forked from mtcontrib/3d_armor
Make armor more configurable
This commit is contained in:
parent
8457220413
commit
8a881022e9
@ -1,7 +1,9 @@
|
||||
[mod] Visible Player Armor [3d_armor]
|
||||
=====================================
|
||||
|
||||
depends: default, inventory_plus
|
||||
Depends: default
|
||||
|
||||
Recommends: inventory_plus or unified_inventory (use only one)
|
||||
|
||||
Adds craftable armor that is visible to other players. Each armor item worn contributes to
|
||||
a player's armor group level making them less vulnerable to weapons.
|
||||
@ -9,8 +11,9 @@ a player's armor group level making them less vulnerable to weapons.
|
||||
Armor takes damage when a player is hurt but also offers a percentage chance of healing.
|
||||
Overall level is boosted by 10% when wearing a full matching set.
|
||||
|
||||
default settings: [minetest.conf]
|
||||
Configuration
|
||||
-------------
|
||||
|
||||
# Set number of seconds between armor updates.
|
||||
3d_armor_update_time = 1
|
||||
Armor can be configured by adding a file called armor.conf in 3d_armor mod directory.
|
||||
see armor.conf.example for all available options.
|
||||
|
||||
|
30
3d_armor/armor.conf.example
Normal file
30
3d_armor/armor.conf.example
Normal file
@ -0,0 +1,30 @@
|
||||
--Armor Configuration (defaults)
|
||||
|
||||
-- Increase this if you get initialization glitches when a player first joins.
|
||||
ARMOR_INIT_DELAY = 1
|
||||
|
||||
-- Number of initialization attempts.
|
||||
-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
|
||||
ARMOR_INIT_TIMES = 1
|
||||
|
||||
-- Increase this if armor is not getting into bones due to server lag.
|
||||
ARMOR_BONES_DELAY = 1
|
||||
|
||||
-- How often player armor/wield items are updated.
|
||||
ARMOR_UPDATE_TIME = 1
|
||||
|
||||
-- Drop armor when a player dies.
|
||||
-- Uses bones mod if present, otherwise items are dropped around the player.
|
||||
ARMOR_DROP = true
|
||||
|
||||
-- Pulverise armor when a player dies, overrides ARMOR_DROP.
|
||||
ARMOR_DESTROY = false
|
||||
|
||||
-- You can use this to increase or decrease armor effectiveness,
|
||||
-- eg: ARMOR_LEVEL_MULTIPLIER = 0.5 will reduce armor level by half,
|
||||
ARMOR_LEVEL_MULTIPLIER = 1
|
||||
|
||||
-- You can use this to increase or decrease armor effectiveness,
|
||||
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
|
||||
ARMOR_HEAL_MULTIPLIER = 1
|
||||
|
@ -1,9 +1,20 @@
|
||||
local time = 0
|
||||
local update_time = tonumber(minetest.setting_get("3d_armor_update_time"))
|
||||
if not update_time then
|
||||
update_time = 1
|
||||
minetest.setting_set("3d_armor_update_time", tostring(update_time))
|
||||
ARMOR_INIT_DELAY = 1
|
||||
ARMOR_INIT_TIMES = 1
|
||||
ARMOR_BONES_DELAY = 1
|
||||
ARMOR_UPDATE_TIME = 1
|
||||
ARMOR_DROP = true
|
||||
ARMOR_DESTROY = false
|
||||
ARMOR_LEVEL_MULTIPLIER = 1
|
||||
ARMOR_HEAL_MULTIPLIER = 1
|
||||
|
||||
local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
|
||||
local input = io.open(modpath.."/armor.conf", "r")
|
||||
if input then
|
||||
dofile(modpath.."/armor.conf")
|
||||
input:close()
|
||||
input = nil
|
||||
end
|
||||
local time = 0
|
||||
|
||||
armor = {
|
||||
player_hp = {},
|
||||
@ -125,6 +136,8 @@ armor.set_player_armor = function(self, player)
|
||||
if material.type and material.count == #self.elements then
|
||||
armor_level = armor_level * 1.1
|
||||
end
|
||||
armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
|
||||
armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
|
||||
if #textures > 0 then
|
||||
armor_texture = table.concat(textures, "^")
|
||||
end
|
||||
@ -185,6 +198,7 @@ armor.update_armor = function(self, player)
|
||||
end
|
||||
self.def[name].state = state
|
||||
self.def[name].count = items
|
||||
heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
|
||||
if heal_max > math.random(100) then
|
||||
player:set_hp(self.player_hp[name])
|
||||
return
|
||||
@ -225,7 +239,7 @@ end
|
||||
default.player_register_model("3d_armor_character.x", {
|
||||
animation_speed = 30,
|
||||
textures = {
|
||||
armor.default_skin,
|
||||
armor.default_skin..".png",
|
||||
"3d_armor_trans.png",
|
||||
"3d_armor_trans.png",
|
||||
},
|
||||
@ -340,15 +354,17 @@ minetest.register_on_joinplayer(function(player)
|
||||
armor.textures[name].skin = "player_"..name..".png"
|
||||
end
|
||||
end
|
||||
minetest.after(1, function(player)
|
||||
armor:set_player_armor(player)
|
||||
if inventory_plus == nil and unified_inventory == nil then
|
||||
armor:update_inventory(player)
|
||||
end
|
||||
end, player)
|
||||
for i=1, ARMOR_INIT_TIMES do
|
||||
minetest.after(ARMOR_INIT_DELAY * i, function(player)
|
||||
armor:set_player_armor(player)
|
||||
if inventory_plus == nil and unified_inventory == nil then
|
||||
armor:update_inventory(player)
|
||||
end
|
||||
end, player)
|
||||
end
|
||||
end)
|
||||
|
||||
if minetest.get_modpath("bones") then
|
||||
if ARMOR_DROP == true or ARMOR_DESTROY == true then
|
||||
minetest.register_on_dieplayer(function(player)
|
||||
local name = player:get_player_name()
|
||||
local pos = player:getpos()
|
||||
@ -359,33 +375,62 @@ if minetest.get_modpath("bones") then
|
||||
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
|
||||
for i=1, player_inv:get_size("armor") do
|
||||
local stack = armor_inv:get_stack("armor", i)
|
||||
table.insert(drop, stack)
|
||||
armor_inv:set_stack("armor", i, nil)
|
||||
player_inv:set_stack("armor", i, nil)
|
||||
if stack:get_count() > 0 then
|
||||
table.insert(drop, stack)
|
||||
armor_inv:set_stack("armor", i, nil)
|
||||
player_inv:set_stack("armor", i, nil)
|
||||
end
|
||||
end
|
||||
armor:set_player_armor(player)
|
||||
minetest.after(1, function() --TODO: Make delay configurable
|
||||
local node = minetest.get_node(pos)
|
||||
if node.name == "bones:bones" then
|
||||
local meta = minetest.get_meta(pos)
|
||||
local owner = meta:get_string("owner")
|
||||
local inv = meta:get_inventory()
|
||||
if name == owner then
|
||||
for _,stack in ipairs(drop) do
|
||||
if inv:room_for_item("main", stack) then
|
||||
inv:add_item("main", stack)
|
||||
if unified_inventory then
|
||||
unified_inventory.set_inventory_formspec(player, "craft")
|
||||
elseif inventory_plus then
|
||||
local formspec = inventory_plus.get_formspec(player,"main")
|
||||
inventory_plus.set_inventory_formspec(player, formspec)
|
||||
else
|
||||
armor:update_inventory(player)
|
||||
end
|
||||
if ARMOR_DESTROY == false then
|
||||
if minetest.get_modpath("bones") then
|
||||
minetest.after(ARMOR_BONES_DELAY, function()
|
||||
local node = minetest.get_node(pos)
|
||||
if node.name == "bones:bones" then
|
||||
local meta = minetest.get_meta(pos)
|
||||
local owner = meta:get_string("owner")
|
||||
local inv = meta:get_inventory()
|
||||
if name == owner then
|
||||
for _,stack in ipairs(drop) do
|
||||
if inv:room_for_item("main", stack) then
|
||||
inv:add_item("main", stack)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
else
|
||||
for _,stack in ipairs(drop) do
|
||||
local obj = minetest.add_item(pos, stack:get_name())
|
||||
if obj then
|
||||
local x = math.random(1, 5)
|
||||
if math.random(1,2) == 1 then
|
||||
x = -x
|
||||
end
|
||||
local z = math.random(1, 5)
|
||||
if math.random(1,2) == 1 then
|
||||
z = -z
|
||||
end
|
||||
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
time = time + dtime
|
||||
if time > update_time then
|
||||
if time > ARMOR_UPDATE_TIME then
|
||||
for _,player in ipairs(minetest.get_connected_players()) do
|
||||
armor:update_armor(player)
|
||||
end
|
||||
|
@ -1,4 +1,5 @@
|
||||
dofile(minetest.get_modpath(minetest.get_current_modname()).."/armor.lua")
|
||||
ARMOR_MOD_NAME = minetest.get_current_modname()
|
||||
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/armor.lua")
|
||||
local use_moreores = minetest.get_modpath("moreores")
|
||||
|
||||
-- Regisiter Head Armor
|
||||
|
@ -17,6 +17,9 @@ when wearing a full matching set (helmet, chestplate, leggings and boots of the
|
||||
|
||||
Compatible with player skins [skins] by Zeg9 and Player Textures [player_textures] by PilzAdam.
|
||||
|
||||
Armor can be configured by adding a file called armor.conf in 3d_armor mod directory.
|
||||
see armor.conf.example for all available options.
|
||||
|
||||
[mod] Visible Wielded Items [wieldview]
|
||||
---------------------------------------
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user