Add crystal armor and fire protection by TenPlus1
@ -11,6 +11,9 @@ a player's armor group level making them less vulnerable to weapons.
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Armor takes damage when a player is hurt but also offers a percentage chance of healing.
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Overall level is boosted by 10% when wearing a full matching set.
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Fire protection added by TenPlus1 when using crystal armor if Ethereal mod active, level 1
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protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava.
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Configuration
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-------------
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@ -10,6 +10,20 @@ ARMOR_MATERIALS = {
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diamond = "default:diamond",
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gold = "default:gold_ingot",
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mithril = "moreores:mithril_ingot",
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crystal = "ethereal:crystal_ingot",
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}
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-- Enable fire protection (defaults true if using ethereal mod)
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ARMOR_FIRE_PROTECT = false
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-- Fire protection nodes, (name, protection level, damage)
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ARMOR_FIRE_NODES = {
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{"default:lava_source", 5, 4},
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{"default:lava_flowing", 5, 4},
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{"fire:basic_flame", 3, 4},
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{"ethereal:crystal_spike", 2, 1},
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{"bakedclay:safe_fire", 2, 1},
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{"default:torch", 1, 1},
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}
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-- Increase this if you get initialization glitches when a player first joins.
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@ -40,10 +54,3 @@ ARMOR_LEVEL_MULTIPLIER = 1
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-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
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ARMOR_HEAL_MULTIPLIER = 1
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-- You can also use this file to execute arbitary lua code
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-- eg: Dumb the armor down if using Simple Mobs
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if minetest.get_modpath("mobs") then
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ARMOR_LEVEL_MULTIPLIER = 0.5
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ARMOR_HEAL_MULTIPLIER = 0
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end
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@ -14,6 +14,16 @@ ARMOR_MATERIALS = {
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diamond = "default:diamond",
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gold = "default:gold_ingot",
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mithril = "moreores:mithril_ingot",
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crystal = "ethereal:crystal_ingot",
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}
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ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
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ARMOR_FIRE_NODES = {
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{"default:lava_source", 5, 4},
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{"default:lava_flowing", 5, 4},
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{"fire:basic_flame", 3, 4},
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{"ethereal:crystal_spike", 2, 1},
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{"bakedclay:safe_fire", 2, 1},
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{"default:torch", 1, 1},
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}
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local skin_mod = nil
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@ -36,7 +46,20 @@ end
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if not minetest.get_modpath("moreores") then
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ARMOR_MATERIALS.mithril = nil
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end
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if not minetest.get_modpath("ethereal") then
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ARMOR_MATERIALS.crystal = nil
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end
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-- override hot nodes so they do not hurt player anywhere but mod
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if ARMOR_FIRE_PROTECT == true then
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minetest.after(2, function()
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for _, row in ipairs(ARMOR_FIRE_NODES) do
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if minetest.registered_nodes[row[1]] then
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minetest.override_item(row[1], {damage_per_second = 0})
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end
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end
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end)
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end
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local time = 0
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@ -61,6 +84,7 @@ if minetest.get_modpath("inventory_plus") then
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.."image[2.5,0.75;2,4;armor_preview]"
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.."label[5,1;Level: armor_level]"
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.."label[5,1.5;Heal: armor_heal]"
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.."label[5,2;Fire: armor_fire]"
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.."list[current_player;main;0,4.5;8,4;]"
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elseif minetest.get_modpath("unified_inventory") then
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inv_mod = "unified_inventory"
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@ -77,6 +101,7 @@ elseif minetest.get_modpath("unified_inventory") then
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.."image[2.5,0.75;2,4;"..armor.textures[name].preview.."]"
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.."label[5,1;Level: "..armor.def[name].level.."]"
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.."label[5,1.5;Heal: "..armor.def[name].heal.."]"
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.."label[5,2;Fire: "..armor.def[name].fire.."]"
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return {formspec=formspec}
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end,
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})
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@ -121,6 +146,7 @@ armor.set_player_armor = function(self, player)
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local armor_texture = "3d_armor_trans.png"
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local armor_level = 0
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local armor_heal = 0
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local armor_fire = 0
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local state = 0
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local items = 0
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local elements = {}
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@ -148,6 +174,8 @@ armor.set_player_armor = function(self, player)
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items = items + 1
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local heal = def.groups["armor_heal"] or 0
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armor_heal = armor_heal + heal
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local fire = def.groups["armor_fire"] or 0
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armor_fire = armor_fire + fire
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for kk,vv in ipairs(self.physics) do
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local o_value = def.groups["physics_"..vv]
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if o_value then
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@ -195,15 +223,32 @@ armor.set_player_armor = function(self, player)
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self.def[name].jump = physics_o.jump
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self.def[name].speed = physics_o.speed
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self.def[name].gravity = physics_o.gravity
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self.def[name].fire = armor_fire
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self:update_player_visuals(player)
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end
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armor.update_armor = function(self, player)
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local name, player_inv, armor_inv = armor:get_valid_player(player, "[update_armor]")
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armor.update_armor = function(self, player, dtime)
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local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[update_armor]")
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if not name then
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return
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end
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local hp = player:get_hp() or 0
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if ARMOR_FIRE_PROTECT == true then
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pos.y = pos.y + 1.4 -- head level
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local node_head = minetest.get_node(pos).name
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pos.y = pos.y - 1.2 -- feet level
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local node_feet = minetest.get_node(pos).name
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-- is player inside a hot node?
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for _, row in ipairs(ARMOR_FIRE_NODES) do
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-- check for fire protection, if not enough then get hurt
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if row[1] == node_head or row[1] == node_feet then
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if hp > 0 and armor.def[name].fire < row[2] then
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player:set_hp(hp - row[3] * dtime)
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break
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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 hp == 0 or hp == self.player_hp[name] then
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return
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end
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@ -274,7 +319,9 @@ armor.get_armor_formspec = function(self, name)
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local formspec = armor.formspec:gsub("player_name", name)
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formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
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formspec = formspec:gsub("armor_level", armor.def[name].level)
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return formspec:gsub("armor_heal", armor.def[name].heal)
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formspec = formspec:gsub("armor_heal", armor.def[name].heal)
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formspec = formspec:gsub("armor_fire", armor.def[name].fire)
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return formspec
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end
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armor.update_inventory = function(self, player)
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@ -348,7 +395,6 @@ default.player_register_model("3d_armor_character.b3d", {
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-- Register Callbacks
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local name = armor:get_valid_player(player, "[on_player_receive_fields]")
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if not name or inv_mod == "inventory_enhanced" then
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return
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@ -429,6 +475,7 @@ minetest.register_on_joinplayer(function(player)
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jump = 1,
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speed = 1,
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gravity = 1,
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fire = 0,
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}
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armor.textures[name] = {
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skin = armor.default_skin..".png",
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@ -490,7 +537,6 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
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obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
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end
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end
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minetest.register_on_dieplayer(function(player)
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local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
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if not name then
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@ -545,7 +591,7 @@ minetest.register_globalstep(function(dtime)
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time = time + dtime
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if time > ARMOR_UPDATE_TIME then
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for _,player in ipairs(minetest.get_connected_players()) do
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armor:update_armor(player)
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armor:update_armor(player, time)
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end
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time = 0
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end
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@ -18,6 +18,7 @@ Helmets:
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[3d_armor:helmet_diamond] X = [default:diamond]
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[3d_armor:helmet_gold] X = [default:gold_ingot]
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[3d_armor:helmet_mithril] X = [moreores:mithril_ingot] *
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[3d_armor:helmet_crystal] X = [ethereal:crystal_ingot] **
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Chestplates:
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@ -36,6 +37,7 @@ Chestplates:
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[3d_armor:chestplate_diamond] X = [default:diamond]
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[3d_armor:chestplate_gold] X = [default:gold_ingot]
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[3d_armor:chestplate_mithril] X = [moreores:mithril_ingot] *
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[3d_armor:chestplate_crystal] X = [ethereal:crystal_ingot] **
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Leggings:
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@ -54,6 +56,7 @@ Leggings:
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[3d_armor:leggings_diamond] X = [default:diamond]
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[3d_armor:leggings_gold] X = [default:gold_ingot]
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[3d_armor:leggings_mithril] X = [moreores:mithril_ingot] *
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[3d_armor:leggings_crystal] X = [ethereal:crystal_ingot] **
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Boots:
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@ -70,6 +73,7 @@ Boots:
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[3d_armor:boots_diamond] X = [default:diamond]
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[3d_armor:boots_gold] X = [default:gold_ingot]
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[3d_armor:boots_mithril] X = [moreores:mithril_ingot] *
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[3d_armor:boots_crystal] X = [ethereal:crystal_ingot] **
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* Requires moreores mod by Calinou - https://forum.minetest.net/viewtopic.php?id=549
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** Requires ethereal mod by Chinchow & TenPlus1 - https://github.com/tenplus1/ethereal
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@ -191,6 +191,33 @@ if ARMOR_MATERIALS.mithril then
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})
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end
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if ARMOR_MATERIALS.crystal then
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minetest.register_tool("3d_armor:helmet_crystal", {
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description = "Crystal Helmet",
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inventory_image = "3d_armor_inv_helmet_crystal.png",
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groups = {armor_head=15, armor_heal=12, armor_use=50, armor_fire=1},
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wear = 0,
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})
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minetest.register_tool("3d_armor:chestplate_crystal", {
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description = "Crystal Chestplate",
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inventory_image = "3d_armor_inv_chestplate_crystal.png",
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groups = {armor_torso=20, armor_heal=12, armor_use=50, armor_fire=1},
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wear = 0,
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})
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minetest.register_tool("3d_armor:leggings_crystal", {
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description = "Crystal Leggings",
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inventory_image = "3d_armor_inv_leggings_crystal.png",
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groups = {armor_legs=20, armor_heal=12, armor_use=50, armor_fire=1},
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wear = 0,
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})
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minetest.register_tool("3d_armor:boots_crystal", {
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description = "Crystal Boots",
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inventory_image = "3d_armor_inv_boots_crystal.png",
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groups = {armor_feet=15, armor_heal=12, armor_use=50, physics_speed=1, physics_jump=0.5, armor_fire=1},
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wear = 0,
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})
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end
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for k, v in pairs(ARMOR_MATERIALS) do
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minetest.register_craft({
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output = "3d_armor:helmet_"..k,
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BIN
3d_armor/textures/3d_armor_boots_crystal.png
Normal file
After Width: | Height: | Size: 494 B |
BIN
3d_armor/textures/3d_armor_boots_crystal_preview.png
Normal file
After Width: | Height: | Size: 2.0 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_crystal.png
Normal file
After Width: | Height: | Size: 1.3 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_crystal_preview.png
Normal file
After Width: | Height: | Size: 1.7 KiB |
BIN
3d_armor/textures/3d_armor_helmet_crystal.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
3d_armor/textures/3d_armor_helmet_crystal_preview.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
3d_armor/textures/3d_armor_inv_boots_crystal.png
Normal file
After Width: | Height: | Size: 200 B |
BIN
3d_armor/textures/3d_armor_inv_chestplate_crystal.png
Normal file
After Width: | Height: | Size: 236 B |
BIN
3d_armor/textures/3d_armor_inv_helmet_crystal.png
Normal file
After Width: | Height: | Size: 219 B |
BIN
3d_armor/textures/3d_armor_inv_leggings_crystal.png
Normal file
After Width: | Height: | Size: 233 B |
BIN
3d_armor/textures/3d_armor_leggings_crystal.png
Normal file
After Width: | Height: | Size: 835 B |
BIN
3d_armor/textures/3d_armor_leggings_crystal_preview.png
Normal file
After Width: | Height: | Size: 1.9 KiB |
@ -15,6 +15,10 @@ Armor takes damage when a player is hurt, however, many armor items offer a 'sta
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percentage chance of restoring the lost health points. Overall armor level is boosted by 10%
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when wearing a full matching set (helmet, chestplate, leggings and boots of the same material)
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Fire protection has been added by TenPlus1 and in use when ethereal mod is found and crystal
|
||||
armor has been enabled. each piece of armor offers 1 fire protection, level 1 protects
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against torches, level 2 against crystal spikes, 3 for fire and 5 protects when in lava.
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Compatible with player skins [skins] by Zeg9 and Player Textures [player_textures] by PilzAdam
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and [simple_skins] by TenPlus1.
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@ -15,6 +15,8 @@ Shields -- Crafting Guide
|
||||
[shields:shield_bronze] X = [default:bronze_ingot]
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[shields:shield_diamond] X = [default:diamond]
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[shields:shield_gold] X = [default:gold_ingot]
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[shields:shield_mithril] X = [moreores:mithril_ingot]
|
||||
[shields:shield_crystal] X = [ethereal:crystal_ingot]
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Enhanced Shields
|
||||
----------------
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@ -100,6 +100,15 @@ if ARMOR_MATERIALS.mithril then
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||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.crystal then
|
||||
minetest.register_tool("shields:shield_crystal", {
|
||||
description = "Crystal Shield",
|
||||
inventory_image = "shields_inv_shield_crystal.png",
|
||||
groups = {armor_shield=15, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
for k, v in pairs(ARMOR_MATERIALS) do
|
||||
minetest.register_craft({
|
||||
output = "shields:shield_"..k,
|
||||
|
BIN
shields/textures/shields_inv_shield_crystal.png
Normal file
After Width: | Height: | Size: 662 B |
BIN
shields/textures/shields_shield_crystal.png
Normal file
After Width: | Height: | Size: 622 B |
BIN
shields/textures/shields_shield_crystal_preview.png
Normal file
After Width: | Height: | Size: 1.7 KiB |