forked from mtcontrib/3d_armor
Inventory compat cleanup
fix inventory_plus after cleanup. Create own register_on_player_receive_fields for this inventory removed smart_inventory (moved to the inventoy mod), adjusted sfinv moved sfinv to own mod 3d_armor_sfinv moved unified_inventory to 3d_armor_ui moved inventory_plus support to own mod 3d_armor_ip
This commit is contained in:
parent
75191490c2
commit
f0edb9a710
@ -6,18 +6,15 @@ armor = {
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timer = 0,
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timer = 0,
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elements = {"head", "torso", "legs", "feet"},
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elements = {"head", "torso", "legs", "feet"},
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physics = {"jump", "speed", "gravity"},
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physics = {"jump", "speed", "gravity"},
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formspec = "size[8,8.5]"..
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formspec = "image[2.5,0;2,4;armor_preview]"..
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default.gui_bg..
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default.gui_bg..
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default.gui_bg_img..
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default.gui_bg_img..
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default.gui_slots..
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default.gui_slots..
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default.get_hotbar_bg(0,4.25)..
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default.get_hotbar_bg(0, 4.7)..
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"image[2,0.5;2,4;armor_preview]"..
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"label[5,1;Level: armor_level]"..
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"list[current_player;main;0,4.25;8,1;]"..
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"label[5,1.5;Heal: armor_heal]"..
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"list[current_player;main;0,5.5;8,3;8]"..
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"list[current_player;main;0,4.7;8,1;]"..
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"list[current_player;craft;4,0.5;3,3;]"..
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"list[current_player;main;0,5.85;8,3;8]",
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"list[current_player;craftpreview;7,1.5;1,1;]"..
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"listring[current_player;main]"..
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"listring[current_player;craft]",
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def = {},
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def = {},
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textures = {},
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textures = {},
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default_skin = "character",
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default_skin = "character",
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@ -1,9 +1,6 @@
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default
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default
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player_monoids?
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player_monoids?
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armor_monoid?
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armor_monoid?
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inventory_plus?
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unified_inventory?
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sfinv?
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fire?
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fire?
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ethereal?
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ethereal?
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bakedclay?
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bakedclay?
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@ -55,96 +55,11 @@ dofile(modpath.."/armor.lua")
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-- Mod Compatibility
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-- Mod Compatibility
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local armor_formpage = "image[2.5,0;2,4;armor_preview]"..
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default.gui_bg..
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default.gui_bg_img..
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default.gui_slots..
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default.get_hotbar_bg(0, 4.7)..
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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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"list[current_player;main;0,4.7;8,1;]"..
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"list[current_player;main;0,5.85;8,3;8]"
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if armor.config.fire_protect then
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if armor.config.fire_protect then
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armor_formpage = armor_formpage.."label[5,2;Fire: armor_fire]"
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armor.formspec = armor.formspec.."label[5,2;Fire: armor_fire]"
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end
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end
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if minetest.global_exists("technic") then
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if minetest.get_modpath("technic") then
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armor_formpage = armor_formpage.."label[5,2.5;Radiation: armor_radiation]"
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armor.formspec = armor.formspec.."label[5,2.5;Radiation: armor_radiation]"
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end
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if minetest.get_modpath("inventory_plus") then
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armor.inv_mod = "inventory_plus"
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armor.formspec = "size[8,8.5]button[6,0;2,0.5;main;Back]"..armor_formpage
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armor:register_on_update(function(player)
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local name = player:get_player_name()
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local formspec = armor:get_armor_formspec(name, true)
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local page = player:get_inventory_formspec()
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if page:find("detached:"..name.."_armor") then
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inventory_plus.set_inventory_formspec(player, formspec)
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end
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end)
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if minetest.get_modpath("crafting") then
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inventory_plus.get_formspec = function(player, page)
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end
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end
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elseif minetest.get_modpath("unified_inventory") and not unified_inventory.sfinv_compat_layer then
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armor.inv_mod = "unified_inventory"
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armor:register_on_update(function(player)
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local name = player:get_player_name()
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if unified_inventory.current_page[name] == "armor" then
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unified_inventory.set_inventory_formspec(player, "armor")
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end
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end)
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unified_inventory.register_button("armor", {
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type = "image",
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image = "inventory_plus_armor.png",
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})
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unified_inventory.register_page("armor", {
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get_formspec = function(player, perplayer_formspec)
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local fy = perplayer_formspec.formspec_y
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local name = player:get_player_name()
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local formspec = "background[0.06,"..fy..";7.92,7.52;3d_armor_ui_form.png]"..
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"label[0,0;Armor]"..
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"list[detached:"..name.."_armor;armor;0,"..fy..";2,3;]"..
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"image[2.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]"..
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"label[5.0,"..(fy + 0.0)..";Level: "..armor.def[name].level.."]"..
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"label[5.0,"..(fy + 0.5)..";Heal: "..armor.def[name].heal.."]"..
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"listring[current_player;main]"..
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"listring[detached:"..name.."_armor;armor]"
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if armor.config.fire_protect then
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formspec = formspec.."label[5.0,"..(fy + 1.0)..
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";Fire: "..armor.def[name].fire.."]"
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end
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if minetest.global_exists("technic") then
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formspec = formspec.."label[5.0,"..(fy + 1.5)..
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";Radiation: "..armor.def[name].radiation.."]"
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end
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return {formspec=formspec}
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end,
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})
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elseif minetest.get_modpath("inventory_enhanced") then
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armor.inv_mod = "inventory_enhanced"
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elseif minetest.get_modpath("smart_inventory") then
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armor.inv_mod = "smart_inventory"
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armor:register_on_update(function(player)
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local name = player:get_player_name()
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local state = smart_inventory.get_page_state("player", name)
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if state then
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state:get("update_hook"):submit()
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end
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end)
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elseif minetest.get_modpath("sfinv") then
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armor.inv_mod = "sfinv"
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armor.formspec = armor_formpage
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armor:register_on_update(function(player)
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sfinv.set_player_inventory_formspec(player)
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end)
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sfinv.register_page("3d_armor:armor", {
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title = "Armor",
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get = function(self, player, context)
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local name = player:get_player_name()
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local formspec = armor:get_armor_formspec(name, true)
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return sfinv.make_formspec(player, context, formspec, false)
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end
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})
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end
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end
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local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
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local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
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for _, mod in pairs(skin_mods) do
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for _, mod in pairs(skin_mods) do
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@ -190,11 +105,6 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
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if not name then
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if not name then
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return
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return
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end
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end
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if armor.inv_mod == "inventory_plus" and fields.armor then
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local formspec = armor:get_armor_formspec(name, true)
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inventory_plus.set_inventory_formspec(player, formspec)
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return
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end
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for field, _ in pairs(fields) do
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for field, _ in pairs(fields) do
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if string.find(field, "skins_set") then
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if string.find(field, "skins_set") then
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minetest.after(0, function(player)
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minetest.after(0, function(player)
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@ -249,9 +159,6 @@ minetest.register_on_joinplayer(function(player)
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return count
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return count
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end,
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end,
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}, name)
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}, name)
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if armor.inv_mod == "inventory_plus" then
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inventory_plus.register_button(player,"armor", "Armor")
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end
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armor_inv:set_size("armor", 6)
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armor_inv:set_size("armor", 6)
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player_inv:set_size("armor", 6)
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player_inv:set_size("armor", 6)
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for i=1, 6 do
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for i=1, 6 do
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@ -312,12 +219,6 @@ if armor.config.drop == true or armor.config.destroy == true then
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end
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end
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end
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end
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armor:set_player_armor(player)
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armor:set_player_armor(player)
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if armor.inv_mod == "unified_inventory" then
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unified_inventory.set_inventory_formspec(player, "craft")
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elseif armor.inv_mod == "inventory_plus" then
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local formspec = inventory_plus.get_formspec(player, "main")
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inventory_plus.set_inventory_formspec(player, formspec)
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end
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if armor.config.destroy == false then
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if armor.config.destroy == false then
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minetest.after(armor.config.bones_delay, function()
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minetest.after(armor.config.bones_delay, function()
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local meta = nil
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local meta = nil
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5
3d_armor_ip/LICENSE.txt
Normal file
5
3d_armor_ip/LICENSE.txt
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@ -0,0 +1,5 @@
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[mod] 3d Armor integration to inventory plus [3d_armor_ip]
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==========================================================
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License Source Code: (C) 2012-2017 Stuart Jones - LGPL v2.1
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2
3d_armor_ip/depends.txt
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2
3d_armor_ip/depends.txt
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@ -0,0 +1,2 @@
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3d_armor
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inventory_plus?
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1
3d_armor_ip/description.txt
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1
3d_armor_ip/description.txt
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@ -0,0 +1 @@
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Adds 3d_armor page to the inventory plus
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34
3d_armor_ip/init.lua
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34
3d_armor_ip/init.lua
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@ -0,0 +1,34 @@
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if not minetest.global_exists("inventory_plus") then
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minetest.log("warning", "3d_armor_ip: Mod loaded but unused.")
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return
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end
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armor.formspec = "size[8,8.5]button[6,0;2,0.5;main;Back]"..armor.formspec
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armor:register_on_update(function(player)
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local name = player:get_player_name()
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local formspec = armor:get_armor_formspec(name, true)
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local page = player:get_inventory_formspec()
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if page:find("detached:"..name.."_armor") then
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inventory_plus.set_inventory_formspec(player, formspec)
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end
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end)
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if minetest.get_modpath("crafting") then
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inventory_plus.get_formspec = function(player, page)
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end
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end
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minetest.register_on_joinplayer(function(player)
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inventory_plus.register_button(player,"armor", "Armor")
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end)
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if fields.armor then
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local name = armor:get_valid_player(player, "[on_player_receive_fields]")
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if not name then
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return
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end
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local formspec = armor:get_armor_formspec(name, true)
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inventory_plus.set_inventory_formspec(player, formspec)
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end
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end)
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5
3d_armor_sfinv/LICENSE.txt
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5
3d_armor_sfinv/LICENSE.txt
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@ -0,0 +1,5 @@
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[mod] 3d Armor sfinv integration [3d_armor_sfinv]
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=================================================
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License Source Code: (C) 2012-2017 Stuart Jones - LGPL v2.1
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2
3d_armor_sfinv/depends.txt
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2
3d_armor_sfinv/depends.txt
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3d_armor
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sfinv?
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1
3d_armor_sfinv/description.txt
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1
3d_armor_sfinv/description.txt
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@ -0,0 +1 @@
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Adds 3d_armor page to the sfinv inventory
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18
3d_armor_sfinv/init.lua
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18
3d_armor_sfinv/init.lua
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if not minetest.global_exists("sfinv") then
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minetest.log("warning", "3d_armor_sfinv: Mod loaded but unused.")
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return
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end
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sfinv.register_page("3d_armor:armor", {
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title = "Armor",
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get = function(self, player, context)
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local name = player:get_player_name()
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local formspec = armor:get_armor_formspec(name, true)
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return sfinv.make_formspec(player, context, formspec, false)
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end
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})
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armor:register_on_update(function(player)
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if sfinv.enabled then
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sfinv.set_player_inventory_formspec(player)
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end
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end)
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5
3d_armor_ui/LICENSE.txt
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5
3d_armor_ui/LICENSE.txt
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[mod] 3d Armor integration to unified inventory [3d_armor_ui]
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=============================================================
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License Source Code: (C) 2012-2017 Stuart Jones - LGPL v2.1
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2
3d_armor_ui/depends.txt
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2
3d_armor_ui/depends.txt
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3d_armor
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unified_inventory?
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1
3d_armor_ui/description.txt
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1
3d_armor_ui/description.txt
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@ -0,0 +1 @@
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Adds 3d_armor page to the unified inventory
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44
3d_armor_ui/init.lua
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44
3d_armor_ui/init.lua
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if not minetest.global_exists("unified_inventory") then
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minetest.log("warning", "3d_armor_ui: Mod loaded but unused.")
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return
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end
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if unified_inventory.sfinv_compat_layer then
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return
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end
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armor:register_on_update(function(player)
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local name = player:get_player_name()
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if unified_inventory.current_page[name] == "armor" then
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unified_inventory.set_inventory_formspec(player, "armor")
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end
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end)
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unified_inventory.register_button("armor", {
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type = "image",
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image = "inventory_plus_armor.png",
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})
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unified_inventory.register_page("armor", {
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get_formspec = function(player, perplayer_formspec)
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local fy = perplayer_formspec.formspec_y
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local name = player:get_player_name()
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local formspec = "background[0.06,"..fy..";7.92,7.52;3d_armor_ui_form.png]"..
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"label[0,0;Armor]"..
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"list[detached:"..name.."_armor;armor;0,"..fy..";2,3;]"..
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"image[2.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]"..
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"label[5.0,"..(fy + 0.0)..";Level: "..armor.def[name].level.."]"..
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"label[5.0,"..(fy + 0.5)..";Heal: "..armor.def[name].heal.."]"..
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"listring[current_player;main]"..
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"listring[detached:"..name.."_armor;armor]"
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if armor.config.fire_protect then
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formspec = formspec.."label[5.0,"..(fy + 1.0)..
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";Fire: "..armor.def[name].fire.."]"
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end
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if minetest.global_exists("technic") then
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formspec = formspec.."label[5.0,"..(fy + 1.5)..
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";Radiation: "..armor.def[name].radiation.."]"
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end
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return {formspec=formspec}
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end,
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})
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