master
root 2020-12-12 13:19:38 +01:00
parent bb4e855ad3
commit 09b549f484
133 changed files with 2859 additions and 383 deletions

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@ -192,6 +192,9 @@ local function init_player_armor(initplayer)
armor:set_player_armor(player)
end,
allow_put = function(inv, listname, index, put_stack, player)
if player:get_player_name() ~= name then
return 0
end
local element = armor:get_element(put_stack:get_name())
if not element then
return 0
@ -207,9 +210,15 @@ local function init_player_armor(initplayer)
return 1
end,
allow_take = function(inv, listname, index, stack, player)
if player:get_player_name() ~= name then
return 0
end
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if player:get_player_name() ~= name then
return 0
end
return count
end,
}, name)

1
mods/beauty_pack Submodule

@ -0,0 +1 @@
Subproject commit a6777dc539625ff863c73cecfb9addffb12825db

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@ -155,7 +155,8 @@ function beds.register_bed(name, def)
paramtype2 = "facedir",
is_ground_content = false,
pointable = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2,
not_in_creative_inventory = 1},
sounds = def.sounds or default.node_sound_wood_defaults(),
drop = name .. "_bottom",
node_box = {

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@ -75,7 +75,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_look_horizontal(math.random(1, 180) / 100)
player_api.player_attached[name] = false
player:set_physics_override(1, 1, 1)
player:set_physics_override({speed = 1, jump = 1, gravity = 1})
hud_flags.wielditem = true
player_api.set_animation(player, "stand" , 30)
@ -91,7 +91,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
end
-- Check if player is moving
if vector.length(player:get_player_velocity()) > 0.001 then
if vector.length(player:get_velocity()) > 0.001 then
minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
return false
end
@ -112,7 +112,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
y = bed_pos.y + 0.07,
z = bed_pos.z + dir.z / 2
}
player:set_physics_override(0, 0, 0)
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
player:set_pos(p)
player_api.player_attached[name] = true
hud_flags.wielditem = false
@ -284,4 +284,3 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
end
end
end)

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@ -0,0 +1,8 @@
# textdomain: beds
Leave Bed=Opusti posteľ
Good morning.=Dobré ráno.
@1 of @2 players are in bed=@1 z @2 hráčov sú v posteli
Force night skip=Nútene preskočiť noc
You can only sleep at night.=Môžeš spať len v noci.
Fancy Bed=Pekná posteľ
Simple Bed=Jednoduchá posteľ

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Ďalekohľad
Use with 'Zoom' key=Použi s klávesou "Priblíž"

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Cestovný režim loďky zapnutý
Boat cruise mode off=Cestovný režim loďky vypnutý
Boat=Loďka

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Kosti
@1's old bones=Staré kosti hráča @1
@1 died at @2.=@1 zomrel na pozícií @2.
@1 died at @2, and dropped their inventory.=@1 zomrel na pozícií @2 a vysypal svoj inventár.
@1 died at @2, and bones were placed.=@1 zomrel na pozícií @2 a ostali po ňom kosti.
@1's fresh bones=Čerstvé kosti hráča @1
@1's bones=Kosti hráča @1

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Prázdne vedro
Water Bucket=Vedro s vodou
River Water Bucket=Vedro s vodou z rieky
Lava Bucket=Vedro s lávou

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Biely motýlik
Red Butterfly=Červený motýlik
Violet Butterfly=Fialový motýlik

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@ -0,0 +1,6 @@
# textdomain: carts
Cart=Vozík
(Sneak+Click to pick up)=(Zakrádanie sa + Klik pre zdvihnutie)
Rail=Koľajnica
Powered Rail=Koľajnica s pohonom
Brake Rail=Brzdná koľajnica

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@ -0,0 +1,10 @@
# textdomain: creative
Allow player to use creative inventory=Povolí hráčovi použivať kreatívny inventár
Search=Hľadaj
Reset=Vrátiť späť
Previous page=Predchádzajúca stránka
Next page=Nasledujúca stránka
All=Všetko
Nodes=Kocky
Tools=Nástroje
Items=Veci

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@ -19,17 +19,17 @@ Mese Crystal=Кристалл Месе
Gold Lump=Кусок Золота
Diamond=Алмаз
Clay Lump=Ком Глины
Steel Ingot=Железный Брусок
Copper Ingot=Медный Брусок
Tin Ingot=Оловянный Брусок
Bronze Ingot=Бронзовый Брусок
Gold Ingot=Золотой Брусок
Steel Ingot=Железный Слиток
Copper Ingot=Медный Слиток
Tin Ingot=Оловянный Слиток
Bronze Ingot=Бронзовый Слиток
Gold Ingot=Золотой Слиток
Mese Crystal Fragment=Осколок Кристалла Месе
Clay Brick=Глиняный Кирпич
Obsidian Shard=Обсидиановый Осколок
Flint=Огниво
Flint=Кремень
Blueberries=Черника
Furnace is empty=Печь пустая
Furnace is empty=Печь пуста
100% (output full)=100% (полное приготовление)
@1%=@1%
Empty=Пустое
@ -80,29 +80,29 @@ Snow=Снег
Snow Block=Снежный Блок
Ice=Лёд
Cave Ice=Пещерный Лёд
Apple Tree=Яблоневый Ствол
Apple Wood Planks=Яблоневые Деревянные Доски
Apple Tree Sapling=Яблоневый Саженец
Apple Tree=Ствол Яблони
Apple Wood Planks=Яблоневые Доски
Apple Tree Sapling=Саженец Яблони
Apple Tree Leaves=Яблоневая Листва
Apple=Яблоко
Apple Marker=Яблочная Метка
Jungle Tree=Ствол Тропического Дерева
Jungle Wood Planks=Деревянные Доски Тропического Дерева
Jungle Wood Planks=Доски из Тропического Дерева
Jungle Tree Leaves=Листва Тропического Дерева
Jungle Tree Sapling=Саженец Тропического Дерева
Emergent Jungle Tree Sapling=Выросший Саженец Тропического Дерева
Pine Tree=Сосновый Ствол
Pine Wood Planks=Сосновые Деревянные Доски
Pine Wood Planks=Сосновые Доски
Pine Needles=Сосновая Хвоя
Pine Tree Sapling=Сосновый Саженец
Pine Tree Sapling=Саженец Сосны
Acacia Tree=Ствол Акации
Acacia Wood Planks=Деревянные Доски Акации
Acacia Wood Planks=Доски Акации
Acacia Tree Leaves=Листва Акации
Acacia Tree Sapling=Саженец Акации
Aspen Tree=Осиновый Ствол
Aspen Wood Planks=Осиновые Деревянные Доски
Aspen Tree=Ствол Осины
Aspen Wood Planks=Осиновые Доски
Aspen Tree Leaves=Осиновая Листва
Aspen Tree Sapling=Осиновый Саженец
Aspen Tree Sapling=Саженец Осины
Coal Ore=Уголь
Coal Block=Угольный Блок
Iron Ore=Железная Руда
@ -119,7 +119,7 @@ Gold Block=Золотой Блок
Diamond Ore=Алмаз
Diamond Block=Алмазный Блок
Cactus=Кактус
Large Cactus Seedling=Кактусовый Саженец
Large Cactus Seedling=Саженец Кактуса
Papyrus=Папирус
Dry Shrub=Сухой Куст
Jungle Grass=Тропическая Трава
@ -127,23 +127,23 @@ Grass=Трава
Dry Grass=Сухая Трава
Fern=Папоротник
Marram Grass=Песколюб
Bush Stem=Ствол Яблочного Деревца
Bush Leaves=Листья Яблочного Деревца
Bush Sapling=Саженца яблочного деревца
Bush Stem=Стебли Куста
Bush Leaves=Листья Куста
Bush Sapling=Саженец Куста
Blueberry Bush Leaves with Berries=Куст Черники с Ягодами
Blueberry Bush Leaves=Куст Черники
Blueberry Bush Sapling=Саженца Куста Черники
Acacia Bush Stem=Ствол Деревца Акации
Acacia Bush Leaves=Листья Деревца Акации
Acacia Bush Sapling=Саженца Деревца Акации
Pine Bush Stem=Сосновое Деревце
Pine Bush Needles=Хвоя Соснового Деревца
Pine Bush Sapling=Саженца Соснового Деревца
Blueberry Bush Sapling=Саженец Куста Черники
Acacia Bush Stem=Стебли Куста Акации
Acacia Bush Leaves=Листья Куста Акации
Acacia Bush Sapling=Саженец Куста Акации
Pine Bush Stem=Стебли Хвойного Куста
Pine Bush Needles=Хвоя Куста
Pine Bush Sapling=Саженец Хвойного Куста
Kelp=Ламинария
Green Coral=Зеленый Коралл
Pink Coral=Розовый Коралл
Cyan Coral=Голубой Коралл
Brown Coral=Бурый Коралл
Brown Coral=Коричневый Коралл
Orange Coral=Оранжевый Коралл
Coral Skeleton=Коралловый Остов
Water Source=Водный Источник

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@ -0,0 +1,211 @@
# textdomain: default
Locked Chest=Uzamknutá truhlica
Locked Chest (owned by @1)=Uzamknutá truhlica (Vlastník - @1)
You do not own this chest.=Túto truhlicu nevlastníš.
a locked chest=zamknutá truhlica
Chest=Truhlica
Stick=Palica
Paper=Papier
"@1" by @2=„@1“ z @2
Book=Kniha
Book with Text=Kniha s textom
Skeleton Key=Základný kľuč
Key to @1's @2=Kľuč pre @2 hráča @1
Coal Lump=Hruda uhlia
Iron Lump=Hruda železa
Copper Lump=Hruda medi
Tin Lump=Hruda cínu
Mese Crystal=Mese Krištáľ
Gold Lump=Hruda zlata
Diamond=Diamant
Clay Lump=Hruda ílu
Steel Ingot=Oceľový ingot
Copper Ingot=Medený ingot
Tin Ingot=Cínový ingot
Bronze Ingot=Bronzový ingot
Gold Ingot=Zlatý ingot
Mese Crystal Fragment=Fragment Mese krištáľu
Clay Brick=Nepálená tehla
Obsidian Shard=Úlomok obsidiánu
Flint=Kresací kamienok
Blueberries=Čučoriedky
Furnace is empty=Pec je prázdna
100% (output full)=100% (Výstup je plný)
@1%=@1%
Empty=Prázdne
Not cookable=Nie je variteľné
Furnace active=Pec je aktívna
Furnace inactive=Pec je neaktívna
(Item: @1; Fuel: @2)=(Vec: @1; Palivo: @2)
Furnace=Pec
Stone=Kameň
Cobblestone=Dlažbový kameň
Stone Brick=Tehla z kameňa
Stone Block=Blok kameňa
Mossy Cobblestone=Dlažbový kameň obrastený machom
Desert Stone=Púštny kameň
Desert Cobblestone=Púštny dlažbový kameň
Desert Stone Brick=Tehla z púštneho kameňa
Desert Stone Block=Blok púštneho kameňa
Sandstone=Pieskovec
Sandstone Brick=Tehla z pieskovca
Sandstone Block=Blok pieskovca
Desert Sandstone=Púštny pieskovec
Desert Sandstone Brick=Tehla z púštneho pieskovca
Desert Sandstone Block=Blok púštneho pieskovca
Silver Sandstone=Strieborný pieskovec
Silver Sandstone Brick=Tehla zo strieborného pieskovca
Silver Sandstone Block=Blok strieborného pieskovca
Obsidian=Obsidián
Obsidian Brick=Tehla z obsidiánu
Obsidian Block=Blok obsidiánu
Dirt=Hlina
Dirt with Grass=Hlina s trávou
Dirt with Grass and Footsteps=Hlina s trávou a stopami
Dirt with Savanna Grass=Hlina s trávou zo savany
Dirt with Snow=Hlina so snehom
Dirt with Rainforest Litter=Hlina s povrchom dažďového pralesa
Dirt with Coniferous Litter=Hlina s ihličnatým povrchom
Savanna Dirt=Hlina zo savany
Savanna Dirt with Savanna Grass=Hlina zo savany s trávou
Permafrost=Permafrost
Permafrost with Stones=Permafrost s kameňmi
Permafrost with Moss=Permafrost s machom
Sand=Piesok
Desert Sand=Púštny piesok
Silver Sand=Strieborný piesok
Gravel=Štrk
Clay=Íl
Snow=Sneh
Snow Block=Blok snehu
Ice=Ľad
Cave Ice=Jaskynný ľad
Apple Tree=Jabloň
Apple Wood Planks=Drevené dosky z jablone
Apple Tree Sapling=Stromček jablone
Apple Tree Leaves=Listy z jablone
Apple=Jablko
Apple Marker=Jablková značka
Jungle Tree=Ďungľový strom
Jungle Wood Planks=Drevené dosky z džungľového stromu
Jungle Tree Leaves=Listy z džungľového stromu
Jungle Tree Sapling=Džungľový stromček
Emergent Jungle Tree Sapling=Vznikajúci džungľový stromček
Pine Tree=Borovica
Pine Wood Planks=Drevené dosky z borovice
Pine Needles=Ihličie z borovice
Pine Tree Sapling=Borovicový stromček
Acacia Tree=Akácia
Acacia Wood Planks=Drevené dosky z akácie
Acacia Tree Leaves=Listy z akácie
Acacia Tree Sapling=Stromček akácie
Aspen Tree=Osika
Aspen Wood Planks=Drevené dosky z osiky
Aspen Tree Leaves=Listy z osiky
Aspen Tree Sapling=Stromček osiky
Coal Ore=Uhoľná ruda
Coal Block=Blok uhlia
Iron Ore=Železná ruda
Steel Block=Blok ocele
Copper Ore=Medená ruda
Copper Block=Blok medi
Tin Ore=Cínová ruda
Tin Block=Blok cínu
Bronze Block=Blok bronzu
Mese Ore=Mese Ruda
Mese Block=Blok Mese
Gold Ore=Zlatá ruda
Gold Block=Blok zlata
Diamond Ore=Diamantová ruda
Diamond Block=Blok diamantu
Cactus=Kaktus
Large Cactus Seedling=Vaľká sadenica kaktusu
Papyrus=Papyrus
Dry Shrub=Suchý ker
Jungle Grass=Džungľová tráva
Grass=Tráva
Savanna Grass=Tráva zo savany
Fern=Papraď
Marram Grass=Pobrežná tráva
Bush Stem=Stonka z kríka
Bush Leaves=Listy z kríka
Bush Sapling=Sadenica kríka
Blueberry Bush Leaves with Berries=Čučoriedkové listy s čučoriedkami
Blueberry Bush Leaves=Čučoriedkové listy
Blueberry Bush Sapling=Sadenica čučoriedky
Acacia Bush Stem=Stonka z kríka akácie
Acacia Bush Leaves=Listy z kríka akácie
Acacia Bush Sapling=Sadenica kríka akácie
Pine Bush Stem=Stonka kríka borovice
Pine Bush Needles=Ihličie kríka borovice
Pine Bush Sapling=Sadenica kríka borovice
Kelp=Riasa
Green Coral=Zelený koral
Pink Coral=Ružový koral
Cyan Coral=Tyrkysový koral
Brown Coral=Hnedý koral
Orange Coral=Oranžový koral
Coral Skeleton=Koralová kostra
Water Source=Zdroj vody
Flowing Water=Tečúca voda
River Water Source=Zdroj riečnej voda
Flowing River Water=Tečúca riečna voda
Lava Source=Zdroj lávy
Flowing Lava=Tečúca láva
Empty Bookshelf=Prázdna knižnica
Bookshelf (@1 written, @2 empty books)=Knižnica (@1 popísané, @2 prázdne knihy)
Bookshelf=Knižnica
Text too long=Text je príliš dlhý
Wooden Sign=Drevená tabuľka
Steel Sign=Oceľová tabuľka
Wooden Ladder=Drevený rebrík
Steel Ladder=Oceľový rebrík
Apple Wood Fence=Drevený plot z jablone
Acacia Wood Fence=Drevený plot z akácie
Jungle Wood Fence=Drevený plot z džungľového dreva
Pine Wood Fence=Drevený plot z borovice
Aspen Wood Fence=Drevený plot z osiky
Apple Wood Fence Rail=Drevené zábradlie z jablone
Acacia Wood Fence Rail=Drevené zábradlie z akácie
Jungle Wood Fence Rail=Drevené zábradlie z džungľového dreva
Pine Wood Fence Rail=Drevené zábradlie z borovice
Aspen Wood Fence Rail=Drevené zábradlie z osiky
Glass=Sklo
Obsidian Glass=Obsidiánové sklo
Brick Block=Blok z tehál
Mese Lamp=Mese lampa
Mese Post Light=Mese stĺpová lampa
Cloud=Oblak
Wooden Pickaxe=Drevený krompáč
Stone Pickaxe=Kamenný krompáč
Bronze Pickaxe=Bronzový krompáč
Steel Pickaxe=Oceľový krompáč
Mese Pickaxe=Mese krompáč
Diamond Pickaxe=Diamantový krompáč
Wooden Shovel=Drevená lopata
Stone Shovel=Kamenná lopata
Bronze Shovel=Bronzová lopata
Steel Shovel=Oceľová lopata
Mese Shovel=Mese lopata
Diamond Shovel=Diamantová lopata
Wooden Axe=Drevená sekera
Stone Axe=Kamenná sekera
Bronze Axe=Bronzová sekera
Steel Axe=Oceľová sekera
Mese Axe=Mese sekera
Diamond Axe=Diamantová sekera
Wooden Sword=Drevený meč
Stone Sword=Kamenný meč
Bronze Sword=Bronzový meč
Steel Sword=Oceľový meč
Mese Sword=Mese meč
Diamond Sword=Diamantový meč
Key=Kľúč
Torch=Fakľa
@1 will intersect protection on growth.=@1 prekročí pri raste chránenú zónu.
Title:=Názov:
Contents:=Obsah:
Save=Uložiť
by @1=od @1
Page @1 of @2=Strana @1 z @2
"@1"=„@1“

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@ -4,9 +4,8 @@
local S = default.get_translator
-- The hand
minetest.register_item(":", {
type = "none",
wield_image = "wieldhand.png",
-- Override the hand item registered in the engine in builtin/game/register.lua
minetest.override_item("", {
wield_scale = {x=1,y=1,z=2.5},
tool_capabilities = {
full_punch_interval = 0.9,

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@ -0,0 +1,18 @@
# textdomain: doors
Hidden Door Segment=Skrytá časť dverí
Owned by @1=Vlastník - @1
You do not own this locked door.=Nevlastníš tieto uzamknuté dvere.
a locked door=uzamknuté dvere
Wooden Door=Drevené dvere
Steel Door=Oceľové dvere
Glass Door=Sklenené dvere
Obsidian Glass Door=Obsidiánové sklenené dvere
You do not own this trapdoor.=Nevlastníš tieto padacie dvere.
a locked trapdoor=uzamknuté padacie dvere
Wooden Trapdoor=Drevené padacie dvere
Steel Trapdoor=Oceľové padacie dvere
Apple Wood Fence Gate=Drevený plot z jablone
Acacia Wood Fence Gate=Drevený plot z akácie
Jungle Wood Fence Gate=Drevený plot z džungľového dreva
Pine Wood Fence Gate=Drevený plot z borovice
Aspen Wood Fence Gate=Drevený plot z osiky

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@ -0,0 +1,16 @@
# textdomain: dye
White Dye=Biele farbivo
Grey Dye=Šedé farbivo
Dark Grey Dye=Tmavo šedé farbivo
Black Dye=Čierne farbivo
Violet Dye=Fialové farbivo
Blue Dye=Modré farbivo
Cyan Dye=Tyrkysové farbivo
Dark Green Dye=Tmavozelené farbivo
Green Dye=Zelené farbivo
Yellow Dye=Žlté farbivo
Brown Dye=Hnedé farbivo
Orange Dye=Oranžové farbivo
Red Dye=Červené farbivo
Magenta Dye=Purpurové farbivo
Pink Dye=Ružové farbivo

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@ -0,0 +1,28 @@
# textdomain: farming
Wooden Hoe=Drevená motyka
Stone Hoe=Kamenná motyka
Steel Hoe=Oceľová motyka
Bronze Hoe=Bronzová motyka
Mese Hoe=Mese motyka
Diamond Hoe=Diamantová motyka
Wheat Seed=Pšeničné semienko
Flour=Múka
Bread=Chlieb
Cotton Seed=Bavlnené semienko
String=Šňúra
Soil=Zemina
Wet Soil=Mokrá zemina
Savanna Soil=Zemina zo savany
Wet Savanna Soil=Morká zemina zo savany
Desert Sand Soil=Zemina s púšte
Wet Desert Sand Soil=Mokrá zemina s púšte
Straw=Slama
Straw Stair=Slamenné schody
Straw Slab=Slamenná doska
Inner Straw Stair=Vnútorné slamenné schodisko
Outer Straw Stair=Vonkajšie slamenné schodisko
Wheat=Pšenica
Cotton=Bavlna
Hoe=Motyka
Seed=Semienko
Wild Cotton=Divoká bavlna

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@ -1,3 +1,3 @@
# textdomain: fire
Permanent Flame=Вечный Огонь
Flint and Steel=Огниво и Сталь
Flint and Steel=Огниво

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@ -0,0 +1,4 @@
# textdomain: fire
Fire=Oheň
Permanent Fire=Stály oheň
Flint and Steel=Pazúrik a ocieľka

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@ -0,0 +1,5 @@
# textdomain: fireflies
Firefly=Svetluška
Hidden Firefly=Skrytá svetluška
Bug Net=Sieťka na hmyz
Firefly in a Bottle=Svetluška vo fľaši

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@ -0,0 +1,12 @@
# textdomain: flowers
Red Rose=Červená ruža
Orange Tulip=Oranžový tulipán
Yellow Dandelion=Žltá púpava
Green Chrysanthemum=Zelená chryzantéma
Blue Geranium=Modrý muškát
Viola=Fialka
White Dandelion=Biela púpava
Black Tulip=Čierny tulipán
Red Mushroom=Červená huba
Brown Mushroom=Hnedá huba
Waterlily=Lekno

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@ -0,0 +1,4 @@
# textdomain: game_commands
Kill yourself to respawn=Samovražda pre znovuzrodenie
No static_spawnpoint defined=Nie je definované stále miesto znovuzrodenia
You need to be online to be killed!=Musíš byť online, aby si mohol byť zabitý!

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@ -0,0 +1,3 @@
# textdomain: map
Mapping Kit=Kartografická súprava
Use with 'Minimap' key=Použi klávesou 'Prepni minimpu'

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@ -71,6 +71,31 @@ function player_api.get_gender_model(gender)
return model
end
minetest.register_chatcommand("toggle_gender", {
description = S("Change the gender, from male to female or viceversa"),
func = function(name, param)
local player = minetest.get_player_by_name(name)
local meta = player:get_meta()
local old_gender = player_api.get_gender(player)
if old_gender then
local new_gender
if old_gender == "male" then
new_gender = "female"
else
new_gender = "male"
end
meta:set_string("gender", new_gender)
player_api.set_model(player, player_api.get_gender_model(new_gender))
local gender_model = player_api.get_gender_model(new_gender)
local cloth = player_api.compose_cloth(player)
player_api.registered_models[gender_model].textures[1] = cloth
player_api.set_textures(player, models[gender_model].textures)
local new_gender_cap = new_gender:gsub("^%l", string.upper)
minetest.chat_send_player(name, S("Your gender is changed to").." "..S(new_gender_cap)..".")
end
end,
})
-- Called when a player's appearance needs to be updated
function player_api.set_model(player, model_name)
local name = player:get_player_name()
@ -218,8 +243,8 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
else
gender = player_api.set_gender(player, "random")
end
player_api.set_cloths(player, gender)
local cloth = player_api.compose_cloth(player, gender)
player_api.set_cloths(player)
local cloth = player_api.compose_cloth(player)
local gender_model = player_api.get_gender_model(gender)
player_api.registered_models[gender_model].textures[1] = cloth
player_api.set_model(player, gender_model)

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@ -16,13 +16,35 @@ function player_api.register_cloth(name, def)
if not(def.wield_image) then
def.wield_image = def.inventory_image
end
local tooltip
if def.groups["cloth"] == 1 then
tooltip = S("Head")
elseif def.groups["cloth"] == 2 then
tooltip = S("Upper")
else
tooltip = S("Lower")
end
tooltip = "(" .. tooltip .. ")"
local gender, gender_color
if def.gender == "male" then
gender = S("Male")
gender_color = "#00baff"
elseif def.gender == "female" then
gender = S("Female")
gender_color = "#ff69b4"
else
gender = S("Unisex")
gender_color = "#9400d3"
end
tooltip = tooltip.."\n".. minetest.colorize(gender_color, gender)
minetest.register_craftitem(name, {
description = def.description,
description = def.description .. "\n" .. tooltip,
inventory_image = def.inventory_image,
wield_image = def.wield_image,
stack_max = def.stack_max or 16,
_cloth_texture = def.texture,
_cloth_genre = def.genre,
_cloth_preview = def.preview,
_cloth_gender = def.gender,
groups = def.groups,
})
end
@ -32,7 +54,8 @@ player_api.register_cloth("player_api:cloth_female_upper_default", {
inventory_image = "cloth_female_upper_default_inv.png",
wield_image = "cloth_female_upper_default.png",
texture = "cloth_female_upper_default.png",
genre = "female",
preview = "cloth_female_upper_preview.png",
gender = "female",
groups = {cloth = 2},
})
@ -41,7 +64,8 @@ player_api.register_cloth("player_api:cloth_female_lower_default", {
inventory_image = "cloth_female_lower_default_inv.png",
wield_image = "cloth_female_lower_default_inv.png",
texture = "cloth_female_lower_default.png",
genre = "female",
preview = "cloth_female_lower_preview.png",
gender = "female",
groups = {cloth = 3},
})
@ -50,7 +74,8 @@ player_api.register_cloth("player_api:cloth_female_head_default", {
inventory_image = "cloth_female_head_default_inv.png",
wield_image = "cloth_female_head_default_inv.png",
texture = "cloth_female_head_default.png",
genre = "female",
preview = "cloth_female_head_preview.png",
gender = "female",
groups = {cloth = 1},
})
@ -59,7 +84,8 @@ player_api.register_cloth("player_api:cloth_male_upper_default", {
inventory_image = "cloth_male_upper_default_inv.png",
wield_image = "cloth_male_upper_default_inv.png",
texture = "cloth_male_upper_default.png",
genre = "male",
preview = "cloth_male_upper_preview.png",
gender = "male",
groups = {cloth = 2},
})
@ -68,16 +94,16 @@ player_api.register_cloth("player_api:cloth_male_lower_default", {
inventory_image = "cloth_male_lower_default_inv.png",
wield_image = "cloth_male_lower_default_inv.png",
texture = "cloth_male_lower_default.png",
genre = "male",
preview = "cloth_male_lower_preview.png",
gender = "male",
groups = {cloth = 3},
})
function player_api.set_cloths(player, gender)
function player_api.set_cloths(player)
local gender = player:get_meta():get_string("gender")
--Create the "cloths" inventory
local inv = player:get_inventory()
inv:set_size("cloths", 3)
inv:set_size("cloths", 8)
if gender == "male" then
inv:add_item("cloths", 'player_api:cloth_male_upper_default')
@ -90,15 +116,14 @@ function player_api.set_cloths(player, gender)
end
function player_api.compose_cloth(player)
if not(player_api.has_cloths(player)) then
return nil
end
local gender = player:get_meta():get_string("gender")
local meta = player:get_meta()
local gender = meta:get_string("gender")
local inv = player:get_inventory()
local inv_list = inv:get_list("cloths")
local upper_ItemStack
local lower_ItemStack
local head_ItemStack
local underwear = false
for i = 1, #inv_list do
local item_name = inv_list[i]:get_name()
--minetest.chat_send_all(item_name)
@ -110,8 +135,12 @@ function player_api.compose_cloth(player)
upper_ItemStack = minetest.registered_items[item_name]._cloth_texture
elseif cloth_type == 3 then
lower_ItemStack = minetest.registered_items[item_name]._cloth_texture
underwear = true
end
end
if not(underwear) then
lower_ItemStack = "cloth_lower_underwear_default.png"
end
local base_texture
if gender == "male" then
base_texture = "player_male_base.png"

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@ -2,6 +2,12 @@
Select your gender=Selecciona tu género
Male=Hombre
Female=Mujer
Unisex=Unisex
Change the gender, from male to female or viceversa=Cambiar el género, de hombre a mujer o viceversa
Your gender is changed to=Tu género se ha cambiado a
Head=Cabeza
Upper=Parte superior
Lower=Parte inferior
Purple Stripe Summer T-shirt=Camiseta veraniega púrpura a rayas
Fresh Summer Denim Shorts=Pantalones vaqueros cortos y frescos
Pink Bow=Lazo rosa

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@ -0,0 +1,3 @@
# textdomain: screwdriver
Screwdriver=Skrutkovač
(left-click rotates face, right-click rotates axis)=(Ľavý klik otáča stranu, pravý klik otáča os)

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@ -0,0 +1,8 @@
# textdomain: sethome
Can use /sethome and /home=Môžeš použivať /sethome a /home
Teleport you to your home point=Teleportuj sa domov
Teleported to home!=Teleportovaný domov!
Set a home using /sethome=Nastav si domov použitím /sethome
Set your home point=Nastaviť si domov
Home set!=Domov nastavený!
Player not found!=Hráč nenájdený!

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@ -0,0 +1,2 @@
# textdomain:sfinv
Crafting=Vytváranie

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@ -0,0 +1,145 @@
# textdomain: stairs
Glass Stair=Sklenené schod
Glass Slab=Sklenený stupienok
Inner Glass Stair=Vnútorný sklenené schod
Outer Glass Stair=Vonkajší sklenené schod
Obsidian Glass Stair=Obsidiánové sklenené schod
Obsidian Glass Slab=Obsidiánový sklenený stupienok
Inner Obsidian Glass Stair=Vnútorný obsidiánové sklenené schod
Outer Obsidian Glass Stair=Vonkajší obsidiánové sklenené schod
Wooden Stair=Drevené schod
Inner Wooden Stair=Vnútorný drevené schod
Outer Wooden Stair=Vonkajší drevené schod
Wooden Slab=Drevený stupienok
Jungle Wood Stair=Drevené schod z džungľového dreva
Inner Jungle Wood Stair=Vnútorný drevené schod z džungľového dreva
Outer Jungle Wood Stair=Vonkajší drevené schod z džungľového dreva
Jungle Wood Slab=Stupienok z džungľového dreva
Pine Wood Stair=Drevené schod z borovicového dreva
Inner Pine Wood Stair=Vnútorný drevené schod z borovicového dreva
Outer Pine Wood Stair=Vonkajší drevené schod z borovicového dreva
Pine Wood Slab=Stupienok z borovicového dreva
Acacia Wood Stair=Drevené schod z akáciového dreva
Inner Acacia Wood Stair=Vnútorný drevené schod z akáciového dreva
Outer Acacia Wood Stair=Vonkajší drevené schod z akáciového dreva
Acacia Wood Slab=Stupienok z akáciového dreva
Aspen Wood Stair=Drevené schod z osiky
Inner Aspen Wood Stair=Vnútorný drevené schod z osiky
Outer Aspen Wood Stair=Vonkajší drevené schod z osiky
Aspen Wood Slab=Stupienok z osiky
Stone Stair=Kamenné schod
Inner Stone Stair=Vnútorný kamenné schod
Outer Stone Stair=Vonkajší kamenné schod
Stone Slab=Kamenný stupienok
Cobblestone Stair=Schod z dlažbového kameňa
Inner Cobblestone Stair=Vnútorný schod z dlažbového kameňa
Outer Cobblestone Stair=Vonkajší schod z dlažbového kameňa
Cobblestone Slab=Stupienok z dlažbového kameňa
Mossy Cobblestone Stair=Schod dlažbového kameňa obrastené machom
Inner Mossy Cobblestone Stair=Vnútorný schod dlažbového kameňa obrastené machom
Outer Mossy Cobblestone Stair=Vonkajší schod dlažbového kameňa obrastené machom
Mossy Cobblestone Slab=Stupienok z dlažbového kameňa obrastený machom
Stone Brick Stair=Schod z kamenných tehál
Inner Stone Brick Stair=Vnútorný schod z kamenných tehál
Outer Stone Brick Stair=Vonkajší schod z kamenných tehál
Stone Brick Slab=Stupienok z kamenných tehál
Stone Block Stair=Schod z kameňa
Inner Stone Block Stair=Vnútorný schod z kameňa
Outer Stone Block Stair=Vonkajší schod z kameňa
Stone Block Slab=Stupienok z kameňa
Desert Stone Stair=Schod z púštneho kameňa
Inner Desert Stone Stair=Vnútorný schod z púštneho kameňa
Outer Desert Stone Stair=Vonkajší schod z púštneho kameňa
Desert Stone Slab=Stupienok z púštneho kameňa
Desert Cobblestone Stair=Schod z púštneho dlažbového kameňa
Inner Desert Cobblestone Stair=Vnútorný schod z púštneho dlažbového kameňa
Outer Desert Cobblestone Stair=Vonkajší schod z púštneho dlažbového kameňa
Desert Cobblestone Slab=Stupienok z púštneho dlažbového kameňa
Desert Stone Brick Stair=Schod z tehiel z púštneho kameňa
Inner Desert Stone Brick Stair=Vnútorný schod z tehiel z púštneho kameňa
Outer Desert Stone Brick Stair=Vonkajší schod z tehiel z púštneho kameňa
Desert Stone Brick Slab=Stupienok z tehiel z púštneho kameňa
Desert Stone Block Stair=Schod z blokov púštneho kameňa
Inner Desert Stone Block Stair=Vnútorný schod z blokov púštneho kameňa
Outer Desert Stone Block Stair=Vonkajší schod z blokov púštneho kameňa
Desert Stone Block Slab=Stupienok z blokov púštneho kameňa
Sandstone Stair=Schod z pieskovca
Inner Sandstone Stair=Vnútorný schod z pieskovca
Outer Sandstone Stair=Vonkajší schod z pieskovca
Sandstone Slab=Stupienok z pieskovca
Sandstone Brick Stair=Schod z tehál pieskovca
Inner Sandstone Brick Stair=Vnútorný schod z tehál pieskovca
Outer Sandstone Brick Stair=Vonkajší schod z tehál pieskovca
Sandstone Brick Slab=Stupienok z tehál pieskovca
Sandstone Block Stair=Schod z blokov pieskovca
Inner Sandstone Block Stair=Vnútorný schod z blokov pieskovca
Outer Sandstone Block Stair=Vonkajší schod z blokov pieskovca
Sandstone Block Slab=Stupienok z blokov pieskovca
Desert Sandstone Stair=Schod z púštneho pieskovca
Inner Desert Sandstone Stair=Vnútorný schod z púštneho pieskovca
Outer Desert Sandstone Stair=Vonkajší schod z púštneho pieskovca
Desert Sandstone Slab=Stupienok z púštneho pieskovca
Desert Sandstone Brick Stair=Schod z tehál z púštneho pieskovca
Inner Desert Sandstone Brick Stair=Vnútorný schod z tehál z púštneho pieskovca
Outer Desert Sandstone Brick Stair=Vonkajší schod z tehál z púštneho pieskovca
Desert Sandstone Brick Slab=Stupienok z tehál z púštneho pieskovca
Desert Sandstone Block Stair=Schod z blokov púštneho pieskovca
Inner Desert Sandstone Block Stair=Vnútorný schod z blokov púštneho pieskovca
Outer Desert Sandstone Block Stair=Vonkajší schod z blokov púštneho pieskovca
Desert Sandstone Block Slab=Stupienok z blokov púštneho pieskovca
Silver Sandstone Stair=Schod zo strieborného pieskovca
Inner Silver Sandstone Stair=Vnútorný schod zo strieborného pieskovca
Outer Silver Sandstone Stair=Vonkajší schod zo strieborného pieskovca
Silver Sandstone Slab=Stupienok zo strieborného pieskovca
Silver Sandstone Brick Stair=Schod z tehál zo strieborného pieskovca
Inner Silver Sandstone Brick Stair=Vnútorný schod z tehál zo strieborného pieskovca
Outer Silver Sandstone Brick Stair=Vonkajší schod z tehál zo strieborného pieskovca
Silver Sandstone Brick Slab=Stupienok z tehál zo strieborného pieskovca
Silver Sandstone Block Stair=Schod z blokov strieborného pieskovca
Inner Silver Sandstone Block Stair=Vnútorný schod z blokov strieborného pieskovca
Outer Silver Sandstone Block Stair=Vonkajší schod z blokov strieborného pieskovca
Silver Sandstone Block Slab=Stupienok z blokov strieborného pieskovca
Obsidian Stair=Schod z obsidiánu
Inner Obsidian Stair=Vnútorný schod z obsidiánu
Outer Obsidian Stair=Vonkajší schod z obsidiánu
Obsidian Slab=Stupienok z obsidiánu
Obsidian Brick Stair=Schod z tehál obsidiánu
Inner Obsidian Brick Stair=Vnútorný schod z tehál obsidiánu
Outer Obsidian Brick Stair=Vonkajší schod z tehál obsidiánu
Obsidian Brick Slab=Stupienok z tehál obsidiánu
Obsidian Block Stair=Schod z bloku obsidiánu
Inner Obsidian Block Stair=Vnútorný schod z bloku obsidiánu
Outer Obsidian Block Stair=Vonkajší schod z bloku obsidiánu
Obsidian Block Slab=Stupienok z bloku obsidiánu
Brick Stair=Schod z tehál
Inner Brick Stair=Vnútorný schod z tehál
Outer Brick Stair=Vonkajší schod z tehál
Brick Slab=Stupienok z tehál
Steel Block Stair=Oceľový schod
Inner Steel Block Stair=Vnútorný oceľový schod
Outer Steel Block Stair=Vonkajší oceľový schod
Steel Block Slab=Oceľový stupienok
Tin Block Stair=Cínový schod
Inner Tin Block Stair=Vnútorný cínový schod
Outer Tin Block Stair=Vonkajší cínový schod
Tin Block Slab=Cínový stupienok
Copper Block Stair=Medený schod
Inner Copper Block Stair=Vnútorný medený schod
Outer Copper Block Stair=Vonkajší medený schod
Copper Block Slab=Medený stupienok
Bronze Block Stair=Bronzový schod
Inner Bronze Block Stair=Vnútorný bronzový schod
Outer Bronze Block Stair=Vonkajší bronzový schod
Bronze Block Slab=Bronzový stupienok
Gold Block Stair=Zlatý schod
Inner Gold Block Stair=Vnútorný zlatý schod
Outer Gold Block Stair=Vonkajší zlatý schod
Gold Block Slab=Zlatý stupienok
Ice Stair=Ľadový schod
Inner Ice Stair=Vnútorný ľadový schod
Outer Ice Stair=Vonkajší ľadový schod
Ice Slab=Ľadový stupienok
Snow Block Stair=Snehový schod
Inner Snow Block Stair=Vnútorný snehový schod
Outer Snow Block Stair=Vonkajší snehový schod
Snow Block Slab=Snehový stupienok

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@ -165,7 +165,7 @@ local function entity_physics(pos, radius, drops)
if obj:is_player() then
local dir = vector.normalize(vector.subtract(obj_pos, pos))
local moveoff = vector.multiply(dir, 2 / dist * radius)
obj:add_player_velocity(moveoff)
obj:add_velocity(moveoff)
obj:set_hp(obj:get_hp() - damage)
else
@ -434,7 +434,7 @@ minetest.register_node("tnt:boom", {
light_source = default.LIGHT_MAX,
walkable = false,
drop = "",
groups = {dig_immediate = 3},
groups = {dig_immediate = 3, not_in_creative_inventory = 1},
-- unaffected by explosions
on_blast = function() end,
})
@ -531,7 +531,8 @@ minetest.register_node("tnt:gunpowder_burning", {
groups = {
dig_immediate = 2,
attached_node = 1,
connect_to_raillike = minetest.raillike_group("gunpowder")
connect_to_raillike = minetest.raillike_group("gunpowder"),
not_in_creative_inventory = 1
},
sounds = default.node_sound_leaves_defaults(),
on_timer = function(pos, elapsed)
@ -678,7 +679,7 @@ function tnt.register_tnt(def)
light_source = 5,
drop = "",
sounds = default.node_sound_wood_defaults(),
groups = {falling_node = 1},
groups = {falling_node = 1, not_in_creative_inventory = 1},
on_timer = function(pos, elapsed)
tnt.boom(pos, def)
end,

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@ -0,0 +1,4 @@
# textdomain: tnt
Gun Powder=Pušný prach
TNT Stick=Časť TNT
TNT=TNT

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@ -0,0 +1,8 @@
# textdomain: vessels
Vessels Shelf=Polica na fľašky
Empty Glass Bottle=Prázdna sklenená fľaša
Empty Drinking Glass=Prázdny pohár na pitie
Empty Heavy Steel Bottle=Prázdna oceľová fľaša
Glass Fragments=Časti skla
Empty Vessels Shelf=Prázdna polica na fľašky
Vessels Shelf (@1 items)=Polica na fľašky (@1 položka/y)

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@ -0,0 +1,4 @@
# textdomain: walls
Cobblestone Wall=Múr z dlažbových kociek
Mossy Cobblestone Wall=Múr z dlažbových kociek obrastených machom
Desert Cobblestone Wall=Múr z púštnych dlažbových kociek

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@ -9,7 +9,7 @@ Cyan Wool=Голубая Шерсть
Dark Green Wool=Тёмно-Зелёная Шерсть
Green Wool=Зелёная Шерсть
Yellow Wool=Жёлтая Шерсть
Brown Wool=Бурая Шерсть
Brown Wool=Коричневая Шерсть
Orange Wool=Оранжевая Шерсть
Red Wool=Красная Шерсть
Magenta Wool=Пурпурная Шерсть

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@ -0,0 +1,16 @@
# textdomain: wool
White Wool=Biela vlna
Grey Wool=Šedá vlna
Dark Grey Wool=Tmavošedá vlna
Black Wool=Čierna vlna
Violet Wool=Fialová vlna
Blue Wool=Modrá vlna
Cyan Wool=Tyrkysová vlna
Dark Green Wool=Tmavozelená vlna
Green Wool=Zelená vlna
Yellow Wool=Žltá vlna
Brown Wool=Hnedá vlna
Orange Wool=Oranžová vlna
Red Wool=Červená vlna
Magenta Wool=Purpurová vlna
Pink Wool=Ružová vlna

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@ -0,0 +1,6 @@
# textdomain: xpanes
Glass Pane=Tabuľa skla
Obsidian Glass Pane=Tabuľa obsidiánového skla
Steel Bars=Oceľové mreže
Steel Bar Door=Dvere z oceľových mreží
Steel Bar Trapdoor=Padajúce dvere z oceľových mreží

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@ -27,7 +27,7 @@ end
mobkit.terminal_velocity = sqrt(2*-mobkit.gravity*20) -- 20 meter fall = dead
mobkit.safe_velocity = sqrt(2*-mobkit.gravity*5) -- 5 m safe fall
local abr = minetest.get_mapgen_setting('active_block_range')
local abr = tonumber(minetest.get_mapgen_setting('active_block_range')) or 3
local neighbors ={
{x=1,z=0},
@ -80,7 +80,7 @@ end
function mobkit.is_pos_in_box(pos,bpos,box)
return pos.x > bpos.x+box[1] and pos.x < bpos.x+box[4] and
pos.y > bpos.y+box[2]+0.5 and pos.y < bpos.y+box[5]+0.5 and
pos.y > bpos.y+box[2] and pos.y < bpos.y+box[5] and
pos.z > bpos.z+box[3] and pos.z < bpos.z+box[6]
end
@ -421,7 +421,9 @@ function mobkit.animate(self,anim)
aparms = self.animation[anim]
end
self.object:set_animation(aparms.range,aparms.speed,0,aparms.loop)
aparms.frame_blend = aparms.frame_blend or 0
self.object:set_animation(aparms.range,aparms.speed,aparms.frame_blend,aparms.loop)
else
self._anim = nil
end
@ -444,6 +446,7 @@ function mobkit.make_sound(self, sound)
param_table.gain = in_range(spec.gain)
param_table.fade = in_range(spec.fade)
param_table.pitch = in_range(spec.pitch)
return minetest.sound_play(spec.name, param_table)
end
return minetest.sound_play(spec, param_table)
end
@ -1121,7 +1124,7 @@ function mobkit.lq_jumpattack(self,height,target)
local dir = minetest.yaw_to_dir(yaw)
local apos = mobkit.pos_translate2d(pos,yaw,self.attack.range)
if mobkit.is_pos_in_box(apos,tgtpos,tgtbox, self.offset) then --bite
if mobkit.is_pos_in_box(apos,tgtpos,tgtbox) then --bite
target:punch(self.object,1,self.attack)
-- bounce off
local vy = self.object:get_velocity().y

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@ -145,15 +145,22 @@ petz.growth_timer = function(self, dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 1.01 -- grows a litte up
self.object:set_pos(pos)
local vel = self.object:get_velocity()
vel.y=vel.y + 4.0
self.object:set_velocity(vel)
local obj
if self.parents then -- for chicken only
mokapi.remove_mob(self)
obj = minetest.add_entity(pos, self.parents[math.random(1, #self.parents)])
else
obj = self.object
petz.set_properties(self, {
jump = false,
is_baby = false,
visual_size = self.visual_size,
collisionbox = self.collisionbox
})
mokapi.make_sound("object", self.object, "petz_pop_sound", petz.settings.max_hear_distance)
end
local vel = obj:get_velocity()
vel.y=vel.y + 4.0
obj:set_velocity(vel)
mokapi.make_sound("object", obj, "petz_pop_sound", petz.settings.max_hear_distance)
end
end

View File

@ -14,7 +14,8 @@ petz.lay_egg = function(self)
end
local pos = self.object:get_pos()
if self.type_of_egg == "item" then
if math.random(1, petz.settings.lay_egg_chance) == 1 then
local lay_egg_timing = petz.settings.lay_egg_timing
if mobkit.timer(self, math.random(lay_egg_timing - (lay_egg_timing*0.2), lay_egg_timing+ (lay_egg_timing*0.2))) then
minetest.add_item(pos, "petz:"..self.type.."_egg") --chicken/duck/penguin egg!
petz.increase_egg_count(self)
end
@ -26,8 +27,14 @@ petz.lay_egg = function(self)
{x = pos.x + lay_range, y = pos.y + 1, z = pos.z + lay_range},
"petz:ducky_nest")
if #nearby_nodes > 1 then
local nest_type
if self.type == "hen" then
nest_type = "chicken"
else
nest_type = "ducky"
end
local nest_to_lay = nearby_nodes[math.random(1, #nearby_nodes)]
minetest.set_node(nest_to_lay, {name= "petz:"..self.type.."_nest_egg"})
minetest.set_node(nest_to_lay, {name= "petz:"..nest_type.."_nest_egg"})
petz.increase_egg_count(self)
end
end

View File

@ -170,7 +170,10 @@ function petz.set_initial_properties(self, staticdata, dtime_s)
self.gallop_exhausted = mobkit.remember(self, "gallop_exhausted", false)
self.gallop_recover_time = mobkit.remember(self, "gallop_recover_time", petz.settings.gallop_recover_time)
end
if self.type == "pony" then
if self.parents then
self.is_baby = mobkit.remember(self, "is_baby", true)
end
if self.type == "pony" then --not in the previopus loop, cos also is mountable
self.horseshoes = mobkit.remember(self, "horseshoes", 0)
end
if self.herd then
@ -351,6 +354,13 @@ function petz.set_initial_properties(self, staticdata, dtime_s)
petz.colorize(self, self.colorized)
end
end
--DELETE THIS BLOCK IN THE NEXT UPDATE -- FOR COMPATIBIITY PURPOSES FOR OLD CHICKENS ONLY>>>
if self.type == "chicken" and self.texture_no > 1 then
self.is_baby = mobkit.remember(self, "is_baby", true)
self.texture_no = mobkit.remember(self, "texture_no", 1)
petz.set_properties(self, {textures = {self.textures[1]}})
end
--<<<
if self.horseshoes and captured_mob == false then
petz.horseshoes_speedup(self)
end

View File

@ -62,6 +62,7 @@ petz.on_rightclick = function(self, clicker)
petz.capture(self, clicker, true)
minetest.chat_send_player("singleplayer", S("Your").." "..S(pet_name).." "..S("has been captured")..".")
elseif self.breed and wielded_item_name == petz.settings[self.type.."_breed"] and not(self.is_baby) then
minetest.chat_send_all("test="..petz.settings[self.type.."_breed"])
petz.breed(self, clicker, wielded_item, wielded_item_name)
elseif (wielded_item_name == "petz:dreamcatcher") and (self.tamed == true) and (self.is_pet == true) and is_owner then
petz.put_dreamcatcher(self, clicker, wielded_item, wielded_item_name)

View File

@ -23,7 +23,7 @@ petz.on_step = function(self, dtime)
end
--Tamagochi
--Check the hungry
if petz.settings.tamagochi_mode == true and self.owner and self.is_pet and petz.settings.tamagochi_hungry_warning > 0 and not(self.status=="sleep") then
if petz.settings.tamagochi_mode == true and self.owner and self.is_pet and petz.settings.tamagochi_hungry_warning > 0 and not(self.status=="sleep") and petz.settings[self.type.."_follow"] then
if not(self.tmp_follow_texture) then
local items = string.split(petz.settings[self.type.."_follow"], ',')
local item = petz.str_remove_spaces(items[1]) --the first one

View File

@ -98,6 +98,7 @@ has been captured=foi capturado.
has been tamed.=foi domado.
has starved to death!!!=morreu de fome!!!
Saúde=Abraço
Hen=Galinha
Herding=Pastoreio
Honey=Mel
Honeycomb=Favo de mel
@ -178,6 +179,7 @@ Roasted Goat Meat=Carne assada de caprino
Roasted Lamb Chop=Costeleta de cordeiro assada
Roasted Parrot=Papagaio Assado
Roasted Porkchop=Costeleta de porco assada
Rooster=Galo
Saddle=Sela
Saddlebag=Sacos de Sela
Santa Killer=Papai Noel Assassino

View File

@ -98,6 +98,7 @@ has been captured=wurde gefangen
has been tamed.=wurde gezähmt.
has starved to death!!!=ist verhungert!!!
Health=Gesundheit
Hen=Henne
Herding=Hüten
Honey=Honig
Honeycomb=Honigwabe
@ -178,6 +179,7 @@ Roasted Goat Meat=Gebratenes Ziegenfleisch
Roasted Lamb Chop=Gebratene Lammkeule
Roasted Parrot=Gebratener Papagei
Roasted Porkchop=Gebratenes Schweinekotelett
Rooster=Hahn
Saddle=Sattel
Saddlebag=Satteltasche
Santa Killer=Santa der Killer

View File

@ -98,6 +98,7 @@ has been captured=ha sido capturado
has been tamed.=ha sido domesticado.
has starved to death!!!=ha muerto de hambre!!!
Health=Salud
Hen=Gallina
Herding=Pastoreo
Honey=Miel
Honeycomb=Panal
@ -178,6 +179,7 @@ Roasted Goat Meat=Carne de cabrito asada
Roasted Lamb Chop=Chuletilla de cordero asada
Roasted Parrot=Loro tostado
Roasted Porkchop=Chuleta de cerdo asada
Rooster=Gallo
Saddle=Silla de montar
Saddlebag=Alforjas
Santa Killer=Papá Noel asesino

View File

@ -98,6 +98,7 @@ has been captured=a été capturé
has been tamed.=a été apprivoisé.
has starved to death!!!=est mort de faim!!!
Health=Santé
Hen=Poule
Herding=Troupeau
Honey=Miel
Honeycomb=Ruche
@ -178,6 +179,7 @@ Roasted Goat Meat=Viande de chèvre rôtie
Roasted Lamb Chop=Mouton rôti
Roasted Parrot=Perroquet rôti
Roasted Porkchop=Rôti de porc
Rooster=Coq
Saddle=Selle
Saddlebag=Sac pour selle
Santa Killer=Papa Noël tueur

View File

@ -98,6 +98,7 @@ has been captured=был пойман
has been tamed.=был приручен.
has starved to death!!!=Умер от голода!!!
Health=Здоровье
Hen=Курица
Herding=выпас
Honey=Мёд
Honeycomb=Соты
@ -178,6 +179,7 @@ Roasted Lamb Chop=Жареные отбивные из ягненка
Roasted Goat Meat=Жареное козье мясо
Roasted Parrot=Жареный попугай
Roasted Porkchop=Жареная свиная отбивная
Rooster=Рустер
Saddle=Седло
Saddlebag=Мешок
Santa Killer=Злой Санта

View File

@ -66,7 +66,17 @@ minetest.register_craftitem("petz:kennel", {
return
end
local pt_above = pointed_thing.above
if not(minetest.is_protected(pt_above, user:get_player_name())) then
local pos2 = {
x = pt_above.x + 3,
y = pt_above.y + 5,
z = pt_above.z + 4,
}
local player_name = user:get_player_name()
if petz.settings["disable_kennel"] then
minetest.chat_send_player(player_name, S("The placement of kennel was disabled."))
return
end
if not(minetest.is_area_protected(pt_above, pos2, player_name, 4)) then
minetest.place_schematic(pt_above, modpath..'/schematics/kennel.mts', 0, nil, true)
itemstack:take_item()
return itemstack
@ -194,7 +204,8 @@ minetest.register_node("petz:chicken_nest_egg", {
},
on_construct = function(pos)
local timer = minetest.get_node_timer(pos)
timer:start(math.random(400, 600))
local hatch_egg_timing = petz.settings.hatch_egg_timing
timer:start(math.random(hatch_egg_timing - (hatch_egg_timing*0.2), hatch_egg_timing+ (hatch_egg_timing*0.2)))
end,
on_timer = function(pos)
local pos_above = {x = pos.x, y = pos.y +1, z= pos.z}
@ -202,7 +213,9 @@ minetest.register_node("petz:chicken_nest_egg", {
if not minetest.registered_entities["petz:chicken"] then
return
end
minetest.add_entity(pos_above, "petz:chicken")
local entity = minetest.add_entity(pos_above, "petz:chicken"):get_luaentity()
entity.is_baby = mobkit.remember(entity, "is_baby", true) --it is a baby
entity.growth_time = mobkit.remember(entity, "growth_time", 0.0) --the chicken to grow
minetest.set_node(pos, {name= "petz:ducky_nest"})
return true
end

View File

@ -9,7 +9,10 @@ function petz.bh_create_anthill(self, pos)
if not self.create_anthill or pos.y > 8 then
return false
end
local node_name = mobkit.node_name_in(self, "below")
local node_name, pos_below = mobkit.node_name_in(self, "below")
if minetest.is_protected(pos_below, "") then --check for a non-protected node
return false
end
--Only construct on 'soil' or 'sand' nodes
if minetest.get_item_group(node_name, "soil") > 0 or minetest.get_item_group(node_name, "sand") > 0 then
local minp = {

View File

@ -1,5 +1,3 @@
local modpath, S = ...
---
--- Aquatic Behaviours
---

View File

@ -1,5 +1,3 @@
local modpath, S = ...
--
-- ARBOREAL BRAIN
--

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@ -1,5 +1,3 @@
local modpath, S = ...
--
-- Attack Player Behaviour
--
@ -102,8 +100,6 @@ end
function petz.lq_jumpattack(self,height,target)
local phase=1
local timer=0.5
local tgtbox = target:get_properties().collisionbox
local func=function(self)
if not mobkit.is_alive(target) then return true end
if self.isonground then
@ -130,7 +126,6 @@ function petz.lq_jumpattack(self,height,target)
-- calculate attack spot
local yaw = self.object:get_yaw()
local dir = minetest.yaw_to_dir(yaw)
local apos = mobkit.pos_translate2d(pos,yaw,self.attack.range)
local distance = vector.distance(pos, tgtpos)
--minetest.chat_send_all(tostring(distance))
if distance < 2.0 then
@ -218,8 +213,3 @@ function mobkit.lq_flyattack(self, target)
end
mobkit.queue_low(self,func)
end
function petz.rpg_damage(self)
local attack = self.attack or nil
local max_speed = max_speed or 0
end

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@ -1,5 +1,3 @@
local modpath, S = ...
---
--- Bee Behaviours
---
@ -126,7 +124,6 @@ function mobkit.lq_approach_behive(self)
else
return true
end
local pos = self.object:get_pos()
--local y_distance = tpos.y - pos.y
if mobkit.drive_to_pos(self, tpos, 1.5, 6.28, (self.view_range / 4) ) then
mobkit.clear_queue_high(self)

View File

@ -1,5 +1,3 @@
local modpath, S = ...
--
-- Breed Behaviour
--

View File

@ -1,5 +1,3 @@
local modpath, S = ...
--
-- WANDER FLY BEHAVIOUR (2 functions: HQ & LQ)
--

View File

@ -1,5 +1,3 @@
local modpath, S = ...
--
-- FOLLOW BEHAVIOURS
-- 2 types: for terrestrial and for flying/aquatic mobs.
@ -103,3 +101,28 @@ function mobkit.flyto(self, target)
self.object:set_yaw(new_yaw)
self.object:set_velocity(velocity)
end
function petz.follow_parents(self, pos)
local tpos
local ent_obj = mobkit.get_closest_entity(self, self.parents[1]) -- look for the mom to join with
if not ent_obj then
ent_obj = mobkit.get_closest_entity(self, self.parents[2]) -- look for the dad to join with
end
if ent_obj then
local ent = ent_obj:get_luaentity()
if ent then
tpos = ent_obj:get_pos()
local distance = vector.distance(pos, tpos)
if distance > 5 then
mobkit.hq_goto(self, 10, tpos)
return true
else
return false
end
else
return false
end
else
return false
end
end

View File

@ -1,5 +1,3 @@
local modpath, S = ...
function petz.bh_look_at(self, player_pos, prty)
if not(petz.settings.look_at) or not(self.head) or not(petz.is_standing(self)) or self.looking
or not(math.random(1, petz.settings.look_at_random) == 1)
@ -15,7 +13,7 @@ function petz.hq_look_at(self, player_pos, prty)
local func = function(self)
if not(self.looking) then
local random_time = math.random(1, 2)
local body_yaw = petz.move_head(self, player_pos)
petz.move_head(self, player_pos)
--if random_time == 1 then --move the body to fit the head
--self.object:set_yaw(body_yaw)
--end
@ -57,7 +55,7 @@ function petz.move_head(self, tpos)
self.head_rotation = vector.add(head_rotation, self.head.rotation_origin) --the offset for the rotation, depends on the blender model
self.object:set_bone_position("head", self.head.position, self.head_rotation) --set the head movement
--minetest.chat_send_all(tostring(mokapi.degrees_to_radians(yaw)))
return mokapi.degrees_to_radians(body_yaw-yaw)
return mokapi.degrees_to_radians(body_yaw-yaw) --returns body_yaw
end
--this sets the mob to move it's head back to pointing forwards

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@ -1,5 +1,3 @@
local modpath, S = ...
--
-- Herding Behaviour
--

View File

@ -1,5 +1,5 @@
function petz.bh_hunt(self, prty)
if self.tamed == true then
function petz.bh_hunt(self, prty, force)
if self.tamed == true and not(force) then
return
end
local preys_list = petz.settings[self.type.."_preys"]

View File

@ -70,9 +70,9 @@ function mobkit.lq_mountdriver(self)
local auto_drive = false
local func = function(self)
if not(self.driver) then return true end
local rot_steer, rot_view = math.pi/2, 0
local rot_view = 0
if self.player_rotation.y == 90 then
rot_steer, rot_view = 0, math.pi/2
rot_view = math.pi/2
end
local acce_y = 0
local velo= {

View File

@ -1,5 +1,3 @@
local modpath, S = ...
--
-- Replace Behaviour
--

View File

@ -1,5 +1,3 @@
local modpath, S = ...
--
-- Runaway from predator behaviour
--

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@ -1,5 +1,3 @@
local modpath, S = ...
--
-- Teleport Behaviour
--

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@ -1,5 +1,3 @@
local modpath, S = ...
--
-- Approach Torch Behaviour
-- for moths (not finished!!!)

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@ -38,7 +38,7 @@ function petz.ant_brain(self)
-- hunt a prey (another queen in the case of a queen)
if prty < 20 and self.ant_type == "queen" then
petz.bh_hunt(self, 20)
petz.bh_hunt(self, 20, true)
end
if prty < 13 and self.ant_type == "queen" and not(self.anthill_founded) then --if queen, try to create a colony (anthill)

View File

@ -1,5 +1,3 @@
local modpath, S = ...
--
-- AQUATIC BRAIN
--

View File

@ -1,6 +1,3 @@
local modpath, S = ...
--
-- BEE BRAIN
--

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@ -1,6 +1,3 @@
local modpath, S = ...
--
-- 1. HERBIBORE/FLYING MOBS BRAIN
--
@ -100,6 +97,20 @@ function petz.herbivore_brain(self)
end
end
-- hunt a prey (another congener)
if prty < 12 and self.aggressive then
petz.bh_hunt(self, 12, true)
end
--Baby petz follow their parents
if prty < 10 then
if petz.settings.parent_search and self.parents then
if mobkit.timer(self, 5) then --each 5 seconds search for parents
petz.follow_parents(self, pos)
end
end
end
--if prty < 7 and self.type == "moth" and mobkit.is_queue_empty_high(self) then --search for a squareball
--local pos_torch_near = minetest.find_node_near(pos, self.view_range, "default:torch")
--if pos_torch_near then
@ -108,7 +119,7 @@ function petz.herbivore_brain(self)
--end
--end
--Replace nodes by others
--Poop
if prty < 7 then
petz.poop(self, pos)
end

View File

@ -1,5 +1,3 @@
local modpath, S = ...
--
-- MONSTER BRAIN
--

View File

@ -1,5 +1,3 @@
local modpath, S = ...
--
-- PREDATOR BRAIN
--
@ -49,7 +47,7 @@ function petz.predator_brain(self)
-- hunt a prey
if prty < 12 then -- if not busy with anything important
petz.bh_hunt(self, 12)
petz.bh_hunt(self, 12, false)
end
if prty < 10 then

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@ -1,5 +1,3 @@
local modpath, S = ...
--
-- SEMIAQUATIC BRAIN
--

View File

@ -1,5 +1,3 @@
local modpath, S = ...
--
-- Helpers Functions
--

View File

@ -1,26 +1,26 @@
local modpath, S = ...
assert(loadfile(modpath .. "/mobkit/bh_ant.lua"))(modpath)
assert(loadfile(modpath .. "/mobkit/bh_aquatic.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/bh_arboreal.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/bh_attack.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/bh_bee.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/bh_breed.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/bh_fly.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/bh_follow.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/bh_herding.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/bh_aquatic.lua"))()
assert(loadfile(modpath .. "/mobkit/bh_arboreal.lua"))()
assert(loadfile(modpath .. "/mobkit/bh_attack.lua"))()
assert(loadfile(modpath .. "/mobkit/bh_bee.lua"))()
assert(loadfile(modpath .. "/mobkit/bh_breed.lua"))()
assert(loadfile(modpath .. "/mobkit/bh_fly.lua"))()
assert(loadfile(modpath .. "/mobkit/bh_follow.lua"))()
assert(loadfile(modpath .. "/mobkit/bh_herding.lua"))()
assert(loadfile(modpath .. "/mobkit/bh_hunt.lua"))()
assert(loadfile(modpath .. "/mobkit/bh_mount.lua"))()
assert(loadfile(modpath .. "/mobkit/bh_replace.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/bh_runaway.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/bh_teleport.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/bh_torch.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/bh_replace.lua"))()
assert(loadfile(modpath .. "/mobkit/bh_runaway.lua"))()
assert(loadfile(modpath .. "/mobkit/bh_teleport.lua"))()
assert(loadfile(modpath .. "/mobkit/bh_torch.lua"))()
assert(loadfile(modpath .. "/mobkit/br_ant.lua"))()
assert(loadfile(modpath .. "/mobkit/br_aquatic.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/br_bee.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/br_herbivore.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/br_monster.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/br_predator.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/br_semiaquatic.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/helper_functions.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/bh_head.lua"))(modpath, S)
assert(loadfile(modpath .. "/mobkit/br_aquatic.lua"))()
assert(loadfile(modpath .. "/mobkit/br_bee.lua"))()
assert(loadfile(modpath .. "/mobkit/br_herbivore.lua"))()
assert(loadfile(modpath .. "/mobkit/br_monster.lua"))()
assert(loadfile(modpath .. "/mobkit/br_predator.lua"))()
assert(loadfile(modpath .. "/mobkit/br_semiaquatic.lua"))()
assert(loadfile(modpath .. "/mobkit/helper_functions.lua"))()
assert(loadfile(modpath .. "/mobkit/bh_head.lua"))()

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@ -0,0 +1,394 @@
<?xml version="1.0" encoding="UTF-8"?><COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>VoxelShop User</author>
<authoring_tool>VoxelShop V1.8.26
</authoring_tool>
</contributor>
<created>2020-11-29T13:30:01</created>
<modified>2020-11-29T13:30:01</modified>
<unit meter="1" name="meter"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_images>
<image id="petz_chick_texture0-image" name="petz_chick_texture0-image">
<init_from>file://petz_chick_texture0.png</init_from>
</image>
</library_images>
<library_effects>
<effect id="lambert0-fx">
<profile_COMMON>
<newparam sid="petz_chick_texture0-surface">
<surface type="2D">
<init_from>petz_chick_texture0-image</init_from>
</surface>
</newparam>
<newparam sid="petz_chick_texture0-sampler">
<sampler2D>
<source>petz_chick_texture0-surface</source>
<wrap_s>WRAP</wrap_s>
<wrap_t>WRAP</wrap_t>
<minfilter>NEAREST</minfilter>
<magfilter>NEAREST</magfilter>
</sampler2D>
</newparam>
<technique sid="common">
<lambert>
<emission>
<color>0 0 0 1</color>
</emission>
<ambient>
<color>0 0 0 1</color>
</ambient>
<diffuse>
<texture texcoord="TEX0" texture="petz_chick_texture0-sampler"/>
</diffuse>
</lambert>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<library_materials>
<material id="lambert0-material" name="lambert0">
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</COLLADA>

View File

@ -0,0 +1,488 @@
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<instance_geometry name="Layer" sid="petz_cock.layer" url="#Plane-tex-mesh-0">
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<node id="petz_cock.layer.002" name="petz_cock.Layer" type="NODE">
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<rotate sid="rotationZ">0 0 1 0</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">0.03125 0.03125 0.03125</scale>
<instance_geometry name="Layer" sid="petz_cock.layer.002" url="#Plane-tex-mesh-2">
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<instance_material symbol="lambert0-material" target="#lambert0-material">
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<rotate sid="rotationZ">0 0 1 0</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
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<instance_geometry name="Layer" sid="petz_cock.layer.003" url="#Plane-tex-mesh-3">
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<node id="petz_cock.layer.004" name="petz_cock.Layer" type="NODE">
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<rotate sid="rotationZ">0 0 1 0</rotate>
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<rotate sid="rotationX">1 0 0 0</rotate>
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<instance_geometry name="Layer" sid="petz_cock.layer.004" url="#Plane-tex-mesh-4">
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<instance_material symbol="lambert0-material" target="#lambert0-material">
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</instance_geometry>
</node>
<node id="petz_cock.layer.005" name="petz_cock.Layer" type="NODE">
<translate sid="location">-0.0 -0.0 -0.0</translate>
<rotate sid="rotationZ">0 0 1 0</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">0.03125 0.03125 0.03125</scale>
<instance_geometry name="Layer" sid="petz_cock.layer.005" url="#Plane-tex-mesh-5">
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<node id="petz_cock.layer.006" name="petz_cock.Layer" type="NODE">
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<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">0.03125 0.03125 0.03125</scale>
<instance_geometry name="Layer" sid="petz_cock.layer.006" url="#Plane-tex-mesh-6">
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<node id="petz_cock.layer.007" name="petz_cock.Layer" type="NODE">
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<rotate sid="rotationZ">0 0 1 0</rotate>
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<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">0.03125 0.03125 0.03125</scale>
<instance_geometry name="Layer" sid="petz_cock.layer.007" url="#Plane-tex-mesh-7">
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<rotate sid="rotationX">1 0 0 0</rotate>
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</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#Scene"/>
</scene>
</COLLADA>

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