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mirror of https://github.com/minetest-mods/3d_armor.git synced 2025-06-29 14:50:47 +02:00

15 Commits

Author SHA1 Message Date
688e21f285 Bump version to 0.4.10 2017-10-21 17:57:12 +01:00
ea70066d7a Add link to general mod install info, closes #117 2017-10-20 21:19:22 +01:00
d5896a04e2 Check that player inventory returns a valid table 2017-10-20 20:17:37 +01:00
d979815a49 Fix libpng sRGB profile warnings 2017-10-20 19:38:22 +01:00
cca523f193 Italian locale 2017-08-18 13:21:30 +01:00
ae448c150c added complete intllib support (i18n)
added french translation
2017-08-08 18:09:27 +01:00
925b39f577 added tooltip on unified_inventory button 2017-08-08 18:09:27 +01:00
0454d72c72 Ensure valid inventory table when setting armor 2017-08-01 19:03:17 +01:00
9fa95b2e2c Run update callbacks when player visuals change, closes #113 2017-08-01 18:48:06 +01:00
43c9984d57 Do not drop armor in uloaded areas 2017-08-01 18:42:04 +01:00
cc26d04345 Replace deprecated function 'intllib.Getter':
- Check first for 'intllib.make_gettext_pair', otherwise continue using
function 'intllib.Getter'.
2017-07-09 14:29:11 +01:00
38d79b91a1 Replace deprecated methods:
- 'setting_get' with 'settings:get'
- 'setting_getbool' with 'settings:get_bool'
- 'setting_set' with 'settings:set'
2017-06-21 17:48:18 +01:00
db8fb5ebd4 bugfix and small optimization 2017-06-21 17:47:24 +01:00
2150fcea8d return the png suffix in get_player_skin for complete texture definition to support more complex textures
Note the armor.get_player_skin() could be redefined in other mods to privide the more complex textures
2017-06-21 17:47:24 +01:00
9577fb773e Ignore Eclipse project files & directories 2017-05-14 19:29:08 +01:00
23 changed files with 1421 additions and 236 deletions

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@ -68,9 +68,6 @@ armor_fire_protect = false
-- Enable punch damage effects. -- Enable punch damage effects.
armor_punch_damage = true armor_punch_damage = true
-- Enable migration of old armor inventories
armor_migrate_old_inventory = true
API API
--- ---

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@ -1,4 +1,7 @@
local use_multiskin = minetest.global_exists("multiskin") -- support for i18n
local S = armor_i18n.gettext
local skin_previews = {}
local use_player_monoids = minetest.global_exists("player_monoids") local use_player_monoids = minetest.global_exists("player_monoids")
local use_armor_monoid = minetest.global_exists("armor_monoid") local use_armor_monoid = minetest.global_exists("armor_monoid")
local armor_def = setmetatable({}, { local armor_def = setmetatable({}, {
@ -39,7 +42,7 @@ armor = {
"list[current_player;main;0,5.85;8,3;8]", "list[current_player;main;0,5.85;8,3;8]",
def = armor_def, def = armor_def,
textures = armor_textures, textures = armor_textures,
default_skin = "character.png", default_skin = "character",
materials = { materials = {
wood = "group:wood", wood = "group:wood",
cactus = "default:cactus", cactus = "default:cactus",
@ -69,8 +72,7 @@ armor = {
on_damage = {}, on_damage = {},
on_destroy = {}, on_destroy = {},
}, },
migrate_old_inventory = true, version = "0.4.10",
version = "0.4.9",
} }
armor.config = { armor.config = {
@ -157,45 +159,36 @@ armor.run_callbacks = function(self, callback, player, index, stack)
end end
armor.update_player_visuals = function(self, player) armor.update_player_visuals = function(self, player)
local name = self:get_valid_player(player, "[update_player_visuals]") if not player then
if not name then
return return
end end
local textures = { local name = player:get_player_name()
"blank.png", if self.textures[name] then
"blank.png", default.player_set_textures(player, {
self.textures[name].armor, self.textures[name].skin,
self.textures[name].wielditem, self.textures[name].armor,
} self.textures[name].wielditem,
if use_multiskin then })
multiskin.textures[name] = textures
multiskin.update_player_visuals(player)
else
textures[1] = armor.default_skin
default.player_set_textures(player, textures)
end end
self:run_callbacks("on_update", player) self:run_callbacks("on_update", player)
end end
armor.set_player_armor = function(self, player) armor.set_player_armor = function(self, player)
local name, armor_inv = self:get_valid_player(player, "[set_player_armor]") local name, player_inv = self:get_valid_player(player, "[set_player_armor]")
if not name then if not name then
return return
end end
local state = 0 local state = 0
local count = 0 local count = 0
local material = {count=1} local material = {count=1}
local preview = "3d_armor_preview.png" local preview = armor:get_preview(name)
local texture = "blank.png" local texture = "3d_armor_trans.png"
local textures = {} local textures = {}
local physics = {} local physics = {}
local attributes = {} local attributes = {}
local levels = {} local levels = {}
local groups = {} local groups = {}
local change = {} local change = {}
if use_multiskin then
preview = multiskin.get_preview(player) or preview
end
for _, phys in pairs(self.physics) do for _, phys in pairs(self.physics) do
physics[phys] = 1 physics[phys] = 1
end end
@ -206,7 +199,7 @@ armor.set_player_armor = function(self, player)
change[group] = 1 change[group] = 1
levels[group] = 0 levels[group] = 0
end end
local list = armor_inv:get_list("armor") local list = player_inv:get_list("armor")
if type(list) ~= "table" then if type(list) ~= "table" then
return return
end end
@ -225,7 +218,6 @@ armor.set_player_armor = function(self, player)
local level = def.groups["armor_"..element] local level = def.groups["armor_"..element]
levels["fleshy"] = levels["fleshy"] + level levels["fleshy"] = levels["fleshy"] + level
end end
break
end end
-- DEPRECATED, use armor_groups instead -- DEPRECATED, use armor_groups instead
if def.groups["armor_radiation"] and levels["radiation"] then if def.groups["armor_radiation"] and levels["radiation"] then
@ -304,7 +296,7 @@ armor.set_player_armor = function(self, player)
end end
armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabilities) armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabilities)
local name, armor_inv = self:get_valid_player(player, "[punch]") local name, player_inv = self:get_valid_player(player, "[punch]")
if not name then if not name then
return return
end end
@ -312,7 +304,7 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
local count = 0 local count = 0
local recip = true local recip = true
local default_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1} local default_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1}
local list = armor_inv:get_list("armor") local list = player_inv:get_list("armor")
for i, stack in pairs(list) do for i, stack in pairs(list) do
if stack:get_count() == 1 then if stack:get_count() == 1 then
local name = stack:get_name() local name = stack:get_name()
@ -389,6 +381,29 @@ armor.damage = function(self, player, index, stack, use)
end end
end end
armor.get_player_skin = function(self, name)
if (self.skin_mod == "skins" or self.skin_mod == "simple_skins") and skins.skins[name] then
return skins.skins[name]..".png"
elseif self.skin_mod == "u_skins" and u_skins.u_skins[name] then
return u_skins.u_skins[name]..".png"
elseif self.skin_mod == "wardrobe" and wardrobe.playerSkins and wardrobe.playerSkins[name] then
return wardrobe.playerSkins[name]
end
return armor.default_skin..".png"
end
armor.add_preview = function(self, preview)
skin_previews[preview] = true
end
armor.get_preview = function(self, name)
local preview = string.gsub(armor:get_player_skin(name), ".png", "_preview.png")
if skin_previews[preview] then
return preview
end
return "character_preview.png"
end
armor.get_armor_formspec = function(self, name, listring) armor.get_armor_formspec = function(self, name, listring)
if armor.def[name].init_time == 0 then if armor.def[name].init_time == 0 then
return "label[0,0;Armor not initialized!]" return "label[0,0;Armor not initialized!]"
@ -404,64 +419,12 @@ armor.get_armor_formspec = function(self, name, listring)
for _, attr in pairs(self.attributes) do for _, attr in pairs(self.attributes) do
formspec = formspec:gsub("armor_attr_"..attr, armor.def[name][attr]) formspec = formspec:gsub("armor_attr_"..attr, armor.def[name][attr])
end end
for group, _ in pairs(self.registered_groups) do for _, group in pairs(self.attributes) do
formspec = formspec:gsub("armor_group_"..group, formspec = formspec:gsub("armor_group_"..group, armor.def[name][group])
armor.def[name].groups[group])
end end
return formspec return formspec
end end
armor.serialize_inventory_list = function(self, list)
local list_table = {}
for _, stack in ipairs(list) do
table.insert(list_table, stack:to_string())
end
return minetest.serialize(list_table)
end
armor.deserialize_inventory_list = function(self, list_string)
local list_table = minetest.deserialize(list_string)
local list = {}
for _, stack in ipairs(list_table or {}) do
table.insert(list, ItemStack(stack))
end
return list
end
armor.load_armor_inventory = function(self, player)
local msg = "[load_armor_inventory]"
local name = player:get_player_name()
if not name then
minetest.log("warning", S("3d_armor: Player name is nil @1", msg))
return
end
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not armor_inv then
minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg))
return
end
local armor_list_string = player:get_attribute("3d_armor_inventory")
if armor_list_string then
armor_inv:set_list("armor", self:deserialize_inventory_list(armor_list_string))
return true
end
end
armor.save_armor_inventory = function(self, player)
local msg = "[save_armor_inventory]"
local name = player:get_player_name()
if not name then
minetest.log("warning", S("3d_armor: Player name is nil @1", msg))
return
end
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not armor_inv then
minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg))
return
end
player:set_attribute("3d_armor_inventory", self:serialize_inventory_list(armor_inv:get_list("armor")))
end
armor.update_inventory = function(self, player) armor.update_inventory = function(self, player)
-- DEPRECATED: Legacy inventory support -- DEPRECATED: Legacy inventory support
end end
@ -470,32 +433,36 @@ armor.set_inventory_stack = function(self, player, i, stack)
local msg = "[set_inventory_stack]" local msg = "[set_inventory_stack]"
local name = player:get_player_name() local name = player:get_player_name()
if not name then if not name then
minetest.log("warning", "3d_armor: Player name is nil "..msg) minetest.log("warning", S("3d_armor: Player name is nil @1", msg))
return return
end end
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"}) local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not armor_inv then if not player_inv then
minetest.log("warning", S("3d_armor: Player inventory is nil @1", msg))
return
elseif not armor_inv then
minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg)) minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg))
return return
end end
player_inv:set_stack("armor", i, stack)
armor_inv:set_stack("armor", i, stack) armor_inv:set_stack("armor", i, stack)
self:save_armor_inventory(player)
end end
armor.get_valid_player = function(self, player, msg) armor.get_valid_player = function(self, player, msg)
msg = msg or "" msg = msg or ""
if not player then if not player then
minetest.log("warning", "3d_armor: Player reference is nil "..msg) minetest.log("warning", S("3d_armor: Player reference is nil @1", msg))
return return
end end
local name = player:get_player_name() local name = player:get_player_name()
if not name then if not name then
minetest.log("warning", "3d_armor: Player name is nil "..msg) minetest.log("warning", S("3d_armor: Player name is nil @1", msg))
return return
end end
local inv = minetest.get_inventory({type="detached", name=name.."_armor"}) local inv = player:get_inventory()
if not inv then if not inv then
minetest.log("warning", "3d_armor: Player inventory is nil "..msg) minetest.log("warning", S("3d_armor: Player inventory is nil @1", msg))
return return
end end
return name, inv return name, inv

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@ -1,13 +1,5 @@
local S = function(s) return s end -- support for i18n
if minetest.global_exists("intllib") then local S = armor_i18n.gettext
if intllib.make_gettext_pair then
-- New method using gettext.
S = intllib.make_gettext_pair()
else
-- Old method using text files.
S = intllib.Getter()
end
end
armor:register_armor("3d_armor:helmet_admin", { armor:register_armor("3d_armor:helmet_admin", {
description = S("Admin Helmet"), description = S("Admin Helmet"),

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@ -5,4 +5,3 @@ fire?
ethereal? ethereal?
bakedclay? bakedclay?
intllib? intllib?
multiskin?

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@ -1,13 +1,13 @@
local S = function(s) return s end -- support for i18n
if minetest.global_exists("intllib") then armor_i18n = { }
if intllib.make_gettext_pair then local MP = minetest.get_modpath(minetest.get_current_modname())
-- New method using gettext. armor_i18n.gettext, armor_i18n.ngettext = dofile(MP.."/intllib.lua")
S = intllib.make_gettext_pair() -- escaping formspec
else armor_i18n.fgettext = function(...) return minetest.formspec_escape(armor_i18n.gettext(...)) end
-- Old method using text files. -- local functions
S = intllib.Getter() local S = armor_i18n.gettext
end local F = armor_i18n.fgettext
end
local modname = minetest.get_current_modname() local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname) local modpath = minetest.get_modpath(modname)
local worldpath = minetest.get_worldpath() local worldpath = minetest.get_worldpath()
@ -65,14 +65,25 @@ for material, _ in pairs(armor.materials) do
end end
-- Mod Compatibility -- Mod Compatibility
if minetest.get_modpath("multiskin") then
multiskin.model = "3d_armor_character.b3d"
end
if minetest.get_modpath("technic") then if minetest.get_modpath("technic") then
armor.formspec = armor.formspec.. armor.formspec = armor.formspec..
"label[5,2.5;"..S("Radiation")..": armor_group_radiation]" "label[5,2.5;"..F("Radiation")..": armor_group_radiation]"
armor:register_armor_group("radiation") armor:register_armor_group("radiation")
end end
local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
for _, mod in pairs(skin_mods) do
local path = minetest.get_modpath(mod)
if path then
local dir_list = minetest.get_dir_list(path.."/textures")
for _, fn in pairs(dir_list) do
if fn:find("_preview.png$") then
armor:add_preview(fn)
end
end
armor.skin_mod = mod
end
end
if not minetest.get_modpath("moreores") then if not minetest.get_modpath("moreores") then
armor.materials.mithril = nil armor.materials.mithril = nil
end end
@ -85,39 +96,42 @@ dofile(modpath.."/armor.lua")
-- Armor Initialization -- Armor Initialization
armor.formspec = armor.formspec.. armor.formspec = armor.formspec..
"label[5,1;"..S("Level")..": armor_level]".. "label[5,1;"..F("Level")..": armor_level]"..
"label[5,1.5;"..S("Heal")..": armor_attr_heal]" "label[5,1.5;"..F("Heal")..": armor_attr_heal]"
if armor.config.fire_protect then if armor.config.fire_protect then
armor.formspec = armor.formspec.."label[5,2;"..S("Fire")..": armor_fire]" armor.formspec = armor.formspec.."label[5,2;"..F("Fire")..": armor_fire]"
end end
armor:register_on_destroy(function(player, index, stack) armor:register_on_destroy(function(player, index, stack)
local name = player:get_player_name() local name = player:get_player_name()
local def = stack:get_definition() local def = stack:get_definition()
if name and def and def.description then if name and def and def.description then
minetest.chat_send_player(name, S("Your").." "..def.description.." ".. minetest.chat_send_player(name, S("Your @1 got destroyed!", def.description))
S("got destroyed").."!")
end end
end) end)
local function init_player_armor(player) local function init_player_armor(player)
local name = player:get_player_name() local name = player:get_player_name()
local player_inv = player:get_inventory()
local pos = player:getpos() local pos = player:getpos()
if not name or not pos then if not name or not player_inv or not pos then
return false return false
end end
local armor_inv = minetest.create_detached_inventory(name.."_armor", { local armor_inv = minetest.create_detached_inventory(name.."_armor", {
on_put = function(inv, listname, index, stack, player) on_put = function(inv, listname, index, stack, player)
armor:save_armor_inventory(player) player:get_inventory():set_stack(listname, index, stack)
armor:run_callbacks("on_equip", player, index, stack) armor:run_callbacks("on_equip", player, index, stack)
armor:set_player_armor(player) armor:set_player_armor(player)
end, end,
on_take = function(inv, listname, index, stack, player) on_take = function(inv, listname, index, stack, player)
armor:save_armor_inventory(player) player:get_inventory():set_stack(listname, index, nil)
armor:run_callbacks("on_unequip", player, index, stack) armor:run_callbacks("on_unequip", player, index, stack)
armor:set_player_armor(player) armor:set_player_armor(player)
end, end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player) on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
armor:save_armor_inventory(player) local plaver_inv = player:get_inventory()
local stack = inv:get_stack(to_list, to_index)
player_inv:set_stack(to_list, to_index, stack)
player_inv:set_stack(from_list, from_index, nil)
armor:set_player_armor(player) armor:set_player_armor(player)
end, end,
allow_put = function(inv, listname, index, stack, player) allow_put = function(inv, listname, index, stack, player)
@ -144,18 +158,10 @@ local function init_player_armor(player)
end, end,
}, name) }, name)
armor_inv:set_size("armor", 6) armor_inv:set_size("armor", 6)
if not armor:load_armor_inventory(player) and armor.migrate_old_inventory then player_inv:set_size("armor", 6)
local player_inv = player:get_inventory()
player_inv:set_size("armor", 6)
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
end
armor:save_armor_inventory(player)
player_inv:set_size("armor", 0)
end
for i=1, 6 do for i=1, 6 do
local stack = armor_inv:get_stack("armor", i) local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
armor:run_callbacks("on_equip", player, i, stack) armor:run_callbacks("on_equip", player, i, stack)
end end
armor.def[name] = { armor.def[name] = {
@ -174,13 +180,24 @@ local function init_player_armor(player)
for group, _ in pairs(armor.registered_groups) do for group, _ in pairs(armor.registered_groups) do
armor.def[name].groups[group] = 0 armor.def[name].groups[group] = 0
end end
local skin = armor:get_player_skin(name)
armor.textures[name] = { armor.textures[name] = {
armor = "blank.png", skin = skin,
wielditem = "blank.png", armor = "3d_armor_trans.png",
wielditem = "3d_armor_trans.png",
preview = armor.default_skin.."_preview.png",
} }
minetest.after(0, function(player) local texture_path = minetest.get_modpath("player_textures")
armor:set_player_armor(player) if texture_path then
end, player) local dir_list = minetest.get_dir_list(texture_path.."/textures")
for _, fn in pairs(dir_list) do
if fn == "player_"..name..".png" then
armor.textures[name].skin = fn
break
end
end
end
armor:set_player_armor(player)
return true return true
end end
@ -189,10 +206,9 @@ end
default.player_register_model("3d_armor_character.b3d", { default.player_register_model("3d_armor_character.b3d", {
animation_speed = 30, animation_speed = 30,
textures = { textures = {
armor.default_skin, armor.default_skin..".png",
"blank.png", "3d_armor_trans.png",
"blank.png", "3d_armor_trans.png",
"blank.png",
}, },
animations = { animations = {
stand = {x=0, y=79}, stand = {x=0, y=79},
@ -204,6 +220,22 @@ default.player_register_model("3d_armor_character.b3d", {
}, },
}) })
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = armor:get_valid_player(player, "[on_player_receive_fields]")
if not name then
return
end
for field, _ in pairs(fields) do
if string.find(field, "skins_set") then
minetest.after(0, function(player)
local skin = armor:get_player_skin(name)
armor.textures[name].skin = skin
armor:set_player_armor(player)
end, player)
end
end
end)
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
default.player_set_model(player, "3d_armor_character.b3d") default.player_set_model(player, "3d_armor_character.b3d")
minetest.after(0, function(player) minetest.after(0, function(player)
@ -224,13 +256,13 @@ end)
if armor.config.drop == true or armor.config.destroy == true then if armor.config.drop == true or armor.config.destroy == true then
minetest.register_on_dieplayer(function(player) minetest.register_on_dieplayer(function(player)
local name, armor_inv = armor:get_valid_player(player, "[on_dieplayer]") local name, player_inv = armor:get_valid_player(player, "[on_dieplayer]")
if not name then if not name then
return return
end end
local drop = {} local drop = {}
for i=1, armor_inv:get_size("armor") do for i=1, player_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i) local stack = player_inv:get_stack("armor", i)
if stack:get_count() > 0 then if stack:get_count() > 0 then
table.insert(drop, stack) table.insert(drop, stack)
armor:set_inventory_stack(player, i, nil) armor:set_inventory_stack(player, i, nil)
@ -308,7 +340,7 @@ minetest.register_globalstep(function(dtime)
local remove = init_player_armor(player) == true local remove = init_player_armor(player) == true
pending_players[player] = count + 1 pending_players[player] = count + 1
if remove == false and count > armor.config.init_times then if remove == false and count > armor.config.init_times then
minetest.log("warning", "3d_armor: Failed to initialize player") minetest.log("warning", S("3d_armor: Failed to initialize player"))
remove = true remove = true
end end
if remove == true then if remove == true then
@ -329,7 +361,7 @@ if armor.config.fire_protect == true then
end end
end end
else else
print ("[3d_armor] Fire Nodes disabled") print (S("[3d_armor] Fire Nodes disabled"))
end end
if armor.config.water_protect == true or armor.config.fire_protect == true then if armor.config.water_protect == true or armor.config.fire_protect == true then

45
3d_armor/intllib.lua Normal file
View File

@ -0,0 +1,45 @@
-- Fallback functions for when `intllib` is not installed.
-- Code released under Unlicense <http://unlicense.org>.
-- Get the latest version of this file at:
-- https://raw.githubusercontent.com/minetest-mods/intllib/master/lib/intllib.lua
local function format(str, ...)
local args = { ... }
local function repl(escape, open, num, close)
if escape == "" then
local replacement = tostring(args[tonumber(num)])
if open == "" then
replacement = replacement..close
end
return replacement
else
return "@"..open..num..close
end
end
return (str:gsub("(@?)@(%(?)(%d+)(%)?)", repl))
end
local gettext, ngettext
if minetest.get_modpath("intllib") then
if intllib.make_gettext_pair then
-- New method using gettext.
gettext, ngettext = intllib.make_gettext_pair()
else
-- Old method using text files.
gettext = intllib.Getter()
end
end
-- Fill in missing functions.
gettext = gettext or function(msgid, ...)
return format(msgid, ...)
end
ngettext = ngettext or function(msgid, msgid_plural, n, ...)
return format(n==1 and msgid or msgid_plural, ...)
end
return gettext, ngettext

384
3d_armor/locale/fr.po Normal file
View File

@ -0,0 +1,384 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: \n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-08-06 18:20+0200\n"
"PO-Revision-Date: 2017-08-06 18:20+0200\n"
"Last-Translator: fat115 <fat115@framasoft.org>\n"
"Language-Team: \n"
"Language: fr\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 1.8.12\n"
"Plural-Forms: nplurals=2; plural=(n > 1);\n"
#: ../3d_armor/api.lua
msgid "3d_armor: Player name is nil @1"
msgstr "3d_armor : Nom du joueur non trouvé @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player inventory is nil @1"
msgstr "3d_armor : Inventaire du joueur non trouvé @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Detached armor inventory is nil @1"
msgstr "3d_armor : Inventaire détaché pour l'armure non trouvé @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player reference is nil @1"
msgstr "3d_armor : Référence au joueur non trouvée @1"
#: ../3d_armor/armor.lua
msgid "Admin Helmet"
msgstr "Casque d'admin"
#: ../3d_armor/armor.lua
msgid "Admin Chestplate"
msgstr "Cuirasse d'admin"
#: ../3d_armor/armor.lua
msgid "Admin Leggings"
msgstr "Jambières d'admin"
#: ../3d_armor/armor.lua
msgid "Admin Boots"
msgstr "Bottes d'admin"
#: ../3d_armor/armor.lua
msgid "Wood Helmet"
msgstr "Casque en bois"
#: ../3d_armor/armor.lua
msgid "Wood Chestplate"
msgstr "Cuirasse en bois"
#: ../3d_armor/armor.lua
msgid "Wood Leggings"
msgstr "Jambières en bois"
#: ../3d_armor/armor.lua
msgid "Wood Boots"
msgstr "Bottes en bois"
#: ../3d_armor/armor.lua
msgid "Cactus Helmet"
msgstr "Casque en cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Chestplate"
msgstr "Cuirasse en cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Leggings"
msgstr "Jambières en cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Boots"
msgstr "Bottes en cactus"
#: ../3d_armor/armor.lua
msgid "Steel Helmet"
msgstr "Casque en acier"
#: ../3d_armor/armor.lua
msgid "Steel Chestplate"
msgstr " = Cuirasse en acier"
#: ../3d_armor/armor.lua
msgid "Steel Leggings"
msgstr "Jambières en acier"
#: ../3d_armor/armor.lua
msgid "Steel Boots"
msgstr "Bottes en acier"
#: ../3d_armor/armor.lua
msgid "Bronze Helmet"
msgstr "Casque en bronze"
#: ../3d_armor/armor.lua
msgid "Bronze Chestplate"
msgstr "Cuirasse en bronze"
#: ../3d_armor/armor.lua
msgid "Bronze Leggings"
msgstr "Jambières en bronze"
#: ../3d_armor/armor.lua
msgid "Bronze Boots"
msgstr "Bottes en bronze"
#: ../3d_armor/armor.lua
msgid "Diamond Helmet"
msgstr "Casque en diamant"
#: ../3d_armor/armor.lua
msgid "Diamond Chestplate"
msgstr "Cuirasse en diamant"
#: ../3d_armor/armor.lua
msgid "Diamond Leggings"
msgstr "Jambières en diamant"
#: ../3d_armor/armor.lua
msgid "Diamond Boots"
msgstr "Bottes en diamant"
#: ../3d_armor/armor.lua
msgid "Gold Helmet"
msgstr "Casque en or"
#: ../3d_armor/armor.lua
msgid "Gold Chestplate"
msgstr "Cuirasse en or"
#: ../3d_armor/armor.lua
msgid "Gold Leggings"
msgstr "Jambières en or"
#: ../3d_armor/armor.lua
msgid "Gold Boots"
msgstr "Bottes en or"
#: ../3d_armor/armor.lua
msgid "Mithril Helmet"
msgstr "Casque en mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Chestplate"
msgstr "Cuirasse en mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Leggings"
msgstr "Jambières en mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Boots"
msgstr "Bottes en mithril"
#: ../3d_armor/armor.lua
msgid "Crystal Helmet"
msgstr "Casque en cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Chestplate"
msgstr "Cuirasse en cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Leggings"
msgstr "Jambières en cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Boots"
msgstr "Bottes en cristal"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Radiation"
msgstr "Radiation"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Level"
msgstr "Niveau"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Heal"
msgstr "Soins"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Fire"
msgstr "Fire"
#: ../3d_armor/init.lua
msgid "Your @1 got destroyed!"
msgstr "Une partie de votre armure a été détruite : @1 !"
#: ../3d_armor/init.lua
msgid "3d_armor: Failed to initialize player"
msgstr "3d_armor : Impossible d'initialiser le joueur"
#: ../3d_armor/init.lua
msgid "[3d_armor] Fire Nodes disabled"
msgstr "[3d_armor] Noeuds de type feu désactivés"
#: ../3d_armor_ip/init.lua
msgid "3d_armor_ip: Mod loaded but unused."
msgstr "3d_armor_ip : Mod chargé mais inutilisé."
#: ../3d_armor_ip/init.lua
msgid "Back"
msgstr "Retour"
#: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua
msgid "Armor"
msgstr "Armure"
#: ../3d_armor_sfinv/init.lua
msgid "3d_armor_sfinv: Mod loaded but unused."
msgstr "3d_armor_sfinv : Mod chargé mais inutilisé."
#: ../3d_armor_stand/init.lua
msgid "Armor stand top"
msgstr "Haut de support d'armure"
#: ../3d_armor_stand/init.lua
msgid "Armor stand"
msgstr "Support d'armure"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand"
msgstr "Support d'armure"
#: ../3d_armor_stand/init.lua
msgid "Locked Armor stand"
msgstr "Support d'armure verrouillé"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand (owned by @1)"
msgstr "Support d'armure (propriété de @1)"
#: ../3d_armor_ui/init.lua
msgid "3d_armor_ui: Mod loaded but unused."
msgstr "3d_armor_ui : Mod chargé mais inutilisé."
#: ../3d_armor_ui/init.lua
msgid "3d Armor"
msgstr "Armure 3d"
#: ../3d_armor_ui/init.lua
msgid "Armor not initialized!"
msgstr "Armure non initialisée !"
#: ../hazmat_suit/init.lua
msgid "hazmat_suit: Mod loaded but unused."
msgstr "hazmat_suit : Mod chargé mais non utilisé."
#: ../hazmat_suit/init.lua
msgid "Hazmat Helmet"
msgstr "Casque 'Hazmat'"
#: ../hazmat_suit/init.lua
msgid "Hazmat Chestplate"
msgstr "Cuirasse 'Hazmat'"
#: ../hazmat_suit/init.lua
msgid "Hazmat Sleeve"
msgstr "Manches 'Hazmat'"
#: ../hazmat_suit/init.lua
msgid "Hazmat Leggins"
msgstr "Jambières 'Hazmat'"
#: ../hazmat_suit/init.lua
msgid "Hazmat Boots"
msgstr "Bottes 'Hazmat'"
#: ../hazmat_suit/init.lua
msgid "Hazmat Suit"
msgstr "Combinaison 'Hazmat'"
#: ../shields/init.lua
msgid "Admin Shield"
msgstr "Bouclier d'admin"
#: ../shields/init.lua
msgid "Wooden Shield"
msgstr "Bouclier en bois"
#: ../shields/init.lua
msgid "Enhanced Wood Shield"
msgstr "Bouclier en bois amélioré"
#: ../shields/init.lua
msgid "Cactus Shield"
msgstr "Bouclier en cactus"
#: ../shields/init.lua
msgid "Enhanced Cactus Shield"
msgstr "Bouclier en cactus amélioré"
#: ../shields/init.lua
msgid "Steel Shield"
msgstr "Bouclier en acier"
#: ../shields/init.lua
msgid "Bronze Shield"
msgstr "Bouclier en bronze"
#: ../shields/init.lua
msgid "Diamond Shield"
msgstr "Bouclier en diamant"
#: ../shields/init.lua
msgid "Gold Shield"
msgstr "Bouclier en or"
#: ../shields/init.lua
msgid "Mithril Shield"
msgstr "Bouclier en mithril"
#: ../shields/init.lua
msgid "Crystal Shield"
msgstr "Bouclier en cristal"
#: ../technic_armor/init.lua
msgid "technic_armor: Mod loaded but unused."
msgstr "technic_armor : Mod chargé mais non utilisé."
#: ../technic_armor/init.lua
msgid "Lead"
msgstr "plomb"
#: ../technic_armor/init.lua
msgid "Brass"
msgstr "laiton"
#: ../technic_armor/init.lua
msgid "Cast Iron"
msgstr "fonte"
#: ../technic_armor/init.lua
msgid "Carbon Steel"
msgstr "acier au carbone"
#: ../technic_armor/init.lua
msgid "Stainless Steel"
msgstr "acier inoxydable"
#: ../technic_armor/init.lua
msgid "Tin"
msgstr "étain"
#: ../technic_armor/init.lua
msgid "Silver"
msgstr "argent"
#: ../technic_armor/init.lua
msgid "Helmet"
msgstr "Casque"
#: ../technic_armor/init.lua
msgid "Chestplate"
msgstr "Cuirasse"
#: ../technic_armor/init.lua
msgid "Leggings"
msgstr "Jambières"
#: ../technic_armor/init.lua
msgid "Boots"
msgstr "Bottes"
#: ../technic_armor/init.lua
msgid "Shield"
msgstr "Bouclier"
#. Translators: @1 stands for material and @2 for part of the armor, so that you could use a conjunction if in your language part name comes first then material (e.g. in french 'Silver Boots' is translated in 'Bottes en argent' by using '@2 en @1' as translated string)
#: ../technic_armor/init.lua
msgid "@1 @2"
msgstr "@2 en @1"

384
3d_armor/locale/it.po Normal file
View File

@ -0,0 +1,384 @@
# ITALIAN LOCALE FILE FOR THE 3D ARMOR MODULE
# Copyright (C) 2012-2017 Stuart Jones
# This file is distributed under the same license as the 3D ARMOR package.
# Hamlet <h4mlet@riseup.net>, 2017.
#
msgid ""
msgstr ""
"Project-Id-Version: Italian localization file for the 3D Armor module\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-08-06 18:20+0200\n"
"PO-Revision-Date: 2017-08-18 00:36+0100\n"
"Last-Translator: H4mlet <h4mlet@riseup.net>\n"
"Language-Team: ITALIANO\n"
"Language: it\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Generator: Poedit 1.6.10\n"
#: ../3d_armor/api.lua
msgid "3d_armor: Player name is nil @1"
msgstr "3d_armor: Il nome della/del gicatrice/tore è nullo @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player inventory is nil @1"
msgstr "3d_armor: L'inventario della/del giocatrice/tore è nullo @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Detached armor inventory is nil @1"
msgstr "3d_armor: L'inventario staccato dell'armatura è nullo @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player reference is nil @1"
msgstr "3d_armor: Il riferimento alla/al giocatrice/tore è nullo @1"
#: ../3d_armor/armor.lua
msgid "Admin Helmet"
msgstr "Elmo dell'amministratrice/tore"
#: ../3d_armor/armor.lua
msgid "Admin Chestplate"
msgstr "Corazza dell'amministratrice/tore"
#: ../3d_armor/armor.lua
msgid "Admin Leggings"
msgstr "Gambali dell'amministratrice/tore"
#: ../3d_armor/armor.lua
msgid "Admin Boots"
msgstr "Stivali dell'amministratrice/tore"
#: ../3d_armor/armor.lua
msgid "Wood Helmet"
msgstr "Elmo di legno"
#: ../3d_armor/armor.lua
msgid "Wood Chestplate"
msgstr "Corazza di legno"
#: ../3d_armor/armor.lua
msgid "Wood Leggings"
msgstr "Gambali di legno"
#: ../3d_armor/armor.lua
msgid "Wood Boots"
msgstr "Stivali di legno"
#: ../3d_armor/armor.lua
msgid "Cactus Helmet"
msgstr "Elmo di cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Chestplate"
msgstr "Corazza di cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Leggings"
msgstr "Gambali di cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Boots"
msgstr "Stivali di cactus"
#: ../3d_armor/armor.lua
msgid "Steel Helmet"
msgstr "Elmo di acciaio"
#: ../3d_armor/armor.lua
msgid "Steel Chestplate"
msgstr "Corazza di acciaio"
#: ../3d_armor/armor.lua
msgid "Steel Leggings"
msgstr "Gambali di acciaio"
#: ../3d_armor/armor.lua
msgid "Steel Boots"
msgstr "Stivali di acciaio"
#: ../3d_armor/armor.lua
msgid "Bronze Helmet"
msgstr "Elmo di bronzo"
#: ../3d_armor/armor.lua
msgid "Bronze Chestplate"
msgstr "Corazza di bronzo"
#: ../3d_armor/armor.lua
msgid "Bronze Leggings"
msgstr "Gambali di bronzo"
#: ../3d_armor/armor.lua
msgid "Bronze Boots"
msgstr "Stivali di bronzo"
#: ../3d_armor/armor.lua
msgid "Diamond Helmet"
msgstr "Elmo di diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Chestplate"
msgstr "Corazza di diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Leggings"
msgstr "Gambali di diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Boots"
msgstr "Stivali di diamante"
#: ../3d_armor/armor.lua
msgid "Gold Helmet"
msgstr "Elmo d'oro"
#: ../3d_armor/armor.lua
msgid "Gold Chestplate"
msgstr "Corazza d'oro"
#: ../3d_armor/armor.lua
msgid "Gold Leggings"
msgstr "Gambali d'oro"
#: ../3d_armor/armor.lua
msgid "Gold Boots"
msgstr "Stivali d'oro"
#: ../3d_armor/armor.lua
msgid "Mithril Helmet"
msgstr "Elmo di mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Chestplate"
msgstr "Corazza di mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Leggings"
msgstr "Gambali di mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Boots"
msgstr "Stivali di mithril"
#: ../3d_armor/armor.lua
msgid "Crystal Helmet"
msgstr "Elmo di cristallo"
#: ../3d_armor/armor.lua
msgid "Crystal Chestplate"
msgstr "Corazza di cristallo"
#: ../3d_armor/armor.lua
msgid "Crystal Leggings"
msgstr "Gambali di cristallo"
#: ../3d_armor/armor.lua
msgid "Crystal Boots"
msgstr "Stivali di cristallo"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Radiation"
msgstr "Radiazione"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Level"
msgstr "Livello"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Heal"
msgstr "Guarigione"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Fire"
msgstr "Fuoco"
#: ../3d_armor/init.lua
msgid "Your @1 got destroyed!"
msgstr "Il/i vostro/i @1 è/sono stato/i distrutto/i!"
#: ../3d_armor/init.lua
msgid "3d_armor: Failed to initialize player"
msgstr "3d_armor: Inizializzazione della/del giocatrice/tore fallita"
#: ../3d_armor/init.lua
msgid "[3d_armor] Fire Nodes disabled"
msgstr "[3d_armor] Nodi fuoco disabilitati"
#: ../3d_armor_ip/init.lua
msgid "3d_armor_ip: Mod loaded but unused."
msgstr "3d_armor_ip: Mod caricato ma inutilizzato."
#: ../3d_armor_ip/init.lua
msgid "Back"
msgstr "Indietro"
#: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua
msgid "Armor"
msgstr "Armatura"
#: ../3d_armor_sfinv/init.lua
msgid "3d_armor_sfinv: Mod loaded but unused."
msgstr "3d_armor_sfinv: Mod caricato ma inutilizzato."
#: ../3d_armor_stand/init.lua
msgid "Armor stand top"
msgstr "Parte superiore del supporto per armatura"
#: ../3d_armor_stand/init.lua
msgid "Armor stand"
msgstr "Supporto per armatura"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand"
msgstr "Supporto per armatura"
#: ../3d_armor_stand/init.lua
msgid "Locked Armor stand"
msgstr "Supporto per armatura chiuso a chiave"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand (owned by @1)"
msgstr "Supporto per armatura (di proprietà di @1)"
#: ../3d_armor_ui/init.lua
msgid "3d_armor_ui: Mod loaded but unused."
msgstr "3d_armor_ui: Mod caricato ma inutilizzato."
#: ../3d_armor_ui/init.lua
msgid "3d Armor"
msgstr "Armatura 3D"
#: ../3d_armor_ui/init.lua
msgid "Armor not initialized!"
msgstr "Armatura non inizializzata!"
#: ../hazmat_suit/init.lua
msgid "hazmat_suit: Mod loaded but unused."
msgstr "hazmat_suit: Mod caricato ma inutilizzato."
#: ../hazmat_suit/init.lua
msgid "Hazmat Helmet"
msgstr "Elmo hazmat"
#: ../hazmat_suit/init.lua
msgid "Hazmat Chestplate"
msgstr "Corazza hazmat"
#: ../hazmat_suit/init.lua
msgid "Hazmat Sleeve"
msgstr "Manica hazmat"
#: ../hazmat_suit/init.lua
msgid "Hazmat Leggins"
msgstr "Gambali hazmat"
#: ../hazmat_suit/init.lua
msgid "Hazmat Boots"
msgstr "Stivali hazmat"
#: ../hazmat_suit/init.lua
msgid "Hazmat Suit"
msgstr "Completo hazmat"
#: ../shields/init.lua
msgid "Admin Shield"
msgstr "Scudo dell'amministratrice/tore"
#: ../shields/init.lua
msgid "Wooden Shield"
msgstr "Scudo di legno"
#: ../shields/init.lua
msgid "Enhanced Wood Shield"
msgstr "Scudo di legno migliorato"
#: ../shields/init.lua
msgid "Cactus Shield"
msgstr "Scudo di cactus"
#: ../shields/init.lua
msgid "Enhanced Cactus Shield"
msgstr "Scudo di cactus migliorato"
#: ../shields/init.lua
msgid "Steel Shield"
msgstr "Scudo di acciaio"
#: ../shields/init.lua
msgid "Bronze Shield"
msgstr "Scudo di bronzo"
#: ../shields/init.lua
msgid "Diamond Shield"
msgstr "Scudo di diamante"
#: ../shields/init.lua
msgid "Gold Shield"
msgstr "Scudo d'oro"
#: ../shields/init.lua
msgid "Mithril Shield"
msgstr "Scudo di mithril"
#: ../shields/init.lua
msgid "Crystal Shield"
msgstr "Scudo di cristallo"
#: ../technic_armor/init.lua
msgid "technic_armor: Mod loaded but unused."
msgstr "technic_armor: Mod caricato ma inutilizzato."
#: ../technic_armor/init.lua
msgid "Lead"
msgstr "Piombo"
#: ../technic_armor/init.lua
msgid "Brass"
msgstr "Ottone"
#: ../technic_armor/init.lua
msgid "Cast Iron"
msgstr "Ghisa"
#: ../technic_armor/init.lua
msgid "Carbon Steel"
msgstr "Acciaio al carbonio"
#: ../technic_armor/init.lua
msgid "Stainless Steel"
msgstr "Acciaio inossidabile"
#: ../technic_armor/init.lua
msgid "Tin"
msgstr "Stagno"
#: ../technic_armor/init.lua
msgid "Silver"
msgstr "Argento"
#: ../technic_armor/init.lua
msgid "Helmet"
msgstr "Elmo"
#: ../technic_armor/init.lua
msgid "Chestplate"
msgstr "Corazza"
#: ../technic_armor/init.lua
msgid "Leggings"
msgstr "Gambali"
#: ../technic_armor/init.lua
msgid "Boots"
msgstr "Stivali"
#: ../technic_armor/init.lua
msgid "Shield"
msgstr "Scudo"
#. Translators: @1 stands for material and @2 for part of the armor, so that you could use a conjunction if in your language part name comes first then material (e.g. in french 'Silver Boots' is translated in 'Bottes en argent' by using '@2 en @1' as translated string)
#: ../technic_armor/init.lua
msgid "@1 @2"
msgstr "@2 di @1"

View File

@ -0,0 +1,383 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-08-06 18:20+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=CHARSET\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../3d_armor/api.lua
msgid "3d_armor: Player name is nil @1"
msgstr ""
#: ../3d_armor/api.lua
msgid "3d_armor: Player inventory is nil @1"
msgstr ""
#: ../3d_armor/api.lua
msgid "3d_armor: Detached armor inventory is nil @1"
msgstr ""
#: ../3d_armor/api.lua
msgid "3d_armor: Player reference is nil @1"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Admin Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Admin Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Admin Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Admin Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Wood Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Wood Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Wood Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Wood Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Cactus Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Cactus Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Cactus Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Cactus Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Steel Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Steel Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Steel Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Steel Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Bronze Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Bronze Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Bronze Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Bronze Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Diamond Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Diamond Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Diamond Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Diamond Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Gold Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Gold Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Gold Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Gold Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Mithril Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Mithril Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Mithril Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Mithril Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Crystal Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Crystal Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Crystal Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Crystal Boots"
msgstr ""
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Radiation"
msgstr ""
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Level"
msgstr ""
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Heal"
msgstr ""
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Fire"
msgstr ""
#: ../3d_armor/init.lua
msgid "Your @1 got destroyed!"
msgstr ""
#: ../3d_armor/init.lua
msgid "3d_armor: Failed to initialize player"
msgstr ""
#: ../3d_armor/init.lua
msgid "[3d_armor] Fire Nodes disabled"
msgstr ""
#: ../3d_armor_ip/init.lua
msgid "3d_armor_ip: Mod loaded but unused."
msgstr ""
#: ../3d_armor_ip/init.lua
msgid "Back"
msgstr ""
#: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua
msgid "Armor"
msgstr ""
#: ../3d_armor_sfinv/init.lua
msgid "3d_armor_sfinv: Mod loaded but unused."
msgstr ""
#: ../3d_armor_stand/init.lua
msgid "Armor stand top"
msgstr ""
#: ../3d_armor_stand/init.lua
msgid "Armor stand"
msgstr ""
#: ../3d_armor_stand/init.lua
msgid "Armor Stand"
msgstr ""
#: ../3d_armor_stand/init.lua
msgid "Locked Armor stand"
msgstr ""
#: ../3d_armor_stand/init.lua
msgid "Armor Stand (owned by @1)"
msgstr ""
#: ../3d_armor_ui/init.lua
msgid "3d_armor_ui: Mod loaded but unused."
msgstr ""
#: ../3d_armor_ui/init.lua
msgid "3d Armor"
msgstr ""
#: ../3d_armor_ui/init.lua
msgid "Armor not initialized!"
msgstr ""
#: ../hazmat_suit/init.lua
msgid "hazmat_suit: Mod loaded but unused."
msgstr ""
#: ../hazmat_suit/init.lua
msgid "Hazmat Helmet"
msgstr ""
#: ../hazmat_suit/init.lua
msgid "Hazmat Chestplate"
msgstr ""
#: ../hazmat_suit/init.lua
msgid "Hazmat Sleeve"
msgstr ""
#: ../hazmat_suit/init.lua
msgid "Hazmat Leggins"
msgstr ""
#: ../hazmat_suit/init.lua
msgid "Hazmat Boots"
msgstr ""
#: ../hazmat_suit/init.lua
msgid "Hazmat Suit"
msgstr ""
#: ../shields/init.lua
msgid "Admin Shield"
msgstr ""
#: ../shields/init.lua
msgid "Wooden Shield"
msgstr ""
#: ../shields/init.lua
msgid "Enhanced Wood Shield"
msgstr ""
#: ../shields/init.lua
msgid "Cactus Shield"
msgstr ""
#: ../shields/init.lua
msgid "Enhanced Cactus Shield"
msgstr ""
#: ../shields/init.lua
msgid "Steel Shield"
msgstr ""
#: ../shields/init.lua
msgid "Bronze Shield"
msgstr ""
#: ../shields/init.lua
msgid "Diamond Shield"
msgstr ""
#: ../shields/init.lua
msgid "Gold Shield"
msgstr ""
#: ../shields/init.lua
msgid "Mithril Shield"
msgstr ""
#: ../shields/init.lua
msgid "Crystal Shield"
msgstr ""
#: ../technic_armor/init.lua
msgid "technic_armor: Mod loaded but unused."
msgstr ""
#: ../technic_armor/init.lua
msgid "Lead"
msgstr ""
#: ../technic_armor/init.lua
msgid "Brass"
msgstr ""
#: ../technic_armor/init.lua
msgid "Cast Iron"
msgstr ""
#: ../technic_armor/init.lua
msgid "Carbon Steel"
msgstr ""
#: ../technic_armor/init.lua
msgid "Stainless Steel"
msgstr ""
#: ../technic_armor/init.lua
msgid "Tin"
msgstr ""
#: ../technic_armor/init.lua
msgid "Silver"
msgstr ""
#: ../technic_armor/init.lua
msgid "Helmet"
msgstr ""
#: ../technic_armor/init.lua
msgid "Chestplate"
msgstr ""
#: ../technic_armor/init.lua
msgid "Leggings"
msgstr ""
#: ../technic_armor/init.lua
msgid "Boots"
msgstr ""
#: ../technic_armor/init.lua
msgid "Shield"
msgstr ""
#. Translators: @1 stands for material and @2 for part of the armor, so that you could use a conjunction if in your language part name comes first then material (e.g. in french 'Silver Boots' is translated in 'Bottes en argent' by using '@2 en @1' as translated string)
#: ../technic_armor/init.lua
msgid "@1 @2"
msgstr ""

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25
3d_armor/tools/updatepo.sh Executable file
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@ -0,0 +1,25 @@
#! /bin/bash
# To create a new translation:
# msginit --locale=ll_CC -o locale/ll_CC.po -i locale/template.pot
cd "$(dirname "${BASH_SOURCE[0]}")/..";
# Extract translatable strings.
xgettext --from-code=UTF-8 \
--language=Lua \
--sort-by-file \
--keyword=S \
--keyword=NS:1,2 \
--keyword=N_ \
--keyword=F \
--add-comments='Translators:' \
--add-location=file \
-o locale/template.pot \
$(find .. -name '*.lua')
# Update translations.
find locale -name '*.po' | while read -r file; do
echo $file
msgmerge --update $file locale/template.pot;
done

View File

@ -1,9 +1,13 @@
-- support for i18n
local S = armor_i18n.gettext
local F = armor_i18n.fgettext
if not minetest.global_exists("inventory_plus") then if not minetest.global_exists("inventory_plus") then
minetest.log("warning", "3d_armor_ip: Mod loaded but unused.") minetest.log("warning", S("3d_armor_ip: Mod loaded but unused."))
return return
end end
armor.formspec = "size[8,8.5]button[6,0;2,0.5;main;Back]"..armor.formspec armor.formspec = "size[8,8.5]button[6,0;2,0.5;main;"..F("Back").."]"..armor.formspec
armor:register_on_update(function(player) armor:register_on_update(function(player)
local name = player:get_player_name() local name = player:get_player_name()
local formspec = armor:get_armor_formspec(name, true) local formspec = armor:get_armor_formspec(name, true)
@ -19,7 +23,7 @@ if minetest.get_modpath("crafting") then
end end
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
inventory_plus.register_button(player,"armor", "Armor") inventory_plus.register_button(player,"armor", S("Armor"))
end) end)
minetest.register_on_player_receive_fields(function(player, formname, fields) minetest.register_on_player_receive_fields(function(player, formname, fields)

View File

@ -1,10 +1,13 @@
-- support for i18n
local S = armor_i18n.gettext
if not minetest.global_exists("sfinv") then if not minetest.global_exists("sfinv") then
minetest.log("warning", "3d_armor_sfinv: Mod loaded but unused.") minetest.log("warning", S("3d_armor_sfinv: Mod loaded but unused."))
return return
end end
sfinv.register_page("3d_armor:armor", { sfinv.register_page("3d_armor:armor", {
title = "Armor", title = S("Armor"),
get = function(self, player, context) get = function(self, player, context)
local name = player:get_player_name() local name = player:get_player_name()
local formspec = armor:get_armor_formspec(name, true) local formspec = armor:get_armor_formspec(name, true)

View File

@ -1,13 +1,6 @@
local S = function(s) return s end -- support for i18n
if minetest.global_exists("intllib") then local S = armor_i18n.gettext
if intllib.make_gettext_pair then
-- New method using gettext.
S = intllib.make_gettext_pair()
else
-- Old method using text files.
S = intllib.Getter()
end
end
local armor_stand_formspec = "size[8,7]" .. local armor_stand_formspec = "size[8,7]" ..
default.gui_bg .. default.gui_bg ..
default.gui_bg_img .. default.gui_bg_img ..
@ -172,7 +165,7 @@ minetest.register_node("3d_armor_stand:armor_stand", {
on_construct = function(pos) on_construct = function(pos)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
meta:set_string("formspec", armor_stand_formspec) meta:set_string("formspec", armor_stand_formspec)
meta:set_string("infotext", "Armor Stand") meta:set_string("infotext", S("Armor Stand"))
local inv = meta:get_inventory() local inv = meta:get_inventory()
for _, element in pairs(elements) do for _, element in pairs(elements) do
inv:set_size("armor_"..element, 1) inv:set_size("armor_"..element, 1)
@ -240,7 +233,7 @@ minetest.register_node("3d_armor_stand:locked_armor_stand", {
on_construct = function(pos) on_construct = function(pos)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
meta:set_string("formspec", armor_stand_formspec) meta:set_string("formspec", armor_stand_formspec)
meta:set_string("infotext", "Armor Stand") meta:set_string("infotext", S("Armor Stand"))
meta:set_string("owner", "") meta:set_string("owner", "")
local inv = meta:get_inventory() local inv = meta:get_inventory()
for _, element in pairs(elements) do for _, element in pairs(elements) do
@ -261,8 +254,7 @@ minetest.register_node("3d_armor_stand:locked_armor_stand", {
minetest.add_entity(pos, "3d_armor_stand:armor_entity") minetest.add_entity(pos, "3d_armor_stand:armor_entity")
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name() or "") meta:set_string("owner", placer:get_player_name() or "")
meta:set_string("infotext", "Armor Stand (owned by " .. meta:set_string("infotext", S("Armor Stand (owned by @1)", meta:get_string("owner")))
meta:get_string("owner") .. ")")
add_hidden_node(pos, placer) add_hidden_node(pos, placer)
end, end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player) allow_metadata_inventory_put = function(pos, listname, index, stack, player)
@ -332,8 +324,8 @@ minetest.register_entity("3d_armor_stand:armor_entity", {
minetest.register_craft({ minetest.register_craft({
output = "3d_armor_stand:armor_stand", output = "3d_armor_stand:armor_stand",
recipe = { recipe = {
{"", "group:fence", ""}, {"", "default:fence_wood", ""},
{"", "group:fence", ""}, {"", "default:fence_wood", ""},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"}, {"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
} }
}) })
@ -344,4 +336,3 @@ minetest.register_craft({
{"3d_armor_stand:armor_stand", "default:steel_ingot"}, {"3d_armor_stand:armor_stand", "default:steel_ingot"},
} }
}) })

View File

@ -1,17 +1,11 @@
-- support for i18n
local S = armor_i18n.gettext
local F = armor_i18n.fgettext
if not minetest.global_exists("unified_inventory") then if not minetest.global_exists("unified_inventory") then
minetest.log("warning", "3d_armor_ui: Mod loaded but unused.") minetest.log("warning", S("3d_armor_ui: Mod loaded but unused."))
return return
end end
local S = function(s) return s end
if minetest.global_exists("intllib") then
if intllib.make_gettext_pair then
-- New method using gettext.
S = intllib.make_gettext_pair()
else
-- Old method using text files.
S = intllib.Getter()
end
end
if unified_inventory.sfinv_compat_layer then if unified_inventory.sfinv_compat_layer then
return return
@ -27,6 +21,7 @@ end)
unified_inventory.register_button("armor", { unified_inventory.register_button("armor", {
type = "image", type = "image",
image = "inventory_plus_armor.png", image = "inventory_plus_armor.png",
tooltip = S("3d Armor")
}) })
unified_inventory.register_page("armor", { unified_inventory.register_page("armor", {
@ -34,23 +29,23 @@ unified_inventory.register_page("armor", {
local fy = perplayer_formspec.formspec_y local fy = perplayer_formspec.formspec_y
local name = player:get_player_name() local name = player:get_player_name()
if armor.def[name].init_time == 0 then if armor.def[name].init_time == 0 then
return {formspec="label[0,0;Armor not initialized!]"} return {formspec="label[0,0;"..F("Armor not initialized!").."]"}
end end
local formspec = "background[0.06,"..fy..";7.92,7.52;3d_armor_ui_form.png]".. local formspec = "background[0.06,"..fy..";7.92,7.52;3d_armor_ui_form.png]"..
"label[0,0;Armor]".. "label[0,0;"..F("Armor").."]"..
"list[detached:"..name.."_armor;armor;0,"..fy..";2,3;]".. "list[detached:"..name.."_armor;armor;0,"..fy..";2,3;]"..
"image[2.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]".. "image[2.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]"..
"label[5.0,"..(fy + 0.0)..";"..S("Level")..": "..armor.def[name].level.."]".. "label[5.0,"..(fy + 0.0)..";"..F("Level")..": "..armor.def[name].level.."]"..
"label[5.0,"..(fy + 0.5)..";"..S("Heal")..": "..armor.def[name].heal.."]".. "label[5.0,"..(fy + 0.5)..";"..F("Heal")..": "..armor.def[name].heal.."]"..
"listring[current_player;main]".. "listring[current_player;main]"..
"listring[detached:"..name.."_armor;armor]" "listring[detached:"..name.."_armor;armor]"
if armor.config.fire_protect then if armor.config.fire_protect then
formspec = formspec.."label[5.0,"..(fy + 1.0)..";".. formspec = formspec.."label[5.0,"..(fy + 1.0)..";"..
S("Fire")..": "..armor.def[name].fire.."]" F("Fire")..": "..armor.def[name].fire.."]"
end end
if minetest.global_exists("technic") then if minetest.global_exists("technic") then
formspec = formspec.."label[5.0,"..(fy + 1.5)..";".. formspec = formspec.."label[5.0,"..(fy + 1.5)..";"..
S("Radiation")..": "..armor.def[name].groups["radiation"].."]" F("Radiation")..": "..armor.def[name].groups["radiation"].."]"
end end
return {formspec=formspec} return {formspec=formspec}
end, end,

View File

@ -1,4 +1,4 @@
Modpack - 3d Armor [0.4.9] Modpack - 3d Armor [0.4.10]
========================== ==========================
### Table of Contents ### Table of Contents
@ -19,7 +19,7 @@ Modpack - 3d Armor [0.4.9]
[mod] Visible Player Armor [3d_armor] [mod] Visible Player Armor [3d_armor]
------------------------------------- -------------------------------------
Minetest Version: 0.4.16 Minetest Version: 0.4.15
Game: minetest_game and many derivatives Game: minetest_game and many derivatives
@ -46,6 +46,8 @@ and [simple_skins] by TenPlus1.
Armor can be configured by adding a file called armor.conf in 3d_armor mod or world directory. Armor can be configured by adding a file called armor.conf in 3d_armor mod or world directory.
see armor.conf.example for all available options. see armor.conf.example for all available options.
For mod installation instructions, please visit: http://wiki.minetest.com/wiki/Installing_Mods
[mod] Visible Wielded Items [wieldview] [mod] Visible Wielded Items [wieldview]
--------------------------------------- ---------------------------------------

View File

@ -1,17 +1,10 @@
-- support for i18n
local S = armor_i18n.gettext
if not minetest.get_modpath("technic") then if not minetest.get_modpath("technic") then
minetest.log("warning", "hazmat_suit: Mod loaded but unused.") minetest.log("warning", S("hazmat_suit: Mod loaded but unused."))
return return
end end
local S = function(s) return s end
if minetest.global_exists("intllib") then
if intllib.make_gettext_pair then
-- New method using gettext.
S = intllib.make_gettext_pair()
else
-- Old method using text files.
S = intllib.Getter()
end
end
minetest.register_craftitem("hazmat_suit:helmet_hazmat", { minetest.register_craftitem("hazmat_suit:helmet_hazmat", {
description = S("Hazmat Helmet"), description = S("Hazmat Helmet"),

View File

@ -7,10 +7,3 @@ Depends: 3d_armor
Originally a part of 3d_armor, shields have been re-included as an optional extra. Originally a part of 3d_armor, shields have been re-included as an optional extra.
If you do not what shields then simply remove the shields folder from the modpack. If you do not what shields then simply remove the shields folder from the modpack.
Shields Configuration
---------------------
Override the following default settings by adding them to your minetest.conf file.
shields_disable_sounds = false

View File

@ -1,22 +1,14 @@
local S = function(s) return s end -- support for i18n
if minetest.global_exists("intllib") then local S = armor_i18n.gettext
if intllib.make_gettext_pair then
-- New method using gettext.
S = intllib.make_gettext_pair()
else
-- Old method using text files.
S = intllib.Getter()
end
end
local disable_sounds = minetest.settings:get_bool("shields_disable_sounds")
local use_moreores = minetest.get_modpath("moreores") local use_moreores = minetest.get_modpath("moreores")
local function play_sound_effect(player, name) local function play_sound_effect(player, name)
if not disable_sounds and player then if player then
local pos = player:getpos() local pos = player:getpos()
if pos then if pos then
minetest.sound_play(name, { minetest.sound_play({
pos = pos, pos = pos,
name = name,
max_hear_distance = 10, max_hear_distance = 10,
gain = 0.5, gain = 0.5,
}) })
@ -36,6 +28,15 @@ armor:register_armor("shields:shield_admin", {
description = S("Admin Shield"), description = S("Admin Shield"),
inventory_image = "shields_inv_shield_admin.png", inventory_image = "shields_inv_shield_admin.png",
groups = {armor_shield=1000, armor_heal=100, armor_use=0, not_in_creative_inventory=1}, groups = {armor_shield=1000, armor_heal=100, armor_use=0, not_in_creative_inventory=1},
on_punched = function(player, hitter, time_from_last_punch, tool_capabilities)
if type(hitter) == "userdata" then
if hitter:is_player() then
hitter:set_wielded_item("")
end
play_sound_effect(player, "default_dig_metal")
end
return false
end,
}) })
minetest.register_alias("adminshield", "shields:shield_admin") minetest.register_alias("adminshield", "shields:shield_admin")

View File

@ -1,17 +1,11 @@
-- support for i18n
local S = armor_i18n.gettext
local F = armor_i18n.fgettext
if not minetest.get_modpath("technic_worldgen") then if not minetest.get_modpath("technic_worldgen") then
minetest.log("warning", "technic_armor: Mod loaded but unused.") minetest.log("warning", S("technic_armor: Mod loaded but unused."))
return return
end end
local S = function(s) return s end
if minetest.global_exists("intllib") then
if intllib.make_gettext_pair then
-- New method using gettext.
S = intllib.make_gettext_pair()
else
-- Old method using text files.
S = intllib.Getter()
end
end
local stats = { local stats = {
lead = { name=S("Lead"), material="technic:lead_ingot", armor=1.6, heal=0, use=500, radiation=80*1.1 }, lead = { name=S("Lead"), material="technic:lead_ingot", armor=1.6, heal=0, use=500, radiation=80*1.1 },
@ -58,7 +52,8 @@ for key, armor in pairs(stats) do
for partkey, part in pairs(parts) do for partkey, part in pairs(parts) do
local partname = "technic_armor:"..partkey.."_"..key local partname = "technic_armor:"..partkey.."_"..key
minetest.register_tool(partname, { minetest.register_tool(partname, {
description = armor.name.." "..part.name, -- Translators: @1 stands for material and @2 for part of the armor, so that you could use a conjunction if in your language part name comes first then material (e.g. in french 'Silver Boots' is translated in 'Bottes en argent' by using '@2 en @1' as translated string)
description = S("@1 @2", armor.name, part.name),
inventory_image = "technic_armor_inv_"..partkey.."_"..key..".png", inventory_image = "technic_armor_inv_"..partkey.."_"..key..".png",
groups = {["armor_"..part.place]=math.floor(part.level*armor.armor), armor_heal=armor.heal, armor_use=armor.use, armor_radiation=math.floor(part.radlevel*armor.radiation)}, groups = {["armor_"..part.place]=math.floor(part.level*armor.armor), armor_heal=armor.heal, armor_use=armor.use, armor_radiation=math.floor(part.radlevel*armor.radiation)},
wear = 0, wear = 0,

View File

@ -66,7 +66,7 @@ end
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
local name = player:get_player_name() local name = player:get_player_name()
wieldview.wielded_item[name] = "" wieldview.wielded_item[name] = ""
minetest.after(1, function(player) minetest.after(0, function(player)
wieldview:update_wielded_item(player) wieldview:update_wielded_item(player)
end, player) end, player)
end) end)