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13
.github/workflows/luacheck.yml
vendored
Normal file
|
@ -0,0 +1,13 @@
|
|||
name: luacheck
|
||||
on: [push, pull_request]
|
||||
|
||||
jobs:
|
||||
luacheck:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
- name: Luacheck
|
||||
uses: lunarmodules/luacheck@master
|
||||
with:
|
||||
args: mods
|
11
.github/workflows/test.yml
vendored
Normal file
|
@ -0,0 +1,11 @@
|
|||
name: test
|
||||
on: [push, pull_request]
|
||||
|
||||
jobs:
|
||||
test:
|
||||
runs-on: ubuntu-latest
|
||||
timeout-minutes: 5
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- run: ./utils/test/run.sh
|
13
.luacheckrc
|
@ -1,9 +1,13 @@
|
|||
unused_args = false
|
||||
allow_defined_top = true
|
||||
|
||||
globals = {
|
||||
"default"
|
||||
}
|
||||
|
||||
read_globals = {
|
||||
"DIR_DELIM",
|
||||
"minetest", "core",
|
||||
"minetest",
|
||||
"dump",
|
||||
"vector",
|
||||
"VoxelManip", "VoxelArea",
|
||||
|
@ -12,11 +16,16 @@ 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
|
||||
|
|
12
.travis.yml
|
@ -1,12 +0,0 @@
|
|||
language: generic
|
||||
sudo: false
|
||||
addons:
|
||||
apt:
|
||||
packages:
|
||||
- luarocks
|
||||
before_install:
|
||||
- luarocks install --local luacheck
|
||||
script:
|
||||
- $HOME/.luarocks/bin/luacheck --no-color ./mods
|
||||
notifications:
|
||||
email: false
|
46
README.md
Normal file
|
@ -0,0 +1,46 @@
|
|||
# Minetest Game
|
||||
|
||||
[![ContentDB](https://content.minetest.net/packages/Minetest/minetest_game/shields/title/)](https://content.minetest.net/packages/Minetest/minetest_game/)
|
||||
|
||||
Minetest Game (abbreviated MTG) is a simple and peaceful sandbox game, with no
|
||||
real goals or built-in enemy mobs.
|
||||
|
||||
While it provides a basic gameplay experience out of the box, it is best played
|
||||
with mods.
|
||||
|
||||
Minetest Game is in perpetual maintenance-only mode, meaning it will not see new
|
||||
gameplay features or anything else that breaks compatibility (see
|
||||
[#2710](https://github.com/minetest/minetest_game/issues/2710)).
|
||||
|
||||
## Installation
|
||||
|
||||
### ContentDB
|
||||
|
||||
* Content > Browse Online Content
|
||||
* Search for "[Minetest Game](https://content.minetest.net/packages/Minetest/minetest_game/)"
|
||||
* Click Install
|
||||
|
||||
### Manually
|
||||
|
||||
- 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/`.
|
||||
|
||||
The Minetest engine can be found at [GitHub](https://github.com/minetest/minetest).
|
||||
|
||||
For further information or help, see: [Installing Mods](https://wiki.minetest.net/Installing_Mods).
|
||||
|
||||
## Compatibility
|
||||
|
||||
As of January 2024 Minetest Game follows a **rolling release** model with new changes being automatically
|
||||
published on ContentDB every day.
|
||||
|
||||
There are no stable releases or tags, all existing ones are considered legacy.
|
||||
|
||||
Minetest Game is always compatible to the latest stable release of the engine.
|
||||
Older releases may be supported too depending on circumstances.
|
||||
|
||||
## Licensing
|
||||
|
||||
See `LICENSE.txt`
|
28
README.txt
|
@ -1,28 +0,0 @@
|
|||
Minetest Game [minetest_game]
|
||||
=============================
|
||||
The main game for the Minetest engine
|
||||
=====================================
|
||||
|
||||
To use this game with the Minetest engine, insert this repository as
|
||||
/games/minetest_game
|
||||
|
||||
The Minetest engine can be found in:
|
||||
https://github.com/minetest/minetest/
|
||||
|
||||
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 (eg.
|
||||
0.4.10), Minetest Game is tagged with the version too.
|
||||
|
||||
When stable releases are made, Minetest Game is packaged and made available in
|
||||
http://minetest.net/downloads/
|
||||
and in case the repository has grown too much, it may be reset. In that sense,
|
||||
this is not a "real" git repository. (Package maintainers please note!)
|
||||
|
||||
Licensing
|
||||
---------
|
||||
|
||||
See LICENSE.txt
|
|
@ -1,3 +1,4 @@
|
|||
name = Minetest Game
|
||||
author = minetest
|
||||
description = Bundled by default with Minetest, and aims to be lightweight, moddable, and fairly playable without mods.
|
||||
title = 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.
|
||||
min_minetest_version = 5.8
|
||||
|
|
298
game_api.txt
|
@ -49,6 +49,8 @@ Beds API
|
|||
* `beds.read_spawns() ` Returns a table containing players respawn positions
|
||||
* `beds.kick_players()` Forces all players to leave bed
|
||||
* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
|
||||
* `beds.day_interval` Is a table with keys "start" and "finish". Allows you
|
||||
to set the period of the day (timeofday format). Default: `{ start = 0.2, finish = 0.805 }`.
|
||||
|
||||
### Bed definition
|
||||
|
||||
|
@ -93,16 +95,21 @@ 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 +136,12 @@ 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
|
||||
|
@ -213,30 +220,46 @@ The doors mod allows modders to register custom doors and trapdoors.
|
|||
description = "Door description",
|
||||
inventory_image = "mod_door_inv.png",
|
||||
groups = {choppy = 2},
|
||||
model = "mod_door", -- (optional)
|
||||
-- Model name without a suffix ("big_door" not "big_door_a.obj", "big_door_b.obj")
|
||||
tiles = {"mod_door.png"}, -- UV map.
|
||||
-- The front and back of the door must be identical in appearence as they swap on
|
||||
-- open/close.
|
||||
recipe = craftrecipe,
|
||||
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
|
||||
|
||||
description = "Trapdoor description",
|
||||
inventory_image = "mod_trapdoor_inv.png",
|
||||
nodebox_closed = {} -- Nodebox for closed model
|
||||
nodebox_opened = {} -- Nodebox for opened model
|
||||
-- (optional) both nodeboxes must be used, not one only
|
||||
groups = {choppy = 2},
|
||||
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
|
||||
tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
|
||||
tile_side = "doors_trapdoor_side.png",
|
||||
-- The texture for the four sides of the trapdoor.
|
||||
-- The texture should have the trapdoor side drawn twice, in the lowest and highest
|
||||
-- 1/8ths of the texture, both upright. The area between is not used.
|
||||
-- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
|
||||
-- for the open trapdoor.
|
||||
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
|
||||
|
||||
|
@ -246,7 +269,7 @@ 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
|
||||
|
||||
|
||||
|
@ -269,7 +292,7 @@ The mod that places chests with loot in dungeons provides an API to register add
|
|||
name = "item:name",
|
||||
chance = 0.5,
|
||||
-- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
|
||||
-- due to an extra step in the selection process, 0.5 does not(!) mean that
|
||||
-- Due to an extra step in the selection process, 0.5 does not(!) mean that
|
||||
-- on average every second chest will have this item
|
||||
count = {1, 4},
|
||||
-- ^ table with minimum and maximum amounts of this item
|
||||
|
@ -279,7 +302,8 @@ The mod that places chests with loot in dungeons provides an API to register add
|
|||
-- optional, defaults to no height restrictions
|
||||
types = {"desert"},
|
||||
-- ^ table with types of dungeons this item can be found in
|
||||
-- supported types: "normal" (the cobble/mossycobble one), "sandstone", "desert"
|
||||
-- supported types: "normal" (the cobble/mossycobble one), "sandstone"
|
||||
-- "desert" and "ice"
|
||||
-- optional, defaults to no type restrictions
|
||||
|
||||
|
||||
|
@ -300,7 +324,7 @@ Allows creation of new fences with "fencelike" drawtype.
|
|||
name = "default:fence_wood",
|
||||
description = "Wooden Fence",
|
||||
texture = "default_wood.png",
|
||||
material = "default:wood",
|
||||
material = "default:wood", -- `nil` if you don't want the recipe
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
sounds = default.node_sound_wood_defaults(),
|
||||
|
||||
|
@ -317,6 +341,12 @@ walls.register(name, desc, texture, mat, sounds)
|
|||
^ mat = "default:stone". Used to auto-generate crafting recipe.
|
||||
^ sounds = sounds: see [#Default sounds]
|
||||
|
||||
All walls will be connected to any nodes with one of the following groups:
|
||||
* `wall`
|
||||
* `stone`
|
||||
* `fence`
|
||||
* `wall_connected`
|
||||
|
||||
|
||||
Farming API
|
||||
-----------
|
||||
|
@ -351,17 +381,23 @@ The farming API allows you to easily register plants and hoes.
|
|||
|
||||
{
|
||||
description = "", -- Description of seed item
|
||||
harvest_description = "", -- Description of harvest item
|
||||
-- (optional, derived automatically if not provided)
|
||||
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
|
||||
steps = 8, -- How many steps the plant has to grow, until it can be harvested
|
||||
-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
|
||||
minlight = 13, -- Minimum light to grow
|
||||
maxlight = default.LIGHT_MAX -- Maximum light to grow
|
||||
can_grow = function(pos) -- Сalled every growth tick to check if the plant can grow, returns bool
|
||||
-- (optional, checks for wet soil by default)
|
||||
}
|
||||
|
||||
|
||||
Fire API
|
||||
--------
|
||||
|
||||
Add group flammable when registering a node to make fire seek for it.
|
||||
Add it to an item to make it burn up when dropped in lava or fire.
|
||||
New node def property:
|
||||
|
||||
`on_burn(pos)`
|
||||
|
@ -409,57 +445,83 @@ 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.globalstep(dtime, ...)`
|
||||
* The function called by the globalstep that controls player animations.
|
||||
You can override this to replace the globalstep with your own implementation.
|
||||
* Receives all args that minetest.register_globalstep() passes
|
||||
|
||||
* `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
|
||||
}
|
||||
|
||||
|
||||
|
@ -578,6 +640,34 @@ set a players home position and teleport a player to home position.
|
|||
* `name` Player you wish to teleport to their home position
|
||||
* return value: false if player cannot be sent home, otherwise true
|
||||
|
||||
Spawn API
|
||||
---------
|
||||
|
||||
The spawn mod takes care of deciding the position of new and respawning players
|
||||
in the world and has an API to modify its behavior.
|
||||
|
||||
`spawn.get_default_pos()`
|
||||
* Gets the default spawn position as decided by a biome-dependent algorithm.
|
||||
* This is not influenced by settings like "static_spawnpoint" or "engine_spawn".
|
||||
* return value: a vector or `nil` on failure
|
||||
|
||||
`spawn.add_suitable_biome(biome)`:
|
||||
* Adds a biome to the list of allowed biomes for the above algorithm.
|
||||
* `biome`: Name of a registered biome
|
||||
|
||||
`spawn.register_on_spawn(func)`:
|
||||
* Registers a callback to be called when a player (re-)spawns. This can be used
|
||||
to intercept the normal logic to e.g. respawn a player at his bed.
|
||||
* `func`: `function(player, is_new)` with arguments
|
||||
- `player`: ObjectRef
|
||||
- `is_new`: true if the player is joining the server for the first time
|
||||
- return value: true to skip all other spawn logic, false or nil otherwise
|
||||
|
||||
When a player (re-)spawns the following order is executed:
|
||||
1. All spawn callbacks in order of registration.
|
||||
2. If no result, teleport player to `spawn.get_default_pos()`.
|
||||
3. If that fails, spawning is left up to engine.
|
||||
|
||||
|
||||
Sfinv API
|
||||
---------
|
||||
|
@ -694,6 +784,12 @@ 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
|
||||
|
@ -716,34 +812,42 @@ delivered with Minetest Game, to keep them compatible with other mods.
|
|||
* `sounds`: See [#Default sounds]
|
||||
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
||||
|
||||
`stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
|
||||
`stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
|
||||
|
||||
* Registers an inner corner stair
|
||||
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
|
||||
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
|
||||
* `groups`: See [Known damage and digging time defining groups]
|
||||
* `images`: See [Tile definition]
|
||||
* `description`: Used for the description field in the stair's definition
|
||||
* `description`: Used for the description field in the stair's definition with "Inner" prepended
|
||||
* `sounds`: See [#Default sounds]
|
||||
* `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_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
|
||||
`stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
|
||||
|
||||
* Registers an outer corner stair
|
||||
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
|
||||
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
|
||||
* `groups`: See [Known damage and digging time defining groups]
|
||||
* `images`: See [Tile definition]
|
||||
* `description`: Used for the description field in the stair's definition
|
||||
* `description`: Used for the description field in the stair's definition with "Outer" prepended
|
||||
* `sounds`: See [#Default sounds]
|
||||
* `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
|
||||
|
@ -759,7 +863,11 @@ 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
|
||||
|
@ -956,6 +1064,27 @@ Trees
|
|||
* `default.grow_blueberry_bush(pos)`
|
||||
* Grows a blueberry bush at pos
|
||||
|
||||
* `default.on_grow_failed(pos)`
|
||||
* Reset the node timer to 300 seconds, used as default callback when the growth of a sapling fails
|
||||
|
||||
* `default.sapling_growth_defs`
|
||||
* Table that contains all the definitions for the growable saplings, see `default.register_sapling_growth`
|
||||
|
||||
* `default.register_sapling_growth(name, def)`
|
||||
* Register a new sapling growth configuration. Useful to add custom sapling and trees to the game in a compact way.
|
||||
default.register_sapling_growth(
|
||||
"default:sapling", -- Name of the sapling
|
||||
{
|
||||
can_grow = default.can_grow, -- Function called to determine whether the sapling can grow, should return a boolean
|
||||
on_grow_failed = default.on_grow_failed, -- Function called when the growth fails
|
||||
grow = function(pos) -- Function called when the growth has success. This should replace the sapling with a tree.
|
||||
}
|
||||
)
|
||||
|
||||
* `default.grow_sapling(pos)`
|
||||
* Attempt to grow a sapling at the given position. Useful as on_timer callback.
|
||||
|
||||
|
||||
|
||||
Carts
|
||||
-----
|
||||
|
@ -1037,3 +1166,68 @@ 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`.
|
||||
|
||||
|
||||
Log API
|
||||
-------
|
||||
|
||||
Logs action of the player with a node at a certain position.
|
||||
By default only actions of real players are logged.
|
||||
Actions of non-players (usually machines) are logged only when
|
||||
setting `log_non_player_actions` is enabled.
|
||||
A player is considered non-player if `player:is_player()` returns
|
||||
`false` or `player.is_fake_player` is truthy. The use of
|
||||
`is_fake_player` is an unofficial standard between mods.
|
||||
These non-players are marked by the content of `is_fake_player`
|
||||
(if it is a string) or a "*" in brackets after the player name in
|
||||
the log.
|
||||
|
||||
`default.log_player_action(player, ...)`
|
||||
|
||||
* `player` The player who performed the action
|
||||
* `message_parts` Any mumber of message parts describing the action
|
||||
in 3rd person singular present tense. It can also
|
||||
contain a `pos` which is logged as "(X,Y,Z)"
|
||||
|
||||
`default.set_inventory_action_loggers(def, name)`
|
||||
|
||||
* hooks the callbacks `on_metadata_inventory_move`,
|
||||
`on_metadata_inventory_put` and `on_metadata_inventory_take`
|
||||
that log corresponding actions
|
||||
* after logging the action, the original callback (if any) is called
|
||||
* `def` See [Node definition]
|
||||
* `name` Description of the node in the log message
|
||||
|
||||
|
||||
Weather API
|
||||
-----------
|
||||
|
||||
The weather mod will constantly adjust weather effects seen by the player
|
||||
(that is: cloud parameters, shadow intensity, bloom and volumetric lighting).
|
||||
These can be influenced using this API.
|
||||
|
||||
#### `weather.get = function(player)`
|
||||
|
||||
* Returns the current weather effects seen by the player.
|
||||
It returns a table with two keys:
|
||||
* `clouds`: A table (or `nil`) with cloud data following the same format as used for `player:set_clouds()`.
|
||||
* `lighting`: A table (or `nil`) with lighting data following the same format as used for `player:set_lighting()`.
|
||||
* `player`: ObjectRef of the relevant player
|
||||
* You can override this function to change the weather effects by simply returning different values.
|
||||
Setting `clouds` or `lighting` in the result table to `nil` will *prevent* those from changing.
|
||||
|
||||
Utilities
|
||||
---------
|
||||
|
||||
`default.dig_up(pos, node, digger, max_height)`
|
||||
|
||||
* Find all nodes above `pos` that is the same, then dig them all
|
||||
* `max_height` Maximum number of nodes to iterate. Default: 100
|
||||
|
|
BIN
menu/header.png
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 935 B |
|
@ -60,7 +60,22 @@ default:torch 99,default:cobble 99
|
|||
# Default value is true.
|
||||
#enable_bed_night_skip = true
|
||||
|
||||
# If enabled, fences and walls cannot be jumped over.
|
||||
#enable_fence_tall = false
|
||||
|
||||
# Whether the engine's spawn search, which does not check for a suitable
|
||||
# starting biome, is used.
|
||||
# Default value is false.
|
||||
#engine_spawn = false
|
||||
|
||||
# Whether river water source nodes create flowing sounds.
|
||||
# Helps rivers create more sound, especially on level sections.
|
||||
#river_source_sounds = false
|
||||
|
||||
# If enabled, the 'weather' mod will control cloud parameters, shadow intensity,
|
||||
# bloom and volumetric lighting.
|
||||
# Non-functional in V6 or Singlenode mapgens.
|
||||
#enable_weather = true
|
||||
|
||||
# If enabled, non-player actions are logged
|
||||
#log_non_player_actions = false
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -1,5 +1,10 @@
|
|||
|
||||
local reverse = true
|
||||
-- Removes a node without calling on on_destruct()
|
||||
-- We use this to mess with bed nodes without causing unwanted recursion.
|
||||
local function remove_no_destruct(pos)
|
||||
minetest.swap_node(pos, {name = "air"})
|
||||
minetest.remove_node(pos) -- Now clear the meta
|
||||
minetest.check_for_falling(pos)
|
||||
end
|
||||
|
||||
local function destruct_bed(pos, n)
|
||||
local node = minetest.get_node(pos)
|
||||
|
@ -12,13 +17,11 @@ local function destruct_bed(pos, n)
|
|||
local dir = minetest.facedir_to_dir(node.param2)
|
||||
other = vector.add(pos, dir)
|
||||
end
|
||||
|
||||
if reverse then
|
||||
reverse = not reverse
|
||||
minetest.remove_node(other)
|
||||
minetest.check_for_falling(other)
|
||||
else
|
||||
reverse = not reverse
|
||||
local oname = minetest.get_node(other).name
|
||||
if minetest.get_item_group(oname, "bed") ~= 0 then
|
||||
remove_no_destruct(other)
|
||||
beds.remove_spawns_at(pos)
|
||||
beds.remove_spawns_at(other)
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -29,6 +32,7 @@ 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 +97,7 @@ 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
|
||||
|
@ -111,10 +114,11 @@ function beds.register_bed(name, def)
|
|||
|
||||
on_rotate = function(pos, node, user, _, new_param2)
|
||||
local dir = minetest.facedir_to_dir(node.param2)
|
||||
-- old position of the top node
|
||||
local p = vector.add(pos, dir)
|
||||
local node2 = minetest.get_node_or_nil(p)
|
||||
if not node2 or not minetest.get_item_group(node2.name, "bed") == 2 or
|
||||
not node.param2 == node2.param2 then
|
||||
if not node2 or minetest.get_item_group(node2.name, "bed") ~= 2 or
|
||||
node.param2 ~= node2.param2 then
|
||||
return false
|
||||
end
|
||||
if minetest.is_protected(p, user:get_player_name()) then
|
||||
|
@ -124,6 +128,7 @@ function beds.register_bed(name, def)
|
|||
if new_param2 % 32 > 3 then
|
||||
return false
|
||||
end
|
||||
-- new position of the top node
|
||||
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
|
||||
local node3 = minetest.get_node_or_nil(newp)
|
||||
local node_def = node3 and minetest.registered_nodes[node3.name]
|
||||
|
@ -135,8 +140,7 @@ function beds.register_bed(name, def)
|
|||
return false
|
||||
end
|
||||
node.param2 = new_param2
|
||||
-- do not remove_node here - it will trigger destroy_bed()
|
||||
minetest.set_node(p, {name = "air"})
|
||||
remove_no_destruct(p)
|
||||
minetest.set_node(pos, node)
|
||||
minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
|
||||
return true
|
||||
|
@ -149,11 +153,13 @@ 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 = {
|
||||
|
|
|
@ -1,7 +1,12 @@
|
|||
-- beds/beds.lua
|
||||
|
||||
-- support for MT game translation.
|
||||
local S = beds.get_translator
|
||||
|
||||
-- Fancy shaped bed
|
||||
|
||||
beds.register_bed("beds:fancy_bed", {
|
||||
description = "Fancy Bed",
|
||||
description = S("Fancy Bed"),
|
||||
inventory_image = "beds_bed_fancy.png",
|
||||
wield_image = "beds_bed_fancy.png",
|
||||
tiles = {
|
||||
|
@ -52,7 +57,7 @@ beds.register_bed("beds:fancy_bed", {
|
|||
-- Simple shaped bed
|
||||
|
||||
beds.register_bed("beds:bed", {
|
||||
description = "Simple Bed",
|
||||
description = S("Simple Bed"),
|
||||
inventory_image = "beds_bed.png",
|
||||
wield_image = "beds_bed.png",
|
||||
tiles = {
|
||||
|
@ -60,24 +65,24 @@ beds.register_bed("beds:bed", {
|
|||
"beds_bed_top_bottom.png^[transformR90",
|
||||
"beds_bed_under.png",
|
||||
"beds_bed_side_bottom_r.png",
|
||||
"beds_bed_side_bottom_r.png^[transformfx",
|
||||
"beds_transparent.png",
|
||||
"beds_bed_side_bottom_r.png^[transformFX",
|
||||
"blank.png",
|
||||
"beds_bed_side_bottom.png"
|
||||
},
|
||||
top = {
|
||||
"beds_bed_top_top.png^[transformR90",
|
||||
"beds_bed_under.png",
|
||||
"beds_bed_side_top_r.png",
|
||||
"beds_bed_side_top_r.png^[transformfx",
|
||||
"beds_bed_side_top_r.png^[transformFX",
|
||||
"beds_bed_side_top.png",
|
||||
"beds_transparent.png",
|
||||
"blank.png",
|
||||
}
|
||||
},
|
||||
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"}
|
||||
|
|
|
@ -1,2 +0,0 @@
|
|||
default
|
||||
wool
|
|
@ -1,11 +1,13 @@
|
|||
local pi = math.pi
|
||||
local player_in_bed = 0
|
||||
local is_sp = minetest.is_singleplayer()
|
||||
local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
|
||||
if enable_respawn == nil then
|
||||
enable_respawn = true
|
||||
end
|
||||
|
||||
-- support for MT game translation.
|
||||
local S = beds.get_translator
|
||||
|
||||
-- Helper functions
|
||||
|
||||
local function get_look_yaw(pos)
|
||||
|
@ -58,63 +60,105 @@ 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
|
||||
if beds.player[name] ~= nil then
|
||||
beds.player[name] = nil
|
||||
beds.bed_position[name] = nil
|
||||
player_in_bed = player_in_bed - 1
|
||||
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
|
||||
beds.player[name] = 1
|
||||
|
||||
-- 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
|
||||
player_in_bed = player_in_bed + 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)
|
||||
end
|
||||
|
||||
local function get_player_in_bed_count()
|
||||
local c = 0
|
||||
for _, _ in pairs(beds.player) do
|
||||
c = c + 1
|
||||
end
|
||||
return c
|
||||
end
|
||||
|
||||
local function update_formspecs(finished)
|
||||
local ges = #minetest.get_connected_players()
|
||||
local form_n
|
||||
local player_in_bed = get_player_in_bed_count()
|
||||
local is_majority = (ges / 2) < player_in_bed
|
||||
|
||||
local form_n
|
||||
local esc = minetest.formspec_escape
|
||||
if finished then
|
||||
form_n = beds.formspec .. "label[2.7,9; Good morning.]"
|
||||
form_n = beds.formspec .. "label[2.7,9;" .. esc(S("Good morning.")) .. "]"
|
||||
else
|
||||
form_n = beds.formspec .. "label[2.2,9;" .. tostring(player_in_bed) ..
|
||||
" of " .. tostring(ges) .. " players are in bed]"
|
||||
form_n = beds.formspec .. "label[2.2,9;" ..
|
||||
esc(S("@1 of @2 players are in bed", player_in_bed, ges)) .. "]"
|
||||
if is_majority and is_night_skip_enabled() then
|
||||
form_n = form_n .. "button_exit[2,6;4,0.75;force;Force night skip]"
|
||||
form_n = form_n .. "button_exit[2,6;4,0.75;force;" ..
|
||||
esc(S("Force night skip")) .. "]"
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -137,16 +181,36 @@ function beds.skip_night()
|
|||
minetest.set_timeofday(0.23)
|
||||
end
|
||||
|
||||
local update_scheduled = false
|
||||
local function schedule_update()
|
||||
if update_scheduled then
|
||||
-- there already is an update scheduled; don't schedule more to prevent races
|
||||
return
|
||||
end
|
||||
update_scheduled = true
|
||||
minetest.after(2, function()
|
||||
update_scheduled = false
|
||||
if not is_sp then
|
||||
update_formspecs(is_night_skip_enabled())
|
||||
end
|
||||
if is_night_skip_enabled() then
|
||||
-- skip the night and let all players stand up
|
||||
beds.skip_night()
|
||||
beds.kick_players()
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
function beds.on_rightclick(pos, player)
|
||||
local name = player:get_player_name()
|
||||
local ppos = player:get_pos()
|
||||
local tod = minetest.get_timeofday()
|
||||
|
||||
if tod > 0.2 and tod < 0.805 then
|
||||
if tod > beds.day_interval.start and tod < beds.day_interval.finish then
|
||||
if beds.player[name] then
|
||||
lay_down(player, nil, nil, false)
|
||||
end
|
||||
minetest.chat_send_player(name, "You can only sleep at night.")
|
||||
minetest.chat_send_player(name, S("You can only sleep at night."))
|
||||
return
|
||||
end
|
||||
|
||||
|
@ -162,17 +226,8 @@ function beds.on_rightclick(pos, player)
|
|||
update_formspecs(false)
|
||||
end
|
||||
|
||||
-- skip the night and let all players stand up
|
||||
if check_in_beds() then
|
||||
minetest.after(2, function()
|
||||
if not is_sp then
|
||||
update_formspecs(is_night_skip_enabled())
|
||||
end
|
||||
if is_night_skip_enabled() then
|
||||
beds.skip_night()
|
||||
beds.kick_players()
|
||||
end
|
||||
end)
|
||||
schedule_update()
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -189,10 +244,9 @@ end
|
|||
-- Callbacks
|
||||
-- Only register respawn callback if respawn enabled
|
||||
if enable_respawn then
|
||||
-- respawn player at bed if enabled and valid position is found
|
||||
minetest.register_on_respawnplayer(function(player)
|
||||
local name = player:get_player_name()
|
||||
local pos = beds.spawn[name]
|
||||
-- Respawn player at bed if valid position is found
|
||||
spawn.register_on_spawn(function(player, is_new)
|
||||
local pos = beds.spawn[player:get_player_name()]
|
||||
if pos then
|
||||
player:set_pos(pos)
|
||||
return true
|
||||
|
@ -205,13 +259,20 @@ minetest.register_on_leaveplayer(function(player)
|
|||
lay_down(player, nil, nil, false, true)
|
||||
beds.player[name] = nil
|
||||
if check_in_beds() then
|
||||
minetest.after(2, function()
|
||||
update_formspecs(is_night_skip_enabled())
|
||||
if is_night_skip_enabled() then
|
||||
beds.skip_night()
|
||||
beds.kick_players()
|
||||
end
|
||||
end)
|
||||
schedule_update()
|
||||
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)
|
||||
|
||||
|
@ -223,7 +284,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
|
|||
-- Because "Force night skip" button is a button_exit, it will set fields.quit
|
||||
-- and lay_down call will change value of player_in_bed, so it must be taken
|
||||
-- earlier.
|
||||
local last_player_in_bed = player_in_bed
|
||||
local last_player_in_bed = get_player_in_bed_count()
|
||||
|
||||
if fields.quit or fields.leave then
|
||||
lay_down(player, nil, nil, false)
|
||||
|
|
|
@ -1,13 +1,25 @@
|
|||
-- beds/init.lua
|
||||
|
||||
-- Load support for MT game translation.
|
||||
local S = minetest.get_translator("beds")
|
||||
local esc = minetest.formspec_escape
|
||||
|
||||
beds = {}
|
||||
beds.player = {}
|
||||
beds.bed_position = {}
|
||||
beds.pos = {}
|
||||
beds.spawn = {}
|
||||
beds.get_translator = S
|
||||
|
||||
beds.formspec = "size[8,11;true]" ..
|
||||
"no_prepend[]" ..
|
||||
"bgcolor[#080808BB;true]" ..
|
||||
"button_exit[2,10;4,0.75;leave;Leave Bed]"
|
||||
"button_exit[2,10;4,0.75;leave;" .. esc(S("Leave Bed")) .. "]"
|
||||
|
||||
beds.day_interval = {
|
||||
start = 0.2,
|
||||
finish = 0.805,
|
||||
}
|
||||
|
||||
local modpath = minetest.get_modpath("beds")
|
||||
|
||||
|
|
10
mods/beds/locale/beds.de.tr
Normal file
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Schickes Bett
|
||||
Simple Bed=Schlichtes Bett
|
||||
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
|
10
mods/beds/locale/beds.eo.tr
Normal file
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Luksa lito
|
||||
Simple Bed=Simpla lito
|
||||
This bed is already occupied!=Tiu lito jam estas okupata!
|
||||
You have to stop moving before going to bed!=Vi ĉesu moviĝi por enlitiĝi!
|
||||
Good morning.=Bonan matenon.
|
||||
@1 of @2 players are in bed=@1 el @2 ludantoj estas en lito
|
||||
Force night skip=Devigi noktan salton
|
||||
You can only sleep at night.=Vi povas dormi nur nokte.
|
||||
Leave Bed=Ellitiĝi
|
10
mods/beds/locale/beds.es.tr
Normal file
|
@ -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
|
10
mods/beds/locale/beds.fr.tr
Normal file
|
@ -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
|
10
mods/beds/locale/beds.id.tr
Normal file
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Ranjang Mewah
|
||||
Simple Bed=Ranjang Sederhana
|
||||
This bed is already occupied!=Ranjang telah terisi!
|
||||
You have to stop moving before going to bed!=Anda harus diam untuk tidur!
|
||||
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 bisa tidur pada waktu malam.
|
||||
Leave Bed=Tinggalkan Ranjang
|
10
mods/beds/locale/beds.it.tr
Normal file
|
@ -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
|
10
mods/beds/locale/beds.ja.tr
Normal file
|
@ -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
|
10
mods/beds/locale/beds.jbo.tr
Normal file
|
@ -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
|
10
mods/beds/locale/beds.ms.tr
Normal file
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Katil Beragam
|
||||
Simple Bed=Katil Biasa
|
||||
This bed is already occupied!=Katil ini sudah diduduki!
|
||||
You have to stop moving before going to bed!=Anda perlu berhenti bergerak sebelum tidur!
|
||||
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=Tinggalkan Katil
|
10
mods/beds/locale/beds.pl.tr
Normal file
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Fantazyjne łóżko
|
||||
Simple Bed=Proste łóżko
|
||||
This bed is already occupied!=To łóżko jest już zajęte!
|
||||
You have to stop moving before going to bed!=Musisz się zatrzymać aby wejść do łóżka
|
||||
Good morning.=Dzień dobry.
|
||||
@1 of @2 players are in bed=@1 z @2 graczy śpią
|
||||
Force night skip=Wymuś pominięcie nocy
|
||||
You can only sleep at night.=Możesz spać tylko w nocy.
|
||||
Leave Bed=Opuść łóżko
|
10
mods/beds/locale/beds.pt_BR.tr
Normal file
|
@ -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
|
10
mods/beds/locale/beds.ru.tr
Normal file
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Красивая кровать
|
||||
Simple Bed=Простая кровать
|
||||
This bed is already occupied!=Эта кровать уже занята!
|
||||
You have to stop moving before going to bed!=Вам нужно перестать двигаться чтобы лечь!
|
||||
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
|
10
mods/beds/locale/beds.sk.tr
Normal file
|
@ -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
|
10
mods/beds/locale/beds.sv.tr
Normal file
|
@ -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
|
10
mods/beds/locale/beds.uk.tr
Normal file
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=Гарне ліжко
|
||||
Simple Bed=Просте ліжко
|
||||
This bed is already occupied!=Це ліжко вже зайняте!
|
||||
You have to stop moving before going to bed!=Зупиніться перед тим як лягти!
|
||||
Good morning.=Доброго ранку.
|
||||
@1 of @2 players are in bed=@1 з @2 гравців(-я) у ліжку
|
||||
Force night skip=Пропустити ніч
|
||||
You can only sleep at night.=Ви можете спати лише вночі.
|
||||
Leave Bed=Встати з ліжка
|
10
mods/beds/locale/beds.zh_CN.tr
Normal file
|
@ -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
|
10
mods/beds/locale/beds.zh_TW.tr
Normal file
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=花式床
|
||||
Simple Bed=簡易床
|
||||
This bed is already occupied!=這個床已經被占據了!
|
||||
You have to stop moving before going to bed!=你必須在上床前停止移動!
|
||||
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
|
10
mods/beds/locale/template.txt
Normal file
|
@ -0,0 +1,10 @@
|
|||
# textdomain: beds
|
||||
Fancy Bed=
|
||||
Simple 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=
|
3
mods/beds/mod.conf
Normal file
|
@ -0,0 +1,3 @@
|
|||
name = beds
|
||||
description = Minetest Game mod: beds
|
||||
depends = default, wool, spawn
|
|
@ -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
|
||||
|
|
Before Width: | Height: | Size: 540 B After Width: | Height: | Size: 490 B |
Before Width: | Height: | Size: 537 B After Width: | Height: | Size: 486 B |
Before Width: | Height: | Size: 390 B After Width: | Height: | Size: 340 B |
Before Width: | Height: | Size: 387 B After Width: | Height: | Size: 343 B |
Before Width: | Height: | Size: 296 B After Width: | Height: | Size: 248 B |
Before Width: | Height: | Size: 316 B After Width: | Height: | Size: 265 B |
Before Width: | Height: | Size: 561 B After Width: | Height: | Size: 431 B |
Before Width: | Height: | Size: 537 B After Width: | Height: | Size: 427 B |
Before Width: | Height: | Size: 611 B After Width: | Height: | Size: 464 B |
Before Width: | Height: | Size: 596 B After Width: | Height: | Size: 446 B |
Before Width: | Height: | Size: 583 B After Width: | Height: | Size: 474 B |
Before Width: | Height: | Size: 616 B After Width: | Height: | Size: 547 B |
Before Width: | Height: | Size: 495 B After Width: | Height: | Size: 425 B |
Before Width: | Height: | Size: 556 B After Width: | Height: | Size: 490 B |
Before Width: | Height: | Size: 304 B After Width: | Height: | Size: 251 B |
Before Width: | Height: | Size: 143 B |
|
@ -1,2 +0,0 @@
|
|||
default
|
||||
creative?
|
|
@ -1,27 +1,23 @@
|
|||
-- binoculars/init.lua
|
||||
|
||||
-- Mod global namespace
|
||||
|
||||
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")
|
||||
-- Load support for MT game translation.
|
||||
local S = minetest.get_translator("binoculars")
|
||||
|
||||
|
||||
-- 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
|
||||
|
||||
|
@ -54,9 +50,10 @@ minetest.after(4.7, cyclic_update)
|
|||
-- Binoculars item
|
||||
|
||||
minetest.register_craftitem("binoculars:binoculars", {
|
||||
description = "Binoculars\nUse with 'Zoom' key",
|
||||
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)
|
||||
|
|
3
mods/binoculars/locale/binoculars.de.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Fernglas
|
||||
Use with 'Zoom' key=Mit „Zoom“-Taste benutzen
|
3
mods/binoculars/locale/binoculars.eo.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Binoklo
|
||||
Use with 'Zoom' key=Uzi per 'Zomo' klavo
|
3
mods/binoculars/locale/binoculars.es.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Prismáticos
|
||||
Use with 'Zoom' key=Usar con la tecla 'Zoom'
|
3
mods/binoculars/locale/binoculars.fr.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Jumelles
|
||||
Use with 'Zoom' key=Utiliser avec le bouton « Zoom »
|
3
mods/binoculars/locale/binoculars.id.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Teropong
|
||||
Use with 'Zoom' key=Gunakan dengan tombol 'Zum'
|
3
mods/binoculars/locale/binoculars.it.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Binocolo
|
||||
Use with 'Zoom' key=Usalo col tasto 'Ingrandimento'
|
3
mods/binoculars/locale/binoculars.ja.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=双眼鏡
|
||||
Use with 'Zoom' key=ズームキーで使います
|
3
mods/binoculars/locale/binoculars.jbo.tr
Normal file
|
@ -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
|
3
mods/binoculars/locale/binoculars.ms.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Binokular
|
||||
Use with 'Zoom' key=Guna dengan kekunci 'Zum'
|
3
mods/binoculars/locale/binoculars.pl.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Lornetka
|
||||
Use with 'Zoom' key=Aby użyć naciśnij 'Zoom'
|
3
mods/binoculars/locale/binoculars.pt_BR.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Binóculos
|
||||
Use with 'Zoom' key=Use com a tecla de 'Zoom'
|
3
mods/binoculars/locale/binoculars.ru.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Бинокль
|
||||
Use with 'Zoom' key=Используется клавишей 'Приближение'
|
3
mods/binoculars/locale/binoculars.sk.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Ďalekohľad
|
||||
Use with 'Zoom' key=Použi s klávesou "Priblíž"
|
3
mods/binoculars/locale/binoculars.sv.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Kikare
|
||||
Use with 'Zoom' key=Använd med 'Zoom'-knappen
|
3
mods/binoculars/locale/binoculars.uk.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=Бінокль
|
||||
Use with 'Zoom' key=Використовується клавішею 'Наближення'
|
3
mods/binoculars/locale/binoculars.zh_CN.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=望远镜
|
||||
Use with 'Zoom' key=与“缩放”键一起使用
|
3
mods/binoculars/locale/binoculars.zh_TW.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=望遠鏡
|
||||
Use with 'Zoom' key=與“縮放”鍵一起使用
|
3
mods/binoculars/locale/template.txt
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: binoculars
|
||||
Binoculars=
|
||||
Use with 'Zoom' key=
|
3
mods/binoculars/mod.conf
Normal file
|
@ -0,0 +1,3 @@
|
|||
name = binoculars
|
||||
description = Minetest Game mod: binoculars
|
||||
depends = default
|
|
@ -1,2 +0,0 @@
|
|||
default
|
||||
player_api
|
|
@ -1,3 +1,8 @@
|
|||
-- boats/init.lua
|
||||
|
||||
-- Load support for MT game translation.
|
||||
local S = minetest.get_translator("boats")
|
||||
|
||||
--
|
||||
-- Helper functions
|
||||
--
|
||||
|
@ -8,15 +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
|
||||
|
@ -57,31 +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
|
||||
|
@ -90,8 +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
|
||||
|
||||
|
||||
|
@ -123,8 +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
|
||||
|
@ -141,7 +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
|
||||
|
@ -149,16 +141,16 @@ function boat.on_step(self, dtime)
|
|||
if ctrl.up and ctrl.down then
|
||||
if not self.auto then
|
||||
self.auto = true
|
||||
minetest.chat_send_player(self.driver, "[boats] Cruise on")
|
||||
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, "[boats] Cruise off")
|
||||
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
|
||||
|
@ -176,19 +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()
|
||||
|
@ -242,7 +234,7 @@ minetest.register_entity("boats:boat", boat)
|
|||
|
||||
|
||||
minetest.register_craftitem("boats:boat", {
|
||||
description = "Boat",
|
||||
description = S("Boat"),
|
||||
inventory_image = "boats_inventory.png",
|
||||
wield_image = "boats_wield.png",
|
||||
wield_scale = {x = 2, y = 2, z = 1},
|
||||
|
@ -273,8 +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
|
||||
|
|
4
mods/boats/locale/boats.de.tr
Normal file
|
@ -0,0 +1,4 @@
|
|||
# textdomain: boats
|
||||
Boat cruise mode on=Schneller Bootsmodus an
|
||||
Boat cruise mode off=Schneller Bootsmodus aus
|
||||
Boat=Boot
|
4
mods/boats/locale/boats.eo.tr
Normal file
|
@ -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
|
4
mods/boats/locale/boats.es.tr
Normal file
|
@ -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
|
4
mods/boats/locale/boats.fr.tr
Normal file
|
@ -0,0 +1,4 @@
|
|||
# textdomain: boats
|
||||
Boat cruise mode on=Bateau mode rapide activé
|
||||
Boat cruise mode off=Bateau mode rapide désactivé
|
||||
Boat=Bateau
|
4
mods/boats/locale/boats.id.tr
Normal file
|
@ -0,0 +1,4 @@
|
|||
# textdomain: boats
|
||||
Boat cruise mode on=Mode perahu jelajah nyala
|
||||
Boat cruise mode off=Mode perahu jelajah mati
|
||||
Boat=Perahu
|
4
mods/boats/locale/boats.it.tr
Normal file
|
@ -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
|
4
mods/boats/locale/boats.ja.tr
Normal file
|
@ -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
|
4
mods/boats/locale/boats.jbo.tr
Normal file
|
@ -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
|
4
mods/boats/locale/boats.ms.tr
Normal file
|
@ -0,0 +1,4 @@
|
|||
# textdomain: boats
|
||||
Boat cruise mode on=Mod jelajah bot dihidupkan
|
||||
Boat cruise mode off=Mod jelajah bot dimatikan
|
||||
Boat=Bot
|
4
mods/boats/locale/boats.pl.tr
Normal file
|
@ -0,0 +1,4 @@
|
|||
# textdomain: boats
|
||||
Boat cruise mode on=Tryb rejsu łodką włączony
|
||||
Boat cruise mode off=Tryb rejsu łodką wyłączony
|
||||
Boat=Łódka
|
4
mods/boats/locale/boats.pt_BR.tr
Normal file
|
@ -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
|
4
mods/boats/locale/boats.ru.tr
Normal file
|
@ -0,0 +1,4 @@
|
|||
# textdomain: boats
|
||||
Boat cruise mode on=Автоход лодки включен
|
||||
Boat cruise mode off=Автоход лодки выключен
|
||||
Boat=Лодка
|
4
mods/boats/locale/boats.sk.tr
Normal file
|
@ -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
|
4
mods/boats/locale/boats.sv.tr
Normal file
|
@ -0,0 +1,4 @@
|
|||
# textdomain: boats
|
||||
Boat cruise mode on=Båtkryssningsläge på
|
||||
Boat cruise mode off=Båtkryssningsläge av
|
||||
Boat=Båt
|
4
mods/boats/locale/boats.uk.tr
Normal file
|
@ -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
|
4
mods/boats/locale/boats.zh_CN.tr
Normal file
|
@ -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
|
4
mods/boats/locale/boats.zh_TW.tr
Normal file
|
@ -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
|
4
mods/boats/locale/template.txt
Normal file
|
@ -0,0 +1,4 @@
|
|||
# textdomain: boats
|
||||
Boat cruise mode on=
|
||||
Boat cruise mode off=
|
||||
Boat=
|
3
mods/boats/mod.conf
Normal file
|
@ -0,0 +1,3 @@
|
|||
name = boats
|
||||
description = Minetest Game mod: boats
|
||||
depends = default, player_api
|
|
@ -1 +0,0 @@
|
|||
default
|
|
@ -1,6 +1,11 @@
|
|||
-- bones/init.lua
|
||||
|
||||
-- Minetest 0.4 mod: bones
|
||||
-- See README.txt for licensing and other information.
|
||||
|
||||
-- Load support for MT game translation.
|
||||
local S = minetest.get_translator("bones")
|
||||
|
||||
bones = {}
|
||||
|
||||
local function is_owner(pos, name)
|
||||
|
@ -11,6 +16,27 @@ local function is_owner(pos, name)
|
|||
return false
|
||||
end
|
||||
|
||||
local function drop(pos, itemstack)
|
||||
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
|
||||
if obj then
|
||||
obj:set_velocity({
|
||||
x = math.random(-10, 10) / 9,
|
||||
y = 5,
|
||||
z = math.random(-10, 10) / 9,
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
local function drop_contents(pos)
|
||||
local inv = minetest.get_meta(pos):get_inventory()
|
||||
|
||||
for i = 1, inv:get_size("main") do
|
||||
local stk = inv:get_stack("main", i)
|
||||
drop(pos, stk)
|
||||
end
|
||||
minetest.remove_node(pos)
|
||||
end
|
||||
|
||||
local bones_formspec =
|
||||
"size[8,9]" ..
|
||||
"list[current_name;main;0,0.3;8,4;]" ..
|
||||
|
@ -23,8 +49,8 @@ local bones_formspec =
|
|||
local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200
|
||||
local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
|
||||
|
||||
minetest.register_node("bones:bones", {
|
||||
description = "Bones",
|
||||
local bones_def = {
|
||||
description = S("Bones"),
|
||||
tiles = {
|
||||
"bones_top.png^[transform2",
|
||||
"bones_bottom.png",
|
||||
|
@ -82,6 +108,11 @@ minetest.register_node("bones:bones", {
|
|||
return
|
||||
end
|
||||
|
||||
if not player:is_player() then
|
||||
drop_contents(pos)
|
||||
return
|
||||
end
|
||||
|
||||
if minetest.get_meta(pos):get_string("infotext") == "" then
|
||||
return
|
||||
end
|
||||
|
@ -116,7 +147,7 @@ minetest.register_node("bones:bones", {
|
|||
local meta = minetest.get_meta(pos)
|
||||
local time = meta:get_int("time") + elapsed
|
||||
if time >= share_bones_time then
|
||||
meta:set_string("infotext", meta:get_string("owner") .. "'s old bones")
|
||||
meta:set_string("infotext", S("@1's old bones", meta:get_string("owner")))
|
||||
meta:set_string("owner", "")
|
||||
else
|
||||
meta:set_int("time", time)
|
||||
|
@ -125,7 +156,11 @@ minetest.register_node("bones:bones", {
|
|||
end,
|
||||
on_blast = function(pos)
|
||||
end,
|
||||
})
|
||||
}
|
||||
|
||||
default.set_inventory_action_loggers(bones_def, "bones")
|
||||
|
||||
minetest.register_node("bones:bones", bones_def)
|
||||
|
||||
local function may_replace(pos, player)
|
||||
local node_name = minetest.get_node(pos).name
|
||||
|
@ -136,8 +171,18 @@ 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
|
||||
|
||||
|
@ -149,19 +194,7 @@ 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())
|
||||
end
|
||||
|
||||
local drop = function(pos, itemstack)
|
||||
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
|
||||
if obj then
|
||||
obj:set_velocity({
|
||||
x = math.random(-10, 10) / 9,
|
||||
y = 5,
|
||||
z = math.random(-10, 10) / 9,
|
||||
})
|
||||
end
|
||||
return node_definition.buildable_to
|
||||
end
|
||||
|
||||
local player_inventory_lists = { "main", "craft" }
|
||||
|
@ -177,7 +210,6 @@ 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"
|
||||
|
@ -189,12 +221,11 @@ 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
|
||||
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string .. ".")
|
||||
minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
|
||||
end
|
||||
return
|
||||
end
|
||||
|
@ -204,7 +235,7 @@ minetest.register_on_dieplayer(function(player)
|
|||
minetest.log("action", player_name .. " dies at " .. pos_string ..
|
||||
". No bones placed")
|
||||
if bones_position_message then
|
||||
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string .. ".")
|
||||
minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
|
||||
end
|
||||
return
|
||||
end
|
||||
|
@ -212,7 +243,7 @@ minetest.register_on_dieplayer(function(player)
|
|||
-- check if it's possible to place bones, if not find space near player
|
||||
if bones_mode == "bones" and not may_replace(pos, player) then
|
||||
local air = minetest.find_node_near(pos, 1, {"air"})
|
||||
if air and not minetest.is_protected(air, player_name) then
|
||||
if air then
|
||||
pos = air
|
||||
else
|
||||
bones_mode = "drop"
|
||||
|
@ -230,8 +261,7 @@ minetest.register_on_dieplayer(function(player)
|
|||
minetest.log("action", player_name .. " dies at " .. pos_string ..
|
||||
". Inventory dropped")
|
||||
if bones_position_message then
|
||||
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string ..
|
||||
", and dropped their inventory.")
|
||||
minetest.chat_send_player(player_name, S("@1 died at @2, and dropped their inventory.", player_name, pos_string))
|
||||
end
|
||||
return
|
||||
end
|
||||
|
@ -242,8 +272,7 @@ minetest.register_on_dieplayer(function(player)
|
|||
minetest.log("action", player_name .. " dies at " .. pos_string ..
|
||||
". Bones placed")
|
||||
if bones_position_message then
|
||||
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string ..
|
||||
", and bones were placed.")
|
||||
minetest.chat_send_player(player_name, S("@1 died at @2, and bones were placed.", player_name, pos_string))
|
||||
end
|
||||
|
||||
local meta = minetest.get_meta(pos)
|
||||
|
@ -266,7 +295,7 @@ minetest.register_on_dieplayer(function(player)
|
|||
meta:set_string("owner", player_name)
|
||||
|
||||
if share_bones_time ~= 0 then
|
||||
meta:set_string("infotext", player_name .. "'s fresh bones")
|
||||
meta:set_string("infotext", S("@1's fresh bones", player_name))
|
||||
|
||||
if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
|
||||
meta:set_int("time", 0)
|
||||
|
@ -276,6 +305,6 @@ minetest.register_on_dieplayer(function(player)
|
|||
|
||||
minetest.get_node_timer(pos):start(10)
|
||||
else
|
||||
meta:set_string("infotext", player_name.."'s bones")
|
||||
meta:set_string("infotext", S("@1's bones", player_name))
|
||||
end
|
||||
end)
|
||||
|
|
8
mods/bones/locale/bones.de.tr
Normal file
|
@ -0,0 +1,8 @@
|
|||
# textdomain: bones
|
||||
Bones=Knochen
|
||||
@1's old bones=Alte Knochen von @1
|
||||
@1 died at @2.=@1 starb bei @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 starb bei @2 und ließ das Inventar fallen.
|
||||
@1 died at @2, and bones were placed.=@1 starb bei @2 und Knochen wurden platziert.
|
||||
@1's fresh bones=Frische Knochen von @1
|
||||
@1's bones=Knochen von @1
|
8
mods/bones/locale/bones.eo.tr
Normal file
|
@ -0,0 +1,8 @@
|
|||
# textdomain: bones
|
||||
Bones=Ostoj
|
||||
@1's old bones=La malfreŝaj ostoj de @1
|
||||
@1 died at @2.=@1 mortis ĉe @2
|
||||
@1 died at @2, and dropped their inventory.=@1 mortis ĉe @2, kaj delasis sian stokon.
|
||||
@1 died at @2, and bones were placed.=@1 mortis ĉe @2, kaj ostoj estas demetitaj.
|
||||
@1's fresh bones=La freŝaj ostoj de @1
|
||||
@1's bones=La ostoj de @1
|
8
mods/bones/locale/bones.es.tr
Normal file
|
@ -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
|
8
mods/bones/locale/bones.fr.tr
Normal file
|
@ -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
|