forked from VoxeLibre/VoxeLibre
Updates
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@ -255,9 +255,9 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
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local z_len = math.abs(z2 - z1)
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-- Move object position to the center of its bounding box
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opos.x = opos.x + x1 + x2
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opos.y = opos.y + y1 + y2
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opos.z = opos.z + z1 + z2
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opos.x = opos.x + 0.5 * (x1 + x2)
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opos.y = opos.y + 0.5 * (y1 + y2)
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opos.z = opos.z + 0.5 * (z1 + z2)
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-- Count number of rays from collision box which are unobstructed
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local count = N_EXPOSURE_RAYS
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@ -441,10 +441,6 @@ function mcl_explosions.explode(pos, strength, info, puncher)
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info.max_blast_resistance = INDESTRUCT_BLASTRES
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end
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-- For backwards compatibility
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if info.no_particle then info.particles = false end
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if info.no_sound then info.sound = false end
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-- Dont do drops in creative mode
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if minetest.is_creative_enabled("") then
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info.drop_chance = 0
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@ -158,7 +158,7 @@ mobs:register_mob("mobs_mc:creeper_charged", {
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runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" },
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attack_type = "explode",
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explosion_strength = 5,
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explosion_strength = 6,
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explosion_radius = 8,
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explosion_damage_radius = 8,
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explosiontimer_reset_radius = 6,
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@ -241,7 +241,7 @@ In some games, the minimap may be disabled.=Dans certains jeux, la minicarte peu
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• Toggle minimap rotation mode: [Shift]+[F9]=• Basculer le mode de rotation de la mini-carte: [Shift]+[F9]
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Inventory=Inventaire
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Inventories are used to store item stacks. There are other uses, such as crafting. An inventory consists of a rectangular grid of item slots. Each item slot can either be empty or hold one item stack. Item stacks can be moved freely between most slots.=Les stocks sont utilisés pour stocker des piles d'articles. Il existe d'autres utilisations, telles que l'artisanat. Un inventaire se compose d'une grille rectangulaire d'emplacements d'objets. Chaque emplacement d'objet peut être vide ou contenir une pile d'objets. Les piles d'objets peuvent être déplacées librement entre la plupart des emplacements.
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You have your own inventory which is called your “player inventory”, you can open it with the inventory key (default: [I]). The first inventory slots are also used as slots in your hotbar.=Vous avez votre propre inventaire qui s'appelle votre "inventaire de joueur", vous pouvez l'ouvrir avec la clé d'inventaire (par défaut: [I]). Les premiers emplacements d'inventaire sont également utilisés comme emplacements dans votre hotbar.
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You have your own inventory which is called your “player inventory”, you can open it with the inventory key (default: [I]). The first inventory slots are also used as slots in your hotbar.=Vous avez votre propre inventaire qui s'appelle votre "inventaire de joueur", vous pouvez l'ouvrir avec la touche d'inventaire (par défaut: [I]). Les premiers emplacements d'inventaire sont également utilisés comme emplacements dans votre hotbar.
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Blocks can also have their own inventory, e.g. chests and furnaces.=Les blocs peuvent également avoir leur propre inventaire, par exemple coffres et fours.
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Inventory controls:=Contrôles d'inventaire:
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Taking: You can take items from an occupied slot if the cursor holds nothing.=Prendre: vous pouvez prendre des objets dans un emplacement occupé si le curseur ne contient rien.
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@ -40,7 +40,7 @@ Removes all status effects=Supprime tous les effets de statut!
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Milk is very refreshing and can be obtained by using a bucket on a cow. Drinking it will remove all status effects, but restores no hunger points.=Le lait est très rafraîchissant et peut être obtenu en utilisant un seau sur une vache. Le boire supprimera tous les effets de statut, mais ne restaure aucun point de faim.
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Use the placement key to drink the milk.=Utilisez la clé de placement pour boire le lait.
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Use the placement key to drink the milk.=Utilisez la touche de placement pour boire le lait.
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Spider Eye=Oeil d'Araignée
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Poisonous=Toxique
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@ -78,7 +78,7 @@ Saddle=Selle
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Can be placed on animals to ride them=Peut être placé sur les animaux pour les monter
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Saddles can be put on some animals in order to mount them.=Des selles peuvent être posées sur certains animaux afin de les monter.
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Use the placement key with the saddle in your hand to try to put on the saddle. Saddles fit on horses, mules, donkeys and pigs. Horses, mules and donkeys need to be tamed first, otherwise they'll reject the saddle. Saddled animals can be mounted by using the placement key on them again.=Utilisez la clé de placement avec la selle à la main pour essayer de mettre la selle. Les selles conviennent aux chevaux, mulets, ânes et cochons. Les chevaux, les mulets et les ânes doivent d'abord être apprivoisés, sinon ils rejetteront la selle. Les animaux sellés peuvent être montés en utilisant à nouveau la clé de placement.
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Use the placement key with the saddle in your hand to try to put on the saddle. Saddles fit on horses, mules, donkeys and pigs. Horses, mules and donkeys need to be tamed first, otherwise they'll reject the saddle. Saddled animals can be mounted by using the placement key on them again.=Utilisez la touche de placement avec la selle à la main pour essayer de mettre la selle. Les selles conviennent aux chevaux, mulets, ânes et cochons. Les chevaux, les mulets et les ânes doivent d'abord être apprivoisés, sinon ils rejetteront la selle. Les animaux sellés peuvent être montés en utilisant à nouveau la touche de placement.
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Rabbit Stew=Ragout de Lapin
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Rabbit stew is a very nutricious food item.=Le ragoût de lapin est un aliment très nutritif.
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@ -1,5 +1,5 @@
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# textdomain: mcl_potions
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<effect> <duration> [<factor>]=<effet> <durée> [<facteurr>]
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<effect> <duration> [<factor>]=<effet> <durée> [<facteur>]
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Add a status effect to yourself. Arguments: <effect>: name of status effect, e.g. poison. <duration>: duration in seconds. <factor>: effect strength multiplier (1 @= 100%)=Ajoutez-vous un effet de statut. Arguments: <effet>: nom de l'effet de statut, par ex. poison. <duration>: durée en secondes. <facteur>: multiplicateur de force d'effet (1 @ = 100%)
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@ -46,17 +46,17 @@ Drinking a potion gives you a particular effect.=Boire une potion vous donne un
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1 HP/@1s | @2=1 HP/@1s | @2
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@1 HP=@1 HP
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@1 Potion=Potion @1
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Splash @1 Potion=Potion @1 jettable
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Splash @1 Potion=Potion @1 jetable
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Lingering @1 Potion=Potion @1 persistante
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Arrow of @1=Flêche de @1
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II= II
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IV= IV
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@1 Potion@2=@1 Potion@2
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Splash @1@2 Potion=Potion @1@2 jettable
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Splash @1@2 Potion=Potion @1@2 jetable
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Lingering @1@2 Potion=Potion @1@2 persistante
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Arrow of @1@2=Flêche de @1@2
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@1 + Potion=@1 + Potion
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Splash @1 + Potion=Potion @1 + jettable
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Splash @1 + Potion=Potion @1 + jetable
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Lingering @1 + Potion=Potion @1 + persistante
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Arrow of @1 +=Flêche de @1 +
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Awkward Potion=Potion étrange
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@ -30,15 +30,6 @@ minetest.register_craft({
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recipe = { "mcl_ocean:prismarine_shard", "mcl_ocean:prismarine_shard", "mcl_ocean:prismarine_shard", "mcl_core:gold_ingot" },
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})
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minetest.register_craft({
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output = "mcl_mobitems:shulker_shell",
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recipe = {
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{ "mcl_end:purpur_block", "mcl_end:purpur_block", "mcl_end:purpur_block", },
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{ "mcl_end:purpur_block", "mcl_core:goldblock", "mcl_end:purpur_block", },
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{ "mcl_end:purpur_block", "", "mcl_end:purpur_block", },
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}
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})
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minetest.register_craft({
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output = "mcl_armor:helmet_chain",
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recipe = {
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@ -112,11 +103,6 @@ minetest.register_craft({
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},
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})
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minetest.register_craft({
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output = "mcl_core:gold_ingot 9",
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recipe = {{ "mcl_core:emerald" }},
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})
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minetest.register_craft({
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output = "mcl_potions:dragon_breath 3",
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recipe = {
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@ -154,8 +154,10 @@ minetest.register_globalstep(function(dtime)
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animation_speed_mod = animation_speed_mod / 2
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end
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-- ask if player is in a place which he should crawl
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node_in_feet = minetest.registered_nodes[mcl_playerinfo[name].node_feet]
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-- ask if player is swiming
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standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0
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standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_feet, "water") ~= 0
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@ -26,7 +26,11 @@ minetest.register_globalstep(function(dtime)
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-- controls head bone
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local pitch = degrees(player:get_look_vertical()) * -1
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local node_in_feet = minetest.registered_nodes[mcl_playerinfo[name].node_feet]
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if string.find(player:get_wielded_item():get_name(), "mcl_bows:crossbow") and controls.RMB then
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:crossbow_walking", tonumber(minetest.settings:get("movement_speed_crouch")) / tonumber(minetest.settings:get("movement_speed_walk")))
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else
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playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:crossbow_walking")
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end
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-- controls right and left arms pitch when shooting a bow or punching
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if string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB and not controls.up and not controls.down and not controls.left and not controls.right and not minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 then
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@ -46,19 +50,13 @@ minetest.register_globalstep(function(dtime)
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
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end
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if string.find(player:get_wielded_item():get_name(), "mcl_bows:crossbow") and controls.RMB then
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playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:crossbow_walking", tonumber(minetest.settings:get("movement_speed_crouch")) / tonumber(minetest.settings:get("movement_speed_walk")))
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else
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playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:crossbow_walking")
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end
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if controls.sneak and player:get_attach() == nil then
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-- controls head pitch when sneaking
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
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elseif minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 and player:get_attach() == nil then
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elseif minetest.get_item_group(mcl_playerinfo[name].node_feet, "water") ~= 0 and player:get_attach() == nil then
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-- controls head pitch when swiming
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0))
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-- sets eye height, and nametag color accordingly
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@ -74,13 +74,9 @@ minetest.register_on_joinplayer(function(player)
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end, player)
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end)
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minetest.register_globalstep(function(dtime)
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time = time + dtime
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if time > update_time then
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for _,player in ipairs(minetest.get_connected_players()) do
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wieldview:update_wielded_item(player)
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end
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time = 0
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minetest.register_globalstep(function()
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for _,player in ipairs(minetest.get_connected_players()) do
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wieldview:update_wielded_item(player)
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end
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end)
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