Change base game to minetest_game
|
@ -0,0 +1,17 @@
|
||||||
|
unused_args = false
|
||||||
|
allow_defined_top = true
|
||||||
|
|
||||||
|
read_globals = {
|
||||||
|
"DIR_DELIM",
|
||||||
|
"minetest", "core",
|
||||||
|
"dump",
|
||||||
|
"vector",
|
||||||
|
"VoxelManip", "VoxelArea",
|
||||||
|
"PseudoRandom", "ItemStack",
|
||||||
|
}
|
||||||
|
|
||||||
|
-- Overwrites minetest.handle_node_drops
|
||||||
|
files["mods/creative/init.lua"].globals = { "minetest" }
|
||||||
|
|
||||||
|
-- Don't report on legacy definitions of globals.
|
||||||
|
files["mods/default/legacy.lua"].global = false
|
|
@ -0,0 +1,12 @@
|
||||||
|
language: generic
|
||||||
|
sudo: false
|
||||||
|
addons:
|
||||||
|
apt:
|
||||||
|
packages:
|
||||||
|
- luarocks
|
||||||
|
before_install:
|
||||||
|
- luarocks install --local luacheck
|
||||||
|
script:
|
||||||
|
- $HOME/.luarocks/bin/luacheck --no-color ./mods
|
||||||
|
notifications:
|
||||||
|
email: false
|
63
Changes.txt
|
@ -1,63 +0,0 @@
|
||||||
changelog incomple(v0.2 changes missing)
|
|
||||||
V1
|
|
||||||
>Added glowstone
|
|
||||||
>Added bosses; Bongo Bongo, Kind Dodongo, Volvagia and Ganon
|
|
||||||
>Changed crafting recipe for mastersword
|
|
||||||
>Added gossip stones
|
|
||||||
>Added spiritual stones(ruby, emerald, sapphire)
|
|
||||||
>Added boss spawners
|
|
||||||
>Fixed survival inventory
|
|
||||||
>re-introduced twilight, which now causes a visual change and transforms the player into a wolf
|
|
||||||
>The mastersword becomes more powerful in twilight mode
|
|
||||||
>Moreplants mdecorations can be disabled
|
|
||||||
>Changed weather to weather_pack by xeranas.
|
|
||||||
>added adult dodongo's
|
|
||||||
>updated mobs_redo
|
|
||||||
>Added hud_hunger
|
|
||||||
>added sword stands, zora tunic and goron tunic
|
|
||||||
>added eye of truth, and dirt_with_grass_hole
|
|
||||||
>updated enchanting table(xdecor)
|
|
||||||
>improved tree trunks from hyrule_mapgen
|
|
||||||
|
|
||||||
V0.4
|
|
||||||
>fixed mapgen problems, forests are now much less scarce
|
|
||||||
>spawning is improved in biomes with dirt_with_grass2 and 3
|
|
||||||
>fixed spawning of fairies
|
|
||||||
>added aspen trees
|
|
||||||
>doomshrooms, flat dandelions and new tree shapes spawn on new worlds.
|
|
||||||
>wild trees are improved, leaves changed to orange/red
|
|
||||||
>Unified inventory removed, but worktables are given to new players(for crafting recipes)
|
|
||||||
>Throwing has been replaced with bowsv3
|
|
||||||
>doors and tnt updated(from minetest_game for 0.4.14)
|
|
||||||
>New tool and weapon textures(swords, picks, and axes)
|
|
||||||
>New obsidian axe(like steel but more durable), and ice axe(about the same as diamond but slightly weaker)
|
|
||||||
>Finished seed effects
|
|
||||||
>Added roc's feather(found in dungeons)
|
|
||||||
>Improved temporary player effects from tools(such as zora scales)
|
|
||||||
>removed player_effects mod, and made cacti hurt
|
|
||||||
>Added experience, and the triforce spawns experience orbs when used.
|
|
||||||
>Added crafting recipes for kblocks
|
|
||||||
>Gorons, and Scrubs now trade items for rupees if they are right-clicked with them.
|
|
||||||
>There are now multiple Npc textures.
|
|
||||||
>Added many more plants(moreplants)
|
|
||||||
>improved quartz ore texture
|
|
||||||
>removed deku nuts
|
|
||||||
>red ocarina's now set the weather to stormy
|
|
||||||
>The sky is grey when there is stormy weather, even if the player is inside
|
|
||||||
>Added the sun texture that was removed with twilight
|
|
||||||
>Added a new moon texture(there are other texture improvements that are not listed)
|
|
||||||
>Nyan rupees are now required for enchantment, they can be found in dungeons.
|
|
||||||
>buckets are much easier to craft, since less poe souls are required, however the original crafting recipe is the same(loz_mode=false)
|
|
||||||
>added boost cart(may have been in there since last version?)
|
|
||||||
>Added a background to creative and changed the default ui background
|
|
||||||
|
|
||||||
V0.3
|
|
||||||
>changed papyrus and brick textures
|
|
||||||
>added magic tree, wild tree, and lost wood biomes
|
|
||||||
>added loz_mode and enable_weather to config. This allows loz related items/mobs and weather to be enabled/disabled
|
|
||||||
>added sprinting
|
|
||||||
>removed old traders, pmobs npc now trade using rupees.
|
|
||||||
>buckets must be crafted from poe souls in loz mode
|
|
||||||
>added plants to jungle, coniferous, grassland and lava biomes (moreplants mod)
|
|
||||||
>goron huts now spawn in lavabiomes
|
|
||||||
|
|
674
LICENSE.txt
|
@ -1,674 +0,0 @@
|
||||||
GNU GENERAL PUBLIC LICENSE
|
|
||||||
Version 3, 29 June 2007
|
|
||||||
|
|
||||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
|
||||||
Everyone is permitted to copy and distribute verbatim copies
|
|
||||||
of this license document, but changing it is not allowed.
|
|
||||||
|
|
||||||
Preamble
|
|
||||||
|
|
||||||
The GNU General Public License is a free, copyleft license for
|
|
||||||
software and other kinds of works.
|
|
||||||
|
|
||||||
The licenses for most software and other practical works are designed
|
|
||||||
to take away your freedom to share and change the works. By contrast,
|
|
||||||
the GNU General Public License is intended to guarantee your freedom to
|
|
||||||
share and change all versions of a program--to make sure it remains free
|
|
||||||
software for all its users. We, the Free Software Foundation, use the
|
|
||||||
GNU General Public License for most of our software; it applies also to
|
|
||||||
any other work released this way by its authors. You can apply it to
|
|
||||||
your programs, too.
|
|
||||||
|
|
||||||
When we speak of free software, we are referring to freedom, not
|
|
||||||
price. Our General Public Licenses are designed to make sure that you
|
|
||||||
have the freedom to distribute copies of free software (and charge for
|
|
||||||
them if you wish), that you receive source code or can get it if you
|
|
||||||
want it, that you can change the software or use pieces of it in new
|
|
||||||
free programs, and that you know you can do these things.
|
|
||||||
|
|
||||||
To protect your rights, we need to prevent others from denying you
|
|
||||||
these rights or asking you to surrender the rights. Therefore, you have
|
|
||||||
certain responsibilities if you distribute copies of the software, or if
|
|
||||||
you modify it: responsibilities to respect the freedom of others.
|
|
||||||
|
|
||||||
For example, if you distribute copies of such a program, whether
|
|
||||||
gratis or for a fee, you must pass on to the recipients the same
|
|
||||||
freedoms that you received. You must make sure that they, too, receive
|
|
||||||
or can get the source code. And you must show them these terms so they
|
|
||||||
know their rights.
|
|
||||||
|
|
||||||
Developers that use the GNU GPL protect your rights with two steps:
|
|
||||||
(1) assert copyright on the software, and (2) offer you this License
|
|
||||||
giving you legal permission to copy, distribute and/or modify it.
|
|
||||||
|
|
||||||
For the developers' and authors' protection, the GPL clearly explains
|
|
||||||
that there is no warranty for this free software. For both users' and
|
|
||||||
authors' sake, the GPL requires that modified versions be marked as
|
|
||||||
changed, so that their problems will not be attributed erroneously to
|
|
||||||
authors of previous versions.
|
|
||||||
|
|
||||||
Some devices are designed to deny users access to install or run
|
|
||||||
modified versions of the software inside them, although the manufacturer
|
|
||||||
can do so. This is fundamentally incompatible with the aim of
|
|
||||||
protecting users' freedom to change the software. The systematic
|
|
||||||
pattern of such abuse occurs in the area of products for individuals to
|
|
||||||
use, which is precisely where it is most unacceptable. Therefore, we
|
|
||||||
have designed this version of the GPL to prohibit the practice for those
|
|
||||||
products. If such problems arise substantially in other domains, we
|
|
||||||
stand ready to extend this provision to those domains in future versions
|
|
||||||
of the GPL, as needed to protect the freedom of users.
|
|
||||||
|
|
||||||
Finally, every program is threatened constantly by software patents.
|
|
||||||
States should not allow patents to restrict development and use of
|
|
||||||
software on general-purpose computers, but in those that do, we wish to
|
|
||||||
avoid the special danger that patents applied to a free program could
|
|
||||||
make it effectively proprietary. To prevent this, the GPL assures that
|
|
||||||
patents cannot be used to render the program non-free.
|
|
||||||
|
|
||||||
The precise terms and conditions for copying, distribution and
|
|
||||||
modification follow.
|
|
||||||
|
|
||||||
TERMS AND CONDITIONS
|
|
||||||
|
|
||||||
0. Definitions.
|
|
||||||
|
|
||||||
"This License" refers to version 3 of the GNU General Public License.
|
|
||||||
|
|
||||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
|
||||||
works, such as semiconductor masks.
|
|
||||||
|
|
||||||
"The Program" refers to any copyrightable work licensed under this
|
|
||||||
License. Each licensee is addressed as "you". "Licensees" and
|
|
||||||
"recipients" may be individuals or organizations.
|
|
||||||
|
|
||||||
To "modify" a work means to copy from or adapt all or part of the work
|
|
||||||
in a fashion requiring copyright permission, other than the making of an
|
|
||||||
exact copy. The resulting work is called a "modified version" of the
|
|
||||||
earlier work or a work "based on" the earlier work.
|
|
||||||
|
|
||||||
A "covered work" means either the unmodified Program or a work based
|
|
||||||
on the Program.
|
|
||||||
|
|
||||||
To "propagate" a work means to do anything with it that, without
|
|
||||||
permission, would make you directly or secondarily liable for
|
|
||||||
infringement under applicable copyright law, except executing it on a
|
|
||||||
computer or modifying a private copy. Propagation includes copying,
|
|
||||||
distribution (with or without modification), making available to the
|
|
||||||
public, and in some countries other activities as well.
|
|
||||||
|
|
||||||
To "convey" a work means any kind of propagation that enables other
|
|
||||||
parties to make or receive copies. Mere interaction with a user through
|
|
||||||
a computer network, with no transfer of a copy, is not conveying.
|
|
||||||
|
|
||||||
An interactive user interface displays "Appropriate Legal Notices"
|
|
||||||
to the extent that it includes a convenient and prominently visible
|
|
||||||
feature that (1) displays an appropriate copyright notice, and (2)
|
|
||||||
tells the user that there is no warranty for the work (except to the
|
|
||||||
extent that warranties are provided), that licensees may convey the
|
|
||||||
work under this License, and how to view a copy of this License. If
|
|
||||||
the interface presents a list of user commands or options, such as a
|
|
||||||
menu, a prominent item in the list meets this criterion.
|
|
||||||
|
|
||||||
1. Source Code.
|
|
||||||
|
|
||||||
The "source code" for a work means the preferred form of the work
|
|
||||||
for making modifications to it. "Object code" means any non-source
|
|
||||||
form of a work.
|
|
||||||
|
|
||||||
A "Standard Interface" means an interface that either is an official
|
|
||||||
standard defined by a recognized standards body, or, in the case of
|
|
||||||
interfaces specified for a particular programming language, one that
|
|
||||||
is widely used among developers working in that language.
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|
||||||
|
|
||||||
The "System Libraries" of an executable work include anything, other
|
|
||||||
than the work as a whole, that (a) is included in the normal form of
|
|
||||||
packaging a Major Component, but which is not part of that Major
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|
||||||
Component, and (b) serves only to enable use of the work with that
|
|
||||||
Major Component, or to implement a Standard Interface for which an
|
|
||||||
implementation is available to the public in source code form. A
|
|
||||||
"Major Component", in this context, means a major essential component
|
|
||||||
(kernel, window system, and so on) of the specific operating system
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|
||||||
(if any) on which the executable work runs, or a compiler used to
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|
||||||
produce the work, or an object code interpreter used to run it.
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|
||||||
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|
||||||
The "Corresponding Source" for a work in object code form means all
|
|
||||||
the source code needed to generate, install, and (for an executable
|
|
||||||
work) run the object code and to modify the work, including scripts to
|
|
||||||
control those activities. However, it does not include the work's
|
|
||||||
System Libraries, or general-purpose tools or generally available free
|
|
||||||
programs which are used unmodified in performing those activities but
|
|
||||||
which are not part of the work. For example, Corresponding Source
|
|
||||||
includes interface definition files associated with source files for
|
|
||||||
the work, and the source code for shared libraries and dynamically
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|
||||||
linked subprograms that the work is specifically designed to require,
|
|
||||||
such as by intimate data communication or control flow between those
|
|
||||||
subprograms and other parts of the work.
|
|
||||||
|
|
||||||
The Corresponding Source need not include anything that users
|
|
||||||
can regenerate automatically from other parts of the Corresponding
|
|
||||||
Source.
|
|
||||||
|
|
||||||
The Corresponding Source for a work in source code form is that
|
|
||||||
same work.
|
|
||||||
|
|
||||||
2. Basic Permissions.
|
|
||||||
|
|
||||||
All rights granted under this License are granted for the term of
|
|
||||||
copyright on the Program, and are irrevocable provided the stated
|
|
||||||
conditions are met. This License explicitly affirms your unlimited
|
|
||||||
permission to run the unmodified Program. The output from running a
|
|
||||||
covered work is covered by this License only if the output, given its
|
|
||||||
content, constitutes a covered work. This License acknowledges your
|
|
||||||
rights of fair use or other equivalent, as provided by copyright law.
|
|
||||||
|
|
||||||
You may make, run and propagate covered works that you do not
|
|
||||||
convey, without conditions so long as your license otherwise remains
|
|
||||||
in force. You may convey covered works to others for the sole purpose
|
|
||||||
of having them make modifications exclusively for you, or provide you
|
|
||||||
with facilities for running those works, provided that you comply with
|
|
||||||
the terms of this License in conveying all material for which you do
|
|
||||||
not control copyright. Those thus making or running the covered works
|
|
||||||
for you must do so exclusively on your behalf, under your direction
|
|
||||||
and control, on terms that prohibit them from making any copies of
|
|
||||||
your copyrighted material outside their relationship with you.
|
|
||||||
|
|
||||||
Conveying under any other circumstances is permitted solely under
|
|
||||||
the conditions stated below. Sublicensing is not allowed; section 10
|
|
||||||
makes it unnecessary.
|
|
||||||
|
|
||||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
|
||||||
|
|
||||||
No covered work shall be deemed part of an effective technological
|
|
||||||
measure under any applicable law fulfilling obligations under article
|
|
||||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
|
||||||
similar laws prohibiting or restricting circumvention of such
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|
||||||
measures.
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|
||||||
|
|
||||||
When you convey a covered work, you waive any legal power to forbid
|
|
||||||
circumvention of technological measures to the extent such circumvention
|
|
||||||
is effected by exercising rights under this License with respect to
|
|
||||||
the covered work, and you disclaim any intention to limit operation or
|
|
||||||
modification of the work as a means of enforcing, against the work's
|
|
||||||
users, your or third parties' legal rights to forbid circumvention of
|
|
||||||
technological measures.
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|
||||||
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|
||||||
4. Conveying Verbatim Copies.
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|
||||||
|
|
||||||
You may convey verbatim copies of the Program's source code as you
|
|
||||||
receive it, in any medium, provided that you conspicuously and
|
|
||||||
appropriately publish on each copy an appropriate copyright notice;
|
|
||||||
keep intact all notices stating that this License and any
|
|
||||||
non-permissive terms added in accord with section 7 apply to the code;
|
|
||||||
keep intact all notices of the absence of any warranty; and give all
|
|
||||||
recipients a copy of this License along with the Program.
|
|
||||||
|
|
||||||
You may charge any price or no price for each copy that you convey,
|
|
||||||
and you may offer support or warranty protection for a fee.
|
|
||||||
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|
||||||
5. Conveying Modified Source Versions.
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|
||||||
|
|
||||||
You may convey a work based on the Program, or the modifications to
|
|
||||||
produce it from the Program, in the form of source code under the
|
|
||||||
terms of section 4, provided that you also meet all of these conditions:
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|
||||||
|
|
||||||
a) The work must carry prominent notices stating that you modified
|
|
||||||
it, and giving a relevant date.
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|
||||||
|
|
||||||
b) The work must carry prominent notices stating that it is
|
|
||||||
released under this License and any conditions added under section
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|
||||||
7. This requirement modifies the requirement in section 4 to
|
|
||||||
"keep intact all notices".
|
|
||||||
|
|
||||||
c) You must license the entire work, as a whole, under this
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|
||||||
License to anyone who comes into possession of a copy. This
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|
||||||
License will therefore apply, along with any applicable section 7
|
|
||||||
additional terms, to the whole of the work, and all its parts,
|
|
||||||
regardless of how they are packaged. This License gives no
|
|
||||||
permission to license the work in any other way, but it does not
|
|
||||||
invalidate such permission if you have separately received it.
|
|
||||||
|
|
||||||
d) If the work has interactive user interfaces, each must display
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|
||||||
Appropriate Legal Notices; however, if the Program has interactive
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|
||||||
interfaces that do not display Appropriate Legal Notices, your
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|
||||||
work need not make them do so.
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|
||||||
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|
||||||
A compilation of a covered work with other separate and independent
|
|
||||||
works, which are not by their nature extensions of the covered work,
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|
||||||
and which are not combined with it such as to form a larger program,
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|
||||||
in or on a volume of a storage or distribution medium, is called an
|
|
||||||
"aggregate" if the compilation and its resulting copyright are not
|
|
||||||
used to limit the access or legal rights of the compilation's users
|
|
||||||
beyond what the individual works permit. Inclusion of a covered work
|
|
||||||
in an aggregate does not cause this License to apply to the other
|
|
||||||
parts of the aggregate.
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|
||||||
|
|
||||||
6. Conveying Non-Source Forms.
|
|
||||||
|
|
||||||
You may convey a covered work in object code form under the terms
|
|
||||||
of sections 4 and 5, provided that you also convey the
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|
||||||
machine-readable Corresponding Source under the terms of this License,
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|
||||||
in one of these ways:
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|
||||||
|
|
||||||
a) Convey the object code in, or embodied in, a physical product
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|
||||||
(including a physical distribution medium), accompanied by the
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|
||||||
Corresponding Source fixed on a durable physical medium
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|
||||||
customarily used for software interchange.
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|
||||||
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|
||||||
b) Convey the object code in, or embodied in, a physical product
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|
||||||
(including a physical distribution medium), accompanied by a
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|
||||||
written offer, valid for at least three years and valid for as
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|
||||||
long as you offer spare parts or customer support for that product
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|
||||||
model, to give anyone who possesses the object code either (1) a
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|
||||||
copy of the Corresponding Source for all the software in the
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|
||||||
product that is covered by this License, on a durable physical
|
|
||||||
medium customarily used for software interchange, for a price no
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|
||||||
more than your reasonable cost of physically performing this
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|
||||||
conveying of source, or (2) access to copy the
|
|
||||||
Corresponding Source from a network server at no charge.
|
|
||||||
|
|
||||||
c) Convey individual copies of the object code with a copy of the
|
|
||||||
written offer to provide the Corresponding Source. This
|
|
||||||
alternative is allowed only occasionally and noncommercially, and
|
|
||||||
only if you received the object code with such an offer, in accord
|
|
||||||
with subsection 6b.
|
|
||||||
|
|
||||||
d) Convey the object code by offering access from a designated
|
|
||||||
place (gratis or for a charge), and offer equivalent access to the
|
|
||||||
Corresponding Source in the same way through the same place at no
|
|
||||||
further charge. You need not require recipients to copy the
|
|
||||||
Corresponding Source along with the object code. If the place to
|
|
||||||
copy the object code is a network server, the Corresponding Source
|
|
||||||
may be on a different server (operated by you or a third party)
|
|
||||||
that supports equivalent copying facilities, provided you maintain
|
|
||||||
clear directions next to the object code saying where to find the
|
|
||||||
Corresponding Source. Regardless of what server hosts the
|
|
||||||
Corresponding Source, you remain obligated to ensure that it is
|
|
||||||
available for as long as needed to satisfy these requirements.
|
|
||||||
|
|
||||||
e) Convey the object code using peer-to-peer transmission, provided
|
|
||||||
you inform other peers where the object code and Corresponding
|
|
||||||
Source of the work are being offered to the general public at no
|
|
||||||
charge under subsection 6d.
|
|
||||||
|
|
||||||
A separable portion of the object code, whose source code is excluded
|
|
||||||
from the Corresponding Source as a System Library, need not be
|
|
||||||
included in conveying the object code work.
|
|
||||||
|
|
||||||
A "User Product" is either (1) a "consumer product", which means any
|
|
||||||
tangible personal property which is normally used for personal, family,
|
|
||||||
or household purposes, or (2) anything designed or sold for incorporation
|
|
||||||
into a dwelling. In determining whether a product is a consumer product,
|
|
||||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
|
||||||
product received by a particular user, "normally used" refers to a
|
|
||||||
typical or common use of that class of product, regardless of the status
|
|
||||||
of the particular user or of the way in which the particular user
|
|
||||||
actually uses, or expects or is expected to use, the product. A product
|
|
||||||
is a consumer product regardless of whether the product has substantial
|
|
||||||
commercial, industrial or non-consumer uses, unless such uses represent
|
|
||||||
the only significant mode of use of the product.
|
|
||||||
|
|
||||||
"Installation Information" for a User Product means any methods,
|
|
||||||
procedures, authorization keys, or other information required to install
|
|
||||||
and execute modified versions of a covered work in that User Product from
|
|
||||||
a modified version of its Corresponding Source. The information must
|
|
||||||
suffice to ensure that the continued functioning of the modified object
|
|
||||||
code is in no case prevented or interfered with solely because
|
|
||||||
modification has been made.
|
|
||||||
|
|
||||||
If you convey an object code work under this section in, or with, or
|
|
||||||
specifically for use in, a User Product, and the conveying occurs as
|
|
||||||
part of a transaction in which the right of possession and use of the
|
|
||||||
User Product is transferred to the recipient in perpetuity or for a
|
|
||||||
fixed term (regardless of how the transaction is characterized), the
|
|
||||||
Corresponding Source conveyed under this section must be accompanied
|
|
||||||
by the Installation Information. But this requirement does not apply
|
|
||||||
if neither you nor any third party retains the ability to install
|
|
||||||
modified object code on the User Product (for example, the work has
|
|
||||||
been installed in ROM).
|
|
||||||
|
|
||||||
The requirement to provide Installation Information does not include a
|
|
||||||
requirement to continue to provide support service, warranty, or updates
|
|
||||||
for a work that has been modified or installed by the recipient, or for
|
|
||||||
the User Product in which it has been modified or installed. Access to a
|
|
||||||
network may be denied when the modification itself materially and
|
|
||||||
adversely affects the operation of the network or violates the rules and
|
|
||||||
protocols for communication across the network.
|
|
||||||
|
|
||||||
Corresponding Source conveyed, and Installation Information provided,
|
|
||||||
in accord with this section must be in a format that is publicly
|
|
||||||
documented (and with an implementation available to the public in
|
|
||||||
source code form), and must require no special password or key for
|
|
||||||
unpacking, reading or copying.
|
|
||||||
|
|
||||||
7. Additional Terms.
|
|
||||||
|
|
||||||
"Additional permissions" are terms that supplement the terms of this
|
|
||||||
License by making exceptions from one or more of its conditions.
|
|
||||||
Additional permissions that are applicable to the entire Program shall
|
|
||||||
be treated as though they were included in this License, to the extent
|
|
||||||
that they are valid under applicable law. If additional permissions
|
|
||||||
apply only to part of the Program, that part may be used separately
|
|
||||||
under those permissions, but the entire Program remains governed by
|
|
||||||
this License without regard to the additional permissions.
|
|
||||||
|
|
||||||
When you convey a copy of a covered work, you may at your option
|
|
||||||
remove any additional permissions from that copy, or from any part of
|
|
||||||
it. (Additional permissions may be written to require their own
|
|
||||||
removal in certain cases when you modify the work.) You may place
|
|
||||||
additional permissions on material, added by you to a covered work,
|
|
||||||
for which you have or can give appropriate copyright permission.
|
|
||||||
|
|
||||||
Notwithstanding any other provision of this License, for material you
|
|
||||||
add to a covered work, you may (if authorized by the copyright holders of
|
|
||||||
that material) supplement the terms of this License with terms:
|
|
||||||
|
|
||||||
a) Disclaiming warranty or limiting liability differently from the
|
|
||||||
terms of sections 15 and 16 of this License; or
|
|
||||||
|
|
||||||
b) Requiring preservation of specified reasonable legal notices or
|
|
||||||
author attributions in that material or in the Appropriate Legal
|
|
||||||
Notices displayed by works containing it; or
|
|
||||||
|
|
||||||
c) Prohibiting misrepresentation of the origin of that material, or
|
|
||||||
requiring that modified versions of such material be marked in
|
|
||||||
reasonable ways as different from the original version; or
|
|
||||||
|
|
||||||
d) Limiting the use for publicity purposes of names of licensors or
|
|
||||||
authors of the material; or
|
|
||||||
|
|
||||||
e) Declining to grant rights under trademark law for use of some
|
|
||||||
trade names, trademarks, or service marks; or
|
|
||||||
|
|
||||||
f) Requiring indemnification of licensors and authors of that
|
|
||||||
material by anyone who conveys the material (or modified versions of
|
|
||||||
it) with contractual assumptions of liability to the recipient, for
|
|
||||||
any liability that these contractual assumptions directly impose on
|
|
||||||
those licensors and authors.
|
|
||||||
|
|
||||||
All other non-permissive additional terms are considered "further
|
|
||||||
restrictions" within the meaning of section 10. If the Program as you
|
|
||||||
received it, or any part of it, contains a notice stating that it is
|
|
||||||
governed by this License along with a term that is a further
|
|
||||||
restriction, you may remove that term. If a license document contains
|
|
||||||
a further restriction but permits relicensing or conveying under this
|
|
||||||
License, you may add to a covered work material governed by the terms
|
|
||||||
of that license document, provided that the further restriction does
|
|
||||||
not survive such relicensing or conveying.
|
|
||||||
|
|
||||||
If you add terms to a covered work in accord with this section, you
|
|
||||||
must place, in the relevant source files, a statement of the
|
|
||||||
additional terms that apply to those files, or a notice indicating
|
|
||||||
where to find the applicable terms.
|
|
||||||
|
|
||||||
Additional terms, permissive or non-permissive, may be stated in the
|
|
||||||
form of a separately written license, or stated as exceptions;
|
|
||||||
the above requirements apply either way.
|
|
||||||
|
|
||||||
8. Termination.
|
|
||||||
|
|
||||||
You may not propagate or modify a covered work except as expressly
|
|
||||||
provided under this License. Any attempt otherwise to propagate or
|
|
||||||
modify it is void, and will automatically terminate your rights under
|
|
||||||
this License (including any patent licenses granted under the third
|
|
||||||
paragraph of section 11).
|
|
||||||
|
|
||||||
However, if you cease all violation of this License, then your
|
|
||||||
license from a particular copyright holder is reinstated (a)
|
|
||||||
provisionally, unless and until the copyright holder explicitly and
|
|
||||||
finally terminates your license, and (b) permanently, if the copyright
|
|
||||||
holder fails to notify you of the violation by some reasonable means
|
|
||||||
prior to 60 days after the cessation.
|
|
||||||
|
|
||||||
Moreover, your license from a particular copyright holder is
|
|
||||||
reinstated permanently if the copyright holder notifies you of the
|
|
||||||
violation by some reasonable means, this is the first time you have
|
|
||||||
received notice of violation of this License (for any work) from that
|
|
||||||
copyright holder, and you cure the violation prior to 30 days after
|
|
||||||
your receipt of the notice.
|
|
||||||
|
|
||||||
Termination of your rights under this section does not terminate the
|
|
||||||
licenses of parties who have received copies or rights from you under
|
|
||||||
this License. If your rights have been terminated and not permanently
|
|
||||||
reinstated, you do not qualify to receive new licenses for the same
|
|
||||||
material under section 10.
|
|
||||||
|
|
||||||
9. Acceptance Not Required for Having Copies.
|
|
||||||
|
|
||||||
You are not required to accept this License in order to receive or
|
|
||||||
run a copy of the Program. Ancillary propagation of a covered work
|
|
||||||
occurring solely as a consequence of using peer-to-peer transmission
|
|
||||||
to receive a copy likewise does not require acceptance. However,
|
|
||||||
nothing other than this License grants you permission to propagate or
|
|
||||||
modify any covered work. These actions infringe copyright if you do
|
|
||||||
not accept this License. Therefore, by modifying or propagating a
|
|
||||||
covered work, you indicate your acceptance of this License to do so.
|
|
||||||
|
|
||||||
10. Automatic Licensing of Downstream Recipients.
|
|
||||||
|
|
||||||
Each time you convey a covered work, the recipient automatically
|
|
||||||
receives a license from the original licensors, to run, modify and
|
|
||||||
propagate that work, subject to this License. You are not responsible
|
|
||||||
for enforcing compliance by third parties with this License.
|
|
||||||
|
|
||||||
An "entity transaction" is a transaction transferring control of an
|
|
||||||
organization, or substantially all assets of one, or subdividing an
|
|
||||||
organization, or merging organizations. If propagation of a covered
|
|
||||||
work results from an entity transaction, each party to that
|
|
||||||
transaction who receives a copy of the work also receives whatever
|
|
||||||
licenses to the work the party's predecessor in interest had or could
|
|
||||||
give under the previous paragraph, plus a right to possession of the
|
|
||||||
Corresponding Source of the work from the predecessor in interest, if
|
|
||||||
the predecessor has it or can get it with reasonable efforts.
|
|
||||||
|
|
||||||
You may not impose any further restrictions on the exercise of the
|
|
||||||
rights granted or affirmed under this License. For example, you may
|
|
||||||
not impose a license fee, royalty, or other charge for exercise of
|
|
||||||
rights granted under this License, and you may not initiate litigation
|
|
||||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
|
||||||
any patent claim is infringed by making, using, selling, offering for
|
|
||||||
sale, or importing the Program or any portion of it.
|
|
||||||
|
|
||||||
11. Patents.
|
|
||||||
|
|
||||||
A "contributor" is a copyright holder who authorizes use under this
|
|
||||||
License of the Program or a work on which the Program is based. The
|
|
||||||
work thus licensed is called the contributor's "contributor version".
|
|
||||||
|
|
||||||
A contributor's "essential patent claims" are all patent claims
|
|
||||||
owned or controlled by the contributor, whether already acquired or
|
|
||||||
hereafter acquired, that would be infringed by some manner, permitted
|
|
||||||
by this License, of making, using, or selling its contributor version,
|
|
||||||
but do not include claims that would be infringed only as a
|
|
||||||
consequence of further modification of the contributor version. For
|
|
||||||
purposes of this definition, "control" includes the right to grant
|
|
||||||
patent sublicenses in a manner consistent with the requirements of
|
|
||||||
this License.
|
|
||||||
|
|
||||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
|
||||||
patent license under the contributor's essential patent claims, to
|
|
||||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
|
||||||
propagate the contents of its contributor version.
|
|
||||||
|
|
||||||
In the following three paragraphs, a "patent license" is any express
|
|
||||||
agreement or commitment, however denominated, not to enforce a patent
|
|
||||||
(such as an express permission to practice a patent or covenant not to
|
|
||||||
sue for patent infringement). To "grant" such a patent license to a
|
|
||||||
party means to make such an agreement or commitment not to enforce a
|
|
||||||
patent against the party.
|
|
||||||
|
|
||||||
If you convey a covered work, knowingly relying on a patent license,
|
|
||||||
and the Corresponding Source of the work is not available for anyone
|
|
||||||
to copy, free of charge and under the terms of this License, through a
|
|
||||||
publicly available network server or other readily accessible means,
|
|
||||||
then you must either (1) cause the Corresponding Source to be so
|
|
||||||
available, or (2) arrange to deprive yourself of the benefit of the
|
|
||||||
patent license for this particular work, or (3) arrange, in a manner
|
|
||||||
consistent with the requirements of this License, to extend the patent
|
|
||||||
license to downstream recipients. "Knowingly relying" means you have
|
|
||||||
actual knowledge that, but for the patent license, your conveying the
|
|
||||||
covered work in a country, or your recipient's use of the covered work
|
|
||||||
in a country, would infringe one or more identifiable patents in that
|
|
||||||
country that you have reason to believe are valid.
|
|
||||||
|
|
||||||
If, pursuant to or in connection with a single transaction or
|
|
||||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
|
||||||
covered work, and grant a patent license to some of the parties
|
|
||||||
receiving the covered work authorizing them to use, propagate, modify
|
|
||||||
or convey a specific copy of the covered work, then the patent license
|
|
||||||
you grant is automatically extended to all recipients of the covered
|
|
||||||
work and works based on it.
|
|
||||||
|
|
||||||
A patent license is "discriminatory" if it does not include within
|
|
||||||
the scope of its coverage, prohibits the exercise of, or is
|
|
||||||
conditioned on the non-exercise of one or more of the rights that are
|
|
||||||
specifically granted under this License. You may not convey a covered
|
|
||||||
work if you are a party to an arrangement with a third party that is
|
|
||||||
in the business of distributing software, under which you make payment
|
|
||||||
to the third party based on the extent of your activity of conveying
|
|
||||||
the work, and under which the third party grants, to any of the
|
|
||||||
parties who would receive the covered work from you, a discriminatory
|
|
||||||
patent license (a) in connection with copies of the covered work
|
|
||||||
conveyed by you (or copies made from those copies), or (b) primarily
|
|
||||||
for and in connection with specific products or compilations that
|
|
||||||
contain the covered work, unless you entered into that arrangement,
|
|
||||||
or that patent license was granted, prior to 28 March 2007.
|
|
||||||
|
|
||||||
Nothing in this License shall be construed as excluding or limiting
|
|
||||||
any implied license or other defenses to infringement that may
|
|
||||||
otherwise be available to you under applicable patent law.
|
|
||||||
|
|
||||||
12. No Surrender of Others' Freedom.
|
|
||||||
|
|
||||||
If conditions are imposed on you (whether by court order, agreement or
|
|
||||||
otherwise) that contradict the conditions of this License, they do not
|
|
||||||
excuse you from the conditions of this License. If you cannot convey a
|
|
||||||
covered work so as to satisfy simultaneously your obligations under this
|
|
||||||
License and any other pertinent obligations, then as a consequence you may
|
|
||||||
not convey it at all. For example, if you agree to terms that obligate you
|
|
||||||
to collect a royalty for further conveying from those to whom you convey
|
|
||||||
the Program, the only way you could satisfy both those terms and this
|
|
||||||
License would be to refrain entirely from conveying the Program.
|
|
||||||
|
|
||||||
13. Use with the GNU Affero General Public License.
|
|
||||||
|
|
||||||
Notwithstanding any other provision of this License, you have
|
|
||||||
permission to link or combine any covered work with a work licensed
|
|
||||||
under version 3 of the GNU Affero General Public License into a single
|
|
||||||
combined work, and to convey the resulting work. The terms of this
|
|
||||||
License will continue to apply to the part which is the covered work,
|
|
||||||
but the special requirements of the GNU Affero General Public License,
|
|
||||||
section 13, concerning interaction through a network will apply to the
|
|
||||||
combination as such.
|
|
||||||
|
|
||||||
14. Revised Versions of this License.
|
|
||||||
|
|
||||||
The Free Software Foundation may publish revised and/or new versions of
|
|
||||||
the GNU General Public License from time to time. Such new versions will
|
|
||||||
be similar in spirit to the present version, but may differ in detail to
|
|
||||||
address new problems or concerns.
|
|
||||||
|
|
||||||
Each version is given a distinguishing version number. If the
|
|
||||||
Program specifies that a certain numbered version of the GNU General
|
|
||||||
Public License "or any later version" applies to it, you have the
|
|
||||||
option of following the terms and conditions either of that numbered
|
|
||||||
version or of any later version published by the Free Software
|
|
||||||
Foundation. If the Program does not specify a version number of the
|
|
||||||
GNU General Public License, you may choose any version ever published
|
|
||||||
by the Free Software Foundation.
|
|
||||||
|
|
||||||
If the Program specifies that a proxy can decide which future
|
|
||||||
versions of the GNU General Public License can be used, that proxy's
|
|
||||||
public statement of acceptance of a version permanently authorizes you
|
|
||||||
to choose that version for the Program.
|
|
||||||
|
|
||||||
Later license versions may give you additional or different
|
|
||||||
permissions. However, no additional obligations are imposed on any
|
|
||||||
author or copyright holder as a result of your choosing to follow a
|
|
||||||
later version.
|
|
||||||
|
|
||||||
15. Disclaimer of Warranty.
|
|
||||||
|
|
||||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
|
||||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
|
||||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
|
||||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
|
||||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
||||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
|
||||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
|
||||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
|
||||||
|
|
||||||
16. Limitation of Liability.
|
|
||||||
|
|
||||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
|
||||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
|
||||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
|
||||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
|
||||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
|
||||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
|
||||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
|
||||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
|
||||||
SUCH DAMAGES.
|
|
||||||
|
|
||||||
17. Interpretation of Sections 15 and 16.
|
|
||||||
|
|
||||||
If the disclaimer of warranty and limitation of liability provided
|
|
||||||
above cannot be given local legal effect according to their terms,
|
|
||||||
reviewing courts shall apply local law that most closely approximates
|
|
||||||
an absolute waiver of all civil liability in connection with the
|
|
||||||
Program, unless a warranty or assumption of liability accompanies a
|
|
||||||
copy of the Program in return for a fee.
|
|
||||||
|
|
||||||
END OF TERMS AND CONDITIONS
|
|
||||||
|
|
||||||
How to Apply These Terms to Your New Programs
|
|
||||||
|
|
||||||
If you develop a new program, and you want it to be of the greatest
|
|
||||||
possible use to the public, the best way to achieve this is to make it
|
|
||||||
free software which everyone can redistribute and change under these terms.
|
|
||||||
|
|
||||||
To do so, attach the following notices to the program. It is safest
|
|
||||||
to attach them to the start of each source file to most effectively
|
|
||||||
state the exclusion of warranty; and each file should have at least
|
|
||||||
the "copyright" line and a pointer to where the full notice is found.
|
|
||||||
|
|
||||||
<one line to give the program's name and a brief idea of what it does.>
|
|
||||||
Copyright (C) <year> <name of author>
|
|
||||||
|
|
||||||
This program is free software: you can redistribute it and/or modify
|
|
||||||
it under the terms of the GNU General Public License as published by
|
|
||||||
the Free Software Foundation, either version 3 of the License, or
|
|
||||||
(at your option) any later version.
|
|
||||||
|
|
||||||
This program is distributed in the hope that it will be useful,
|
|
||||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
||||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
||||||
GNU General Public License for more details.
|
|
||||||
|
|
||||||
You should have received a copy of the GNU General Public License
|
|
||||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
Also add information on how to contact you by electronic and paper mail.
|
|
||||||
|
|
||||||
If the program does terminal interaction, make it output a short
|
|
||||||
notice like this when it starts in an interactive mode:
|
|
||||||
|
|
||||||
<program> Copyright (C) <year> <name of author>
|
|
||||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
|
||||||
This is free software, and you are welcome to redistribute it
|
|
||||||
under certain conditions; type `show c' for details.
|
|
||||||
|
|
||||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
|
||||||
parts of the General Public License. Of course, your program's commands
|
|
||||||
might be different; for a GUI interface, you would use an "about box".
|
|
||||||
|
|
||||||
You should also get your employer (if you work as a programmer) or school,
|
|
||||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
|
||||||
For more information on this, and how to apply and follow the GNU GPL, see
|
|
||||||
<http://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
The GNU General Public License does not permit incorporating your program
|
|
||||||
into proprietary programs. If your program is a subroutine library, you
|
|
||||||
may consider it more useful to permit linking proprietary applications with
|
|
||||||
the library. If this is what you want to do, use the GNU Lesser General
|
|
||||||
Public License instead of this License. But first, please read
|
|
||||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
|
53
README.txt
|
@ -15,17 +15,13 @@ These bosses drop the three stones required to obtain the mastersword, which wil
|
||||||
The bosses are tough so be prepared! Also, in an attempt to break away from the usual mining aspect, some materials can be traded with npc's.
|
The bosses are tough so be prepared! Also, in an attempt to break away from the usual mining aspect, some materials can be traded with npc's.
|
||||||
|
|
||||||
Mods by D00Med:
|
Mods by D00Med:
|
||||||
decor_shield
|
|
||||||
decor_vase
|
|
||||||
doomshrooms
|
doomshrooms
|
||||||
hyrule_mapgen
|
hyrule_mapgen
|
||||||
hyruletools
|
hyruletools
|
||||||
icetools
|
icetools
|
||||||
lavabiome
|
|
||||||
mobs_fairy(based on mobs_bat)
|
mobs_fairy(based on mobs_bat)
|
||||||
mobs_loz
|
mobs_loz
|
||||||
moreplants
|
moreplants
|
||||||
rocks
|
|
||||||
kblocks
|
kblocks
|
||||||
twilight
|
twilight
|
||||||
|
|
||||||
|
@ -33,39 +29,58 @@ For other mods see license.txt in the folder of each mod.
|
||||||
License of code: GNU GPL v3 (C) 2016 D00Med
|
License of code: GNU GPL v3 (C) 2016 D00Med
|
||||||
License of textures: CC BY-SA 3.0 (C) 2016 D00Med
|
License of textures: CC BY-SA 3.0 (C) 2016 D00Med
|
||||||
|
|
||||||
An edit of Minetest Next, all code licensed as shown below unless otherwise stated.
|
An edit of Minetest Game all code licensed as shown below unless otherwise stated.
|
||||||
see readme below;
|
see readme below;
|
||||||
|
|
||||||
--readme of MinetestNext
|
--readme of Minetest Game
|
||||||
An improved game for the Minetest game engine [minetest_next]
|
Minetest Game [minetest_game]
|
||||||
=================================================================
|
=============================
|
||||||
|
The main subgame for the Minetest engine
|
||||||
|
========================================
|
||||||
|
|
||||||
To use this game with Minetest, insert this repository as
|
To use this subgame with the Minetest engine, insert this repository as
|
||||||
/games/minetest_next
|
/games/minetest_game
|
||||||
in the Minetest Engine.
|
|
||||||
|
|
||||||
The Minetest engine can be found in:
|
The Minetest engine can be found in:
|
||||||
https://github.com/minetest/minetest/
|
https://github.com/minetest/minetest/
|
||||||
|
|
||||||
|
Compatibility
|
||||||
|
--------------
|
||||||
|
The Minetest Game github master HEAD is generally compatible with the github
|
||||||
|
master HEAD of the Minetest engine.
|
||||||
|
|
||||||
|
Additionally, when the Minetest engine is tagged to be a certain version (eg.
|
||||||
|
0.4.10), Minetest Game is tagged with the version too.
|
||||||
|
|
||||||
|
When stable releases are made, Minetest Game is packaged and made available in
|
||||||
|
http://minetest.net/download
|
||||||
|
and in case the repository has grown too much, it may be reset. In that sense,
|
||||||
|
this is not a "real" git repository. (Package maintainers please note!)
|
||||||
|
|
||||||
License of source code
|
License of source code
|
||||||
----------------------
|
----------------------
|
||||||
|
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
|
||||||
See README.txt in each mod directory for information about other authors.
|
See README.txt in each mod directory for information about other authors.
|
||||||
|
|
||||||
This program is free software: you can redistribute it and/or modify
|
This program is free software; you can redistribute it and/or modify
|
||||||
it under the terms of the GNU General Public License as published by
|
it under the terms of the GNU Lesser General Public License as published by
|
||||||
the Free Software Foundation, either version 3 of the License, or
|
the Free Software Foundation; either version 2.1 of the License, or
|
||||||
at your option) any later version.
|
(at your option) any later version.
|
||||||
|
|
||||||
This program is distributed in the hope that it will be useful,
|
This program is distributed in the hope that it will be useful,
|
||||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
GNU General Public License for more details.
|
GNU Lesser General Public License for more details.
|
||||||
|
|
||||||
You should have received a copy of the GNU General Public License
|
|
||||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
|
You should have received a copy of the GNU Lesser General Public License along
|
||||||
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||||
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||||
|
|
||||||
License of media (textures and sounds)
|
License of media (textures and sounds)
|
||||||
--------------------------------------
|
--------------------------------------
|
||||||
|
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
|
||||||
See README.txt in each mod directory for information about other authors.
|
See README.txt in each mod directory for information about other authors.
|
||||||
|
|
||||||
|
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||||
|
http://creativecommons.org/licenses/by-sa/3.0/
|
||||||
|
|
||||||
|
|
822
game_api.txt
|
@ -1,20 +1,22 @@
|
||||||
Minetest NeXt - Game API
|
Minetest Game API
|
||||||
========================
|
=================
|
||||||
GitHub Repo: https://github.com/BlockMen/minetest_next
|
GitHub Repo: https://github.com/minetest/minetest_game
|
||||||
|
|
||||||
Introduction
|
Introduction
|
||||||
------------
|
------------
|
||||||
Minetest NeXt offers multiple new possibilities in addition to the Minetest engine's API,
|
|
||||||
allowing you to add new plants, stairs and much more.
|
|
||||||
For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
|
|
||||||
|
|
||||||
|
The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
|
||||||
|
allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
|
||||||
|
For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
|
||||||
Please note:
|
Please note:
|
||||||
[XYZ] refers to a section the Minetest API
|
|
||||||
[#ABC] refers to a section in this document
|
* [XYZ] refers to a section the Minetest API
|
||||||
^ Explanation for line above
|
* [#ABC] refers to a section in this document
|
||||||
|
* [pos] refers to a position table `{x = -5, y = 0, z = 200}`
|
||||||
|
|
||||||
Bucket API
|
Bucket API
|
||||||
----------
|
----------
|
||||||
|
|
||||||
The bucket API allows registering new types of buckets for non-default liquids.
|
The bucket API allows registering new types of buckets for non-default liquids.
|
||||||
|
|
||||||
bucket.register_liquid(
|
bucket.register_liquid(
|
||||||
|
@ -23,106 +25,175 @@ The bucket API allows registering new types of buckets for non-default liquids.
|
||||||
"bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
|
"bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
|
||||||
"bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
|
"bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
|
||||||
"Lava Bucket", -- text description of the bucket item
|
"Lava Bucket", -- text description of the bucket item
|
||||||
{lava_bucket = 1} -- groups of the bucket item, OPTIONAL
|
{lava_bucket = 1}, -- groups of the bucket item, OPTIONAL
|
||||||
|
false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
|
||||||
|
-- a source neighbour, even if defined as 'liquid_renewable = false'.
|
||||||
|
-- Needed to avoid creating holes in sloping rivers.
|
||||||
)
|
)
|
||||||
|
|
||||||
|
The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
|
||||||
|
When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
|
||||||
|
|
||||||
Beds API
|
Beds API
|
||||||
--------
|
--------
|
||||||
|
|
||||||
beds.register_bed(
|
beds.register_bed(
|
||||||
"beds:bed", -- Bed name
|
"beds:bed", -- Bed name
|
||||||
def: See [#Bed definition] -- Bed definition
|
def -- See [#Bed definition]
|
||||||
)
|
)
|
||||||
|
|
||||||
beds.read_spawns() -- returns a table containing players respawn positions
|
* `beds.read_spawns() ` Returns a table containing players respawn positions
|
||||||
beds.kick_players() -- forces all players to leave bed
|
* `beds.kick_players()` Forces all players to leave bed
|
||||||
beds.skip_night() -- sets world time to morning and saves respawn position of all players currently sleeping
|
* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
|
||||||
|
|
||||||
|
### Bed definition
|
||||||
|
|
||||||
#Bed definition
|
|
||||||
---------------
|
|
||||||
{
|
{
|
||||||
description = "Simple Bed",
|
description = "Simple Bed",
|
||||||
inventory_image = "beds_bed.png",
|
inventory_image = "beds_bed.png",
|
||||||
wield_image = "beds_bed.png",
|
wield_image = "beds_bed.png",
|
||||||
tiles = {
|
tiles = {
|
||||||
bottom = {[Tile definition],
|
bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
|
||||||
^ the tiles of the bottom part of the bed
|
top = {Tile definition} -- the tiles of the bottom part of the bed.
|
||||||
},
|
|
||||||
top = {[Tile definition],
|
|
||||||
^ the tiles of the bottom part of the bed
|
|
||||||
}
|
|
||||||
},
|
},
|
||||||
nodebox = {
|
nodebox = {
|
||||||
bottom = regular nodebox, see [Node boxes], -- bottm part of bed
|
bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
|
||||||
top = regular nodebox, see [Node boxes], -- top part of bed
|
top = 'regular nodebox', -- top part of bed (see [Node boxes])
|
||||||
},
|
},
|
||||||
selectionbox = regular nodebox, see [Node boxes], -- for both nodeboxes
|
selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
|
||||||
recipe = { -- Craft recipe
|
recipe = { -- Craft recipe
|
||||||
{"group:wool", "group:wool", "group:wool"},
|
{"group:wool", "group:wool", "group:wool"},
|
||||||
{"group:wood", "group:wood", "group:wood"}
|
{"group:wood", "group:wood", "group:wood"}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Creative API
|
||||||
|
------------
|
||||||
|
|
||||||
|
A global string called `creative.formspec_add` was added which allows mods to add additional formspec elements onto the default creative inventory formspec to be drawn after each update.
|
||||||
|
|
||||||
Doors API
|
Doors API
|
||||||
---------
|
---------
|
||||||
|
|
||||||
The doors mod allows modders to register custom doors and trapdoors.
|
The doors mod allows modders to register custom doors and trapdoors.
|
||||||
|
|
||||||
doors.register_door(name, def)
|
`doors.register_door(name, def)`
|
||||||
^ name: "Door name"
|
|
||||||
^ def: See [#Door definition]
|
|
||||||
-> Registers new door
|
|
||||||
|
|
||||||
doors.register_trapdoor(name, def)
|
* Registers new door
|
||||||
^ name: "Trapdoor name"
|
* `name` Name for door
|
||||||
^ def: See [#Trapdoor definition]
|
* `def` See [#Door definition]
|
||||||
-> Registers new trapdoor
|
|
||||||
|
`doors.register_trapdoor(name, def)`
|
||||||
|
|
||||||
|
* Registers new trapdoor
|
||||||
|
* `name` Name for trapdoor
|
||||||
|
* `def` See [#Trapdoor definition]
|
||||||
|
|
||||||
|
`doors.register_fencegate(name, def)`
|
||||||
|
|
||||||
|
* Registers new fence gate
|
||||||
|
* `name` Name for fence gate
|
||||||
|
* `def` See [#Fence gate definition]
|
||||||
|
|
||||||
|
`doors.get(pos)`
|
||||||
|
|
||||||
|
* `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
|
||||||
|
* Returns an ObjectRef to a door, or nil if the position does not contain a door
|
||||||
|
|
||||||
|
### Methods
|
||||||
|
|
||||||
|
:open(player) -- Open the door object, returns if door was opened
|
||||||
|
:close(player) -- Close the door object, returns if door was closed
|
||||||
|
:toggle(player) -- Toggle the door state, returns if state was toggled
|
||||||
|
:state() -- returns the door state, true = open, false = closed
|
||||||
|
|
||||||
|
the "player" parameter can be omitted in all methods. If passed then
|
||||||
|
the usual permission checks will be performed to make sure the player
|
||||||
|
has the permissions needed to open this door. If omitted then no
|
||||||
|
permission checks are performed.
|
||||||
|
|
||||||
|
### Door definition
|
||||||
|
|
||||||
#Door definition
|
|
||||||
----------------
|
|
||||||
{
|
|
||||||
description = "Door description",
|
description = "Door description",
|
||||||
inventory_image = "mod_door_inv.png",
|
inventory_image = "mod_door_inv.png",
|
||||||
groups = {group = 1},
|
groups = {choppy = 2},
|
||||||
tiles_bottom: [Tile definition],
|
tiles = {"mod_door.png"}, -- UV map.
|
||||||
^ the tiles of the bottom part of the door {front, side}
|
recipe = craftrecipe,
|
||||||
tiles_top: [Tile definition],
|
sounds = default.node_sound_wood_defaults(), -- optional
|
||||||
^ the tiles of the bottom part of the door {front, side}
|
sound_open = sound play for open door, -- optional
|
||||||
node_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
|
sound_close = sound play for close door, -- optional
|
||||||
node_box_top = regular nodebox, see [Node boxes], OPTIONAL,
|
protected = false, -- If true, only placer can open the door (locked for others)
|
||||||
selection_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
|
|
||||||
selection_box_top = regular nodebox, see [Node boxes], OPTIONAL,
|
|
||||||
sound_open_door = sound play for open door, OPTIONAL,
|
|
||||||
sound_close_door = sound play for close door, OPTIONAL,
|
|
||||||
only_placer_can_open = true/false,
|
|
||||||
^ If true, only placer can open the door (locked for others)
|
|
||||||
}
|
|
||||||
|
|
||||||
#Trapdoor definition
|
### Trapdoor definition
|
||||||
----------------
|
|
||||||
{
|
description = "Trapdoor description",
|
||||||
tile_front = "doors_trapdoor.png",
|
inventory_image = "mod_trapdoor_inv.png",
|
||||||
^ the texture for the front and back of the trapdoor
|
groups = {choppy = 2},
|
||||||
tile_side: "doors_trapdoor_side.png",
|
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
|
||||||
^ the tiles of the four side parts of the trapdoor
|
tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
|
||||||
sound_open = sound to play when opening the trapdoor, OPTIONAL,
|
sounds = default.node_sound_wood_defaults(), -- optional
|
||||||
sound_close = sound to play when closing the trapdoor, OPTIONAL,
|
sound_open = sound play for open door, -- optional
|
||||||
-> You can add any other node definition properties for minetest.register_node,
|
sound_close = sound play for close door, -- optional
|
||||||
such as wield_image, inventory_image, sounds, groups, description, ...
|
protected = false, -- If true, only placer can open the door (locked for others)
|
||||||
Only node_box, selection_box, tiles, drop, drawtype, paramtype, paramtype2, on_rightclick
|
|
||||||
will be overwritten by the trapdoor registration function
|
### Fence gate definition
|
||||||
}
|
|
||||||
|
description = "Wooden Fence Gate",
|
||||||
|
texture = "default_wood.png",
|
||||||
|
material = "default:wood",
|
||||||
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||||
|
sounds = default.node_sound_wood_defaults(), -- optional
|
||||||
|
|
||||||
|
Fence API
|
||||||
|
---------
|
||||||
|
|
||||||
|
Allows creation of new fences with "fencelike" drawtype.
|
||||||
|
|
||||||
|
`default.register_fence(name, item definition)`
|
||||||
|
|
||||||
|
Registers a new fence. Custom fields texture and material are required, as
|
||||||
|
are name and description. The rest is optional. You can pass most normal
|
||||||
|
nodedef fields here except drawtype. The fence group will always be added
|
||||||
|
for this node.
|
||||||
|
|
||||||
|
### fence definition
|
||||||
|
|
||||||
|
name = "default:fence_wood",
|
||||||
|
description = "Wooden Fence",
|
||||||
|
texture = "default_wood.png",
|
||||||
|
material = "default:wood",
|
||||||
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||||
|
sounds = default.node_sound_wood_defaults(),
|
||||||
|
|
||||||
|
Walls API
|
||||||
|
---------
|
||||||
|
|
||||||
|
The walls API allows easy addition of stone auto-connecting wall nodes.
|
||||||
|
|
||||||
|
walls.register(name, desc, texture, mat, sounds)
|
||||||
|
^ name = "walls:stone_wall". Node name.
|
||||||
|
^ desc = "A Stone wall"
|
||||||
|
^ texture = "default_stone.png"
|
||||||
|
^ mat = "default:stone". Used to auto-generate crafting recipe.
|
||||||
|
^ sounds = sounds: see [#Default sounds]
|
||||||
|
|
||||||
Farming API
|
Farming API
|
||||||
-----------
|
-----------
|
||||||
|
|
||||||
The farming API allows you to easily register plants and hoes.
|
The farming API allows you to easily register plants and hoes.
|
||||||
|
|
||||||
farming.register_hoe(name, hoe definition)
|
`farming.register_hoe(name, hoe definition)`
|
||||||
-> Register a new hoe, see [#hoe definition]
|
* Register a new hoe, see [#hoe definition]
|
||||||
|
|
||||||
|
`farming.register_plant(name, Plant definition)`
|
||||||
|
* Register a new growing plant, see [#Plant definition]
|
||||||
|
|
||||||
|
`farming.registered_plants[name] = definition`
|
||||||
|
* Table of registered plants, indexed by plant name
|
||||||
|
|
||||||
|
### Hoe Definition
|
||||||
|
|
||||||
farming.register_plant(name, Plant definition)
|
|
||||||
-> Register a new growing plant, see [#Plant definition]
|
|
||||||
|
|
||||||
#Hoe Definition
|
|
||||||
---------------
|
|
||||||
{
|
{
|
||||||
description = "", -- Description for tooltip
|
description = "", -- Description for tooltip
|
||||||
inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
|
inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
|
||||||
|
@ -135,152 +206,252 @@ farming.register_plant(name, Plant definition)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#Plant definition
|
### Plant definition
|
||||||
-----------------
|
|
||||||
{
|
{
|
||||||
description = "", -- Description of seed item
|
description = "", -- Description of seed item
|
||||||
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
|
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
|
||||||
steps = 8, -- How many steps the plant has to grow, until it can be harvested
|
steps = 8, -- How many steps the plant has to grow, until it can be harvested
|
||||||
^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
|
-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
|
||||||
minlight = 13, -- Minimum light to grow
|
minlight = 13, -- Minimum light to grow
|
||||||
maxlight = default.LIGHT_MAX -- Maximum light to grow
|
maxlight = default.LIGHT_MAX -- Maximum light to grow
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Fire API
|
||||||
|
--------
|
||||||
|
|
||||||
|
New node def property:
|
||||||
|
|
||||||
|
`on_burn(pos)`
|
||||||
|
|
||||||
|
* Called when fire attempts to remove a burning node.
|
||||||
|
* `pos` Position of the burning node.
|
||||||
|
|
||||||
|
`on_ignite(pos, igniter)`
|
||||||
|
|
||||||
|
* Called when Flint and steel (or a mod defined ignitor) is used on a node.
|
||||||
|
Defining it may prevent the default action (spawning flames) from triggering.
|
||||||
|
* `pos` Position of the ignited node.
|
||||||
|
* `igniter` Player that used the tool, when available.
|
||||||
|
|
||||||
|
|
||||||
|
Give Initial Stuff API
|
||||||
|
----------------------
|
||||||
|
|
||||||
|
`give_initial_stuff.give(player)`
|
||||||
|
|
||||||
|
^ Give initial stuff to "player"
|
||||||
|
|
||||||
|
`give_initial_stuff.add(stack)`
|
||||||
|
|
||||||
|
^ Add item to the initial stuff
|
||||||
|
^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
|
||||||
|
^ Can be called after the game has loaded
|
||||||
|
|
||||||
|
`give_initial_stuff.clear()`
|
||||||
|
|
||||||
|
^ Removes all items from the initial stuff
|
||||||
|
^ Can be called after the game has loaded
|
||||||
|
|
||||||
|
`give_initial_stuff.get_list()`
|
||||||
|
|
||||||
|
^ returns list of item stacks
|
||||||
|
|
||||||
|
`give_initial_stuff.set_list(list)`
|
||||||
|
|
||||||
|
^ List of initial items with numeric indices.
|
||||||
|
|
||||||
|
`give_initial_stuff.add_from_csv(str)`
|
||||||
|
|
||||||
|
^ str is a comma separated list of initial stuff
|
||||||
|
^ Adds items to the list of items to be given
|
||||||
|
|
||||||
|
Nyancat API
|
||||||
|
-----------
|
||||||
|
|
||||||
|
`nyancat.place(pos, facedir, length)`
|
||||||
|
|
||||||
|
^ Place a cat at `pos` facing `facedir` with tail length `length`
|
||||||
|
Only accepts facedir 0-3, if facedir > 3 then it will be interpreted as facedir = 0
|
||||||
|
|
||||||
|
`nyancat.generate(minp, maxp, seed)`
|
||||||
|
|
||||||
|
^ Called by `minetest.register_on_generated`. To disable nyancat generation,
|
||||||
|
you can redefine nyancat.generate() to be an empty function
|
||||||
|
|
||||||
TNT API
|
TNT API
|
||||||
-------
|
----------
|
||||||
tnt.register_tnt(name, def)
|
|
||||||
^ name: "TNT name"
|
|
||||||
^ def: See [#TNT definition]
|
|
||||||
-> Register a new type of TNT
|
|
||||||
|
|
||||||
tnt.boom(position, radius, damage_radius, disable_drops)
|
`tnt.register_tnt(definition)`
|
||||||
^ position: position of explosion (center)
|
|
||||||
^ radius: Radius in which nodes can get removed
|
^ Register a new type of tnt.
|
||||||
^ damage_radius: Radius in which players and mobs get damaged
|
|
||||||
^ disable_drops: Removed nodes are dropped
|
* `name` The name of the node. If no prefix is given `tnt` is used.
|
||||||
-> Create an explosion.
|
* `description` A description for your TNT.
|
||||||
|
* `radius` The radius within which the TNT can destroy nodes. The default is 3.
|
||||||
|
* `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
|
||||||
|
* `disable_drops` Disable drops. By default it is set to false.
|
||||||
|
* `ignore_protection` Don't check `minetest.is_protected` before removing a node.
|
||||||
|
* `ignore_on_blast` Don't call `on_blast` even if a node has one.
|
||||||
|
* `tiles` Textures for node
|
||||||
|
* `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
|
||||||
|
* `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
|
||||||
|
* `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
|
||||||
|
* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
|
||||||
|
|
||||||
|
`tnt.boom(position, definition)`
|
||||||
|
|
||||||
|
^ Create an explosion.
|
||||||
|
|
||||||
|
* `position` The center of explosion.
|
||||||
|
* `definition` The TNT definion as passed to `tnt.register`
|
||||||
|
|
||||||
|
`tnt.burn(position, [nodename])`
|
||||||
|
|
||||||
|
^ Ignite TNT at position, nodename isn't required unless already known.
|
||||||
|
|
||||||
|
|
||||||
|
To make dropping items from node inventories easier, you can use the
|
||||||
|
following helper function from 'default':
|
||||||
|
|
||||||
|
default.get_inventory_drops(pos, inventory, drops)
|
||||||
|
|
||||||
|
^ Return drops from node inventory "inventory" in drops.
|
||||||
|
|
||||||
|
* `pos` - the node position
|
||||||
|
* `inventory` - the name of the inventory (string)
|
||||||
|
* `drops` - an initialized list
|
||||||
|
|
||||||
|
The function returns no values. The drops are returned in the `drops`
|
||||||
|
parameter, and drops is not reinitialized so you can call it several
|
||||||
|
times in a row to add more inventory items to it.
|
||||||
|
|
||||||
|
|
||||||
|
`on_blast` callbacks:
|
||||||
|
|
||||||
|
Both nodedefs and entitydefs can provide an `on_blast()` callback
|
||||||
|
|
||||||
|
`nodedef.on_blast(pos, intensity)`
|
||||||
|
^ Allow drop and node removal overriding
|
||||||
|
* `pos` - node position
|
||||||
|
* `intensity` - TNT explosion measure. larger or equal to 1.0
|
||||||
|
^ Should return a list of drops (e.g. {"default:stone"})
|
||||||
|
^ Should perform node removal itself. If callback exists in the nodedef
|
||||||
|
^ then the TNT code will not destroy this node.
|
||||||
|
|
||||||
|
`entitydef.on_blast(luaobj, damage)`
|
||||||
|
^ Allow TNT effects on entities to be overridden
|
||||||
|
* `luaobj` - LuaEntityRef of the entity
|
||||||
|
* `damage` - suggested HP damage value
|
||||||
|
^ Should return a list of (bool do_damage, bool do_knockback, table drops)
|
||||||
|
* `do_damage` - if true then TNT mod wil damage the entity
|
||||||
|
* `do_knockback` - if true then TNT mod will knock the entity away
|
||||||
|
* `drops` - a list of drops, e.g. {"wool:red"}
|
||||||
|
|
||||||
#TNT definition
|
|
||||||
---------------
|
|
||||||
{
|
|
||||||
description = "TNT", -- Description for TNT
|
|
||||||
radius = 3, -- Radius in which nodes can get removed
|
|
||||||
damage_radius = 6, -- Radius in which players and mobs get damaged
|
|
||||||
disable_drops = false, -- Removed nodes are dropped
|
|
||||||
tiles = {
|
|
||||||
bottom = {[Tile definition],
|
|
||||||
^ tiles of bottom
|
|
||||||
},
|
|
||||||
top = {[Tile definition],
|
|
||||||
^ tiles of top
|
|
||||||
},
|
|
||||||
side = {[Tile definition],
|
|
||||||
^ tiles of bottom
|
|
||||||
},
|
|
||||||
burning = {[Tile definition],
|
|
||||||
^ tiles of top when burning
|
|
||||||
},
|
|
||||||
},
|
|
||||||
}
|
|
||||||
|
|
||||||
Screwdriver API
|
Screwdriver API
|
||||||
---------------
|
---------------
|
||||||
|
|
||||||
The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
|
The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
|
||||||
To use it, add the on_screwdriver function to the node definition.
|
To use it, add the `on_screwdriver` function to the node definition.
|
||||||
on_rotate(pos, node, user, mode, new_param2)
|
|
||||||
^ pos: position of the node that the screwdriver is being used on
|
`on_rotate(pos, node, user, mode, new_param2)`
|
||||||
^ node: that node
|
|
||||||
^ user: the player who used the screwdriver
|
* `pos` Position of the node that the screwdriver is being used on
|
||||||
^ mode: screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
|
* `node` that node
|
||||||
^ new_param2: the new value of param2 that would have been set if on_rotate wasn't there
|
* `user` The player who used the screwdriver
|
||||||
^ return value: false to disallow rotation, nil to keep default behaviour, true to allow
|
* `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
|
||||||
|
* `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
|
||||||
|
* return value: false to disallow rotation, nil to keep default behaviour, true to allow
|
||||||
it but to indicate that changed have already been made (so the screwdriver will wear out)
|
it but to indicate that changed have already been made (so the screwdriver will wear out)
|
||||||
^ use on_rotate = screwdriver.disallow to always disallow rotation
|
* use `on_rotate = false` to always disallow rotation
|
||||||
^ use on_rotate = screwdriver.rotate_simple to allow only face rotation
|
* use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
|
||||||
|
|
||||||
|
|
||||||
|
Sethome API
|
||||||
|
-----------
|
||||||
|
|
||||||
|
The sethome API adds three global functions to allow mods to read a players home position,
|
||||||
|
set a players home position and teleport a player to home position.
|
||||||
|
|
||||||
|
`sethome.get(name)`
|
||||||
|
|
||||||
|
* `name` Player who's home position you wish to get
|
||||||
|
* return value: false if no player home coords exist, position table if true
|
||||||
|
|
||||||
|
`sethome.set(name, pos)`
|
||||||
|
|
||||||
|
* `name` Player who's home position you wish to set
|
||||||
|
* `pos` Position table containing coords of home position
|
||||||
|
* return value: false if unable to set and save new home position, otherwise true
|
||||||
|
|
||||||
|
`sethome.go(name)`
|
||||||
|
|
||||||
|
* `name` Player you wish to teleport to their home position
|
||||||
|
* return value: false if player cannot be sent home, otherwise true
|
||||||
|
|
||||||
|
|
||||||
Stairs API
|
Stairs API
|
||||||
----------
|
----------
|
||||||
|
|
||||||
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
|
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
|
||||||
delivered with minetest_game, to keep them compatible with other mods.
|
delivered with Minetest Game, to keep them compatible with other mods.
|
||||||
|
|
||||||
stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
|
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
|
||||||
-> Registers a stair.
|
|
||||||
-> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
|
|
||||||
-> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
|
|
||||||
-> groups: see [Known damage and digging time defining groups]
|
|
||||||
-> images: see [Tile definition]
|
|
||||||
-> description: used for the description field in the stair's definition
|
|
||||||
-> sounds: see [#Default sounds]
|
|
||||||
|
|
||||||
stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
|
* Registers a stair.
|
||||||
-> Registers a slabs
|
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
|
||||||
-> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
|
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
|
||||||
-> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
|
* `groups`: see [Known damage and digging time defining groups]
|
||||||
-> groups: see [Known damage and digging time defining groups]
|
* `images`: see [Tile definition]
|
||||||
-> images: see [Tile definition]
|
* `description`: used for the description field in the stair's definition
|
||||||
-> description: used for the description field in the stair's definition
|
* `sounds`: see [#Default sounds]
|
||||||
-> sounds: see [#Default sounds]
|
|
||||||
|
|
||||||
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)
|
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
|
||||||
-> A wrapper for stairs.register_stair and stairs.register_slab
|
|
||||||
-> Uses almost the same arguments as stairs.register_stair
|
* Registers a slabs
|
||||||
-> desc_stair: Description for stair node
|
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
|
||||||
-> desc_slab: Description for slab node
|
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
|
||||||
|
* `groups`: see [Known damage and digging time defining groups]
|
||||||
|
* `images`: see [Tile definition]
|
||||||
|
* `description`: used for the description field in the stair's definition
|
||||||
|
* `sounds`: see [#Default sounds]
|
||||||
|
|
||||||
|
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
|
||||||
|
|
||||||
|
* A wrapper for stairs.register_stair and stairs.register_slab
|
||||||
|
* Uses almost the same arguments as stairs.register_stair
|
||||||
|
* `desc_stair`: Description for stair node
|
||||||
|
* `desc_slab`: Description for slab node
|
||||||
|
|
||||||
Xpanes API
|
Xpanes API
|
||||||
----------
|
----------
|
||||||
Creates panes that automatically connect to each other.
|
|
||||||
|
|
||||||
xpanes.register_pane(subname, def)
|
Creates panes that automatically connect to each other
|
||||||
-> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
|
|
||||||
-> def: See [#Pane definition]
|
`xpanes.register_pane(subname, def)`
|
||||||
|
|
||||||
|
* `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
|
||||||
|
* `def`: See [#Pane definition]
|
||||||
|
|
||||||
|
### Pane definition
|
||||||
|
|
||||||
#Pane definition
|
|
||||||
----------------
|
|
||||||
{
|
{
|
||||||
textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"},
|
textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
|
||||||
^ More tiles aren't supported
|
groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
|
||||||
groups = {group = rating},
|
sounds = SoundSpec, -- See [#Default sounds]
|
||||||
^ Uses the known node groups, see [Known damage and digging time defining groups]
|
recipe = {{"","","","","","","","",""}}, -- Recipe field only
|
||||||
sounds = SoundSpec,
|
|
||||||
^ See [#Default sounds]
|
|
||||||
recipe = {{"","","","","","","","",""}},
|
|
||||||
^ Recipe field only
|
|
||||||
}
|
|
||||||
|
|
||||||
Fence API
|
|
||||||
---------
|
|
||||||
Creates fences of given material.
|
|
||||||
|
|
||||||
default.register_fence(itemstring, def)
|
|
||||||
-> itemstring: used for nodename and crafting recipes.
|
|
||||||
-> def: See [#Fence deinition]
|
|
||||||
|
|
||||||
#Fence definition
|
|
||||||
-----------------
|
|
||||||
{
|
|
||||||
description = "Wooden Fence",
|
|
||||||
^ The name / description of the fence
|
|
||||||
texture = "default_wood.png",
|
|
||||||
^ The texture for the node. It is used to create the inventory texture too.
|
|
||||||
material = "default:wood",
|
|
||||||
^ The material which you need to craft the fence.
|
|
||||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, fuel = 4},
|
|
||||||
^ The groups of the fence. If it isn't defined it equals {choppy = 2,
|
|
||||||
oddly_breakable_by_hand = 2, flammable = 2, fuel = 4}.
|
|
||||||
sounds = default.node_sound_wood_defaults()
|
|
||||||
^ The sounds of the fence. If it isn't defined it equals default.node_sound_wood_defaults().
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Raillike definitions
|
Raillike definitions
|
||||||
--------------------
|
--------------------
|
||||||
|
|
||||||
The following nodes use the group `connect_to_raillike` and will only connect to
|
The following nodes use the group `connect_to_raillike` and will only connect to
|
||||||
raillike nodes within this group and the same group value.
|
raillike nodes within this group and the same group value.
|
||||||
Use `minetest.raillike_group(<Name>)` to get the group value.
|
Use `minetest.raillike_group(<Name>)` to get the group value.
|
||||||
|
|
||||||
| Node type | Raillike group name
|
| Node type | Raillike group name
|
||||||
+-----------------------+--------------------
|
|-----------------------|---------------------
|
||||||
| default:rail | "rail"
|
| default:rail | "rail"
|
||||||
| tnt:gunpowder | "gunpowder"
|
| tnt:gunpowder | "gunpowder"
|
||||||
| tnt:gunpowder_burning | "gunpowder"
|
| tnt:gunpowder_burning | "gunpowder"
|
||||||
|
@ -293,61 +464,65 @@ of your node.
|
||||||
|
|
||||||
Default sounds
|
Default sounds
|
||||||
--------------
|
--------------
|
||||||
|
|
||||||
Sounds inside the default table can be used within the sounds field of node definitions.
|
Sounds inside the default table can be used within the sounds field of node definitions.
|
||||||
|
|
||||||
default.node_sound_defaults()
|
* `default.node_sound_defaults()`
|
||||||
default.node_sound_stone_defaults()
|
* `default.node_sound_stone_defaults()`
|
||||||
default.node_sound_dirt_defaults()
|
* `default.node_sound_dirt_defaults()`
|
||||||
default.node_sound_sand_defaults()
|
* `default.node_sound_sand_defaults()`
|
||||||
default.node_sound_wood_defaults()
|
* `default.node_sound_wood_defaults()`
|
||||||
default.node_sound_leaves_defaults()
|
* `default.node_sound_leaves_defaults()`
|
||||||
default.node_sound_glass_defaults()
|
* `default.node_sound_glass_defaults()`
|
||||||
|
* `default.node_sound_metal_defaults()`
|
||||||
|
|
||||||
Default constants
|
Default constants
|
||||||
-----------------
|
-----------------
|
||||||
default.LIGHT_MAX
|
|
||||||
^ The maximum light level (see [Node definition] light_source)
|
`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
|
||||||
|
|
||||||
Player API
|
Player API
|
||||||
----------
|
----------
|
||||||
|
|
||||||
The player API can register player models and update the player's appearence
|
The player API can register player models and update the player's appearence
|
||||||
|
|
||||||
default.player_register_model(name, def)
|
`default.player_register_model(name, def)`
|
||||||
^ Register a new model to be used by players.
|
|
||||||
-> name: model filename such as "character.x", "foo.b3d", etc.
|
|
||||||
-> def: See [#Model definition]
|
|
||||||
|
|
||||||
default.registered_player_models[name]
|
* Register a new model to be used by players.
|
||||||
^ Get a model's definition
|
* name: model filename such as "character.x", "foo.b3d", etc.
|
||||||
-> see [#Model definition]
|
* def: See [#Model definition]
|
||||||
|
|
||||||
default.player_set_model(player, model_name)
|
`default.registered_player_models[name]`
|
||||||
^ Change a player's model
|
|
||||||
-> player: PlayerRef
|
|
||||||
-> model_name: model registered with player_register_model()
|
|
||||||
|
|
||||||
default.player_set_animation(player, anim_name [, speed])
|
* Get a model's definition
|
||||||
^ Applies an animation to a player
|
* see [#Model definition]
|
||||||
-> anim_name: name of the animation.
|
|
||||||
-> speed: frames per second. If nil, default from the model is used
|
|
||||||
|
|
||||||
default.player_set_armor_texture(player, texture)
|
`default.player_set_model(player, model_name)`
|
||||||
^ Sets texture for armor layer
|
|
||||||
-> player: PlayerRef
|
|
||||||
-> texture: texture name as string
|
|
||||||
|
|
||||||
default.player_set_skin(player, texture)
|
* Change a player's model
|
||||||
^ Sets players skin (texture)
|
* `player`: PlayerRef
|
||||||
-> player: PlayerRef
|
* `model_name`: model registered with player_register_model()
|
||||||
-> texture: texture name as string
|
|
||||||
|
`default.player_set_animation(player, anim_name [, speed])`
|
||||||
|
|
||||||
|
* Applies an animation to a player
|
||||||
|
* anim_name: name of the animation.
|
||||||
|
* speed: frames per second. If nil, default from the model is used
|
||||||
|
|
||||||
|
`default.player_set_textures(player, textures)`
|
||||||
|
|
||||||
|
* Sets player textures
|
||||||
|
* `player`: PlayerRef
|
||||||
|
* `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
|
||||||
|
|
||||||
default.player_get_animation(player)
|
default.player_get_animation(player)
|
||||||
^ Returns a table containing fields "model", "textures" and "animation".
|
|
||||||
^ Any of the fields of the returned table may be nil.
|
|
||||||
-> player: PlayerRef
|
|
||||||
|
|
||||||
Model Definition
|
* Returns a table containing fields `model`, `textures` and `animation`.
|
||||||
----------------
|
* Any of the fields of the returned table may be nil.
|
||||||
|
* player: PlayerRef
|
||||||
|
|
||||||
|
### Model Definition
|
||||||
|
|
||||||
{
|
{
|
||||||
animation_speed = 30, -- Default animation speed, in FPS.
|
animation_speed = 30, -- Default animation speed, in FPS.
|
||||||
textures = {"character.png", }, -- Default array of textures.
|
textures = {"character.png", }, -- Default array of textures.
|
||||||
|
@ -362,103 +537,196 @@ Model Definition
|
||||||
|
|
||||||
Leafdecay
|
Leafdecay
|
||||||
---------
|
---------
|
||||||
To enable leaf decay for a node, add it to the "leafdecay" group.
|
|
||||||
|
|
||||||
The rating of the group determines how far from a node in the group "tree"
|
To enable leaf decay for a node, add it to the `leafdecay` group.
|
||||||
|
|
||||||
|
The rating of the group determines how far from a node in the group `tree`
|
||||||
the node can be without decaying.
|
the node can be without decaying.
|
||||||
|
|
||||||
If param2 of the node is ~= 0, the node will always be preserved. Thus, if
|
If `param2` of the node is ~= 0, the node will always be preserved. Thus, if
|
||||||
the player places a node of that kind, you will want to set param2=1 or so.
|
the player places a node of that kind, you will want to set `param2 = 1` or so.
|
||||||
|
|
||||||
The function default.after_place_leaves can be set as after_place_node of a node
|
The function `default.after_place_leaves` can be set as `after_place_node of a node`
|
||||||
to set param2 to 1 if the player places the node (should not be used for nodes
|
to set param2 to 1 if the player places the node (should not be used for nodes
|
||||||
that use param2 otherwise (e.g. facedir)).
|
that use param2 otherwise (e.g. facedir)).
|
||||||
|
|
||||||
If the node is in the leafdecay_drop group then it will always be dropped as an
|
If the node is in the `leafdecay_drop` group then it will always be dropped as an
|
||||||
item.
|
item.
|
||||||
|
|
||||||
Dyes
|
Dyes
|
||||||
----
|
----
|
||||||
|
|
||||||
To make recipes that will work with any dye ever made by anybody, define
|
To make recipes that will work with any dye ever made by anybody, define
|
||||||
them based on groups. You can select any group of groups, based on your need for
|
them based on groups. You can select any group of groups, based on your need for
|
||||||
amount of colors.
|
amount of colors.
|
||||||
|
|
||||||
#Color groups
|
### Color groups
|
||||||
-------------
|
|
||||||
Base color groups:
|
|
||||||
- basecolor_white
|
|
||||||
- basecolor_grey
|
|
||||||
- basecolor_black
|
|
||||||
- basecolor_red
|
|
||||||
- basecolor_yellow
|
|
||||||
- basecolor_green
|
|
||||||
- basecolor_cyan
|
|
||||||
- basecolor_blue
|
|
||||||
- basecolor_magenta
|
|
||||||
|
|
||||||
Extended color groups (* = equal to a base color):
|
Base color groups:
|
||||||
* excolor_white
|
|
||||||
- excolor_lightgrey
|
* `basecolor_white`
|
||||||
* excolor_grey
|
* `basecolor_grey`
|
||||||
- excolor_darkgrey
|
* `basecolor_black`
|
||||||
* excolor_black
|
* `basecolor_red`
|
||||||
* excolor_red
|
* `basecolor_yellow`
|
||||||
- excolor_orange
|
* `basecolor_green`
|
||||||
* excolor_yellow
|
* `basecolor_cyan`
|
||||||
- excolor_lime
|
* `basecolor_blue`
|
||||||
* excolor_green
|
* `basecolor_magenta`
|
||||||
- excolor_aqua
|
|
||||||
* excolor_cyan
|
Extended color groups ( * means also base color )
|
||||||
- excolor_sky_blue
|
|
||||||
* excolor_blue
|
* `excolor_white` *
|
||||||
- excolor_violet
|
* `excolor_lightgrey`
|
||||||
* excolor_magenta
|
* `excolor_grey` *
|
||||||
- excolor_red_violet
|
* `excolor_darkgrey`
|
||||||
|
* `excolor_black` *
|
||||||
|
* `excolor_red` *
|
||||||
|
* `excolor_orange`
|
||||||
|
* `excolor_yellow` *
|
||||||
|
* `excolor_lime`
|
||||||
|
* `excolor_green` *
|
||||||
|
* `excolor_aqua`
|
||||||
|
* `excolor_cyan` *
|
||||||
|
* `excolor_sky_blue`
|
||||||
|
* `excolor_blue` *
|
||||||
|
* `excolor_violet`
|
||||||
|
* `excolor_magenta` *
|
||||||
|
* `excolor_red_violet`
|
||||||
|
|
||||||
The whole unifieddyes palette as groups:
|
The whole unifieddyes palette as groups:
|
||||||
- unicolor_<excolor>
|
|
||||||
|
* `unicolor_<excolor>`
|
||||||
|
|
||||||
For the following, no white/grey/black is allowed:
|
For the following, no white/grey/black is allowed:
|
||||||
- unicolor_medium_<excolor>
|
|
||||||
- unicolor_dark_<excolor>
|
* `unicolor_medium_<excolor>`
|
||||||
- unicolor_light_<excolor>
|
* `unicolor_dark_<excolor>`
|
||||||
- unicolor_<excolor>_s50
|
* `unicolor_light_<excolor>`
|
||||||
- unicolor_medium_<excolor>_s50
|
* `unicolor_<excolor>_s50`
|
||||||
- unicolor_dark_<excolor>_s50
|
* `unicolor_medium_<excolor>_s50`
|
||||||
|
* `unicolor_dark_<excolor>_s50`
|
||||||
|
|
||||||
Example of one shapeless recipe using a color group:
|
Example of one shapeless recipe using a color group:
|
||||||
|
|
||||||
minetest.register_craft({
|
minetest.register_craft({
|
||||||
type = "shapeless",
|
type = "shapeless",
|
||||||
output = '<mod>:item_yellow',
|
output = '<mod>:item_yellow',
|
||||||
recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
|
recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
|
||||||
})
|
})
|
||||||
|
|
||||||
#Color lists
|
### Color lists
|
||||||
------------
|
|
||||||
dye.basecolors
|
|
||||||
^ Array containing the names of available base colors
|
|
||||||
|
|
||||||
dye.excolors
|
* `dye.basecolors` are an array containing the names of available base colors
|
||||||
^ Array containing the names of the available extended colors
|
|
||||||
|
* `dye.excolors` are an array containing the names of the available extended colors
|
||||||
|
|
||||||
Trees
|
Trees
|
||||||
-----
|
-----
|
||||||
default.grow_tree(pos, is_apple_tree)
|
|
||||||
^ Grows a mgv6 tree or apple tree at pos
|
|
||||||
|
|
||||||
default.grow_jungle_tree(pos)
|
* `default.grow_tree(pos, is_apple_tree)`
|
||||||
^ Grows a mgv6 jungletree at pos
|
* Grows a mgv6 tree or apple tree at pos
|
||||||
|
|
||||||
default.grow_pine_tree(pos)
|
* `default.grow_jungle_tree(pos)`
|
||||||
^ Grows a mgv6 pinetree at pos
|
* Grows a mgv6 jungletree at pos
|
||||||
|
|
||||||
default.grow_new_apple_tree(pos)
|
* `default.grow_pine_tree(pos)`
|
||||||
^ Grows a new design apple tree at pos
|
* Grows a mgv6 pinetree at pos
|
||||||
|
|
||||||
default.grow_new_jungle_tree(pos)
|
* `default.grow_new_apple_tree(pos)`
|
||||||
^ Grows a new design jungle tree at pos
|
* Grows a new design apple tree at pos
|
||||||
|
|
||||||
default.grow_new_pine_tree(pos)
|
* `default.grow_new_jungle_tree(pos)`
|
||||||
^ Grows a new design pine tree at pos
|
* Grows a new design jungle tree at pos
|
||||||
|
|
||||||
default.grow_new_acacia_tree(pos)
|
* `default.grow_new_pine_tree(pos)`
|
||||||
^ Grows a new design acacia tree at pos
|
* Grows a new design pine tree at pos
|
||||||
|
|
||||||
|
* `default.grow_new_acacia_tree(pos)`
|
||||||
|
* Grows a new design acacia tree at pos
|
||||||
|
|
||||||
|
* `default.grow_new_aspen_tree(pos)`
|
||||||
|
* Grows a new design aspen tree at pos
|
||||||
|
|
||||||
|
* `default.grow_new_snowy_pine_tree(pos)`
|
||||||
|
* Grows a new design snowy pine tree at pos
|
||||||
|
|
||||||
|
Carts
|
||||||
|
-----
|
||||||
|
|
||||||
|
carts.register_rail(
|
||||||
|
"mycarts:myrail", -- Rail name
|
||||||
|
nodedef, -- standard nodedef
|
||||||
|
railparams -- rail parameter struct (optional)
|
||||||
|
)
|
||||||
|
|
||||||
|
railparams = {
|
||||||
|
on_step(obj, dtime), -- Event handler called when
|
||||||
|
-- cart is on rail
|
||||||
|
acceleration, -- integer acceleration factor (negative
|
||||||
|
-- values to brake)
|
||||||
|
}
|
||||||
|
|
||||||
|
The event handler is called after all default calculations
|
||||||
|
are made, so the custom on_step handler can override things
|
||||||
|
like speed, acceleration, player attachment. The handler will
|
||||||
|
likely be called many times per second, so the function needs
|
||||||
|
to make sure that the event is handled properly.
|
||||||
|
|
||||||
|
Key API
|
||||||
|
-------
|
||||||
|
|
||||||
|
The key API allows mods to add key functionality to nodes that have
|
||||||
|
ownership or specific permissions. Using the API will make it so
|
||||||
|
that a node owner can use skeleton keys on their nodes to create keys
|
||||||
|
for that node in that location, and give that key to other players,
|
||||||
|
allowing them some sort of access that they otherwise would not have
|
||||||
|
due to node protection.
|
||||||
|
|
||||||
|
To make your new nodes work with the key API, you need to register
|
||||||
|
two callback functions in each nodedef:
|
||||||
|
|
||||||
|
|
||||||
|
`on_key_use(pos, player)`
|
||||||
|
* Is called when a player right-clicks (uses) a normal key on your
|
||||||
|
* node.
|
||||||
|
* `pos` - position of the node
|
||||||
|
* `player` - PlayerRef
|
||||||
|
* return value: none, ignored
|
||||||
|
|
||||||
|
The `on_key_use` callback should validate that the player is wielding
|
||||||
|
a key item with the right key meta secret. If needed the code should
|
||||||
|
deny access to the node functionality.
|
||||||
|
|
||||||
|
If formspecs are used, the formspec callbacks should duplicate these
|
||||||
|
checks in the metadata callback functions.
|
||||||
|
|
||||||
|
|
||||||
|
`on_skeleton_key_use(pos, player, newsecret)`
|
||||||
|
|
||||||
|
* Is called when a player right-clicks (uses) a skeleton key on your
|
||||||
|
* node.
|
||||||
|
* `pos` - position of the node
|
||||||
|
* `player` - PlayerRef
|
||||||
|
* `newsecret` - a secret value(string)
|
||||||
|
* return values:
|
||||||
|
* `secret` - `nil` or the secret value that unlocks the door
|
||||||
|
* `name` - a string description of the node ("a locked chest")
|
||||||
|
* `owner` - name of the node owner
|
||||||
|
|
||||||
|
The `on_skeleton_key_use` function should validate that the player has
|
||||||
|
the right permissions to make a new key for the item. The newsecret
|
||||||
|
value is useful if the node has no secret value. The function should
|
||||||
|
store this secret value somewhere so that in the future it may compare
|
||||||
|
key secrets and match them to allow access. If a node already has a
|
||||||
|
secret value, the function should return that secret value instead
|
||||||
|
of the newsecret value. The secret value stored for the node should
|
||||||
|
not be overwritten, as this would invalidate existing keys.
|
||||||
|
|
||||||
|
Aside from the secret value, the function should retun a descriptive
|
||||||
|
name for the node and the owner name. The return values are all
|
||||||
|
encoded in the key that will be given to the player in replacement
|
||||||
|
for the wielded skeleton key.
|
||||||
|
|
||||||
|
if `nil` is returned, it is assumed that the wielder did not have
|
||||||
|
permissions to create a key for this node, and no key is created.
|
||||||
|
|
Before Width: | Height: | Size: 452 KiB |
Before Width: | Height: | Size: 753 KiB |
|
@ -1,22 +1,32 @@
|
||||||
# This file contains settings of LegendofMinetest that can be changed in minetest.conf
|
# This file contains settings of Minetest Game that can be changed in minetest.conf
|
||||||
# By default, all the settings are commented and not functional.
|
# By default, all the settings are commented and not functional.
|
||||||
# Uncomment settings by removing the preceding #.
|
# Uncomment settings by removing the preceding #.
|
||||||
|
|
||||||
# Whether creative mode (fast digging of all blocks, unlimited resources) should be enabled
|
# Whether creative mode (fast digging of all blocks, unlimited resources) should be enabled
|
||||||
#creative_mode = false
|
#creative_mode = false
|
||||||
|
|
||||||
# Whether players inventory is placed into a node on death (bones node)
|
# Sets the behaviour of the inventory items when a player dies.
|
||||||
#enable_bones = true
|
# "bones": Store all items inside a bone node but drop items if inside protected area
|
||||||
|
# "drop": Drop all items on the ground
|
||||||
|
# "keep": Player keeps all items
|
||||||
|
#bones_mode = "bones"
|
||||||
|
|
||||||
# The time in seconds after which the bones of a dead player can be looted by everyone
|
# The time in seconds after which the bones of a dead player can be looted by everyone
|
||||||
# 0 to disable
|
# 0 to disable
|
||||||
#share_bones_time = 1200
|
#share_bones_time = 1200
|
||||||
|
|
||||||
# Whether fire should be disabled (all fire nodes will instantly disappear)
|
# How much earlier the bones of a dead player can be looted by
|
||||||
#disable_fire = false
|
# everyone if the player dies in a protected area they don't own.
|
||||||
|
# 0 to disable. By default it is "share_bones_time" divide by four.
|
||||||
|
#share_bones_time_early = 300
|
||||||
|
|
||||||
# Whether steel tools, torches and cobblestone should be given to new players
|
# Whether fire should be enabled. If disabled, 'basic flame' nodes will disappear.
|
||||||
|
# 'permanent flame' nodes will remain with either setting.
|
||||||
|
#enable_fire = true
|
||||||
|
|
||||||
|
# Whether the stuff in initial_stuff should be given to new players
|
||||||
#give_initial_stuff = false
|
#give_initial_stuff = false
|
||||||
|
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,default:torch 99,default:cobble 99
|
||||||
|
|
||||||
# Whether the TNT mod should be enabled
|
# Whether the TNT mod should be enabled
|
||||||
#enable_tnt = <true in singleplayer, false in multiplayer>
|
#enable_tnt = <true in singleplayer, false in multiplayer>
|
||||||
|
@ -35,10 +45,3 @@
|
||||||
# Whether players can skip night by sleeping
|
# Whether players can skip night by sleeping
|
||||||
# Default value is true
|
# Default value is true
|
||||||
#enable_bed_night_skip = true
|
#enable_bed_night_skip = true
|
||||||
|
|
||||||
# Whether there is weather
|
|
||||||
# enable_weather = true
|
|
||||||
|
|
||||||
# Loz mode
|
|
||||||
# if false will disable most loz based mobs and items
|
|
||||||
# loz_mode = true
|
|
|
@ -1 +0,0 @@
|
||||||
ARMOR_UPDATE_TIME = 1
|
|
|
@ -1,13 +0,0 @@
|
||||||
3D Armor - Visible Player Armor
|
|
||||||
===============================
|
|
||||||
|
|
||||||
Default Item Textures (C) Cisoun - WTFPL
|
|
||||||
|
|
||||||
Armor Textures: Copyright (C) 2013 Ryan Jones - CC-BY-SA
|
|
||||||
|
|
||||||
Shield Textures: Copyright (C) 2016 D00Med - CC-BY-SA
|
|
||||||
|
|
||||||
Source Code: Copyright (C) 2013 Stuart Jones - LGPL
|
|
||||||
|
|
||||||
Special credit to Jordach and MirceaKitsune for providing the default 3d character model.
|
|
||||||
|
|
|
@ -1,42 +0,0 @@
|
||||||
Modpack - 3d Armor [0.4.4]
|
|
||||||
==========================
|
|
||||||
|
|
||||||
[mod] Visible Player Armor [3d_armor]
|
|
||||||
-------------------------------------
|
|
||||||
|
|
||||||
depends: default
|
|
||||||
|
|
||||||
recommends: inventory_plus or unified_inventory (use only one)
|
|
||||||
|
|
||||||
Adds craftable armor that is visible to other players. Each armor item worn contributes to
|
|
||||||
a player's armor group level making them less vulnerable to weapons.
|
|
||||||
|
|
||||||
Armor takes damage when a player is hurt, however, many armor items offer a 'stackable'
|
|
||||||
percentage chance of restoring the lost health points. Overall armor level is boosted by 10%
|
|
||||||
when wearing a full matching set (helmet, chestplate, leggings and boots of the same material)
|
|
||||||
|
|
||||||
Fire protection has been added by TenPlus1 and in use when ethereal mod is found and crystal
|
|
||||||
armor has been enabled. each piece of armor offers 1 fire protection, level 1 protects
|
|
||||||
against torches, level 2 against crystal spikes, 3 for fire and 5 protects when in lava.
|
|
||||||
|
|
||||||
Compatible with player skins [skins] by Zeg9 and Player Textures [player_textures] by PilzAdam
|
|
||||||
and [simple_skins] by TenPlus1.
|
|
||||||
|
|
||||||
Armor can be configured by adding a file called armor.conf in 3d_armor mod or world directory.
|
|
||||||
see armor.conf.example for all available options.
|
|
||||||
|
|
||||||
[mod] Visible Wielded Items [wieldview]
|
|
||||||
---------------------------------------
|
|
||||||
|
|
||||||
depends: 3d_armor
|
|
||||||
|
|
||||||
Makes hand wielded items visible to other players.
|
|
||||||
|
|
||||||
[mod] Shields [shields]
|
|
||||||
-------------------------------------
|
|
||||||
|
|
||||||
depends: 3d_armor
|
|
||||||
|
|
||||||
Originally a part of 3d_armor, shields have been re-included as an optional extra.
|
|
||||||
If you do not want shields then simply remove the shields folder from the modpack.
|
|
||||||
|
|
|
@ -22,6 +22,8 @@ see armor.conf.example for all available options.
|
||||||
|
|
||||||
Note: worldpath config settings override any settings made in the mod's directory.
|
Note: worldpath config settings override any settings made in the mod's directory.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Textures from:
|
Textures from:
|
||||||
Summerfields for minetest 32x
|
Summerfields for minetest 32x
|
||||||
Adaptation of ressources pack Summerfield by LithiumSound for Minetest
|
Adaptation of ressources pack Summerfield by LithiumSound for Minetest
|
|
@ -1,13 +1,16 @@
|
||||||
minetest.register_alias("adminboots","3d_armor:boots_admin")
|
minetest.register_alias("adminboots","3d_armor:boots_admin")
|
||||||
minetest.register_alias("adminhelmet","3d_armor:helmet_admin")
|
minetest.register_alias("adminhelmet","3d_armor:helmet_admin")
|
||||||
minetest.register_alias("adminchestplate","3d_armor:chestplate_admin")
|
minetest.register_alias("adminchestplate","3d_armor:chestplate_admin")
|
||||||
minetest.register_alias("adminlegginss","3d_armor:leggings_admin")
|
minetest.register_alias("adminleggings","3d_armor:leggings_admin")
|
||||||
|
|
||||||
minetest.register_tool("3d_armor:helmet_admin", {
|
minetest.register_tool("3d_armor:helmet_admin", {
|
||||||
description = "Admin Helmet",
|
description = "Admin Helmet",
|
||||||
inventory_image = "3d_armor_inv_helmet_admin.png",
|
inventory_image = "3d_armor_inv_helmet_admin.png",
|
||||||
groups = {armor_head=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
|
groups = {armor_head=1000, armor_heal=1000, armor_use=0, armor_water=1, not_in_creative_inventory=1},
|
||||||
wear = 0,
|
wear = 0,
|
||||||
|
on_drop = function(itemstack, dropper, pos)
|
||||||
|
return
|
||||||
|
end,
|
||||||
})
|
})
|
||||||
|
|
||||||
minetest.register_tool("3d_armor:chestplate_admin", {
|
minetest.register_tool("3d_armor:chestplate_admin", {
|
||||||
|
@ -15,6 +18,9 @@ minetest.register_tool("3d_armor:chestplate_admin", {
|
||||||
inventory_image = "3d_armor_inv_chestplate_admin.png",
|
inventory_image = "3d_armor_inv_chestplate_admin.png",
|
||||||
groups = {armor_torso=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
|
groups = {armor_torso=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
|
||||||
wear = 0,
|
wear = 0,
|
||||||
|
on_drop = function(itemstack, dropper, pos)
|
||||||
|
return
|
||||||
|
end,
|
||||||
})
|
})
|
||||||
|
|
||||||
minetest.register_tool("3d_armor:leggings_admin", {
|
minetest.register_tool("3d_armor:leggings_admin", {
|
||||||
|
@ -22,6 +28,9 @@ minetest.register_tool("3d_armor:leggings_admin", {
|
||||||
inventory_image = "3d_armor_inv_leggings_admin.png",
|
inventory_image = "3d_armor_inv_leggings_admin.png",
|
||||||
groups = {armor_legs=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
|
groups = {armor_legs=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
|
||||||
wear = 0,
|
wear = 0,
|
||||||
|
on_drop = function(itemstack, dropper, pos)
|
||||||
|
return
|
||||||
|
end,
|
||||||
})
|
})
|
||||||
|
|
||||||
minetest.register_tool("3d_armor:boots_admin", {
|
minetest.register_tool("3d_armor:boots_admin", {
|
||||||
|
@ -29,5 +38,8 @@ minetest.register_tool("3d_armor:boots_admin", {
|
||||||
inventory_image = "3d_armor_inv_boots_admin.png",
|
inventory_image = "3d_armor_inv_boots_admin.png",
|
||||||
groups = {armor_feet=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
|
groups = {armor_feet=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
|
||||||
wear = 0,
|
wear = 0,
|
||||||
|
on_drop = function(itemstack, dropper, pos)
|
||||||
|
return
|
||||||
|
end,
|
||||||
})
|
})
|
||||||
|
|
|
@ -21,8 +21,9 @@ ARMOR_FIRE_NODES = {
|
||||||
{"default:lava_source", 5, 4},
|
{"default:lava_source", 5, 4},
|
||||||
{"default:lava_flowing", 5, 4},
|
{"default:lava_flowing", 5, 4},
|
||||||
{"fire:basic_flame", 3, 4},
|
{"fire:basic_flame", 3, 4},
|
||||||
|
{"fire:permanent_flame", 3, 4},
|
||||||
{"ethereal:crystal_spike", 2, 1},
|
{"ethereal:crystal_spike", 2, 1},
|
||||||
{"bakedclay:safe_fire", 2, 1},
|
{"ethereal:fire_flower", 2, 1},
|
||||||
{"default:torch", 1, 1},
|
{"default:torch", 1, 1},
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -54,3 +55,7 @@ ARMOR_LEVEL_MULTIPLIER = 1
|
||||||
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
|
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
|
||||||
ARMOR_HEAL_MULTIPLIER = 1
|
ARMOR_HEAL_MULTIPLIER = 1
|
||||||
|
|
||||||
|
-- You can use this to increase or decrease overall armor radiation protection,
|
||||||
|
-- eg: ARMOR_RADIATION_MULTIPLIER = 0 will completely disable radiation protection.
|
||||||
|
-- Note: patched technic mod is required
|
||||||
|
ARMOR_RADIATION_MULTIPLIER = 1
|
|
@ -6,6 +6,7 @@ ARMOR_DROP = minetest.get_modpath("bones") ~= nil
|
||||||
ARMOR_DESTROY = false
|
ARMOR_DESTROY = false
|
||||||
ARMOR_LEVEL_MULTIPLIER = 1
|
ARMOR_LEVEL_MULTIPLIER = 1
|
||||||
ARMOR_HEAL_MULTIPLIER = 1
|
ARMOR_HEAL_MULTIPLIER = 1
|
||||||
|
ARMOR_RADIATION_MULTIPLIER = 1
|
||||||
ARMOR_MATERIALS = {
|
ARMOR_MATERIALS = {
|
||||||
wood = "group:wood",
|
wood = "group:wood",
|
||||||
cactus = "default:cactus",
|
cactus = "default:cactus",
|
||||||
|
@ -18,11 +19,12 @@ ARMOR_MATERIALS = {
|
||||||
}
|
}
|
||||||
ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
|
ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
|
||||||
ARMOR_FIRE_NODES = {
|
ARMOR_FIRE_NODES = {
|
||||||
{"default:lava_source", 5, 4},
|
{"default:lava_source", 5, 8},
|
||||||
{"default:lava_flowing", 5, 4},
|
{"default:lava_flowing", 5, 8},
|
||||||
{"fire:basic_flame", 3, 4},
|
{"fire:basic_flame", 3, 4},
|
||||||
|
{"fire:permanent_flame", 3, 4},
|
||||||
{"ethereal:crystal_spike", 2, 1},
|
{"ethereal:crystal_spike", 2, 1},
|
||||||
{"bakedclay:safe_fire", 2, 1},
|
{"ethereal:fire_flower", 2, 1},
|
||||||
{"default:torch", 1, 1},
|
{"default:torch", 1, 1},
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -50,43 +52,35 @@ if not minetest.get_modpath("ethereal") then
|
||||||
ARMOR_MATERIALS.crystal = nil
|
ARMOR_MATERIALS.crystal = nil
|
||||||
end
|
end
|
||||||
|
|
||||||
-- override hot nodes so they do not hurt player anywhere but mod
|
|
||||||
if ARMOR_FIRE_PROTECT == true then
|
|
||||||
for _, row in ipairs(ARMOR_FIRE_NODES) do
|
|
||||||
if minetest.registered_nodes[row[1]] then
|
|
||||||
minetest.override_item(row[1], {damage_per_second = 0})
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
local time = 0
|
|
||||||
|
|
||||||
|
|
||||||
armor = {
|
armor = {
|
||||||
player_hp = {},
|
timer = 0,
|
||||||
elements = {"head", "torso", "legs", "feet"},
|
elements = {"head", "torso", "legs", "feet"},
|
||||||
physics = {"jump","speed","gravity"},
|
physics = {"jump","speed","gravity"},
|
||||||
formspec = "size[8,8.5]list[detached:player_name_armor;armor;0,1;2,3;]"
|
formspec = "size[8,8.5]image[2,0.75;2,4;armor_preview]"
|
||||||
.."background[5,5;1,1;gui_formbg.png;true]"
|
.."background[5,5;1,1;gui_formbg.png;true]"
|
||||||
.."background[-0.5,-0.5;8.5,9;gui_formbg_creative.png]"
|
|
||||||
.."image[2,0.75;2,4;armor_preview]"
|
|
||||||
.."list[current_player;main;0,4.5;8,4;]"
|
.."list[current_player;main;0,4.5;8,4;]"
|
||||||
.."list[current_player;craft;4,1;3,3;]"
|
.."list[current_player;craft;4,1;2,2;]"
|
||||||
.."list[current_player;craftpreview;7,2;1,1;]",
|
.."list[current_player;craftpreview;7,2;1,1;]"
|
||||||
|
.."listring[current_player;main]"
|
||||||
|
.."listring[current_player;craft]",
|
||||||
textures = {},
|
textures = {},
|
||||||
default_skin = "character",
|
default_skin = "character",
|
||||||
version = "0.4.3",
|
version = "0.4.5",
|
||||||
}
|
}
|
||||||
|
|
||||||
if minetest.get_modpath("inventory_plus") then
|
if minetest.get_modpath("inventory_plus") then
|
||||||
inv_mod = "inventory_plus"
|
inv_mod = "inventory_plus"
|
||||||
armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
|
armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
|
||||||
.."list[detached:player_name_armor;armor;0,1;2,3;]"
|
|
||||||
.."image[2.5,0.75;2,4;armor_preview]"
|
.."image[2.5,0.75;2,4;armor_preview]"
|
||||||
.."label[5,1;Level: armor_level]"
|
.."label[5,1;Level: armor_level]"
|
||||||
.."label[5,1.5;Heal: armor_heal]"
|
.."label[5,1.5;Heal: armor_heal]"
|
||||||
.."label[5,2;Fire: armor_fire]"
|
.."label[5,2;Fire: armor_fire]"
|
||||||
|
.."label[5,2.5;Radiation: armor_radiation]"
|
||||||
.."list[current_player;main;0,4.5;8,4;]"
|
.."list[current_player;main;0,4.5;8,4;]"
|
||||||
|
if minetest.get_modpath("crafting") then
|
||||||
|
inventory_plus.get_formspec = function(player, page)
|
||||||
|
end
|
||||||
|
end
|
||||||
elseif minetest.get_modpath("unified_inventory") then
|
elseif minetest.get_modpath("unified_inventory") then
|
||||||
inv_mod = "unified_inventory"
|
inv_mod = "unified_inventory"
|
||||||
unified_inventory.register_button("armor", {
|
unified_inventory.register_button("armor", {
|
||||||
|
@ -94,24 +88,19 @@ elseif minetest.get_modpath("unified_inventory") then
|
||||||
image = "inventory_plus_armor.png",
|
image = "inventory_plus_armor.png",
|
||||||
})
|
})
|
||||||
unified_inventory.register_page("armor", {
|
unified_inventory.register_page("armor", {
|
||||||
get_formspec = function(player)
|
get_formspec = function(player, perplayer_formspec)
|
||||||
|
local fy = perplayer_formspec.formspec_y
|
||||||
local name = player:get_player_name()
|
local name = player:get_player_name()
|
||||||
local formspec = "background[0.06,0.99;7.92,7.52;3d_armor_ui_form.png]"
|
local formspec = "background[0.06,"..fy..";7.92,7.52;3d_armor_ui_form.png]"
|
||||||
.."label[0,0;Armor]"
|
.."label[0,0;Armor]"
|
||||||
.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
|
.."list[detached:"..name.."_armor;armor;0,"..fy..";2,3;]"
|
||||||
.."image[2.5,0.75;2,4;"..armor.textures[name].preview.."]"
|
.."image[2.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]"
|
||||||
.."label[5,1;Level: "..armor.def[name].level.."]"
|
.."label[5.0,"..(fy + 0.0)..";Level: "..armor.def[name].level.."]"
|
||||||
.."label[5,1.5;Heal: "..armor.def[name].heal.."]"
|
.."label[5.0,"..(fy + 0.5)..";Heal: "..armor.def[name].heal.."]"
|
||||||
.."label[5,2;Fire: "..armor.def[name].fire.."]"
|
.."label[5.0,"..(fy + 1.0)..";Fire: "..armor.def[name].fire.."]"
|
||||||
if minetest.setting_getbool("unified_inventory_lite") then
|
.."label[5.0,"..(fy + 1.5)..";Radiation: "..armor.def[name].radiation.."]"
|
||||||
formspec = "background[0.06,0.49;7.92,7.52;3d_armor_ui_form.png]"
|
.."listring[current_player;main]"
|
||||||
.."label[0,0;Armor]"
|
.."listring[detached:"..name.."_armor;armor]"
|
||||||
.."list[detached:"..name.."_armor;armor;0,0.5;2,3;]"
|
|
||||||
.."image[2.5,0.25;2,4;"..armor.textures[name].preview.."]"
|
|
||||||
.."label[5,0.5;Level: "..armor.def[name].level.."]"
|
|
||||||
.."label[5,1;Heal: "..armor.def[name].heal.."]"
|
|
||||||
.."label[5,1.5;Fire: "..armor.def[name].fire.."]"
|
|
||||||
end
|
|
||||||
return {formspec=formspec}
|
return {formspec=formspec}
|
||||||
end,
|
end,
|
||||||
})
|
})
|
||||||
|
@ -139,7 +128,7 @@ armor.update_player_visuals = function(self, player)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
local name = player:get_player_name()
|
local name = player:get_player_name()
|
||||||
if self.textures[name] then
|
if self.textures[name] and not twilight_mode then
|
||||||
default.player_set_textures(player, {
|
default.player_set_textures(player, {
|
||||||
self.textures[name].skin,
|
self.textures[name].skin,
|
||||||
self.textures[name].armor,
|
self.textures[name].armor,
|
||||||
|
@ -157,6 +146,8 @@ armor.set_player_armor = function(self, player)
|
||||||
local armor_level = 0
|
local armor_level = 0
|
||||||
local armor_heal = 0
|
local armor_heal = 0
|
||||||
local armor_fire = 0
|
local armor_fire = 0
|
||||||
|
local armor_water = 0
|
||||||
|
local armor_radiation = 0
|
||||||
local state = 0
|
local state = 0
|
||||||
local items = 0
|
local items = 0
|
||||||
local elements = {}
|
local elements = {}
|
||||||
|
@ -176,16 +167,16 @@ armor.set_player_armor = function(self, player)
|
||||||
if v == false then
|
if v == false then
|
||||||
local level = def.groups["armor_"..k]
|
local level = def.groups["armor_"..k]
|
||||||
if level then
|
if level then
|
||||||
local texture = item:gsub("%:", "_")
|
local texture = def.texture or item:gsub("%:", "_")
|
||||||
table.insert(textures, texture..".png")
|
table.insert(textures, texture..".png")
|
||||||
preview = preview.."^"..texture.."_preview.png"
|
preview = preview.."^"..texture.."_preview.png"
|
||||||
armor_level = armor_level + level
|
armor_level = armor_level + level
|
||||||
state = state + stack:get_wear()
|
state = state + stack:get_wear()
|
||||||
items = items + 1
|
items = items + 1
|
||||||
local heal = def.groups["armor_heal"] or 0
|
armor_heal = armor_heal + (def.groups["armor_heal"] or 0)
|
||||||
armor_heal = armor_heal + heal
|
armor_fire = armor_fire + (def.groups["armor_fire"] or 0)
|
||||||
local fire = def.groups["armor_fire"] or 0
|
armor_water = armor_water + (def.groups["armor_water"] or 0)
|
||||||
armor_fire = armor_fire + fire
|
armor_radiation = armor_radiation + (def.groups["armor_radiation"] or 0)
|
||||||
for kk,vv in ipairs(self.physics) do
|
for kk,vv in ipairs(self.physics) do
|
||||||
local o_value = def.groups["physics_"..vv]
|
local o_value = def.groups["physics_"..vv]
|
||||||
if o_value then
|
if o_value then
|
||||||
|
@ -214,6 +205,7 @@ armor.set_player_armor = function(self, player)
|
||||||
end
|
end
|
||||||
armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
|
armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
|
||||||
armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
|
armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
|
||||||
|
armor_radiation = armor_radiation * ARMOR_RADIATION_MULTIPLIER
|
||||||
if #textures > 0 then
|
if #textures > 0 then
|
||||||
armor_texture = table.concat(textures, "^")
|
armor_texture = table.concat(textures, "^")
|
||||||
end
|
end
|
||||||
|
@ -221,9 +213,12 @@ armor.set_player_armor = function(self, player)
|
||||||
if armor_level > 0 then
|
if armor_level > 0 then
|
||||||
armor_groups.level = math.floor(armor_level / 20)
|
armor_groups.level = math.floor(armor_level / 20)
|
||||||
armor_groups.fleshy = 100 - armor_level
|
armor_groups.fleshy = 100 - armor_level
|
||||||
|
armor_groups.radiation = 100 - armor_radiation
|
||||||
end
|
end
|
||||||
player:set_armor_groups(armor_groups)
|
player:set_armor_groups(armor_groups)
|
||||||
|
if not physics_overriden then
|
||||||
player:set_physics_override(physics_o)
|
player:set_physics_override(physics_o)
|
||||||
|
end
|
||||||
self.textures[name].armor = armor_texture
|
self.textures[name].armor = armor_texture
|
||||||
self.textures[name].preview = preview
|
self.textures[name].preview = preview
|
||||||
self.def[name].state = state
|
self.def[name].state = state
|
||||||
|
@ -234,70 +229,14 @@ armor.set_player_armor = function(self, player)
|
||||||
self.def[name].speed = physics_o.speed
|
self.def[name].speed = physics_o.speed
|
||||||
self.def[name].gravity = physics_o.gravity
|
self.def[name].gravity = physics_o.gravity
|
||||||
self.def[name].fire = armor_fire
|
self.def[name].fire = armor_fire
|
||||||
|
self.def[name].water = armor_water
|
||||||
|
self.def[name].radiation = armor_radiation
|
||||||
self:update_player_visuals(player)
|
self:update_player_visuals(player)
|
||||||
end
|
end
|
||||||
|
|
||||||
armor.update_armor = function(self, player, dtime)
|
armor.update_armor = function(self, player)
|
||||||
local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[update_armor]")
|
-- Legacy support: Called when armor levels are changed
|
||||||
if not name then
|
-- Other mods can hook on to this function, see hud mod for example
|
||||||
return
|
|
||||||
end
|
|
||||||
local hp = player:get_hp() or 0
|
|
||||||
if ARMOR_FIRE_PROTECT == true and dtime then
|
|
||||||
pos.y = pos.y + 1.4 -- head level
|
|
||||||
local node_head = minetest.get_node(pos).name
|
|
||||||
pos.y = pos.y - 1.2 -- feet level
|
|
||||||
local node_feet = minetest.get_node(pos).name
|
|
||||||
-- is player inside a hot node?
|
|
||||||
for _, row in ipairs(ARMOR_FIRE_NODES) do
|
|
||||||
-- check for fire protection, if not enough then get hurt
|
|
||||||
if row[1] == node_head or row[1] == node_feet then
|
|
||||||
if hp > 0 and armor.def[name].fire < row[2] then
|
|
||||||
hp = hp - row[3] * dtime
|
|
||||||
player:set_hp(hp)
|
|
||||||
break
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
if hp <= 0 or hp == self.player_hp[name] then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
if self.player_hp[name] > hp then
|
|
||||||
local heal_max = 0
|
|
||||||
local state = 0
|
|
||||||
local items = 0
|
|
||||||
for i=1, 6 do
|
|
||||||
local stack = player_inv:get_stack("armor", i)
|
|
||||||
if stack:get_count() > 0 then
|
|
||||||
local use = stack:get_definition().groups["armor_use"] or 0
|
|
||||||
local heal = stack:get_definition().groups["armor_heal"] or 0
|
|
||||||
local item = stack:get_name()
|
|
||||||
stack:add_wear(use)
|
|
||||||
armor_inv:set_stack("armor", i, stack)
|
|
||||||
player_inv:set_stack("armor", i, stack)
|
|
||||||
state = state + stack:get_wear()
|
|
||||||
items = items + 1
|
|
||||||
if stack:get_count() == 0 then
|
|
||||||
local desc = minetest.registered_items[item].description
|
|
||||||
if desc then
|
|
||||||
minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
|
|
||||||
end
|
|
||||||
self:set_player_armor(player)
|
|
||||||
armor:update_inventory(player)
|
|
||||||
end
|
|
||||||
heal_max = heal_max + heal
|
|
||||||
end
|
|
||||||
end
|
|
||||||
self.def[name].state = state
|
|
||||||
self.def[name].count = items
|
|
||||||
heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
|
|
||||||
if heal_max > math.random(100) then
|
|
||||||
player:set_hp(self.player_hp[name])
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
self.player_hp[name] = hp
|
|
||||||
end
|
end
|
||||||
|
|
||||||
armor.get_player_skin = function(self, name)
|
armor.get_player_skin = function(self, name)
|
||||||
|
@ -327,11 +266,12 @@ armor.get_armor_formspec = function(self, name)
|
||||||
minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]")
|
minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]")
|
||||||
return ""
|
return ""
|
||||||
end
|
end
|
||||||
local formspec = armor.formspec:gsub("player_name", name)
|
local formspec = armor.formspec.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
|
||||||
formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
|
formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
|
||||||
formspec = formspec:gsub("armor_level", armor.def[name].level)
|
formspec = formspec:gsub("armor_level", armor.def[name].level)
|
||||||
formspec = formspec:gsub("armor_heal", armor.def[name].heal)
|
formspec = formspec:gsub("armor_heal", armor.def[name].heal)
|
||||||
formspec = formspec:gsub("armor_fire", armor.def[name].fire)
|
formspec = formspec:gsub("armor_fire", armor.def[name].fire)
|
||||||
|
formspec = formspec:gsub("armor_radiation", armor.def[name].radiation)
|
||||||
return formspec
|
return formspec
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -347,11 +287,13 @@ armor.update_inventory = function(self, player)
|
||||||
else
|
else
|
||||||
local formspec = armor:get_armor_formspec(name)
|
local formspec = armor:get_armor_formspec(name)
|
||||||
if inv_mod == "inventory_plus" then
|
if inv_mod == "inventory_plus" then
|
||||||
|
formspec = formspec.."listring[current_player;main]"
|
||||||
|
.."listring[detached:"..name.."_armor;armor]"
|
||||||
local page = player:get_inventory_formspec()
|
local page = player:get_inventory_formspec()
|
||||||
if page:find("detached:"..name.."_armor") then
|
if page:find("detached:"..name.."_armor") then
|
||||||
inventory_plus.set_inventory_formspec(player, formspec)
|
inventory_plus.set_inventory_formspec(player, formspec)
|
||||||
end
|
end
|
||||||
else
|
elseif not core.setting_getbool("creative_mode") then
|
||||||
player:set_inventory_formspec(formspec)
|
player:set_inventory_formspec(formspec)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -468,16 +410,6 @@ minetest.register_on_joinplayer(function(player)
|
||||||
local stack = player_inv:get_stack("armor", i)
|
local stack = player_inv:get_stack("armor", i)
|
||||||
armor_inv:set_stack("armor", i, stack)
|
armor_inv:set_stack("armor", i, stack)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Legacy support, import player's armor from old inventory format
|
|
||||||
for _,v in pairs(armor.elements) do
|
|
||||||
local list = "armor_"..v
|
|
||||||
armor_inv:add_item("armor", player_inv:get_stack(list, 1))
|
|
||||||
player_inv:set_stack(list, 1, nil)
|
|
||||||
end
|
|
||||||
-- TODO Remove this on the next version upate
|
|
||||||
|
|
||||||
armor.player_hp[name] = 0
|
|
||||||
armor.def[name] = {
|
armor.def[name] = {
|
||||||
state = 0,
|
state = 0,
|
||||||
count = 0,
|
count = 0,
|
||||||
|
@ -487,6 +419,8 @@ minetest.register_on_joinplayer(function(player)
|
||||||
speed = 1,
|
speed = 1,
|
||||||
gravity = 1,
|
gravity = 1,
|
||||||
fire = 0,
|
fire = 0,
|
||||||
|
water = 0,
|
||||||
|
radiation = 0,
|
||||||
}
|
}
|
||||||
armor.textures[name] = {
|
armor.textures[name] = {
|
||||||
skin = armor.default_skin..".png",
|
skin = armor.default_skin..".png",
|
||||||
|
@ -567,7 +501,14 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
|
||||||
minetest.after(ARMOR_BONES_DELAY, function()
|
minetest.after(ARMOR_BONES_DELAY, function()
|
||||||
local node = minetest.get_node(vector.round(pos))
|
local node = minetest.get_node(vector.round(pos))
|
||||||
if node then
|
if node then
|
||||||
if node.name == "bones:bones" then
|
if node.name ~= "bones:bones" then
|
||||||
|
pos.y = pos.y+1
|
||||||
|
node = minetest.get_node(vector.round(pos))
|
||||||
|
if node.name ~= "bones:bones" then
|
||||||
|
minetest.log("warning", "Failed to add armor to bones node.")
|
||||||
|
return
|
||||||
|
end
|
||||||
|
end
|
||||||
local meta = minetest.get_meta(vector.round(pos))
|
local meta = minetest.get_meta(vector.round(pos))
|
||||||
local owner = meta:get_string("owner")
|
local owner = meta:get_string("owner")
|
||||||
local inv = meta:get_inventory()
|
local inv = meta:get_inventory()
|
||||||
|
@ -578,7 +519,6 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
|
||||||
armor.drop_armor(pos, stack)
|
armor.drop_armor(pos, stack)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
|
||||||
else
|
else
|
||||||
for _,stack in ipairs(drop) do
|
for _,stack in ipairs(drop) do
|
||||||
armor.drop_armor(pos, stack)
|
armor.drop_armor(pos, stack)
|
||||||
|
@ -589,13 +529,110 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
minetest.register_on_player_hpchange(function(player, hp_change)
|
||||||
|
local name, player_inv, armor_inv = armor:get_valid_player(player, "[on_hpchange]")
|
||||||
|
if name and hp_change < 0 then
|
||||||
|
|
||||||
|
-- used for insta kill tools/commands like /kill (doesnt damage armor)
|
||||||
|
if hp_change < -100 then
|
||||||
|
return hp_change
|
||||||
|
end
|
||||||
|
|
||||||
|
local heal_max = 0
|
||||||
|
local state = 0
|
||||||
|
local items = 0
|
||||||
|
for i=1, 6 do
|
||||||
|
local stack = player_inv:get_stack("armor", i)
|
||||||
|
if stack:get_count() > 0 then
|
||||||
|
local use = stack:get_definition().groups["armor_use"] or 0
|
||||||
|
local heal = stack:get_definition().groups["armor_heal"] or 0
|
||||||
|
local item = stack:get_name()
|
||||||
|
stack:add_wear(use)
|
||||||
|
armor_inv:set_stack("armor", i, stack)
|
||||||
|
player_inv:set_stack("armor", i, stack)
|
||||||
|
state = state + stack:get_wear()
|
||||||
|
items = items + 1
|
||||||
|
if stack:get_count() == 0 then
|
||||||
|
local desc = minetest.registered_items[item].description
|
||||||
|
if desc then
|
||||||
|
minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
|
||||||
|
end
|
||||||
|
armor:set_player_armor(player)
|
||||||
|
armor:update_inventory(player)
|
||||||
|
end
|
||||||
|
heal_max = heal_max + heal
|
||||||
|
end
|
||||||
|
end
|
||||||
|
armor.def[name].state = state
|
||||||
|
armor.def[name].count = items
|
||||||
|
heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
|
||||||
|
if heal_max > math.random(100) then
|
||||||
|
hp_change = 0
|
||||||
|
end
|
||||||
|
armor:update_armor(player)
|
||||||
|
end
|
||||||
|
return hp_change
|
||||||
|
end, true)
|
||||||
|
|
||||||
|
-- Fire Protection and water breating, added by TenPlus1
|
||||||
|
|
||||||
|
if ARMOR_FIRE_PROTECT == true then
|
||||||
|
-- override hot nodes so they do not hurt player anywhere but mod
|
||||||
|
for _, row in pairs(ARMOR_FIRE_NODES) do
|
||||||
|
if minetest.registered_nodes[row[1]] then
|
||||||
|
minetest.override_item(row[1], {damage_per_second = 0})
|
||||||
|
end
|
||||||
|
end
|
||||||
|
else
|
||||||
|
print ("[3d_armor] Fire Nodes disabled")
|
||||||
|
end
|
||||||
|
|
||||||
minetest.register_globalstep(function(dtime)
|
minetest.register_globalstep(function(dtime)
|
||||||
time = time + dtime
|
armor.timer = armor.timer + dtime
|
||||||
if time > ARMOR_UPDATE_TIME then
|
if armor.timer < ARMOR_UPDATE_TIME then
|
||||||
for _,player in ipairs(minetest.get_connected_players()) do
|
return
|
||||||
armor:update_armor(player, time)
|
|
||||||
end
|
end
|
||||||
time = 0
|
for _,player in pairs(minetest.get_connected_players()) do
|
||||||
|
local name = player:get_player_name()
|
||||||
|
local pos = player:getpos()
|
||||||
|
local hp = player:get_hp()
|
||||||
|
-- water breathing
|
||||||
|
if name and armor.def[name].water > 0 then
|
||||||
|
if player:get_breath() < 10 then
|
||||||
|
player:set_breath(10)
|
||||||
end
|
end
|
||||||
|
end
|
||||||
|
-- fire protection
|
||||||
|
if ARMOR_FIRE_PROTECT == true
|
||||||
|
and name and pos and hp then
|
||||||
|
pos.y = pos.y + 1.4 -- head level
|
||||||
|
local node_head = minetest.get_node(pos).name
|
||||||
|
pos.y = pos.y - 1.2 -- feet level
|
||||||
|
local node_feet = minetest.get_node(pos).name
|
||||||
|
-- is player inside a hot node?
|
||||||
|
for _, row in pairs(ARMOR_FIRE_NODES) do
|
||||||
|
-- check fire protection, if not enough then get hurt
|
||||||
|
if row[1] == node_head or row[1] == node_feet then
|
||||||
|
if hp > 0 and armor.def[name].fire < row[2] then
|
||||||
|
hp = hp - row[3] * ARMOR_UPDATE_TIME
|
||||||
|
player:set_hp(hp)
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
armor.timer = 0
|
||||||
end)
|
end)
|
||||||
|
|
||||||
|
-- kill player when command issued
|
||||||
|
minetest.register_chatcommand("kill", {
|
||||||
|
params = "<name>",
|
||||||
|
description = "Kills player instantly",
|
||||||
|
func = function(name, param)
|
||||||
|
local player = minetest.get_player_by_name(name)
|
||||||
|
if player then
|
||||||
|
player:set_hp(-1001)
|
||||||
|
end
|
||||||
|
end,
|
||||||
|
})
|
|
@ -0,0 +1 @@
|
||||||
|
Adds craftable armor that is visible to other players.
|
|
@ -2,7 +2,6 @@ ARMOR_MOD_NAME = minetest.get_current_modname()
|
||||||
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/armor.lua")
|
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/armor.lua")
|
||||||
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/admin.lua")
|
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/admin.lua")
|
||||||
|
|
||||||
if minetest.setting_getbool("enable_armour") then
|
|
||||||
if ARMOR_MATERIALS.wood then
|
if ARMOR_MATERIALS.wood then
|
||||||
minetest.register_tool("3d_armor:helmet_wood", {
|
minetest.register_tool("3d_armor:helmet_wood", {
|
||||||
description = "Wood Helmet",
|
description = "Wood Helmet",
|
||||||
|
@ -252,5 +251,4 @@ for k, v in pairs(ARMOR_MATERIALS) do
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
end
|
|
||||||
|
|
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 1.6 KiB |
Before Width: | Height: | Size: 568 B After Width: | Height: | Size: 568 B |
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 629 B After Width: | Height: | Size: 629 B |
Before Width: | Height: | Size: 907 B After Width: | Height: | Size: 907 B |
Before Width: | Height: | Size: 748 B After Width: | Height: | Size: 748 B |
Before Width: | Height: | Size: 494 B After Width: | Height: | Size: 494 B |
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 13 KiB |
Before Width: | Height: | Size: 897 B After Width: | Height: | Size: 897 B |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 779 B After Width: | Height: | Size: 779 B |
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 1.6 KiB |
Before Width: | Height: | Size: 815 B After Width: | Height: | Size: 815 B |
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 896 B After Width: | Height: | Size: 896 B |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 417 B After Width: | Height: | Size: 417 B |
Before Width: | Height: | Size: 5.4 KiB After Width: | Height: | Size: 5.4 KiB |
Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 2.3 KiB |
Before Width: | Height: | Size: 5.7 KiB After Width: | Height: | Size: 5.7 KiB |
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 3.3 KiB After Width: | Height: | Size: 3.3 KiB |
Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.1 KiB |
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 1.7 KiB After Width: | Height: | Size: 1.7 KiB |
Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 13 KiB |
Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.4 KiB |
Before Width: | Height: | Size: 6.8 KiB After Width: | Height: | Size: 6.8 KiB |
Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.4 KiB |
Before Width: | Height: | Size: 5.3 KiB After Width: | Height: | Size: 5.3 KiB |
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 2.3 KiB |
Before Width: | Height: | Size: 3.1 KiB After Width: | Height: | Size: 3.1 KiB |
Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 1.4 KiB |
Before Width: | Height: | Size: 3.4 KiB After Width: | Height: | Size: 3.4 KiB |
Before Width: | Height: | Size: 848 B After Width: | Height: | Size: 848 B |
Before Width: | Height: | Size: 2.9 KiB After Width: | Height: | Size: 2.9 KiB |
Before Width: | Height: | Size: 782 B After Width: | Height: | Size: 782 B |
Before Width: | Height: | Size: 3.5 KiB After Width: | Height: | Size: 3.5 KiB |
Before Width: | Height: | Size: 865 B After Width: | Height: | Size: 865 B |
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 13 KiB |
Before Width: | Height: | Size: 889 B After Width: | Height: | Size: 889 B |
Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 1.4 KiB |
Before Width: | Height: | Size: 465 B After Width: | Height: | Size: 465 B |
Before Width: | Height: | Size: 3.4 KiB After Width: | Height: | Size: 3.4 KiB |
Before Width: | Height: | Size: 851 B After Width: | Height: | Size: 851 B |
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 810 B After Width: | Height: | Size: 810 B |
Before Width: | Height: | Size: 932 B After Width: | Height: | Size: 932 B |
Before Width: | Height: | Size: 351 B After Width: | Height: | Size: 351 B |
Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.4 KiB |
Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.1 KiB |
Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.1 KiB |
Before Width: | Height: | Size: 200 B After Width: | Height: | Size: 200 B |
Before Width: | Height: | Size: 2.6 KiB After Width: | Height: | Size: 2.6 KiB |
Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.1 KiB |
Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.4 KiB |
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.1 KiB |
Before Width: | Height: | Size: 2.8 KiB After Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 2.9 KiB After Width: | Height: | Size: 2.9 KiB |
Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 3.0 KiB |
Before Width: | Height: | Size: 236 B After Width: | Height: | Size: 236 B |
Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 3.0 KiB |
Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 3.0 KiB |
Before Width: | Height: | Size: 2.8 KiB After Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 3.0 KiB |
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 2.6 KiB After Width: | Height: | Size: 2.6 KiB |
Before Width: | Height: | Size: 2.5 KiB After Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 2.7 KiB |
Before Width: | Height: | Size: 219 B After Width: | Height: | Size: 219 B |