forked from nalc/awards
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22
.gitattributes
vendored
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22
.gitattributes
vendored
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# Auto detect text files and perform LF normalization
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* text=auto
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# Custom for Visual Studio
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*.cs diff=csharp
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*.sln merge=union
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*.csproj merge=union
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*.vbproj merge=union
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*.fsproj merge=union
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*.dbproj merge=union
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# Standard to msysgit
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*.doc diff=astextplain
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*.DOC diff=astextplain
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*.docx diff=astextplain
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*.DOCX diff=astextplain
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*.dot diff=astextplain
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*.DOT diff=astextplain
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*.pdf diff=astextplain
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*.PDF diff=astextplain
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*.rtf diff=astextplain
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*.RTF diff=astextplain
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215
.gitignore
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.gitignore
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#################
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## Eclipse
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#################
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*.pydevproject
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.project
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.metadata
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bin/
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tmp/
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*.tmp
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*.bak
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*.swp
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*~.nib
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local.properties
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.classpath
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.settings/
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.loadpath
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# External tool builders
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.externalToolBuilders/
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# Locally stored "Eclipse launch configurations"
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*.launch
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# CDT-specific
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.cproject
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# PDT-specific
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.buildpath
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#################
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## Visual Studio
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#################
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## Ignore Visual Studio temporary files, build results, and
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## files generated by popular Visual Studio add-ons.
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# User-specific files
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*.suo
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*.user
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*.sln.docstates
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# Build results
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[Dd]ebug/
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[Rr]elease/
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x64/
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build/
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[Bb]in/
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[Oo]bj/
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# MSTest test Results
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[Tt]est[Rr]esult*/
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[Bb]uild[Ll]og.*
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*_i.c
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*_p.c
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*.ilk
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*.meta
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*.obj
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*.pch
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*.pdb
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*.pgc
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*.pgd
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*.rsp
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*.sbr
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*.tlb
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*.tli
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*.tlh
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*.tmp
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*.tmp_proj
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*.log
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*.vspscc
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*.vssscc
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.builds
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*.pidb
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*.log
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*.scc
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# Visual C++ cache files
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ipch/
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*.aps
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*.ncb
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*.opensdf
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*.sdf
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*.cachefile
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# Visual Studio profiler
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*.psess
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*.vsp
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*.vspx
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# Guidance Automation Toolkit
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*.gpState
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# ReSharper is a .NET coding add-in
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_ReSharper*/
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*.[Rr]e[Ss]harper
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# TeamCity is a build add-in
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_TeamCity*
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# DotCover is a Code Coverage Tool
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*.dotCover
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# NCrunch
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*.ncrunch*
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.*crunch*.local.xml
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# Installshield output folder
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[Ee]xpress/
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# DocProject is a documentation generator add-in
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DocProject/buildhelp/
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DocProject/Help/*.HxT
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DocProject/Help/*.HxC
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DocProject/Help/*.hhc
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DocProject/Help/*.hhk
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DocProject/Help/*.hhp
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DocProject/Help/Html2
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DocProject/Help/html
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# Click-Once directory
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publish/
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# Publish Web Output
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*.Publish.xml
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*.pubxml
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# NuGet Packages Directory
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## TODO: If you have NuGet Package Restore enabled, uncomment the next line
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#packages/
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# Windows Azure Build Output
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csx
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*.build.csdef
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# Windows Store app package directory
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AppPackages/
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# Others
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sql/
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*.Cache
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ClientBin/
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[Ss]tyle[Cc]op.*
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~$*
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*~
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*.dbmdl
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*.[Pp]ublish.xml
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*.pfx
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*.publishsettings
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# RIA/Silverlight projects
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Generated_Code/
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# Backup & report files from converting an old project file to a newer
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# Visual Studio version. Backup files are not needed, because we have git ;-)
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_UpgradeReport_Files/
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Backup*/
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UpgradeLog*.XML
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UpgradeLog*.htm
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# SQL Server files
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App_Data/*.mdf
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App_Data/*.ldf
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#############
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## Windows detritus
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#############
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# Windows image file caches
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Thumbs.db
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ehthumbs.db
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# Folder config file
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Desktop.ini
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# Recycle Bin used on file shares
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$RECYCLE.BIN/
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# Mac crap
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.DS_Store
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#############
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## Python
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#############
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*.py[co]
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# Packages
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*.egg
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*.egg-info
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dist/
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build/
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eggs/
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parts/
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var/
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sdist/
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develop-eggs/
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.installed.cfg
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# Installer logs
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pip-log.txt
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# Unit test / coverage reports
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.coverage
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.tox
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#Translations
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*.mo
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#Mr Developer
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.mr.developer.cfg
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44
init.lua
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44
init.lua
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-- AWARDS
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-- by Rubenwardy, CC-BY-SA
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-------------------------------------------------------
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-- this is the api definition file for the awards mod
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-------------------------------------------------------
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-- The global award namespace
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awards={}
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player_data={}
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-- A table of award definitions
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awards.def={}
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-- Load files
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dofile(minetest.get_modpath("awards").."/triggers.lua")
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-- API Functions
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function awards.register_achievement(name,data_table)
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data_table["name"] = name
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table.insert(awards.def,data_table);
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end
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function awards.register_onDig(data)
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table.insert(awards.onDig,data);
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end
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function awards:getNodeCount(nodeName)
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return self.count[nodeName]
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end
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-- Example Achievements
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awards.register_achievement("award_mesefind",{
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title = "First Mese Find",
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description = "Found some Mese!",
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})
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awards.register_onDig({
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award="",
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func=function(player)
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end
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})
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35
readme.md
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35
readme.md
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Awards
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------
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by Andrew "Rubenwardy" Ward, CC-BY-SA.
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This mod adds achievements to Minetest.
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Code Reference
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--------------
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The API
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=======
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* awards.register_achievement(name,data_table)
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* name
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* desciption
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* sound [optional]
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* image [optional]
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* func [optional] - see below
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* awards.register_onDig(data_table)
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* award
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* func
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* return true if the medal should be rewarded
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Player Data
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===========
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A list of data referenced/hashed by the player's name.
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* name [string]
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* getNodeCount('node_name') [function]
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* count [table]
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* modname [table]
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*itemname [int]
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53
triggers.lua
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53
triggers.lua
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-- AWARDS
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-- by Rubenwardy, CC-BY-SA
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-------------------------------------------------------
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-- this is the trigger handler file for the awards mod
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-------------------------------------------------------
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-- Function for Triggers
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awards.onDig={}
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awards.onTick={}
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-- Player functions
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-- Trigger Handles
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minetest.register_on_dignode(function(pos, oldnode, digger)
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local nodedug = string.split(oldnode.name, ":")
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local mod=nodedug[0]
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local item=nodedug[1]
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local player = digger:get_player_name()
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print("Awards [Event] - "..player.." has dug a node")
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if (player~=nil and nodedug~=nil and mod~=nil and item~=nil) then
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if not player_data[player] then
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player_data[player]={}
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player_data[player]['count']={}
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player_data[player]['count']['default']={}
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player_data[player]['count']['default']['dirt']=0
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player_data[player]['name']=player
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end
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if not player_data[player]['count'][mod] then
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player_data[player]['count'][mod]={}
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end
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if not player_data[player]['count'][mod][item] then
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player_data[player]['count'][mod][item]=0
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end
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player_data[player]['count'][mod][item]=player_data[player]['count'][mod][item]+1
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else
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print(player.."'s dig event has been skipped")
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end
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end)
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minetest.register_on_newplayer(function(player)
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player_data[player:get_player_name()]={}
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player_data[player:get_player_name()]['count']={}
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player_data[player:get_player_name()]['count']['default']={}
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player_data[player:get_player_name()]['count']['default']['dirt']=0
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player_data[player:get_player_name()]['name']=player:get_player_name()
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end)
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