Merge pull request 'Adds Netherite Armor Tools and Ancient Debris' (#2371) from netherite into master

Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/2371
Reviewed-by: AFCMS <afcm.contact@gmail.com>
Reviewed-by: MysticTempest <mystictempest@noreply.git.minetest.land>
This commit is contained in:
cora 2022-06-30 13:19:17 +00:00
commit 9f2691343c
39 changed files with 471 additions and 7 deletions

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@ -458,7 +458,7 @@ local professions = {
"mobs_mc_villager_toolsmith.png",
"mobs_mc_villager_toolsmith.png",
},
jobsite = "mcl_anvils:anvil", --FIXME: smithing table
jobsite = "mcl_smithing_table:table",
trades = {
{
{ { "mcl_core:coal_lump", 15, 15 }, E1 },

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@ -215,6 +215,13 @@ awards.register_achievement("mcl:countryLode", {
icon = "lodestone_side4.png",
})
-- Triggered in mcl_smithing_table
awards.register_achievement("mcl:seriousDedication", {
title = S("Serious Dedication"),
description = S("Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices"),
icon = "farming_tool_netheritehoe.png",
})
-- NON-PC ACHIEVEMENTS (XBox, Pocket Edition, etc.)
if non_pc_achievements then

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@ -114,6 +114,10 @@ function mcl_armor.register_set(def)
for k, v in pairs(element_groups) do
groups[k] = v
end
local upgrade_item = nil
if def._mcl_upgradable and def._mcl_upgrade_item_material then
upgrade_item = itemstring:gsub("_[%l%d]*$",def._mcl_upgrade_item_material)
end
minetest.register_tool(itemstring, {
description = S(def.description .. " " .. (descriptions[name] or element.description)),
@ -133,6 +137,8 @@ function mcl_armor.register_set(def)
_on_break = on_break_callbacks[name] or def.on_break,
_mcl_armor_element = name,
_mcl_armor_texture = textures[name] or modname .. "_" .. itemname .. ".png",
_mcl_upgradable = def._mcl_upgradable,
_mcl_upgrade_item = upgrade_item
})
if def.craft_material then

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@ -49,6 +49,8 @@ mcl_armor.register_set({
},
repair_material = "mcl_core:iron_ingot",
cook_material = "mcl_core:iron_nugget",
sound_equip = "mcl_armor_equip_iron",
sound_unequip = "mcl_armor_unequip_iron",
})
mcl_armor.register_set({
@ -64,6 +66,8 @@ mcl_armor.register_set({
},
craft_material = "mcl_core:iron_ingot",
cook_material = "mcl_core:iron_nugget",
sound_equip = "mcl_armor_equip_iron",
sound_unequip = "mcl_armor_unequip_iron",
})
mcl_armor.register_set({
@ -79,6 +83,27 @@ mcl_armor.register_set({
},
toughness = 2,
craft_material = "mcl_core:diamond",
sound_equip = "mcl_armor_equip_diamond",
sound_unequip = "mcl_armor_unequip_diamond",
_mcl_upgradable = true,
_mcl_upgrade_item_material = "_netherite",
})
mcl_armor.register_set({
name = "netherite",
description = "Netherite",
durability = 555,
enchantability = 10,
points = {
head = 3,
torso = 8,
legs = 6,
feet = 3,
},
toughness = 2,
craft_material = "mcl_nether:netherite_ingot",
sound_equip = "mcl_armor_equip_diamond",
sound_unequip = "mcl_armor_unequip_diamond",
})
mcl_armor.register_protection_enchantment({

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@ -285,7 +285,7 @@ minetest.register_craft({
output = "mcl_compass:lodestone",
recipe = {
{"mcl_core:stonebrickcarved","mcl_core:stonebrickcarved","mcl_core:stonebrickcarved"},
{"mcl_core:stonebrickcarved", "mcl_core:diamondblock", "mcl_core:stonebrickcarved"},
{"mcl_core:stonebrickcarved", "mcl_nether:netherite_ingot", "mcl_core:stonebrickcarved"},
{"mcl_core:stonebrickcarved", "mcl_core:stonebrickcarved", "mcl_core:stonebrickcarved"}
}
})

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@ -54,7 +54,8 @@ local uses = {
stone = 132,
iron = 251,
gold = 33,
diamond = 1562,
diamond = 1562,
netherite = 2031,
}
local hoe_tt = S("Turns block into farmland")
@ -255,6 +256,8 @@ minetest.register_tool("mcl_farming:hoe_diamond", {
_mcl_diggroups = {
hoey = { speed = 8, level = 5, uses = 1562 }
},
_mcl_upgradable = true,
_mcl_upgrade_item = "mcl_farming:hoe_netherite"
})
minetest.register_craft({
@ -271,5 +274,26 @@ minetest.register_craft({
{"mcl_core:diamond", "mcl_core:diamond"},
{"mcl_core:stick", ""},
{"mcl_core:stick", ""}
}
})
}
})
minetest.register_tool("mcl_farming:hoe_netherite", {
description = S("Netherite Hoe"),
_tt_help = hoe_tt.."\n"..S("Uses: @1", uses.netherite),
_doc_items_longdesc = hoe_longdesc,
_doc_items_usagehelp = hoe_usagehelp,
inventory_image = "farming_tool_netheritehoe.png",
wield_scale = mcl_vars.tool_wield_scale,
on_place = hoe_on_place_function(uses.netherite),
groups = { tool=1, hoe=1, enchantability=10 },
tool_capabilities = {
full_punch_interval = 0.25,
damage_groups = { fleshy = 4, },
punch_attack_uses = uses.netherite,
},
_repair_material = "mcl_nether:netherite_ingot",
_mcl_toollike_wield = true,
_mcl_diggroups = {
hoey = { speed = 8, level = 5, uses = uses.netherite }
},
})

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@ -51,6 +51,35 @@ minetest.register_node("mcl_nether:quartz_ore", {
_mcl_fortune_drop = mcl_core.fortune_drop_ore
})
minetest.register_node("mcl_nether:ancient_debris", {
description = S("Ancient Debris"),
_doc_items_longdesc = S("Ancient debris can be found in the nether and is very very rare."),
stack_max = 64,
tiles = {"mcl_nether_ancient_debris_top.png", "mcl_nether_ancient_debris_side.png"},
is_ground_content = true,
groups = {pickaxey=4, building_block=1, material_stone=1, xp=0},
drop = "mcl_nether:ancient_debris",
sounds = mcl_sounds.node_sound_stone_defaults(),
_mcl_blast_resistance = 1200,
_mcl_hardness = 30,
_mcl_silk_touch_drop = true
})
minetest.register_node("mcl_nether:netheriteblock", {
description = S("Netherite Block"),
_doc_items_longdesc = S("Netherite block is very hard and can be made of 9 netherite ingots."),
stack_max = 64,
tiles = {"mcl_nether_netheriteblock.png"},
is_ground_content = true,
groups = {pickaxey=4, building_block=1, material_stone=1, xp = 0},
drop = "mcl_nether:netheriteblock",
sounds = mcl_sounds.node_sound_stone_defaults(),
_mcl_blast_resistance = 1200,
_mcl_hardness = 50,
_mcl_silk_touch_drop = true,
_mcl_fortune_drop = mcl_core.fortune_drop_ore
})
-- For eternal fire on top of netherrack and magma blocks
-- (this code does not require a dependency on mcl_fire)
local function eternal_after_destruct(pos, oldnode)
@ -251,6 +280,22 @@ minetest.register_craftitem("mcl_nether:quartz", {
groups = { craftitem = 1 },
})
minetest.register_craftitem("mcl_nether:netherite_scrap", {
description = S("Netherite Scrap"),
_doc_items_longdesc = S("Netherite scrap is a crafting ingredient for netherite ingots."),
inventory_image = "mcl_nether_netherite_scrap.png",
stack_max = 64,
groups = { craftitem = 1 },
})
minetest.register_craftitem("mcl_nether:netherite_ingot", {
description = S("Netherite Ingot"),
_doc_items_longdesc = S("Netherite ingots can be used with a smithing table to upgrade items to netherite."),
inventory_image = "mcl_nether_netherite_ingot.png",
stack_max = 64,
groups = { craftitem = 1 },
})
minetest.register_craftitem("mcl_nether:netherbrick", {
description = S("Nether Brick"),
_doc_items_longdesc = S("Nether bricks are the main crafting ingredient for crafting nether brick blocks and nether fences."),
@ -266,6 +311,13 @@ minetest.register_craft({
cooktime = 10,
})
minetest.register_craft({
type = "cooking",
output = "mcl_nether:netherite_scrap",
recipe = "mcl_nether:ancient_debris",
cooktime = 10,
})
minetest.register_craft({
output = "mcl_nether:quartz_block",
recipe = {
@ -337,5 +389,32 @@ minetest.register_craft({
}
})
minetest.register_craft({
output = "mcl_nether:netherite_ingot",
recipe = {
{"mcl_nether:netherite_scrap", "mcl_nether:netherite_scrap", "mcl_nether:netherite_scrap"},
{"mcl_nether:netherite_scrap", "mcl_core:gold_ingot", "mcl_core:gold_ingot"},
{"mcl_core:gold_ingot", "mcl_core:gold_ingot", ""},
}
})
minetest.register_craft({
output = "mcl_nether:netheriteblock",
recipe = {
{"mcl_nether:netherite_ingot", "mcl_nether:netherite_ingot", "mcl_nether:netherite_ingot"},
{"mcl_nether:netherite_ingot", "mcl_nether:netherite_ingot", "mcl_nether:netherite_ingot"},
{"mcl_nether:netherite_ingot", "mcl_nether:netherite_ingot", "mcl_nether:netherite_ingot"}
}
})
minetest.register_craft({
output = "mcl_nether:netherite_ingot 9",
recipe = {
{"mcl_nether:netheriteblock", "", ""},
{"", "", ""},
{"", "", ""}
}
})
dofile(minetest.get_modpath(minetest.get_current_modname()).."/nether_wart.lua")
dofile(minetest.get_modpath(minetest.get_current_modname()).."/lava.lua")

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@ -0,0 +1,149 @@
--[[
By EliasFleckenstein03 and Code-Sploit
]]
local S = minetest.get_translator("mcl_smithing_table")
mcl_smithing_table = {}
-- Function to upgrade diamond tool/armor to netherite tool/armor
function mcl_smithing_table.upgrade_item(itemstack)
itemstack = ItemStack(itemstack) -- Copy the stack
local def = itemstack:get_definition()
if not def or not def._mcl_upgradable then
return
end
local itemname = itemstack:get_name()
local upgrade_item = def._mcl_upgrade_item or itemname:gsub("diamond", "netherite")
if upgrade_item == itemname then
return
end
itemstack:set_name(upgrade_item)
-- Reload the ToolTips of the tool
tt.reload_itemstack_description(itemstack)
-- Only return itemstack if upgrade was successfull
return itemstack
end
-- Badly copied over from mcl_anvils
-- ToDo: Make better formspec
local formspec = "size[9,9]" ..
"background[-0.19,-0.25;9.41,9.49;mcl_smithing_table_inventory.png]"..
"label[0,4.0;" .. minetest.formspec_escape(minetest.colorize(mcl_colors.DARK_GRAY, S("Inventory"))) .. "]" ..
"list[current_player;main;0,4.5;9,3;9]" ..
mcl_formspec.get_itemslot_bg(0,4.5,9,3) ..
"list[current_player;main;0,7.74;9,1;]" ..
mcl_formspec.get_itemslot_bg(0,7.74,9,1) ..
"list[context;diamond_item;1,2.5;1,1;]" ..
mcl_formspec.get_itemslot_bg(1,2.5,1,1) ..
"list[context;netherite;4,2.5;1,1;]" ..
mcl_formspec.get_itemslot_bg(4,2.5,1,1) ..
"list[context;upgraded_item;8,2.5;1,1;]" ..
mcl_formspec.get_itemslot_bg(8,2.5,1,1) ..
"label[3,0.1;" .. minetest.formspec_escape(minetest.colorize(mcl_colors.DARK_GRAY, S("Upgrade Gear"))) .. "]" ..
"listring[context;output]"..
"listring[current_player;main]"..
"listring[context;input]"..
"listring[current_player;main]"
local function reset_upgraded_item(pos)
local inv = minetest.get_meta(pos):get_inventory()
local upgraded_item
if inv:get_stack("netherite", 1):get_name() == "mcl_nether:netherite_ingot" then
upgraded_item = mcl_smithing_table.upgrade_item(inv:get_stack("diamond_item", 1))
end
inv:set_stack("upgraded_item", 1, upgraded_item)
end
minetest.register_node("mcl_smithing_table:table", {
description = S("Smithing table"),
-- ToDo: Add _doc_items_longdesc and _doc_items_usagehelp
stack_max = 64,
groups = {pickaxey = 2, deco_block = 1},
tiles = {
"mcl_smithing_table_top.png",
"mcl_smithing_table_bottom.png",
"mcl_smithing_table_side.png",
"mcl_smithing_table_side.png",
"mcl_smithing_table_side.png",
"mcl_smithing_table_front.png",
},
sounds = mcl_sounds.node_sound_metal_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", formspec)
local inv = meta:get_inventory()
inv:set_size("diamond_item", 1)
inv:set_size("netherite", 1)
inv:set_size("upgraded_item", 1)
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if listname == "diamond_item" and mcl_smithing_table.upgrade_item(stack) or listname == "netherite" and stack:get_name() == "mcl_nether:netherite_ingot" then
return stack:get_count()
end
return 0
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
return 0
end,
on_metadata_inventory_put = reset_upgraded_item,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
local inv = minetest.get_meta(pos):get_inventory()
local function take_item(listname)
local itemstack = inv:get_stack(listname, 1)
itemstack:take_item()
inv:set_stack(listname, 1, itemstack)
end
if listname == "upgraded_item" then
take_item("diamond_item")
take_item("netherite")
-- ToDo: make epic sound
minetest.sound_play("mcl_smithing_table_upgrade", {pos = pos, max_hear_distance = 16})
end
if listname == "upgraded_item" then
if stack:get_name() == "mcl_farming:hoe_netherite" then
awards.unlock(player:get_player_name(), "mcl:seriousDedication")
end
end
reset_upgraded_item(pos)
end,
_mcl_blast_resistance = 2.5,
_mcl_hardness = 2.5
})
minetest.register_craft({
output = "mcl_smithing_table:table",
recipe = {
{"mcl_core:iron_ingot", "mcl_core:iron_ingot", ""},
{"group:wood", "group:wood", ""},
{"group:wood", "group:wood", ""}
}
})

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@ -0,0 +1,16 @@
# textdomain: mcl_anvils
Set Name=Name setzen
Repair and Name=Reparieren und benennen
Inventory=Inventar
Anvil=Amboss
The anvil allows you to repair tools and armor, and to give names to items. It has a limited durability, however. Don't let it fall on your head, it could be quite painful!=Der Amboss ermöglicht es, Werkzeuge und Rüstung zu reparieren und Gegenstände zu benennen. Er hat jedoch eine begrenzte Lebensdauer. Lassen Sie ihn nicht auf Ihren Kopf fallen, das könnte ziemlich schmerzhaft sein!
To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.=Um einen Amboss zu benutzen, rechtsklicken Sie auf ihn. Ein Amboss hat 2 Eingabeplätze (links) und einen Ausgabeplatz (rechts).
To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.=Um Gegenstände umzubenennen, platzieren Sie einen Gegenstand in einen der Eingangsplätze und lassen Sie den anderen frei. Geben Sie einen Namen ein und drücken Sie die Eingabetaste oder „Name setzen”, dann nehmen Sie den umbenannten Gegenstand an sich.
There are two possibilities to repair tools (and armor):=Es gibt zwei Möglichkeiten, Werkzeuge (und Rüstung) zu reparieren:
• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.=• Werkzeug + Werkzeug: Platzieren sie zwei gleiche Werkzeuge in die Eingangsplätze. Der Zustand des reparierten Werkzeugs ist die Summe des Zustands beider Eingangswerkzeuge, plus einem Bonus von 12%.
• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.=• Werkzeug + Material: Einige Werkzeuge können auch repariert werden, indem man sie mit einem Gegenstand, aus dem sie gemacht worden sind, kombiniert. Zum Beispiel können Eisenspitzhacken mit Eisenbarren repariert werden. Dadurch wird das Werkzeug um 25% repariert.
Armor counts as a tool. It is possible to repair and rename a tool in a single step.=Rüstung zählt als Werkzeug. Es ist möglich, ein Werkzeug in einem Arbeitsschritt zu reparieren und zu benennen.
The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.=Der Amboss hat begrenze Lebensdauer und 3 Schadensstufen: Kein Schaden, leicht beschädigt, und stark beschädigt. Jedes mal, wenn Sie etwas reparieren oder umbenennen, gibt es eine 12%-ige Chance, dass der Amboss Schaden nimmt. Ambosse können auch beschädigt werden, wenn sie um mehr als 1 Block fallen. Wenn ein sehr beschädigter Amboss erneut beschädigt wird, wird er zerstört.
Slightly Damaged Anvil=Leicht beschädigter Amboss
Very Damaged Anvil=Stark beschädigter Amboss
Repair and rename items=Für die Reparatur und Umbenennung von Gegenständen

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@ -0,0 +1,15 @@
# textdomain: mcl_anvils
Set Name=Establece un nombre
Repair and Name=Reparar y nombrar
Inventory=Inventario
Anvil=Yunque
The anvil allows you to repair tools and armor, and to give names to items. It has a limited durability, however. Don't let it fall on your head, it could be quite painful!=El yunque le permite reparar herramientas y armaduras, y dar nombres a los elementos. Sin embargo, tiene una durabilidad limitada. No lo dejes caer sobre tu cabeza, ¡podría ser bastante doloroso!
To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.=Para usar un yunque, haga clic derecho sobre él. Un yunque tiene 2 ranuras de entrada (a la izquierda) y una ranura de salida.
To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.=Para cambiar el nombre de los elementos, coloque una pila de elementos en una de las ranuras de elementos mientras mantiene vacía la otra ranura de entrada. Escriba un nombre, presione enter o "Establecer nombre", luego obtenga el elemento renombrado en la ranura de salida.
There are two possibilities to repair tools (and armor):=Hay dos posibilidades para reparar herramientas (y armaduras):
• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.=• Herramienta + Herramienta: Coloque dos herramientas del mismo tipo en las ranuras de entrada. La "salud" de la herramienta reparada es la suma de la "salud" de ambas herramientas, con un bono del 12%.
• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.=• Herramienta + Material: Algunas herramientas también pueden repararse combinándolas con un elemento del que está hecho. Por ejemplo, los picos de hierro pueden repararse con lingotes de hierro. Esto repara la herramienta en un 25%.
Armor counts as a tool. It is possible to repair and rename a tool in a single step.=La armadura cuenta como una herramienta. Es posible reparar y cambiar el nombre de una herramienta en un solo paso.
The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.=El yunque tiene una durabilidad limitada y 3 niveles de daño: sin daños, ligeramente dañado y muy dañado. Cada vez que reparas o cambias el nombre de algo, hay un 12% de posibilidades de que el yunque se dañe. Los yunques también tienen la posibilidad de dañarse cuando caen en más de 1 bloque. Si un yunque muy dañado se daña nuevamente, se destruye.
Slightly Damaged Anvil=Yunque dañado
Very Damaged Anvil=Yunque muy dañado

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@ -0,0 +1,16 @@
# textdomain: mcl_anvils
Set Name=Définir le Nom
Repair and Name=Réparation et Nomme
Inventory=Inventaire
Anvil=Enclume
The anvil allows you to repair tools and armor, and to give names to items. It has a limited durability, however. Don't let it fall on your head, it could be quite painful!=L'enclume vous permet de réparer des outils et des armures, et de donner des noms à des objets. Il a cependant une durabilité limitée. Ne la laissez pas tomber sur la tête, cela pourrait être assez douloureux!
To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.=Pour utiliser une enclume, faites un clic droit dessus. Une enclume a 2 emplacements d'entrée (à gauche) et un emplacement de sortie.
To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.=Pour renommer des objets, placez une pile d'objets dans l'un des emplacements d'objets tout en laissant l'autre emplacement d'entrée vide. Tapez un nom, appuyez sur Entrée ou sur «Définir le nom», puis prenez l'élément renommé dans l'emplacement de sortie.
There are two possibilities to repair tools (and armor):=Il existe deux possibilités pour réparer les outils (et les armures):
• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.=• Outil + Outil: Placez deux outils du même type dans les emplacements d'entrée. La "santé" de l'outil réparé est la somme de la "santé" des deux outils d'entrée, plus un bonus de 12%.
• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.=• Outil + Matériel: Certains outils peuvent également être réparés en les combinant avec un élément dont il est fait. Par exemple, les pioches de fer peuvent être réparées avec des lingots de fer. Cela répare l'outil de 25%.
Armor counts as a tool. It is possible to repair and rename a tool in a single step.=L'armure compte comme un outil. Il est possible de réparer et de renommer un outil en une seule étape.
The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.=L'enclume a une durabilité limitée et 3 niveaux de dommages: en bon état, légèrement endommagé et très endommagé. Chaque fois que vous réparez ou renommez quelque chose, il y a 12% de chances que l'enclume soit endommagée. Les enclumes ont également une chance d'être endommagées lorsqu'elles tombent de plus d'un bloc. Si une enclume très endommagée est à nouveau endommagée, elle est détruite.
Slightly Damaged Anvil=Enclume Légèrement Endommagée
Very Damaged Anvil=Enclume Très Endommagée
Repair and rename items=Réparer et renommer des objets

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@ -0,0 +1,16 @@
# textdomain: mcl_anvils
Set Name=Дать имя
Repair and Name=Починить и дать имя
Inventory=Инвентарь
Anvil=Наковальня
The anvil allows you to repair tools and armor, and to give names to items. It has a limited durability, however. Don't let it fall on your head, it could be quite painful!=Наковальня позволяет ремонтировать инструменты и защиту, а также давать имена предметам. Но она имеет ограниченный срок службы. Не дайте ей упасть вам на голову, это может быть больно!
To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.=Чтобы воспользоваться наковальней, кликните по ней правой кнопкой. Наковальня имеет два входных отсека (слева) и один выходной.
To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.=Для переименования положите стопку предметов в один отсек, второй оставьте пустым. Наберите имя, нажмите [Enter] или “Дать имя” и заберите переименованные предметы из выходного отсека.
There are two possibilities to repair tools (and armor):=Есть два способа отремонтировать инструменты (и защиту):
• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.=• Инструмент + Инструмент: Положите два инструмента одного типа во входные отсеки. “Здоровье” отремонтированного инструмента будет равно сумме “здоровья” каждого из них, плюс 12% бонус.
• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.=• Инструмент + Материал: Некоторые инструменты можно также ремонтировать, добавляя к ним предмет, из которого они сделаны. Например, железные кирки ремонтируются добавлением слитков железа. Таким способом инструмент восстанавливается на 25%.
Armor counts as a tool. It is possible to repair and rename a tool in a single step.=Защиты считается за инструмент. Можно ремонтировать и переименовывать за одно действие.
The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.=Наковальня имеет ограниченный срок службы и 3 уровня износа: новая, немного изношенная, сильно повреждённая. Каждый раз, ремонтируя или переименовывая что-либо, вы имеете 12-процентный шанс повредить наковальню. Наковальни также могут повреждаться, когда они падают с высоте более 1 блока. Если повреждённая наковальня повреждается снова, то она уничтожается.
Slightly Damaged Anvil=Немного изношенная наковальня
Very Damaged Anvil=Сильно повреждённая наковальня
Repair and rename items=Ремонтирует и переименовывает предметы

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@ -0,0 +1,16 @@
# textdomain: mcl_anvils
Set Name=
Repair and Name=
Inventory=
Anvil=
The anvil allows you to repair tools and armor, and to give names to items. It has a limited durability, however. Don't let it fall on your head, it could be quite painful!=
To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.=
To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.=
There are two possibilities to repair tools (and armor):=
• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.=
• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.=
Armor counts as a tool. It is possible to repair and rename a tool in a single step.=
The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.=
Slightly Damaged Anvil=
Very Damaged Anvil=
Repair and rename items=

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@ -0,0 +1,2 @@
name = mcl_smithing_table
depends = mcl_colors, mcl_formspec

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@ -175,9 +175,32 @@ minetest.register_tool("mcl_tools:pick_diamond", {
_mcl_diggroups = {
pickaxey = { speed = 8, level = 5, uses = 1562 }
},
_mcl_upgradable = true,
_mcl_upgrade_item = "mcl_tools:pick_netherite"
})
local function make_grass_path(itemstack, placer, pointed_thing)
minetest.register_tool("mcl_tools:pick_netherite", {
description = S("Netherite Pickaxe"),
_doc_items_longdesc = pickaxe_longdesc,
inventory_image = "default_tool_netheritepick.png",
wield_scale = wield_scale,
groups = { tool=1, pickaxe=1, dig_speed_class=6, enchantability=10 },
tool_capabilities = {
-- 1/1.2
full_punch_interval = 0.83333333,
max_drop_level=5,
damage_groups = {fleshy=6},
punch_attack_uses = 1016,
},
sound = { breaks = "default_tool_breaks" },
_repair_material = "mcl_nether:netherite_ingot",
_mcl_toollike_wield = true,
_mcl_diggroups = {
pickaxey = { speed = 9.5, level = 6, uses = 2031 }
},
})
local make_grass_path = function(itemstack, placer, pointed_thing)
-- Use pointed node's on_rightclick function first, if present
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
@ -351,6 +374,30 @@ minetest.register_tool("mcl_tools:shovel_diamond", {
_mcl_diggroups = {
shovely = { speed = 8, level = 5, uses = 1562 }
},
_mcl_upgradable = true,
_mcl_upgrade_item = "mcl_tools:shovel_netherite"
})
minetest.register_tool("mcl_tools:shovel_netherite", {
description = S("Netherite Shovel"),
_doc_items_longdesc = shovel_longdesc,
_doc_items_usagehelp = shovel_use,
inventory_image = "default_tool_netheriteshovel.png",
wield_scale = wield_scale,
groups = { tool=1, shovel=1, dig_speed_class=6, enchantability=10 },
tool_capabilities = {
full_punch_interval = 1,
max_drop_level=5,
damage_groups = {fleshy=5},
punch_attack_uses = 1016,
},
on_place = make_grass_path,
sound = { breaks = "default_tool_breaks" },
_repair_material = "mcl_nether:netherite_ingot",
_mcl_toollike_wield = true,
_mcl_diggroups = {
shovely = { speed = 9, level = 6, uses = 2031 }
},
})
-- Axes
@ -483,6 +530,29 @@ minetest.register_tool("mcl_tools:axe_diamond", {
_mcl_diggroups = {
axey = { speed = 8, level = 5, uses = 1562 }
},
_mcl_upgradable = true,
_mcl_upgrade_item = "mcl_tools:axe_netherite"
})
minetest.register_tool("mcl_tools:axe_netherite", {
description = S("Netherite Axe"),
_doc_items_longdesc = axe_longdesc,
inventory_image = "default_tool_netheriteaxe.png",
wield_scale = wield_scale,
groups = { tool=1, axe=1, dig_speed_class=6, enchantability=10 },
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=5,
damage_groups = {fleshy=10},
punch_attack_uses = 1016,
},
on_place = make_stripped_trunk,
sound = { breaks = "default_tool_breaks" },
_repair_material = "mcl_nether:netherite_ingot",
_mcl_toollike_wield = true,
_mcl_diggroups = {
axey = { speed = 9, level = 6, uses = 2031 }
},
})
-- Swords
@ -586,6 +656,28 @@ minetest.register_tool("mcl_tools:sword_diamond", {
swordy = { speed = 8, level = 5, uses = 1562 },
swordy_cobweb = { speed = 8, level = 5, uses = 1562 }
},
_mcl_upgradable = true,
_mcl_upgrade_item = "mcl_tools:sword_netherite"
})
minetest.register_tool("mcl_tools:sword_netherite", {
description = S("Netherite Sword"),
_doc_items_longdesc = sword_longdesc,
inventory_image = "default_tool_netheritesword.png",
wield_scale = wield_scale,
groups = { weapon=1, sword=1, dig_speed_class=5, enchantability=10 },
tool_capabilities = {
full_punch_interval = 0.625,
max_drop_level=5,
damage_groups = {fleshy=9},
punch_attack_uses = 2031,
},
sound = { breaks = "default_tool_breaks" },
_repair_material = "mcl_nether:netherite_ingot",
_mcl_toollike_wield = true,
_mcl_diggroups = {
swordy = { speed = 8, level = 5, uses = 2031 },
swordy_cobweb = { speed = 8, level = 5, uses = 2031 }
},
})
--Shears

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@ -196,7 +196,8 @@ def convert_textures():
[ tex_dir + "/models/armor/chainmail_layer_1.png", tex_dir + "/models/armor/chainmail_layer_2.png", target_dir("/mods/ITEMS/mcl_armor/textures"), "mcl_armor_helmet_chain.png", "mcl_armor_chestplate_chain.png", "mcl_armor_leggings_chain.png", "mcl_armor_boots_chain.png" ],
[ tex_dir + "/models/armor/gold_layer_1.png", tex_dir + "/models/armor/gold_layer_2.png", target_dir("/mods/ITEMS/mcl_armor/textures"), "mcl_armor_helmet_gold.png", "mcl_armor_chestplate_gold.png", "mcl_armor_leggings_gold.png", "mcl_armor_boots_gold.png" ],
[ tex_dir + "/models/armor/iron_layer_1.png", tex_dir + "/models/armor/iron_layer_2.png", target_dir("/mods/ITEMS/mcl_armor/textures"), "mcl_armor_helmet_iron.png", "mcl_armor_chestplate_iron.png", "mcl_armor_leggings_iron.png", "mcl_armor_boots_iron.png" ],
[ tex_dir + "/models/armor/diamond_layer_1.png", tex_dir + "/models/armor/diamond_layer_2.png", target_dir("/mods/ITEMS/mcl_armor/textures"), "mcl_armor_helmet_diamond.png", "mcl_armor_chestplate_diamond.png", "mcl_armor_leggings_diamond.png", "mcl_armor_boots_diamond.png" ]
[ tex_dir + "/models/armor/diamond_layer_1.png", tex_dir + "/models/armor/diamond_layer_2.png", target_dir("/mods/ITEMS/mcl_armor/textures"), "mcl_armor_helmet_diamond.png", "mcl_armor_chestplate_diamond.png", "mcl_armor_leggings_diamond.png", "mcl_armor_boots_diamond.png" ],
[ tex_dir + "/models/armor/netherite_layer_1.png", tex_dir + "/models/armor/netherite_layer_2.png", target_dir("/mods/ITEMS/mcl_armor/textures"), "mcl_armor_helmet_netherite.png", "mcl_armor_chestplate_netherite.png", "mcl_armor_leggings_netherite.png", "mcl_armor_boots_netherite.png" ]
]
for a in armor_files:
APXSIZE = 16 # for some reason MineClone2 requires this