BUILD 03
132
README.txt
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@ -1,4 +1,4 @@
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Bedrock Markup Language Mod v1.1
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Bedrock Markup Language Mod v1.2
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By Leslie E. Krause
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By Leslie E. Krause
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Bedrock Markup Language is an extensible markup language and API specifically tailored
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Bedrock Markup Language is an extensible markup language and API specifically tailored
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@ -32,3 +32,133 @@ DEALINGS IN THE SOFTWARE.
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For more details:
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For more details:
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https://opensource.org/licenses/MIT
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https://opensource.org/licenses/MIT
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Multimedia License (textures, sounds, and models)
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----------------------------------------------------------
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Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
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/textures/emoji_amused.png
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by sorcerykid
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/textures/emoji_cheerful.png
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by sorcerykid
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/textures/emoji_crying.png
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by sorcerykid
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/textures/emoji_frozen_heart.png
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by sorcerykid
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/textures/emoji_heartbreak.png
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by sorcerykid
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/textures/emoji_kissing.png
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by sorcerykid
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/textures/emoji_sad.png
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by sorcerykid
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/textures/emoji_smug.png
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by sorcerykid
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/textures/emoji_yum.png
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by sorcerykid
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/textures/emoji_angry.png
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by sorcerykid
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/textures/emoji_cone.png
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by sorcerykid
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/textures/emoji_cupid_heart.png
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by sorcerykid
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/textures/emoji_frustrated.png
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by sorcerykid
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/textures/emoji_heart.png
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by sorcerykid
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/textures/emoji_laughing.png
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by sorcerykid
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/textures/emoji_silly.png
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by sorcerykid
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/textures/emoji_surprised.png
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by sorcerykid
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/textures/emoji_annoyed.png
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by sorcerykid
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/textures/emoji_confused.png
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by sorcerykid
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/textures/emoji_danger.png
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by sorcerykid
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/textures/emoji_grin.png
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by sorcerykid
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/textures/emoji_hungry.png
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by sorcerykid
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/textures/emoji_lock.png
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by sorcerykid
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/textures/emoji_sleeping.png
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by sorcerykid
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/textures/emoji_unknown.png
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by sorcerykid
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/textures/emoji_black_heart.png
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by sorcerykid
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/textures/emoji_cool.png
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by sorcerykid
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/textures/emoji_disappointed.png
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by sorcerykid
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/textures/emoji_happy.png
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by sorcerykid
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/textures/emoji_keep_out.png
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by sorcerykid
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/textures/emoji_mad.png
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by sorcerykid
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/textures/emoji_smitten.png
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by sorcerykid
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/textures/emoji_warning.png
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by sorcerykid
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You are free to:
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Share — copy and redistribute the material in any medium or format.
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Adapt — remix, transform, and build upon the material for any purpose, even commercially.
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The licensor cannot revoke these freedoms as long as you follow the license terms.
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Under the following terms:
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Attribution — You must give appropriate credit, provide a link to the license, and
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indicate if changes were made. You may do so in any reasonable manner, but not in any way
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that suggests the licensor endorses you or your use.
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No additional restrictions — You may not apply legal terms or technological measures that
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legally restrict others from doing anything the license permits.
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Notices:
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You do not have to comply with the license for elements of the material in the public
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domain or where your use is permitted by an applicable exception or limitation.
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No warranties are given. The license may not give you all of the permissions necessary
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for your intended use. For example, other rights such as publicity, privacy, or moral
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rights may limit how you use the material.
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For more details:
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http://creativecommons.org/licenses/by-sa/3.0/
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14
init.lua
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--------------------------------------------------------
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--------------------------------------------------------
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-- Minetest :: Bedrock Markup Language (bedrock)
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-- Minetest :: Bedrock Markup Language Mod (markup)
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--
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--
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-- See README.txt for licensing and other information.
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-- See README.txt for licensing and other information.
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-- Copyright (c) 2016-2019, Leslie Ellen Krause
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-- Copyright (c) 2016-2019, Leslie Ellen Krause
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@ -143,12 +143,14 @@ markup.parse_message = function ( message, vars )
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table.insert( cols, { horz = horz, text = text, type = type } )
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table.insert( cols, { horz = horz, text = text, type = type } )
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elseif type == "item" and string.find( c_val, "^[a-zA-Z0-9_]+:[a-zA-Z0-9_]+$" ) then
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elseif type == "item" and string.find( c_val, "^[a-zA-Z0-9_]+:[a-zA-Z0-9_]+$" ) then
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local itemdef = minetest.registered_items[ c_val ] or ":unknown"
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local itemdef = minetest.registered_items[ c_val ]
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local text = "unknown_item.png"
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local text
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if itemdef.type == "tool" or itemdef.type == "craft" then
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if not itemdef then
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text = itemdef.inventory_image
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text = "unknown_item.png"
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elseif itemdef.tiles then
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elseif itemdef.type == "node" and not itemdef.inventory_image then
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text = itemdef.tiles[ 1 ]
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text = itemdef.tiles[ 1 ]
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else
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text = itemdef.inventory_image -- always fallback to inventory image
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end
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end
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table.insert( cols, { horz = horz, text = text, type = type } )
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table.insert( cols, { horz = horz, text = text, type = type } )
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