Merge branch 'NALC2' into NALC

This commit is contained in:
sys4-fr 2017-04-09 13:29:01 +02:00
commit ffe11d70c5
40 changed files with 2828 additions and 113 deletions

3
.gitmodules vendored
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@ -84,6 +84,3 @@
path = mods/moreflowers
url = https://github.com/sys4-fr/moreflowers.git
branch = master
[submodule "mods/unifieddyes"]
path = mods/unifieddyes
url = https://github.com/minetest-mods/unifieddyes.git

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@ -0,0 +1,674 @@
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<http://www.gnu.org/philosophy/why-not-lgpl.html>.

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@ -0,0 +1,35 @@
# player_physics
A minetest mod to centralize the management of player's stats(sprint, jump, gravity)
Because many mods (sprint, 3d_armor and others) rewrite the stats in their corner and it cancel
***API***
- player_physics.set_stats(player, "uniq_name", table)
- player_physics.remove_stats(player, "uniq_name")
**Exemple**
- player_physics.set_stats(player, "potion_speedlvl1", {speed=0.35})
- player_physics.set_stats(player, "sprint_mod", {speed=0.35, jump=0.1})
- player_physics.remove_stats(player, "potion_speedlvl1")
**Temporary effect**
- player_physics.add_effect(player, "uniq_name", time, stats)
- player_physics.remove_effect(player, "uniq_name")
**Exemple**
You make a potion that adds speed for 10 seconds.
on_use = function(itemstack, user, pointed_thing)
player_physics.add_effect(user, "potion_speedlvl1", 10, {speed=0.6})
itemstack:take_item()
return itemstack
end

View File

@ -2,124 +2,119 @@ local players = {}
player_physics = {}
function player_physics.check(playername)
if players[playername] == nil then
players[playername] = {speed = {}, jump = {}, gravity={}, temp={}}
function player_physics.check(playerName)
if players[playerName] == nil then
players[playerName] = {speed = {}, jump = {}, gravity={}, temp={}}
end
end
minetest.register_on_joinplayer(function(player)
local playername = player:get_player_name()
player_physics.check(playername)
local playerName = player:get_player_name()
player_physics.check(playerName)
end)
minetest.register_on_leaveplayer(function(player)
local playername = player:get_player_name()
players[playername] = nil
local playerName = player:get_player_name()
players[playerName] = nil
end)
function player_physics.add(player, physicsname , name, value)
if physicsname ~= "speed" and physicsname ~= "jump" and physicsname ~= "gravity" then
function player_physics.set_stats(player, uuid, stats)
if type(stats) ~= "table" then
minetest.log("error", "player_physics: set_stats(player, uuid, stat) stats must be table(eg:{speed=1})")
return
end
local playername = player:get_player_name()
player_physics.check(playername)
players[playername][physicsname][name] = value
local playerName = player:get_player_name()
player_physics.check(playerName)
for stat, v in pairs(stats) do
if (stat == "speed" or stat == "jump" or stat == "gravity") and type(v) == "number" then
players[playerName][stat][uuid] = v
end
end
end
function player_physics.remove(player, physicsname, name)
if physicsname ~= "speed" and physicsname ~= "jump" and physicsname ~= "gravity" then
return
function player_physics.remove_stats(player, uuid)
local playerName = player:get_player_name()
player_physics.check(playerName)
for _, stat in pairs({"speed", "jump", "gravity"}) do
players[playerName][stat][uuid] = nil
end
local playername = player:get_player_name()
player_physics.check(playername)
players[playername][physicsname][name] = nil
end
function player_physics.add_effect(player, physicsname, name, value, time)
if physicsname ~= "speed" and physicsname ~= "jump" and physicsname ~= "gravity" then
function player_physics.add_effect(player, uuid, time, stats)
if type(stats) ~= "table" then
minetest.log("error", "player_physics: add_effect(player, uuid, time, stats) stats must be table(eg:{speed=1})")
return
end
if type(value) ~= "number" or type(time) ~= "number" then
if type(time) ~= "number" then
minetest.log("error", "player_physics: add_effect(player, uuid, time, stats) time must be number")
return
end
local playername = player:get_player_name()
player_physics.check(playername)
players[playername]["temp"][name] = {n=physicsname, v=value, t=time}
local playerName = player:get_player_name()
player_physics.check(playerName)
for stat, v in pairs(stats) do
if (stat == "speed" or stat == "jump" or stat == "gravity") and type(v) == "number" then
players[playerName]["temp"][uuid][stat] = {value=v, time=time}
end
end
end
function player_physics.remove_effect(player, name)
local playername = player:get_player_name()
player_physics.check(playername)
players[playername]["temp"][name] = nil
function player_physics.remove_effect(player, uuid)
local playerName = player:get_player_name()
player_physics.check(playerName)
players[playerName]["temp"][uuid] = nil
end
minetest.register_globalstep(function(dtime)
for _,player in ipairs(minetest.get_connected_players()) do
local playername = player:get_player_name()
if playername ~= "" then
player_physics.check(playername)
local speed = 1
local jump = 1
local gravity = 1
local playerName = player:get_player_name()
if playerName ~= "" then
player_physics.check(playerName)
local stats ={speed=1, jump=1, gravity=1}
for _, v in pairs(players[playername]["speed"]) do
speed = speed + v
end
for _, v in pairs(players[playername]["jump"]) do
jump = jump + v
end
for _, v in pairs(players[playername]["gravity"]) do
gravity = gravity + v
for _, stat in pairs({"speed", "jump", "gravity"}) do
for uuid, v in pairs(players[playerName][stat]) do
stats[stat] = stats[stat] + v
end
end
--temporary effect
for n, k in pairs(players[playername]["temp"]) do
if k.n == "speed" then
speed = speed + k.v
elseif k.n == "jump" then
jump = jump + k.v
elseif k.n == "gravity" then
gravity = gravity + k.v
for uuid, _ in pairs(players[playerName]["temp"]) do
for stat, v in pairs(players[playerName]["temp"][uuid]) do
stats[stat] = stats[stat] + v.value
local t = v.time-dtime
if t > 0 then
players[playerName]["temp"][uuid][stat].time = t
else
players[playerName]["temp"][uuid][stat] = nil
end
end
end --/temporary effect
t = k.t-dtime
if t > 0 then
players[playername]["temp"][n]["t"] = t
else
players[playername]["temp"][n] = nil
end
if stats.speed > 4 then
stats.speed = 4
elseif stats.speed < 0 then
stats.speed = 0
end
if speed > 4 then
speed = 4
elseif speed < 0 then
speed = 0
if stats.jump > 3 then
stats.jump = 3
elseif stats.jump < 0 then
stats.jump = 0
end
if jump > 3 then
jump = 3
elseif jump < 0 then
jump = 0
if stats.gravity > 2 then
stats.gravity = 2
elseif stats.gravity < -2 then
stats.gravity = -2
end
if gravity > 2 then
gravity = 2
elseif gravity < -2 then
gravity = -2
end
player:set_physics_override({speed=speed,jump=jump, gravity=gravity})
player:set_physics_override(stats)
end
end
end)

View File

@ -244,7 +244,8 @@ armor.set_player_armor = function(self, player)
armor_groups.radiation = 100 - armor_radiation
end
player:set_armor_groups(armor_groups)
player:set_physics_override(physics_o)
--player:set_physics_override(physics_o)
player_physics.set_stats(player, "3d_armor", {speed=physics_o.speed-1, jump=physics_o.jump-1, gravity=physics_o.gravity-1})
self.textures[name].armor = armor_texture
self.textures[name].preview = preview
self.def[name].state = state

View File

@ -1,4 +1,5 @@
default
player_physics
inventory_plus?
unified_inventory?
fire?

View File

@ -144,6 +144,14 @@ local function punch_filter(data, filtpos, filtnode, msg)
local dir = minetest.facedir_to_right_dir(filtnode.param2)
local frompos = vector.subtract(filtpos, dir)
local fromnode = minetest.get_node(frompos)
-- Fix crash with connected_chests (sys4 fix for MFF)
if fromnode and fromnode.name == "connected_chests:chest_right" then
local v_mul = vector.multiply(dir, 2)
frompos = vector.subtract(filtpos, v_mul)
fromnode = minetest.get_node(frompos)
end
if not fromnode then return end
local fromdef = minetest.registered_nodes[fromnode.name]
if not fromdef then return end
@ -209,7 +217,7 @@ local function punch_filter(data, filtpos, filtnode, msg)
if type(msg.name) == "string" then
table.insert(filters, {name = msg.name, count = tonumber(msg.count) or 1})
else
for _, filter in ipairs(msg) do
for _, filter in ipairs(msg.name) do
local t_filter = type(filter)
if t_filter == "table" then
if type(filter.name) == "string" then

View File

@ -182,39 +182,12 @@ end)
function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting)
local player = minetest.get_player_by_name(playerName)
local bonus_speed = 0
local bonus_jump = 0
if minetest.get_modpath("3d_armor") then
local player_inv = player:get_inventory()
if player_inv then
for i=1, player_inv:get_size("armor") do
local stack = player_inv:get_stack("armor", i)
if stack:get_count() > 0 then
local def = stack:get_definition()
if def and def.groups then
if def.groups["physics_speed"] then
bonus_speed = bonus_speed + def.groups["physics_speed"]
end
if def.groups["physics_jump"] then
bonus_jump = bonus_jump + def.groups["physics_jump"]
end
end
end
end
end
end
if sprint.players[playerName] then
sprint.players[playerName]["sprinting"] = sprinting
if sprinting == true then
-- player:set_physics_override({speed=SPRINT_SPEED + bonus_speed,jump=SPRINT_JUMP + bonus_jump})
player_physics.add(player, "speed", "sprint_speed", 0.35+ bonus_speed)
player_physics.add(player, "jump", "sprint_jump", 0.1+ bonus_jump)
player_physics.set_stats(player, "sprint", {speed=SPRINT_SPEED, jump=SPRINT_JUMP})
elseif sprinting == false then
-- player:set_physics_override({speed=1.0 + bonus_speed,jump=1.0 + bonus_jump})
player_physics.add(player, "speed", "sprint_speed", bonus_speed)
player_physics.add(player, "jump", "sprint_jump", bonus_jump)
player_physics.set_stats(player, "sprint", {speed=0, jump=0})
end
return true
end

View File

@ -9,8 +9,8 @@ distributed without any warranty.
--Configuration variables, these are all explained in README.md
SPRINT_METHOD = 1
SPRINT_SPEED = 1.35
SPRINT_JUMP = 1.1
SPRINT_SPEED = 0.35
SPRINT_JUMP = 0.1
SPRINT_STAMINA = 10
SPRINT_TIMEOUT = 0.5 --Only used if SPRINT_METHOD = 0

View File

@ -140,11 +140,11 @@ function setState(playerName, state) --Sets the state of a player (0=stopped, 1=
if players[playerName] then
players[playerName]["state"] = state
if state == 0 then--Stopped
player:set_physics_override({speed=1.0,jump=1.0})
player_physics.set_stats(player, "sprint", {speed=0, jump=0})
elseif state == 2 then --Primed
players[playerName]["timeOut"] = gameTime
elseif state == 3 then --Sprinting
player:set_physics_override({speed=SPRINT_SPEED,jump=SPRINT_JUMP})
player_physics.set_stats(player, "sprint", {speed=SPRINT_SPEED, jump=SPRINT_JUMP})
end
return true
end

@ -1 +0,0 @@
Subproject commit df177c26a75ec1880704b24dafe402cfe91cfe33

282
mods/unifieddyes/LICENSE Normal file
View File

@ -0,0 +1,282 @@
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
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END OF TERMS AND CONDITIONS

248
mods/unifieddyes/README Normal file
View File

@ -0,0 +1,248 @@
VanessaE's Unified Dyes
=======================
The purpose of this mod originally was to supply a complete set of colors for
Minetest mod authors to use in their recipes. Since the default dyes mod that
is supplied with Minetest "common" is now usable (via flowers, also included in
"common"), this mod has become more of an extension pack.
Unified Dyes expands the standard dye set from 15 to 90 colors.
IMPORTANT: This mod is not intended to suggest that you should use the entire
palette. Rather, I was hoping people would just choose maybe the dozen or so
most useful colors to use in their mods.
Dependencies: default and dye from Minetest "common". This mod will NOT work
without these. This mod will NOT work without these. The default dye mod is
normally activated only in the standard "build" and "minetest_game" games, or perhaps if
someone has a modpack or game that includes them.
Recommends: flowers from common.
License: GPL 2.0 or above
Install: Unzip the distribution file, rename the resultant
VanessaE-unifieddyes-blahblah folder to just "unifieddyes", and move it into
Minetest's mods folder.
The Palette:
[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/color-swatches.png ]
[ The official palette, showing 84 colors and 5 greys. ]
In the image above, the "50%" markings on the left next to each shade mean 50%
saturation for all hues in that shade line. Note that the "light" shades don't
have (or need) that variant. For the greys, the percentages shown are of
brightness relative to pure white. There are three special cases: Light red
has been aliased to default pink dye, and dark green has been aliased to
default dark greey dye. Brown dye also exists in the default set, it's just
not shown in the palette above.
Usage instructions, technical information
=========================================
Getting Started
---------------
First thing's first: you're going to need to harvest some materials to make the
dyes from. For this, you need one or more of the following: roses (red),
tulips (orange), yellow dandelions (yellow), cactus (green), geraniums (blue),
violas (purple), coal (black), or white dandelions (white). Simply wander
around your world and collect whichever of the above you need to get your
colors.
[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes1.png ]
[ The 8 base colors directly obtainable from a material in the world. ]
Simply place one of the above materials into the crafting grid to obtain four
portions of dye in that color From those initial 8 colors, you can directly
fashion another 11, for a total of 19 standard colors (including the various
greys):
[ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/unifieddyes2.png ]
[ The complete 19-color standard set. ]
The standardized colors and their crafting methods are as follows:
* Red (0°): one rose
* Orange (30°): one tulip, or put one red dye and one yellow dye into the
crafting grid to mix them (yields 2)
* Yellow (60°): one yellow dandelion
* Lime (90°): mix yellow + green (yields 2)
* Green (120°): one cactus, or mix yellow + blue (yields 2)
* Aqua (150°): mix green + cyan (yields 2)
* Cyan (180°): mix green + blue (yields 2)
* Sky blue (210°): mix cyan + blue (yields 2)
* Blue (240°): one geranium
* Violet (270°): one viola, or mix blue + magenta (yields 2).
* Magenta (300°): mix blue + red (yields 2)
* Red-violet (330°): mix magenta + red (yields 2)
* Black (7.5%): one piece of coal
* Dark grey (25%): mix one white + two black (yields 3)
* Medium grey (50%): mix one white and one black (yields 2)
* Light grey (75%): Mix two white and one black (yields 3)
* White (95%): one white dandelion.
The degree figures are the colors' hues on a standard HSV color wheel, and are
what I used in the textures supplied with this mod. For the greys, the figures
in parenthesis indicate the intended brightness of the shade, relative to
white. Note that black and white don't go all the way to the bottom/top of the
scale, as doing so may crush some details in textures made in those shades (see
below, regarding semi-automatic texture generation).
Darker/Lighter colors
---------------------
To obtain a dark (33%) version of a given color, use two portions of black dye
along with the base color from the list above, which yields three portions of
the final color.
To obtain a medium-brightness (66%) version of a given color, mix one portion
the base color with one portion of black dye (for example, medium lime = lime +
black). All such mixtures yield two portions of the final color.
To obtain a light (150% over full) version of a given color, mix one portion of
the base color with one portion of white dye. Yields 2 portions of the final
color.
Low-saturation colors
---------------------
To get the low saturation (50%) version of one of the base colors, mix one or
more of white, black, or a shade of grey with the desired base color:
Dark, low saturation: dark grey dye + color (yields 2), or two blacks + 1 white
+ color (yields 4). For example, dark, low-saturation red = red + dark grey,
or red + two black + one white.
Medium brightness, low saturation: medium grey dye + color (yields 2), or black
+ white + color (yields 3). For example, medium, low-saturation green = green
+ medium grey, or green + black + white.
Full, low saturation: light grey dye + color (yields 2), or 1 black + 2 whites
+ color (yields 4). For example, bright, low-saturation blue = blue + light
grey, or blue + black + 2 white.
There is no low-saturation version of the "light" colors.
Red + white always returns default pink dye, and black + green always returns
default dark green dye.
RGB values
----------
All RGB values and filenames for all colors and shades of grey are represented
in the file "colors.txt" (which was generated with the bash script
"listcolors.sh"), included in the distribution directory. Note that
listcolors.sh is an example only and was written for a different set of
textures than what Unified Dyes includes now.
Misc. Notes
-----------
If you need to use /give commands, the item names for the standard set of 12
regular "full" colors (plus pink, brown, and dark green) is simply "dye:color",
e.g. "dye:red", "dye:pink", or "dye:skyblue". Greys have a similar naming
convention: dye:white, dye:light_grey, dye:grey, dye:dark_grey, or dye:black.
For everything beyond those initial 19 colors, the item names are of the
following format:
unifieddyes:{"light_" or "medium_" or "dark_"}{color}{nothing or "_s50"}.
For example, low saturation dark yellow is "unifieddyes:dark_yellow_s50", while
light normal-saturation red-violet would be "unifieddyes:light_redviolet".
See the texture filenames in the textures/ folder for further hints - all of
the item names follow the same format as the corresponding filenames, save for
having a colon (:) instead of the first underscore (_).
Semi-automatic generation of textures
=====================================
The texture generator script
----------------------------
Obviously, in order for this mod or the above template to be useful, you'll
need textures. If you plan to support the entire range of colors offered by
Unified Dyes, there is a BASH script included with this mod as well with the
above template named gentextures.sh, which will, with an appropriately- colored
and appropriately-named source texture, and possibly an overlay texture,
generate a complete set of colored and greyscale textures.
The script requires bc (the calculator program) to handle some basic math
regarding the hue adjustments, and Imagemagick's "convert" program handles all
of the actual conversions.
First thing's first though - you need source textures. Using your favorite
image editor, create a single version of your desired texture. Draw it in the
brightest, deepest shade of RED you can muster without losing any detail, and
save it out. Ideally, you will want the average color of the texture, when
taking into account all bright and dark areas, to be as close as possible to
the hex value #FF0000 (0 degrees, 100% saturation, pure red) without losing any
appreciable #detail.
Save this source texture out as a PNG image, with a filename of
"whatever_base.png", where "whatever" is the one-word name of your mod - for
example, mymod_base.png.
If you want to add an image on top of the colored blocks, such as a frame,
which you want to be the same color throughout all of the textures, create it
now. It should consist only of those parts of the textures that you want to
leave unchanged, with some level of alpha transparency everywhere else,
depending on how much of the image needs to remain unchanged. Save it out as a
PNG image, using any filename you want, for example myoverlay.png.
Now, use chmod to make the script executable, if necessary, and run it.
If you don't need the overlay, you just need to supply one command line
argument: the base name of your mod. The script will use that parameter as the
basis of its texture filenames. For example:
./gentextures.sh mymod
The script will then look for mymod_base.png and copy and convert it into
things like mymod_red.png, mymod_dark_blue.png, and so on.
If you want to use an overlay also, skip the above step and run the script with
the base name as the first parameter, and the complete filename of your overlay
as the second instead. For example:
./gentextures.sh mymod myoverlay.png
Otherwise, the program will iterate through all of the hues and shades that are
supported by unifieddyes (though this is done manually, not by reading anything
from the mod), compositing your overlay image in after the recolor step, if
you're using that option.
All of the output files will be placed in a new folder, generated-textures/ in
the current directory. Note that the script looks for the above files in the
current directory also.
The script has a third mode as well:
./gentextures.sh -t mymod myoverlay.png
In this mode, the script will leave the base texture mymod_base.png unchanged,
and instead will rotate the colors of the overlay image and then composite that
onto the base texture. The same color changes will happen with the overlay in
this mode, so it's a good idea to make the overlay some fairly saturated shade
of red. Along with that, the base image should be some neutral color; any
color is fine as long as the result is what you wanted.
The program attempts to verify that the files you've asked it to use will
actually work, and will exit immediately if the any are invalid, missing, etc.
Use your favorite image browser or file manager to review the results in
generated-textures/, and if they're right, copy them over to the textures/
folder in your mod.
Note that this script does not generate brown and pink variations of your base
texture - you'll have to do those two manually.

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Changelog
---------
2013-04-30: Multiple changes
* Refactored the code to use default "common" dyes
rather than directly from flowers.
* This mod now depends on "default" and "dye" from the Minetest common
sub-game. Since the default dye mod uses default flowers, this mod no
longer checks for what version of flowers you're using, or even depends
on it.
* Bottle-based textures have been replaced with piles of dye powder, based
on the default red dye texture.
* All dyes are obtained by crafting, not cooking, for consistency with the
default dye mod.
* The somewhat-complicated method using separate "pigment" powders, glass
bottles and "liquid dye base" has been done away with. Now it's just
dry dye powders, as with the default dye mod.
* Also, got rid of the whole paint scheme, in favor of dry powders.
* All old dyes, paints, and Unified Dyes pigment powders have been aliased
back to the standard dye powders.
2012-07-26: Added a "version" check for the flowers dependency: If the
flowers mod defines "flowers:flower_geranium" (as is the case with my
update of 2012-08-01), then those will be used to get blue pigment
powder, and violas will produce violet powder, both of which can be
directly used to create their respective liquid dye colors. If it is
not defined (e.g. the user has an older version of the flowers mod),
then violas produce blue dye powder. Violet dye can still be formed by
mixing blue and magenta or blue and red dyes, as before.
2012-07-26: Better bottle textures. Note that these are blended against
the 50% grey field they normally appear on in the inventory display, so
they will show artifacts if you try to wield them. Don't do that. :-)
2012-07-26: Split off glass bottles into a separate mod, "Vessels".
This mod now depends on it.
2012-07-25 (almost immediately after): Fixed a copy&paste error for
black dye.
2012-07-25: Replaced missing craftitem entries and got rid of some
redundant code left over from last update. Added group settings for all
dyes according to recently-published standard. Fixed a few typos in
item descriptions, and straightened up capitalization.
2012-07-24: Added some extra steps to the dye-making process, added
recommendation that empty bottles be given back to the player on use.
Dyes are still easy to make, they just require a more realistic (and
this, harder) process now.
2012-07-16 (a bit later): fixed a minor error in generation of medium
grey.
2012-07-16: Added a new set of colors, "light" (brightness of 150%
versus the 'full' shade), for a total of 89. No 50% saturation version
of this set. Added a palette image showing the full set of colors.
2012-07-13: Fixed some missing commas.
2012-07-13: Added a script to aid in the generation of new textures for
mods that depend on unifieddyes. Moved this changelog from the forum
into the distribution directory. Rewrote the README to contain
everything from the forum post, and expanded it to document the new
generation script.
2012-07-12 (a bit later): added groups = {dye=1}, to each
register_craftitem call, to make it easier for other mods to identify
the dyes and categorize them.
2012-07-12: moved project to github.
2012-07-11 (continuing): Tweaked the script to remove titanium dioxide
from the output, since it isn't intended to be directly used as a
dye/paint (but rather, to make paint that can then be used).
Regenerated colors.txt.
2012-07-11 (immediately after): The script was reading the wrong pixel
from the image, resulting in lighter-than-correct colors. Fixed it and
regenerated the colors.txt file.
2012-07-11: Added a script to list all of the colors and their RGB
values and texture filenames, and a text file containing the output
thereof.
2012-07-08 (a bit later): deleted a few unused files (copy&paste error).
2012-07-08: Major boost in the number of available colors - was 8, now
77. Should cover pretty much the entire spectrum of colors one might
use in this game.
2012-07-02: Deleted a few redundant files (leftovers from when I wanted
to merge in flowers and then changed my mind).
2012-06-26: Initial upload.

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Full-saturation colors:
-----------------------
dark aqua 0, 84, 42 unifieddyes_dark_aqua.png
dark blue 0, 0, 84 unifieddyes_dark_blue.png
dark cyan 0, 84, 83 unifieddyes_dark_cyan.png
dark green 0, 84, 0 unifieddyes_dark_green.png
dark lime 43, 84, 0 unifieddyes_dark_lime.png
dark magenta 84, 0, 83 unifieddyes_dark_magenta.png
dark orange 84, 42, 0 unifieddyes_dark_orange.png
dark red 84, 0, 0 unifieddyes_dark_red.png
dark redviolet 84, 0, 42 unifieddyes_dark_redviolet.png
dark skyblue 0, 42, 84 unifieddyes_dark_skyblue.png
dark violet 43, 0, 84 unifieddyes_dark_violet.png
dark yellow 84, 83, 0 unifieddyes_dark_yellow.png
medium aqua 0,169, 84 unifieddyes_medium_aqua.png
medium blue 0, 0,169 unifieddyes_medium_blue.png
medium cyan 0,169,167 unifieddyes_medium_cyan.png
medium green 0,169, 0 unifieddyes_medium_green.png
medium lime 87,169, 0 unifieddyes_medium_lime.png
medium magenta 169, 0,167 unifieddyes_medium_magenta.png
medium orange 169, 84, 0 unifieddyes_medium_orange.png
medium red 168, 0, 0 unifieddyes_medium_red.png
medium redviolet 169, 0, 84 unifieddyes_medium_redviolet.png
medium skyblue 0, 84,169 unifieddyes_medium_skyblue.png
medium violet 87, 0,169 unifieddyes_medium_violet.png
medium yellow 169,167, 0 unifieddyes_medium_yellow.png
aqua 1,255,127 unifieddyes_aqua.png
blue 1, 1,255 unifieddyes_blue.png
cyan 1,255,252 unifieddyes_cyan.png
green 1,255, 1 unifieddyes_green.png
lime 132,255, 1 unifieddyes_lime.png
magenta 255, 1,252 unifieddyes_magenta.png
orange 255,127, 1 unifieddyes_orange.png
red 255, 0, 0 unifieddyes_red.png
redviolet 255, 1,127 unifieddyes_redviolet.png
skyblue 1,127,255 unifieddyes_skyblue.png
violet 132, 1,255 unifieddyes_violet.png
yellow 255,252, 1 unifieddyes_yellow.png
Low-saturation colors:
----------------------
dark aqua 50% saturation 21, 63, 42 unifieddyes_dark_aqua_s50.png
dark blue 50% saturation 21, 21, 63 unifieddyes_dark_blue_s50.png
dark cyan 50% saturation 21, 63, 63 unifieddyes_dark_cyan_s50.png
dark green 50% saturation 21, 63, 21 unifieddyes_dark_green_s50.png
dark lime 50% saturation 43, 63, 21 unifieddyes_dark_lime_s50.png
dark magenta 50% saturation 63, 21, 63 unifieddyes_dark_magenta_s50.png
dark orange 50% saturation 63, 42, 21 unifieddyes_dark_orange_s50.png
dark red 50% saturation 63, 21, 21 unifieddyes_dark_red_s50.png
dark redviolet 50% saturation 63, 21, 42 unifieddyes_dark_redviolet_s50.png
dark skyblue 50% saturation 21, 42, 63 unifieddyes_dark_skyblue_s50.png
dark violet 50% saturation 43, 21, 63 unifieddyes_dark_violet_s50.png
dark yellow 50% saturation 63, 63, 21 unifieddyes_dark_yellow_s50.png
medium aqua 50% saturation 42,126, 84 unifieddyes_medium_aqua_s50.png
medium blue 50% saturation 42, 42,126 unifieddyes_medium_blue_s50.png
medium cyan 50% saturation 42,126,126 unifieddyes_medium_cyan_s50.png
medium green 50% saturation 42,126, 42 unifieddyes_medium_green_s50.png
medium lime 50% saturation 86,126, 42 unifieddyes_medium_lime_s50.png
medium magenta 50% saturation 126, 42,126 unifieddyes_medium_magenta_s50.png
medium orange 50% saturation 126, 84, 42 unifieddyes_medium_orange_s50.png
medium red 50% saturation 127, 42, 42 unifieddyes_medium_red_s50.png
medium redviolet 50% saturation 126, 42, 84 unifieddyes_medium_redviolet_s50.png
medium skyblue 50% saturation 42, 84,126 unifieddyes_medium_skyblue_s50.png
medium violet 50% saturation 86, 42,126 unifieddyes_medium_violet_s50.png
medium yellow 50% saturation 126,126, 42 unifieddyes_medium_yellow_s50.png
aqua 50% saturation 65,191,127 unifieddyes_aqua_s50.png
blue 50% saturation 65, 65,191 unifieddyes_blue_s50.png
cyan 50% saturation 65,191,190 unifieddyes_cyan_s50.png
green 50% saturation 65,191, 65 unifieddyes_green_s50.png
lime 50% saturation 130,191, 65 unifieddyes_lime_s50.png
magenta 50% saturation 191, 65,190 unifieddyes_magenta_s50.png
orange 50% saturation 191,127, 65 unifieddyes_orange_s50.png
red 50% saturation 192, 64, 64 unifieddyes_red_s50.png
redviolet 50% saturation 191, 65,127 unifieddyes_redviolet_s50.png
skyblue 50% saturation 65,127,191 unifieddyes_skyblue_s50.png
violet 50% saturation 130, 65,191 unifieddyes_violet_s50.png
yellow 50% saturation 191,190, 65 unifieddyes_yellow_s50.png
Greyscale:
----------
black 0, 0, 0 unifieddyes_black.png
dark grey 64, 64, 64 unifieddyes_darkgrey_paint.png
medium grey 128,128,128 unifieddyes_grey_paint.png
light grey 192,192,192 unifieddyes_lightgrey_paint.png
white 255,255,255 unifieddyes_white_paint.png

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default
dye
intllib?

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Unified Dyes expands the standard dye set from 15 to 90 colors.

1056
mods/unifieddyes/init.lua Normal file

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# Translation by Xanthin
Lime Dye = Gelbgruener Farbstoff (Gelbgruen)
Aqua Dye = Aqua Farbstoff
Sky-blue Dye = Himmelblauer Farbstoff
Red-violet Dye = Rotvioletter Farbstoff
Light Grey Dye = Hellgrauer Farbstoff
Dark Red Dye (low saturation) = Dunkelroter Farbstoff (geringe Saettigung)
Dark Orange Dye (low saturation) = Dunkeloranger Farbstoff (geringe Saettigung)
Dark Yellow Dye (low saturation) = Dunkelgelber Farbstoff (geringe Saettigung)
Dark Lime Dye (low saturation) = Gelbgruenerlime Farbstoff (geringe Saettigung)
Dark Green Dye (low saturation) = Dunkelgruener Farbstoff (geringe Saettigung)
Dark Aqua Dye (low saturation) = Dunkelaqua Farbstoff (geringe Saettigung)
Dark Cyan Dye (low saturation) = Dunkeltuerkiser Farbstoff (geringe Saettigung)
Dark Sky-blue Dye (low saturation) = Dunkelhimmelblauer Farbstoff (geringe Saettigung)
Dark Blue Dye (low saturation) = Dunkelblauer Farbstoff (geringe Saettigung)
Dark Violet Dye (low saturation) = Dunkelvioletter Farbstoff (geringe Saettigung)
Dark Magenta Dye (low saturation) = Dunkelmagenta Farbstoff (geringe Saettigung)
Dark Red-violet Dye (low saturation) = Dunkelrotvioletter Farbstoff (geringe Saettigung)
Dark Red Dye = Dunkelroter Farbstoff
Dark Orange Dye = Dunkeloranger Farbstoff
Dark Yellow Dye = Dunkelgelber Farbstoff
Dark Lime Dye = Dunkelgelbgruener Farbstoff
Dark Green Dye = Dunkelgruener Farbstoff
Dark Aqua Dye = Dunkelaqua Farbstoff
Dark Cyan Dye = Dunkeltuerkiser Farbstoff
Dark Sky-blue Dye = Dunkelhimmelblauer Farbstoff
Dark Blue Dye = Dunkelblauer Farbstoff
Dark Violet Dye = Dunkelvioletter Farbstoff
Dark Magenta Dye = Dunkelmagenta Farbstoff
Dark Red-violet Dye = Dunkelrotvioletter Farbstoff
Medium Red Dye (low saturation) = Mittelroter Farbstoff (geringe Saettigung)
Medium Orange Dye (low saturation) = Mitteloranger Farbstoff (geringe Saettigung)
Medium Yellow Dye (low saturation) = Mittelgelber Farbstoff (geringe Saettigung)
Medium Lime Dye (low saturation) = Mittelgelbgruener Farbstoff (geringe Saettigung)
Medium Green Dye (low saturation) = Mittelgruener Farbstoff (geringe Saettigung)
Medium Aqua Dye (low saturation) = Mittelaqua Farbstoff (geringe Saettigung)
Medium Cyan Dye (low saturation) = Mitteltuerkiser Farbstoff (geringe Saettigung)
Medium Sky-blue Dye (low saturation) = Mittelhimmelblauer Farbstoff (geringe Saettigung)
Medium Blue Dye (low saturation) = Mittelblauer Farbstoff (geringe Saettigung)
Medium Violet Dye (low saturation) = Mittelvioletter Farbstoff (geringe Saettigung)
Medium Magenta Dye (low saturation) = Mittelmagenta Farbstoff (geringe Saettigung)
Medium Red-violet Dye (low saturation) = Mittelrotvioletter Farbstoff (geringe Saettigung)
Medium Red Dye = Mittelroter Farbstoff
Medium Orange Dye = Mitteloranger Farbstoff
Medium Yellow Dye = Mittelgelber Farbstoff
Medium Lime Dye = Mittelgelbgruener Farbstoff
Medium Green Dye = Mittelgruener Farbstoff
Medium Aqua Dye = Mittelaqua Farbstoff
Medium Cyan Dye = Mitteltuerkiser Farbstoff
Medium Sky-blue = Mittelhimmelblauer Farbstoff
Medium Blue Dye = Mittelblauer Farbstoff
Medium Violet Dye = Mittelvioletter Farbstoff
Medium Magenta Dye = Mittelmagenta Farbstoff
Medium Red-violet Dye = Mittelrotvioletter Farbstoff
Red Dye (low saturation) = Roter Farbstoff (geringe Saettigung)
Orange Dye (low saturation) = Oranger Farbstoff (geringe Saettigung)
Yellow Dye (low saturation) = Gelber Farbstoff (geringe Saettigung)
Lime Dye (low saturation) = Gelbgruener Farbstoff (geringe Saettigung)
Green Dye (low saturation) = Gruener Farbstoff (geringe Saettigung)
Aqua Dye (low saturation) = Aqua Farbstoff (geringe Saettigung)
Cyan Dye (low saturation) = Tuerkiser Farbstoff (geringe Saettigung)
Sky-blue Dye (low saturation) = Himmelblauer Farbstoff (geringe Saettigung)
Blue Dye (low saturation) = Blauer Farbstoff (geringe Saettigung)
Violet Dye (low saturation) = Violetter Farbstoff (geringe Saettigung)
Magenta Dye (low saturation) = Magenta Farbstoff (geringe Saettigung) lila
Red-violet Dye (low saturation) = Rotvioletter Farbstoff (geringe Saettigung)
[UnifiedDyes] Loaded! = [UnifiedDyes] geladen!

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# Template
Lime Dye =
Aqua Dye =
Sky-blue Dye =
Red-violet Dye =
Light Grey Dye =
Dark Red Dye (low saturation) =
Dark Orange Dye (low saturation) =
Dark Yellow Dye (low saturation) =
Dark Lime Dye (low saturation) =
Dark Green Dye (low saturation) =
Dark Aqua Dye (low saturation) =
Dark Cyan Dye (low saturation) =
Dark Sky-blue Dye (low saturation) =
Dark Blue Dye (low saturation) =
Dark Violet Dye (low saturation) =
Dark Magenta Dye (low saturation) =
Dark Red-violet Dye (low saturation) =
Dark Red Dye =
Dark Orange Dye =
Dark Yellow Dye =
Dark Lime Dye =
Dark Green Dye =
Dark Aqua Dye =
Dark Cyan Dye =
Dark Sky-blue Dye =
Dark Blue Dye =
Dark Violet Dye =
Dark Magenta Dye =
Dark Red-violet Dye =
Medium Red Dye (low saturation) =
Medium Orange Dye (low saturation) =
Medium Yellow Dye (low saturation) =
Medium Lime Dye (low saturation) =
Medium Green Dye (low saturation) =
Medium Aqua Dye (low saturation) =
Medium Cyan Dye (low saturation) =
Medium Sky-blue Dye (low saturation) =
Medium Blue Dye (low saturation) =
Medium Violet Dye (low saturation) =
Medium Magenta Dye (low saturation) =
Medium Red-violet Dye (low saturation) =
Medium Red Dye =
Medium Orange Dye =
Medium Yellow Dye =
Medium Lime Dye =
Medium Green Dye =
Medium Aqua Dye =
Medium Cyan Dye =
Medium Sky-blue =
Medium Blue Dye =
Medium Violet Dye =
Medium Magenta Dye =
Medium Red-violet Dye =
Red Dye (low saturation) =
Orange Dye (low saturation) =
Yellow Dye (low saturation) =
Lime Dye (low saturation) =
Green Dye (low saturation) =
Aqua Dye (low saturation) =
Cyan Dye (low saturation) =
Sky-blue Dye (low saturation) =
Blue Dye (low saturation) =
Violet Dye (low saturation) =
Magenta Dye (low saturation) =
Red-violet Dye (low saturation) =
Red Dye =
Orange Dye =
Yellow Dye =
Lime Dye =
Green Dye =
Aqua Dye =
Cyan Dye =
Sky-blue Dye =
Blue Dye =
Violet Dye =
Magenta Dye =
Red-violet Dye =
[UnifiedDyes] Loaded! =

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# TUrkish translation
# Mahmutelmas06@hotmail.com
Lime Dye = Limon Yeşili Boya
Aqua Dye = Deniz mavisi Boya
Sky-blue Dye = Gök-Mavi Boya
Red-violet Dye = Kırmızılı Boya
Light Grey Dye = Açık Grey Boya
Dark Red Dye (low saturation) = Koyu Kırmızı Boya (düşük doygunluk)
Dark Orange Dye (low saturation) = Koyu Turuncu Boya (düşük doygunluk)
Dark Yellow Dye (low saturation) = Koyu Sarı Boya (düşük doygunluk)
Dark Lime Dye (low saturation) = Koyu Limon Yeşili Boya (düşük doygunluk)
Dark Green Dye (low saturation) = Koyu Yeşil Boya (düşük doygunluk)
Dark Aqua Dye (low saturation) = Koyu Deniz mavisi boya (düşük doygunluk)
Dark Cyan Dye (low saturation) = Koyu Cam göbeği Boya (düşük doygunluk)
Dark Sky-blue Dye (low saturation) = Koyu Gök-Mavi Boya (düşük doygunluk)
Dark Blue Dye (low saturation) = Koyu Mavi Boya (düşük doygunluk)
Dark Violet Dye (low saturation) = Koyu mor Boya (düşük doygunluk)
Dark Magenta Dye (low saturation) = Koyu Kızılımsı Mor Boya (düşük doygunluk)
Dark Red-violet Dye (low saturation) = Koyu Kırmızılı Boya (düşük doygunluk)
Dark Red Dye = Koyu Kırmızı Boya
Dark Orange Dye = Koyu Turuncu Boya
Dark Yellow Dye = Koyu Sarı Boya
Dark Lime Dye = Koyu Limon Yeşili Boya
Dark Green Dye = Koyu Yeşil Boya
Dark Aqua Dye = Koyu Deniz mavisi Boya
Dark Cyan Dye = Koyu Cam göbeği Boya
Dark Sky-blue Dye = Koyu Gök-Mavi Boya
Dark Blue Dye = Koyu Mavi Boya
Dark Violet Dye = Koyu mor Boya
Dark Magenta Dye = Koyu Kızılımsı Mor Boya
Dark Red-violet Dye = Koyu Kırmızılı Boya
Medium Red Dye (low saturation) = Kırmızı Boya (düşük doygunluk)
Medium Orange Dye (low saturation) = Turuncu Boya (düşük doygunluk)
Medium Yellow Dye (low saturation) = Sarı Boya (düşük doygunluk)
Medium Lime Dye (low saturation) = Limon Yeşili Boya (düşük doygunluk)
Medium Green Dye (low saturation) = Yeşil Boya (düşük doygunluk)
Medium Aqua Dye (low saturation) = Deniz mavisi Boya (düşük doygunluk)
Medium Cyan Dye (low saturation) = Cam göbeği Boya (düşük doygunluk)
Medium Sky-blue Dye (low saturation) = Gök-Mavi Boya (düşük doygunluk)
Medium Blue Dye (low saturation) = Mavi Boya (düşük doygunluk)
Medium Violet Dye (low saturation) = Koyu mor Boya (düşük doygunluk)
Medium Magenta Dye (low saturation) = Kızılımsı Mor Boya (düşük doygunluk)
Medium Red-violet Dye (low saturation) = Kırmızılı Boya (düşük doygunluk)
Medium Red Dye = Kırmızı Boya
Medium Orange Dye = Turuncu Boya
Medium Yellow Dye = Sarı Boya
Medium Lime Dye = Limon Yeşili Boya
Medium Green Dye = Yeşil Boya
Medium Aqua Dye = Deniz mavisi Boya
Medium Cyan Dye = Cam göbeği Boya
Medium Sky-blue = Gök-Mavi
Medium Blue Dye = Mavi Boya
Medium Violet Dye = Koyu mor Boya
Medium Magenta Dye = Kızılımsı Mor Boya
Medium Red-violet Dye = Kırmızılı Boya
Red Dye (low saturation) = Kırmızı Boya (düşük doygunluk)
Orange Dye (low saturation) = Turuncu Boya (düşük doygunluk)
Yellow Dye (low saturation) = Sarı Boya (düşük doygunluk)
Lime Dye (low saturation) = Limon Yeşili Boya (düşük doygunluk)
Green Dye (low saturation) = Yeşil Boya (düşük doygunluk)
Aqua Dye (low saturation) = Deniz mavisi Boya (düşük doygunluk)
Cyan Dye (low saturation) = Cam göbeği Boya (düşük doygunluk)
Sky-blue Dye (low saturation) = Gök-Mavi Boya (düşük doygunluk)
Blue Dye (low saturation) = Mavi Boya (düşük doygunluk)
Violet Dye (low saturation) = Koyu mor Boya (düşük doygunluk)
Magenta Dye (low saturation) = Kızılımsı Mor Boya (düşük doygunluk)
Red-violet Dye (low saturation) = Kırmızılı Boya (düşük doygunluk)
Red Dye = Kırmızı Boya
Orange Dye = Turuncu Boya
Yellow Dye = Sarı Boya
Lime Dye = Limon Yeşili Boya
Green Dye = Yeşil Boya
Aqua Dye = Deniz mavisi Boya
Cyan Dye = Cam göbeği Boya
Sky-blue Dye = Gök-Mavi Boya
Blue Dye = Mavi Boya
Violet Dye = Koyu mor Boya
Magenta Dye = Kızılımsı Mor Boya
Red-violet Dye = Kırmızılı Boya
[UnifiedDyes] Loaded! = [UnifiedBoyas] yüklendi!

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