Merge branch 'master' into customdoormodel

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834 changed files with 12296 additions and 1872 deletions

16
.github/workflows/build.yml vendored Normal file
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@ -0,0 +1,16 @@
name: build
on: [push, pull_request]
jobs:
luacheck:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Install Luarocks
run: |
sudo apt-get update -qyy
sudo apt-get install luarocks -qyy
- name: Install Luacheck
run: luarocks install --local luacheck
- name: Run Luacheck
run: $HOME/.luarocks/bin/luacheck mods

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@ -3,7 +3,7 @@ allow_defined_top = true
read_globals = {
"DIR_DELIM",
"minetest", "core",
"minetest",
"dump",
"vector",
"VoxelManip", "VoxelArea",
@ -12,11 +12,16 @@ read_globals = {
"Settings",
"unpack",
-- Silence errors about custom table methods.
table = { fields = { "copy", "indexof" } }
table = { fields = { "copy", "indexof" } },
-- Silence warnings about accessing undefined fields of global 'math'
math = { fields = { "sign" } }
}
-- Overwrites minetest.handle_node_drops
files["mods/creative/init.lua"].globals = { "minetest" }
-- Overwrites minetest.calculate_knockback
files["mods/player_api/api.lua"].globals = { "minetest" }
-- Don't report on legacy definitions of globals.
files["mods/default/legacy.lua"].global = false

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@ -1,11 +0,0 @@
language: generic
addons:
apt:
packages:
- luarocks
before_install:
- luarocks install --local luacheck
script:
- $HOME/.luarocks/bin/luacheck ./mods
notifications:
email: false

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@ -1,33 +1,32 @@
# Minetest Game
The default game bundled in the Minetest engine.
The default game bundled in the Minetest engine.
For further information, check [this forum topic](https://forum.minetest.net/viewtopic.php?f=15&t=9724).
For further information, check [this forum topic](https://forum.minetest.net/viewtopic.php?f=15&t=9724).
Also see the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game) for more information.
## Installation
- Unzip the archive, rename the folder to minetest_game and
place it in .. minetest/games/
- Unzip the archive, rename the folder to `minetest_game` and
place it in .. `minetest/games/`
- GNU/Linux: If you use a system-wide installation place
it in ~/.minetest/games/.
- GNU/Linux: If you use a system-wide installation place it in `~/.minetest/games/`.
The Minetest engine can be found at
[GitHub](https://github.com/minetest/minetest).
The Minetest engine can be found at [GitHub](https://github.com/minetest/minetest).
For further information or help, see:
https://wiki.minetest.net/Installing_Mods
For further information or help, see: [Installing Mods](https://wiki.minetest.net/Installing_Mods).
## Compatibility
The Minetest Game GitHub master HEAD is generally compatible with the GitHub
master HEAD of the Minetest engine.
Additionally, when the Minetest engine is tagged to be a certain version (e.g.
0.4.10), Minetest Game is tagged with the version too.
The Minetest Game GitHub `master` `HEAD` is generally compatible with the GitHub
`master` `HEAD` of the Minetest engine.
When stable releases are made, Minetest Game and the Minetest engine is packaged and made available at
https://minetest.net/downloads/
Additionally, when the Minetest engine is tagged to be a certain version (e.g.
`0.4.10`), Minetest Game is tagged with the version, too.
When stable releases are made, Minetest Game and the Minetest engine is packaged
and made available at [www.minetest.net](https://www.minetest.net/downloads/).
## Licensing

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@ -1,3 +1,3 @@
name = Minetest Game
author = Minetest
description = Bundled by default with Minetest, and aims to be lightweight, moddable, and fairly playable without mods.
name = Minetest Game
author = Minetest
description = A basic exploration, mining, crafting, and building, sandbox game with no NPCs, monsters, or animals. Minetest Game is usually used with mods added, and many mods are available for this game. Reliably maintained by Minetest Engine core developers.

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@ -93,16 +93,21 @@ For example,
is used to show all tools. Name is used in the sfinv page name, title is the
human readable title.
`is_enabled_for` is used to check whether a player is in creative mode:
creative.is_enabled_for(name)
Override this to allow per-player game modes.
Creative provides `creative.is_enabled_for(name)`, which is identical in
functionality to the engine's `minetest.creative_is_enabled(name)`.
Its use is deprecated and it should also not be overriden.
The contents of `creative.formspec_add` is appended to every creative inventory
page. Mods can use it to add additional formspec elements onto the default
creative inventory formspec to be drawn after each update.
Group overrides can be used for any registered item, node or tool. Use one of
the groups stated below to pick which category it will appear in.
node = 1 -- Appears in the Nodes category
tool = 1 -- Appears in the Tools category
craftitem = 1 -- Appears in the Items category
Chests API
----------
@ -129,12 +134,12 @@ The chests API allows the creation of chests, which have their own inventories f
* A table indexed by player name to keep track of who opened what chest.
* Key: The name of the player.
* Value: A table containing information about the chest the player is looking at.
e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
`default.chest.register_chest(name, def)`
* Registers new chest
* `name` Name for chest
* `name` Name for chest e.g. "default:chest"
* `def` See [#Chest Definition]
### Chest Definition
@ -222,9 +227,12 @@ The doors mod allows modders to register custom doors and trapdoors.
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
gain_open = 0.3, -- optional, defaults to 0.3
gain_close = 0.3, -- optional, defaults to 0.3
protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
use_texture_alpha = "clip",
### Trapdoor definition
@ -244,11 +252,12 @@ The doors mod allows modders to register custom doors and trapdoors.
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
gain_open = 0.3, -- optional, defaults to 0.3
gain_close = 0.3, -- optional, defaults to 0.3
protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) ,
-- function containing the on_rightclick callback
use_texture_alpha = "clip",
### Fence gate definition
@ -258,7 +267,7 @@ The doors mod allows modders to register custom doors and trapdoors.
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), -- optional
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
@ -426,57 +435,78 @@ Give Initial Stuff API
^ Adds items to the list of items to be given
Players API
-----------
Player API
----------
The player API can register player models and update the player's appearence
The player API can register player models and update the player's appearance.
* `player_api.register_model(name, def)`
* Register a new model to be used by players
* name: model filename such as "character.x", "foo.b3d", etc.
* def: See [#Model definition]
* saved to player_api.registered_models
* `name`: model filename such as "character.x", "foo.b3d", etc.
* `def`: see [#Model definition]
* Saved to player_api.registered_models
* `player_api.registered_player_models[name]`
* Get a model's definition
* see [#Model definition]
* `player_api.registered_models[name]`
* Get a model's definition
* `name`: model filename
* See [#Model definition]
* `player_api.set_model(player, model_name)`
* Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with player_api.register_model()
* `model_name`: model registered with `player_api.register_model`
* `player_api.set_animation(player, anim_name [, speed])`
* Applies an animation to a player
* anim_name: name of the animation.
* speed: frames per second. If nil, default from the model is used
* `player_api.set_animation(player, anim_name, speed)`
* Applies an animation to a player if speed or anim_name differ from the currently playing animation
* `player`: PlayerRef
* `anim_name`: name of the animation
* `speed`: keyframes per second. If nil, the default from the model def is used
* `player_api.set_textures(player, textures)`
* Sets player textures
* `player`: PlayerRef
* `textures`: array of textures, If `textures` is nil the default
textures from the model def are used
* `textures`: array of textures. If nil, the default from the model def is used
* `player_api.set_textures(player, index, texture)`
* Sets one of the player textures
* `player`: PlayerRef
* `index`: Index into array of all textures
* `texture`: the texture string
* `player_api.get_animation(player)`
* Returns a table containing fields `model`, `textures` and `animation`.
* Any of the fields of the returned table may be nil.
* player: PlayerRef
* Returns a table containing fields `model`, `textures` and `animation`
* Any of the fields of the returned table may be nil
* `player`: PlayerRef
* `player_api.player_attached`
* A table that maps a player name to a boolean
* If the value for a given player is set to true, the default player animations
(walking, digging, ...) will no longer be updated, and knockback from damage is
prevented for that player
* Example of usage: A mod sets a player's value to true when attached to a vehicle
### Model Definition
{
animation_speed = 30, -- Default animation speed, in FPS.
textures = {"character.png", }, -- Default array of textures.
visual_size = {x = 1, y = 1}, -- Used to scale the model.
animation_speed = 30, -- Default animation speed, in keyframes per second
textures = {"character.png"}, -- Default array of textures
animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19},
bar = {x = 20, y = 39},
-- ...
-- [anim_name] = {
-- x = <start_frame>,
-- y = <end_frame>,
-- collisionbox = <model collisionbox>, -- (optional)
-- eye_height = <model eye height>, -- (optional)
-- -- suspend client side animations while this one is active (optional)
-- override_local = <true/false>
-- },
stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
sit = ... -- used by boats and other MTG mods
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
stepheight = 0.6, -- In nodes
eye_height = 1.47, -- In nodes above feet position
-- Default object properties, see lua_api.txt
visual_size = {x = 1, y = 1},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = 0.6,
eye_height = 1.47
}
@ -711,6 +741,12 @@ Stairs API
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
delivered with Minetest Game, to keep them compatible with other mods.
The following node attributes are sourced from the recipeitem:
* use_texture_alpha
* sunlight_propagates
* light_source
* If the recipeitem is a fuel, the stair/slab is also registered as a fuel of proportionate burntime.
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
* Registers a stair
@ -757,12 +793,18 @@ delivered with Minetest Game, to keep them compatible with other mods.
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)`
```
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
```
* A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
* Uses almost the same arguments as stairs.register_stair
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed unless
`desc_stair_inner` or `desc_stair_outer` are specified, which are used instead.
* `desc_slab`: Description for slab node
* `desc_stair_inner`: Description for inner stair node
* `desc_stair_outer`: Description for outer stair node
Xpanes API
@ -778,7 +820,11 @@ Creates panes that automatically connect to each other
### Pane definition
{
textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
textures = {
"texture for front and back",
(unused),
"texture for the 4 edges"
}, -- More tiles aren't supported
groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
sounds = SoundSpec, -- See [#Default sounds]
recipe = {{"","","","","","","","",""}}, -- Recipe field only
@ -1056,3 +1102,11 @@ for the wielded skeleton key.
if `nil` is returned, it is assumed that the wielder did not have
permissions to create a key for this node, and no key is created.
`default.register_craft_metadata_copy(ingredient, result)`
----------------------------------------------------------
This function registers a shapeless recipe that takes `ingredient`
and `result` as input and outputs `result`.
The metadata of the input `result` is copied to the output `result`.

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@ -71,3 +71,7 @@ default:torch 99,default:cobble 99
# Whether river water source nodes create flowing sounds.
# Helps rivers create more sound, especially on level sections.
#river_source_sounds = false
# Enable cloud variation by the 'weather' mod.
# Non-functional in V6 or Singlenode mapgens.
#enable_weather = true

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@ -15,11 +15,11 @@ BlockMen (CC BY-SA 3.0)
TumeniNodes (CC BY-SA 3.0)
beds_bed_under.png
This mod adds a bed to Minetest which allows to skip the night.
To sleep, rightclick the bed. If playing in singleplayer mode the night gets skipped
This mod adds a bed to Minetest which allows players to skip the night.
To sleep, right click on the bed. If playing in singleplayer mode the night gets skipped
immediately. If playing multiplayer you get shown how many other players are in bed too,
if all players are sleeping the night gets skipped. The night skip can be forced if more
than 50% of the players are lying in bed and use this option.
than half of the players are lying in bed and use this option.
Another feature is a controlled respawning. If you have slept in bed (not just lying in
it) your respawn point is set to the beds location and you will respawn there after

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@ -17,6 +17,8 @@ local function destruct_bed(pos, n)
reverse = not reverse
minetest.remove_node(other)
minetest.check_for_falling(other)
beds.remove_spawns_at(pos)
beds.remove_spawns_at(other)
else
reverse = not reverse
end
@ -29,6 +31,7 @@ function beds.register_bed(name, def)
wield_image = def.wield_image,
drawtype = "nodebox",
tiles = def.tiles.bottom,
use_texture_alpha = "clip",
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
@ -93,8 +96,7 @@ function beds.register_bed(name, def)
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(player_name)) then
if not minetest.is_creative_enabled(player_name) then
itemstack:take_item()
end
return itemstack
@ -149,11 +151,13 @@ function beds.register_bed(name, def)
minetest.register_node(name .. "_top", {
drawtype = "nodebox",
tiles = def.tiles.top,
use_texture_alpha = "clip",
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
pointable = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2,
not_in_creative_inventory = 1},
sounds = def.sounds or default.node_sound_wood_defaults(),
drop = name .. "_bottom",
node_box = {

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@ -79,10 +79,10 @@ beds.register_bed("beds:bed", {
}
},
nodebox = {
bottom = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
top = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
bottom = {-0.5, -0.5, -0.5, 0.5, 0.0625, 0.5},
top = {-0.5, -0.5, -0.5, 0.5, 0.0625, 0.5},
},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.0625, 1.5},
recipe = {
{"wool:white", "wool:white", "wool:white"},
{"group:wood", "group:wood", "group:wood"}

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@ -60,42 +60,77 @@ local function lay_down(player, pos, bed_pos, state, skip)
-- stand up
if state ~= nil and not state then
local p = beds.pos[name] or nil
beds.player[name] = nil
if not beds.player[name] then
-- player not in bed, do nothing
return false
end
beds.bed_position[name] = nil
-- skip here to prevent sending player specific changes (used for leaving players)
if skip then
return
end
if p then
player:set_pos(p)
end
player:set_pos(beds.pos[name])
-- physics, eye_offset, etc
local physics_override = beds.player[name].physics_override
beds.player[name] = nil
player:set_physics_override({
speed = physics_override.speed,
jump = physics_override.jump,
gravity = physics_override.gravity
})
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_look_horizontal(math.random(1, 180) / 100)
default.player_attached[name] = false
player:set_physics_override(1, 1, 1)
player_api.player_attached[name] = false
hud_flags.wielditem = true
default.player_set_animation(player, "stand" , 30)
player_api.set_animation(player, "stand" , 30)
-- lay down
else
-- Check if bed is occupied
for _, other_pos in pairs(beds.bed_position) do
if vector.distance(bed_pos, other_pos) < 0.1 then
minetest.chat_send_player(name, S("This bed is already occupied!"))
return false
end
end
-- Check if player is moving
if vector.length(player:get_velocity()) > 0.001 then
minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
return false
end
-- Check if player is attached to an object
if player:get_attach() then
return false
end
if beds.player[name] then
-- player already in bed, do nothing
return false
end
beds.pos[name] = pos
beds.bed_position[name] = bed_pos
beds.player[name] = 1
beds.player[name] = {physics_override = player:get_physics_override()}
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
local yaw, param2 = get_look_yaw(bed_pos)
player:set_look_horizontal(yaw)
local dir = minetest.facedir_to_dir(param2)
local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
player:set_physics_override(0, 0, 0)
-- p.y is just above the nodebox height of the 'Simple Bed' (the highest bed),
-- to avoid sinking down through the bed.
local p = {
x = bed_pos.x + dir.x / 2,
y = bed_pos.y + 0.07,
z = bed_pos.z + dir.z / 2
}
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
player:set_pos(p)
default.player_attached[name] = true
player_api.player_attached[name] = true
hud_flags.wielditem = false
default.player_set_animation(player, "lay" , 0)
player_api.set_animation(player, "lay" , 0)
end
player:hud_set_flags(hud_flags)
@ -224,6 +259,19 @@ minetest.register_on_leaveplayer(function(player)
end
end)
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local in_bed = beds.player
local pos = player:get_pos()
local yaw = get_look_yaw(pos)
if in_bed[name] then
lay_down(player, nil, pos, false)
player:set_look_horizontal(yaw)
player:set_pos(pos)
end
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "beds_form" then
return

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@ -2,7 +2,7 @@
-- Load support for MT game translation.
local S = minetest.get_translator("beds")
local esc = minetest.formspec_escape
beds = {}
beds.player = {}
@ -14,7 +14,7 @@ beds.get_translator = S
beds.formspec = "size[8,11;true]" ..
"no_prepend[]" ..
"bgcolor[#080808BB;true]" ..
"button_exit[2,10;4,0.75;leave;" .. S("Leave Bed") .. "]"
"button_exit[2,10;4,0.75;leave;" .. esc(S("Leave Bed")) .. "]"
local modpath = minetest.get_modpath("beds")

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@ -1,8 +1,10 @@
# textdomain: beds
Fancy Bed=Schickes Bett
Simple Bed=Schlichtes Bett
Leave Bed=Bett verlassen
This bed is already occupied!=Dieses Bett ist bereits belegt!
You have to stop moving before going to bed!=Sie müssen stehen bleiben, bevor Sie zu Bett gehen können!
Good morning.=Guten Morgen.
@1 of @2 players are in bed=@1 von @2 Spielern sind im Bett
Force night skip=Überspringen der Nacht erzwingen
You can only sleep at night.=Sie können nur nachts schlafen.
Leave Bed=Bett verlassen

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Luksa Lito
Simple Bed=Simpla Lito
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Bonan matenon.
@1 of @2 players are in bed=@1 el @2 ludantoj estas en lito.
Force night skip=Devigu nokta salton
You can only sleep at night.=Vi povas nur dormi en la nokto.
Leave Bed=Ellitiĝu

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Cama de lujo
Simple Bed=Cama sencilla
This bed is already occupied!=Esta cama esta ocupada
You have to stop moving before going to bed!=Deja de moverte o no podras acostarte
Good morning.=Buenos días.
@1 of @2 players are in bed=@1 de @2 jugadores están durmiendo
Force night skip=Forzar hacer de dia
You can only sleep at night.=Sólo puedes dormir por la noche.
Leave Bed=Levantarse

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Lit chic
Simple Bed=Lit simple
This bed is already occupied!=Ce lit est déjà occupé !
You have to stop moving before going to bed!=Vous devez arrêter de bouger avant de vous coucher !
Good morning.=Bonjour.
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
Force night skip=Forcer le passage de la nuit
You can only sleep at night.=Vous ne pouvez dormir que la nuit.
Leave Bed=Se lever du lit

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Ranjang Mewah
Simple Bed=Ranjang Sederhana
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 dari @2 pemain sedang tidur
Force night skip=Paksa lewati malam
You can only sleep at night.=Anda hanya dapat tidur pada waktu malam.
Leave Bed=Tinggalkan Ranjang

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Letto decorato
Simple Bed=Letto semplice
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=
@1 of @2 players are in bed=
Force night skip=
You can only sleep at night.=
Leave Bed=Alzati dal letto

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=ファンシーなベッド
Simple Bed=シンプルなベッド
This bed is already occupied!=ベッドはすでに使われています!
You have to stop moving before going to bed!=寝るときは動かないでください!
Good morning.=おはようございます。
@1 of @2 players are in bed=ベッドに@1 / @2人います
Force night skip=強制的に夜をスキップします
You can only sleep at night.=夜しか寝れません。
Leave Bed=ベッドから出ます

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=lo selja'i ckana
Simple Bed=lo sampu ckana
This bed is already occupied!=.i lo ti ckana cu canlu
You have to stop moving before going to bed!=lo nu do cando cu sarcu lo nu do sipna
Good morning.=.i .uise'inai cerni
@1 of @2 players are in bed=.i @1 cmima be lu'i @2 le pilno cu vreta lo ckana
Force night skip=bapli le nu co'u nicte
You can only sleep at night.=.i steci le ka nicte kei fa le ka do kakne le ka sipna ca pa ckaji be ce'u
Leave Bed=cliva lo ckana

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Katil Beragam
Simple Bed=Katil Biasa
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur
Force night skip=Paksa langkau malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
Leave Bed=Bangun

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Cama Bonita
Simple Bed=Cama Simples
This bed is already occupied!=Esta cama já está ocupada!
You have to stop moving before going to bed!=Você precisa parar de se mover antes de ir para cama!
Good morning.=Bom dia.
@1 of @2 players are in bed=@1 de @2 jogadores estão na cama
Force night skip=Forçar o amanhecer
You can only sleep at night.=Você só pode dormir à noite
Leave Bed=Sair da Cama

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Детализированная Кровать
Simple Bed=Обычная Кровать
This bed is already occupied!=Эта кровать уже занята!
You have to stop moving before going to bed!=Нельзя воспользоваться кроватью на ходу!
Good morning.=Доброе утро.
@1 of @2 players are in bed=@1 из @2 игроков в кровати
Force night skip=Пропустить ночь
You can only sleep at night.=Вы можете спать только ночью.
Leave Bed=Встать с кровати

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Pekná posteľ
Simple Bed=Jednoduchá posteľ
This bed is already occupied!=Táto posteľ je už obsadená
You have to stop moving before going to bed!=Predtým ako si ľahneš do postele, sa musíš prestať pohybovať!
Good morning.=Dobré ráno.
@1 of @2 players are in bed=@1 z @2 hráčov sú v posteli
Force night skip=Nútene preskočiť noc
You can only sleep at night.=Môžeš spať len v noci.
Leave Bed=Opusti posteľ

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Fin säng
Simple Bed=Enkel säng
This bed is already occupied!=Den här sängen används redan!
You have to stop moving before going to bed!=Du måste stanna innan du kan lägga dig!
Good morning.=God morgon.
@1 of @2 players are in bed=@1 av @2 spelare försöker sova.
Force night skip=Tvinga att hoppa över natt
You can only sleep at night.=Du kan bara sova på natten.
Leave Bed=Lämna säng

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Деталізована Постіль
Simple Bed=Звичайна Постіль
This bed is already occupied!=Ця постіль вже зайнята!
You have to stop moving before going to bed!=Не можна скористатись постіллю на ходу!
Good morning.=Доброго ранку.
@1 of @2 players are in bed=@1 з @2 гравців в ліжку
Force night skip=Пропустити ніч
You can only sleep at night.=Ви можете спати тільки вночі.
Leave Bed=Встати з ліжка

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=简易床
This bed is already occupied!=床上已有人!
You have to stop moving before going to bed!=上床前要停止移动!
Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=强制跳过夜晚
You can only sleep at night.=你只能在晚上睡觉。
Leave Bed=离开床

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=簡易床
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=強制跳過夜晚
You can only sleep at night.=你只能在晚上睡覺。
Leave Bed=離開床

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@ -1,8 +1,10 @@
# textdomain: beds
Fancy Bed=
Simple Bed=
Leave Bed=
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=
@1 of @2 players are in bed=
Force night skip=
You can only sleep at night.=
Leave Bed=

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@ -61,3 +61,12 @@ function beds.set_spawns()
end
beds.save_spawns()
end
function beds.remove_spawns_at(pos)
for name, p in pairs(beds.spawn) do
if vector.equals(vector.round(p), pos) then
beds.spawn[name] = nil
end
end
beds.save_spawns()
end

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@ -8,25 +8,16 @@ binoculars = {}
local S = minetest.get_translator("binoculars")
-- Detect creative mod
local creative_mod = minetest.get_modpath("creative")
-- Cache creative mode setting as fallback if creative mod not present
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
-- Update player property
-- Global to allow overriding
function binoculars.update_player_property(player)
local creative_enabled =
(creative_mod and creative.is_enabled_for(player:get_player_name())) or
creative_mode_cache
local new_zoom_fov = 0
if player:get_inventory():contains_item(
"main", "binoculars:binoculars") then
new_zoom_fov = 10
elseif creative_enabled then
elseif minetest.is_creative_enabled(player:get_player_name()) then
new_zoom_fov = 15
end
@ -62,6 +53,7 @@ minetest.register_craftitem("binoculars:binoculars", {
description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"),
inventory_image = "binoculars_binoculars.png",
stack_max = 1,
groups = {tool = 1},
on_use = function(itemstack, user, pointed_thing)
binoculars.update_player_property(user)

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binokolo
Use with 'Zoom' key=Uzu per 'Zomo' klavo

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Prismáticos
Use with 'Zoom' key=Usar con la tecla 'Zoom'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Jumelles
Use with 'Zoom' key=Utiliser avec le bouton « Zoom »

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Teropong
Use with 'Zoom' key=Pakai dengan tombol 'Zoom'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binocolo
Use with 'Zoom' key=Usalo col tasto 'Ingrandimento'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=双眼鏡
Use with 'Zoom' key=ズームキーで使います

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=lo reldarvistci
Use with 'Zoom' key=.i tu'a le jvinu banro batke cu tadji lo nu pilno

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binokular
Use with 'Zoom' key=Guna dengan kekunci 'Zum'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binóculos
Use with 'Zoom' key=Use com a tecla de 'Zoom'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Бинокль
Use with 'Zoom' key=Используется с привилегией 'Zoom'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Ďalekohľad
Use with 'Zoom' key=Použi s klávesou "Priblíž"

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Kikare
Use with 'Zoom' key=Använd med 'Zoom'-knappen

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Бінокль
Use with 'Zoom' key=Використовується з правами 'Zoom'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=望远镜
Use with 'Zoom' key=与“缩放”键一起使用

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=望遠鏡
Use with 'Zoom' key=與“縮放”鍵一起使用

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@ -1,4 +1,3 @@
name = binoculars
description = Minetest Game mod: binoculars
depends = default
optional_depends = creative

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@ -13,15 +13,6 @@ local function is_water(pos)
end
local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
@ -62,31 +53,24 @@ function boat.on_rightclick(self, clicker)
end
local name = clicker:get_player_name()
if self.driver and name == self.driver then
self.driver = nil
self.auto = false
-- Cleanup happens in boat.on_detach_child
clicker:set_detach()
player_api.player_attached[name] = false
player_api.set_animation(clicker, "stand" , 30)
player_api.set_animation(clicker, "stand", 30)
local pos = clicker:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function()
clicker:set_pos(pos)
end)
elseif not self.driver then
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
if luaentity.driver then
luaentity.driver = nil
end
clicker:set_detach()
end
self.driver = name
clicker:set_attach(self.object, "",
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
self.driver = name
player_api.player_attached[name] = true
minetest.after(0.2, function()
player_api.set_animation(clicker, "sit" , 30)
player_api.set_animation(clicker, "sit", 30)
end)
clicker:set_look_horizontal(self.object:get_yaw())
end
@ -95,8 +79,12 @@ end
-- If driver leaves server while driving boat
function boat.on_detach_child(self, child)
self.driver = nil
self.auto = false
if child and child:get_player_name() == self.driver then
player_api.player_attached[child:get_player_name()] = false
self.driver = nil
self.auto = false
end
end
@ -128,8 +116,7 @@ function boat.on_punch(self, puncher)
if not self.driver then
self.removed = true
local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(name))
if not minetest.is_creative_enabled(name)
or not inv:contains_item("main", "boats:boat") then
local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world
@ -146,7 +133,7 @@ end
function boat.on_step(self, dtime)
self.v = get_v(self.object:get_velocity()) * get_sign(self.v)
self.v = get_v(self.object:get_velocity()) * math.sign(self.v)
if self.driver then
local driver_objref = minetest.get_player_by_name(self.driver)
if driver_objref then
@ -157,13 +144,13 @@ function boat.on_step(self, dtime)
minetest.chat_send_player(self.driver, S("Boat cruise mode on"))
end
elseif ctrl.down then
self.v = self.v - dtime * 1.8
self.v = self.v - dtime * 2.0
if self.auto then
self.auto = false
minetest.chat_send_player(self.driver, S("Boat cruise mode off"))
end
elseif ctrl.up or self.auto then
self.v = self.v + dtime * 1.8
self.v = self.v + dtime * 2.0
end
if ctrl.left then
if self.v < -0.001 then
@ -181,19 +168,19 @@ function boat.on_step(self, dtime)
end
end
local velo = self.object:get_velocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
if not self.driver and
self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:set_pos(self.object:get_pos())
return
end
local s = get_sign(self.v)
self.v = self.v - dtime * 0.6 * s
if s ~= get_sign(self.v) then
self.object:set_velocity({x = 0, y = 0, z = 0})
-- We need to preserve velocity sign to properly apply drag force
-- while moving backward
local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v)
-- If drag is larger than velocity, then stop horizontal movement
if math.abs(self.v) <= math.abs(drag) then
self.v = 0
return
end
if math.abs(self.v) > 5 then
self.v = 5 * get_sign(self.v)
else
self.v = self.v - drag
end
local p = self.object:get_pos()
@ -278,8 +265,7 @@ minetest.register_craftitem("boats:boat", {
boat:set_yaw(placer:get_look_horizontal())
end
local player_name = placer and placer:get_player_name() or ""
if not (creative and creative.is_enabled_for and
creative.is_enabled_for(player_name)) then
if not minetest.is_creative_enabled(player_name) then
itemstack:take_item()
end
end

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=La kroza maniero de la boato estas ŝaltita.
Boat cruise mode off=La kroza maniero de la boato estas malŝaltita.
Boat=Boato

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Modo crucero en bote activado
Boat cruise mode off=Modo crucero en bote desactivado
Boat=Bote

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Bateau mode rapide activé
Boat cruise mode off=Bateau mode rapide désactivé
Boat=Bateau

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Mode perahu jelajah nyala
Boat cruise mode off=Mode perahu jelajah mati
Boat=Perahu

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Modalità movimento automatico barca attivata
Boat cruise mode off=Modalità movimento automatico barca disattivata
Boat=Barca

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=クルージングモード・オン
Boat cruise mode off=クルージングモード・オフ
Boat=ボート

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=.i lo bloti cu zmiku le ka klama
Boat cruise mode off=.i lo bloti cu macnu le ka klama
Boat=lo bloti

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Mod bot layar makan angin dibolehkan
Boat cruise mode off=Mod bot layar makan angin dilumpuhkan
Boat=Bot

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Modo de cruseiro do barco ligado
Boat cruise mode off=Modo de cruseiro do barco desligado
Boat=Barco

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Режим путешествия на лодке включен
Boat cruise mode off=Режим путешествия на лодке выключен
Boat=Лодка

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Cestovný režim loďky je zapnutý
Boat cruise mode off=Cestovný režim loďky je vypnutý
Boat=Loďka

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Båtkryssningsläge på
Boat cruise mode off=Båtkryssningsläge av
Boat=Båt

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Режим мандрування на човні увімкнено
Boat cruise mode off=Режим мандрування на човні вимкнено
Boat=Човен

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=巡航模式开启
Boat cruise mode off=巡航模式关闭
Boat=船

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=巡航模式開啟
Boat cruise mode off=巡航模式關閉
Boat=船

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@ -141,8 +141,18 @@ local function may_replace(pos, player)
return false
end
-- allow replacing air and liquids
if node_name == "air" or node_definition.liquidtype ~= "none" then
-- allow replacing air
if node_name == "air" then
return true
end
-- don't replace nodes inside protections
if minetest.is_protected(pos, player:get_player_name()) then
return false
end
-- allow replacing liquids
if node_definition.liquidtype ~= "none" then
return true
end
@ -154,8 +164,7 @@ local function may_replace(pos, player)
-- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones?
-- flowers being squished by bones are more realistical than a squished stone, too
-- exception are of course any protected buildable_to
return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
return node_definition.buildable_to
end
local drop = function(pos, itemstack)
@ -182,7 +191,6 @@ local function is_all_empty(player_inv)
end
minetest.register_on_dieplayer(function(player)
local bones_mode = minetest.settings:get("bones_mode") or "bones"
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
bones_mode = "bones"
@ -194,8 +202,7 @@ minetest.register_on_dieplayer(function(player)
local pos_string = minetest.pos_to_string(pos)
-- return if keep inventory set or in creative mode
if bones_mode == "keep" or (creative and creative.is_enabled_for
and creative.is_enabled_for(player:get_player_name())) then
if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then
minetest.log("action", player_name .. " dies at " .. pos_string ..
". No bones placed")
if bones_position_message then

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Ostoj
@1's old bones=La malnova ostoj de @1
@1 died at @2.=@1 mortis ĉe @2
@1 died at @2, and dropped their inventory.=@1 mortis ĉe @2, kaj ri delasis riaj objektoj.
@1 died at @2, and bones were placed.=@1 mortis ĉe @2, kaj ostoj metis.
@1's fresh bones=La nova ostoj de @1
@1's bones=La ostoj de @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Huesos
@1's old bones=Huesos antiguos de @1
@1 died at @2.=@1 murió en @2.
@1 died at @2, and dropped their inventory.=@1 murió en @2, y su inventario se desprendió.
@1 died at @2, and bones were placed.=@1 murió en @2, y sus huesos fueron depositados.
@1's fresh bones=Huesos recientes de @1
@1's bones=Huesos de @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Os
@1's old bones=Vieux os de @1
@1 died at @2.=@1 est mort à @2.
@1 died at @2, and dropped their inventory.=@1 est mort à @2 et a laissé tomber son inventaire.
@1 died at @2, and bones were placed.=@1 est mort à @2 et ses os ont été placés.
@1's fresh bones=Os frais de @1
@1's bones=Os de @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Tulang
@1's old bones=Tulang lama @1
@1 died at @2.=@1 mati di @2.
@1 died at @2, and dropped their inventory.=@1 mati di @2 dan meninggalkan barangnya.
@1 died at @2, and bones were placed.=@1 mati di @2 dan tulangnya diletakkan.
@1's fresh bones=Tulang segar @1
@1's bones=Tulang @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Ossa
@1's old bones=Ossa vecchie di @1
@1 died at @2.=@1 è morto alla posizione @2.
@1 died at @2, and dropped their inventory.=@1 è morto alla posizione @2, e ha lasciato a terra il contenuto del suo inventario.
@1 died at @2, and bones were placed.=@1 è morto alla posizione @2, e vi sono state posizionate delle ossa.
@1's fresh bones=Ossa fresche di @1
@1's bones=Ossa di @1

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# textdomain: bones
Bones=骨
@1's old bones=@1の古い骨
@1 died at @2.=@1は@2で死亡しました。
@1 died at @2, and dropped their inventory.=@1は@2で死亡して持ち物を落としました。
@1 died at @2, and bones were placed.=@1は@2で死亡して骨が残されました。
@1's fresh bones=@1の新鮮な骨
@1's bones=@1の骨

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# textdomain: bones
Bones=lo bongu gunma
@1's old bones=.i ti tolci'o ke bongu gunma po'a la'o zo'i.@1.zo'i
@1 died at @2.=.i la'o zo'i.@1.zo'i pu morsi di'o lo me zoi pos.@2.pos.
@1 died at @2, and dropped their inventory.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije ly. te farlu lo me le dacti liste po ly.
@1 died at @2, and bones were placed.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije lo bongu gunma pu se punji
@1's fresh bones=.i ti cnino ke bongu gunma po'a la'o zo'i.@1.zo'i
@1's bones=.i ti bongu gunma po'a la'o zo'i.@1.zo'i

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# textdomain: bones
Bones=Tulang
@1's old bones=Tulang lama @1
@1 died at @2.=@1 mati di @2.
@1 died at @2, and dropped their inventory.=@1 mati di @2, dan menjatuhkan inventorinya.
@1 died at @2, and bones were placed.=@1 mati di @2, dan tulang diletakkan.
@1's fresh bones=Tulang segar @1
@1's bones=Tulang @1

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# textdomain: bones
Bones=Ossos
@1's old bones=Ossos antigos de @1
@1 died at @2.=@1 morreu em @2.
@1 died at @2, and dropped their inventory.=@1 morreu em @2, e seu inventário foi derrubado.
@1 died at @2, and bones were placed.=@1 morreu em @2, e os ossos foram colocados.
@1's fresh bones=Ossos recentes de @1
@1's bones=Ossos de @1

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# textdomain: bones
Bones=Кости
@1's old bones=Старые кости @1
@1 died at @2.=@1 умер в @2.
@1 died at @2, and dropped their inventory.=@1 умер в @2 и потерял содержимое своего инвентаря.
@1 died at @2, and bones were placed.=@1 умер в @2, помещены кости.
@1's fresh bones=новые кости @1
@1's bones=кости @1

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# textdomain: bones
Bones=Kosti
@1's old bones=Staré kosti hráča @1
@1 died at @2.=@1 zomrel na pozícií @2.
@1 died at @2, and dropped their inventory.=@1 zomrel na pozícií @2 a vysypal svoj inventár.
@1 died at @2, and bones were placed.=@1 zomrel na pozícií @2 a ostali po ňom kosti.
@1's fresh bones=Čerstvé kosti hráča @1
@1's bones=Kosti hráča @1

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# textdomain: bones
Bones=Ben
@1's old bones=@1s Gamla ben
@1 died at @2.=@1 dog på @a.
@1 died at @2, and dropped their inventory.=@1 dog på @a, och tappade deras saker.
@1 died at @2, and bones were placed.=@1 dog på @2, och deras ben var placerade.
@1's fresh bones=@1s färska ben
@1's bones=@1s ben

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# textdomain: bones
Bones=Кістки
@1's old bones=Старі кістки @1
@1 died at @2.=@1 помер в @2.
@1 died at @2, and dropped their inventory.=@1 помер в @2, та загубив вміст свого інвентарю.
@1 died at @2, and bones were placed.=@1 помер в @2, розміщені кістки.
@1's fresh bones=нові кістки @1
@1's bones=кістки @1

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# textdomain: bones
Bones=骨骸
@1's old bones=@1的旧骨骸
@1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡丢掉了所有物品。
@1 died at @2, and bones were placed.=@1在@2死亡已放置骨骸。
@1's fresh bones=@1的新鲜骨骸
@1's bones=@1的骨骸

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# textdomain: bones
Bones=骨骸
@1's old bones=@1的舊骨骸
@1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡丟掉了物品欄。
@1 died at @2, and bones were placed.=@1在@2死亡骨骸被放置。
@1's fresh bones=@1的新鮮骨骸
@1's bones=@1的骨骸

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