Merge branch 'hollow_logs' of https://git.minetest.land/JoseDouglas26/MineClone2 into hollow_logs

This commit is contained in:
JoseDouglas26 2024-03-07 21:10:40 -03:00
commit 2e2c2da6fa
388 changed files with 7653 additions and 2109 deletions

2
.gitignore vendored
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@ -6,3 +6,5 @@
/.idea/ /.idea/
*.xcf *.xcf
.Rproj.user .Rproj.user
prompt.txt
__pycache__

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@ -8,30 +8,32 @@
## Maintainers ## Maintainers
* AncientMariner * AncientMariner
* Nicu * Herowl
## Previous Maintainers ## Previous Maintainers
* Fleckenstein * Fleckenstein
* cora * cora
* Nicu
## Developers ## Developers
* AFCMS * AFCMS
* epCode * epCode
* chmodsayshello * chmodsayshello
* PrairieWind
* MrRar * MrRar
* FossFanatic * FossFanatic
* SmokeyDope * SmokeyDope
* Faerraven / Michieal
* Codiac
## Past Developers ## Past Developers
* jordan4ibanez * jordan4ibanez
* iliekprogrammar * iliekprogrammar
* kabou * kabou
* kay27 * kay27
* Faerraven / Michieal
* MysticTempest * MysticTempest
* NO11 * NO11
* SumianVoice * SumianVoice
* PrairieWind
## Contributors ## Contributors
* RandomLegoBrick * RandomLegoBrick
@ -112,6 +114,21 @@
* Niterux * Niterux
* appgurueu * appgurueu
* seventeenthShulker * seventeenthShulker
* DinoNuggies4665
* basxto
* Morik666
* Eliy21
* mdk
* Alessandra Lozoya
* VanicGame
* ThePython10110
* Araca
* Montandalar
* mim
* Dark
* Bakawun
* JoseDouglas26
* Zasco
## Music ## Music
* Jordach for the jukebox music compilation from Big Freaking Dig * Jordach for the jukebox music compilation from Big Freaking Dig
@ -155,6 +172,7 @@
* cora * cora
* Faerraven / Michieal * Faerraven / Michieal
* PrairieWind * PrairieWind
* ChrisPHP
## 3D Models ## 3D Models
* 22i * 22i
@ -162,6 +180,7 @@
* epCode * epCode
* Faerraven / Michieal * Faerraven / Michieal
* SumianVoice * SumianVoice
* thunder1035
## Textures ## Textures
* XSSheep * XSSheep
@ -181,6 +200,8 @@
* Aeonix_Aeon * Aeonix_Aeon
* Wbjitscool * Wbjitscool
* SmokeyDope * SmokeyDope
* thunder1035
* Herowl
## Translations ## Translations
* Wuzzy * Wuzzy
@ -200,6 +221,10 @@
* Temak * Temak
* megustanlosfrijoles * megustanlosfrijoles
* kbundg * kbundg
* Isaac Dennis
* ADLON
* Sab Pyrope
* JoseDouglas26
## Funders ## Funders
* 40W * 40W

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@ -1,4 +1,4 @@
title = MineClone 2 title = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more. description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6 disallowed_mapgens = v6
version=0.85.0-SNAPSHOT version=0.87.0-SNAPSHOT

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@ -31,6 +31,7 @@ local known_controls = {
aux1 = true, aux1 = true,
down = true, down = true,
up = true, up = true,
zoom = true,
} }
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)

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@ -0,0 +1,2 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 z-es mòrt dins una explosion

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@ -0,0 +1,2 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 foi pego(a) em uma explosão.

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@ -160,7 +160,7 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
return return
end end
local undef = minetest.registered_nodes[unode.name] local undef = minetest.registered_nodes[unode.name]
if undef and undef.on_rightclick then if undef and undef.on_rightclick and not invert_wall then
undef.on_rightclick(pointed_thing.under, unode, placer, undef.on_rightclick(pointed_thing.under, unode, placer,
itemstack, pointed_thing) itemstack, pointed_thing)
return return
@ -198,26 +198,12 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
local p2 local p2
if is_y then if is_y then
if invert_wall then p2 = 0
if fdir == 3 or fdir == 1 then
p2 = 12
else
p2 = 6
end
end
elseif is_x then elseif is_x then
if invert_wall then
p2 = 0
else
p2 = 12 p2 = 12
end
elseif is_z then elseif is_z then
if invert_wall then
p2 = 0
else
p2 = 6 p2 = 6
end end
end
minetest.set_node(pos, {name = wield_name, param2 = p2}) minetest.set_node(pos, {name = wield_name, param2 = p2})
if not infinitestacks then if not infinitestacks then
@ -1075,7 +1061,7 @@ function mcl_util.move_list(src_inv, src_listname, out_inv, out_listname, pos, d
v.y = v.y * 4 + 2 v.y = v.y * 4 + 2
v.z = v.z * 4 v.z = v.z * 4
obj:set_velocity(v) obj:set_velocity(v)
minetest.log("error", vector.to_string(v)) mcl_util.mcl_log("item velocity calculated "..vector.to_string(v), "[mcl_util]")
end end
if not insta_collect then if not insta_collect then
obj:get_luaentity()._insta_collect = false obj:get_luaentity()._insta_collect = false
@ -1096,3 +1082,12 @@ function mcl_util.move_player_list(player, src_listname)
vector.offset(player:get_pos(), 0, 1.2, 0), vector.offset(player:get_pos(), 0, 1.2, 0),
player:get_look_dir(), false) player:get_look_dir(), false)
end end
function mcl_util.is_it_christmas()
local date = os.date("*t")
if date.month == 12 and date.day >= 24 or date.month == 1 and date.day <= 7 then
return true
else
return false
end
end

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@ -0,0 +1,21 @@
# textdomain: mcl_boats
Acacia Boat=Barca de Cacèir
Birch Boat=Barca de Beç
Boat=Barca
Boats are used to travel on the surface of water.=Las barcas son utilizadas per voiatja per aigas.
Dark Oak Boat=Barca de Ròure Nèir
Jungle Boat=Barca d'Acajó
Oak Boat=Barca de Ròure
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Fasetz un clic dreit sobre una sorça d'aiga per plaça la barca. Fasetz un clic dreit sobre la barca per rintrar. Utilizatz [Gaucha] e [Dreita] per menar, [Davant] per accelerar e [Darrèir] per ralentir o racuolar. Utilizatz [Sneak] per z-o quitar, tustatz la barca per z-o faire tombar coma objècte.
Spruce Boat=Barca de Sap
Water vehicle=Veïcule per aiga
Sneak to dismount=Se baissar per descendre
Obsidian Boat=Barca d'Obsidiana
Mangrove Boat=Barca de Paletuvèir
Oak Chest Boat=Barca de Ròure embei una Mala
Spruce Chest Boat=Barca de Sap embei una Mala
Birch Chest Boat=Barca de Beç embei una Mala
Jungle Chest Boat=Barca d'Acajó embei una Mala
Acacia Chest Boat=Barca de Cacèir embei una Mala
Dark Oak Chest Boat=Barca de Ròure Nèir embei una Mala
Mangrove Chest Boat=Barca de Paletuvèir embei una Mala

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@ -0,0 +1,23 @@
# textdomain: mcl_boats
Acacia Boat=Barco de Acácia
Birch Boat=Barco de Bétula
Boat=Barco
Boats are used to travel on the surface of water.=Barcos são usados para viajar na superfície da água
Dark Oak Boat=Barco de Carvalho Escuro
Jungle Boat=Barco de Selva
Oak Boat=Barco de Carvalho
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Clique com o botão direito em uma fonte de água para posicionar o barco. Clique com o botão direito no barco para entrar nele. Use [Esquerda] e [Direita] para fazer curva, [Frente] para acelerar e [Trás] para frear e ir para trás. Use [Agachar] para deixar o barco, soque-o para fazê-lo dropar como um item.
Spruce Boat=Barco de Pinheiro
Water vehicle=Veículo aquático
Sneak to dismount=Agache para desmontar
Obsidian Boat=Barco de Obsidiana
Mangrove Boat=Barco de Mangue
Cherry Boat=Barco de Cerejeira
Oak Chest Boat=Barco de Carvalho com Baú
Spruce Chest Boat=Barco de Pinheiro com Baú
Birch Chest Boat=Barco de Bétula com Baú
Jungle Chest Boat=Barco de Selva com Baú
Acacia Chest Boat=Barco de Acácia com Baú
Dark Oak Chest Boat=Barco de Carvalho Escuro com Baú
Mangrove Chest Boat=Barco de Mangue com Baú
Cherry Chest Boat=Barco de Cerejeira com Baú

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@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 a estat espotit per un enclutge
@1 was smashed by a falling block.=@1 a estat espotit per un blòc

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@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 foi esmagado(a) por uma bigorna em queda.
@1 was smashed by a falling block.=@1 foi esmagado(a) por um bloco em queda.

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@ -0,0 +1,36 @@
# textdomain: mcl_minecarts
Minecart=Vagonet
Minecarts can be used for a quick transportion on rails.=Los vagonet pòdon èsser utilizats per un transpòrt rapide per ralhs.
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Los vagonets ròtlon mas per ralhs e seguisson totjorn la pista. A una joncion T embei ren davant, tòrnon a gaucha.
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Podètz plaçar le vagonet per ralhs. Fasetz un clic dreit dessobre per çai rentrar. Tustatz z-o per z-o faire bojar.
To obtain the minecart, punch it while holding down the sneak key.=Per aver le vagonet, tustatz z-o embei la tocha sneak enfonçada.
A minecart with TNT is an explosive vehicle that travels on rail.=Un vagonet embei TNT z-es un vagonet explosiu que voiatja per ralhs.
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Plaçatz z-o per ralhs. Tustatz z-o per z-o desplaçar. La TNT z-es atubada embei un batifuòc o quand le vagonet z-es per un ralh d'activacion atubat.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Per obtenèr le vagonet e la TNT, tustatz z-o embei la tocha sneak enfonçada. Podètz pas faire quo si la TNT z-es atubada.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Un vagonet embei un fornil z-es un veïcule que voiatja per ralhs. Pòt se propulsar embei dau carburant.
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Plaçatz z-o per ralhs. Si li balhatz dau charbon, le fornil vai començar de borlar lòngtemps e porà rotlar. Tustatz z-o per z-o faire bojar.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Per obtener le vagonet e le fornil, tustatz z-o embei la tocha sneak enfonçada.
Minecart with Chest=Vagonet embei una Mala
Minecart with Furnace=Vagonet embei un Fornil
Minecart with Command Block=Vagonet embei un Blòc de Comandas
Minecart with Hopper=Vagonet embei un Embure
Minecart with TNT=Vagonet embei de la TNT
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Plaçatz z-o per sòu per construrre vostre chamin de fèrre, los ralhs se conectaron entre ilhs e faron de las corbas, de las junccions en T, en traversadas et en pentas au besonh.
Rail=Ralh
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Los ralhs pòdon èsser utilizats per construrre los chamins de transpòrt per los vagonets. Los ralhs normaus ralentissons gentament los vagonet per causa de friccion.
Powered Rail=Ralh Atubat
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Los ralhs pòdon èsser utilizats per construrre los chamins de transpòrt per los vagonets. Los ralhs atubats son per faire accelerar o frenar los vagonets.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Sens energia de pèirotge, le ralh vai frenar los vagonets. Per que le ralh accelera los vagonets, alimentatz z-o embei de l'energia de pèirotge.
Activator Rail=Ralh d'Activacion
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Los ralhs pòdon èsser utilizats per construrre los chamins de transpòrt per los vagonets. Los ralhs d'activacion son utilizats per activar daus vagonets speciaus.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Per activar le ralh, alimentatz z-o embei de l'energia de pèirotge e fasetz rotlar un vagonet per aqueste ralh.
Detector Rail=Ralh de Deteccion
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Los ralhs pòdon èsser utilizats per construirre los chamins de transpòrt per los vagonets. Los ralhs de deteccion pòdon detectar un vagonet per ilhs e atubar un mecanisme de pèirotge.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Per detectar un vagonet e produrre de l'energia de pèirotge, conectatz le ralh a de la pèirotge e fasetz rotlar un vagonet per i-aul.
Track for minecarts=Pista per vagonets
Speed up when powered, slow down when not powered=Acceleratz quand z-es atubat, ralentissetz quand z-es pas atubat.
Activates minecarts when powered=Activa los vagonets quand pas atubat.
Emits redstone power when a minecart is detected=Emeta de l'energia de pèirotge quand un vagonet z-es detectat.
Vehicle for fast travel on rails=Veicule per voiatjar vistament per ralhs.
Can be ignited by tools or powered activator rail=Pòt èsser atubat embei daus otilhs o un ralh d'activacion
Sneak to dismount=Se baissar per descendre

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@ -0,0 +1,36 @@
# textdomain: mcl_minecarts
Minecart=Carrinho
Minecarts can be used for a quick transportion on rails.=Carrinhos podem ser usados para transporte rápido em trilhos.
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Carrinhos viajam somente em trilhos e sempre seguem os traçados. Em uma junção em T sem linha reta à frente, eles viram à esquerda. A velocidade é afetada pelo tipo do trilho.
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Você pode posicionar o carrinho em trilhos. Clique com o botão direito para entrar nele. Soque-o para fazê-lo mover.
To obtain the minecart, punch it while holding down the sneak key.=Para obter o carrinho, soque-o enquanto segura pressionada a tecla de agachar.
A minecart with TNT is an explosive vehicle that travels on rail.=Um carrinho com TNT é um veículo explosivo que viaja nos trilhos.
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Posicione-o nos trilhos. Soque-o para movê-lo. A TNT é acesa com um isqueiro ou quando o carrinho está sobre um trilho ativador energizado.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Para obter o carrinho e a TNT, soque-os enquanto segura pressionada a tecla de agachar. Você não consegue fazer isso se a TNT foi acesa.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Um carrinho com fornalha é um veículo que viaja nos trilhos. Se move por conta própria com combustível.
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Posicione-o nos trilhos. Se você o der um pouco de carvão, a fornalha vai começar a queimar por um longo tempo e o carrinho será capaz de se mover por conta própria. Soque-o para fazê-lo mover.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Para obter o carrinho e a fornalha, soque-os enquanto segura pressionada a tecla de agachar.
Minecart with Chest=Carrinho com Baú
Minecart with Furnace=Carrinho com Fornalha
Minecart with Command Block=Carrinho com Bloco de Comandos
Minecart with Hopper=Carrinho com Funil
Minecart with TNT=Carrinho com TNT
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Posicione-os no chão para construir suas linhas férreas, os trilhos vão conectar-se automaticamente uns nos outros e vão se transformar em curvas, junções em T, cruzamentos e rampas quando necessário.
Rail=Trilho
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Trilhos normais freiam carrinhos gradativamente devido ao atrito.
Powered Rail=Trilho Energizador
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Trilhos energizados são capazes de acelerar e frear carrinhos.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Sem carga de redstone, o trilho vai frear os carrinhos. Para fazer o trilho acelerar os carrinhos, energize-o com uma carga de redstone.
Activator Rail=Trilho Ativador
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Trilhos ativadores são usados para ativar carrinhos especiais.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Para fazer esse trilho ativar os carrinhos, energize-o com uma carga de redstone e envie um carrinho sobre esse pedaço de trilho.
Detector Rail=Trilho Detector
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Um trilho detector é capaz de detectar um carrinho sobre ele e energizar mecanismos de redstone.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Para detectar um carrinho e providenciar carga de redstone, conecte-o em trilhas de redstone ou mecanismos de redstone e envie qualquer carrinho sobre esse trilho.
Track for minecarts=Traçado para carrinhos
Speed up when powered, slow down when not powered=Acelera quando energizado, desacelera quando não energizado
Activates minecarts when powered=Ativa carrinhos quando energizado
Emits redstone power when a minecart is detected=Emite carga de redstone quando um carrinho é detectado
Vehicle for fast travel on rails=Veículo para viajar rápido em trilhos
Can be ignited by tools or powered activator rail=Pode ser aceso por ferramentas ou trilho ativador energizado
Sneak to dismount=Agache para desmontar

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@ -32,6 +32,9 @@ function mob_class:feed_tame(clicker, feed_count, breed, tame, notake)
if not self.follow then if not self.follow then
return false return false
end end
if clicker:get_wielded_item():get_definition()._mcl_not_consumable then
return false
end
-- can eat/tame with item in hand -- can eat/tame with item in hand
if self.nofollow or self:follow_holding(clicker) then if self.nofollow or self:follow_holding(clicker) then
local consume_food = false local consume_food = false

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@ -35,14 +35,19 @@ function mob_class:day_docile()
end end
end end
-- attack player/mob -- get this mob to attack the object
function mob_class:do_attack(player) function mob_class:do_attack(object)
if self.state == "attack" or self.state == "die" then if self.state == "attack" or self.state == "die" then
return return
end end
self.attack = player
if object:is_player() and not minetest.settings:get_bool("enable_damage") then
return
end
self.attack = object
self.state = "attack" self.state = "attack"
-- TODO: Implement war_cry sound without being annoying -- TODO: Implement war_cry sound without being annoying
@ -516,6 +521,28 @@ end
-- deal damage and effects when mob punched -- deal damage and effects when mob punched
function mob_class:on_punch(hitter, tflp, tool_capabilities, dir) function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
local is_player = hitter:is_player()
local mob_pos = self.object:get_pos()
local player_pos = hitter:get_pos()
if is_player then
-- is mob out of reach?
if vector.distance(mob_pos, player_pos) > 3 then
return
end
-- is mob protected?
if self.protected and minetest.is_protected(mob_pos, hitter:get_player_name()) then
return
end
end
local time_now = minetest.get_us_time()
local time_diff = time_now - self.invul_timestamp
-- check for invulnerability time in microseconds (0.5 second)
if time_diff <= 500000 and time_diff >= 0 then
return
end
-- custom punch function -- custom punch function
if self.do_punch then if self.do_punch then
@ -534,29 +561,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
local time_now = minetest.get_us_time() local time_now = minetest.get_us_time()
local is_player = hitter:is_player()
if is_player then if is_player then
local time_diff = time_now - self.invul_timestamp
-- check for invulnerability time in microseconds (0.5 second)
if time_diff <= 500000 and time_diff >= 0 then
return
end
local mob_pos = self.object:get_pos()
local player_pos = hitter:get_pos()
-- is mob out of reach?
if vector.distance(mob_pos, player_pos) > 3 then
return
end
-- is mob protected?
if self.protected and minetest.is_protected(mob_pos, hitter:get_player_name()) then
return
end
if minetest.is_creative_enabled(hitter:get_player_name()) then if minetest.is_creative_enabled(hitter:get_player_name()) then
self.health = 0 self.health = 0
end end
@ -719,12 +724,12 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
end end
if hitter and is_player then if hitter and is_player then
local wielditem = hitter:get_wielded_item() local wielditem = hitter:get_wielded_item()
kb = kb + 9 * mcl_enchanting.get_enchantment(wielditem, "knockback")
-- add player velocity to mob knockback
local hv = hitter:get_velocity() local hv = hitter:get_velocity()
local dir_dot = (hv.x * dir.x) + (hv.z * dir.z) local dir_dot = (hv.x * dir.x) + (hv.z * dir.z)
local player_mag = math.sqrt((hv.x * hv.x) + (hv.z * hv.z)) local player_mag = math.sqrt((hv.x * hv.x) + (hv.z * hv.z))
local mob_mag = math.sqrt((v.x * v.x) + (v.z * v.z)) local mob_mag = math.sqrt((v.x * v.x) + (v.z * v.z))
kb = kb + 9 * mcl_enchanting.get_enchantment(wielditem, "knockback")
-- add player velocity to mob knockback
if dir_dot > 0 and mob_mag <= player_mag * 0.625 then if dir_dot > 0 and mob_mag <= player_mag * 0.625 then
kb = kb + ((math.abs(hv.x) + math.abs(hv.z)) * r) kb = kb + ((math.abs(hv.x) + math.abs(hv.z)) * r)
end end
@ -1231,6 +1236,9 @@ function mob_class:do_states_attack (dtime)
-- important for mcl_shields -- important for mcl_shields
ent._shooter = self.object ent._shooter = self.object
ent._saved_shooter_pos = self.object:get_pos() ent._saved_shooter_pos = self.object:get_pos()
if ent.homing then
ent._target = self.attack
end
end end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
@ -1250,7 +1258,10 @@ function mob_class:do_states_attack (dtime)
elseif self.attack_type == "custom" and self.attack_state then elseif self.attack_type == "custom" and self.attack_state then
self.attack_state(self, dtime) self.attack_state(self, dtime)
else end
if self.on_attack then
self.on_attack(self, dtime)
end
end end
end

View file

@ -314,7 +314,8 @@ function mcl_mobs.register_mob(name, def)
return self:mob_activate(staticdata, def, dtime) return self:mob_activate(staticdata, def, dtime)
end, end,
attack_state = def.attack_state, attack_state = def.attack_state, -- custom attack state
on_attack = def.on_attack, -- called after attack, useful with otherwise predefined attack states (not custom)
harmed_by_heal = def.harmed_by_heal, harmed_by_heal = def.harmed_by_heal,
is_boss = def.is_boss, is_boss = def.is_boss,
dealt_effect = def.dealt_effect, dealt_effect = def.dealt_effect,
@ -333,6 +334,13 @@ function mcl_mobs.register_mob(name, def)
end -- END mcl_mobs.register_mob function end -- END mcl_mobs.register_mob function
function mcl_mobs.get_arrow_damage_func(damage, typ)
local typ = mcl_damage.types[typ] and typ or "arrow"
return function(projectile, object)
return mcl_util.deal_damage(object, damage, {type = typ})
end
end
-- register arrow for shoot attack -- register arrow for shoot attack
function mcl_mobs.register_arrow(name, def) function mcl_mobs.register_arrow(name, def)
@ -349,16 +357,18 @@ function mcl_mobs.register_arrow(name, def)
hit_node = def.hit_node, hit_node = def.hit_node,
hit_mob = def.hit_mob, hit_mob = def.hit_mob,
hit_object = def.hit_object, hit_object = def.hit_object,
homing = def.homing,
drop = def.drop or false, -- drops arrow as registered item when true drop = def.drop or false, -- drops arrow as registered item when true
collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
timer = 0, timer = 0,
switch = 0, switch = 0,
_lifetime = def._lifetime or 150, _lifetime = def._lifetime or 7,
owner_id = def.owner_id, owner_id = def.owner_id,
rotate = def.rotate, rotate = def.rotate,
on_punch = def.on_punch or function(self) on_punch = def.on_punch or function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
local vel = self.object:get_velocity() local vel = self.object:get_velocity():length()
self.object:set_velocity({x=vel.x * -1, y=vel.y * -1, z=vel.z * -1}) self.object:set_velocity({x=dir.x * vel, y=dir.y * vel, z=dir.z * vel})
self._puncher = puncher
end, end,
collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0}, collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0},
automatic_face_movement_dir = def.rotate automatic_face_movement_dir = def.rotate
@ -368,7 +378,7 @@ function mcl_mobs.register_arrow(name, def)
on_step = def.on_step or function(self, dtime) on_step = def.on_step or function(self, dtime)
self.timer = self.timer + 1 self.timer = self.timer + dtime
local pos = self.object:get_pos() local pos = self.object:get_pos()
@ -421,26 +431,37 @@ function mcl_mobs.register_arrow(name, def)
end end
end end
if self.homing and self._target then
local p = self._target:get_pos()
if p then
if minetest.line_of_sight(self.object:get_pos(), p) then
self.object:set_velocity(vector.direction(self.object:get_pos(), p) * self.velocity)
end
else
self._target = nil
end
end
if self.hit_player or self.hit_mob or self.hit_object then if self.hit_player or self.hit_mob or self.hit_object then
for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do for _,object in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do
if self.hit_player if self.hit_player
and player:is_player() then and object:is_player() then
self.hit_player(self, player) self.hit_player(self, object)
self.object:remove(); self.object:remove();
return return
end end
local entity = player:get_luaentity() local entity = object:get_luaentity()
if entity if entity
and self.hit_mob and self.hit_mob
and entity.is_mob == true and entity.is_mob == true
and tostring(player) ~= self.owner_id and (tostring(object) ~= self.owner_id or self.timer > 2)
and entity.name ~= self.object:get_luaentity().name then and entity.name ~= self.object:get_luaentity().name then
self.hit_mob(self, player) self.hit_mob(self, object)
self.object:remove(); self.object:remove();
return return
end end
@ -448,9 +469,9 @@ function mcl_mobs.register_arrow(name, def)
if entity if entity
and self.hit_object and self.hit_object
and (not entity.is_mob) and (not entity.is_mob)
and tostring(player) ~= self.owner_id and (tostring(object) ~= self.owner_id or self.timer > 2)
and entity.name ~= self.object:get_luaentity().name then and entity.name ~= self.object:get_luaentity().name then
self.hit_object(self, player) self.hit_object(self, object)
self.object:remove(); self.object:remove();
return return
end end

View file

@ -0,0 +1,13 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Mòde tranquile actiu! Gis de mostre vai aparèisser.
This allows you to place a single mob.=Quo permet de plaça una creatura.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Plaçatz z-o a l'endreit que volètz veire la creatura aparèisser. Las bèstias seron dejà domesticadas, defòra si laissatz la tocha se baissar enfonçada. Si z-o plaçatz sobre un generator de creaturas, chamjatz la creatura generada.
You need the “maphack” privilege to change the mob spawner.=Avètz besonh dau privilègi "maphack" per chamjar le generator de creaturas.
Name Tag=Étiquette de nom
A name tag is an item to name a mob.=Una etiqueta z-es un otilh per chamjar le nom de la creatura.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Davant d'utilizar l'etiqueta, vos fau li botar un nom embei una enclutge. Après, podètz utilizar l'etiqueta per nomar una creatura. L'etiqueta pòt èsser utilizada un còp.
Only peaceful mobs allowed!=Mas las creaturas pacificas son autorizadas!
Give names to mobs=Balha daus noms a las creaturas
Set name at anvil=Botar le nom embei l'enclutge
Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player.=Lèva las creaturas specifiadas defòra de las que son nomadas o domesticadas. Per le paramètre segònd, utilizar nomat/domesticat per mas seleccionar las creaturas nomadas/domesticadas, o una distança per specifiar la distança maximum embei li joairi.
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=Usage par défaut. Lèva las creaturas ostilas. Per mai d'opcions, escriure : /help clearmobs

View file

@ -0,0 +1,13 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Modo pacífico ativado! Nenhum monstro será gerado.
This allows you to place a single mob.=Isso permite você posicionar um único mob.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Posicione-o onde você deseja que o mob apareça. Animais serão gerados domesticados, a menos que você segure pressionada a tecla de agachar enquanto posiciona. Se você posicionar em um gerador de mobs, você muda o mob que será gerado.
You need the “maphack” privilege to change the mob spawner.=Você precisa do privilégio "maphack" para mudar o gerador de mobs.
Name Tag=Etiqueta
A name tag is an item to name a mob.=Uma etiqueta é um item para nomear um mob.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Antes de você usar a etiqueta, você precisa determinar um nome em uma bigorna. Assim você pode usar a etiqueta para nomear um mob. Isso consumirá a etiqueta.
Only peaceful mobs allowed!=Apenas mobs pacíficos permitidos!
Give names to mobs=Dá nome aos mobs
Set name at anvil=Determine um nome em uma bigorna
Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player.=Remove mobs especifícos exceto os mobs nomeados ou domesticados. Como segundo parâmetro, use nametagged/tamed para selecionar apenas mobs nomeados/domesticados, ou um alcançe para especificar uma distância máxima em relação ao jogador.
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=Uso padrão. Eliminando mobs hostis. Para mais opções por favor digite: /help clearmobs

View file

@ -761,6 +761,61 @@ function mob_class:do_env_damage()
end end
end end
-- Cactus damage
local near = minetest.find_node_near(pos, 1, "mcl_core:cactus", true)
if not near and near ~= nil then
near = find_node_near({x=pos.x, y=pos.y-1, z=pos.z}, 1, "mcl_core:cactus", true)
end
if near then
-- is mob touching the cactus?
local dist = vector.distance(pos, near)
local dist_feet = vector.distance({x=pos.x, y=pos.y-1, z=pos.z}, near)
local large_mob = false
local medium_mob = false
if self.name == "mobs_mc:ender_dragon" or
self.name == "mobs_mc:ghast" or
self.name == "mobs_mc:guardian_elder" or
self.name == "mobs_mc:slime_big" or
self.name == "mobs_mc:magma_cube_big" or
self.name == "mobs_mc:wither" then
large_mob = true
elseif self.name == "mobs_mc:hoglin" or
self.name == "mobs_mc:zoglin" or
self.name == "mobs_mc:horse" or
self.name == "mobs_mc:skeleton_horse" or
self.name == "mobs_mc:zombie_horse" or
self.name == "mobs_mc:donkey" or
self.name == "mobs_mc:mule" or
self.name == "mobs_mc:iron_golem" or
self.name == "mobs_mc:polar_bear" or
self.name == "mobs_mc:spider" or
self.name == "mobs_mc:cave_spider" or
self.name == "mobs_mc:strider" then
medium_mob = true
end
if (not large_mob and not medium_mob and (dist < 1.03 or dist_feet < 1.6)) or (medium_mob and (dist < 1.165 or dist_feet < 1.73)) or (large_mob and (dist < 1.25 or dist_feet < 1.9)) then
if self.health ~= 0 then
self:damage_mob("cactus", 2)
if self:check_for_death("cactus", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
end
end
-- is mob standing on the cactus?
if self.standing_on == "mcl_core:cactus" or self.standing_in == "mcl_core:cactus" or self.standing_under == "mcl_core:cactus" then
self:damage_mob("cactus", 2)
if self:check_for_death("cactus", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
-- Drowning damage -- Drowning damage
if self.breath_max ~= -1 then if self.breath_max ~= -1 then
local drowning = false local drowning = false

57
mods/ENTITIES/mcl_mobs/spawning.lua Normal file → Executable file
View file

@ -16,7 +16,6 @@ local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local get_biome_name = minetest.get_biome_name local get_biome_name = minetest.get_biome_name
local get_objects_inside_radius = minetest.get_objects_inside_radius local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_connected_players = minetest.get_connected_players local get_connected_players = minetest.get_connected_players
local minetest_get_perlin = minetest.get_perlin
local math_random = math.random local math_random = math.random
local math_floor = math.floor local math_floor = math.floor
@ -97,19 +96,6 @@ local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
local logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true) local logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
local noise_params = {
offset = 0,
scale = 3,
spread = {
x = 301,
y = 50,
z = 304,
},
seed = 100,
octaves = 3,
persistence = 0.5,
}
-- THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs -- THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
-- Also used for missing parameter -- Also used for missing parameter
-- Please update the list when adding new biomes! -- Please update the list when adding new biomes!
@ -446,7 +432,6 @@ WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
local spawn_dictionary = {} local spawn_dictionary = {}
--this is where all of the spawning information is kept for mobs that don't naturally spawn --this is where all of the spawning information is kept for mobs that don't naturally spawn
local non_spawn_dictionary = {} local non_spawn_dictionary = {}
local summary_chance = 0
function mcl_mobs:spawn_setup(def) function mcl_mobs:spawn_setup(def)
if not mobs_spawn then return end if not mobs_spawn then return end
@ -508,7 +493,6 @@ function mcl_mobs:spawn_setup(def)
check_position = check_position, check_position = check_position,
on_spawn = on_spawn, on_spawn = on_spawn,
} }
summary_chance = summary_chance + chance
end end
function mcl_mobs:mob_light_lvl(mob_name, dimension) function mcl_mobs:mob_light_lvl(mob_name, dimension)
@ -612,10 +596,8 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
spawn_dictionary[key]["day_toggle"] = day_toggle spawn_dictionary[key]["day_toggle"] = day_toggle
spawn_dictionary[key]["check_position"] = check_position spawn_dictionary[key]["check_position"] = check_position
summary_chance = summary_chance + chance
end end
local two_pi = 2 * math.pi local two_pi = 2 * math.pi
local function get_next_mob_spawn_pos(pos) local function get_next_mob_spawn_pos(pos)
-- TODO We should consider spawning something a little further away sporadically. -- TODO We should consider spawning something a little further away sporadically.
@ -875,8 +857,6 @@ minetest.register_chatcommand("spawn_mob",{
if mobs_spawn then if mobs_spawn then
local perlin_noise
-- Get pos to spawn, x and z are randomised, y is range -- Get pos to spawn, x and z are randomised, y is range
@ -973,9 +953,21 @@ if mobs_spawn then
return spawning_position return spawning_position
end end
local cumulative_chance = nil
local mob_library_worker_table = nil
local function initialize_spawn_data()
if not mob_library_worker_table then
mob_library_worker_table = table_copy(spawn_dictionary)
end
if not cumulative_chance then
cumulative_chance = 0
for k, v in pairs(mob_library_worker_table) do
cumulative_chance = cumulative_chance + v.chance
end
end
end
local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile) local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
--create a disconnected clone of the spawn dictionary, prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary)
local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES) local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES)
if not spawning_position then if not spawning_position then
@ -988,22 +980,25 @@ if mobs_spawn then
--output_mob_stats(mob_counts_wide) --output_mob_stats(mob_counts_wide)
--grab mob that fits into the spawning location --grab mob that fits into the spawning location
--randomly grab a mob, don't exclude any possibilities --use random weighted choice with replacement to grab a mob, don't exclude any possibilities
perlin_noise = perlin_noise or minetest_get_perlin(noise_params) --shuffle table once every loop to provide equal inclusion probability to all mobs
local noise = perlin_noise:get_3d(spawning_position) --repeat grabbing a mob to maintain existing spawn rates
local current_summary_chance = summary_chance local spawn_loop_counter = #mob_library_worker_table
while spawn_loop_counter > 0 do
table.shuffle(mob_library_worker_table) table.shuffle(mob_library_worker_table)
local mob_chance_offset = math_random(1, cumulative_chance)
while #mob_library_worker_table > 0 do
local mob_chance_offset = (math_round(noise * current_summary_chance + 12345) % current_summary_chance) + 1
local mob_index = 1 local mob_index = 1
local mob_chance = mob_library_worker_table[mob_index].chance local mob_chance = mob_library_worker_table[mob_index].chance
local step_chance = mob_chance local step_chance = mob_chance
while step_chance < mob_chance_offset do while step_chance < mob_chance_offset do
mob_index = mob_index + 1 mob_index = mob_index + 1
if mob_index <= #mob_library_worker_table then
mob_chance = mob_library_worker_table[mob_index].chance mob_chance = mob_library_worker_table[mob_index].chance
step_chance = step_chance + mob_chance step_chance = step_chance + mob_chance
else
break
end
end end
--minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance) --minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance)
@ -1088,8 +1083,7 @@ if mobs_spawn then
end end
end end
current_summary_chance = current_summary_chance - mob_chance spawn_loop_counter = spawn_loop_counter - 1
table_remove(mob_library_worker_table, mob_index)
end end
end end
@ -1101,6 +1095,7 @@ if mobs_spawn then
timer = timer + dtime timer = timer + dtime
if timer < WAIT_FOR_SPAWN_ATTEMPT then return end if timer < WAIT_FOR_SPAWN_ATTEMPT then return end
initialize_spawn_data()
timer = 0 timer = 0
local players = get_connected_players() local players = get_connected_players()

View file

@ -0,0 +1,2 @@
# textdomain:mcl_paintings
Painting=Quadre

View file

@ -0,0 +1,2 @@
# textdomain:mcl_paintings
Painting=Pintura

View file

@ -305,6 +305,9 @@ Origin of those models:
* `mobs_mc_rabbit_random.*.ogg` (CC0) * `mobs_mc_rabbit_random.*.ogg` (CC0)
* Changes were made. * Changes were made.
* Source: <https://freesound.org/people/Alshred/> * Source: <https://freesound.org/people/Alshred/>
* [epCode]
* `extra_mobs_hoglin*.ogg` (LGPL 3.0)
* Source: <https://git.minetest.land/epCode/extra_mobs/src/branch/master/sounds>
Note: Many of these sounds have been more or less modified to fit the game. Note: Many of these sounds have been more or less modified to fit the game.

View file

@ -171,7 +171,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
4000, 100,
3, 3,
water-16, water-16,
water+1) water+1)

View file

@ -150,7 +150,7 @@ mcl_mobs:spawn_specific(
0, 0,
maxlight, maxlight,
20, 20,
5000, 100,
2, 2,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mobs_mc.water_level-1) mobs_mc.water_level-1)

View file

@ -151,7 +151,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
5000, 1000,
3, 3,
mcl_vars.mg_nether_min, mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)

View file

@ -157,7 +157,7 @@ mcl_mobs:spawn_specific(
}, },
9, 9,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 17000, 30, 100,
3, 3,
mobs_mc.water_level, mobs_mc.water_level,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -266,7 +266,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
4000, 750,
3, 3,
water-16, water-16,
water+1) water+1)

View file

@ -207,7 +207,7 @@ mcl_mobs:spawn_specific(
9, 9,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
17000, 80,
10, 10,
mobs_mc.water_level, mobs_mc.water_level,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)
@ -225,7 +225,7 @@ mcl_mobs:spawn_specific(
9, 9,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
17000, 80,
5, 5,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -407,7 +407,7 @@ mcl_mobs:spawn_specific(
0, 0,
7, 7,
20, 20,
16500, 1000,
2, 2,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -244,7 +244,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
4000, 70,
3, 3,
water-16, water-16,
water+1) water+1)

View file

@ -668,7 +668,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
3000, 100,
12, 12,
mcl_vars.mg_end_min, mcl_vars.mg_end_min,
mcl_vars.mg_end_max) mcl_vars.mg_end_max)
@ -816,7 +816,7 @@ mcl_mobs:spawn_specific(
0, 0,
7, 7,
30, 30,
19000, 100,
2, 2,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)
@ -833,7 +833,7 @@ mcl_mobs:spawn_specific(
0, 0,
11, 11,
30, 30,
27500, 100,
4, 4,
mcl_vars.mg_nether_min, mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
@ -849,7 +849,7 @@ mcl_mobs:spawn_specific(
0, 0,
11, 11,
30, 30,
5000, 100,
4, 4,
mcl_vars.mg_nether_min, mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)

View file

@ -20,7 +20,7 @@ mcl_mobs.register_mob("mobs_mc:ghast", {
hp_max = 10, hp_max = 10,
xp_min = 5, xp_min = 5,
xp_max = 5, xp_max = 5,
collisionbox = {-2, 5, -2, 2, 9, 2}, collisionbox = {-2, 0, -2, 2, 4, 2, rotate=true},
visual = "mesh", visual = "mesh",
mesh = "mobs_mc_ghast.b3d", mesh = "mobs_mc_ghast.b3d",
spawn_in_group = 1, spawn_in_group = 1,
@ -33,7 +33,7 @@ mcl_mobs.register_mob("mobs_mc:ghast", {
death = "mobs_mc_zombie_death", death = "mobs_mc_zombie_death",
attack = "mobs_fireball", attack = "mobs_fireball",
random = "mobs_eerie", random = "mobs_eerie",
distance = 16, distance = 80,
-- TODO: damage -- TODO: damage
-- TODO: better death -- TODO: better death
}, },
@ -50,11 +50,11 @@ mcl_mobs.register_mob("mobs_mc:ghast", {
run_start = 0, run_end = 40, run_start = 0, run_end = 40,
}, },
fall_damage = 0, fall_damage = 0,
view_range = 100, view_range = 64,
attack_type = "dogshoot", attack_type = "dogshoot",
arrow = "mobs_mc:fireball", arrow = "mobs_mc:fireball",
shoot_interval = 3.5, shoot_interval = 5,
shoot_offset = -5, shoot_offset = -0.5,
dogshoot_switch = 1, dogshoot_switch = 1,
dogshoot_count_max =1, dogshoot_count_max =1,
passive = false, passive = false,
@ -97,7 +97,7 @@ mcl_mobs:spawn_specific(
0, 0,
7, 7,
30, 30,
72000, 400,
2, 2,
mcl_vars.mg_nether_min, mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
@ -107,8 +107,9 @@ mcl_mobs.register_arrow("mobs_mc:fireball", {
visual = "sprite", visual = "sprite",
visual_size = {x = 1, y = 1}, visual_size = {x = 1, y = 1},
textures = {"mcl_fire_fire_charge.png"}, textures = {"mcl_fire_fire_charge.png"},
velocity = 15, velocity = 5,
collisionbox = {-.5, -.5, -.5, .5, .5, .5}, collisionbox = {-.5, -.5, -.5, .5, .5, .5},
_lifetime = 10,
_is_fireball = true, _is_fireball = true,
hit_player = function(self, player) hit_player = function(self, player)
@ -130,6 +131,10 @@ mcl_mobs.register_arrow("mobs_mc:fireball", {
damage_groups = {fleshy = 6}, damage_groups = {fleshy = 6},
}, nil) }, nil)
mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1, true) mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1, true)
local ent = mob:get_luaentity()
if not ent or ent.health <= 0 then
awards.unlock(self._puncher:get_player_name(), "mcl:fireball_redir_serv")
end
end, end,
hit_node = function(self, pos, node) hit_node = function(self, pos, node)

View file

@ -237,7 +237,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX + 1, minetest.LIGHT_MAX + 1,
30, 30,
10000, 100,
3, 3,
water - 16, water - 16,
water) water)

View file

@ -31,8 +31,9 @@ local hoglin = {
} }, } },
visual_size = {x=3, y=3}, visual_size = {x=3, y=3},
sounds = { sounds = {
random = "extra_mobs_hoglin", random = "extra_mobs_hoglin.1",
damage = "extra_mobs_hoglin_hurt", damage = "extra_mobs_hoglin_hurt",
death = "extra_mobs_hoglin_hurt",
distance = 16, distance = 16,
}, },
jump = true, jump = true,
@ -92,6 +93,12 @@ local zoglin = table.copy(hoglin)
zoglin.description = S("Zoglin") zoglin.description = S("Zoglin")
zoglin.fire_resistant = 1 zoglin.fire_resistant = 1
zoglin.textures = {"extra_mobs_zoglin.png"} zoglin.textures = {"extra_mobs_zoglin.png"}
sounds = {
random = "extra_mobs_hoglin.2",
damage = "extra_mobs_hoglin_hurt",
death = "extra_mobs_hoglin_hurt",
distance = 16,
}
zoglin.do_custom = function() zoglin.do_custom = function()
return return
end end
@ -129,7 +136,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
6000, 200,
3, 3,
mcl_vars.mg_nether_min, mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)

View file

@ -44,18 +44,6 @@ local function get_drops(self)
max = 2, max = 2,
looting = "common", looting = "common",
}) })
if self._saddle then
table.insert(self.drops,{name = "mcl_mobitems:saddle",
chance = 1,
min = 1,
max = 1,})
end
if self._chest then
table.insert(self.drops,{name = "mcl_chests:chest",
chance = 1,
min = 1,
max = 1,})
end
end end
-- Helper functions to determine equipment rules -- Helper functions to determine equipment rules
@ -245,10 +233,18 @@ local horse = {
on_die = function(self, pos) on_die = function(self, pos)
-- drop saddle when horse is killed while riding -- drop saddle when horse is killed
if self._saddle then if self._saddle then
minetest.add_item(pos, "mcl_mobitems:saddle") minetest.add_item(pos, "mcl_mobitems:saddle")
end end
-- drop chest when mule/donkey is killed
if self._chest then
minetest.add_item(pos, "mcl_chests:chest")
end
-- drop armor when horse is killed
if self._wearing_armor then
minetest.add_item(pos, self._horse_armor)
end
-- also detach from horse properly -- also detach from horse properly
if self.driver then if self.driver then
mcl_mobs.detach(self.driver, {x = 1, y = 0, z = 1}) mcl_mobs.detach(self.driver, {x = 1, y = 0, z = 1})
@ -401,6 +397,7 @@ local horse = {
-- Put on armor and take armor from player's inventory -- Put on armor and take armor from player's inventory
local armor = minetest.get_item_group(iname, "horse_armor") local armor = minetest.get_item_group(iname, "horse_armor")
self._horse_armor = iname self._horse_armor = iname
self._wearing_armor = true
local w = clicker:get_wielded_item() local w = clicker:get_wielded_item()
if not minetest.is_creative_enabled(clicker:get_player_name()) then if not minetest.is_creative_enabled(clicker:get_player_name()) then
w:take_item() w:take_item()
@ -612,7 +609,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
15000, 40,
4, 4,
mobs_mc.water_level+3, mobs_mc.water_level+3,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)
@ -635,7 +632,7 @@ mcl_mobs:spawn_specific(
9, 9,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
15000, 10,
4, 4,
mobs_mc.water_level+3, mobs_mc.water_level+3,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -291,7 +291,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
15000, 50,
5, 5,
mobs_mc.water_level+15, mobs_mc.water_level+15,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -0,0 +1,73 @@
# textdomain: mobs_mc
Agent=Agent
Axolotl=Axolòtl
Bat=Ratapenada
Blaze=Flamor
Chicken=Polet
Cow=Vacha
Mooshroom=Vachairòla
Creeper=Creeper
Ender Dragon=Dragon de Finuèit
Enderman=Finuèairi
Endermite=Finuèibau
Ghast=Òrra
Elder Guardian=Ancian Gardian
Guardian=Gardian
Horse=Ega
Skeleton Horse=Ega Squeleta
Zombie Horse=Ega Zombia
Donkey=Asne
Mule=Miule
Iron Golem=Golem de Fèrre
Llama=Lamà
Ocelot=Ocelòt
Parrot=Papagai
Pig=Cochon
Polar Bear=Ors Blanc
Rabbit=Lapin
Killer Bunny=Lapin Tuaire
Sheep=Moton
Shulker=Coirafin
Silverfish=Peiçon d'Argent
Skeleton=Squeleta
Stray=Trainabiaça
Wither Skeleton=Squeleta Sechaire
Magma Cube=Cube de Magmà
Slime=Slime
Snow Golem=Golem d'Ivèrn
Spider=Aranha
Cave Spider=Aranha Venimósa
Squid=Pofre
Vex=Vex
Evoker=Invocataire
Illusioner=Fisiciaire
Villager=Vialatgés
Vindicator=Vindicataire
Zombie Villager=Vialatgés Zombia
Witch=Fachinèira
Wither=Le Sechaire
Wolf=Lop
Husk=Zombia Momificat
Zombie=Zombia
Zombie Piglin=Porcadés Zombia
Farmer=Boriaire
Fisherman=Peschaire
Fletcher=Archèir
Shepherd=Bergèir
Librarian=Bibliotecaire
Cartographer=Cartografe
Armorer=Armurèir
Leatherworker=Tanaire
Butcher=Maselèir
Weapon Smith=Farjaire d'Armas
Tool Smith=Farjaire d'Otilhs
Cleric=Clerc
Nitwit=Simple
Cod=Merluça
Salmon=Saumon
Dolphin=Daufin
Pillager=Pilhard
Tropical fish=Peiçon tropicau
Hoglin=Porcard
Strider=Trèva
Glow Squid=Pofre Lusent

View file

@ -0,0 +1,83 @@
# textdomain: mobs_mc
Agent=Agente
Axolotl=Axolote
Bat=Morcego
Blaze=Blaze
Chicken=Galinha
Cow=Vaca
Mooshroom=Coguvaca
Creeper=Creeper
Ender Dragon=Dragão do Fim
Enderman=Enderman
Endermite=Endermite
Ghast=Ghast
Elder Guardian=Guardião Ancião
Guardian=Guardião
Horse=Cavalo
Skeleton Horse=Cavalo Esqueleto
Zombie Horse=Cavalo Zumbi
Donkey=Burro
Mule=Mula
Iron Golem=Golem de Ferro
Llama=Lhama
Ocelot=Jaguatirica
Cat=Gato
Parrot=Papagaio
Pig=Porco
Polar Bear=Urso Polar
Rabbit=Coelho
Killer Bunny=Coelho Assassino
Sheep=Ovelha
Shulker=Shulker
Silverfish=Traça
Skeleton=Esqueleto
Stray=Esqueleto Errante
Wither Skeleton=Esqueleto Wither
Magma Cube=Cubo de Magma
Slime=Slime
Snow Golem=Golem de Neve
Spider=Aranha
Cave Spider=Aranha de Caverna
Squid=Lula
Vex=Vex
Evoker=Invocador
Illusioner=Ilusionista
Villager=Aldeão
Vindicator=Vingador
Zombie Villager=Aldeão Zumbi
Witch=Bruxa
Wither=Wither
Wolf=Lobo
Husk=Zumbi-Múmia
Baby Husk=Zumbi-Múmia Bebê
Zombie=Zumbi
Baby Zombie=Zumbi Bebê
Piglin=Piglin
Baby Piglin=Piglin Bebê
Zombie Piglin=Piglin Zumbi
Baby Zombie Piglin=Piglin Zumbi Bebê
Sword Piglin=Piglin Espadachim
Piglin Brute=Piglin Barbáro
Farmer=Fazendeiro
Fisherman=Pescador
Fletcher=Flecheiro
Shepherd=Pastor
Librarian=Bibliotecário
Cartographer=Cartógrafo
Armorer=Armoreiro
Leatherworker=Coureiro
Butcher=Açougueiro
Weapon Smith=Armeiro
Tool Smith=Ferramenteiro
Cleric=Clérigo
Nitwit=Palerma
Cod=Bacalhau
Salmon=Salmão
Dolphin=Golfinho
Pillager=Saqueador
Tropical fish=Peixe Tropical
Hoglin=Hoglin
Baby hoglin=Hoglin Bebê
Zoglin=Zoglin
Strider=Lavagante
Glow Squid=Lula Brilhante

View file

@ -186,7 +186,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
15000, 300,
5, 5,
mobs_mc.water_level+15, mobs_mc.water_level+15,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -235,7 +235,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
7, 7,
30000, 400,
1, 1,
mobs_mc.water_level+7, mobs_mc.water_level+7,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -258,7 +258,7 @@ mcl_mobs:spawn_specific(
9, 9,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
15000, 100,
8, 8,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -61,8 +61,10 @@ local piglin = {
} }, } },
visual_size = {x=1, y=1}, visual_size = {x=1, y=1},
sounds = { sounds = {
random = "extra_mobs_piglin", random = "mobs_mc_zombiepig_random",
damage = "extra_mobs_piglin_hurt", war_cry = "mobs_mc_zombiepig_war_cry", death = "mobs_mc_zombiepig_death",
damage = "mobs_mc_zombiepig_hurt.2",
death = "mobs_mc_zombiepig_death.2",
distance = 16, distance = 16,
}, },
jump = true, jump = true,
@ -397,7 +399,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
6000, 150,
3, 3,
mcl_vars.mg_lava_nether_max, mcl_vars.mg_lava_nether_max,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
@ -413,7 +415,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
6000, 150,
3, 3,
mcl_vars.mg_lava_nether_max, mcl_vars.mg_lava_nether_max,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
@ -429,7 +431,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
6000, 1000,
3, 3,
mcl_vars.mg_nether_min, mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
@ -446,7 +448,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
100000, 50,
4, 4,
mcl_vars.mg_nether_min, mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)

View file

@ -86,7 +86,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
7000, 50,
3, 3,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -148,7 +148,7 @@ mcl_mobs:spawn_specific(
9, 9,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
15000, 40,
8, 8,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -220,7 +220,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
4000, 260,
3, 3,
water-16, water-16,
water+1) water+1)

View file

@ -111,7 +111,7 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
run_start = 81, run_end = 121, run_speed = 60, run_start = 81, run_end = 121, run_speed = 60,
eat_start = 121, eat_start = 161, eat_loop = false, eat_start = 121, eat_start = 161, eat_loop = false,
}, },
follow = { "mcl_farming:wheat_item" }, follow = { "mcl_farming:wheat_item", "mcl_shepherd:shepherd_staff" },
view_range = 12, view_range = 12,
-- Eat grass -- Eat grass
@ -379,7 +379,7 @@ mcl_mobs:spawn_specific(
9, 9,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
15000, 120,
3, 3,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -35,7 +35,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
type = "monster", type = "monster",
spawn_class = "hostile", spawn_class = "hostile",
attack_type = "shoot", attack_type = "shoot",
shoot_interval = 0.5, shoot_interval = 6,
arrow = "mobs_mc:shulkerbullet", arrow = "mobs_mc:shulkerbullet",
shoot_offset = 0.5, shoot_offset = 0.5,
passive = false, passive = false,
@ -43,7 +43,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
hp_max = 30, hp_max = 30,
xp_min = 5, xp_min = 5,
xp_max = 5, xp_max = 5,
armor = 150, armor = 20,
collisionbox = {-0.5, -0.01, -0.5, 0.5, 0.99, 0.5}, collisionbox = {-0.5, -0.01, -0.5, 0.5, 0.99, 0.5},
visual = "mesh", visual = "mesh",
mesh = "mobs_mc_shulker.b3d", mesh = "mobs_mc_shulker.b3d",
@ -51,7 +51,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
-- TODO: sounds -- TODO: sounds
-- TODO: Make shulker dye-able -- TODO: Make shulker dye-able
visual_size = {x=3, y=3}, visual_size = {x=3, y=3},
walk_chance = 0, walk_chance = 10,
knock_back = false, knock_back = false,
jump = false, jump = false,
can_despawn = false, can_despawn = false,
@ -65,15 +65,19 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
looting_factor = 0.0625}, looting_factor = 0.0625},
}, },
animation = { animation = {
stand_speed = 25, walk_speed = 0, run_speed = 50, punch_speed = 25, stand_speed = 25, walk_speed = 25, run_speed = 50, punch_speed = 25,
speed_normal = 25, speed_run = 50, speed_normal = 25, speed_run = 50,
stand_start = 0, stand_end = 25, stand_start = 0, stand_end = 25,
walk_start = 25, walk_end = 45, walk_start = 45, walk_end = 65,
run_start = 45, run_end = 85, walk_loop = false,
run_start = 65, run_end = 85,
run_loop = false,
punch_start = 80, punch_end = 100, punch_start = 80, punch_end = 100,
}, },
view_range = 16, view_range = 16,
fear_height = 0, fear_height = 0,
walk_velocity = 0,
run_velocity = 0,
noyaw = true, noyaw = true,
do_custom = function(self,dtime) do_custom = function(self,dtime)
local pos = self.object:get_pos() local pos = self.object:get_pos()
@ -81,12 +85,13 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
self.object:set_yaw(0) self.object:set_yaw(0)
mcl_mobs:yaw(self, 0, 0, dtime) mcl_mobs:yaw(self, 0, 0, dtime)
end end
if self.state == "walk" or self.state == "stand" then
self.state = "stand"
self:set_animation("stand")
end
if self.state == "attack" then if self.state == "attack" then
self:set_animation("punch") self:set_animation("run")
self.armor = 0
elseif self.state == "stand" then
self.armor = 20
elseif self.state == "walk" or self.state == "run" then
self.armor = 0
end end
self.path.way = false self.path.way = false
self.look_at_players = false self.look_at_players = false
@ -149,6 +154,9 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
end end
end end
end, end,
on_attack = function(self, dtime)
self.shoot_interval = math.random(1, 6)
end,
}) })
-- bullet arrow (weapon) -- bullet arrow (weapon)
@ -156,27 +164,12 @@ mcl_mobs.register_arrow("mobs_mc:shulkerbullet", {
visual = "sprite", visual = "sprite",
visual_size = {x = 0.25, y = 0.25}, visual_size = {x = 0.25, y = 0.25},
textures = {"mobs_mc_shulkerbullet.png"}, textures = {"mobs_mc_shulkerbullet.png"},
velocity = 6, velocity = 5,
homing = true,
hit_player = function(self, player) hit_player = mcl_mobs.get_arrow_damage_func(4),
player:punch(self.object, 1.0, { hit_mob = mcl_mobs.get_arrow_damage_func(4),
full_punch_interval = 1.0,
damage_groups = {fleshy = 4},
}, nil)
end,
hit_mob = function(self, mob)
mob:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 4},
}, nil)
end,
hit_node = function(self, pos, node)
end
}) })
mcl_mobs.register_egg("mobs_mc:shulker", S("Shulker"), "#946694", "#4d3852", 0) mcl_mobs.register_egg("mobs_mc:shulker", S("Shulker"), "#946694", "#4d3852", 0)
mcl_mobs:non_spawn_specific("mobs_mc:shulker","overworld",0,minetest.LIGHT_MAX+1) mcl_mobs:non_spawn_specific("mobs_mc:shulker","overworld",0,minetest.LIGHT_MAX+1)
--[[ --[[

View file

@ -299,7 +299,7 @@ mcl_mobs:spawn_specific(
0, 0,
7, 7,
20, 20,
17000, 800,
2, 2,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)
@ -316,7 +316,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
10000, 800,
3, 3,
mcl_vars.mg_nether_min, mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
@ -336,7 +336,7 @@ mcl_mobs:spawn_specific(
0, 0,
7, 7,
20, 20,
19000, 1200,
2, 2,
mobs_mc.water_level, mobs_mc.water_level,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -116,7 +116,7 @@ mcl_mobs:spawn_specific(
0, 0,
7, 7,
30, 30,
5000, 500,
5, 5,
mcl_vars.mg_nether_min, mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)

View file

@ -6,6 +6,7 @@ local MAPBLOCK_SIZE = 16
local seed = minetest.get_mapgen_setting("seed") local seed = minetest.get_mapgen_setting("seed")
local slime_chunk_match local slime_chunk_match
local slime_chunk_spawn_max = mcl_worlds.layer_to_y(40)
local x_modifier local x_modifier
local z_modifier local z_modifier
@ -166,11 +167,11 @@ local swamp_light_max = 7
local function slime_spawn_check(pos, environmental_light, artificial_light, sky_light) local function slime_spawn_check(pos, environmental_light, artificial_light, sky_light)
local maxlight = swamp_light_max local maxlight = swamp_light_max
if is_slime_chunk(pos) then if pos.y <= slime_chunk_spawn_max and is_slime_chunk(pos) then
maxlight = minetest.LIGHT_MAX + 1 maxlight = minetest.LIGHT_MAX + 1
end end
return artificial_light <= maxlight return math.max(artificial_light, sky_light) <= maxlight
end end
-- Slime -- Slime
@ -183,7 +184,7 @@ local slime_big = {
hp_max = 16, hp_max = 16,
xp_min = 4, xp_min = 4,
xp_max = 4, xp_max = 4,
collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02}, collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02, rotate = true},
visual_size = {x=12.5, y=12.5}, visual_size = {x=12.5, y=12.5},
textures = {{"mobs_mc_slime.png", "mobs_mc_slime.png"}}, textures = {{"mobs_mc_slime.png", "mobs_mc_slime.png"}},
visual = "mesh", visual = "mesh",
@ -197,7 +198,7 @@ local slime_big = {
distance = 16, distance = 16,
}, },
damage = 4, damage = 4,
reach = 3, reach = 2.5,
armor = 100, armor = 100,
drops = {}, drops = {},
-- TODO: Fix animations -- TODO: Fix animations
@ -235,10 +236,10 @@ slime_small.hp_min = 4
slime_small.hp_max = 4 slime_small.hp_max = 4
slime_small.xp_min = 2 slime_small.xp_min = 2
slime_small.xp_max = 2 slime_small.xp_max = 2
slime_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51} slime_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51, rotate = true}
slime_small.visual_size = {x=6.25, y=6.25} slime_small.visual_size = {x=6.25, y=6.25}
slime_small.damage = 3 slime_small.damage = 3
slime_small.reach = 2.75 slime_small.reach = 2.25
slime_small.walk_velocity = 1.8 slime_small.walk_velocity = 1.8
slime_small.run_velocity = 1.8 slime_small.run_velocity = 1.8
slime_small.jump_height = 4.3 slime_small.jump_height = 4.3
@ -252,10 +253,10 @@ slime_tiny.hp_min = 1
slime_tiny.hp_max = 1 slime_tiny.hp_max = 1
slime_tiny.xp_min = 1 slime_tiny.xp_min = 1
slime_tiny.xp_max = 1 slime_tiny.xp_max = 1
slime_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505} slime_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505, rotate = true}
slime_tiny.visual_size = {x=3.125, y=3.125} slime_tiny.visual_size = {x=3.125, y=3.125}
slime_tiny.damage = 0 slime_tiny.damage = 1
slime_tiny.reach = 2.5 slime_tiny.reach = 2
slime_tiny.drops = { slime_tiny.drops = {
-- slimeball -- slimeball
{name = "mcl_mobitems:slimeball", {name = "mcl_mobitems:slimeball",
@ -321,7 +322,7 @@ cave_biomes,
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
12000, 1000,
4, 4,
cave_min, cave_min,
cave_max, cave_max,
@ -335,7 +336,7 @@ swampy_biomes,
0, 0,
swamp_light_max, swamp_light_max,
30, 30,
12000, 1000,
4, 4,
swamp_min, swamp_min,
swamp_max) swamp_max)
@ -348,7 +349,7 @@ cave_biomes,
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
8500, 1000,
4, 4,
cave_min, cave_min,
cave_max, cave_max,
@ -362,7 +363,7 @@ swampy_biomes,
0, 0,
swamp_light_max, swamp_light_max,
30, 30,
8500, 1000,
4, 4,
swamp_min, swamp_min,
swamp_max) swamp_max)
@ -375,7 +376,7 @@ cave_biomes,
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
10000, 1000,
4, 4,
cave_min, cave_min,
cave_max, cave_max,
@ -389,7 +390,7 @@ swampy_biomes,
0, 0,
swamp_light_max, swamp_light_max,
30, 30,
10000, 1000,
4, 4,
swamp_min, swamp_min,
swamp_max) swamp_max)
@ -403,7 +404,7 @@ local magma_cube_big = {
hp_max = 16, hp_max = 16,
xp_min = 4, xp_min = 4,
xp_max = 4, xp_max = 4,
collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02}, collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02, rotate = true},
visual_size = {x=12.5, y=12.5}, visual_size = {x=12.5, y=12.5},
textures = {{ "mobs_mc_magmacube.png", "mobs_mc_magmacube.png" }}, textures = {{ "mobs_mc_magmacube.png", "mobs_mc_magmacube.png" }},
visual = "mesh", visual = "mesh",
@ -418,7 +419,7 @@ local magma_cube_big = {
walk_velocity = 2.5, walk_velocity = 2.5,
run_velocity = 2.5, run_velocity = 2.5,
damage = 6, damage = 6,
reach = 3, reach = 2.35,
armor = 53, armor = 53,
drops = { drops = {
{name = "mcl_mobitems:magma_cream", {name = "mcl_mobitems:magma_cream",
@ -463,10 +464,10 @@ magma_cube_small.hp_min = 4
magma_cube_small.hp_max = 4 magma_cube_small.hp_max = 4
magma_cube_small.xp_min = 2 magma_cube_small.xp_min = 2
magma_cube_small.xp_max = 2 magma_cube_small.xp_max = 2
magma_cube_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51} magma_cube_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51, rotate = true}
magma_cube_small.visual_size = {x=6.25, y=6.25} magma_cube_small.visual_size = {x=6.25, y=6.25}
magma_cube_small.damage = 3 magma_cube_small.damage = 3
magma_cube_small.reach = 2.75 magma_cube_small.reach = 2.1
magma_cube_small.walk_velocity = .8 magma_cube_small.walk_velocity = .8
magma_cube_small.run_velocity = 2.0 magma_cube_small.run_velocity = 2.0
magma_cube_small.jump_height = 6 magma_cube_small.jump_height = 6
@ -485,13 +486,13 @@ magma_cube_tiny.hp_min = 1
magma_cube_tiny.hp_max = 1 magma_cube_tiny.hp_max = 1
magma_cube_tiny.xp_min = 1 magma_cube_tiny.xp_min = 1
magma_cube_tiny.xp_max = 1 magma_cube_tiny.xp_max = 1
magma_cube_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505} magma_cube_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505, rotate = true}
magma_cube_tiny.visual_size = {x=3.125, y=3.125} magma_cube_tiny.visual_size = {x=3.125, y=3.125}
magma_cube_tiny.walk_velocity = 1.02 magma_cube_tiny.walk_velocity = 1.02
magma_cube_tiny.run_velocity = 1.02 magma_cube_tiny.run_velocity = 1.02
magma_cube_tiny.jump_height = 4 magma_cube_tiny.jump_height = 4
magma_cube_tiny.damage = 3 magma_cube_tiny.damage = 3
magma_cube_tiny.reach = 2.5 magma_cube_tiny.reach = 2
magma_cube_tiny.armor = 50 magma_cube_tiny.armor = 50
magma_cube_tiny.drops = {} magma_cube_tiny.drops = {}
magma_cube_tiny.spawn_small_alternative = nil magma_cube_tiny.spawn_small_alternative = nil
@ -512,7 +513,7 @@ magma_cube_biomes,
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
15000, 100,
4, 4,
nether_min, nether_min,
nether_max) nether_max)
@ -525,7 +526,7 @@ magma_cube_biomes,
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
15500, 100,
4, 4,
nether_min, nether_min,
nether_max) nether_max)
@ -538,7 +539,7 @@ magma_cube_biomes,
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
16000, 100,
4, 4,
nether_min, nether_min,
nether_max) nether_max)

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@ -287,7 +287,7 @@ mcl_mobs:spawn_specific(
0, 0,
7, 7,
30, 30,
17000, 1000,
2, 2,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -211,7 +211,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
5500, 80,
3, 3,
water-16, water-16,
water+1) water+1)

View file

@ -225,7 +225,7 @@ mcl_mobs:spawn_setup({
}, },
min_height = mcl_vars.mg_nether_min, min_height = mcl_vars.mg_nether_min,
max_height = mcl_vars.mg_nether_max, max_height = mcl_vars.mg_nether_max,
chance = 2000, chance = 200,
}) })
mcl_mobs:spawn_setup({ mcl_mobs:spawn_setup({
@ -241,7 +241,7 @@ mcl_mobs:spawn_setup({
}, },
min_height = mcl_vars.mg_nether_min, min_height = mcl_vars.mg_nether_min,
max_height = mcl_vars.mg_nether_max, max_height = mcl_vars.mg_nether_max,
chance = 100, chance = 20,
}) })
-- spawn eggs -- spawn eggs

View file

@ -183,7 +183,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
4000, 750,
3, 3,
water-16, water-16,
water+1) water+1)

View file

@ -37,6 +37,7 @@ mcl_mobs.register_mob("mobs_mc:vex", {
walk_velocity = 3.2, walk_velocity = 3.2,
run_velocity = 5.9, run_velocity = 5.9,
attack_type = "dogfight", attack_type = "dogfight",
attack_frequency = 2,
sounds = { sounds = {
-- TODO: random -- TODO: random
death = "mobs_mc_vex_death", death = "mobs_mc_vex_death",
@ -63,10 +64,13 @@ mcl_mobs.register_mob("mobs_mc:vex", {
self.object:set_properties({textures=self.base_texture}) self.object:set_properties({textures=self.base_texture})
end end
else else
if self.base_texture[2] == "mobs_mc_vex_charging.png" then
self.base_texture[2] = "mobs_mc_vex.png"
end
if self.base_texture[1] ~= "default_tool_steelsword.png" then if self.base_texture[1] ~= "default_tool_steelsword.png" then
self.base_texture[1] = "default_tool_steelsword.png" self.base_texture[1] = "default_tool_steelsword.png"
self.object:set_properties({textures=self.base_texture})
end end
self.object:set_properties({textures=self.base_texture})
end end
-- Take constant damage if the vex' life clock ran out -- Take constant damage if the vex' life clock ran out

View file

@ -1941,6 +1941,7 @@ local trade_inventory = {
if not wanted2:is_empty() then if not wanted2:is_empty() then
inv:remove_item("input", inv:get_stack("wanted", 2)) inv:remove_item("input", inv:get_stack("wanted", 2))
end end
local name = player:get_player_name()
local trader = player_trading_with[name] local trader = player_trading_with[name]
minetest.sound_play("mobs_mc_villager_accept", {to_player = player:get_player_name(),object=trader.object}, true) minetest.sound_play("mobs_mc_villager_accept", {to_player = player:get_player_name(),object=trader.object}, true)
end end
@ -2335,7 +2336,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
20, 2,
4, 4,
mobs_mc.water_level+1, mobs_mc.water_level+1,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -42,6 +42,7 @@ mcl_mobs.register_mob("mobs_mc:evoker", {
run_velocity = 1.4, run_velocity = 1.4,
group_attack = true, group_attack = true,
attack_type = "dogfight", attack_type = "dogfight",
attack_frequency = 15,
-- Summon vexes -- Summon vexes
custom_attack = function(self, to_attack) custom_attack = function(self, to_attack)
if not spawned_vexes[self] then spawned_vexes[self] = {} end if not spawned_vexes[self] then spawned_vexes[self] = {} end
@ -64,7 +65,6 @@ mcl_mobs.register_mob("mobs_mc:evoker", {
table.insert(spawned_vexes[self],ent) table.insert(spawned_vexes[self],ent)
end end
end, end,
shoot_interval = 15,
passive = false, passive = false,
drops = { drops = {
{name = "mcl_core:emerald", {name = "mcl_core:emerald",
@ -86,6 +86,11 @@ mcl_mobs.register_mob("mobs_mc:evoker", {
}, },
view_range = 16, view_range = 16,
fear_height = 4, fear_height = 4,
on_spawn = function(self)
self.timer = 15
return true
end,
}) })
-- spawn eggs -- spawn eggs

View file

@ -225,7 +225,7 @@ mcl_mobs:spawn_specific(
0, 0,
7, 7,
30, 30,
4090, 50,
4, 4,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -463,7 +463,7 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull", {
}, },
velocity = 7, velocity = 7,
rotate = 90, rotate = 90,
_lifetime = 350, _lifetime = 15,
on_punch = function(self) end, on_punch = function(self) end,
-- direct hit -- direct hit
@ -516,7 +516,7 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull_strong", {
}, },
velocity = 4, velocity = 4,
rotate = 90, rotate = 90,
_lifetime = 500, _lifetime = 25,
on_punch = function(self) end, on_punch = function(self) end,
-- direct hit -- direct hit

View file

@ -224,7 +224,7 @@ mcl_mobs:spawn_specific(
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
9000, 80,
7, 7,
mobs_mc.water_level+3, mobs_mc.water_level+3,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -243,7 +243,7 @@ mcl_mobs:spawn_specific(
0, 0,
7, 7,
30, 30,
6000, 1000,
4, 4,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)
@ -332,7 +332,7 @@ mcl_mobs:spawn_specific(
0, 0,
7, 7,
30, 30,
60000, 50,
4, 4,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)
@ -348,7 +348,7 @@ mcl_mobs:spawn_specific(
0, 0,
7, 7,
30, 30,
6500, 2400,
4, 4,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)
@ -362,7 +362,7 @@ mcl_mobs:spawn_specific(
0, 0,
7, 7,
30, 30,
65000, 120,
4, 4,
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)

View file

@ -0,0 +1,3 @@
# textdomain: lightning
Let lightning strike at the specified position or player. No parameter will strike yourself.=Deixa o relâmpago acertar a posição ou jogador especificado. Nenhum parâmetro irá acertar você mesmo.
No position specified and unknown player=Nenhuma posição especificada e jogador desconhecido

View file

@ -0,0 +1,2 @@
# textdomain: mcl_raids
Ominous Banner=Estandarte Ameaçador

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@ -0,0 +1,3 @@
# textdomain: mcl_void_damage
The void is off-limits to you!=O vazio está fora dos limites para você!
@1 fell into the endless void.=@1 caiu em um vazio sem fim.

View file

@ -0,0 +1,8 @@
# textdomain: mcl_weather
Gives ability to control weather=Dá a habilidade de controlar o clima
Changes the weather to the specified parameter.=Muda o clima para o parâmetro especificado.
Error: No weather specified.=Erro: Nenhum clima especificado.
Error: Invalid parameters.=Erro: Parâmetros inválidos.
Error: Duration can't be less than 1 second.=Erro: Duração não pode ser menor que 1 segundo.
Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.=Erro: Clima especificado é inválido. Use "clear", "rain", "snow" ou "thunder".
Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)=Alterna entre clima limpo e clima com quedas (aleatoriamente chuva, tempestade ou neve)

View file

@ -120,12 +120,13 @@ mcl_weather.skycolor = {
override_day_night_ratio = function(player, ratio) override_day_night_ratio = function(player, ratio)
local meta = player:get_meta() local meta = player:get_meta()
local has_night_vision = meta:get_int("night_vision") == 1 local has_night_vision = meta:get_int("night_vision") == 1
local is_visited_shepherd = meta:get_int("mcl_shepherd:special") == 1
local arg local arg
-- Apply night vision only for dark sky -- Apply night vision only for dark sky
local is_dark = minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none" local is_dark = minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none"
local pos = player:get_pos() local pos = player:get_pos()
local dim = mcl_worlds.pos_to_dimension(pos) local dim = mcl_worlds.pos_to_dimension(pos)
if has_night_vision and is_dark and dim ~= "nether" and dim ~= "end" then if (has_night_vision or is_visited_shepherd) and is_dark and dim ~= "nether" and dim ~= "end" then
if ratio == nil then if ratio == nil then
arg = NIGHT_VISION_RATIO arg = NIGHT_VISION_RATIO
else else

View file

@ -123,7 +123,7 @@ any level=qualquer nível
level 0=nível 0 level 0=nível 0
level 0-@1=nivel 0-@1 level 0-@1=nivel 0-@1
unknown=desconhecido unknown=desconhecido
Unknown item (@1)=Item desconhecido Unknown item (@1)=Item desconhecido (@1)
• @1: @2= • @1: @2=
• @1: @2 HP= • @1: @2 HP=
• @1: @2, @3= • @1: @2, @3=

View file

@ -15,7 +15,7 @@
and = e and = e
1 second=1 segundo 1 second=1 segundo
A transparent block, basically empty space. It is usually left behind after digging something.=Um bloco transparente, basicamente um vazio. Isso geralmente fica no lugar de um bloco removido. A transparent block, basically empty space. It is usually left behind after digging something.=Um bloco transparente, basicamente um vazio. Isso geralmente fica no lugar de um bloco removido.
Air=Ár Air=Ar
Blocks=Blocos Blocks=Blocos
Building another block at this block will place it inside and replace it.=Construir outro bloco nesse bloco vai subistitui-lo. Building another block at this block will place it inside and replace it.=Construir outro bloco nesse bloco vai subistitui-lo.
Building this block is completely silent.=Construir esse bloco é completamente silencioso. Building this block is completely silent.=Construir esse bloco é completamente silencioso.
@ -129,12 +129,12 @@ Unknown item (@1)=Item desconhecido (@1)
• @1: @2, @3= • @1: @2, @3=
• Flowing range: @1= • Flowing range: @1=
• No flowing= • No flowing=
• Not renewable= • Not renewable=• Não renovável
• Renewable= • Renewable=• Renovável
• Viscosity: @1= • Viscosity: @1=• Viscosidade: @1
Itemstring: "@1"= Itemstring: "@1"=
Durability: @1 uses= Durability: @1 uses=Durabilidade: @1 usos
Durability: @1= Durability: @1=Durabilidade: @1
Mining durability:= Mining durability:=
• @1, level @2: @3 uses= • @1, level @2: @3 uses=
• @1, level @2: Unlimited= • @1, level @2: Unlimited=

View file

@ -0,0 +1,37 @@
# textdomain: craftguide
Any shulker box=Qualquer caixa shulker
Any wool=Qualquer lã
Any wood planks=Quaisquer tábuas de madeira
Any wood=Qualquer madeira
Any sand=Qualquer areia
Any normal sandstone=Qualquer arenito normal
Any red sandstone=Qualquer arenito vermelho
Any carpet=Qualquer carpete
Any dye=Qualquer tintura
Any water bucket=Qualquer balde de água
Any flower=Qualquer flor
Any mushroom=Qualquer cogumelo
Any wooden slab=Qualquer laje de madeira
Any wooden stairs=Quaisquer escadas de madeira
Any coal=Qualquer carvão
Any kind of quartz block=Qualquer tipo de bloco de quartzo
Any kind of purpur block=Qualquer tipo de bloco de purpúra
Any stone bricks=Quaisquer tijolos de pedra
Any stick=Qualquer graveto
Any item belonging to the @1 group=Qualquer item pertencente ao grupo @1
Any item belonging to the groups: @1=Qualquer item pertencente aos grupos: @1
Search=Pesquisar
Reset=Resetar
Previous page=Página anterior
Next page=Página posterior
Usage @1 of @2=Uso @1 de @2
Recipe @1 of @2=Receita @1 de @2
Burning time: @1=Tempo de queima: @1
Cooking time: @1=Tempo de cozimento: @1
Recipe is too big to be displayed (@1×@2)=Receita é muito grande para ser mostrada (@1x@2)
Shapeless=Sem forma
Cooking=Cozimento
Increase window size=Aumentar tamanho da janela
Decrease window size=Diminuir tamanho da janela
No item to show=Nenhum item para mostrar
Collect items to reveal more recipes=Colete itens para revelar mais receitas

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@ -25,7 +25,7 @@ Minetest is a free software game engine for games based on voxel gameplay, inspi
The player is thrown into a huge world made out of cubes or blocks. These cubes usually make the landscape they blocks can be removed and placed almost entirely freely. Using the collected items, new tools and other items can be crafted. Games in Minetest (also called “subgames”) can, however, be much more complex than this.=L'utente è gettat* in un enorme mondo fatto di cubi o blocchi. Questi cubi normalmente compongono il panorama e possono essere tolti o messi quasi completamente liberamente. Usando gli oggetti raccolti, si possono assemblare nuovi strumenti e altri oggetti. I giochi in Minetest (chiamati anche "subgame") possono, comunque, essere molto più complessi. The player is thrown into a huge world made out of cubes or blocks. These cubes usually make the landscape they blocks can be removed and placed almost entirely freely. Using the collected items, new tools and other items can be crafted. Games in Minetest (also called “subgames”) can, however, be much more complex than this.=L'utente è gettat* in un enorme mondo fatto di cubi o blocchi. Questi cubi normalmente compongono il panorama e possono essere tolti o messi quasi completamente liberamente. Usando gli oggetti raccolti, si possono assemblare nuovi strumenti e altri oggetti. I giochi in Minetest (chiamati anche "subgame") possono, comunque, essere molto più complessi.
A core feature of Minetest is the built-in modding capability. Mods modify existing gameplay. They can be as simple as adding a few decorational blocks or be very complex by e.g. introducing completely new gameplay concepts, generating a completely different kind of world, and many other things.=Una caratteristica centrale di Minetest è la capacità integrata di usare moduli. I moduli modificano l'esperienza di gioco esistente. Possono essere tanto semplici da aggiungere qualche blocco decorativo o essere molto complessi, per esempio introducendo concetti di gioco totalmente nuovi, generare un tipo di mondo completamente diverso, e molte altre cose. A core feature of Minetest is the built-in modding capability. Mods modify existing gameplay. They can be as simple as adding a few decorational blocks or be very complex by e.g. introducing completely new gameplay concepts, generating a completely different kind of world, and many other things.=Una caratteristica centrale di Minetest è la capacità integrata di usare moduli. I moduli modificano l'esperienza di gioco esistente. Possono essere tanto semplici da aggiungere qualche blocco decorativo o essere molto complessi, per esempio introducendo concetti di gioco totalmente nuovi, generare un tipo di mondo completamente diverso, e molte altre cose.
Minetest can be played alone or online together with multiple players. Online play will work out of the box with any mods, with no need for additional software as they are entirely provided by the server.=Minetest può essere giocato localmente o in rete assieme a più utenti. Il gioco in rete funzionerà immediatamente senza nessun modulo, senza bisogno di programmi aggiuntivi perché interamente forniti dal server. Minetest can be played alone or online together with multiple players. Online play will work out of the box with any mods, with no need for additional software as they are entirely provided by the server.=Minetest può essere giocato localmente o in rete assieme a più utenti. Il gioco in rete funzionerà immediatamente senza nessun modulo, senza bisogno di programmi aggiuntivi perché interamente forniti dal server.
Minetest is usually bundled with a simple default game, named “Minetest Game” (shown in images 1 and 2). You probably already have it. Other games for Minetest can be downloaded from the official Minetest forums <https://forum.minetest.net/viewforum.php?f=48>.=Minetest generalmente include un gioco predefinito semplice, chiamato "Minetest Game" (mostrato nelle immagini 1 e 2). Probabilmente lo avete già. Altri giochi per Minetest possono essere scaricati dai forum ufficiali di Minetest <https://forum.minetest.net/viewforum.php?f=48>. Minetest is usually bundled with a simple default game, named “Minetest Game” (shown in images 1 and 2). You probably already have it. Other games for Minetest can be downloaded from the official Minetest forums <https://forum.minetest.net/viewforum.php?f@=48>.=Minetest generalmente include un gioco predefinito semplice, chiamato "Minetest Game" (mostrato nelle immagini 1 e 2). Probabilmente lo avete già. Altri giochi per Minetest possono essere scaricati dai forum ufficiali di Minetest <https://forum.minetest.net/viewforum.php?f@=48>.
Sneaking=Strisciare Sneaking=Strisciare
Sneaking makes you walk slower and prevents you from falling off the edge of a block.=Strisciare vi fa camminare più lentamente e vi impedisce di cadere dal bordo di un blocco. Sneaking makes you walk slower and prevents you from falling off the edge of a block.=Strisciare vi fa camminare più lentamente e vi impedisce di cadere dal bordo di un blocco.
To sneak, hold down the sneak key (default: [Shift]). When you release it, you stop sneaking. Careful: When you release the sneak key at a ledge, you might fall!=Per strisciare, tenete premuto il tasto per strisciare (predefinito [Maiusc]). Quando lo rilasciate, smettete di strisciare. Fate attenzione: quando rilasciate il tasto per strisciare vicino a un orlo, potreste cadere! To sneak, hold down the sneak key (default: [Shift]). When you release it, you stop sneaking. Careful: When you release the sneak key at a ledge, you might fall!=Per strisciare, tenete premuto il tasto per strisciare (predefinito [Maiusc]). Quando lo rilasciate, smettete di strisciare. Fate attenzione: quando rilasciate il tasto per strisciare vicino a un orlo, potreste cadere!
@ -396,7 +396,7 @@ Note that “transparency” here only means that the block is able to carry bri
Coordinates=Coordinate Coordinates=Coordinate
The Minetest world is a large cube. And because of this, a position in the world can be easily expressed with Cartesian coordinates. That is, for each position in the world, there are 3 values X, Y and Z.=Il mondo di Minetest è un grande cubo. E per questo, una posizione nel mondo può essere facilmente espressa tramite coordinate Cartesiane. Cioè, per ogni posizione nel mondo, esistono tre valori: X, Y e Z. The Minetest world is a large cube. And because of this, a position in the world can be easily expressed with Cartesian coordinates. That is, for each position in the world, there are 3 values X, Y and Z.=Il mondo di Minetest è un grande cubo. E per questo, una posizione nel mondo può essere facilmente espressa tramite coordinate Cartesiane. Cioè, per ogni posizione nel mondo, esistono tre valori: X, Y e Z.
Like this: (5, 45, -12)=Come questi: (5, 45, -12) Like this: (5, 45, -12)=Come questi: (5, 45, -12)
This refers to the position where X=5, Y=45 and Z=-12. The 3 letters are called “axes”: Y is for the height. X and Z are for the horizontal position.=Ciò si riferisce alla posizione dove X=5 (si legga “X vale 5”, NdT), Y=45 e Z=-12. Le tre lettere sono chiamate “assi”: Y si riferisce all'altezza. X e Z si riferiscono alla posizione orizzontale. This refers to the position where X@=5, Y@=45 and Z@=-12. The 3 letters are called “axes”: Y is for the height. X and Z are for the horizontal position.=Ciò si riferisce alla posizione dove X@=5 (si legga “X vale 5”, NdT), Y@=45 e Z@=-12. Le tre lettere sono chiamate “assi”: Y si riferisce all'altezza. X e Z si riferiscono alla posizione orizzontale.
The values for X, Y and Z work like this:=I valori di X, Y e Z funzionano così: The values for X, Y and Z work like this:=I valori di X, Y e Z funzionano così:
• If you go up, Y increases=• Se salite, Y aumenta • If you go up, Y increases=• Se salite, Y aumenta
• If you go down, Y decreases=• Se scendete, Y diminuisce • If you go down, Y decreases=• Se scendete, Y diminuisce

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@ -0,0 +1,48 @@
# textdomain: mcl_tt
Head armor=Armadura para la cabeza
Torso armor=Armadura para el torso
Legs armor=Armadura para las piernas
Feet armor=Armadura para los pies
Armor points: @1=Puntos de armadura: @1
Armor durability: @1=Durabilidad de armadura: @1
Protection: @1%=Protección: @1%
Hunger points: +@1=Puntos de hambre: +@1
Saturation points: +@1=Puntos de saturación: +@1
Deals damage when falling=Causa daño al caer
Grows on grass blocks or dirt=Crece sobre bloques de pasto o tierra
Grows on grass blocks, podzol, dirt or coarse dirt=Crece sobre bloques de pasto, podsol, tierra o tierra estéril
Flammable=Inflamable
Zombie view range: -50%=Rango de visión zombie: -50%
Skeleton view range: -50%=Rango de visión de esqueleto: -50%
Creeper view range: -50%=Rango de visión de creeper: -50%
Damage: @1=Daño: @1
Damage (@1): @2=Daño (@1): @2
Healing: @1=Curación: @1
Healing (@1): @2=Curación (@1): @2
Full punch interval: @1s=Intervalo de golpe completo: @1s
Contact damage: @1 per second=Daño por contacto: @1 por segundo
Contact healing: @1 per second=Curación por contacto: @1 por segundo
Drowning damage: @1=Dañor por ahogamiento: @1
Bouncy (@1%)=Rebota (@1%)
Luminance: @1=Luminancia: @1
Slippery=Resbaladizo
Climbable=Escalable
Climbable (only downwards)=Escalable (solo hacia abajo)
No jumping=No saltar
No swimming upwards=No nadar hacia arriba
No rising=No levantar
Fall damage: @1%=Daño por caída: @1%
Fall damage: +@1%=Daño por caída: @1%
No fall damage=Sin daño por caída
Mining speed: @1=Velocidad de minado: @1
Very fast=Muy rápido
Extremely fast=Extremadamente rápido
Fast=Rápido
Slow=Lento
Very slow=Muy lento
Painfully slow=Dolorosamente lento
Mining durability: @1=Durabilidad de minería: @1
Block breaking strength: @1=Fuerza para romper bloques: @1
@1 uses=@1 usos
Unlimited uses=Usos ilimitados
Durability: @1=Durabilidad: @1

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@ -0,0 +1,48 @@
# textdomain: mcl_tt
Head armor=Armadura de cabeça
Torso armor=Armadura de torso
Legs armor=Armadura de pernas
Feet armor=Armadura de pés
Armor points: @1=Pontos de armadura: @1
Armor durability: @1=Durabilidade da armadura: @1
Protection: @1%=Proteção: @1%
Hunger points: +@1=Pontos de fome: +@1
Saturation points: +@1=Pontos de saturação: +@1
Deals damage when falling=Dá dano enquanto cai
Grows on grass blocks or dirt=Cresce em blocos de grama ou terra
Grows on grass blocks, podzol, dirt or coarse dirt=Cresce em blocos de grama, podzol, terra ou terra infértil
Flammable=Inflamável
Zombie view range: -50%=Alcançe de visão do zumbi: -50%
Skeleton view range: -50%=Alcançe de visão do esqueleto: -50%
Creeper view range: -50%=Alcançe de visão do creeper: -50%
Damage: @1= Dano: @1
Damage (@1): @2=Dano (@1): @2
Healing: @1=Cura: @1
Healing (@1): @2=Cura (@1): @2
Full punch interval: @1s=Intervalo completo de batida: @1s
Contact damage: @1 per second=Dano por contaro: @1 por segundo
Contact healing: @1 per second=Cura por contato: @1 por segundo
Drowning damage: @1=Dano de afogamento: @1
Bouncy (@1%)=Saltitante (@1%)
Luminance: @1=Bliho: @1
Slippery=Escorregadio
Climbable=Escalável
Climbable (only downwards)=Escalável (apenas em descida)
No jumping=Sem pulo
No swimming upwards=Sem natação em subida
No rising=Sem levantamento
Fall damage: @1%=Dano de queda: @1%
Fall damage: +@1%=Dano de queda: +@1%
No fall damage=Sem dano de queda
Mining speed: @1=Velocidade de mineração: @1
Very fast=Muito rápido
Extremely fast=Extremamente rápido
Fast=Rápido
Slow=Lento
Very slow=Muito lento
Painfully slow=Dolorosamente lento
Mining durability: @1=Durabilidade de mineração: @1
Block breaking strength: @1=Força de quebra do bloco: @1
@1 uses=@1 usos
Unlimited uses=Usos ilimitados
Durability: @1=Durabilidade: @1

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@ -1,7 +1,7 @@
# textdomain:awards # textdomain:awards
@1: @2=@1: @2 @1: @2=@1: @2
@1 (got)=@1 (erhalten) @1 (got)=@1 (erhalten)
@1s awards:=Auszeichnungen von @: @1s awards:=Auszeichnungen von @1:
(Secret Advancement)=(Geheime Auszeichnung) (Secret Advancement)=(Geheime Auszeichnung)
Achievement gotten!=Auszeichnung erhalten! Achievement gotten!=Auszeichnung erhalten!
Achievement gotten:=Auszeichnung erhalten: Achievement gotten:=Auszeichnung erhalten:

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@ -0,0 +1,6 @@
# textdomain: hudbars
Health=Saúde
Breath=Respiração
# Default format string for progress bar-style HUD bars, e.g. “Health 5/20”
@1: @2/@3=@1: @2/@3

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@ -550,6 +550,13 @@ awards.register_achievement("mcl:obsidian", {
type = "Advancement", type = "Advancement",
group = "Overworld", group = "Overworld",
}) })
awards.register_achievement("mcl:fireball_redir_serv", {
title = S("Fireball Redirection Service"),
description = S("Defeat a ghast with his own weapon."),
icon = "mcl_fire_fire_charge.png",
type = "Advancement",
group = "Nether",
})
awards.register_achievement("mcl:hero_of_the_village", { awards.register_achievement("mcl:hero_of_the_village", {
title = S("Hero of the Village"), title = S("Hero of the Village"),

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@ -0,0 +1,19 @@
# textdomain: mcl_credits
3D Models=Modelos 3D
A faithful Open Source clone of Minecraft=Um clone fiel Open Source do Minecraft
Contributors=Colaboradores
Creator of MineClone=Criador do MineClone
Creator of MineClone2=Criador do MineClone2
Developers=Desenvolvedores
Past Developers=Desenvolvedores Passados
Jump to speed up (additionally sprint)=Pule para acelerar (arrancada adicional)
Maintainers=Mantedores
Previous Maintainers=Mantedores Anteriores
MineClone5=MineClone5
Original Mod Authors=Autores Originais do Mod
Sneak to skip=Agache para pular
Textures=Texturas
Translations=Traduções
Music=Músicas
Funders=Financiadores
Special thanks=Agradecimentos especiais

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@ -10,30 +10,32 @@ return {
}}, }},
{S("Maintainers"), 0xFF51D5, { {S("Maintainers"), 0xFF51D5, {
"AncientMariner", "AncientMariner",
"Nicu", "Herowl",
}}, }},
{S("Previous Maintainers"), 0xFFFFFF, { {S("Previous Maintainers"), 0xFFFFFF, {
"Fleckenstein", "Fleckenstein",
"cora", "cora",
"Nicu",
}}, }},
{S("Developers"), 0xF84355, { {S("Developers"), 0xF84355, {
"AFCMS", "AFCMS",
"epCode", "epCode",
"chmodsayshello", "chmodsayshello",
"PrairieWind",
"MrRar", "MrRar",
"FossFanatic ", "FossFanatic ",
"SmokeyDope", "SmokeyDope",
"Faerraven / Michieal",
"Codiac",
}}, }},
{S("Past Developers"), 0xF84355, { {S("Past Developers"), 0xF84355, {
"jordan4ibanez", "jordan4ibanez",
"iliekprogrammar", "iliekprogrammar",
"kabou", "kabou",
"kay27", "kay27",
"Faerraven / Michieal",
"MysticTempest", "MysticTempest",
"NO11", "NO11",
"SumianVoice", "SumianVoice",
"PrairieWind",
}}, }},
{S("Contributors"), 0x52FF00, { {S("Contributors"), 0x52FF00, {
"RandomLegoBrick", "RandomLegoBrick",
@ -114,6 +116,21 @@ return {
"Niterux", "Niterux",
"appgurueu", "appgurueu",
"seventeenthShulker", "seventeenthShulker",
"DinoNuggies4665",
"basxto",
"Morik666",
"Eliy21",
"mdk",
"Alessandra Lozoya",
"VanicGame",
"ThePython10110",
"Araca",
"Montandalar",
"mim",
"Dark",
"Bakawun",
"JoseDouglas26",
"Zasco",
}}, }},
{S("Music"), 0xA60014, { {S("Music"), 0xA60014, {
"Jordach for the jukebox music compilation from Big Freaking Dig", "Jordach for the jukebox music compilation from Big Freaking Dig",
@ -157,6 +174,7 @@ return {
"cora", "cora",
"Faerraven / Michieal", "Faerraven / Michieal",
"PrairieWind", "PrairieWind",
"ChrisPHP",
}}, }},
{S("3D Models"), 0x0019FF, { {S("3D Models"), 0x0019FF, {
"22i", "22i",
@ -164,6 +182,7 @@ return {
"epCode", "epCode",
"Faerraven / Michieal", "Faerraven / Michieal",
"SumianVoice", "SumianVoice",
"thunder1035",
}}, }},
{S("Textures"), 0xFF9705, { {S("Textures"), 0xFF9705, {
"XSSheep", "XSSheep",
@ -180,8 +199,11 @@ return {
"Faerraven / Michieal", "Faerraven / Michieal",
"Nicu", "Nicu",
"Exhale", "Exhale",
"Aeonix_Aeon",
"Wbjitscool", "Wbjitscool",
"SmokeyDope", "SmokeyDope",
"thunder1035",
"Herowl",
}}, }},
{S("Translations"), 0x00FF60, { {S("Translations"), 0x00FF60, {
"Wuzzy", "Wuzzy",
@ -201,6 +223,10 @@ return {
"Temak", "Temak",
"megustanlosfrijoles", "megustanlosfrijoles",
"kbundg", "kbundg",
"Isaac Dennis",
"ADLON",
"Sab Pyrope",
"JoseDouglas26",
}}, }},
{S("Funders"), 0xF7FF00, { {S("Funders"), 0xF7FF00, {
"40W", "40W",

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@ -156,7 +156,6 @@ mcl_death_messages = {
plain = "@1 died a sweet death", plain = "@1 died a sweet death",
assist = "@1 was poked to death by a sweet berry bush whilst trying to escape @2", assist = "@1 was poked to death by a sweet berry bush whilst trying to escape @2",
}, },
-- Missing snowballs: The Minecraft wiki mentions them but the MC source code does not.
}, },
} }

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@ -0,0 +1,55 @@
# textdomain: mcl_death_messages
@1 went up in flames=@1 pegou fogo
@1 walked into fire whilst fighting @2=@1 caminhou no fogo enquanto lutava contra @2
@1 was struck by lightning=@1 foi atingido(a) por um raio
@1 was struck by lightning whilst fighting @2=@1 foi atingido(a) por um raio enquanto lutava contra @2
@1 burned to death=@1 queimou até a morte
@1 was burnt to a crisp whilst fighting @2=@1 foi queimado até a crocância enquanto lutava contra @2
@1 tried to swim in lava=@1 tentou nadar em lava
@1 tried to swim in lava to escape @2=@1 tentou nadar em lava para escapar de @2
@1 discovered the floor was lava=@1 descobriu que o chão era lava
@1 walked into danger zone due to @2=@1 caminhou numa zona perigosa por conta de @2
@1 suffocated in a wall=@1 sufocou em uma parede
@1 suffocated in a wall whilst fighting @2=@1 sufocou em uma parede enquanto lutava contra @2
@1 drowned=@1 se afogou
@1 drowned whilst trying to escape @2=@1 se afogou enquanto tentava escapar de @2
@1 starved to death=@1 morreu de fome
@1 starved to death whilst fighting @2=@1 morreu de fome enquanto lutava contra @2
@1 was pricked to death=@1 foi espetado até a morte
@1 walked into a cactus whilst trying to escape @2=@1 caminhou até um cacto enquanto tentava escapar de @2
@1 hit the ground too hard=@1 bateu muito forte no chão
@1 hit the ground too hard whilst trying to escape @2=@1 bateu muito forte no chão enquanto tentava escapar de @2
@1 experienced kinetic energy=@1 experienciou a energia cinética
@1 experienced kinetic energy whilst trying to escape @2=@1 experienciou a energia cinética enquanto tentava escapar de @2
@1 fell out of the world=@1 caiu do mundo
@1 didn't want to live in the same world as @2=@1 não queria viver no mesmo mundo que @2
@1 died=@1 morreu
@1 died because of @2=@1 morreu por conta de @2
@1 was killed by magic=@1 foi morto(a) por magia
@1 was killed by magic whilst trying to escape @2=@1 foi morto(a) por magia enquanto tentava escapar de @2
@1 was killed by @2 using magic=@1 foi morto(a) por @2 usando magia
@1 was killed by @2 using @3=@1 foi morto(a) por @2 usando @3
@1 was roasted in dragon breath=@1 foi assado(a) no bafo do dragão
@1 was roasted in dragon breath by @2=@1 foi assado(a) no bafo do dragão por @2
@1 withered away=@1 apodreceu
@1 withered away whilst fighting @2=@1 apodreceu enquanto lutava contra @2
@1 was shot by a skull from @2=@1 foi acertado(a) por um crânio vindo de @2
@1 was squashed by a falling anvil=@1 foi esmagado(a) por uma bigorna em queda
@1 was squashed by a falling anvil whilst fighting @2=@1 foi esmagado(a) por uma bigorna enquanto lutava contra @2
@1 was squashed by a falling block=@1 foi esmagado(a) por um bloco em queda
@1 was squashed by a falling block whilst fighting @2=@1 foi esmagado(a) por um bloco em queda enquanto lutava contra @2
@1 was slain by @2=@1 foi assassinado por @2
@1 was slain by @2 using @3=@1 foi assassinado por @2 usando @3
@1 was shot by @2=@1 foi acertado(a) por @2
@1 was shot by @2 using @3=@1 foi acertado(a) por @2 usando @3
@1 was fireballed by @2=@1 foi atingido(a) por uma bola de fogo de @2
@1 was fireballed by @2 using @3=@1 foi atingido(a) por uma bola de fogo de @2 usando @3
@1 was killed trying to hurt @2=@1 foi morto(a) tentando machucar @2
@1 tried to hurt @2 and died by @3=@1 tentou machucar @2 e morreu por conta de @3
@1 blew up=@1 explodiu
@1 was blown up by @2=@1 foi explodido por @2
@1 was blown up by @2 using @3=@1 foi explodido por @2 usando @3
@1 was squished too much=@1 foi esmagado(a) demais
@1 was squashed by @2=@1 foi esmagado(a) por @2
@1 went off with a bang=@1 saiu com um estrondo
@1 went off with a bang due to a firework fired by @2 from @3=@1 saiu com um estrondo por conta de um fogo de artifício disparado por @2 vindo de @3

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@ -0,0 +1,8 @@
# textdomain: mcl_experience
[[<player>] <xp>]=[[<jogador>] <xp>]
Gives a player some XP=Dá algum XP a um jogador
Error: Too many parameters!=Erro: Muitos parâmetros
Error: Incorrect value of XP=Erro: Valor incorreto de XP
Error: Player not found=Erro: Jogador não encontrado
Added @1 XP to @2, total: @3, experience level: @4=Adicionado @1 XP para @2, total: @3, nível de experiência: @4
Bottle o' Enchanting=Frasco de Experiência

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@ -155,7 +155,7 @@ minetest.register_entity("mcl_experience:orb", {
collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2}, collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2},
visual = "sprite", visual = "sprite",
visual_size = {x = 0.4, y = 0.4}, visual_size = {x = 0.4, y = 0.4},
textures = {name="mcl_experience_orb.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0}}, textures = {"mcl_experience_orb.png"},
spritediv = {x = 1, y = 14}, spritediv = {x = 1, y = 14},
initial_sprite_basepos = {x = 0, y = 0}, initial_sprite_basepos = {x = 0, y = 0},
is_visible = true, is_visible = true,

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@ -0,0 +1,2 @@
# textdomain:hbarmor
Armor=Armadura

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@ -1,4 +1,4 @@
# textdomain: mcl_info # textdomain: mcl_info
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=Régler le masque de bits pour débuguer : 0 @= pour désactiver, 1 @= nom du biome, 2 @= coordonnées, 3 @= tout= Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=Régler le masque de bits pour débuguer : 0 @= pour désactiver, 1 @= nom du biome, 2 @= coordonnées, 3 @= tout
Error! Possible values are integer numbers from @1 to @2=Erreur ! Les valeurs possibles sont des nombres entiers de @1 à @2 Error! Possible values are integer numbers from @1 to @2=Erreur ! Les valeurs possibles sont des nombres entiers de @1 à @2
Debug bit mask set to @1=Masque de bits de débuguage réglé à @1 Debug bit mask set to @1=Masque de bits de débuguage réglé à @1

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@ -0,0 +1,4 @@
# textdomain: mcl_info
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=Defina a máscara de bits de debug: 0 @= desabilitado, 1 @= nome do bioma, 2 @= coordenadas, 3 @= todos
Error! Possible values are integer numbers from @1 to @2=Erro! Valores possíveis são números inteiros de @1 até @2
Debug bit mask set to @1=Máscara de bits de debug definida como @1

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@ -3,6 +3,19 @@ mcl_inventory = {}
dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/creative.lua") dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/creative.lua")
dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/survival.lua") dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/survival.lua")
local old_is_creative_enabled = minetest.is_creative_enabled
function minetest.is_creative_enabled(name)
if old_is_creative_enabled(name) then return true end
if not name then return false end
assert(type(name) == "string", "minetest.is_creative_enabled requires a string (the playername) argument.")
local p = minetest.get_player_by_name(name)
if p then
return p:get_meta():get_string("gamemode") == "creative"
end
return false
end
---@param player mt.PlayerObjectRef ---@param player mt.PlayerObjectRef
---@param armor_change_only? boolean ---@param armor_change_only? boolean
local function set_inventory(player, armor_change_only) local function set_inventory(player, armor_change_only)
@ -73,12 +86,14 @@ end)
---@param player mt.PlayerObjectRef ---@param player mt.PlayerObjectRef
function mcl_inventory.update_inventory(player) function mcl_inventory.update_inventory(player)
local player_gamemode = mcl_gamemode.get_gamemode(player) local player_name = player:get_player_name()
if player_gamemode == "creative" then local is_gamemode_creative = minetest.is_creative_enabled(player_name)
if is_gamemode_creative then
mcl_inventory.set_creative_formspec(player) mcl_inventory.set_creative_formspec(player)
elseif player_gamemode == "survival" then elseif not is_gamemode_creative then
player:set_inventory_formspec(mcl_inventory.build_survival_formspec(player)) player:set_inventory_formspec(mcl_inventory.build_survival_formspec(player))
end end
mcl_meshhand.update_player(player)
end end
mcl_gamemode.register_on_gamemode_change(function(player, old_gamemode, new_gamemode) mcl_gamemode.register_on_gamemode_change(function(player, old_gamemode, new_gamemode)

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@ -0,0 +1,22 @@
# textdomain: mcl_inventory
Recipe book=Livro de receitas
Help=Ajuda
Select player skin=Selecionar skin do jogador
Advancements=Progressos
Building Blocks=Blocos de construção
Decoration Blocks=Blocos de decoração
Redstone=Redstone
Transportation=Transporte
Brewing=Fermentação
Miscellaneous=Diversos
Search Items=Pesquisar Itens
Foodstuffs=Comida
Tools=Ferramentas
Combat=Combate
Mobs=Mobs
Materials=Materiais
Survival Inventory=Inventário do Sobrevivência
Crafting=Fabricação
Inventory=Inventário
@1/@2=@1/@2
Switch stack size=Trocar tamanho da pilha

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@ -1,18 +1,15 @@
---@diagnostic disable need-check-nil ---@diagnostic disable need-check-nil
local table = table
local ipairs = ipairs
local S = minetest.get_translator("mcl_inventory") local S = minetest.get_translator("mcl_inventory")
local F = minetest.formspec_escape local F = minetest.formspec_escape
---@type {id: string, description: string, item_icon: string, build: (fun(player: ObjectRef): string), handle: fun(player: ObjectRef, fields: table), access: (fun(player): boolean), show_inventory: boolean}[] ---@type {id: string, description: string, item_icon: string, build: (fun(player: ObjectRef): string), handle: fun(player: ObjectRef, fields: table), access: (fun(player): boolean), show_inventory: boolean}[]
mcl_inventory.registered_survival_inventory_tabs = {} mcl_inventory.registered_survival_inventory_tabs = {}
---@param def {id: string, description: string, item_icon: string, build: (fun(player: ObjectRef): string), handle: fun(player: ObjectRef, fields: table), access: (fun(player): boolean), show_inventory: boolean} ---@param def {id: string, description: string, item_icon: string, build: (fun(player: ObjectRef): string), handle: fun(player: ObjectRef, fields: table), access: (fun(player): boolean), show_inventory: boolean}
function mcl_inventory.register_survival_inventory_tab(def) function mcl_inventory.register_survival_inventory_tab(def)
if #mcl_inventory.registered_survival_inventory_tabs == 7 then if #mcl_inventory.registered_survival_inventory_tabs == 7 then
error("Too much tabs registered!") error("Too many tabs registered!")
end end
assert(def.id) assert(def.id)
@ -134,10 +131,10 @@ local main_page_static = table.concat({
--Listring --Listring
"listring[current_player;main]", "listring[current_player;main]",
"listring[current_player;armor]",
"listring[current_player;main]",
"listring[current_player;craft]", "listring[current_player;craft]",
"listring[current_player;main]", "listring[current_player;main]",
"listring[current_player;armor]",
"listring[current_player;main]",
}) })
mcl_inventory.register_survival_inventory_tab({ mcl_inventory.register_survival_inventory_tab({
@ -204,13 +201,14 @@ function mcl_inventory.build_survival_formspec(player)
end end
minetest.register_on_player_receive_fields(function(player, formname, fields) minetest.register_on_player_receive_fields(function(player, formname, fields)
local player_name = player:get_player_name()
if formname == "" and #mcl_inventory.registered_survival_inventory_tabs ~= 1 and if formname == "" and #mcl_inventory.registered_survival_inventory_tabs ~= 1 and
mcl_gamemode.get_gamemode(player) == "survival" then not minetest.is_creative_enabled(player_name) then
for _, d in ipairs(mcl_inventory.registered_survival_inventory_tabs) do for _, d in ipairs(mcl_inventory.registered_survival_inventory_tabs) do
if fields["tab_" .. d.id] and d.access(player) then if fields["tab_" .. d.id] and d.access(player) then
player_current_tab[player] = d.id player_current_tab[player] = d.id
mcl_inventory.update_inventory(player) mcl_inventory.update_inventory(player)
return break
end end
end end

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@ -0,0 +1,3 @@
# textdomain: mcl_ver_info
Sorry, but your version of Minetest doesn't support the latest API. Please upgrade your minetest.=Desculpe, mas sua versão do Minetest não suporta a última API. Por favor atualize seu minetest.
Display Mineclone 2 game version.=Mostrar a versão do jogo Mineclone 2.

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@ -0,0 +1,12 @@
# textdomain: mcl_comparators
Redstone comparators are multi-purpose redstone components.=Comparadores de redstone são componentes de redstone multi propósito.
They can transmit a redstone signal, detect whether a block contains any items and compare multiple signals.=Eles podem transmitir um sinal de redstone, detectar se um bloco contém alguns itens e compara multíplos sinais.
A redstone comparator has 1 main input, 2 side inputs and 1 output. The output is in arrow direction, the main input is in the opposite direction. The other 2 sides are the side inputs.=Um comparador de redstone tem 1 entrada principal, 2 entradas laterais e 1 saída. A saída é na direção da seta, a entrada principal é na direção oposta. Os outros 2 lados são as entradas laterais.
The main input can powered in 2 ways: First, it can be powered directly by redstone power like any other component. Second, it is powered if, and only if a container (like a chest) is placed in front of it and the container contains at least one item.=A entrada principal pode ser energizada de 2 maneiras: Primeiro, ela pode ser energizada diretamente por carga de redstone como qualquer outro componente. Segundo, é energizada se, e somente se um recipiente (como um baú) é posicionado em frente dele e o recipiente conter pelo menos um item.
The side inputs are only powered by normal redstone power. The redstone comparator can operate in two modes: Transmission mode and subtraction mode. It starts in transmission mode and the mode can be changed by using the block.=As entradas laterais são energizadas apenas por cargas normais de redstone. O comparador de redstone pode operar em dois modos: Modo de transmissão e modo de subtração. Iniciará em modo de transmissão e o modo pode ser alterado usando o bloco.
Transmission mode:@nThe front torch is unlit and lowered. The output is powered if, and only if the main input is powered. The two side inputs are ignored.=Modo de transmissão:@nA tocha frontal é apagada e baixada. A saída é energizada se, e somente se a entrada principal é energizada. As entradas laterais são ignoradas.
Subtraction mode:@nThe front torch is lit. The output is powered if, and only if the main input is powered and none of the side inputs is powered.=Modo de subtração:@nA tocha frontal é acesa. A saída é energizada se, e somente se a entrada principal é energizada e nenhuma das entradas laterais estiverem energizadas.
Redstone Comparator=Comparador de Redstone
Redstone Comparator (Subtract)=Comparador de Redstone (Subtração)
Redstone Comparator (Powered)=Comparador de Redstone (Energizado)
Redstone Comparator (Subtract, Powered)=Comparador de Redstone (Subtração, Energizado)

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@ -0,0 +1,25 @@
# textdomain: mcl_dispensers
Dispenser=Ejetor
A dispenser is a block which acts as a redstone component which, when powered with redstone power, dispenses an item. It has a container with 9 inventory slots.=Um ejetor é um bloco ao qual age como um componente de redstone ao qual, quando energizado com carga de redstone, ejeta um item. Tem um recipiente com 9 slots de inventário.
Place the dispenser in one of 6 possible directions. The “hole” is where items will fly out of the dispenser. Use the dispenser to access its inventory. Insert the items you wish to dispense. Supply the dispenser with redstone energy once to dispense a random item.=Posicione o ejetor em uma das 6 direções possíveis. O "buraco" é por onde os itens irão voar para fora do ejetor. Use o ejetor para acessar seu inventário. Insira os itens que você deseja ejetar. Alimente o ejetor com carga de redstone uma vez para ejetar um item aleatório.
The dispenser will do different things, depending on the dispensed item:=O ejetor irá fazer coisas diferentes, dependendo do item ejetado:
• Arrows: Are launched=• Flechas: Serão lançadas
• Eggs and snowballs: Are thrown=• Ovos e bolas de neve: São arremessadas
• Fire charges: Are fired in a straight line=• Bolas de fogo: São atiradas em uma linha reta
• Armor: Will be equipped to players and armor stands=• Armadura: Será equipada em jogadores e suportes de armaduras
• Boats: Are placed on water or are dropped=• Barcos: São posicionados em água ou são liberados
• Minecart: Are placed on rails or are dropped=• Carrinhos: São posicionados em trilhos ou são liberados
• Bone meal: Is applied on the block it is facing=• Farinha de osso: É aplicada no bloco ao qual está encarando
• Empty buckets: Are used to collect a liquid source=• Baldes vazios: São usados para coletar uma fonte de líquido
• Filled buckets: Are used to place a liquid source=• Baldes preenchidos: São usados para posicionar uma fonte de líquido
• Heads, pumpkins: Equipped to players and armor stands, or placed as a block=• Cabeças, abóboras: São equipadas em jogadores e suportes de armaduras, ou posicionadas como um bloco
• Shulker boxes: Are placed as a block=• Caixas shulker: São posicionadas como um bloco
• TNT: Is placed and ignited=• TNT: É posicionada e acesa
• Flint and steel: Is used to ignite a fire in air and to ignite TNT=• Isqueiro: É usado para acender um fogo no ar e para acender uma TNT
• Spawn eggs: Will summon the mob they contain=• Ovos de geração: Vão invocar o mob que eles contém
• Other items: Are simply dropped=• Outros itens: São simplesmente liberados
Downwards-Facing Dispenser=Ejetor Virado Para Baixo
Upwards-Facing Dispenser=Ejetor Virado Para Cima
Inventory=Inventário
9 inventory slots=Inventário de 9 slots
Launches item when powered by redstone power=Lança itens quando energizados por carga de redstone

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@ -0,0 +1,9 @@
# textdomain: mcl_droppers
Dropper=Liberador
A dropper is a redstone component and a container with 9 inventory slots which, when supplied with redstone power, drops an item or puts it into a container in front of it.=Um liberador é um componente de redstone e um recipiente com 9 slots de inventário ao qual, quando alimentado com carga de redstone, libera um item ou coloca-o em um recipiente em sua frente.
Droppers can be placed in 6 possible directions, items will be dropped out of the hole. Use the dropper to access its inventory. Supply it with redstone energy once to make the dropper drop or transfer a random item.=Liberadores podem ser posicionados em 6 direções possíveis, os itens serão liberados pelo buraco. Use o liberador para acessar seu inventário. Alimente-o com carga de redstone uma vez para fazer o liberador liberar ou transferir um item aleatório.
Downwards-Facing Dropper=Liberador Virado Para Baixo
Upwards-Facing Dropper=Liberador Virado Para Cima
Inventory=Inventário
9 inventory slots=Inventário de 9 slots
Drops item when powered by redstone power=Libera itens quando energizados por carga de redstone

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@ -0,0 +1,5 @@
# textdomain: mcl_observers
Observer=Observador
An observer is a redstone component which observes the block in front of it and sends a very short redstone pulse whenever this block changes.=Um observador é um componente de redstone o qual observa o bloco a sua frente e envia um pulso de redstone muito curto sempre que esse bloco mudar.
Place the observer directly in front of the block you want to observe with the “face” looking at the block. The arrow points to the side of the output, which is at the opposite side of the “face”. You can place your redstone dust or any other component here.=Posicione o observador diretamente em frente ao bloco que você deseja observar com a "face" olhando para o bloco. A seta aponta para o lado da saída, a qual está no lado oposto da "face". Você pode posicionar seu pó de redstone ou outros componentes aqui.
Emits redstone pulse when block in front changes=Emite um pulso de redstone quando um bloco muda em sua frente

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@ -0,0 +1,4 @@
# textdomain: mcl_target
Target=Alvo
A target is a block that provides a temporary redstone charge when hit by a projectile.=Um alvo é um bloco que fornece uma carga temporária de redstone quando atingido por um projétil.
Throw a projectile on the target to activate it.=Arremesse um projétil no alvo para ativá-lo.

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@ -0,0 +1,20 @@
# textdomain: mesecons_button
Use the button to push it.=Use o botão para pressioná-lo.
Stone Button=Botão de Pedra
A stone button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Um botão de pedra é um componente de redstone feito de pedra ao qual pode ser pressionado para fornecer carga de redstone. Quando pressionado, irá energizar componentes de redstone adjacentes por 1 segundo.
Polished Blackstone Button=Botão de Rocha Negra Polida
A polished blackstone button is a redstone component made out of polished blackstone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Um botão de rocha negra polida é um componente de redstone feito de pedra negra polida ao qual pode ser pressionado para fornecer carga de redstone. Quando pressionado, irá energizar componentes de redstone adjacentes por 1 segundo.
Oak Button=Botão de Carvalho
Acacia Button=Botão de Acácia
Birch Button=Botão de Bétula
Dark Oak Button=Botão de Carvalho Escuro
Spruce Button=Botão de Pinheiro
Jungle Button=Botão da Selva
Mangrove Button=Botão de Mangue
Crimson Button=Botão de Hifas Carmesim
Warped Button=Botão de Hifas Distorcidas
A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.=Um botão de madeira é um componente de redstone feito de madeira ao qual pode ser pressionado para fornecer carga de redstone. Quando pressionado, irá energizar componentes de redstone adjacentes por 1.5 segundo. Botões de madeira também podem ser pressionados por flechas.
Provides redstone power when pushed=Fornece carga de redstone quando é pressionado
Push duration: @1s=Duração de pressão: @1s
Pushable by arrow=Pressionável por flecha
A button is a redstone component which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for @1 seconds.=Um botão é um componente de redstone ao qual pode ser pressionado para fornecer carga de redstone. Quando pressionado, irá energizar componentes de redstone adjacentes por @1 segundos.

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@ -0,0 +1,13 @@
# textdomain: mesecons_delayer
Redstone repeaters are versatile redstone components with multiple purposes: 1. They only allow signals to travel in one direction. 2. They delay the signal. 3. Optionally, they can lock their output in one state.=Repetidores de redstone são componentes de redstone versáteis com multíplos propósitos: 1. Eles apenas permitem que sinais viajem em uma direção. 2. Eles atrasam o sinal. 3. Opcionalmente, eles podem travar suas saídas em um estado.
To power a redstone repeater, send a signal in “arrow” direction (the input). The signal goes out on the opposite side (the output) with a delay. To change the delay, use the redstone repeater. The delay is between 0.1 and 0.4 seconds long and can be changed in steps of 0.1 seconds. It is indicated by the position of the moving redstone torch.=Para energizar um repetidor de redstone, envie um sinal na direção da "seta" (a entrada). O sinal sairá no lado oposto (a saída) com um atraso. Para mudar o atraso, use o repetidor de redstone. O atraso é entre 0.1 e 0.4 segundos de duração e podem ser mudados em passos de 0.1 segundo. É indicado pela posição da tocha tocha de redstone móvel.
To lock a repeater, send a signal from an adjacent repeater into one of its sides. While locked, the moving redstone torch disappears, the output doesn't change and the input signal is ignored.=Para travar um repetidor, envie um sinal de um repetidor adjacente para uma de suas laterais. Enquanto travado, a tocha de redstone móvel desaparece, a saída não muda e o sinal de entrada é ignorado.
Redstone Repeater=Repetidor de Redstone
Redstone Repeater (Powered)=Repetidor de Redstone (Energizado)
Redstone Repeater (Locked)=Repetidor de Redstone (Travado)
Redstone Repeater (Locked, Powered)=Repetidor de Redstone (Travado, Energizado)
Redstone Repeater (Delay @1)=Repetidor de Redstone (Atraso @1)
Redstone Repeater (Delay @1, Powered)=Repetidor de Redstone (Atraso @1, Energizado)
Transmits redstone power only in one direction=Transmite carga de redstone em apenas uma direção
Delays signal=Atrasa o sinal
Output locks when getting active redstone repeater signal from the side=A saída é travada quando estiver recebendo um sinal de um repetidor de redstone ativo pelas laterais

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