many worldgen mods and gonna try technic now
This commit is contained in:
@@ -0,0 +1,22 @@
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License for Code
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----------------
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Copyright (C) 2019 FaceDeer
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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@@ -0,0 +1,205 @@
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local S = minetest.get_translator(minetest.get_current_modname())
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local dungeon_loot_path = minetest.get_modpath("dungeon_loot")
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bones_loot = {}
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local bones_formspec =
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"size[8,9]"
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.."list[current_name;main;0,0.3;8,4;]"
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.."list[current_player;main;0,4.85;8,1;]"
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.."list[current_player;main;0,6.08;8,3;8]"
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.."listring[current_name;main]"
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.."listring[current_player;main]"
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..df_dependencies.get_itemslot_bg(0,0.3,8,4)
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..df_dependencies.get_itemslot_bg(0,4.85,8,1)
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..df_dependencies.get_itemslot_bg(0,6.08,8,3)
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if minetest.get_modpath("default") then
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bones_formspec = bones_formspec .. default.get_hotbar_bg(0,4.85)
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end
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if minetest.get_modpath("bones") then
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df_dependencies.node_name_bones = "bones:bones"
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else
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local function drop_item_stack(pos, stack)
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if not stack or stack:is_empty() then return end
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local drop_offset = vector.new(math.random() - 0.5, 0, math.random() - 0.5)
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minetest.add_item(vector.add(pos, drop_offset), stack)
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end
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minetest.register_node("bones_loot:bones", {
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description = S("Bones"),
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tiles = {
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"bones_top.png^[transform2",
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"bones_bottom.png",
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"bones_side.png",
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"bones_side.png",
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"bones_rear.png",
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"bones_front.png"
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},
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paramtype2 = "facedir",
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groups = {oddly_diggable_by_hand=1, handy=1, container=2},
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sounds = df_dependencies.sound_gravel(),
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_mcl_hardness = 1.5,
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_mcl_blast_resistance = 6,
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can_dig = function(pos, player)
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local inv = minetest.get_meta(pos):get_inventory()
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return inv:is_empty("main")
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end,
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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", bones_formspec)
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local inv = meta:get_inventory()
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inv:set_size("main", 8*4)
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end,
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on_blast = function(pos, intensity)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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for i = 1, inv:get_size("main") do
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drop_item_stack(pos, inv:get_stack("main", i))
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end
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meta:from_table()
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minetest.remove_node(pos)
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if math.random(1, math.floor((intensity or 1) * 2)) ~= 1 then return end
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drop_item_stack(pos, "bones_loot:bones")
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end
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})
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df_dependencies.node_name_bones = "bones_loot:bones"
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end
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local bones_node = df_dependencies.node_name_bones
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local local_loot = {}
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local local_loot_register = function(t)
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if t.name ~= nil then
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t = {t} -- single entry
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end
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for _, loot in ipairs(t) do
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table.insert(local_loot, loot)
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end
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end
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-- we could do this for the dungeon_loot registered loot table as well,
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-- but best not to meddle in other mods' internals if it can be helped.
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local clean_up_local_loot = function()
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if local_loot == nil then return end
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for i = #local_loot, 1, -1 do
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if not minetest.registered_items[local_loot[i].name] then
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table.remove(local_loot, i)
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end
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end
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end
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-- Uses same table format as dungeon_loot
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-- eg, {name = "bucket:bucket_water", chance = 0.45, types = {"sandstone", "desert"}},
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-- if dungeon_loot is installed it uses dungeon_loot's registration function directly.
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if dungeon_loot_path then
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bones_loot.register_loot = dungeon_loot.register
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else
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bones_loot.register_loot = local_loot_register
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minetest.after(0, clean_up_local_loot)
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end
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local get_loot_list = function(pos, loot_type, exclusive_loot_type)
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local loot_table
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if dungeon_loot_path then
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loot_table = dungeon_loot.registered_loot
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else
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loot_table = local_loot
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end
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local item_list = {}
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local pos_y = pos.y
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for _, loot in ipairs(loot_table) do
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if loot.y == nil or (pos_y >= loot.y[1] and pos_y <= loot.y[2]) then
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if (not exclusive_loot_type and loot.types == nil) or
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(loot.types and table.indexof(loot.types, loot_type) ~= -1) then
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table.insert(item_list, loot)
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end
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end
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end
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return item_list
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end
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local shuffle = function(tbl)
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for i = #tbl, 2, -1 do
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local rand = math.random(i)
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tbl[i], tbl[rand] = tbl[rand], tbl[i]
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end
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return tbl
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end
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-- "exclusive" set to true means that loot table entries without a loot_type won't be considered.
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bones_loot.get_loot = function(pos, loot_type, max_stacks, exclusive_loot_type)
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local item_list = get_loot_list(pos, loot_type, exclusive_loot_type)
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shuffle(item_list)
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-- apply chances / randomized amounts and collect resulting items
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local items = {}
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for _, loot in ipairs(item_list) do
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if math.random() <= loot.chance then
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local itemdef = minetest.registered_items[loot.name]
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if itemdef then
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local amount = 1
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if loot.count ~= nil then
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amount = math.random(loot.count[1], loot.count[2])
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end
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if itemdef.tool_capabilities then
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for n = 1, amount do
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local wear = math.random(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
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table.insert(items, ItemStack({name = loot.name, wear = wear}))
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max_stacks = max_stacks - 1
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if max_stacks <= 0 then break end
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end
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else
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local stack_max = itemdef.stack_max
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while amount > 0 do
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table.insert(items, ItemStack({name = loot.name, count = math.min(stack_max, amount)}))
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amount = amount - stack_max
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max_stacks = max_stacks - 1
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if max_stacks <= 0 then break end
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end
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end
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end
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end
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if max_stacks <= 0 then break end
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end
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return items
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end
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bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext, exclusive_loot_type)
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minetest.set_node(pos, {name=bones_node, param2 = math.random(1,4)-1})
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local meta = minetest.get_meta(pos)
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if infotext == nil then
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infotext = S("Someone's old bones")
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end
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meta:set_string("infotext", infotext)
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meta:set_string("formspec", bones_formspec)
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if max_stacks and max_stacks > 0 then
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local loot = bones_loot.get_loot(pos, loot_type, max_stacks, exclusive_loot_type)
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local inv = meta:get_inventory()
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inv:set_size("main", 8 * 4)
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for _, item in ipairs(loot) do
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inv:add_item("main", item)
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end
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end
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end
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minetest.register_lbm({
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label = "Repair underworld bones formspec",
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name = "bones_loot:repair_underworld_bones_formspec",
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nodenames = {bones_node},
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action = function(pos, node)
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local meta = minetest.get_meta(pos)
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if not meta:get("formspec") then
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meta:set_string("formspec", bones_formspec)
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end
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end,
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})
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@@ -0,0 +1,19 @@
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# textdomain: bones_loot
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### init.lua ###
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# textdomain: bones
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Bones=Knochen
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#WARNING: AUTOTRANSLATED BY GOOGLE TRANSLATE
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Someone's old bones=Jemandes alte Knochen
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##### not used anymore #####
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@1's old bones=Alte Knochen von @1
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@1 died at @2.=@1 starb bei @2.
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@1 died at @2, and dropped their inventory.=@1 starb bei @2 und ließ das Inventar fallen.
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@1 died at @2, and bones were placed.=@1 starb bei @2 und Knochen wurden platziert.
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@1's fresh bones=Frische Knochen von @1
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@1's bones=Knochen von @1
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@@ -0,0 +1,18 @@
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# textdomain: bones_loot
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### init.lua ###
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# textdomain: bones
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Bones=Ostoj
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Someone's old bones=
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##### not used anymore #####
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@1's old bones=La malfreŝaj ostoj de @1
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@1 died at @2.=@1 mortis ĉe @2
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@1 died at @2, and dropped their inventory.=@1 mortis ĉe @2, kaj delasis sian stokon.
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@1 died at @2, and bones were placed.=@1 mortis ĉe @2, kaj ostoj estas demetitaj.
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@1's fresh bones=La freŝaj ostoj de @1
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@1's bones=La ostoj de @1
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@@ -0,0 +1,18 @@
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# textdomain: bones_loot
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### init.lua ###
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# textdomain: bones
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Bones=Huesos
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Someone's old bones=
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##### not used anymore #####
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@1's old bones=Huesos antiguos de @1
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@1 died at @2.=@1 murió en @2.
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@1 died at @2, and dropped their inventory.=@1 murió en @2, y su inventario se desprendió.
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@1 died at @2, and bones were placed.=@1 murió en @2, y sus huesos fueron depositados.
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@1's fresh bones=Huesos recientes de @1
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@1's bones=Huesos de @1
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@@ -0,0 +1,18 @@
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# textdomain: bones_loot
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### init.lua ###
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# textdomain: bones
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Bones=Os
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Someone's old bones=
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##### not used anymore #####
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@1's old bones=Vieux os de @1
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@1 died at @2.=@1 est mort à @2.
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@1 died at @2, and dropped their inventory.=@1 est mort à @2 et a laissé tomber son inventaire.
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@1 died at @2, and bones were placed.=@1 est mort à @2 et ses os ont été placés.
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@1's fresh bones=Os frais de @1
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@1's bones=Os de @1
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@@ -0,0 +1,18 @@
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# textdomain: bones_loot
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### init.lua ###
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# textdomain: bones
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Bones=Tulang
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Someone's old bones=
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##### not used anymore #####
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@1's old bones=Tulang lama @1
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@1 died at @2.=@1 mati di @2.
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@1 died at @2, and dropped their inventory.=@1 mati di @2 dan meninggalkan barangnya.
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@1 died at @2, and bones were placed.=@1 mati di @2 dan tulangnya diletakkan.
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@1's fresh bones=Tulang segar @1
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@1's bones=Tulang @1
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@@ -0,0 +1,19 @@
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# textdomain: bones_loot
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### init.lua ###
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# textdomain: bones
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Bones=Ossa
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#WARNING: AUTOTRANSLATED BY GOOGLE TRANSLATE
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Someone's old bones=Le vecchie ossa di qualcuno
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##### not used anymore #####
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@1's old bones=Ossa vecchie di @1
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@1 died at @2.=@1 è morto alla posizione @2.
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@1 died at @2, and dropped their inventory.=@1 è morto alla posizione @2, e ha lasciato a terra il contenuto del suo inventario.
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@1 died at @2, and bones were placed.=@1 è morto alla posizione @2, e vi sono state posizionate delle ossa.
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@1's fresh bones=Ossa fresche di @1
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@1's bones=Ossa di @1
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@@ -0,0 +1,18 @@
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# textdomain: bones_loot
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### init.lua ###
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# textdomain: bones
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Bones=骨
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Someone's old bones=
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##### not used anymore #####
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@1's old bones=@1の古い骨
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@1 died at @2.=@1は@2で死亡しました。
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@1 died at @2, and dropped their inventory.=@1は@2で死亡して持ち物を落としました。
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@1 died at @2, and bones were placed.=@1は@2で死亡して骨が残されました。
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@1's fresh bones=@1の新鮮な骨
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@1's bones=@1の骨
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@@ -0,0 +1,18 @@
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# textdomain: bones_loot
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### init.lua ###
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# textdomain: bones
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Bones=lo bongu gunma
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Someone's old bones=
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##### not used anymore #####
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@1's old bones=.i ti tolci'o ke bongu gunma po'a la'o zo'i.@1.zo'i
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@1 died at @2.=.i la'o zo'i.@1.zo'i pu morsi di'o lo me zoi pos.@2.pos.
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@1 died at @2, and dropped their inventory.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije ly. te farlu lo me le dacti liste po ly.
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@1 died at @2, and bones were placed.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije lo bongu gunma pu se punji
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@1's fresh bones=.i ti cnino ke bongu gunma po'a la'o zo'i.@1.zo'i
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@1's bones=.i ti bongu gunma po'a la'o zo'i.@1.zo'i
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||||
@@ -0,0 +1,18 @@
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# textdomain: bones_loot
|
||||
|
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|
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### init.lua ###
|
||||
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# textdomain: bones
|
||||
Bones=Tulang
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Someone's old bones=
|
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|
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|
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##### not used anymore #####
|
||||
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@1's old bones=Tulang lama @1
|
||||
@1 died at @2.=@1 mati di @2.
|
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@1 died at @2, and dropped their inventory.=@1 mati di @2, dan menjatuhkan inventorinya.
|
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@1 died at @2, and bones were placed.=@1 mati di @2, dan tulang diletakkan.
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@1's fresh bones=Tulang segar @1
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||||
@1's bones=Tulang @1
|
||||
@@ -0,0 +1,18 @@
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||||
# textdomain: bones_loot
|
||||
|
||||
|
||||
### init.lua ###
|
||||
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# textdomain: bones
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||||
Bones=Kości
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Someone's old bones=
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|
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##### not used anymore #####
|
||||
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@1's old bones=Stare kości @1
|
||||
@1 died at @2.=@1 umarł w @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 umarł w @2, i upuścił swój ekwipunek.
|
||||
@1 died at @2, and bones were placed.=@1 umarł w @2, kości zostały położone.
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||||
@1's fresh bones=Świeże kości @1
|
||||
@1's bones=Kości @1
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||||
@@ -0,0 +1,18 @@
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# textdomain: bones_loot
|
||||
|
||||
|
||||
### init.lua ###
|
||||
|
||||
# textdomain: bones
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||||
Bones=Ossos
|
||||
Someone's old bones=
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||||
|
||||
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||||
##### not used anymore #####
|
||||
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@1's old bones=Ossos antigos de @1
|
||||
@1 died at @2.=@1 morreu em @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 morreu em @2, e seu inventário foi derrubado.
|
||||
@1 died at @2, and bones were placed.=@1 morreu em @2, e os ossos foram colocados.
|
||||
@1's fresh bones=Ossos recentes de @1
|
||||
@1's bones=Ossos de @1
|
||||
@@ -0,0 +1,18 @@
|
||||
# textdomain: bones_loot
|
||||
|
||||
|
||||
### init.lua ###
|
||||
|
||||
# textdomain: bones
|
||||
Bones=Кости
|
||||
Someone's old bones=
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
@1's old bones=Старые кости @1
|
||||
@1 died at @2.=@1 умер в @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 умер в @2 и потерял содержимое своего инвентаря.
|
||||
@1 died at @2, and bones were placed.=@1 умер в @2, помещены кости.
|
||||
@1's fresh bones=новые кости @1
|
||||
@1's bones=кости @1
|
||||
@@ -0,0 +1,18 @@
|
||||
# textdomain: bones_loot
|
||||
|
||||
|
||||
### init.lua ###
|
||||
|
||||
# textdomain: bones
|
||||
Bones=Kosti
|
||||
Someone's old bones=
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
@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
|
||||
@@ -0,0 +1,18 @@
|
||||
# textdomain: bones_loot
|
||||
|
||||
|
||||
### init.lua ###
|
||||
|
||||
# textdomain: bones
|
||||
Bones=Ben
|
||||
Someone's old bones=
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
@1's old bones=@1s Gamla ben
|
||||
@1 died at @2.=@1 dog på @a.
|
||||
@1 died at @2, and dropped their inventory.=@1 dog på @a, och tappade deras saker.
|
||||
@1 died at @2, and bones were placed.=@1 dog på @2, och deras ben var placerade.
|
||||
@1's fresh bones=@1s färska ben
|
||||
@1's bones=@1s ben
|
||||
@@ -0,0 +1,18 @@
|
||||
# textdomain: bones_loot
|
||||
|
||||
|
||||
### init.lua ###
|
||||
|
||||
# textdomain: bones
|
||||
Bones=Кістки
|
||||
Someone's old bones=
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
@1's old bones=старі кістки @1
|
||||
@1 died at @2.=@1 помер в @2.
|
||||
@1 died at @2, and dropped their inventory.=@1 помер в @2, та загубив вміст свого інвентарю.
|
||||
@1 died at @2, and bones were placed.=@1 помер в @2, розміщені кістки.
|
||||
@1's fresh bones=нові кістки @1
|
||||
@1's bones=кістки @1
|
||||
@@ -0,0 +1,18 @@
|
||||
# textdomain: bones_loot
|
||||
|
||||
|
||||
### init.lua ###
|
||||
|
||||
# textdomain: bones
|
||||
Bones=骨骸
|
||||
Someone's old bones=
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
@1's old bones=@1的旧骨骸
|
||||
@1 died at @2.=@1在@2死亡。
|
||||
@1 died at @2, and dropped their inventory.=@1在@2死亡,丢掉了所有物品。
|
||||
@1 died at @2, and bones were placed.=@1在@2死亡,已放置骨骸。
|
||||
@1's fresh bones=@1的新鲜骨骸
|
||||
@1's bones=@1的骨骸
|
||||
@@ -0,0 +1,18 @@
|
||||
# textdomain: bones_loot
|
||||
|
||||
|
||||
### init.lua ###
|
||||
|
||||
# textdomain: bones
|
||||
Bones=骨骸
|
||||
Someone's old bones=
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
@1's old bones=@1的舊骨骸
|
||||
@1 died at @2.=@1在@2死亡。
|
||||
@1 died at @2, and dropped their inventory.=@1在@2死亡,丟掉了物品欄。
|
||||
@1 died at @2, and bones were placed.=@1在@2死亡,骨骸被放置。
|
||||
@1's fresh bones=@1的新鮮骨骸
|
||||
@1's bones=@1的骨骸
|
||||
@@ -0,0 +1,8 @@
|
||||
# textdomain: bones_loot
|
||||
|
||||
|
||||
### init.lua ###
|
||||
|
||||
# textdomain: bones
|
||||
Bones=
|
||||
Someone's old bones=
|
||||
@@ -0,0 +1,4 @@
|
||||
name = bones_loot
|
||||
description = An API that allows bones to be placed procedurally with randomly generated loot
|
||||
depends = df_dependencies
|
||||
optional_depends = dungeon_loot, bones
|
||||
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|
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|
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@@ -0,0 +1,58 @@
|
||||
License of source code
|
||||
----------------------
|
||||
|
||||
The MIT License (MIT)
|
||||
Copyright (C) 2012-2016 PilzAdam
|
||||
Copyright (C) 2012-2016 Various Minetest developers and contributors
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this
|
||||
software and associated documentation files (the "Software"), to deal in the Software
|
||||
without restriction, including without limitation the rights to use, copy, modify, merge,
|
||||
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
|
||||
persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all copies or
|
||||
substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
|
||||
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
|
||||
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
|
||||
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||
DEALINGS IN THE SOFTWARE.
|
||||
|
||||
For more details:
|
||||
https://opensource.org/licenses/MIT
|
||||
|
||||
|
||||
Licenses of media (textures)
|
||||
----------------------------
|
||||
|
||||
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
|
||||
Copyright (C) 2016 paramat
|
||||
|
||||
You are free to:
|
||||
Share — copy and redistribute the material in any medium or format.
|
||||
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
|
||||
The licensor cannot revoke these freedoms as long as you follow the license terms.
|
||||
|
||||
Under the following terms:
|
||||
|
||||
Attribution — You must give appropriate credit, provide a link to the license, and
|
||||
indicate if changes were made. You may do so in any reasonable manner, but not in any way
|
||||
that suggests the licensor endorses you or your use.
|
||||
|
||||
ShareAlike — If you remix, transform, or build upon the material, you must distribute
|
||||
your contributions under the same license as the original.
|
||||
|
||||
No additional restrictions — You may not apply legal terms or technological measures that
|
||||
legally restrict others from doing anything the license permits.
|
||||
|
||||
Notices:
|
||||
|
||||
You do not have to comply with the license for elements of the material in the public
|
||||
domain or where your use is permitted by an applicable exception or limitation.
|
||||
No warranties are given. The license may not give you all of the permissions necessary
|
||||
for your intended use. For example, other rights such as publicity, privacy, or moral
|
||||
rights may limit how you use the material.
|
||||
|
||||
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|
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|
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|
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Reference in New Issue
Block a user