This commit is contained in:
Leslie Krause 2019-02-14 14:39:00 -05:00
parent d739d8364f
commit 757e327286
35 changed files with 139 additions and 7 deletions

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@ -1,4 +1,4 @@
Bedrock Markup Language Mod v1.1
Bedrock Markup Language Mod v1.2
By Leslie E. Krause
Bedrock Markup Language is an extensible markup language and API specifically tailored
@ -32,3 +32,133 @@ DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Multimedia License (textures, sounds, and models)
----------------------------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
/textures/emoji_amused.png
by sorcerykid
/textures/emoji_cheerful.png
by sorcerykid
/textures/emoji_crying.png
by sorcerykid
/textures/emoji_frozen_heart.png
by sorcerykid
/textures/emoji_heartbreak.png
by sorcerykid
/textures/emoji_kissing.png
by sorcerykid
/textures/emoji_sad.png
by sorcerykid
/textures/emoji_smug.png
by sorcerykid
/textures/emoji_yum.png
by sorcerykid
/textures/emoji_angry.png
by sorcerykid
/textures/emoji_cone.png
by sorcerykid
/textures/emoji_cupid_heart.png
by sorcerykid
/textures/emoji_frustrated.png
by sorcerykid
/textures/emoji_heart.png
by sorcerykid
/textures/emoji_laughing.png
by sorcerykid
/textures/emoji_silly.png
by sorcerykid
/textures/emoji_surprised.png
by sorcerykid
/textures/emoji_annoyed.png
by sorcerykid
/textures/emoji_confused.png
by sorcerykid
/textures/emoji_danger.png
by sorcerykid
/textures/emoji_grin.png
by sorcerykid
/textures/emoji_hungry.png
by sorcerykid
/textures/emoji_lock.png
by sorcerykid
/textures/emoji_sleeping.png
by sorcerykid
/textures/emoji_unknown.png
by sorcerykid
/textures/emoji_black_heart.png
by sorcerykid
/textures/emoji_cool.png
by sorcerykid
/textures/emoji_disappointed.png
by sorcerykid
/textures/emoji_happy.png
by sorcerykid
/textures/emoji_keep_out.png
by sorcerykid
/textures/emoji_mad.png
by sorcerykid
/textures/emoji_smitten.png
by sorcerykid
/textures/emoji_warning.png
by sorcerykid
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

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@ -1,5 +1,5 @@
--------------------------------------------------------
-- Minetest :: Bedrock Markup Language (bedrock)
-- Minetest :: Bedrock Markup Language Mod (markup)
--
-- See README.txt for licensing and other information.
-- Copyright (c) 2016-2019, Leslie Ellen Krause
@ -143,12 +143,14 @@ markup.parse_message = function ( message, vars )
table.insert( cols, { horz = horz, text = text, type = type } )
elseif type == "item" and string.find( c_val, "^[a-zA-Z0-9_]+:[a-zA-Z0-9_]+$" ) then
local itemdef = minetest.registered_items[ c_val ] or ":unknown"
local text = "unknown_item.png"
if itemdef.type == "tool" or itemdef.type == "craft" then
text = itemdef.inventory_image
elseif itemdef.tiles then
local itemdef = minetest.registered_items[ c_val ]
local text
if not itemdef then
text = "unknown_item.png"
elseif itemdef.type == "node" and not itemdef.inventory_image then
text = itemdef.tiles[ 1 ]
else
text = itemdef.inventory_image -- always fallback to inventory image
end
table.insert( cols, { horz = horz, text = text, type = type } )

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