currency/init.lua
Louis Royer 3417900b98 Use builtin translation system
- This removes `intllib` depends. I used
https://github.com/FaceDeer/update_translations to convert from existing
translation files (plus manual edit).
- Removed translation string from `minetest.log` calls since translated
string are not printed in console.
- Changed formspec in `barter.lua` to allow longer strings to be displayed
(player names, and longer translated strings).
- French translation improvement.
2020-03-01 15:25:24 +01:00

22 lines
735 B
Lua

local modpath = minetest.get_modpath("currency")
minetest.log("info", "Currency mod loading...")
dofile(modpath.."/craftitems.lua")
minetest.log("info", "[Currency] Craft_items Loaded!")
dofile(modpath.."/shop.lua")
minetest.log("info", "[Currency] Shop Loaded!")
dofile(modpath.."/barter.lua")
minetest.log("info", "[Currency] Barter Loaded!")
dofile(modpath.."/safe.lua")
minetest.log("info", "[Currency] Safe Loaded!")
dofile(modpath.."/crafting.lua")
minetest.log("info", "[Currency] Crafting Loaded!")
if minetest.settings:get_bool("creative_mode") then
minetest.log("info", "[Currency] Creative mode in use, skipping basic income.")
else
dofile(modpath.."/income.lua")
minetest.log("info", "[Currency] Income Loaded!")
end