by minetest for seraching item specific sounds
--the _mcl_armor_equip and _mcl_armor_unequip are used by the armor implementation to play sounds on equip and unequip
--note that you don't need to provide any file extention
sounds = {
_mcl_armor_equip = "mcl_armor_equip_leather",
_mcl_armor_unequip = "mcl_armor_unequip_leather",
},
--these fields should be initialised like that in most cases
--mcl_armor.equip_on_use is a function that try to equip the piece of armor you have in hand inside the right armor slot if the slot is empty
on_place = mcl_armor.equip_on_use,
on_secondary_use = mcl_armor.equip_on_use,
--this field define that the tool is ACTUALLY an armor piece and in which armor slot you can put it
--it should be set to "head", "torso", "legs" or "feet"
_mcl_armor_element = "torso",
--this field is used to provide the texture that will be overlayed on the object (player or mob) skin
--this field can be a texture name or a function that will be called each time the mcl_armor.update(obj) function is called
--see the mcl_armor.register_set() documentation for more explanations
_mcl_armor_texture = "mcl_armor_elytra.png"
--callbacks
--see the mcl_armor.register_set() documentation for more explanations
_on_equip = function(obj, itemstack)
end,
_on_unequip = function(obj, itemstack)
end,
_on_break = function(obj)
end,
})
```
## Interacting with Armor of an Entity
Mods may want to interact with armor of an entity.
Most global functions not described here may not be stable or may be for internal use only.
You can equip a piece of armor on an entity inside a mod by using `mcl_armor.equip()`.
```lua
--itemstack: an itemstack containing the armor piece to equip
--obj: the entity you want to equip the armor on
--swap: boolean, force equiping the armor piece, even if the entity already have one of the same type
mcl_armor.equip(itemstack, obj, swap)
```
You can update the entity apparence by using `mcl_armor.update()`.
This function put the armor overlay on the object's base texture.
If the object is player it will update his displayed armor points count in HUD.
This function will work both on players and mobs.
```lua
--obj: the entity you want the apparence to be updated
mcl_armor.update(obj)
```
## Handling Enchantments
Armors can be enchanted in most cases.
The enchanting part of MineClone2 is separated from the armor part, but closely linked.
Existing armor enchantments in Minecraft improve most of the time how the armor protect the entity from damage.
The `mcl_armor.register_protection_enchantment()` function aims to simplificate the creation of such enchants.
```lua
mcl_armor.register_protection_enchantment({
--this field is the id that will be used for registering enchanted book and store the enchant inside armor metadata.
--(his internal name)
id = "magic_protection",
--visible name of the enchant
--this field is used as the name of registered enchanted book and inside armor tooltip
--translation should be added
name = S("Magic Protection"),
--this field is used to know that the enchant currently do
--translation should be added
description = S("Reduces magic damage."),
--how many levels can the enchant have
--ex: 4 => I, II, III, IV
--default: 4
max_level = 4,
--which enchants this enchant will not be compatible with
--each of these values is a enchant id
incompatible = {blast_protection = true, fire_protection = true, projectile_protection = true},
--how much will the enchant consume from the enchantability group of the armor item
--default: 5
weight = 5,
--false => the enchant can be obtained in an enchanting table
--true => the enchant isn't obtainable in the enchanting table
--is true, you will probably need to implement some ways to obtain it
--even it the field is named "treasure", it will be no way to find it
--default: false
treasure = false,
--how much will damage be reduced
--see Minecraft Wiki for more informations
--https://minecraft.gamepedia.com/Armor#Damage_protection
--https://minecraft.gamepedia.com/Armor#Enchantments
factor = 1,
--restrict damage to one type
--allow the enchant to only protect of one type of damage
damage_type = "magic",
--restrict damage to one category
--allow to protect from many type of damage at once
--this is much less specific than damage_type and also much more customisable
--the "is_magic" flag is used in the "magic", "dragon_breath", "wither_skull" and "thorns" damage types
--you can checkout the mcl_damage source code for a list of availlable damage types and associated flags
--but be warned that mods can register additionnal damage types
damage_flag = "is_magic",
})
```

View File

@ -94,7 +94,6 @@ function mcl_armor.register_set(def)
local on_unequip_callbacks = def.on_unequip_callbacks or {} local on_unequip_callbacks = def.on_unequip_callbacks or {}
local on_break_callbacks = def.on_break_callbacks or {} local on_break_callbacks = def.on_break_callbacks or {}
local textures = def.textures or {} local textures = def.textures or {}
local previews = def.previews or {}
local durabilities = def.durabilities or {} local durabilities = def.durabilities or {}
local element_groups = def.element_groups or {} local element_groups = def.element_groups or {}
@ -134,8 +133,7 @@ function mcl_armor.register_set(def)
_on_break = on_break_callbacks[name] or def.on_break, _on_break = on_break_callbacks[name] or def.on_break,
_mcl_armor_element = name, _mcl_armor_element = name,
_mcl_armor_texture = textures[name] or modname .. "_" .. itemname .. ".png", _mcl_armor_texture = textures[name] or modname .. "_" .. itemname .. ".png",
_mcl_armor_preview = previews[name] or modname .. "_" .. itemname .. "_preview.png", _mcl_upgradable = def.upgradable
_mcl_upgradable = def.upgradable,
}) })
if def.craft_material then if def.craft_material then
@ -222,17 +220,6 @@ function mcl_armor.update(obj)
end end
end end
local preview = def._mcl_armor_preview
if obj:is_player() and preview then
if type(preview) == "function" then
preview = preview(obj, itemstack)
end
if preview then
info.preview = "(player.png^[opacity:0^" .. def._mcl_armor_preview .. ")" .. (info.preview and "^" .. info.preview or "" )
end
end
info.points = info.points + minetest.get_item_group(itemname, "mcl_armor_points") info.points = info.points + minetest.get_item_group(itemname, "mcl_armor_points")
local mob_range_mob = def._mcl_armor_mob_range_mob local mob_range_mob = def._mcl_armor_mob_range_mob
@ -255,8 +242,6 @@ function mcl_armor.update(obj)
info.texture = info.texture or "blank.png" info.texture = info.texture or "blank.png"
if obj:is_player() then if obj:is_player() then
info.preview = info.preview or "blank.png"
mcl_armor.update_player(obj, info) mcl_armor.update_player(obj, info)
else else
local luaentity = obj:get_luaentity() local luaentity = obj:get_luaentity()

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@ -6,18 +6,44 @@ Iron Helmet=Casque de Fer
Golden Helmet=Casque d'Or Golden Helmet=Casque d'Or
Diamond Helmet=Casque de Diamant Diamond Helmet=Casque de Diamant
Chain Helmet=Casque de Mailles Chain Helmet=Casque de Mailles
Netherite Helmet=Casque de Netherite
Leather Tunic=Tunique en Cuir Leather Tunic=Tunique en Cuir
Iron Chestplate=Plastron de Fer Iron Chestplate=Plastron de Fer
Golden Chestplate=Plastron d'Or Golden Chestplate=Plastron d'Or
Diamond Chestplate=Plastron de Diamant Diamond Chestplate=Plastron de Diamant
Chain Chestplate=Cotte de Mailles Chain Chestplate=Cotte de Mailles
Netherite Chestplate=Plastron de Netherite
Leather Pants=Pantalon de Cuir Leather Pants=Pantalon de Cuir
Iron Leggings=Jambières de Fer Iron Leggings=Jambières de Fer
Golden Leggings=Jambières d'Or Golden Leggings=Jambières d'Or
Diamond Leggings=Jambières de Diamant Diamond Leggings=Jambières de Diamant
Chain Leggings=Jambières de Mailles Chain Leggings=Jambières de Mailles
Netherite Leggings=Jambières de Netherite
Leather Boots=Bottes de Cuir Leather Boots=Bottes de Cuir
Iron Boots=Bottes de Fer Iron Boots=Bottes de Fer
Golden Boots=Bottes d'Or Golden Boots=Bottes d'Or
Diamond Boots=Bottes de Diamant Diamond Boots=Bottes de Diamant
Chain Boots=Bottes de Mailles Chain Boots=Bottes de Mailles
Netherite Boots=Bottes de Netherite
Elytra=Élytres
#Translations of enchantements
Increases underwater mining speed.=Augmente la vitesse de minage sous-marine.
Blast Protection=Protection contre les explosions
Reduces explosion damage and knockback.=Réduit les dégâts d'explosion et de recul.
Curse of Binding=Malédiction du lien éternel
Item cannot be removed from armor slots except due to death, breaking or in Creative Mode.=L'objet ne peut pas être retiré des emplacements d'armure sauf en cas de mort, de rupture ou en mode créatif.
Feather Falling=Chute amortie
Reduces fall damage.=Réduit les dégats de chute.
Fire Protection=Protection contre le feu
Reduces fire damage.=Reduit les dégats de feu.
Shooting consumes no regular arrows.=Le tir ne consomme pas de flèches standard.
Shoot 3 arrows at the cost of one.=Tirez sur 3 flèches au prix d'une.
Projectile Protection=Protection contre les projectiles
Reduces projectile damage.=Réduit les dommages causés par les projectiles.
Protection=Protection
Reduces most types of damage by 4% for each level.=Réduit la plupart des types de dégâts de 4% pour chaque niveau.
Thorns=Épines
Reflects some of the damage taken when hit, at the cost of reducing durability with each proc.=Reflète une partie des dégâts subis lors de la frappe, au prix d'une réduction de la durabilité à chaque déclenchement.
Aqua Affinity=Affinité aquatique

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