rework hud items for 96 DPI instead of 72; see minetest/minetest issue #6735
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blends/atvomat_sorter.blend
Normal file
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blends/atvomat_sorter.blend1
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@ -21,14 +21,6 @@ atvomat.crusher_recipes = {}
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atvomat.logger_control = {}
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atvomat.ingot_sort = {}
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atvomat.ingot_block_sort = {}
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atvomat.ore_sort = {}
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atvomat.dye_sort = {}
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-- items that can be compressed, format is input, amount -> output, amount
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atvomat.compressor_recipes["iron"] = {"core:iron_ingot", 9, "core:iron_block", 1}
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mods/atvomat/models/atvomat_sorter.b3d
Normal file
@ -1,3 +1,76 @@
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-- avtomat - (automatico, automation)
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-- part of solar plains, by jordach
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--like the mover, the format for adding items into the list of sorting cards is: atvomat.ingot_sort["item:name"] = ""
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atvomat.ingot_sort = {}
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atvomat.ingot_block_sort = {}
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atvomat.ore_sort = {}
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atvomat.dye_sort = {}
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-- register ingots for sorting:
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--[[
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list of item inventories for the sorter
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face outputs for sorting:
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up
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down
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left
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right
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front
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back
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main -- single slot for storing items.
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]]--
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local atsorter =
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"size[8,9]" ..
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"list[current_name;main;3.5,3.25;1,1]" ..
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"list[current_name;up;0,0;3,1]" ..
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"list[current_name;down;5,0;3,1]" ..
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"list[current_name;left;0,1;3,1]" ..
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"list[current_name;right;5,1;3,1]" ..
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"list[current_name;front;0,2;3,1]" ..
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"list[current_name;back;5,2;3,1]" ..
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"list[current_player;main;0,4.5;8,1;]" ..
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"list[current_player;main;0,6;8,3;8]" ..
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"listring[current_name;main]" ..
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"listring[current_player;main]" ..
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"background[-0.45,-0.5;8.9,10;atvomat_sorter_interface.png]"..
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"listcolors[#3a4466;#8b9bb4;#ffffff;#4e5765;#ffffff]"
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minetest.register_node("atvomat:sorter", {
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description = "Sorter (Sorts things based on items inside of it.)",
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paramtype = "light",
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tiles = {"atvomat_sorter_mesh.png"},
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drawtype = "mesh",
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mesh = "atvomat_sorter.b3d",
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groups = {oddly_breakable_by_hand=3},
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("formspec", atsorter)
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local inv = meta:get_inventory()
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inv:set_size("main", 1)
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inv:set_size("up", 3)
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inv:set_size("down", 3)
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inv:set_size("left", 3)
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inv:set_size("right", 3)
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inv:set_size("front", 3)
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inv:set_size("back", 3)
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minetest.get_node_timer(pos):start(1.0)
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end,
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})
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Before Width: | Height: | Size: 219 B |
Before Width: | Height: | Size: 204 B |
Before Width: | Height: | Size: 205 B |
BIN
mods/atvomat/textures/atvomat_sorter_interface.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
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mods/atvomat/textures/atvomat_sorter_mesh.png
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After Width: | Height: | Size: 702 B |
@ -22,13 +22,13 @@ HUD_SIZE = ""
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-- statbar positions
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HUD_HEALTH_POS = {x=0.5,y=0.9}
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HUD_HEALTH_OFFSET = {x=-175, y=2}
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HUD_HEALTH_OFFSET = {x=-134, y=2}
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HUD_HUNGER_POS = {x=0.5,y=0.9}
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HUD_HUNGER_OFFSET = {x=-175, y=-15}
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HUD_HUNGER_OFFSET = {x=-134, y=-15}
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HUD_AIR_POS = {x=0.5,y=0.9}
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HUD_AIR_OFFSET = {x=-175,y=-24}
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HUD_AIR_OFFSET = {x=-134,y=-24}
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--HUD_ARMOR_POS = {x=0.5,y=0.9}
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--HUD_ARMOR_OFFSET = {x=-175, y=-15}
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@ -36,16 +36,16 @@ HUD_AIR_OFFSET = {x=-175,y=-24}
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-- dirty way to check for new statbars
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if dump(minetest.hud_replace_builtin) ~= "nil" then
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HUD_SCALEABLE = false
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HUD_SIZE = {x=46.5, y=46.5}
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HUD_SIZE = {x=46.5*0.91, y=46.5*0.9}
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HUD_HEALTH_POS = {x=0.5,y=1}
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HUD_HEALTH_OFFSET = {x=-218, y=-96}
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HUD_HEALTH_OFFSET = {x=-202, y=-90}
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HUD_HUNGER_POS = {x=0.5,y=1}
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HUD_HUNGER_OFFSET = {x=-218, y=-88-24}
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HUD_HUNGER_OFFSET = {x=-202, y=-106}
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HUD_AIR_POS = {x=0.5,y=1}
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HUD_AIR_OFFSET = {x=-218, y=-88-40}
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HUD_AIR_OFFSET = {x=-202, y=-121}
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--HUD_ARMOR_POS = {x=0.5,y=1}
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--HUD_ARMOR_OFFSET = {x=-262, y=-110}
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@ -37,7 +37,7 @@ function hudclock.update_time()
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position = {x=positionx, y=positiony},
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text = "Time: " .. get_time() .. "\n\n" .. "Day: " .. hudclock.day .. "\nMonth: " .. hudclock.month .. "\nYear: " .. hudclock.year,
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number = 0xFFFFFF,
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offset = {x=46, y=-46},
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offset = {x=48, y=-48},
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});
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@ -140,8 +140,8 @@ function hudclock.display_bg(player)
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player:hud_add({
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hud_elem_type = "image",
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position = {x=positionx, y=positiony},
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offset = {x=64, y=-48},
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scale = {x=1, y=1},
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offset = {x=128-54, y=-48},
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scale = {x=1.333, y=1.333},
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text = "mthudclock.png",
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})
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@ -1,36 +0,0 @@
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-- hydrolics (water based power and mechanical power)
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--[[
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1 Water Bucket = 1m^3 = 1000L
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10L = 1 WP
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1 WP = 2 ME (Small Water Wheel)
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? WP = 10 ME (Thrust Piston)
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= 20 ME (Windmill)
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Pipes should carry 10L per straight Pipe;
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Small (1m^3 size) Water wheel produces 2 ME per 10L of water.
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Non-ME machines require a standard pipe connected from the top. These have small water wheels inside them to produce ME.
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ME machines require more torque (and pressure?) than what a water pipe can normally provide.
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-- Machines:
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Ore Grinder; Turns ores into powdery lumps, low tier uses Water Pressure (produces , high tier uses Mechanical Energy
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* Consumes 1 WP, 20 ME
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* Processing Time: WP = 10 seconds; ME = 3 seconds.
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Grinder; Multipurpose grinder, uses Water Pressure and ME for the higher tier. On April fools both Ore Grinder and Grinder become Grindr.
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* Comsumes 1 WP, 20 ME
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* Processing Time: WP = 8 seconds; ME = 3 seconds.
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Compacter: Wanna turn that excess biomatter into burnable briquettes? Uses ME.
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Hydrualic Press: Uses ME only. Useful for both destroying unwanted items and making pressed metal.
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Sprinkler Head: Uses WP only. Turns existing water supply into a source for farmland.
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]]--
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@ -110,8 +110,8 @@ function intro.hud_bg(player)
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player:hud_add({
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hud_elem_type = "image",
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position = {x=0.5, y=1},
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offset = {x=0.5, y=-67},
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scale = {x=1, y=1},
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offset = {x=0.5, y=-87},
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scale = {x=1.25, y=1.25},
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text = "hud_stat_bg.png",
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})
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@ -119,24 +119,24 @@ function intro.hud_bg(player)
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player:hud_add({
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hud_elem_type = "image",
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position = {x=0.5, y=1},
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offset = {x=-171, y=-54},
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scale = {x=1, y=1},
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offset = {x=-214, y=-70},
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scale = {x=1.17, y=1.17},
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text = "intro_heart.png",
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})
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player:hud_add({
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hud_elem_type = "image",
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position = {x=0.5, y=1},
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offset = {x=-171, y=-66},
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scale = {x=1, y=1},
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offset = {x=-214, y=-85},
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scale = {x=1.25, y=1.25},
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text = "intro_hunger.png",
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})
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player:hud_add({
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hud_elem_type = "image",
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position = {x=0.5, y=1},
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offset = {x=-171, y=-79}, -- note; these offsets are in pixels.
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scale = {x=1, y=1},
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offset = {x=-214, y=-100}, -- note; these offsets are in pixels.
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scale = {x=1.25, y=1.25},
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text = "intro_bubble.png",
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})
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end
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Before Width: | Height: | Size: 349 B After Width: | Height: | Size: 323 B |