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German translation: Anvils, banners
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13
mods/ITEMS/mcl_anvils/locale/mcl_anvils.de.tr
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13
mods/ITEMS/mcl_anvils/locale/mcl_anvils.de.tr
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@ -0,0 +1,13 @@
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# textdomain: mcl_anvils
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Set Name=Name setzen
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Anvil=Amboss
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The anvil allows you to repair tools and armor, and to give names to items. It has a limited durability, however. Don't let it fall on your head, it could be quite painful!=Der Amboss ermöglicht es, Werkzeuge und Rüstung zu reparieren und Gegenstände zu benennen. Er hat jedoch eine begrenzte Lebensdauer. Lassen Sie ihn nicht auf Ihren Kopf fallen, das könnte ziemlich schmerzhaft sein!
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To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.=Um einen Amboss zu benutzen, rechtsklicken Sie auf ihn. Ein Amboss hat 2 Eingabeplätze (links) und einen Ausgabeplatz (rechts).
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To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.=Um Gegenstände umzubenennen, platzieren Sie einen Gegenstand in einen der Eingangsplätze und lassen Sie den anderen frei. Geben Sie einen Namen ein und drücken Sie die Eingabetaste oder „Name setzen”, dann nehmen Sie den umbenannten Gegenstand an sich.
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There are two possibilities to repair tools (and armor):=Es gibt zwei Möglichkeiten, Werkzeuge (und Rüstung) zu reparieren:
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• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.=• Werkzeug + Werkzeug: Platzieren sie zwei gleiche Werkzeuge in die Eingangsplätze. Der Zustand des reparierten Werkzeugs ist die Summe des Zustands beider Eingangswerkzeuge, plus einem Bonus von 12%.
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• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.=• Werkzeug + Material: Einige Werkzeuge können auch repariert werden, indem man sie mit einem Gegenstand, aus dem sie gemacht worden sind, kombiniert. Zum Beispiel können Eisenspitzhacken mit Eisenbarren repariert werden. Dadurch wird das Werkzeug um 25% repariert.
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Armor counts as a tool. It is possible to repair and rename a tool in a single step.=Rüstung zählt als Werkzeug. Es ist möglich, ein Werkzeug in einem Arbeitsschritt zu reparieren und zu benennen.
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The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.=Der Amboss hat begrenze Lebensdauer und 3 Schadensstufen: Kein Schaden, leicht beschädigt, und stark beschädigt. Jedes mal, wenn Sie etwas reparieren oder umbenennen, gibt es eine 12%-ige Chance, dass der Amboss Schaden nimmt. Ambosse können auch beschädigt werden, wenn sie um mehr als 1 Block fallen. Wenn ein sehr beschädigter Amboss erneut beschädigt wird, wird er zerstört.
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Slightly Damaged Anvil=Leicht beschädigter Amboss
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Very Damaged Anvil=Stark beschädigter Amboss
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@ -1,4 +1,5 @@
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local S = minetest.get_translator("mcl_banners")
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local N = function(s) return s end
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local node_sounds
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if minetest.get_modpath("mcl_sounds") then
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@ -16,22 +17,22 @@ mcl_banners = {}
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mcl_banners.colors = {
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-- Format:
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-- [ID] = { banner description, wool, unified dyes color group, overlay color, dye, color name for emblazonings }
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["unicolor_white"] = {"white", S("White Banner"), "mcl_wool:white", "#FFFFFF", "mcl_dye:white", "White" },
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["unicolor_darkgrey"] = {"grey", S("Grey Banner"), "mcl_wool:grey", "#303030", "mcl_dye:dark_grey", "Grey" },
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["unicolor_grey"] = {"silver", S("Light Grey Banner"), "mcl_wool:silver", "#5B5B5B", "mcl_dye:grey", "Light Grey" },
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["unicolor_black"] = {"black", S("Black Banner"), "mcl_wool:black", "#000000", "mcl_dye:black", "Black" },
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["unicolor_red"] = {"red", S("Red Banner"), "mcl_wool:red", "#BC0000", "mcl_dye:red", "Red" },
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["unicolor_yellow"] = {"yellow", S("Yellow Banner"), "mcl_wool:yellow", "#E6CD00", "mcl_dye:yellow", "Yellow" },
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["unicolor_dark_green"] = {"green", S("Green Banner"), "mcl_wool:green", "#006000", "mcl_dye:dark_green", "Green" },
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["unicolor_cyan"] = {"cyan", S("Cyan Banner"), "mcl_wool:cyan", "#00ACAC", "mcl_dye:cyan", "Cyan" },
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["unicolor_blue"] = {"blue", S("Blue Banner"), "mcl_wool:blue", "#0000AC", "mcl_dye:blue", "Blue" },
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["unicolor_red_violet"] = {"magenta", S("Magenta Banner"), "mcl_wool:magenta", "#AC007C", "mcl_dye:magenta", "Magenta"},
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["unicolor_orange"] = {"orange", S("Orange Banner"), "mcl_wool:orange", "#E67300", "mcl_dye:orange", "Orange" },
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["unicolor_violet"] = {"purple", S("Purple Banner"), "mcl_wool:purple", "#6400AC", "mcl_dye:violet", "Violet" },
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["unicolor_brown"] = {"brown", S("Brown Banner"), "mcl_wool:brown", "#603000", "mcl_dye:brown", "Brown" },
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["unicolor_pink"] = {"pink", S("Pink Banner"), "mcl_wool:pink", "#DE557C", "mcl_dye:pink", "Pink" },
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["unicolor_lime"] = {"lime", S("Lime Banner"), "mcl_wool:lime", "#30AC00", "mcl_dye:green", "Lime" },
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["unicolor_light_blue"] = {"light_blue", S("Light Blue Banner"), "mcl_wool:light_blue", "#4040CF", "mcl_dye:lightblue", "Light Blue" },
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["unicolor_white"] = {"white", S("White Banner"), "mcl_wool:white", "#FFFFFF", "mcl_dye:white", N("White") },
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["unicolor_darkgrey"] = {"grey", S("Grey Banner"), "mcl_wool:grey", "#303030", "mcl_dye:dark_grey", N("Grey") },
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["unicolor_grey"] = {"silver", S("Light Grey Banner"), "mcl_wool:silver", "#5B5B5B", "mcl_dye:grey", N("Light Grey") },
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["unicolor_black"] = {"black", S("Black Banner"), "mcl_wool:black", "#000000", "mcl_dye:black", N("Black") },
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["unicolor_red"] = {"red", S("Red Banner"), "mcl_wool:red", "#BC0000", "mcl_dye:red", N("Red") },
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["unicolor_yellow"] = {"yellow", S("Yellow Banner"), "mcl_wool:yellow", "#E6CD00", "mcl_dye:yellow", N("Yellow") },
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["unicolor_dark_green"] = {"green", S("Green Banner"), "mcl_wool:green", "#006000", "mcl_dye:dark_green", N("Green") },
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["unicolor_cyan"] = {"cyan", S("Cyan Banner"), "mcl_wool:cyan", "#00ACAC", "mcl_dye:cyan", N("Cyan") },
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["unicolor_blue"] = {"blue", S("Blue Banner"), "mcl_wool:blue", "#0000AC", "mcl_dye:blue", N("Blue") },
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["unicolor_red_violet"] = {"magenta", S("Magenta Banner"), "mcl_wool:magenta", "#AC007C", "mcl_dye:magenta", N("Magenta")},
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["unicolor_orange"] = {"orange", S("Orange Banner"), "mcl_wool:orange", "#E67300", "mcl_dye:orange", N("Orange") },
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["unicolor_violet"] = {"purple", S("Purple Banner"), "mcl_wool:purple", "#6400AC", "mcl_dye:violet", N("Violet") },
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["unicolor_brown"] = {"brown", S("Brown Banner"), "mcl_wool:brown", "#603000", "mcl_dye:brown", N("Brown") },
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["unicolor_pink"] = {"pink", S("Pink Banner"), "mcl_wool:pink", "#DE557C", "mcl_dye:pink", N("Pink") },
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["unicolor_lime"] = {"lime", S("Lime Banner"), "mcl_wool:lime", "#30AC00", "mcl_dye:green", N("Lime") },
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["unicolor_light_blue"] = {"light_blue", S("Light Blue Banner"), "mcl_wool:light_blue", "#4040CF", "mcl_dye:lightblue", N("Light Blue") },
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}
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local colors_reverse = {}
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76
mods/ITEMS/mcl_banners/locale/mcl_banners.de.tr
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76
mods/ITEMS/mcl_banners/locale/mcl_banners.de.tr
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@ -0,0 +1,76 @@
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# textdomain: mcl_banners
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White Banner=Weißes Banner
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White=weiß
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Grey Banner=Graues Banner
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Grey=grau
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Light Grey Banner=Hellgraues Banner
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Light Grey=hellgrau
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Black Banner=Schwarzes Banner
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Black=schwarz
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Red Banner=Rotes Banner
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Red=rot
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Yellow Banner=Gelbes Banner
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Yellow=gelb
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Green Banner=Grünes Banner
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Green=grün
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Cyan Banner=Türkises Banner
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Cyan=türkis
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Blue Banner=Blaues Banner
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Blue=blau
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Magenta Banner=Magenta Banner
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Magenta=magenta
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Orange Banner=Orange Banner
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Orange=orange
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Purple Banner=Violettes Banner
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Purple=violett
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Brown Banner=Braunes Banner
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Brown=braun
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Pink Banner=Rosanes Banner
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Pink=rosa
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Lime Banner=Lindgrünes Banner
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Lime=lindgrün
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Light Blue Banner=Hellblaues Banner
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Light Blue=hellblau
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Banners are tall colorful decorative blocks. They can be placed on the floor and at walls. Banners can be emblazoned with a variety of patterns using a lot of dye in crafting.=Banner sind hohe farbige dekorative Blöcke. Sie können auf dem Boden und an Wände platziert werden. Banner können mit einer Vielzahl von Mustern mit Hilfe von Farbstoffen in der Fertigung bemalt werden.
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Use crafting to draw a pattern on top of the banner. Emblazoned banners can be emblazoned again to combine various patterns. You can draw up to 12 layers on a banner that way. If the banner includes a gradient, only 3 layers are possible.=Benutzen Sie die Fertigung, um ein Muster auf einem Banner zu malen. Bemalte Banner können erneut bemalt werden, um verschiedene Muster zu ergeben. Sie können bis zu 12 Schichten auf einen Banner malen. Wenn ein Banner einen Farbverlauf hat, sind nur 3 Schichten möglich.
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You can copy the pattern of a banner by placing two banners of the same color in the crafting grid—one needs to be emblazoned, the other one must be clean. Finally, you can use a banner on a cauldron with water to wash off its top-most layer.=Sie können ein Muster eines Banners kopieren, indem Sie zwei Banner der selben Grundfarbe in das Fertigungsgitter platzieren: Das eine muss bemalt sein, das andere leer. Außerdem können Sie ein Banner an einem Kessel mit Wasser benutzen, um seine oberste Schicht abzuwaschen.
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@1 Bordure=Bord (@1)
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@1 Bricks=Ziegel (@1)
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@1 Roundel=Kugel (@1)
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@1 Creeper Charge=Creeper-Figur (@1)
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@1 Saltire=Andreaskreuz (@1)
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@1 Bordure Indented=Gewellter Bord (@1)
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@1 Per Bend Inverted=Schräglinke umgekehrte Teilung (@1)
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@1 Per Bend Sinister Inverted=Schrägrechte umgekehrte Teilung (@1)
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@1 Per Bend=Schräglinke Teilung (@1)
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@1 Per Bend Sinister=Schrägrechte Teilung (@1)
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@1 Flower Charge=Blumenfigur (@1)
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@1 Gradient=Farbverlauf (@1)
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@1 Base Gradient=Fußfarbverlauf (@1)
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@1 Per Fess Inverted=Umgekehrte Teilung (@1)
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@1 Per Fess=Teilung (@1)
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@1 Per Pale=Spaltung (@1)
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@1 Per Pale Inverted=Umgekehrte Spaltung (@1)
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@1 Thing Charge=Dingsfigur (@1)
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@1 Lozenge=Raute (@1)
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@1 Skull Charge=Totenkopffigur (@1)
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@1 Paly=Pfähle (@1)
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@1 Base Dexter Canton=Rechtes Untereck (@1)
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@1 Base Sinister Canton=Linkes Untereck (@1)
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@1 Chief Dexter Canton=Rechtes Obereck (@1)
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@1 Chief Sinister Canton=Linkes Obereck (@1)
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@1 Cross=Kreuz (@1)
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@1 Base=Fuß (@1)
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@1 Pale=Pfahl (@1)
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@1 Bend Sinister=Schräglinksbalken (@1)
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@1 Bend=Schrägbalken (@1)
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@1 Pale Dexter=Rechte Flanke (@1)
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@1 Fess=Balken (@1)
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@1 Pale Sinister=Linke Flanke (@1)
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@1 Chief=Haupt (@1)
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@1 Chevron=Sparren (@1)
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@1 Chevron Inverted=Gegensparren (@1)
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@1 Base Indented=Gezackter Fuß (@1)
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@1 Chief Indented=Gezacktes Haupt (@1)
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And one additional layer=Und eine zusätzliche Schicht
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And @1 additional layers=Und @1 zusätzliche Schichten
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@ -1,60 +1,76 @@
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# textdomain: mcl_banners
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White Banner=
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White=
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Grey Banner=
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Grey=
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Light Grey Banner=
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Light Grey=
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Black Banner=
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Black=
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Red Banner=
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Red=
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Yellow Banner=
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Yellow=
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Green Banner=
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Green=
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Cyan Banner=
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Cyan=
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Blue Banner=
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Blue=
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Magenta Banner=
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Magenta=
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Orange Banner=
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Orange=
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Purple Banner=
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Violet=
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Brown Banner=
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Brown=
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Pink Banner=
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Pink=
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Lime Banner=
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Lime=
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Light Blue Banner=
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Light Blue=
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Banners are tall colorful decorative blocks. They can be placed on the floor and at walls. Banners can be emblazoned with a variety of patterns using a lot of dye in crafting.=
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Use crafting to draw a pattern on top of the banner. Emblazoned banners can be emblazoned again to combine various patterns. You can draw up to 12 layers on a banner that way. If the banner includes a gradient, only 3 layers are possible.=
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You can copy the pattern of a banner by placing two banners of the same color in the crafting grid—one needs to be emblazoned, the other one must be clean. Finally, you can use a banner on a cauldron with water to wash off its top-most layer.=
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%s Bordure=
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%s Bricks=
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%s Roundel=
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%s Creeper Charge=
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%s Saltire=
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%s Bordure Indented=
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%s Per Bend Inverted=
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%s Per Bend Sinister Inverted=
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%s Per Bend=
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%s Per Bend Sinister=
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%s Flower Charge=
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%s Gradient=
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%s Base Gradient=
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%s Per Fess Inverted=
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%s Per Fess=
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%s Per Pale=
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%s Per Pale Inverted=
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%s Thing Charge=
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%s Lozenge=
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%s Skull Charge=
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%s Paly=
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%s Base Dexter Canton=
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%s Base Sinister Canton=
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%s Chief Dexter Canton=
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%s Chief Sinister Canton=
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%s Cross=
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%s Base=
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%s Pale=
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%s Bend Sinister=
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%s Bend=
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%s Pale Dexter=
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%s Fess=
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%s Pale Sinister=
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%s Chief=
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%s Chevron=
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%s Chevron Inverted=
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%s Base Indented=
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%s Chief Indented=
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And one addional layer=
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And %d addional layers=
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@1 Bordure=
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@1 Bricks=
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@1 Roundel=
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@1 Creeper Charge=
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@1 Saltire=
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@1 Bordure Indented=
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@1 Per Bend Inverted=
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@1 Per Bend Sinister Inverted=
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@1 Per Bend=
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@1 Per Bend Sinister=
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@1 Flower Charge=
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@1 Gradient=
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@1 Base Gradient=
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@1 Per Fess Inverted=
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@1 Per Fess=
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@1 Per Pale=
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@1 Per Pale Inverted=
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@1 Thing Charge=
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@1 Lozenge=
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@1 Skull Charge=
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@1 Paly=
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@1 Base Dexter Canton=
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@1 Base Sinister Canton=
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@1 Chief Dexter Canton=
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@1 Chief Sinister Canton=
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@1 Cross=
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@1 Base=
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@1 Pale=
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@1 Bend Sinister=
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@1 Bend=
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@1 Pale Dexter=
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@1 Fess=
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@1 Pale Sinister=
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@1 Chief=
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@1 Chevron=
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@1 Chevron Inverted=
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@1 Base Indented=
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@1 Chief Indented=
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And one additional layer=
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And @1 additional layer(s)=
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@ -1,4 +1,5 @@
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local S = minetest.get_translator("mcl_banners")
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local N = function(s) return s end
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-- Pattern crafting. This file contains the code for crafting all the
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-- emblazonings you can put on the banners. It's quite complicated;
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@ -19,99 +20,99 @@ local d = "group:dye" -- dye
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local e = "" -- empty slot (one of them must contain the banner)
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local patterns = {
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["border"] = {
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name = S("%s Bordure"),
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name = N("@1 Bordure"),
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{ d, d, d },
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{ d, e, d },
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{ d, d, d },
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},
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["bricks"] = {
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name = S("%s Bricks"),
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name = N("@1 Bricks"),
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type = "shapeless",
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{ e, "mcl_core:brick_block", d },
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},
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["circle"] = {
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name = S("%s Roundel"),
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name = N("@1 Roundel"),
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{ e, e, e },
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{ e, d, e },
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{ e, e, e },
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},
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["creeper"] = {
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name = S("%s Creeper Charge"),
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name = N("@1 Creeper Charge"),
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type = "shapeless",
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{ e, "mcl_heads:creeper", d },
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},
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["cross"] = {
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name = S("%s Saltire"),
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name = N("@1 Saltire"),
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{ d, e, d },
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{ e, d, e },
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{ d, e, d },
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},
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["curly_border"] = {
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name = S("%s Bordure Indented"),
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name = N("@1 Bordure Indented"),
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type = "shapeless",
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{ e, "mcl_core:vine", d },
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},
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["diagonal_up_left"] = {
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name = S("%s Per Bend Inverted"),
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name = N("@1 Per Bend Inverted"),
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{ e, e, e },
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{ d, e, e },
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{ d, d, e },
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},
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["diagonal_up_right"] = {
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name = S("%s Per Bend Sinister Inverted"),
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name = N("@1 Per Bend Sinister Inverted"),
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{ e, e, e },
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{ e, e, d },
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{ e, d, d },
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},
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["diagonal_right"] = {
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name = S("%s Per Bend"),
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name = N("@1 Per Bend"),
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{ e, d, d },
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{ e, e, d },
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{ e, e, e },
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},
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||||
["diagonal_left"] = {
|
||||
name = S("%s Per Bend Sinister"),
|
||||
name = N("@1 Per Bend Sinister"),
|
||||
{ d, d, e },
|
||||
{ d, e, e },
|
||||
{ e, e, e },
|
||||
},
|
||||
["flower"] = {
|
||||
name = S("%s Flower Charge"),
|
||||
name = N("@1 Flower Charge"),
|
||||
type = "shapeless",
|
||||
{ e, "mcl_flowers:oxeye_daisy", d },
|
||||
},
|
||||
["gradient"] = {
|
||||
name = S("%s Gradient"),
|
||||
name = N("@1 Gradient"),
|
||||
{ d, e, d },
|
||||
{ e, d, e },
|
||||
{ e, d, e },
|
||||
},
|
||||
["gradient_up"] = {
|
||||
name = S("%s Base Gradient"),
|
||||
name = N("@1 Base Gradient"),
|
||||
{ e, d, e },
|
||||
{ e, d, e },
|
||||
{ d, e, d },
|
||||
},
|
||||
["half_horizontal_bottom"] = {
|
||||
name = S("%s Per Fess Inverted"),
|
||||
name = N("@1 Per Fess Inverted"),
|
||||
{ e, e, e },
|
||||
{ d, d, d },
|
||||
{ d, d, d },
|
||||
},
|
||||
["half_horizontal"] = {
|
||||
name = S("%s Per Fess"),
|
||||
name = N("@1 Per Fess"),
|
||||
{ d, d, d },
|
||||
{ d, d, d },
|
||||
{ e, e, e },
|
||||
},
|
||||
["half_vertical"] = {
|
||||
name = S("%s Per Pale"),
|
||||
name = N("@1 Per Pale"),
|
||||
{ d, d, e },
|
||||
{ d, d, e },
|
||||
{ d, d, e },
|
||||
},
|
||||
["half_vertical_right"] = {
|
||||
name = S("%s Per Pale Inverted"),
|
||||
name = N("@1 Per Pale Inverted"),
|
||||
{ e, d, d },
|
||||
{ e, d, d },
|
||||
{ e, d, d },
|
||||
@ -119,126 +120,126 @@ local patterns = {
|
||||
["thing"] = {
|
||||
-- Symbol used for the “Thing”: U+1F65D 🙝
|
||||
|
||||
name = S("%s Thing Charge"),
|
||||
name = N("@1 Thing Charge"),
|
||||
type = "shapeless",
|
||||
-- TODO: Replace with enchanted golden apple
|
||||
{ e, "mcl_core:apple_gold", d },
|
||||
},
|
||||
["rhombus"] = {
|
||||
name = S("%s Lozenge"),
|
||||
name = N("@1 Lozenge"),
|
||||
{ e, d, e },
|
||||
{ d, e, d },
|
||||
{ e, d, e },
|
||||
},
|
||||
["skull"] = {
|
||||
name = S("%s Skull Charge"),
|
||||
name = N("@1 Skull Charge"),
|
||||
type = "shapeless",
|
||||
{ e, "mcl_heads:wither_skeleton", d },
|
||||
},
|
||||
["small_stripes"] = {
|
||||
name = S("%s Paly"),
|
||||
name = N("@1 Paly"),
|
||||
{ d, e, d },
|
||||
{ d, e, d },
|
||||
{ e, e, e },
|
||||
},
|
||||
["square_bottom_left"] = {
|
||||
name = S("%s Base Dexter Canton"),
|
||||
name = N("@1 Base Dexter Canton"),
|
||||
{ e, e, e },
|
||||
{ e, e, e },
|
||||
{ d, e, e },
|
||||
},
|
||||
["square_bottom_right"] = {
|
||||
name = S("%s Base Sinister Canton"),
|
||||
name = N("@1 Base Sinister Canton"),
|
||||
{ e, e, e },
|
||||
{ e, e, e },
|
||||
{ e, e, d },
|
||||
},
|
||||
["square_top_left"] = {
|
||||
name = S("%s Chief Dexter Canton"),
|
||||
name = N("@1 Chief Dexter Canton"),
|
||||
{ d, e, e },
|
||||
{ e, e, e },
|
||||
{ e, e, e },
|
||||
},
|
||||
["square_top_right"] = {
|
||||
name = S("%s Chief Sinister Canton"),
|
||||
name = N("@1 Chief Sinister Canton"),
|
||||
{ e, e, d },
|
||||
{ e, e, e },
|
||||
{ e, e, e },
|
||||
},
|
||||
["straight_cross"] = {
|
||||
name = S("%s Cross"),
|
||||
name = N("@1 Cross"),
|
||||
{ e, d, e },
|
||||
{ d, d, d },
|
||||
{ e, d, e },
|
||||
},
|
||||
["stripe_bottom"] = {
|
||||
name = S("%s Base"),
|
||||
name = N("@1 Base"),
|
||||
{ e, e, e },
|
||||
{ e, e, e },
|
||||
{ d, d, d },
|
||||
},
|
||||
["stripe_center"] = {
|
||||
name = S("%s Pale"),
|
||||
name = N("@1 Pale"),
|
||||
{ e, d, e },
|
||||
{ e, d, e },
|
||||
{ e, d, e },
|
||||
},
|
||||
["stripe_downleft"] = {
|
||||
name = S("%s Bend Sinister"),
|
||||
name = N("@1 Bend Sinister"),
|
||||
{ e, e, d },
|
||||
{ e, d, e },
|
||||
{ d, e, e },
|
||||
},
|
||||
["stripe_downright"] = {
|
||||
name = S("%s Bend"),
|
||||
name = N("@1 Bend"),
|
||||
{ d, e, e },
|
||||
{ e, d, e },
|
||||
{ e, e, d },
|
||||
},
|
||||
["stripe_left"] = {
|
||||
name = S("%s Pale Dexter"),
|
||||
name = N("@1 Pale Dexter"),
|
||||
{ d, e, e },
|
||||
{ d, e, e },
|
||||
{ d, e, e },
|
||||
},
|
||||
["stripe_middle"] = {
|
||||
name = S("%s Fess"),
|
||||
name = N("@1 Fess"),
|
||||
{ e, e, e },
|
||||
{ d, d, d },
|
||||
{ e, e, e },
|
||||
},
|
||||
["stripe_right"] = {
|
||||
name = S("%s Pale Sinister"),
|
||||
name = N("@1 Pale Sinister"),
|
||||
{ e, e, d },
|
||||
{ e, e, d },
|
||||
{ e, e, d },
|
||||
},
|
||||
["stripe_top"] = {
|
||||
name = S("%s Chief"),
|
||||
name = N("@1 Chief"),
|
||||
{ d, d, d },
|
||||
{ e, e, e },
|
||||
{ e, e, e },
|
||||
},
|
||||
["triangle_bottom"] = {
|
||||
name = S("%s Chevron"),
|
||||
name = N("@1 Chevron"),
|
||||
{ e, e, e },
|
||||
{ e, d, e },
|
||||
{ d, e, d },
|
||||
},
|
||||
["triangle_top"] = {
|
||||
name = S("%s Chevron Inverted"),
|
||||
name = N("@1 Chevron Inverted"),
|
||||
{ d, e, d },
|
||||
{ e, d, e },
|
||||
{ e, e, e },
|
||||
},
|
||||
["triangles_bottom"] = {
|
||||
name = S("%s Base Indented"),
|
||||
name = N("@1 Base Indented"),
|
||||
{ e, e, e },
|
||||
{ d, e, d },
|
||||
{ e, d, e },
|
||||
},
|
||||
["triangles_top"] = {
|
||||
name = S("%s Chief Indented"),
|
||||
name = N("@1 Chief Indented"),
|
||||
{ e, d, e },
|
||||
{ d, e, d },
|
||||
{ e, e, e },
|
||||
@ -267,14 +268,15 @@ mcl_banners.make_advanced_banner_description = function(description, layers)
|
||||
-- Layer text line.
|
||||
local color = mcl_banners.colors[layers[l].color][6]
|
||||
local pattern_name = patterns[layers[l].pattern].name
|
||||
-- The pattern name is a format string (e.g. “%s Base”)
|
||||
table.insert(layerstrings, string.format(pattern_name, color))
|
||||
-- The pattern name is a format string
|
||||
-- (e.g. “@1 Base” → “Yellow Base”)
|
||||
table.insert(layerstrings, S(pattern_name, S(color)))
|
||||
end
|
||||
-- Warn about missing information
|
||||
if #layers == max_layer_lines + 1 then
|
||||
table.insert(layerstrings, S("And one addional layer"))
|
||||
table.insert(layerstrings, S("And one additional layer"))
|
||||
elseif #layers > max_layer_lines + 1 then
|
||||
table.insert(layerstrings, string.format(S("And %d addional layers"), #layers - max_layer_lines))
|
||||
table.insert(layerstrings, S("And @1 additional layers", #layers - max_layer_lines))
|
||||
end
|
||||
|
||||
-- Final string concatenations: Just a list of strings
|
||||
|
Loading…
Reference in New Issue
Block a user