mirror of
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synced 2024-12-23 00:19:32 +01:00
fix some typos
This commit is contained in:
parent
3ecda2e70d
commit
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10 changed files with 45 additions and 45 deletions
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@ -169,7 +169,7 @@ end
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minetest.register_tool("doc_identifier:identifier_solid", {
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minetest.register_tool("doc_identifier:identifier_solid", {
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description = S("Lookup Tool"),
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description = S("Lookup Tool"),
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_tt_help = S("Show help for pointed thing"),
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_tt_help = S("Show help for pointed thing"),
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_doc_items_longdesc = S("This useful little helper can be used to quickly learn more about about one's closer environment. It identifies and analyzes blocks, items and other things and it shows extensive information about the thing on which it is used."),
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_doc_items_longdesc = S("This useful little helper can be used to quickly learn more about one's closer environment. It identifies and analyzes blocks, items and other things and it shows extensive information about the thing on which it is used."),
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_doc_items_usagehelp = S("Punch any block, item or other thing about you wish to learn more about. This will open up the appropriate help entry. The tool comes in two modes which are changed by using. In liquid mode, this tool points to liquids as well while in solid mode this is not the case."),
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_doc_items_usagehelp = S("Punch any block, item or other thing about you wish to learn more about. This will open up the appropriate help entry. The tool comes in two modes which are changed by using. In liquid mode, this tool points to liquids as well while in solid mode this is not the case."),
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_doc_items_hidden = false,
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_doc_items_hidden = false,
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tool_capabilities = {},
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tool_capabilities = {},
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@ -11,12 +11,12 @@ doc.sub.items = {}
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-- Template texts
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-- Template texts
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doc.sub.items.temp = {}
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doc.sub.items.temp = {}
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doc.sub.items.temp.deco = S("This is a decorational block.")
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doc.sub.items.temp.deco = S("This is a decorative block.")
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doc.sub.items.temp.build = S("This block is a building block for creating various buildings.")
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doc.sub.items.temp.build = S("This block is a building block for creating various buildings.")
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doc.sub.items.temp.craftitem = S("This item is primarily used for crafting other items.")
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doc.sub.items.temp.craftitem = S("This item is primarily used for crafting other items.")
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doc.sub.items.temp.eat = S("Hold it in your hand, then leftclick to eat it.")
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doc.sub.items.temp.eat = S("Hold it in your hand, then left-click to eat it.")
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doc.sub.items.temp.eat_bad = S("Hold it in your hand, then leftclick to eat it. But why would you want to do this?")
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doc.sub.items.temp.eat_bad = S("Hold it in your hand, then left-click to eat it. But why would you want to do this?")
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doc.sub.items.temp.rotate_node = S("This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.")
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doc.sub.items.temp.rotate_node = S("This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.")
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doc.sub.items.settings = {}
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doc.sub.items.settings = {}
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@ -315,7 +315,7 @@ local function factoid_mining_node(data)
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datastring = datastring .. S("This block can be mined by any mining tool immediately.").."\n"
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datastring = datastring .. S("This block can be mined by any mining tool immediately.").."\n"
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-- Note: “unbreakable” is an unofficial group for undiggable blocks
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-- Note: “unbreakable” is an unofficial group for undiggable blocks
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elseif data.def.diggable == false or nogroups or data.def.groups.immortal == 1 or data.def.groups.unbreakable == 1 then
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elseif data.def.diggable == false or nogroups or data.def.groups.immortal == 1 or data.def.groups.unbreakable == 1 then
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datastring = datastring .. S("This block can not be mined by ordinary mining tools.").."\n"
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datastring = datastring .. S("This block cannot be mined by ordinary mining tools.").."\n"
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end
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end
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else
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else
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if data.def.groups.dig_immediate == 2 then
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if data.def.groups.dig_immediate == 2 then
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@ -323,7 +323,7 @@ local function factoid_mining_node(data)
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elseif data.def.groups.dig_immediate == 3 then
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elseif data.def.groups.dig_immediate == 3 then
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datastring = datastring .. S("This block can be destroyed by any mining tool immediately.").."\n"
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datastring = datastring .. S("This block can be destroyed by any mining tool immediately.").."\n"
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elseif data.def.diggable == false or nogroups or data.def.groups.immortal == 1 or data.def.groups.unbreakable == 1 then
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elseif data.def.diggable == false or nogroups or data.def.groups.immortal == 1 or data.def.groups.unbreakable == 1 then
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datastring = datastring .. S("This block can not be destroyed by ordinary mining tools.").."\n"
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datastring = datastring .. S("This block cannot be destroyed by ordinary mining tools.").."\n"
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end
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end
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end
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end
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-- Expose “ordinary” mining groups (crumbly, cracky, etc.) and level group
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-- Expose “ordinary” mining groups (crumbly, cracky, etc.) and level group
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@ -644,7 +644,7 @@ doc.add_category("nodes", {
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if fdap > 0 then
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if fdap > 0 then
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datastring = datastring .. S("The fall damage on this block is increased by @1%.", fdap) .. "\n"
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datastring = datastring .. S("The fall damage on this block is increased by @1%.", fdap) .. "\n"
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elseif fdap <= -100 then
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elseif fdap <= -100 then
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datastring = datastring .. S("This block negates all fall damage.") .. "\n"
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datastring = datastring .. S("This block cancels any fall damage.") .. "\n"
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else
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else
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datastring = datastring .. S("The fall damage on this block is reduced by @1%.", math.abs(fdap)) .. "\n"
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datastring = datastring .. S("The fall damage on this block is reduced by @1%.", math.abs(fdap)) .. "\n"
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end
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end
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@ -656,7 +656,7 @@ doc.add_category("nodes", {
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---- Movement
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---- Movement
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if not forbidden_core_factoids.node_movement then
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if not forbidden_core_factoids.node_movement then
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if data.def.groups.disable_jump == 1 then
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if data.def.groups.disable_jump == 1 then
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datastring = datastring .. S("You can not jump while standing on this block.").."\n"
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datastring = datastring .. S("You cannot jump while standing on this block.").."\n"
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end
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end
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if data.def.climbable == true then
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if data.def.climbable == true then
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datastring = datastring .. S("This block can be climbed.").."\n"
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datastring = datastring .. S("This block can be climbed.").."\n"
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@ -100,25 +100,25 @@ doc.sub.items.register_factoid(nil, "use", function(itemstring, def)
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local s = ""
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local s = ""
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if def.groups.eatable and not def._doc_items_usagehelp then
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if def.groups.eatable and not def._doc_items_usagehelp then
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if def.groups.food == 2 then
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if def.groups.food == 2 then
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s = s .. S("To eat it, wield it, then rightclick.")
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s = s .. S("To eat it, wield it, then right-click.")
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if def.groups.can_eat_when_full == 1 then
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if def.groups.can_eat_when_full == 1 then
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s = s .. "\n" .. S("You can eat this even when your hunger bar is full.")
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s = s .. "\n" .. S("You can eat this even when your hunger bar is full.")
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else
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else
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s = s .. "\n" .. S("You cannot eat this when your hunger bar is full.")
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s = s .. "\n" .. S("You cannot eat this when your hunger bar is full.")
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end
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end
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elseif def.groups.food == 3 then
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elseif def.groups.food == 3 then
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s = s .. S("To drink it, wield it, then rightclick.")
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s = s .. S("To drink it, wield it, then right-click.")
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if def.groups.can_eat_when_full ~= 1 then
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if def.groups.can_eat_when_full ~= 1 then
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s = s .. "\n" .. S("You cannot drink this when your hunger bar is full.")
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s = s .. "\n" .. S("You cannot drink this when your hunger bar is full.")
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end
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end
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else
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else
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s = s .. S("To consume it, wield it, then rightclick.")
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s = s .. S("To consume it, wield it, then right-click.")
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if def.groups.can_eat_when_full ~= 1 then
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if def.groups.can_eat_when_full ~= 1 then
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s = s .. "\n" .. S("You cannot consume this when your hunger bar is full.")
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s = s .. "\n" .. S("You cannot consume this when your hunger bar is full.")
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end
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end
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end
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end
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if def.groups.no_eat_delay ~= 1 then
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if def.groups.no_eat_delay ~= 1 then
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s = s .. "\n" .. S("You have to wait for about 2 seconds before you can eat or drink again.")
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s = s .. "\n" .. S("You have to wait for around 2 seconds before you can eat or drink again.")
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end
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end
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end
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end
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return s
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return s
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@ -226,7 +226,7 @@ doc.sub.items.register_factoid("nodes", "mining", function(itemstring, def)
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local groups = def.groups
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local groups = def.groups
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if groups then
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if groups then
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if groups.dig_immediate == 3 then
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if groups.dig_immediate == 3 then
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datastring = datastring .. S("This block can be mined by any tool instantly.") .. "\n"
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datastring = datastring .. S("This block can be mined instantly by any tool.") .. "\n"
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else
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else
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local tool_minable = false
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local tool_minable = false
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@ -308,7 +308,7 @@ doc.sub.items.register_factoid("nodes", "drops", function(itemstring, def)
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end
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end
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table.insert(drops, text)
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table.insert(drops, text)
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end
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end
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local ret = S("This blocks drops the following when mined by shears: @1", table.concat(drops, S(", ")))
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local ret = S("This block drops the following when mined by shears: @1", table.concat(drops, S(", ")))
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return ret
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return ret
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end
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end
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return ""
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return ""
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@ -408,7 +408,7 @@ doc.sub.items.register_factoid("tools", "misc", function(itemstring, def)
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-- Weapon data
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-- Weapon data
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local damage_groups = tool_capabilities.damage_groups
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local damage_groups = tool_capabilities.damage_groups
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if damage_groups and damage_groups.fleshy then
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if damage_groups and damage_groups.fleshy then
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formstring = formstring .. S("This is a melee weapon which deals damage by punching.") .. "\n"
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formstring = formstring .. S("This is a melee weapon that deals damage by punching.") .. "\n"
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-- Damage groups
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-- Damage groups
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local dmg = damage_groups.fleshy
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local dmg = damage_groups.fleshy
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@ -62,7 +62,7 @@ S("Minetest is a free software game engine for games based on voxel gameplay, in
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S("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 can, however, be much more complex than this.").."\n\n"..
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S("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 can, however, be much more complex than this.").."\n\n"..
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S("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.").."\n\n"..
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S("A core feature of Minetest is the built-in modding capability. Mods modify existing gameplay. They can be as simple as adding a few decorative blocks or be very complex by, e.g., introducing completely new gameplay concepts, generating a completely different kind of world, and many other things.").."\n\n"..
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S("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.").."\n\n"..
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S("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.").."\n\n"..
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@ -242,7 +242,7 @@ S("“Pointing” means looking at something in range with the crosshair. Pointi
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S("To point something, it must be in the pointing range (also just called “range”) of your wielded item. There's a default range when you are not wielding anything. A pointed thing will be outlined or highlighted (depending on your settings). Pointing is not possible with the 3rd person front camera.").."\n\n"..
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S("To point something, it must be in the pointing range (also just called “range”) of your wielded item. There's a default range when you are not wielding anything. A pointed thing will be outlined or highlighted (depending on your settings). Pointing is not possible with the 3rd person front camera.").."\n\n"..
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S("A few things can not be pointed. Most blocks are pointable. A few blocks, like air, can never be pointed. Other blocks, like liquids can only be pointed by special items."),
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S("A few things cannot be pointed. Most blocks are pointable. A few blocks, like air, can never be pointed. Other blocks, like liquids can only be pointed by special items."),
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images = {{ image = "doc_basics_pointing.png" }},
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images = {{ image = "doc_basics_pointing.png" }},
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}})
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}})
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@ -273,7 +273,7 @@ S("The world is made entirely out of blocks (voxels, to be precise). Blocks can
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S("Blocks can have a wide range of different properties which determine mining times, behavior, looks, shape, and much more. Their properties include:").."\n\n"..
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S("Blocks can have a wide range of different properties which determine mining times, behavior, looks, shape, and much more. Their properties include:").."\n\n"..
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S("• Collidable: Collidable blocks can not be passed through; players can walk on them. Non-collidable blocks can be passed through freely").."\n"..
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S("• Collidable: Collidable blocks cannot be passed through; players can walk on them. Non-collidable blocks can be passed through freely").."\n"..
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S("• Pointable: Pointable blocks show a wireframe or a halo box when pointed. But you will just point through non-pointable blocks. Liquids are usually non-pointable but they can be pointed at by some special tools").."\n"..
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S("• Pointable: Pointable blocks show a wireframe or a halo box when pointed. But you will just point through non-pointable blocks. Liquids are usually non-pointable but they can be pointed at by some special tools").."\n"..
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S("• Mining properties: By which tools it can be mined, how fast and how much it wears off tools").."\n"..
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S("• Mining properties: By which tools it can be mined, how fast and how much it wears off tools").."\n"..
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S("• Climbable: While you are at a climbable block, you won't fall and you can move up and down with the jump and sneak keys").."\n"..
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S("• Climbable: While you are at a climbable block, you won't fall and you can move up and down with the jump and sneak keys").."\n"..
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@ -290,7 +290,7 @@ doc.add_entry("basics", "mine", {
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-- Text changed for MCL2
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-- Text changed for MCL2
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S("Mining (or digging) is the process of breaking blocks to remove them. To mine a block, point it and hold down the left mouse button until it breaks.").."\n\n"..
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S("Mining (or digging) is the process of breaking blocks to remove them. To mine a block, point it and hold down the left mouse button until it breaks.").."\n\n"..
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S("Blocks require a mining tool to be mined. Different blocks are mined by different mining tools, and some blocks can not be mined by any tool. Blocks vary in hardness and tools vary in strength. Mining tools will wear off over time. The mining time and the tool wear depend on the block and the mining tool. The fastest way to find out how efficient your mining tools are is by just trying them out on various blocks. Any items you gather by mining will drop on the ground, ready to be collected.") .. "\n\n"..
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S("Blocks require a mining tool to be mined. Different blocks are mined by different mining tools, and some blocks cannot be mined by any tool. Blocks vary in hardness and tools vary in strength. Mining tools will wear off over time. The mining time and the tool wear depend on the block and the mining tool. The fastest way to find out how efficient your mining tools are is by just trying them out on various blocks. Any items you gather by mining will drop on the ground, ready to be collected.") .. "\n\n"..
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S("After mining, a block may leave a “drop” behind. This is a number of items you get after mining. Most commonly, you will get the block itself. There are other possibilities for a drop which depends on the block type. The following drops are possible:").."\n"..
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S("After mining, a block may leave a “drop” behind. This is a number of items you get after mining. Most commonly, you will get the block itself. There are other possibilities for a drop which depends on the block type. The following drops are possible:").."\n"..
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S("• Always drops itself (the usual case)").."\n"..
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S("• Always drops itself (the usual case)").."\n"..
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@ -323,7 +323,7 @@ S("Liquids are special dynamic blocks. Liquids like to spread and flow to their
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S("Liquids usually come in two forms: In source form (S) and in flowing form (F).").."\n"..
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S("Liquids usually come in two forms: In source form (S) and in flowing form (F).").."\n"..
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S("Liquid sources have the shape of a full cube. A liquid source will generate flowing liquids around it from time to time, and, if the liquid is renewable, it also generates liquid sources. A liquid source can sustain itself. As long it is left alone, a liquid source will normally keep its place and does not drain out.").."\n"..
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S("Liquid sources have the shape of a full cube. A liquid source will generate flowing liquids around it from time to time, and, if the liquid is renewable, it also generates liquid sources. A liquid source can sustain itself. As long it is left alone, a liquid source will normally keep its place and does not drain out.").."\n"..
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S("Flowing liquids take a sloped form. Flowing liquids spread around the world until they drain. A flowing liquid can not sustain itself and always comes from a liquid source, either directly or indirectly. Without a liquid source, a flowing liquid will eventually drain out and disappear.").."\n"..
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S("Flowing liquids take a sloped form. Flowing liquids spread around the world until they drain. A flowing liquid cannot sustain itself and always comes from a liquid source, either directly or indirectly. Without a liquid source, a flowing liquid will eventually drain out and disappear.").."\n"..
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S("All liquids share the following properties:").."\n"..
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S("All liquids share the following properties:").."\n"..
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S("• All properties of blocks (including drowning damage)").."\n"..
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S("• All properties of blocks (including drowning damage)").."\n"..
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@ -368,9 +368,9 @@ doc.add_entry("basics", "craft", {
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text =
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text =
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S("Crafting is the task of combining several items to form a new item.").."\n\n"..
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S("Crafting is the task of combining several items to form a new item.").."\n\n"..
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S("To craft something, you need one or more items, a crafting grid (C) and a crafting recipe. A crafting grid is like a normal inventory which can also be used for crafting. Items need to be put in a certain pattern into the crafting grid. Next to the crafting grid is an output slot (O). Here the result will appear when you placed items correctly. This is just a preview, not the actual item. Crafting grids can come in different sizes which limits the possible recipes you can craft.").."\n\n"..
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S("To craft something, you need one or more items, a crafting grid (C) and a crafting recipe. A crafting grid is like a normal inventory which can also be used for crafting. Items need to be put in a certain pattern into the crafting grid. Next to the crafting grid is an output slot (O). Here the result will appear when you place items correctly. This is just a preview, not the actual item. Crafting grids can come in different sizes which limit the possible recipes you can craft.").."\n\n"..
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S("To complete the craft, take the result item from the output slot, which will consume items from the crafting grid and creates a new item. It is not possible to place items into the output slot.").."\n\n"..
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S("To complete the craft, take the result item from the output slot, which will consume items from the crafting grid and create a new item. It is not possible to place items into the output slot.").."\n\n"..
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S("A description on how to craft an item is called a “crafting recipe”. You need this knowledge to craft. There are multiple ways to learn crafting recipes. One way is by using a crafting guide, which contains a list of available crafting recipes. Some games provide crafting guides. There are also some mods which you can download online for installing a crafting guide. Another way is by reading the online manual of the game (if one is available).").."\n\n"..
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S("A description on how to craft an item is called a “crafting recipe”. You need this knowledge to craft. There are multiple ways to learn crafting recipes. One way is by using a crafting guide, which contains a list of available crafting recipes. Some games provide crafting guides. There are also some mods which you can download online for installing a crafting guide. Another way is by reading the online manual of the game (if one is available).").."\n\n"..
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@ -386,7 +386,7 @@ S("• Repairing (image 5): Place two damaged tools into the crafting grid anywh
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S("In some crafting recipes, some input items do not need to be a concrete item, instead they need to be a member of a group (see “Basics > Groups”). These recipes offer a bit more freedom in the input items. Images 6-8 show the same group-based recipe. Here, 8 items of the “stone” group are required, which is true for all of the shown items.").."\n\n"..
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S("In some crafting recipes, some input items do not need to be a concrete item, instead they need to be a member of a group (see “Basics > Groups”). These recipes offer a bit more freedom in the input items. Images 6-8 show the same group-based recipe. Here, 8 items of the “stone” group are required, which is true for all of the shown items.").."\n\n"..
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S("Rarely, crafting recipes have replacements. This means, whenever you perform a craft, some items in the crafting grid will not be consumed, but instead will be replaced by another item."),
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S("Rarely, crafting recipes have replacements. This means that whenever you perform a craft, some items in the crafting grid will not be consumed, but instead will be replaced by another item."),
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images = {
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images = {
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{image="doc_basics_craft_grid.png"}, {image="doc_basics_craft_shaped.png"},
|
{image="doc_basics_craft_grid.png"}, {image="doc_basics_craft_shaped.png"},
|
||||||
{image="doc_basics_craft_shapeless_1.png"}, {image="doc_basics_craft_shapeless_2.png"}, {image="doc_basics_craft_repair.png"},
|
{image="doc_basics_craft_shapeless_1.png"}, {image="doc_basics_craft_shapeless_2.png"}, {image="doc_basics_craft_repair.png"},
|
||||||
|
@ -398,11 +398,11 @@ doc.add_entry("basics", "cook", {
|
||||||
name = S("Cooking"),
|
name = S("Cooking"),
|
||||||
data = {
|
data = {
|
||||||
text =
|
text =
|
||||||
S("Cooking (or smelting) is a form of crafting which does not involve a crafting grid. Cooking is done with a special block (like a furnace), an cookable item, a fuel item and time in order to yield a new item.").."\n\n"..
|
S("Cooking (or smelting) is a form of crafting which does not involve a crafting grid. Cooking is done with a special block (like a furnace), a cookable item, a fuel item and time in order to yield a new item.").."\n\n"..
|
||||||
|
|
||||||
S("Each fuel item has a burning time. This is the time a single item of the fuel keeps a furnace burning.").."\n\n"..
|
S("Each fuel item has a burning time. This is the time a single item of the fuel keeps a furnace burning.").."\n\n"..
|
||||||
|
|
||||||
S("Each cookable item requires time to be cooked. This time is specific to the item type and the item must be “on fire” for the whole cooking time to actually yield the result.")
|
S("Each cookable item requires time to be cooked. This time is specific to the item type and the item must be “on fire” for the entire cooking time to actually yield the result.")
|
||||||
}})
|
}})
|
||||||
|
|
||||||
doc.add_entry("basics", "hotbar", {
|
doc.add_entry("basics", "hotbar", {
|
||||||
|
@ -621,7 +621,7 @@ S("With [F10] you can open and close the console. The main use of the console is
|
||||||
S("Using the chat or server command key also opens the console, but it is smaller and will be closed after you sent a message.").."\n\n"..
|
S("Using the chat or server command key also opens the console, but it is smaller and will be closed after you sent a message.").."\n\n"..
|
||||||
|
|
||||||
S("Use the chat to communicate with other players. This requires you to have the “shout” privilege.").."\n"..
|
S("Use the chat to communicate with other players. This requires you to have the “shout” privilege.").."\n"..
|
||||||
S("Just type in the message and hit [Enter]. Public chat messages can not begin with “/”.").."\n\n"..
|
S("Just type in the message and hit [Enter]. Public chat messages cannot begin with “/”.").."\n\n"..
|
||||||
|
|
||||||
S("You can send private messages: Say “/msg <player> <message>” in chat to send “<message>” which can only be seen by <player>.").."\n\n"..
|
S("You can send private messages: Say “/msg <player> <message>” in chat to send “<message>” which can only be seen by <player>.").."\n\n"..
|
||||||
|
|
||||||
|
|
|
@ -36,8 +36,8 @@ doc.add_entry("basics", "animals", {
|
||||||
S("Animals are peaceful beings which roam the world aimlessly. You can feed, tame and breed them.").."\n\n"..
|
S("Animals are peaceful beings which roam the world aimlessly. You can feed, tame and breed them.").."\n\n"..
|
||||||
|
|
||||||
S("Feeding:").."\n"..
|
S("Feeding:").."\n"..
|
||||||
S("Each animal has its own taste for food and doesn't just accept any food. To feed, hold an item in your hand and rightclick the animal.").."\n"..
|
S("Each animal has its own taste for food and doesn't just accept any food. To feed, hold an item in your hand and right-click the animal.").."\n"..
|
||||||
S("Animals are attraced to the food they like and follow you as long you hold the food item in hand.").."\n"..
|
S("Animals are attracted to the food they like and follow you as long you hold the food item in hand.").."\n"..
|
||||||
S("Feeding an animal has three uses: Taming, healing and breeding.").."\n"..
|
S("Feeding an animal has three uses: Taming, healing and breeding.").."\n"..
|
||||||
S("Feeding heals animals instantly, depending on the quality of the food item.").."\n\n"..
|
S("Feeding heals animals instantly, depending on the quality of the food item.").."\n\n"..
|
||||||
|
|
||||||
|
@ -49,7 +49,7 @@ S("When you have fed an animal up to its maximum health, then feed it again, you
|
||||||
S("Two animals of the same species will start to breed if they are in Love Mode and close to each other. Soon a baby animal will pop up.").."\n\n"..
|
S("Two animals of the same species will start to breed if they are in Love Mode and close to each other. Soon a baby animal will pop up.").."\n\n"..
|
||||||
|
|
||||||
S("Baby animals:").."\n"..
|
S("Baby animals:").."\n"..
|
||||||
S("Baby animals are just like their adult couterparts, but they can't be tamed or bred and don't drop anything when they die. They grow to adults after a short time. When fed, they grow to adults faster.")
|
S("Baby animals are just like their adult counterparts, but they can't be tamed or bred and don't drop anything when they die. They grow to adults after a short time. When fed, they grow to adults faster.")
|
||||||
|
|
||||||
}})
|
}})
|
||||||
|
|
||||||
|
@ -91,7 +91,7 @@ S("• Swimming").."\n"..
|
||||||
S("• Jumping").."\n"..
|
S("• Jumping").."\n"..
|
||||||
S("• Mining a block").."\n\n"..
|
S("• Mining a block").."\n\n"..
|
||||||
|
|
||||||
S("Other actions, like walking, do not exaust you.")
|
S("Other actions, like walking, do not exhaust you.")
|
||||||
|
|
||||||
}})
|
}})
|
||||||
|
|
||||||
|
|
|
@ -57,7 +57,7 @@ awards.register_achievement("mcl:buildHoe", {
|
||||||
})
|
})
|
||||||
awards.register_achievement("mcl:makeBread", {
|
awards.register_achievement("mcl:makeBread", {
|
||||||
title = S("Bake Bread"),
|
title = S("Bake Bread"),
|
||||||
description = S("Use wheat to craft a bread."),
|
description = S("Use wheat to craft bread."),
|
||||||
icon = "farming_bread.png",
|
icon = "farming_bread.png",
|
||||||
trigger = {
|
trigger = {
|
||||||
type = "craft",
|
type = "craft",
|
||||||
|
@ -121,7 +121,7 @@ awards.register_achievement("mcl:bookcase", {
|
||||||
|
|
||||||
awards.register_achievement("mcl:buildIronPickaxe", {
|
awards.register_achievement("mcl:buildIronPickaxe", {
|
||||||
title = S("Isn't It Iron Pick"),
|
title = S("Isn't It Iron Pick"),
|
||||||
description = S("Craft a iron pickaxe using sticks and iron."),
|
description = S("Craft an iron pickaxe using sticks and iron."),
|
||||||
icon = "default_tool_steelpick.png",
|
icon = "default_tool_steelpick.png",
|
||||||
trigger = {
|
trigger = {
|
||||||
type = "craft",
|
type = "craft",
|
||||||
|
@ -157,14 +157,14 @@ awards.register_achievement("mcl:killCow", {
|
||||||
})
|
})
|
||||||
awards.register_achievement("mcl:mineWood", {
|
awards.register_achievement("mcl:mineWood", {
|
||||||
title = S("Getting Wood"),
|
title = S("Getting Wood"),
|
||||||
description = S("Pick up a wood item from the ground.\nHint: Punch a tree trunk until it pops out as an item."),
|
description = S("Pick up a wooden item from the ground.\nHint: Punch a tree trunk until it pops out as an item."),
|
||||||
icon = "default_tree.png",
|
icon = "default_tree.png",
|
||||||
type = "Advancement",
|
type = "Advancement",
|
||||||
group = "Overworld",
|
group = "Overworld",
|
||||||
})
|
})
|
||||||
|
|
||||||
awards.register_achievement("mcl:whosCuttingOnions", {
|
awards.register_achievement("mcl:whosCuttingOnions", {
|
||||||
title = S("Who is Cutting Onions?"),
|
title = S("Who's Cutting Onions?"),
|
||||||
description = S("Pick up a crying obsidian from the floor."),
|
description = S("Pick up a crying obsidian from the floor."),
|
||||||
icon = "default_obsidian.png^mcl_core_crying_obsidian.png",
|
icon = "default_obsidian.png^mcl_core_crying_obsidian.png",
|
||||||
type = "Advancement",
|
type = "Advancement",
|
||||||
|
@ -425,7 +425,7 @@ awards.register_achievement("mcl:wax_on", {
|
||||||
|
|
||||||
awards.register_achievement("mcl:wax_off", {
|
awards.register_achievement("mcl:wax_off", {
|
||||||
title = S("Wax Off"),
|
title = S("Wax Off"),
|
||||||
description = S("Scrape wax off of a copper block."),
|
description = S("Scrape wax off a copper block."),
|
||||||
icon = "default_tool_stoneaxe.png",
|
icon = "default_tool_stoneaxe.png",
|
||||||
type = "Advancement",
|
type = "Advancement",
|
||||||
group = "Husbandry",
|
group = "Husbandry",
|
||||||
|
@ -434,7 +434,7 @@ awards.register_achievement("mcl:wax_off", {
|
||||||
-- Triggered in mcl_smithing_table
|
-- Triggered in mcl_smithing_table
|
||||||
awards.register_achievement("mcl:trim", {
|
awards.register_achievement("mcl:trim", {
|
||||||
title = S("Crafting a New Look"),
|
title = S("Crafting a New Look"),
|
||||||
description = S("Craft a trimmed armor at a Smithing Table"),
|
description = S("Craft a trimmed armor at a smithing table."),
|
||||||
icon = "dune_armor_trim_smithing_template.png",
|
icon = "dune_armor_trim_smithing_template.png",
|
||||||
type = "Advancement",
|
type = "Advancement",
|
||||||
group = "Adventure",
|
group = "Adventure",
|
||||||
|
@ -531,7 +531,7 @@ end)
|
||||||
|
|
||||||
awards.register_achievement("mcl:stoneAge", {
|
awards.register_achievement("mcl:stoneAge", {
|
||||||
title = S("Stone Age"),
|
title = S("Stone Age"),
|
||||||
description = S("Mine a stone with new pickaxe."),
|
description = S("Mine stone with a new pickaxe."),
|
||||||
icon = "default_cobble.png",
|
icon = "default_cobble.png",
|
||||||
type = "Advancement",
|
type = "Advancement",
|
||||||
group = "Overworld",
|
group = "Overworld",
|
||||||
|
|
|
@ -3,7 +3,7 @@ local S = minetest.get_translator(modname)
|
||||||
|
|
||||||
mcl_credits = {
|
mcl_credits = {
|
||||||
players = {},
|
players = {},
|
||||||
description = S("A faithful Open Source clone of Minecraft"),
|
description = S("An open-source survival sandbox game in the spirit of Infiniminer and Minecraft"),
|
||||||
people = dofile(minetest.get_modpath(modname) .. "/people.lua"),
|
people = dofile(minetest.get_modpath(modname) .. "/people.lua"),
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -122,7 +122,7 @@ minetest.register_chatcommand("spawnstruct", {
|
||||||
end
|
end
|
||||||
minetest.chat_send_player(name, message)
|
minetest.chat_send_player(name, message)
|
||||||
if errord then
|
if errord then
|
||||||
minetest.chat_send_player(name, S("Use /help spawnstruct to see a list of avaiable types."))
|
minetest.chat_send_player(name, S("Use /help spawnstruct to see a list of available types."))
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
})
|
})
|
||||||
|
|
|
@ -20,7 +20,7 @@ minetest.register_chatcommand("playsound",{
|
||||||
if P[2] == tostring(P[2]) and minetest.player_exists(P[2]) then
|
if P[2] == tostring(P[2]) and minetest.player_exists(P[2]) then
|
||||||
params.target = P[2]
|
params.target = P[2]
|
||||||
else
|
else
|
||||||
return false, S("Target is invalid!!")
|
return false, S("Target is invalid!")
|
||||||
end
|
end
|
||||||
-- if P[3] then
|
-- if P[3] then
|
||||||
-- params.pos = nil --TODO:position
|
-- params.pos = nil --TODO:position
|
||||||
|
|
|
@ -167,7 +167,7 @@ end
|
||||||
|
|
||||||
minetest.register_chatcommand("music", {
|
minetest.register_chatcommand("music", {
|
||||||
params = "[on|off|invert [<player name>]]",
|
params = "[on|off|invert [<player name>]]",
|
||||||
description = S("Turns music for yourself or another player on or off."),
|
description = S("Turn music for yourself or another player on or off."),
|
||||||
func = function(sender_name, params)
|
func = function(sender_name, params)
|
||||||
local argtable = {}
|
local argtable = {}
|
||||||
for str in string.gmatch(params, "([^%s]+)") do
|
for str in string.gmatch(params, "([^%s]+)") do
|
||||||
|
@ -186,14 +186,14 @@ minetest.register_chatcommand("music", {
|
||||||
target_player = sender
|
target_player = sender
|
||||||
playername =sender_name
|
playername =sender_name
|
||||||
elseif not minetest.check_player_privs(sender, "debug") then -- Self-use handled above
|
elseif not minetest.check_player_privs(sender, "debug") then -- Self-use handled above
|
||||||
minetest.chat_send_player(sender_name, S("You need the debug privilege in order to turn ingame music on or off for somebody else!"))
|
minetest.chat_send_player(sender_name, S("You need the debug privilege in order to turn in-game music on or off for somebody else!"))
|
||||||
return
|
return
|
||||||
else -- Admin
|
else -- Admin
|
||||||
target_player = minetest.get_player_by_name(playername)
|
target_player = minetest.get_player_by_name(playername)
|
||||||
end
|
end
|
||||||
|
|
||||||
if not target_player then
|
if not target_player then
|
||||||
minetest.chat_send_player(sender_name, S("Couldn't find player @1!", playername))
|
minetest.chat_send_player(sender_name, S("Could not find player @1!", playername))
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue