Compare commits
16 Commits
armor-dama
...
3bc7ed06e2
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5da2f3060a | |||
1ff3bb0041 | |||
41b8c3e343 | |||
941bfc27f9 | |||
f991b676f4 |
5
.gitattributes
vendored
@ -1,5 +0,0 @@
|
||||
.* export-ignore
|
||||
gendoc.sh export-ignore
|
||||
integration-test.sh export-ignore
|
||||
preview_gen.py export-ignore
|
||||
screenshot.xcf export-ignore
|
31
.github/workflows/reference.yml
vendored
@ -1,31 +0,0 @@
|
||||
name: Build Reference
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- master
|
||||
|
||||
jobs:
|
||||
build:
|
||||
name: Build
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v3
|
||||
- name: Setup Lua
|
||||
uses: leafo/gh-actions-lua@v10.0.0
|
||||
with:
|
||||
luaVersion: 5.4
|
||||
- name: Setup Lua Rocks
|
||||
uses: leafo/gh-actions-luarocks@v4
|
||||
- name: Setup LDoc dependencies
|
||||
run: luarocks install --only-deps https://raw.githubusercontent.com/lunarmodules/ldoc/master/rockspecs/ldoc-1.5.0-1.rockspec
|
||||
- name: Setup LDoc
|
||||
run: git clone --single-branch --branch=custom https://github.com/AntumDeluge/ldoc.git .ldoc/ldoc && chmod +x .ldoc/ldoc/ldoc.lua
|
||||
- name: Generate docs
|
||||
run: chmod +x .ldoc/gendoc.sh && ./.ldoc/gendoc.sh
|
||||
- name: Deploy
|
||||
uses: peaceiris/actions-gh-pages@v3
|
||||
with:
|
||||
github_token: ${{ secrets.GITHUB_TOKEN }}
|
||||
publish_dir: ./3d_armor/docs
|
1
.gitignore
vendored
@ -4,7 +4,6 @@
|
||||
*bak*
|
||||
tags
|
||||
*.vim
|
||||
armor.conf
|
||||
|
||||
## Eclipse project files & directories
|
||||
.project
|
||||
|
335
.ldoc/config.ld
@ -1,335 +0,0 @@
|
||||
|
||||
-- place this file in mod ".ldoc" directory
|
||||
|
||||
local print, type, string, table, tostring, tonumber, error, pairs, ipairs
|
||||
if import then
|
||||
print = import("print")
|
||||
type = import("type")
|
||||
string = import("string")
|
||||
table = import("table")
|
||||
tostring = import("tostring")
|
||||
tonumber = import("tonumber")
|
||||
error = import("error")
|
||||
pairs = import("pairs")
|
||||
ipairs = import("ipairs")
|
||||
end
|
||||
|
||||
project = "3d_armor"
|
||||
title = "3D Armor"
|
||||
format = "markdown"
|
||||
not_luadoc = true
|
||||
boilerplate = false
|
||||
wrap = false
|
||||
style = true
|
||||
favicon = "https://www.minetest.net/media/icon.svg"
|
||||
|
||||
file = {
|
||||
"3d_armor/api.lua",
|
||||
".ldoc/settings.luadoc",
|
||||
--".ldoc/armors.luadoc",
|
||||
".ldoc/helmets.luadoc",
|
||||
".ldoc/chestplates.luadoc",
|
||||
".ldoc/leggings.luadoc",
|
||||
".ldoc/boots.luadoc",
|
||||
--".ldoc/shields.luadoc",
|
||||
"shields/init.lua",
|
||||
".ldoc/crafting.luadoc",
|
||||
}
|
||||
|
||||
|
||||
new_type("setting", "Settings")
|
||||
new_type("armor", "Armors")
|
||||
new_type("craft", "Craft Recipes")
|
||||
|
||||
alias("helmet", "armor")
|
||||
alias("chestplate", "armor")
|
||||
alias("leggings", "armor")
|
||||
alias("boots", "armor")
|
||||
alias("shield", "armor")
|
||||
alias("grp", "group")
|
||||
|
||||
-- function declarations
|
||||
local format_text
|
||||
local format_group
|
||||
|
||||
custom_tags = {
|
||||
-- settings
|
||||
{
|
||||
"settype",
|
||||
title = "Type",
|
||||
hidden = true,
|
||||
},
|
||||
{
|
||||
"min",
|
||||
title = "Minimum Value",
|
||||
hidden = true,
|
||||
},
|
||||
{
|
||||
"max",
|
||||
title = "Maximum Value",
|
||||
hidden = true,
|
||||
},
|
||||
{
|
||||
"default",
|
||||
title = "Default Value",
|
||||
hidden = true,
|
||||
},
|
||||
-- craft items/tools
|
||||
{
|
||||
-- specify image basename only
|
||||
"img",
|
||||
title = "Inventory Image",
|
||||
format = function(value)
|
||||
return "<img src=\"../data/" .. value .. "\" style=\"width:32px; height:32px;\" />"
|
||||
end,
|
||||
},
|
||||
{
|
||||
-- specify full (relative or absolute) image path
|
||||
"image",
|
||||
title = "Image",
|
||||
format = function(value)
|
||||
return "<img src=\"" .. value .. "\" style=\"width:32px; height:32px;\" />"
|
||||
end,
|
||||
},
|
||||
{
|
||||
"group",
|
||||
title = "Groups",
|
||||
format = function(value)
|
||||
return format_group(value)
|
||||
end,
|
||||
},
|
||||
{
|
||||
"armorgrp",
|
||||
title = "Armor Groups",
|
||||
format = function(value)
|
||||
return format_group(value)
|
||||
end,
|
||||
},
|
||||
{
|
||||
"damagegrp",
|
||||
title = "Damage Groups",
|
||||
format = function(value)
|
||||
return format_group(value)
|
||||
end,
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
if string then
|
||||
string.trim = function(st, delim)
|
||||
if not delim then
|
||||
delim = " "
|
||||
end
|
||||
|
||||
while string.find(st, delim) == 1 do
|
||||
st = st:sub(2)
|
||||
end
|
||||
|
||||
while string.sub(st, string.len(st)) == delim do
|
||||
st = st:sub(1, string.len(st)-1)
|
||||
end
|
||||
|
||||
return st
|
||||
end
|
||||
|
||||
string.split = function(st, delim)
|
||||
local list = {}
|
||||
|
||||
local idx = string.find(st, delim)
|
||||
while idx do
|
||||
table.insert(list, st:sub(1, idx-1))
|
||||
st = st:sub(idx+1)
|
||||
idx = string.find(st, delim)
|
||||
end
|
||||
-- add remaining item
|
||||
table.insert(list, st)
|
||||
|
||||
return list
|
||||
end
|
||||
end
|
||||
|
||||
if table then
|
||||
if not table.copy then
|
||||
table.copy = function(orig_table)
|
||||
local new_table = {}
|
||||
for k, v in pairs(orig_table) do
|
||||
new_table[k] = v
|
||||
end
|
||||
|
||||
return new_table
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
format_text = function(text, flags)
|
||||
local ret = "<"
|
||||
local ttype = "span"
|
||||
if flags.code then
|
||||
ttype = "code"
|
||||
end
|
||||
|
||||
ret = ret .. ttype .. " style=\""
|
||||
|
||||
if flags.size then
|
||||
ret = ret .. "font-size:" .. flags.size .. ";"
|
||||
end
|
||||
if flags.mono then
|
||||
ret = ret .. "font-family:monospace;"
|
||||
end
|
||||
if flags.italic then
|
||||
ret = ret .. "font-style:italic;"
|
||||
end
|
||||
if flags.bold then
|
||||
ret = ret .. "font-weight:bold;"
|
||||
end
|
||||
if flags.color then
|
||||
ret = ret .. "color:" .. flags.color .. ";"
|
||||
end
|
||||
if flags.bgcolor then
|
||||
ret = ret .. "background-color:" .. flags.bgcolor .. ";"
|
||||
end
|
||||
|
||||
ret = ret .. "\">" .. text .. "</" .. ttype .. ">"
|
||||
|
||||
return ret
|
||||
end
|
||||
|
||||
format_group = function(text)
|
||||
if string then
|
||||
local idx, k, v = string.find(text, " ")
|
||||
if idx then
|
||||
text = format_text(string.sub(text, 1, idx-1) .. ": ", {mono=true, color="darkgreen"})
|
||||
.. string.sub(text, idx)
|
||||
end
|
||||
end
|
||||
|
||||
return text
|
||||
end
|
||||
|
||||
|
||||
local function format_setting_tag(desc, value)
|
||||
return "\n- <span style=\"font-size:80%;\">`" .. desc .. ":`</span> `" .. value .. "`"
|
||||
end
|
||||
|
||||
|
||||
local registered = {
|
||||
settings = {},
|
||||
}
|
||||
|
||||
local function setting_handler(item)
|
||||
-- avoid parsing again
|
||||
if registered.settings[item.name] then
|
||||
return item
|
||||
end
|
||||
|
||||
if not ipairs or not type then
|
||||
return item
|
||||
end
|
||||
|
||||
local tags = {
|
||||
{"settype", "type"},
|
||||
{"default"},
|
||||
{"min", "minimum value"},
|
||||
{"max", "maximum value"},
|
||||
}
|
||||
|
||||
local def = {
|
||||
["settype"] = format_setting_tag("type", "string"),
|
||||
}
|
||||
|
||||
for _, t in ipairs(tags) do
|
||||
local name = t[1]
|
||||
local desc = t[2]
|
||||
if not desc then desc = name end
|
||||
|
||||
local value = item.tags[name]
|
||||
if type(value) == "table" then
|
||||
if #value > 1 then
|
||||
local msg = item.file.filename .. " (line " .. item.lineno
|
||||
.. "): multiple instances of tag \"" .. name .. "\" found"
|
||||
if error then
|
||||
error(msg)
|
||||
elseif print then
|
||||
print("WARNING: " .. msg)
|
||||
end
|
||||
end
|
||||
|
||||
if value[1] then
|
||||
def[name] = format_setting_tag(desc, value[1])
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
item.description = item.description .. "\n\n**Definition:**\n" .. def.settype
|
||||
for _, t in ipairs({def.default, def.min, def.max}) do
|
||||
if t then
|
||||
item.description = item.description .. t
|
||||
end
|
||||
end
|
||||
|
||||
registered.settings[item.name] = true
|
||||
|
||||
return item
|
||||
end
|
||||
|
||||
function custom_display_name_handler(item, default_handler)
|
||||
if item.type == "setting" then
|
||||
item = setting_handler(item)
|
||||
end
|
||||
|
||||
if item then
|
||||
return default_handler(item)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local custom_see_links = {
|
||||
["ObjectRef"] = "https://minetest.gitlab.io/minetest/class-reference/#objectref",
|
||||
["PlayerMetaRef"] = "https://minetest.gitlab.io/minetest/class-reference/#playermetaref",
|
||||
["ItemDef"] = "https://minetest.gitlab.io/minetest/definition-tables/#item-definition",
|
||||
["ItemStack"] = "https://minetest.gitlab.io/minetest/class-reference/#itemstack",
|
||||
["groups"] = "https://minetest.gitlab.io/minetest/groups/",
|
||||
["entity_damage_mechanism"] = "https://minetest.gitlab.io/minetest/entity-damage-mechanism/",
|
||||
["vector"] = "https://minetest.gitlab.io/minetest/representations-of-simple-things/#positionvector",
|
||||
}
|
||||
|
||||
local function format_custom_see(name, section)
|
||||
local url = custom_see_links[name]
|
||||
if not url then
|
||||
url = ""
|
||||
end
|
||||
|
||||
if not name then
|
||||
name = ""
|
||||
end
|
||||
|
||||
return name, url
|
||||
end
|
||||
|
||||
custom_see_handler("^(ObjectRef)$", function(name, section)
|
||||
return format_custom_see(name, section)
|
||||
end)
|
||||
|
||||
custom_see_handler("^(PlayerMetaRef)$", function(name, section)
|
||||
return format_custom_see(name, section)
|
||||
end)
|
||||
|
||||
custom_see_handler("^(ItemDef)$", function(name, section)
|
||||
return format_custom_see(name, section)
|
||||
end)
|
||||
|
||||
custom_see_handler("^(groups)$", function(name, section)
|
||||
return format_custom_see(name, section)
|
||||
end)
|
||||
|
||||
custom_see_handler("^(entity_damage_mechanism)$", function(name, section)
|
||||
return format_custom_see(name, section)
|
||||
end)
|
||||
|
||||
custom_see_handler("^(ItemStack)$", function(name, section)
|
||||
return format_custom_see(name, section)
|
||||
end)
|
||||
|
||||
custom_see_handler("^(vector)$", function(name, section)
|
||||
return name, "https://minetest.gitlab.io/minetest/representations-of-simple-things/#positionvector"
|
||||
end)
|
@ -1,39 +0,0 @@
|
||||
|
||||
--- 3D Armor Crafting
|
||||
--
|
||||
-- @topic crafting
|
||||
|
||||
|
||||
--- Craft recipes for helmets, chestplates, leggings, boots, & shields.
|
||||
--
|
||||
-- @craft armor
|
||||
-- @usage
|
||||
-- Key:
|
||||
-- - m: material
|
||||
-- - wood: group:wood
|
||||
-- - cactus: default:cactus
|
||||
-- - steel: default:steel_ingot
|
||||
-- - bronze: default:bronze_ingot
|
||||
-- - diamond: default:diamond
|
||||
-- - gold: default:gold_ingot
|
||||
-- - mithril: moreores:mithril_ingot
|
||||
-- - crystal: ethereal:crystal_ingot
|
||||
-- - nether: nether:nether_ingot
|
||||
--
|
||||
-- helmet: chestplate: leggings:
|
||||
-- ┌───┬───┬───┐ ┌───┬───┬───┐ ┌───┬───┬───┐
|
||||
-- │ m │ m │ m │ │ m │ │ m │ │ m │ m │ m │
|
||||
-- ├───┼───┼───┤ ├───┼───┼───┤ ├───┼───┼───┤
|
||||
-- │ m │ │ m │ │ m │ m │ m │ │ m │ │ m │
|
||||
-- ├───┼───┼───┤ ├───┼───┼───┤ ├───┼───┼───┤
|
||||
-- │ │ │ │ │ m │ m │ m │ │ m │ │ m │
|
||||
-- └───┴───┴───┘ └───┴───┴───┘ └───┴───┴───┘
|
||||
--
|
||||
-- boots: shield:
|
||||
-- ┌───┬───┬───┐ ┌───┬───┬───┐
|
||||
-- │ │ │ │ │ m │ m │ m │
|
||||
-- ├───┼───┼───┤ ├───┼───┼───┤
|
||||
-- │ m │ │ m │ │ m │ m │ m │
|
||||
-- ├───┼───┼───┤ ├───┼───┼───┤
|
||||
-- │ m │ │ m │ │ │ m │ │
|
||||
-- └───┴───┴───┘ └───┴───┴───┘
|
@ -1,88 +0,0 @@
|
||||
#!/usr/bin/env bash
|
||||
|
||||
# Place this file in mod ".ldoc" directory.
|
||||
#
|
||||
# To change output directory set the `d_export` environment variable.
|
||||
# Example:
|
||||
# $ d_export=/custom/path ./gendoc.sh
|
||||
|
||||
|
||||
d_ldoc="$(dirname $(readlink -f $0))"
|
||||
f_config="${d_ldoc}/config.ld"
|
||||
|
||||
cd "${d_ldoc}/.."
|
||||
|
||||
d_root="$(pwd)"
|
||||
d_export="${d_export:-${d_root}/3d_armor/docs/reference}"
|
||||
d_data="${d_export}/data"
|
||||
|
||||
cmd_ldoc="${d_ldoc}/ldoc/ldoc.lua"
|
||||
if test -f "${cmd_ldoc}"; then
|
||||
if test ! -x "${cmd_ldoc}"; then
|
||||
chmod +x "${cmd_ldoc}"
|
||||
fi
|
||||
else
|
||||
cmd_ldoc="ldoc"
|
||||
fi
|
||||
|
||||
|
||||
# clean old files
|
||||
rm -rf "${d_export}"
|
||||
|
||||
# generate items, settings, & crafts topics temp files
|
||||
echo -e "\ngenerating temp files ..."
|
||||
for script in src settings; do
|
||||
script="${d_ldoc}/parse_${script}.py"
|
||||
if test ! -f "${script}"; then
|
||||
echo "ERROR: script doesn't exist: ${script}"
|
||||
else
|
||||
# check script's executable bit
|
||||
if test ! -x "${script}"; then
|
||||
chmod +x "${script}"
|
||||
fi
|
||||
# execute script
|
||||
"${script}"
|
||||
fi
|
||||
done
|
||||
|
||||
echo
|
||||
|
||||
# generate new doc files
|
||||
"${cmd_ldoc}" --UNSAFE_NO_SANDBOX -c "${f_config}" -d "${d_export}" "${d_root}"; retval=$?
|
||||
|
||||
# check exit status
|
||||
if test ${retval} -ne 0; then
|
||||
echo -e "\nan error occurred (ldoc return code: ${retval})"
|
||||
exit ${retval}
|
||||
fi
|
||||
|
||||
echo -e "\ncleaning temp files ..."
|
||||
find "${d_ldoc}" -type f -name "*.luadoc" ! -name "crafting.luadoc" -exec rm -vf {} +
|
||||
|
||||
# HACK: ldoc does not seem to like the "shields:" prefix
|
||||
echo -e "\ncompensating for LDoc's issue with \"shields:\" prefix ..."
|
||||
sed -i \
|
||||
-e 's/<strong>shield_/<strong>shields:shield_/' \
|
||||
-e 's/<td class="name\(.*\)>shield_/<td class="name\1>shields:shield_/' \
|
||||
-e 's/<a href="#shield_/<a href="#shields:shield_/' \
|
||||
-e 's/<a name.*"shield_/<a name="shields:shield_/' \
|
||||
"${d_export}/topics/shields.html"
|
||||
|
||||
# copy textures to data directory
|
||||
printf "\ncopying textures ..."
|
||||
mkdir -p "${d_data}"
|
||||
texture_count=0
|
||||
for d_mod in armor_* shields; do
|
||||
printf "\rcopying textures from ${d_mod} ...\n"
|
||||
for png in $(find "${d_root}/${d_mod}/textures" -maxdepth 1 -type f -name "*.png"); do
|
||||
if test -f "${d_data}/$(basename ${png})"; then
|
||||
echo "WARNING: not overwriting existing file: ${png}"
|
||||
else
|
||||
cp "${png}" "${d_data}"
|
||||
texture_count=$((texture_count + 1))
|
||||
printf "\rcopied ${texture_count} textures"
|
||||
fi
|
||||
done
|
||||
done
|
||||
|
||||
echo -e "\n\nDone!"
|
305
.ldoc/ldoc.css
@ -1,305 +0,0 @@
|
||||
/* BEGIN RESET
|
||||
|
||||
Copyright (c) 2010, Yahoo! Inc. All rights reserved.
|
||||
Code licensed under the BSD License:
|
||||
http://developer.yahoo.com/yui/license.html
|
||||
version: 2.8.2r1
|
||||
*/
|
||||
html {
|
||||
color: #000;
|
||||
background: #FFF;
|
||||
}
|
||||
body,div,dl,dt,dd,ul,ol,li,h1,h2,h3,h4,h5,h6,pre,code,form,fieldset,legend,input,button,textarea,p,blockquote,th,td {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
}
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
border-spacing: 0;
|
||||
}
|
||||
fieldset,img {
|
||||
border: 0;
|
||||
}
|
||||
address,caption,cite,code,dfn,em,strong,th,var,optgroup {
|
||||
font-style: inherit;
|
||||
font-weight: inherit;
|
||||
}
|
||||
del,ins {
|
||||
text-decoration: none;
|
||||
}
|
||||
li {
|
||||
margin-left: 20px;
|
||||
}
|
||||
caption,th {
|
||||
text-align: left;
|
||||
}
|
||||
h1,h2,h3,h4,h5,h6 {
|
||||
font-size: 100%;
|
||||
font-weight: bold;
|
||||
}
|
||||
q:before,q:after {
|
||||
content: '';
|
||||
}
|
||||
abbr,acronym {
|
||||
border: 0;
|
||||
font-variant: normal;
|
||||
}
|
||||
sup {
|
||||
vertical-align: baseline;
|
||||
}
|
||||
sub {
|
||||
vertical-align: baseline;
|
||||
}
|
||||
legend {
|
||||
color: #000;
|
||||
}
|
||||
input,button,textarea,select,optgroup,option {
|
||||
font-family: inherit;
|
||||
font-size: inherit;
|
||||
font-style: inherit;
|
||||
font-weight: inherit;
|
||||
}
|
||||
input,button,textarea,select {*font-size:100%;
|
||||
}
|
||||
/* END RESET */
|
||||
|
||||
body {
|
||||
margin-left: 1em;
|
||||
margin-right: 1em;
|
||||
font-family: arial, helvetica, geneva, sans-serif;
|
||||
background-color: #ffffff; margin: 0px;
|
||||
}
|
||||
|
||||
code, tt { font-family: monospace; font-size: 1.1em; }
|
||||
span.parameter { font-family:monospace; }
|
||||
span.parameter:after { content:":"; }
|
||||
span.types:before { content:"("; }
|
||||
span.types:after { content:")"; }
|
||||
.type { font-weight: bold; font-style:italic }
|
||||
|
||||
body, p, td, th { font-size: .95em; line-height: 1.2em;}
|
||||
|
||||
p, ul { margin: 10px 0 0 0px;}
|
||||
|
||||
strong { font-weight: bold;}
|
||||
|
||||
em { font-style: italic;}
|
||||
|
||||
h1 {
|
||||
font-size: 1.5em;
|
||||
margin: 20px 0 20px 0;
|
||||
}
|
||||
h2, h3, h4 { margin: 15px 0 10px 0; }
|
||||
h2 { font-size: 1.25em; }
|
||||
h3 { font-size: 1.15em; }
|
||||
h4 { font-size: 1.06em; }
|
||||
|
||||
a:link { font-weight: bold; color: #004080; text-decoration: none; }
|
||||
a:visited { font-weight: bold; color: #006699; text-decoration: none; }
|
||||
a:link:hover { text-decoration: underline; }
|
||||
|
||||
hr {
|
||||
color:#cccccc;
|
||||
background: #00007f;
|
||||
height: 1px;
|
||||
}
|
||||
|
||||
blockquote { margin-left: 3em; }
|
||||
|
||||
ul { list-style-type: disc; }
|
||||
|
||||
p.name {
|
||||
font-family: "Andale Mono", monospace;
|
||||
padding-top: 1em;
|
||||
}
|
||||
|
||||
pre {
|
||||
background-color: rgb(245, 245, 245);
|
||||
border: 1px solid #C0C0C0; /* silver */
|
||||
padding: 10px;
|
||||
margin: 10px 0 10px 0;
|
||||
overflow: auto;
|
||||
font-family: "Andale Mono", monospace;
|
||||
}
|
||||
|
||||
pre.example {
|
||||
font-size: .85em;
|
||||
}
|
||||
|
||||
table.index { border: 1px #00007f; }
|
||||
table.index td { text-align: left; vertical-align: top; }
|
||||
|
||||
#container {
|
||||
margin-left: 1em;
|
||||
margin-right: 1em;
|
||||
background-color: #f0f0f0;
|
||||
}
|
||||
|
||||
#product {
|
||||
text-align: center;
|
||||
border-bottom: 1px solid #cccccc;
|
||||
background-color: #ffffff;
|
||||
}
|
||||
|
||||
#product big {
|
||||
font-size: 2em;
|
||||
}
|
||||
|
||||
#main {
|
||||
background-color: #f0f0f0;
|
||||
border-left: 2px solid #cccccc;
|
||||
}
|
||||
|
||||
#navigation {
|
||||
float: left;
|
||||
width: 14em;
|
||||
vertical-align: top;
|
||||
background-color: #f0f0f0;
|
||||
overflow: visible;
|
||||
position: fixed;
|
||||
}
|
||||
|
||||
#navigation h2 {
|
||||
background-color:#e7e7e7;
|
||||
font-size:1.1em;
|
||||
color:#000000;
|
||||
text-align: left;
|
||||
padding:0.2em;
|
||||
border-top:1px solid #dddddd;
|
||||
border-bottom:1px solid #dddddd;
|
||||
}
|
||||
|
||||
#navigation ul
|
||||
{
|
||||
font-size:1em;
|
||||
list-style-type: none;
|
||||
margin: 1px 1px 10px 1px;
|
||||
}
|
||||
|
||||
#navigation li {
|
||||
text-indent: -1em;
|
||||
display: block;
|
||||
margin: 3px 0px 0px 22px;
|
||||
}
|
||||
|
||||
#navigation li li a {
|
||||
margin: 0px 3px 0px -1em;
|
||||
}
|
||||
|
||||
#content {
|
||||
margin-left: 14em;
|
||||
padding: 1em;
|
||||
width: 700px;
|
||||
border-left: 2px solid #cccccc;
|
||||
border-right: 2px solid #cccccc;
|
||||
background-color: #ffffff;
|
||||
min-height: 425px;
|
||||
}
|
||||
|
||||
#about {
|
||||
clear: both;
|
||||
padding: 5px;
|
||||
border-top: 2px solid #cccccc;
|
||||
background-color: #ffffff;
|
||||
}
|
||||
|
||||
@media print {
|
||||
body {
|
||||
font: 12pt "Times New Roman", "TimeNR", Times, serif;
|
||||
}
|
||||
a { font-weight: bold; color: #004080; text-decoration: underline; }
|
||||
|
||||
#main {
|
||||
background-color: #ffffff;
|
||||
border-left: 0px;
|
||||
}
|
||||
|
||||
#container {
|
||||
margin-left: 2%;
|
||||
margin-right: 2%;
|
||||
background-color: #ffffff;
|
||||
}
|
||||
|
||||
#content {
|
||||
padding: 1em;
|
||||
background-color: #ffffff;
|
||||
}
|
||||
|
||||
#navigation {
|
||||
display: none;
|
||||
}
|
||||
pre.example {
|
||||
font-family: "Andale Mono", monospace;
|
||||
font-size: 10pt;
|
||||
page-break-inside: avoid;
|
||||
}
|
||||
}
|
||||
|
||||
table.module_list {
|
||||
border-width: 1px;
|
||||
border-style: solid;
|
||||
border-color: #cccccc;
|
||||
border-collapse: collapse;
|
||||
}
|
||||
table.module_list td {
|
||||
border-width: 1px;
|
||||
padding: 3px;
|
||||
border-style: solid;
|
||||
border-color: #cccccc;
|
||||
}
|
||||
table.module_list td.name { background-color: #f0f0f0; min-width: 200px; }
|
||||
table.module_list td.summary { width: 100%; }
|
||||
|
||||
|
||||
table.function_list {
|
||||
border-width: 1px;
|
||||
border-style: solid;
|
||||
border-color: #cccccc;
|
||||
border-collapse: collapse;
|
||||
}
|
||||
table.function_list td {
|
||||
border-width: 1px;
|
||||
padding: 3px;
|
||||
border-style: solid;
|
||||
border-color: #cccccc;
|
||||
}
|
||||
table.function_list td.name { background-color: #f0f0f0; min-width: 200px; }
|
||||
table.function_list td.summary { width: 100%; }
|
||||
|
||||
ul.nowrap {
|
||||
overflow:auto;
|
||||
white-space:nowrap;
|
||||
}
|
||||
|
||||
dl.table dt, dl.function dt {border-top: 1px solid #ccc; padding-top: 1em;}
|
||||
dl.table dd, dl.function dd {padding-bottom: 1em; margin: 10px 0 0 20px;}
|
||||
dl.table h3, dl.function h3 {font-size: .95em;}
|
||||
|
||||
/* stop sublists from having initial vertical space */
|
||||
ul ul { margin-top: 0px; }
|
||||
ol ul { margin-top: 0px; }
|
||||
ol ol { margin-top: 0px; }
|
||||
ul ol { margin-top: 0px; }
|
||||
|
||||
/* make the target distinct; helps when we're navigating to a function */
|
||||
a:target + * {
|
||||
background-color: #FF9;
|
||||
}
|
||||
|
||||
|
||||
/* styles for prettification of source */
|
||||
pre .comment { color: #558817; }
|
||||
pre .constant { color: #a8660d; }
|
||||
pre .escape { color: #844631; }
|
||||
pre .keyword { color: #aa5050; font-weight: bold; }
|
||||
pre .library { color: #0e7c6b; }
|
||||
pre .marker { color: #512b1e; background: #fedc56; font-weight: bold; }
|
||||
pre .string { color: #8080ff; }
|
||||
pre .number { color: #f8660d; }
|
||||
pre .operator { color: #2239a8; font-weight: bold; }
|
||||
pre .preprocessor, pre .prepro { color: #a33243; }
|
||||
pre .global { color: #800080; }
|
||||
pre .user-keyword { color: #800080; }
|
||||
pre .prompt { color: #558817; }
|
||||
pre .url { color: #272fc2; text-decoration: underline; }
|
||||
|
@ -1,118 +0,0 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
# This script will format "settingtypes.txt" file found at the root
|
||||
# of 3d_armor modpack into a format readable by LDoc.
|
||||
|
||||
import sys, os, errno, codecs
|
||||
|
||||
|
||||
path = os.path.realpath(__file__)
|
||||
script = os.path.basename(path)
|
||||
d_root = os.path.dirname(os.path.dirname(path))
|
||||
d_ldoc = os.path.join(d_root, ".ldoc")
|
||||
f_settings = os.path.join(d_root, "settingtypes.txt")
|
||||
|
||||
if not os.path.isfile(f_settings):
|
||||
print("settingtypes.txt does not exist")
|
||||
sys.exit(errno.ENOENT)
|
||||
|
||||
i_stream = codecs.open(f_settings, "r", "utf-8")
|
||||
data_in = i_stream.read()
|
||||
i_stream.close()
|
||||
|
||||
data_in = data_in.replace("\r", "")
|
||||
|
||||
sets = data_in.split("\n\n")
|
||||
|
||||
for idx in reversed(range(len(sets))):
|
||||
set = sets[idx]
|
||||
lines = set.split("\n")
|
||||
for idx2 in reversed(range(len(lines))):
|
||||
li = lines[idx2].strip(" \t")
|
||||
if li == "" or li[0] == "[":
|
||||
lines.pop(idx2)
|
||||
|
||||
if len(lines) == 0:
|
||||
sets.pop(idx)
|
||||
else:
|
||||
sets[idx] = "\n".join(lines)
|
||||
|
||||
filtered = []
|
||||
|
||||
for set in sets:
|
||||
comment = False
|
||||
lines = set.split("\n")
|
||||
new_lines = []
|
||||
for li in lines:
|
||||
if li[0] == "#":
|
||||
new_lines.append(li)
|
||||
else:
|
||||
new_lines.append(li)
|
||||
filtered.append("\n".join(new_lines))
|
||||
new_lines = []
|
||||
|
||||
settings = []
|
||||
|
||||
def parse_setting(set):
|
||||
desc = []
|
||||
setting = summary = stype = sdefault = soptions = None
|
||||
|
||||
for li in set.split("\n"):
|
||||
if li[0] == "#":
|
||||
desc.append("-- {}".format(li.lstrip(" #")))
|
||||
else:
|
||||
setting = li.split(" ")[0]
|
||||
summary = li.split(")")[0].split("(")[-1]
|
||||
li = li.split(")")[-1].strip()
|
||||
rem = li.split(" ")
|
||||
stype = rem[0]
|
||||
rem.pop(0)
|
||||
|
||||
if len(rem) > 0:
|
||||
sdefault = rem[0]
|
||||
rem.pop(0)
|
||||
|
||||
if len(rem) > 0:
|
||||
soptions = " ".join(rem)
|
||||
|
||||
if not setting:
|
||||
return
|
||||
|
||||
st = "---"
|
||||
if summary:
|
||||
if summary[-1] != ".":
|
||||
summary = "{}.".format(summary)
|
||||
st = "{} {}".format(st, summary)
|
||||
|
||||
st = "{}\n--".format(st)
|
||||
|
||||
if len(desc) > 0:
|
||||
st = "{}\n{}\n--".format(st, "\n".join(desc))
|
||||
|
||||
st = "{}\n-- @setting {}".format(st, setting)
|
||||
|
||||
if stype:
|
||||
st = "{}\n-- @settype {}".format(st, stype)
|
||||
|
||||
if sdefault:
|
||||
st = "{}\n-- @default {}".format(st, sdefault)
|
||||
|
||||
# TODO: add options
|
||||
|
||||
settings.append(st)
|
||||
|
||||
for f in filtered:
|
||||
parse_setting(f)
|
||||
|
||||
outfile = os.path.join(d_ldoc, "settings.luadoc")
|
||||
data_out = "\n--- 3D Armor Settings\n--\n-- @topic settings\n\n\n{}\n".format("\n\n".join(settings))
|
||||
|
||||
o_stream = codecs.open(outfile, "w", "utf-8")
|
||||
if not o_stream:
|
||||
print("ERROR: could not open file for writing: {}".format(outfile))
|
||||
sys.exit(errno.EIO)
|
||||
|
||||
o_stream.write(data_out)
|
||||
o_stream.close()
|
||||
|
||||
print("settings exported to\t{}".format(outfile))
|
@ -1,90 +0,0 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
# This script will parse source files for docstring.
|
||||
|
||||
import os, codecs
|
||||
|
||||
|
||||
path = os.path.realpath(__file__)
|
||||
script = os.path.basename(path)
|
||||
d_root = os.path.dirname(os.path.dirname(path))
|
||||
d_ldoc = os.path.join(d_root, ".ldoc")
|
||||
|
||||
|
||||
armor_types = {
|
||||
"armor": {"topic": "Armors", "values": []},
|
||||
"helmet": {"topic": "Helmets", "values": []},
|
||||
"chestplate": {"topic": "Chestplates", "values": []},
|
||||
"leggings": {"topic": "Leggings", "values": []},
|
||||
"boots": {"topic": "Boots", "values": []},
|
||||
#"shield": {"topic": "Shields", "values": []},
|
||||
}
|
||||
|
||||
def parse_file(f):
|
||||
buffer = codecs.open(f, "r", "utf-8")
|
||||
if not buffer:
|
||||
print("ERROR: could not open file for reading: {}".format(f))
|
||||
return
|
||||
|
||||
data_in = buffer.read()
|
||||
buffer.close()
|
||||
|
||||
# format to LF (Unix)
|
||||
data_in = data_in.replace("\r\n", "\n").replace("\r", "\n")
|
||||
|
||||
current_item = []
|
||||
item_type = None
|
||||
new_item = False
|
||||
for li in data_in.split("\n"):
|
||||
li = li.strip()
|
||||
if li.startswith("---"):
|
||||
new_item = True
|
||||
elif not li.startswith("--"):
|
||||
new_item = False
|
||||
|
||||
if new_item:
|
||||
current_item.append(li)
|
||||
if not item_type:
|
||||
for a_type in armor_types:
|
||||
if "@{} ".format(a_type) in li:
|
||||
item_type = a_type
|
||||
break
|
||||
elif item_type and len(current_item):
|
||||
armor_types[item_type]["values"].append("\n".join(current_item))
|
||||
item_type = None
|
||||
current_item = []
|
||||
else:
|
||||
current_item = []
|
||||
|
||||
to_parse = []
|
||||
|
||||
for obj in os.listdir(d_root):
|
||||
fullpath = os.path.join(d_root, obj)
|
||||
if not obj.startswith(".") and os.path.isdir(fullpath):
|
||||
for root, dirs, files in os.walk(fullpath):
|
||||
for f in files:
|
||||
if f.endswith(".lua"):
|
||||
to_parse.append(os.path.join(root, f))
|
||||
|
||||
for p in to_parse:
|
||||
if not os.path.isfile(p):
|
||||
print("ERROR: {} is not a file".format(p))
|
||||
else:
|
||||
parse_file(p)
|
||||
|
||||
for t in armor_types:
|
||||
topic = armor_types[t]["topic"]
|
||||
items = armor_types[t]["values"]
|
||||
|
||||
if len(items):
|
||||
outfile = os.path.join(d_ldoc, "{}.luadoc".format(topic.lower()))
|
||||
|
||||
buffer = codecs.open(outfile, "w", "utf-8")
|
||||
if not buffer:
|
||||
print("ERROR: could not open file for writing: {}".format(outfile))
|
||||
continue
|
||||
|
||||
buffer.write("\n--- 3D Armor {}\n--\n-- @topic {}\n\n\n{}\n".format(topic, topic.lower(), "\n\n".join(items)))
|
||||
buffer.close()
|
||||
|
||||
print("{} exported to\t{}".format(topic.lower(), outfile))
|
@ -18,7 +18,6 @@ read_globals = {
|
||||
|
||||
-- deps
|
||||
"default",
|
||||
"player_api",
|
||||
"minetest",
|
||||
"unified_inventory",
|
||||
"wardrobe",
|
||||
|
@ -53,7 +53,6 @@ Change the following default settings by going to Main Menu>>Settings(Tab)>>All
|
||||
armor_material_gold = true
|
||||
armor_material_mithril = true
|
||||
armor_material_crystal = true
|
||||
armor_material_nether = true
|
||||
|
||||
### Initialization glitches when a player first joins
|
||||
**Increase to prevent glitches**
|
||||
@ -254,7 +253,7 @@ The above allows armor to block/prevent new damage types but you also need to as
|
||||
## Groups used by 3d_Armor
|
||||
3d_armor has many default groups already registered, these are categorized under 4 main headings
|
||||
- **Elements:** armor_head, armor_torso, armor_legs, armor_feet
|
||||
- **Attributes:** armor_heal, armor_fire, armor_water, armor_feather
|
||||
- **Attributes:** armor_heal, armor_fire, armor_water
|
||||
- **Physics:** physics_jump, physics_speed, physics_gravity
|
||||
- **Durability:** armor_use, flammable
|
||||
|
||||
@ -334,9 +333,6 @@ The below Diamond chestplate has a 12% chance to completely block all damage (ar
|
||||
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
|
||||
})
|
||||
|
||||
#### Armor_feather
|
||||
***"Armor_feather"*** will slow a player when falling. This only has one level or state, which is armor_feather=1
|
||||
|
||||
### Physics
|
||||
The physics attributes supported by 3d_armor are ***physics_jump, physics_speed and physics_gravity***. Although 3d_armor supports the use of this with no other mods it is recommended that the mod [player_monoids](https://forum.minetest.net/viewtopic.php?t=14895) is used to help with intermod compatability.
|
||||
|
||||
@ -400,8 +396,6 @@ If all of the above were made of material "wood" the player would recieve an ***
|
||||
|
||||
## Armor Functions
|
||||
|
||||
See also: [API Reference](https://minetest-mods.github.io/3d_armor/reference/)
|
||||
|
||||
### armor set_player_armor
|
||||
|
||||
armor:set_player_armor(player)
|
||||
|
357
3d_armor/api.lua
@ -1,82 +1,3 @@
|
||||
|
||||
--- 3D Armor API
|
||||
--
|
||||
-- @topic api
|
||||
|
||||
|
||||
local transparent_armor = minetest.settings:get_bool("armor_transparent", false)
|
||||
|
||||
|
||||
--- Tables
|
||||
--
|
||||
-- @section tables
|
||||
|
||||
--- Armor definition table used for registering armor.
|
||||
--
|
||||
-- @table ArmorDef
|
||||
-- @tfield string description Human-readable name/description.
|
||||
-- @tfield string inventory_image Image filename used for icon.
|
||||
-- @tfield table groups See: `ArmorDef.groups`
|
||||
-- @tfield table armor_groups See: `ArmorDef.armor_groups`
|
||||
-- @tfield table damage_groups See: `ArmorDef.damage_groups`
|
||||
-- @see ItemDef
|
||||
-- @usage local def = {
|
||||
-- description = "Wood Helmet",
|
||||
-- inventory_image = "3d_armor_inv_helmet_wood.png",
|
||||
-- groups = {armor_head=1, armor_heal=0, armor_use=2000, flammable=1},
|
||||
-- armor_groups = {fleshy=5},
|
||||
-- damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
|
||||
-- }
|
||||
|
||||
--- Groups table.
|
||||
--
|
||||
-- General groups defining item behavior.
|
||||
--
|
||||
-- Some commonly used groups: ***armor\_<type>***, ***armor\_heal***, ***armor\_use***
|
||||
--
|
||||
-- @table ArmorDef.groups
|
||||
-- @tfield int armor_type The armor type. "head", "torso", "hands", "shield", etc.
|
||||
-- (**Note:** replace "type" with actual type).
|
||||
-- @tfield int armor_heal Healing value of armor when equipped.
|
||||
-- @tfield int armor_use Amount of uses/damage before armor "breaks".
|
||||
-- @see groups
|
||||
-- @usage groups = {
|
||||
-- armor_head = 1,
|
||||
-- armor_heal = 5,
|
||||
-- armor_use = 2000,
|
||||
-- flammable = 1,
|
||||
-- }
|
||||
|
||||
--- Armor groups table.
|
||||
--
|
||||
-- Groups that this item is effective against when taking damage.
|
||||
--
|
||||
-- Some commonly used groups: ***fleshy***
|
||||
--
|
||||
-- @table ArmorDef.armor_groups
|
||||
-- @usage armor_groups = {
|
||||
-- fleshy = 5,
|
||||
-- }
|
||||
|
||||
--- Damage groups table.
|
||||
--
|
||||
-- Groups that this item is effective on when used as a weapon/tool.
|
||||
--
|
||||
-- Some commonly used groups: ***cracky***, ***snappy***, ***choppy***, ***crumbly***, ***level***
|
||||
--
|
||||
-- @table ArmorDef.damage_groups
|
||||
-- @see entity_damage_mechanism
|
||||
-- @usage damage_groups = {
|
||||
-- cracky = 3,
|
||||
-- snappy = 2,
|
||||
-- choppy = 3,
|
||||
-- crumbly = 2,
|
||||
-- level = 1,
|
||||
-- }
|
||||
|
||||
--- @section end
|
||||
|
||||
|
||||
-- support for i18n
|
||||
local S = minetest.get_translator(minetest.get_current_modname())
|
||||
|
||||
@ -112,7 +33,7 @@ armor = {
|
||||
timer = 0,
|
||||
elements = {"head", "torso", "legs", "feet"},
|
||||
physics = {"jump", "speed", "gravity"},
|
||||
attributes = {"heal", "fire", "water", "feather"},
|
||||
attributes = {"heal", "fire", "water"},
|
||||
formspec = "image[2.5,0;2,4;armor_preview]"..
|
||||
default.gui_bg..
|
||||
default.gui_bg_img..
|
||||
@ -132,7 +53,6 @@ armor = {
|
||||
gold = "default:gold_ingot",
|
||||
mithril = "moreores:mithril_ingot",
|
||||
crystal = "ethereal:crystal_ingot",
|
||||
nether = "nether:nether_ingot",
|
||||
},
|
||||
fire_nodes = {
|
||||
{"nether:lava_source", 5, 8},
|
||||
@ -177,33 +97,16 @@ armor.config = {
|
||||
material_gold = true,
|
||||
material_mithril = true,
|
||||
material_crystal = true,
|
||||
material_nether = true,
|
||||
set_elements = "head torso legs feet shield",
|
||||
set_multiplier = 1.1,
|
||||
water_protect = true,
|
||||
fire_protect = minetest.get_modpath("ethereal") ~= nil,
|
||||
fire_protect_torch = minetest.get_modpath("ethereal") ~= nil,
|
||||
feather_fall = true,
|
||||
punch_damage = true,
|
||||
}
|
||||
|
||||
-- Armor Registration
|
||||
|
||||
--- Methods
|
||||
--
|
||||
-- @section methods
|
||||
|
||||
--- Registers a new armor item.
|
||||
--
|
||||
-- @function armor:register_armor
|
||||
-- @tparam string name Armor item technical name (ex: "3d\_armor:helmet\_gold").
|
||||
-- @tparam ArmorDef def Armor definition table.
|
||||
-- @usage armor:register_armor("3d_armor:helmet_wood", {
|
||||
-- description = "Wood Helmet",
|
||||
-- inventory_image = "3d_armor_inv_helmet_wood.png",
|
||||
-- groups = {armor_head=1, armor_heal=0, armor_use=2000, flammable=1},
|
||||
-- armor_groups = {fleshy=5},
|
||||
-- damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
|
||||
-- })
|
||||
armor.register_armor = function(self, name, def)
|
||||
def.on_secondary_use = function(itemstack, player)
|
||||
return armor:equip(player, itemstack)
|
||||
@ -229,11 +132,6 @@ armor.register_armor = function(self, name, def)
|
||||
minetest.register_tool(name, def)
|
||||
end
|
||||
|
||||
--- Registers a new armor group.
|
||||
--
|
||||
-- @function armor:register_armor_group
|
||||
-- @tparam string group Group ID.
|
||||
-- @tparam int base Base armor value.
|
||||
armor.register_armor_group = function(self, group, base)
|
||||
base = base or 100
|
||||
self.registered_groups[group] = base
|
||||
@ -242,92 +140,38 @@ armor.register_armor_group = function(self, group, base)
|
||||
end
|
||||
end
|
||||
|
||||
--- Armor Callbacks Registration
|
||||
--
|
||||
-- @section callbacks
|
||||
-- Armor callbacks
|
||||
|
||||
--- Registers a callback for when player visuals are update.
|
||||
--
|
||||
-- @function armor:register_on_update
|
||||
-- @tparam function func Function to be executed.
|
||||
-- @see armor:update_player_visuals
|
||||
-- @usage armor:register_on_update(function(player, index, stack)
|
||||
-- -- code to execute
|
||||
-- end)
|
||||
armor.register_on_update = function(self, func)
|
||||
if type(func) == "function" then
|
||||
table.insert(self.registered_callbacks.on_update, func)
|
||||
end
|
||||
end
|
||||
|
||||
--- Registers a callback for when armor is equipped.
|
||||
--
|
||||
-- @function armor:register_on_equip
|
||||
-- @tparam function func Function to be executed.
|
||||
-- @usage armor:register_on_equip(function(player, index, stack)
|
||||
-- -- code to execute
|
||||
-- end)
|
||||
armor.register_on_equip = function(self, func)
|
||||
if type(func) == "function" then
|
||||
table.insert(self.registered_callbacks.on_equip, func)
|
||||
end
|
||||
end
|
||||
|
||||
--- Registers a callback for when armor is unequipped.
|
||||
--
|
||||
-- @function armor:register_on_unequip
|
||||
-- @tparam function func Function to be executed.
|
||||
-- @usage armor:register_on_unequip(function(player, index, stack)
|
||||
-- -- code to execute
|
||||
-- end)
|
||||
armor.register_on_unequip = function(self, func)
|
||||
if type(func) == "function" then
|
||||
table.insert(self.registered_callbacks.on_unequip, func)
|
||||
end
|
||||
end
|
||||
|
||||
--- Registers a callback for when armor is damaged.
|
||||
--
|
||||
-- @function armor:register_on_damage
|
||||
-- @tparam function func Function to be executed.
|
||||
-- @see armor:damage
|
||||
-- @usage armor:register_on_damage(function(player, index, stack)
|
||||
-- -- code to execute
|
||||
-- end)
|
||||
armor.register_on_damage = function(self, func)
|
||||
if type(func) == "function" then
|
||||
table.insert(self.registered_callbacks.on_damage, func)
|
||||
end
|
||||
end
|
||||
|
||||
--- Registers a callback for when armor is destroyed.
|
||||
--
|
||||
-- @function armor:register_on_destroy
|
||||
-- @tparam function func Function to be executed.
|
||||
-- @see armor:damage
|
||||
-- @usage armor:register_on_destroy(function(player, index, stack)
|
||||
-- -- code to execute
|
||||
-- end)
|
||||
armor.register_on_destroy = function(self, func)
|
||||
if type(func) == "function" then
|
||||
table.insert(self.registered_callbacks.on_destroy, func)
|
||||
end
|
||||
end
|
||||
|
||||
--- @section end
|
||||
|
||||
|
||||
--- Methods
|
||||
--
|
||||
-- @section methods
|
||||
|
||||
--- Runs callbacks.
|
||||
--
|
||||
-- @function armor:run_callbacks
|
||||
-- @tparam function callback Function to execute.
|
||||
-- @tparam ObjectRef player First parameter passed to callback.
|
||||
-- @tparam int index Second parameter passed to callback.
|
||||
-- @tparam ItemStack stack Callback owner.
|
||||
armor.run_callbacks = function(self, callback, player, index, stack)
|
||||
if stack then
|
||||
local def = stack:get_definition() or {}
|
||||
@ -343,10 +187,6 @@ armor.run_callbacks = function(self, callback, player, index, stack)
|
||||
end
|
||||
end
|
||||
|
||||
--- Updates visuals.
|
||||
--
|
||||
-- @function armor:update_player_visuals
|
||||
-- @tparam ObjectRef player
|
||||
armor.update_player_visuals = function(self, player)
|
||||
if not player then
|
||||
return
|
||||
@ -362,10 +202,10 @@ armor.update_player_visuals = function(self, player)
|
||||
self:run_callbacks("on_update", player)
|
||||
end
|
||||
|
||||
--- Sets player's armor attributes.
|
||||
--
|
||||
-- @function armor:set_player_armor
|
||||
-- @tparam ObjectRef player
|
||||
|
||||
-- armor is not visible on player model if enabled
|
||||
local transparent_armor = minetest.settings:get_bool("armor_transparent", false)
|
||||
|
||||
armor.set_player_armor = function(self, player)
|
||||
local name, armor_inv = self:get_valid_player(player, "[set_player_armor]")
|
||||
if not name then
|
||||
@ -491,13 +331,10 @@ armor.set_player_armor = function(self, player)
|
||||
armor_monoid.monoid:add_change(player, change, "3d_armor:armor")
|
||||
else
|
||||
-- Preserve immortal group (damage disabled for player)
|
||||
local player_groups = player:get_armor_groups()
|
||||
local immortal = player_groups.immortal
|
||||
local immortal = player:get_armor_groups().immortal
|
||||
if immortal and immortal ~= 0 then
|
||||
groups.immortal = 1
|
||||
end
|
||||
-- Preserve fall_damage_add_percent group (fall damage modifier)
|
||||
groups.fall_damage_add_percent = player_groups.fall_damage_add_percent
|
||||
player:set_armor_groups(groups)
|
||||
end
|
||||
if use_player_monoids then
|
||||
@ -529,13 +366,6 @@ armor.set_player_armor = function(self, player)
|
||||
self:update_player_visuals(player)
|
||||
end
|
||||
|
||||
--- Action when armor is punched.
|
||||
--
|
||||
-- @function armor:punch
|
||||
-- @tparam ObjectRef player Player wearing the armor.
|
||||
-- @tparam ObjectRef hitter Entity attacking player.
|
||||
-- @tparam[opt] int time_from_last_punch Time in seconds since last punch action.
|
||||
-- @tparam[opt] table tool_capabilities See `entity_damage_mechanism`.
|
||||
armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabilities)
|
||||
local name, armor_inv = self:get_valid_player(player, "[punch]")
|
||||
if not name then
|
||||
@ -621,19 +451,9 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
|
||||
self.def[name].count = count
|
||||
end
|
||||
|
||||
--- Action when armor is damaged.
|
||||
--
|
||||
-- @function armor:damage
|
||||
-- @tparam ObjectRef player
|
||||
-- @tparam int index Inventory index where armor is equipped.
|
||||
-- @tparam ItemStack stack Armor item receiving damaged.
|
||||
-- @tparam int use Amount of wear to add to armor item.
|
||||
armor.damage = function(self, player, index, stack, use)
|
||||
local old_stack = ItemStack(stack)
|
||||
local worn_armor = armor:get_weared_armor_elements(player)
|
||||
if not worn_armor then
|
||||
return
|
||||
end
|
||||
local armor_worn_cnt = 0
|
||||
for k,v in pairs(worn_armor) do
|
||||
armor_worn_cnt = armor_worn_cnt + 1
|
||||
@ -649,11 +469,6 @@ armor.damage = function(self, player, index, stack, use)
|
||||
end
|
||||
end
|
||||
|
||||
--- Get elements of equipped armor.
|
||||
--
|
||||
-- @function armor:get_weared_armor_elements
|
||||
-- @tparam ObjectRef player
|
||||
-- @treturn table List of equipped armors.
|
||||
armor.get_weared_armor_elements = function(self, player)
|
||||
local name, inv = self:get_valid_player(player, "[get_weared_armor]")
|
||||
local weared_armor = {}
|
||||
@ -670,75 +485,40 @@ armor.get_weared_armor_elements = function(self, player)
|
||||
return weared_armor
|
||||
end
|
||||
|
||||
--- Equips a piece of armor to a player.
|
||||
--
|
||||
-- @function armor:equip
|
||||
-- @tparam ObjectRef player Player to whom item is equipped.
|
||||
-- @tparam ItemStack itemstack Armor item to be equipped.
|
||||
-- @treturn ItemStack Leftover item stack.
|
||||
armor.equip = function(self, player, itemstack)
|
||||
local name, armor_inv = self:get_valid_player(player, "[equip]")
|
||||
local weared_armor = self:get_weared_armor_elements(player)
|
||||
local armor_element = self:get_element(itemstack:get_name())
|
||||
if name and armor_element then
|
||||
local index
|
||||
for i=1, armor_inv:get_size("armor") do
|
||||
local stack = armor_inv:get_stack("armor", i)
|
||||
if self:get_element(stack:get_name()) == armor_element then
|
||||
--prevents equiping an armor that would unequip a cursed armor.
|
||||
if minetest.get_item_group(stack:get_name(), "cursed") ~= 0 then
|
||||
return itemstack
|
||||
end
|
||||
index = i
|
||||
self:unequip(player, armor_element)
|
||||
break
|
||||
elseif not index and stack:is_empty() then
|
||||
index = i
|
||||
end
|
||||
if weared_armor[armor_element] ~= nil then
|
||||
self:unequip(player, armor_element)
|
||||
end
|
||||
local stack = itemstack:take_item()
|
||||
armor_inv:set_stack("armor", index, stack)
|
||||
self:run_callbacks("on_equip", player, index, stack)
|
||||
armor_inv:add_item("armor", itemstack:take_item())
|
||||
self:set_player_armor(player)
|
||||
self:save_armor_inventory(player)
|
||||
end
|
||||
return itemstack
|
||||
end
|
||||
|
||||
--- Unequips a piece of armor from a player.
|
||||
--
|
||||
-- @function armor:unequip
|
||||
-- @tparam ObjectRef player Player from whom item is removed.
|
||||
-- @tparam string armor_element Armor type identifier associated with the item
|
||||
-- to be removed ("head", "torso", "hands", "shield", "legs", "feet", etc.).
|
||||
armor.unequip = function(self, player, armor_element)
|
||||
local name, armor_inv = self:get_valid_player(player, "[unequip]")
|
||||
if not name then
|
||||
local weared_armor = self:get_weared_armor_elements(player)
|
||||
if not name or not weared_armor[armor_element] then
|
||||
return
|
||||
end
|
||||
for i=1, armor_inv:get_size("armor") do
|
||||
local stack = armor_inv:get_stack("armor", i)
|
||||
if self:get_element(stack:get_name()) == armor_element then
|
||||
armor_inv:set_stack("armor", i, "")
|
||||
minetest.after(0, function()
|
||||
local inv = player:get_inventory()
|
||||
if inv:room_for_item("main", stack) then
|
||||
inv:add_item("main", stack)
|
||||
else
|
||||
minetest.add_item(player:get_pos(), stack)
|
||||
end
|
||||
end)
|
||||
self:run_callbacks("on_unequip", player, i, stack)
|
||||
self:set_player_armor(player)
|
||||
self:save_armor_inventory(player)
|
||||
return
|
||||
local itemstack = armor_inv:remove_item("armor", ItemStack(weared_armor[armor_element]))
|
||||
minetest.after(0, function()
|
||||
local inv = player:get_inventory()
|
||||
if inv:room_for_item("main", itemstack) then
|
||||
inv:add_item("main", itemstack)
|
||||
else
|
||||
minetest.add_item(player:get_pos(), itemstack)
|
||||
end
|
||||
end
|
||||
end)
|
||||
self:set_player_armor(player)
|
||||
self:save_armor_inventory(player)
|
||||
end
|
||||
|
||||
--- Removes all armor worn by player.
|
||||
--
|
||||
-- @function armor:remove_all
|
||||
-- @tparam ObjectRef player
|
||||
armor.remove_all = function(self, player)
|
||||
local name, inv = self:get_valid_player(player, "[remove_all]")
|
||||
if not name then
|
||||
@ -749,28 +529,17 @@ armor.remove_all = function(self, player)
|
||||
self:save_armor_inventory(player)
|
||||
end
|
||||
|
||||
local skin_mod
|
||||
|
||||
--- Retrieves player's current skin.
|
||||
--
|
||||
-- @function armor:get_player_skin
|
||||
-- @tparam string name Player name.
|
||||
-- @treturn string Skin filename.
|
||||
armor.get_player_skin = function(self, name)
|
||||
if (skin_mod == "skins" or skin_mod == "simple_skins") and skins.skins[name] then
|
||||
if (self.skin_mod == "skins" or self.skin_mod == "simple_skins") and skins.skins[name] then
|
||||
return skins.skins[name]..".png"
|
||||
elseif skin_mod == "u_skins" and u_skins.u_skins[name] then
|
||||
elseif self.skin_mod == "u_skins" and u_skins.u_skins[name] then
|
||||
return u_skins.u_skins[name]..".png"
|
||||
elseif skin_mod == "wardrobe" and wardrobe.playerSkins and wardrobe.playerSkins[name] then
|
||||
elseif self.skin_mod == "wardrobe" and wardrobe.playerSkins and wardrobe.playerSkins[name] then
|
||||
return wardrobe.playerSkins[name]
|
||||
end
|
||||
return armor.default_skin..".png"
|
||||
end
|
||||
|
||||
--- Updates skin.
|
||||
--
|
||||
-- @function armor:update_skin
|
||||
-- @tparam string name Player name.
|
||||
armor.update_skin = function(self, name)
|
||||
minetest.after(0, function()
|
||||
local pplayer = minetest.get_player_by_name(name)
|
||||
@ -781,19 +550,10 @@ armor.update_skin = function(self, name)
|
||||
end)
|
||||
end
|
||||
|
||||
--- Adds preview for armor inventory.
|
||||
--
|
||||
-- @function armor:add_preview
|
||||
-- @tparam string preview Preview image filename.
|
||||
armor.add_preview = function(self, preview)
|
||||
skin_previews[preview] = true
|
||||
end
|
||||
|
||||
--- Retrieves preview for armor inventory.
|
||||
--
|
||||
-- @function armor:get_preview
|
||||
-- @tparam string name Player name.
|
||||
-- @treturn string Preview image filename.
|
||||
armor.get_preview = function(self, name)
|
||||
local preview = string.gsub(armor:get_player_skin(name), ".png", "_preview.png")
|
||||
if skin_previews[preview] then
|
||||
@ -802,12 +562,6 @@ armor.get_preview = function(self, name)
|
||||
return "character_preview.png"
|
||||
end
|
||||
|
||||
--- Retrieves armor formspec.
|
||||
--
|
||||
-- @function armor:get_armor_formspec
|
||||
-- @tparam string name Player name.
|
||||
-- @tparam[opt] bool listring Use `listring` formspec element (default: `false`).
|
||||
-- @treturn string Formspec formatted string.
|
||||
armor.get_armor_formspec = function(self, name, listring)
|
||||
if armor.def[name].init_time == 0 then
|
||||
return "label[0,0;Armor not initialized!]"
|
||||
@ -830,11 +584,6 @@ armor.get_armor_formspec = function(self, name, listring)
|
||||
return formspec
|
||||
end
|
||||
|
||||
--- Retrieves element.
|
||||
--
|
||||
-- @function armor:get_element
|
||||
-- @tparam string item_name
|
||||
-- @return Armor element.
|
||||
armor.get_element = function(self, item_name)
|
||||
for _, element in pairs(armor.elements) do
|
||||
if minetest.get_item_group(item_name, "armor_"..element) > 0 then
|
||||
@ -843,11 +592,6 @@ armor.get_element = function(self, item_name)
|
||||
end
|
||||
end
|
||||
|
||||
--- Serializes armor inventory.
|
||||
--
|
||||
-- @function armor:serialize_inventory_list
|
||||
-- @tparam table list Inventory contents.
|
||||
-- @treturn string
|
||||
armor.serialize_inventory_list = function(self, list)
|
||||
local list_table = {}
|
||||
for _, stack in ipairs(list) do
|
||||
@ -856,11 +600,6 @@ armor.serialize_inventory_list = function(self, list)
|
||||
return minetest.serialize(list_table)
|
||||
end
|
||||
|
||||
--- Deserializes armor inventory.
|
||||
--
|
||||
-- @function armor:deserialize_inventory_list
|
||||
-- @tparam string list_string Serialized inventory contents.
|
||||
-- @treturn table
|
||||
armor.deserialize_inventory_list = function(self, list_string)
|
||||
local list_table = minetest.deserialize(list_string)
|
||||
local list = {}
|
||||
@ -870,11 +609,6 @@ armor.deserialize_inventory_list = function(self, list_string)
|
||||
return list
|
||||
end
|
||||
|
||||
--- Loads armor inventory.
|
||||
--
|
||||
-- @function armor:load_armor_inventory
|
||||
-- @tparam ObjectRef player
|
||||
-- @treturn bool
|
||||
armor.load_armor_inventory = function(self, player)
|
||||
local _, inv = self:get_valid_player(player, "[load_armor_inventory]")
|
||||
if inv then
|
||||
@ -888,12 +622,6 @@ armor.load_armor_inventory = function(self, player)
|
||||
end
|
||||
end
|
||||
|
||||
--- Saves armor inventory.
|
||||
--
|
||||
-- Inventory is stored in `PlayerMetaRef` string "3d\_armor\_inventory".
|
||||
--
|
||||
-- @function armor:save_armor_inventory
|
||||
-- @tparam ObjectRef player
|
||||
armor.save_armor_inventory = function(self, player)
|
||||
local _, inv = self:get_valid_player(player, "[save_armor_inventory]")
|
||||
if inv then
|
||||
@ -903,22 +631,10 @@ armor.save_armor_inventory = function(self, player)
|
||||
end
|
||||
end
|
||||
|
||||
--- Updates inventory.
|
||||
--
|
||||
-- DEPRECATED: Legacy inventory support.
|
||||
--
|
||||
-- @function armor:update_inventory
|
||||
-- @param player
|
||||
armor.update_inventory = function(self, player)
|
||||
-- DEPRECATED: Legacy inventory support
|
||||
end
|
||||
|
||||
--- Sets inventory stack.
|
||||
--
|
||||
-- @function armor:set_inventory_stack
|
||||
-- @tparam ObjectRef player
|
||||
-- @tparam int i Armor inventory index.
|
||||
-- @tparam ItemStack stack Armor item.
|
||||
armor.set_inventory_stack = function(self, player, i, stack)
|
||||
local _, inv = self:get_valid_player(player, "[set_inventory_stack]")
|
||||
if inv then
|
||||
@ -927,23 +643,12 @@ armor.set_inventory_stack = function(self, player, i, stack)
|
||||
end
|
||||
end
|
||||
|
||||
--- Checks for a player that can use armor.
|
||||
--
|
||||
-- @function armor:get_valid_player
|
||||
-- @tparam ObjectRef player
|
||||
-- @tparam string msg Additional info for log messages.
|
||||
-- @treturn list Player name & armor inventory.
|
||||
-- @usage local name, inv = armor:get_valid_player(player, "[equip]")
|
||||
armor.get_valid_player = function(self, player, msg)
|
||||
msg = msg or ""
|
||||
if not player then
|
||||
minetest.log("warning", ("3d_armor%s: Player reference is nil"):format(msg))
|
||||
return
|
||||
end
|
||||
if type(player) ~= "userdata" then
|
||||
-- Fake player, fail silently
|
||||
return
|
||||
end
|
||||
local name = player:get_player_name()
|
||||
if not name then
|
||||
minetest.log("warning", ("3d_armor%s: Player name is nil"):format(msg))
|
||||
@ -959,10 +664,6 @@ armor.get_valid_player = function(self, player, msg)
|
||||
return name, inv
|
||||
end
|
||||
|
||||
--- Drops armor item at given position.
|
||||
--
|
||||
-- @tparam vector pos
|
||||
-- @tparam ItemStack stack Armor item to be dropped.
|
||||
armor.drop_armor = function(pos, stack)
|
||||
local node = minetest.get_node_or_nil(pos)
|
||||
if node then
|
||||
@ -976,8 +677,6 @@ end
|
||||
--- Allows skin mod to be set manually.
|
||||
--
|
||||
-- Useful for skin mod forks that do not use the same name.
|
||||
--
|
||||
-- @tparam string mod Name of skin mod. Recognized names are "simple\_skins", "u\_skins", & "wardrobe".
|
||||
armor.set_skin_mod = function(mod)
|
||||
skin_mod = mod
|
||||
armor.skin_mod = mod
|
||||
end
|
||||
|
37
3d_armor/armor.conf
Executable file
@ -0,0 +1,37 @@
|
||||
-- Armor Configuration (defaults)
|
||||
|
||||
-- Increase this if you get initialization glitches when a player first joins.
|
||||
ARMOR_INIT_DELAY = 3
|
||||
|
||||
-- Number of initialization attempts.
|
||||
-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
|
||||
ARMOR_INIT_TIMES = 3
|
||||
|
||||
-- Increase this if armor is not getting into bones due to server lag.
|
||||
ARMOR_BONES_DELAY = 3
|
||||
|
||||
-- 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 overall 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 overall armor healing,
|
||||
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
|
||||
ARMOR_HEAL_MULTIPLIER = 1
|
||||
|
||||
-- You can also use this file to execute arbitary lua code
|
||||
-- eg: Dumb the armor down if using Simple Mobs
|
||||
--if minetest.get_modpath("mobs") then
|
||||
-- ARMOR_LEVEL_MULTIPLIER = 1
|
||||
-- ARMOR_HEAL_MULTIPLIER = 0
|
||||
--end
|
||||
|
@ -15,7 +15,6 @@ ARMOR_MATERIALS = {
|
||||
gold = "default:gold_ingot",
|
||||
mithril = "moreores:mithril_ingot",
|
||||
crystal = "ethereal:crystal_ingot",
|
||||
nether = "nether:nether_ingot",
|
||||
}
|
||||
|
||||
-- Enable fire protection (defaults true if using ethereal mod)
|
||||
|
372
3d_armor/armor.lua
Normal file
@ -0,0 +1,372 @@
|
||||
-- support for i18n
|
||||
local S = armor.get_translator
|
||||
|
||||
armor:register_armor("3d_armor:helmet_admin", {
|
||||
description = S("Admin Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_admin.png",
|
||||
armor_groups = {fleshy=100},
|
||||
groups = {armor_head=1, armor_heal=100, armor_use=0, armor_water=1,
|
||||
not_in_creative_inventory=1},
|
||||
on_drop = function(itemstack, dropper, pos)
|
||||
return
|
||||
end,
|
||||
})
|
||||
|
||||
armor:register_armor("3d_armor:chestplate_admin", {
|
||||
description = S("Admin Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_admin.png",
|
||||
armor_groups = {fleshy=100},
|
||||
groups = {armor_torso=1, armor_heal=100, armor_use=0,
|
||||
not_in_creative_inventory=1},
|
||||
on_drop = function(itemstack, dropper, pos)
|
||||
return
|
||||
end,
|
||||
})
|
||||
|
||||
armor:register_armor("3d_armor:leggings_admin", {
|
||||
description = S("Admin Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_admin.png",
|
||||
armor_groups = {fleshy=100},
|
||||
groups = {armor_legs=1, armor_heal=100, armor_use=0,
|
||||
not_in_creative_inventory=1},
|
||||
on_drop = function(itemstack, dropper, pos)
|
||||
return
|
||||
end,
|
||||
})
|
||||
|
||||
armor:register_armor("3d_armor:boots_admin", {
|
||||
description = S("Admin Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_admin.png",
|
||||
armor_groups = {fleshy=100},
|
||||
groups = {armor_feet=1, armor_heal=100, armor_use=0,
|
||||
not_in_creative_inventory=1},
|
||||
on_drop = function(itemstack, dropper, pos)
|
||||
return
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_alias("adminboots", "3d_armor:boots_admin")
|
||||
minetest.register_alias("adminhelmet", "3d_armor:helmet_admin")
|
||||
minetest.register_alias("adminchestplate", "3d_armor:chestplate_admin")
|
||||
minetest.register_alias("adminleggings", "3d_armor:leggings_admin")
|
||||
|
||||
if armor.materials.wood then
|
||||
armor:register_armor("3d_armor:helmet_wood", {
|
||||
description = S("Wood Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_wood.png",
|
||||
groups = {armor_head=1, armor_heal=0, armor_use=2000, flammable=1},
|
||||
armor_groups = {fleshy=5},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_wood", {
|
||||
description = S("Wood Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_wood.png",
|
||||
groups = {armor_torso=1, armor_heal=0, armor_use=2000, flammable=1},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_wood", {
|
||||
description = S("Wood Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_wood.png",
|
||||
groups = {armor_legs=1, armor_heal=0, armor_use=2000, flammable=1},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_wood", {
|
||||
description = S("Wood Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_wood.png",
|
||||
armor_groups = {fleshy=5},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
|
||||
groups = {armor_feet=1, armor_heal=0, armor_use=2000, flammable=1},
|
||||
})
|
||||
local wood_armor_fuel = {
|
||||
helmet = 6,
|
||||
chestplate = 8,
|
||||
leggings = 7,
|
||||
boots = 5
|
||||
}
|
||||
for armor, burn in pairs(wood_armor_fuel) do
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "3d_armor:" .. armor .. "_wood",
|
||||
burntime = burn,
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
if armor.materials.cactus then
|
||||
armor:register_armor("3d_armor:helmet_cactus", {
|
||||
description = S("Cactus Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_cactus.png",
|
||||
groups = {armor_head=1, armor_heal=0, armor_use=1000},
|
||||
armor_groups = {fleshy=5},
|
||||
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_cactus", {
|
||||
description = S("Cactus Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_cactus.png",
|
||||
groups = {armor_torso=1, armor_heal=0, armor_use=1000},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_cactus", {
|
||||
description = S("Cactus Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_cactus.png",
|
||||
groups = {armor_legs=1, armor_heal=0, armor_use=1000},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_cactus", {
|
||||
description = S("Cactus Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_cactus.png",
|
||||
groups = {armor_feet=1, armor_heal=0, armor_use=1000},
|
||||
armor_groups = {fleshy=5},
|
||||
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
|
||||
})
|
||||
local cactus_armor_fuel = {
|
||||
helmet = 14,
|
||||
chestplate = 16,
|
||||
leggings = 15,
|
||||
boots = 13
|
||||
}
|
||||
for armor, burn in pairs(cactus_armor_fuel) do
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "3d_armor:" .. armor .. "_cactus",
|
||||
burntime = burn,
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
if armor.materials.steel then
|
||||
armor:register_armor("3d_armor:helmet_steel", {
|
||||
description = S("Steel Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_steel.png",
|
||||
groups = {armor_head=1, armor_heal=0, armor_use=800,
|
||||
physics_speed=-0.01, physics_gravity=0.01},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_steel", {
|
||||
description = S("Steel Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_steel.png",
|
||||
groups = {armor_torso=1, armor_heal=0, armor_use=800,
|
||||
physics_speed=-0.04, physics_gravity=0.04},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_steel", {
|
||||
description = S("Steel Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_steel.png",
|
||||
groups = {armor_legs=1, armor_heal=0, armor_use=800,
|
||||
physics_speed=-0.03, physics_gravity=0.03},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_steel", {
|
||||
description = S("Steel Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_steel.png",
|
||||
groups = {armor_feet=1, armor_heal=0, armor_use=800,
|
||||
physics_speed=-0.01, physics_gravity=0.01},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.bronze then
|
||||
armor:register_armor("3d_armor:helmet_bronze", {
|
||||
description = S("Bronze Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_bronze.png",
|
||||
groups = {armor_head=1, armor_heal=6, armor_use=400,
|
||||
physics_speed=-0.01, physics_gravity=0.01},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_bronze", {
|
||||
description = S("Bronze Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_bronze.png",
|
||||
groups = {armor_torso=1, armor_heal=6, armor_use=400,
|
||||
physics_speed=-0.04, physics_gravity=0.04},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_bronze", {
|
||||
description = S("Bronze Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_bronze.png",
|
||||
groups = {armor_legs=1, armor_heal=6, armor_use=400,
|
||||
physics_speed=-0.03, physics_gravity=0.03},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_bronze", {
|
||||
description = S("Bronze Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_bronze.png",
|
||||
groups = {armor_feet=1, armor_heal=6, armor_use=400,
|
||||
physics_speed=-0.01, physics_gravity=0.01},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.diamond then
|
||||
armor:register_armor("3d_armor:helmet_diamond", {
|
||||
description = S("Diamond Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_diamond.png",
|
||||
groups = {armor_head=1, armor_heal=12, armor_use=200},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_diamond", {
|
||||
description = S("Diamond Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_diamond.png",
|
||||
groups = {armor_torso=1, armor_heal=12, armor_use=200},
|
||||
armor_groups = {fleshy=20},
|
||||
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_diamond", {
|
||||
description = S("Diamond Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_diamond.png",
|
||||
groups = {armor_legs=1, armor_heal=12, armor_use=200},
|
||||
armor_groups = {fleshy=20},
|
||||
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_diamond", {
|
||||
description = S("Diamond Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_diamond.png",
|
||||
groups = {armor_feet=1, armor_heal=12, armor_use=200},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.gold then
|
||||
armor:register_armor("3d_armor:helmet_gold", {
|
||||
description = S("Gold Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_gold.png",
|
||||
groups = {armor_head=1, armor_heal=6, armor_use=300,
|
||||
physics_speed=-0.02, physics_gravity=0.02},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_gold", {
|
||||
description = S("Gold Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_gold.png",
|
||||
groups = {armor_torso=1, armor_heal=6, armor_use=300,
|
||||
physics_speed=-0.05, physics_gravity=0.05},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_gold", {
|
||||
description = S("Gold Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_gold.png",
|
||||
groups = {armor_legs=1, armor_heal=6, armor_use=300,
|
||||
physics_speed=-0.04, physics_gravity=0.04},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_gold", {
|
||||
description = S("Gold Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_gold.png",
|
||||
groups = {armor_feet=1, armor_heal=6, armor_use=300,
|
||||
physics_speed=-0.02, physics_gravity=0.02},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.mithril then
|
||||
armor:register_armor("3d_armor:helmet_mithril", {
|
||||
description = S("Mithril Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_mithril.png",
|
||||
groups = {armor_head=1, armor_heal=12, armor_use=100},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_mithril", {
|
||||
description = S("Mithril Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_mithril.png",
|
||||
groups = {armor_torso=1, armor_heal=12, armor_use=100},
|
||||
armor_groups = {fleshy=20},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_mithril", {
|
||||
description = S("Mithril Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_mithril.png",
|
||||
groups = {armor_legs=1, armor_heal=12, armor_use=100},
|
||||
armor_groups = {fleshy=20},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_mithril", {
|
||||
description = S("Mithril Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_mithril.png",
|
||||
groups = {armor_feet=1, armor_heal=12, armor_use=100},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.crystal then
|
||||
armor:register_armor("3d_armor:helmet_crystal", {
|
||||
description = S("Crystal Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_crystal.png",
|
||||
groups = {armor_head=1, armor_heal=12, armor_use=100, armor_fire=1},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_crystal", {
|
||||
description = S("Crystal Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_crystal.png",
|
||||
groups = {armor_torso=1, armor_heal=12, armor_use=100, armor_fire=1},
|
||||
armor_groups = {fleshy=20},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_crystal", {
|
||||
description = S("Crystal Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_crystal.png",
|
||||
groups = {armor_legs=1, armor_heal=12, armor_use=100, armor_fire=1},
|
||||
armor_groups = {fleshy=20},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_crystal", {
|
||||
description = S("Crystal Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_crystal.png",
|
||||
groups = {armor_feet=1, armor_heal=12, armor_use=100, physics_speed=1,
|
||||
physics_jump=0.5, armor_fire=1},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
end
|
||||
|
||||
for k, v in pairs(armor.materials) do
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:helmet_"..k,
|
||||
recipe = {
|
||||
{v, v, v},
|
||||
{v, "", v},
|
||||
{"", "", ""},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:chestplate_"..k,
|
||||
recipe = {
|
||||
{v, "", v},
|
||||
{v, v, v},
|
||||
{v, v, v},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:leggings_"..k,
|
||||
recipe = {
|
||||
{v, v, v},
|
||||
{v, "", v},
|
||||
{v, "", v},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:boots_"..k,
|
||||
recipe = {
|
||||
{v, "", v},
|
||||
{v, "", v},
|
||||
},
|
||||
})
|
||||
end
|
@ -19,7 +19,6 @@ Helmets:
|
||||
[3d_armor:helmet_gold] X = [default:gold_ingot]
|
||||
[3d_armor:helmet_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:helmet_crystal] X = [ethereal:crystal_ingot] **
|
||||
[3d_armor:helmet_nether] X = [ethereal:nether_ingot] **
|
||||
|
||||
Chestplates:
|
||||
|
||||
@ -39,7 +38,6 @@ Chestplates:
|
||||
[3d_armor:chestplate_gold] X = [default:gold_ingot]
|
||||
[3d_armor:chestplate_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:chestplate_crystal] X = [ethereal:crystal_ingot] **
|
||||
[3d_armor:chestplate_nether] X = [ethereal:nether_ingot] **
|
||||
|
||||
Leggings:
|
||||
|
||||
@ -59,7 +57,6 @@ Leggings:
|
||||
[3d_armor:leggings_gold] X = [default:gold_ingot]
|
||||
[3d_armor:leggings_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:leggings_crystal] X = [ethereal:crystal_ingot] **
|
||||
[3d_armor:leggings_nether] X = [ethereal:nether_ingot] **
|
||||
|
||||
Boots:
|
||||
|
||||
@ -77,8 +74,6 @@ Boots:
|
||||
[3d_armor:boots_gold] X = [default:gold_ingot]
|
||||
[3d_armor:boots_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:boots_crystal] X = [ethereal:crystal_ingot] **
|
||||
[3d_armor:boots_nether] X = [ethereal:nether_ingot] **
|
||||
|
||||
* Requires moreores mod by Calinou - https://forum.minetest.net/viewtopic.php?id=549
|
||||
** Requires ethereal mod by Chinchow & TenPlus1 - https://github.com/tenplus1/ethereal
|
||||
** Requires nether mod - https://github.com/minetest-mods/nether.git
|
||||
|
8
3d_armor/depends.txt
Normal file
@ -0,0 +1,8 @@
|
||||
default
|
||||
player_monoids?
|
||||
armor_monoid?
|
||||
pova?
|
||||
fire?
|
||||
ethereal?
|
||||
bakedclay?
|
||||
moreores?
|
1
3d_armor/description.txt
Normal file
@ -0,0 +1 @@
|
||||
Adds craftable armor that is visible to other players.
|
@ -96,10 +96,17 @@ for _, mod in pairs(skin_mods) do
|
||||
armor:add_preview(fn)
|
||||
end
|
||||
end
|
||||
armor.set_skin_mod(mod)
|
||||
armor.skin_mod = mod
|
||||
end
|
||||
end
|
||||
if not minetest.get_modpath("moreores") then
|
||||
armor.materials.mithril = nil
|
||||
end
|
||||
if not minetest.get_modpath("ethereal") then
|
||||
armor.materials.crystal = nil
|
||||
end
|
||||
|
||||
dofile(modpath.."/armor.lua")
|
||||
|
||||
-- Armor Initialization
|
||||
|
||||
@ -224,11 +231,6 @@ local function init_player_armor(initplayer)
|
||||
if player:get_player_name() ~= name then
|
||||
return 0
|
||||
end
|
||||
--cursed items cannot be unequiped by the player
|
||||
local is_cursed = minetest.get_item_group(stack:get_name(), "cursed") ~= 0
|
||||
if not minetest.is_creative_enabled(player) and is_cursed then
|
||||
return 0
|
||||
end
|
||||
return stack:get_count()
|
||||
end,
|
||||
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
|
||||
@ -294,7 +296,7 @@ end
|
||||
|
||||
-- Armor Player Model
|
||||
|
||||
player_api.register_model("3d_armor_character.b3d", {
|
||||
default.player_register_model("3d_armor_character.b3d", {
|
||||
animation_speed = 30,
|
||||
textures = {
|
||||
armor.default_skin..".png",
|
||||
@ -308,10 +310,6 @@ player_api.register_model("3d_armor_character.b3d", {
|
||||
mine = {x=189, y=198},
|
||||
walk_mine = {x=200, y=219},
|
||||
sit = {x=81, y=160},
|
||||
-- compatibility w/ the emote mod
|
||||
wave = {x = 192, y = 196, override_local = true},
|
||||
point = {x = 196, y = 196, override_local = true},
|
||||
freeze = {x = 205, y = 205, override_local = true},
|
||||
},
|
||||
})
|
||||
|
||||
@ -360,12 +358,9 @@ if armor.config.drop == true or armor.config.destroy == true then
|
||||
for i=1, armor_inv:get_size("armor") do
|
||||
local stack = armor_inv:get_stack("armor", i)
|
||||
if stack:get_count() > 0 then
|
||||
--soulbound armors remain equipped after death
|
||||
if minetest.get_item_group(stack:get_name(), "soulbound") == 0 then
|
||||
table.insert(drop, stack)
|
||||
armor:run_callbacks("on_unequip", player, i, stack)
|
||||
armor_inv:set_stack("armor", i, nil)
|
||||
end
|
||||
table.insert(drop, stack)
|
||||
armor:run_callbacks("on_unequip", player, i, stack)
|
||||
armor_inv:set_stack("armor", i, nil)
|
||||
end
|
||||
end
|
||||
armor:save_armor_inventory(player)
|
||||
@ -401,8 +396,8 @@ if armor.config.drop == true or armor.config.destroy == true then
|
||||
end)
|
||||
end
|
||||
end)
|
||||
else -- reset un-dropped armor and it's effects
|
||||
minetest.register_on_respawnplayer(function(player)
|
||||
-- reset un-dropped armor and it's effects
|
||||
armor:set_player_armor(player)
|
||||
end)
|
||||
end
|
||||
@ -422,48 +417,26 @@ if armor.config.punch_damage == true then
|
||||
end
|
||||
|
||||
minetest.register_on_player_hpchange(function(player, hp_change, reason)
|
||||
if not minetest.is_player(player) then
|
||||
return hp_change
|
||||
end
|
||||
|
||||
if reason.type == "drown" or reason.hunger or hp_change >= 0 then
|
||||
return hp_change
|
||||
end
|
||||
|
||||
local name = player:get_player_name()
|
||||
local properties = player:get_properties()
|
||||
local hp = player:get_hp()
|
||||
if hp + hp_change < properties.hp_max then
|
||||
local heal = armor.def[name].heal
|
||||
if heal >= math.random(100) then
|
||||
hp_change = 0
|
||||
end
|
||||
-- check if armor damage was handled by fire or on_punchplayer
|
||||
local time = last_punch_time[name] or 0
|
||||
if time == 0 or time + 1 < minetest.get_gametime() then
|
||||
armor:punch(player)
|
||||
if player and reason.type ~= "drown" and reason.hunger == nil
|
||||
and hp_change < 0 then
|
||||
local name = player:get_player_name()
|
||||
if name then
|
||||
local heal = armor.def[name].heal
|
||||
if heal >= math.random(100) then
|
||||
hp_change = 0
|
||||
end
|
||||
-- check if armor damage was handled by fire or on_punchplayer
|
||||
local time = last_punch_time[name] or 0
|
||||
if time == 0 or time + 1 < minetest.get_gametime() then
|
||||
armor:punch(player)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return hp_change
|
||||
end, true)
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
timer = timer + dtime
|
||||
|
||||
if armor.config.feather_fall == true then
|
||||
for _,player in pairs(minetest.get_connected_players()) do
|
||||
local name = player:get_player_name()
|
||||
if armor.def[name].feather > 0 then
|
||||
local vel_y = player:get_velocity().y
|
||||
if vel_y < 0 and vel_y < 3 then
|
||||
vel_y = -(vel_y * 0.05)
|
||||
player:add_velocity({x = 0, y = vel_y, z = 0})
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if timer <= armor.config.init_delay then
|
||||
return
|
||||
end
|
||||
@ -473,7 +446,7 @@ minetest.register_globalstep(function(dtime)
|
||||
local remove = init_player_armor(player) == true
|
||||
pending_players[player] = count + 1
|
||||
if remove == false and count > armor.config.init_times then
|
||||
minetest.log("warning", "3d_armor: Failed to initialize player")
|
||||
minetest.log("warning", S("3d_armor: Failed to initialize player"))
|
||||
remove = true
|
||||
end
|
||||
if remove == true then
|
||||
@ -493,14 +466,22 @@ minetest.register_globalstep(function(dtime)
|
||||
end
|
||||
end)
|
||||
|
||||
-- Fire Protection, added by TenPlus1.
|
||||
if armor.config.fire_protect == true then
|
||||
-- override any hot nodes that do not already deal damage
|
||||
for _, row in pairs(armor.fire_nodes) do
|
||||
if minetest.registered_nodes[row[1]] then
|
||||
local damage = minetest.registered_nodes[row[1]].damage_per_second
|
||||
if not damage or damage == 0 then
|
||||
minetest.override_item(row[1], {damage_per_second = row[3]})
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
print ("[3d_armor] Fire Nodes disabled")
|
||||
end
|
||||
|
||||
-- make torches hurt
|
||||
minetest.override_item("default:torch", {damage_per_second = 1})
|
||||
minetest.override_item("default:torch_wall", {damage_per_second = 1})
|
||||
minetest.override_item("default:torch_ceiling", {damage_per_second = 1})
|
||||
|
||||
-- check player damage for any hot nodes we may be protected against
|
||||
if armor.config.fire_protect == true then
|
||||
minetest.register_on_player_hpchange(function(player, hp_change, reason)
|
||||
|
||||
if reason.type == "node_damage" and reason.node then
|
||||
@ -509,7 +490,9 @@ if armor.config.fire_protect == true then
|
||||
local name = player:get_player_name()
|
||||
for _,igniter in pairs(armor.fire_nodes) do
|
||||
if reason.node == igniter[1] then
|
||||
if armor.def[name].fire >= igniter[2] then
|
||||
if armor.def[name].fire < igniter[2] then
|
||||
armor:punch(player, "fire")
|
||||
else
|
||||
hp_change = 0
|
||||
end
|
||||
end
|
||||
@ -519,3 +502,5 @@ if armor.config.fire_protect == true then
|
||||
return hp_change
|
||||
end, true)
|
||||
end
|
||||
|
||||
minetest.log("action", "[3d_armor] loaded.")
|
||||
|
@ -1,7 +0,0 @@
|
||||
# textdomain: 3d_armor
|
||||
Radiation=Strahlen
|
||||
Level=Stufe
|
||||
Heal=Heilen
|
||||
Fire=Feuer
|
||||
Your @1 is almost broken!=Deine @1 ist fast kaputt!
|
||||
Your @1 got destroyed!=Deine @1 wurde zerstört!
|
@ -1,7 +0,0 @@
|
||||
# textdomain: 3d_armor
|
||||
Radiation=Radiado
|
||||
Level=Nivelo
|
||||
Heal=Sanigi
|
||||
Fire=Fajro
|
||||
Your @1 is almost broken!=Via @1 estas preskaŭ rompita!
|
||||
Your @1 got destroyed!=Via @1 detruiĝis!
|
@ -1,7 +1,58 @@
|
||||
# textdomain: 3d_armor
|
||||
Radiation=Radiación
|
||||
Level=Nivel
|
||||
Heal=Salud
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=3d_armor: La armadura desconectada es nula @1
|
||||
3d_armor: Player name is nil @1=3d_armor: El nombre del jugador es nulo @1
|
||||
3d_armor: Player reference is nil @1=3d_armor: La referencia del jugador es nula @1
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=Botas de admin
|
||||
Admin Chestplate=Peto de admin
|
||||
Admin Helmet=Casco de admin
|
||||
Admin Leggings=Grebas de admin
|
||||
Bronze Boots=Botas de bronce
|
||||
Bronze Chestplate=Peto de bronce
|
||||
Bronze Helmet=Casco de bronce
|
||||
Bronze Leggings=Grebas de bronce
|
||||
Cactus Boots=Botas de cactus
|
||||
Cactus Chestplate=Peto de cactus
|
||||
Cactus Helmet=Casco de cactus
|
||||
Cactus Leggings=Grebas de cactus
|
||||
Crystal Boots=Botas de cristal
|
||||
Crystal Chestplate=Peto de cristal
|
||||
Crystal Helmet=Casco de cristal
|
||||
Crystal Leggings=Grebas de cristal
|
||||
Diamond Boots=Botas de diamante
|
||||
Diamond Chestplate=Peto de diamante
|
||||
Diamond Helmet=Casco de diamante
|
||||
Diamond Leggings=Grebas de diamante
|
||||
Gold Boots=Botas de oro
|
||||
Gold Chestplate=Peto de oro
|
||||
Gold Helmet=Casco de oro
|
||||
Gold Leggings=Grebas de oro
|
||||
Mithril Boots=Botas de mitrilo
|
||||
Mithril Chestplate=Peto de mitrilo
|
||||
Mithril Helmet=Casco de mitrilo
|
||||
Mithril Leggings=Grebas de mitrilo
|
||||
Steel Boots=Botas de acero
|
||||
Steel Chestplate=Peto de acero
|
||||
Steel Helmet=Casco de acero
|
||||
Steel Leggings=Grebas de acero
|
||||
Wood Boots=Botas de madera
|
||||
Wood Chestplate=Peto de madera
|
||||
Wood Helmet=Casco de madera
|
||||
Wood Leggings=Grebas de madera
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=3d_armor: Fallo en la inicialización del jugador
|
||||
Fire=Fuego
|
||||
Your @1 is almost broken!=¡Tu @1 esta a punto de romperse!
|
||||
Heal=Salud
|
||||
Level=Nivel
|
||||
Radiation=Radiación
|
||||
Your @1 got destroyed!=¡Tu @1 fue destruído!
|
||||
Your @1 is almost broken!=¡Tu @1 esta a punto de romperse!
|
||||
[3d_armor] Fire Nodes disabled=[3d_armor] Nodos de fuego desabilitados
|
||||
|
@ -1,7 +1,58 @@
|
||||
# textdomain: 3d_armor
|
||||
Radiation=Radiation
|
||||
Level=Niveau
|
||||
Heal=Soins
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=3d_armor : Inventaire détaché pour l'armure non trouvé @1
|
||||
3d_armor: Player name is nil @1=3d_armor : Nom du joueur non trouvé @1
|
||||
3d_armor: Player reference is nil @1=3d_armor : Référence au joueur non trouvée @1
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=Bottes d'admin
|
||||
Admin Chestplate=Cuirasse d'admin
|
||||
Admin Helmet=Casque d'admin
|
||||
Admin Leggings=Jambières d'admin
|
||||
Bronze Boots=Bottes en bronze
|
||||
Bronze Chestplate=Cuirasse en bronze
|
||||
Bronze Helmet=Casque en bronze
|
||||
Bronze Leggings=Jambières en bronze
|
||||
Cactus Boots=Bottes en cactus
|
||||
Cactus Chestplate=Cuirasse en cactus
|
||||
Cactus Helmet=Casque en cactus
|
||||
Cactus Leggings=Jambières en cactus
|
||||
Crystal Boots=Bottes en cristal
|
||||
Crystal Chestplate=Cuirasse en cristal
|
||||
Crystal Helmet=Casque en cristal
|
||||
Crystal Leggings=Jambières en cristal
|
||||
Diamond Boots=Bottes en diamant
|
||||
Diamond Chestplate=Cuirasse en diamant
|
||||
Diamond Helmet=Casque en diamant
|
||||
Diamond Leggings=Jambières en diamant
|
||||
Gold Boots=Bottes en or
|
||||
Gold Chestplate=Cuirasse en or
|
||||
Gold Helmet=Casque en or
|
||||
Gold Leggings=Jambières en or
|
||||
Mithril Boots=Bottes en mithril
|
||||
Mithril Chestplate=Cuirasse en mithril
|
||||
Mithril Helmet=Casque en mithril
|
||||
Mithril Leggings=Jambières en mithril
|
||||
Steel Boots=Bottes en acier
|
||||
Steel Chestplate=Cuirasse en acier
|
||||
Steel Helmet=Casque en acier
|
||||
Steel Leggings=Jambières en acier
|
||||
Wood Boots=Bottes en bois
|
||||
Wood Chestplate=Cuirasse en bois
|
||||
Wood Helmet=Casque en bois
|
||||
Wood Leggings=Jambières en bois
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=3d_armor : Impossible d'initialiser le joueur
|
||||
Fire=Fire
|
||||
Your @1 is almost broken!=Une partie de votre armure est presque détruite : @1 !
|
||||
Heal=Soins
|
||||
Level=Niveau
|
||||
Radiation=Radiation
|
||||
Your @1 got destroyed!=Une partie de votre armure a été détruite : @1 !
|
||||
Your @1 is almost broken!=Une partie de votre armure est presque détruite : @1 !
|
||||
[3d_armor] Fire Nodes disabled=[3d_armor] Nœuds de type feu désactivés
|
||||
|
@ -1,7 +1,85 @@
|
||||
# textdomain: 3d_armor
|
||||
Radiation=Radiazione
|
||||
Level=Livello
|
||||
Heal=Guarigione
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=3d_armor: L'inventario separato dell'armatura è nullo @1
|
||||
3d_armor: Player name is nil @1=3d_armor: Il nome dell'utente è nullo @1
|
||||
3d_armor: Player reference is nil @1=3d_armor: Il riferimento all'utente è nullo @1
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=Stivali dell'amministratrice/tore
|
||||
Admin Chestplate=Corazza dell'amministratrice/tore
|
||||
Admin Helmet=Elmo dell'amministratrice/tore
|
||||
Admin Leggings=Gambali dell'amministratrice/tore
|
||||
Bronze Boots=Stivali di bronzo
|
||||
Bronze Chestplate=Corazza di bronzo
|
||||
Bronze Helmet=Elmo di bronzo
|
||||
Bronze Leggings=Gambali di bronzo
|
||||
Cactus Boots=Stivali di cactus
|
||||
Cactus Chestplate=Corazza di cactus
|
||||
Cactus Helmet=Elmo di cactus
|
||||
Cactus Leggings=Gambali di cactus
|
||||
Crystal Boots=Stivali di cristallo
|
||||
Crystal Chestplate=Corazza di cristallo
|
||||
Crystal Helmet=Elmo di cristallo
|
||||
Crystal Leggings=Gambali di cristallo
|
||||
Diamond Boots=Stivali di diamante
|
||||
Diamond Chestplate=Corazza di diamante
|
||||
Diamond Helmet=Elmo di diamante
|
||||
Diamond Leggings=Gambali di diamante
|
||||
Gold Boots=Stivali d'oro
|
||||
Gold Chestplate=Corazza d'oro
|
||||
Gold Helmet=Elmo d'oro
|
||||
Gold Leggings=Gambali d'oro
|
||||
Mithril Boots=Stivali di mithril
|
||||
Mithril Chestplate=Corazza di mithril
|
||||
Mithril Helmet=Elmo di mithril
|
||||
Mithril Leggings=Gambali di mithril
|
||||
Steel Boots=Stivali d'acciaio
|
||||
Steel Chestplate=Corazza d'acciaio
|
||||
Steel Helmet=Elmo d'acciaio
|
||||
Steel Leggings=Gambali d'acciaio
|
||||
Wood Boots=Stivali di legno
|
||||
Wood Chestplate=Corazza di legno
|
||||
Wood Helmet=Elmo di legno
|
||||
Wood Leggings=Gambali di legno
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=3d_armor: Inizializzazione dell'utente fallita
|
||||
Fire=Fuoco
|
||||
Your @1 is almost broken!=@1 quasi in frantumi!
|
||||
Heal=Guarigione
|
||||
Level=Livello
|
||||
Radiation=Radiazione
|
||||
Your @1 got destroyed!=@1 in frantumi!
|
||||
Your @1 is almost broken!=@1 quasi in frantumi!
|
||||
[3d_armor] Fire Nodes disabled=[3d_armor] Nodi fuoco disabilitati
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: Mod caricata ma inutilizzata.
|
||||
Back=Indietro
|
||||
Armor=Armatura
|
||||
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: Mod caricata ma inutilizzata.
|
||||
Armor stand top=Parte superiore del supporto per armatura
|
||||
Armor stand=Supporto per armatura
|
||||
Armor Stand=Supporto per armatura
|
||||
Locked Armor stand=Supporto per armatura chiuso a chiave
|
||||
Armor Stand (owned by @1)=Supporto per armatura (di proprietà di @1)
|
||||
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: Mod caricata ma inutilizzata.
|
||||
3d Armor=Armatura 3D
|
||||
Armor not initialized!=Armatura non inizializzata!
|
||||
Admin Shield=Scudo dell'amministratrice/tore
|
||||
Wooden Shield=Scudo di legno
|
||||
Enhanced Wood Shield=Scudo di legno migliorato
|
||||
Cactus Shield=Scudo di cactus
|
||||
Enhanced Cactus Shield=Scudo di cactus migliorato
|
||||
Steel Shield=Scudo d'acciaio
|
||||
Bronze Shield=Scudo di bronzo
|
||||
Diamond Shield=Scudo di diamante
|
||||
Gold Shield=Scudo d'oro
|
||||
Mithril Shield=Scudo di mithril
|
||||
Crystal Shield=Scudo di cristallo
|
||||
|
@ -1,7 +1,85 @@
|
||||
# textdomain: 3d_armor
|
||||
Radiation=Radiasi
|
||||
Level=Tahap
|
||||
Heal=Pulih
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=3d_armor: Inventori perisai terpisah tiada nilai @1
|
||||
3d_armor: Player name is nil @1=3d_armor: Nama pemain tiada nilai @1
|
||||
3d_armor: Player reference is nil @1=3d_armor: Rujukan pemain tiada nilai @1
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=But Pentadbir
|
||||
Admin Chestplate=Perisai Dada Pentadbir
|
||||
Admin Helmet=Helmet Pentadbir
|
||||
Admin Leggings=Perisai Kaki Pentadbir
|
||||
Bronze Boots=But Gangsa
|
||||
Bronze Chestplate=Perisai Dada Gangsa
|
||||
Bronze Helmet=Helmet Gangsa
|
||||
Bronze Leggings=Perisai Kaki Gangsa
|
||||
Cactus Boots=But Kaktus
|
||||
Cactus Chestplate=Perisai Dada Kaktus
|
||||
Cactus Helmet=Helmet Kaktus
|
||||
Cactus Leggings=Perisai Kaki Kaktus
|
||||
Crystal Boots=But Kristal
|
||||
Crystal Chestplate=Perisai Dada Kristal
|
||||
Crystal Helmet=Helmet Kristal
|
||||
Crystal Leggings=Perisai Kaki Kristal
|
||||
Diamond Boots=But Intan
|
||||
Diamond Chestplate=Perisai Dada Intan
|
||||
Diamond Helmet=Helmet Intan
|
||||
Diamond Leggings=Perisai Kaki Intan
|
||||
Gold Boots=But Emas
|
||||
Gold Chestplate=Perisai Dada Emas
|
||||
Gold Helmet=Helmet Emas
|
||||
Gold Leggings=Perisai Kaki Emas
|
||||
Mithril Boots=But Mithril
|
||||
Mithril Chestplate=Perisai Dada Mithril
|
||||
Mithril Helmet=Helmet Mithril
|
||||
Mithril Leggings=Perisai Kaki Mithril
|
||||
Steel Boots=But Keluli
|
||||
Steel Chestplate=Perisai Dada Keluli
|
||||
Steel Helmet=Helmet Keluli
|
||||
Steel Leggings=Perisai Kaki Keluli
|
||||
Wood Boots=But Kayu
|
||||
Wood Chestplate=Perisai Dada Kayu
|
||||
Wood Helmet=Helmet Kayu
|
||||
Wood Leggings=Perisai Kaki Kayu
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=3d_armor: Gagal mengasalkan pemain
|
||||
Fire=Api
|
||||
Your @1 is almost broken!=
|
||||
Heal=Pulih
|
||||
Level=Tahap
|
||||
Radiation=Radiasi
|
||||
Your @1 got destroyed!=@1 anda telah musnah!
|
||||
Your @1 is almost broken!=
|
||||
[3d_armor] Fire Nodes disabled=[3d_armor] Nod-nod Api dilumpuhkan
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: Mods dimuatkan tetapi tidak digunakan.
|
||||
Back=Kembali
|
||||
Armor=Perisai
|
||||
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: Mods dimuatkan tetapi tidak digunakan.
|
||||
Armor stand top=Bhg atas dirian perisai
|
||||
Armor stand=Dirian perisai
|
||||
Armor Stand=Dirian Perisai
|
||||
Locked Armor stand=Dirian perisai Berkunci
|
||||
Armor Stand (owned by @1)=Dirian Perisai (milik @1)
|
||||
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: Mods dimuatkan tetapi tidak digunakan.
|
||||
3d Armor=Perisai 3d
|
||||
Armor not initialized!=Perisai tidak diasalkan!
|
||||
Admin Shield=Perisai Pegang Pentadbir
|
||||
Wooden Shield=Perisai Pegang Kayu
|
||||
Enhanced Wood Shield=Perisai Pegang Kayu Kukuh
|
||||
Cactus Shield=Perisai Pegang Kaktus
|
||||
Enhanced Cactus Shield=Perisai Pegang Kaktus Kukuh
|
||||
Steel Shield=Perisai Pegang Keluli
|
||||
Bronze Shield=Perisai Pegang Gangsa
|
||||
Diamond Shield=Perisai Pegang Intan
|
||||
Gold Shield=Perisai Pegang Emas
|
||||
Mithril Shield=Perisai Pegang Mithril
|
||||
Crystal Shield=Perisai Pegang Kristal
|
||||
|
@ -1,7 +1,85 @@
|
||||
# textdomain: 3d_armor
|
||||
Radiation=Radiação
|
||||
Level=Nível
|
||||
Heal=Saúde
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=3d_armor: Inventario avulso de armadura é nulo @1
|
||||
3d_armor: Player name is nil @1=3d_armor: Nome de jogador é nulo @1
|
||||
3d_armor: Player reference is nil @1=3d_armor: Referência Jogador é nula @1
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=Botas de Administrador
|
||||
Admin Chestplate=Peitoral de Administrador
|
||||
Admin Helmet=Capacete de Administrador
|
||||
Admin Leggings=Calças de Administrador
|
||||
Bronze Boots=Botas de Bronze
|
||||
Bronze Chestplate=Peitoral de Bronze
|
||||
Bronze Helmet=Capacete de Bronze
|
||||
Bronze Leggings=Calças de Bronze
|
||||
Cactus Boots=Botas de Madeira
|
||||
Cactus Chestplate=Peitoral de Cacto
|
||||
Cactus Helmet=Capacete de Cacto
|
||||
Cactus Leggings=Calças de Cacto
|
||||
Crystal Boots=Botas de Cristal
|
||||
Crystal Chestplate=Peitoral de Cristal
|
||||
Crystal Helmet=Capacete de Cristal
|
||||
Crystal Leggings=Calças de Cristal
|
||||
Diamond Boots=Botas de Diamante
|
||||
Diamond Chestplate=Peitoral de Diamante
|
||||
Diamond Helmet=Capacete de Diamante
|
||||
Diamond Leggings=Calças de Diamante
|
||||
Gold Boots=Botas de Ouro
|
||||
Gold Chestplate=Peitoral de Ouro
|
||||
Gold Helmet=Capacete de Ouro
|
||||
Gold Leggings=Calças de Ouro
|
||||
Mithril Boots=Botas de Mithril
|
||||
Mithril Chestplate=Peitoral de Mithril
|
||||
Mithril Helmet=Capacete de Mithril
|
||||
Mithril Leggings=Calças de Mithril
|
||||
Steel Boots=Botas de Aço
|
||||
Steel Chestplate=Peitoral de Aço
|
||||
Steel Helmet=Capacete de Aço
|
||||
Steel Leggings=Calças de Aço
|
||||
Wood Boots=Botas de Madeira
|
||||
Wood Chestplate=Peitoral de Madeira
|
||||
Wood Helmet=Capacete de Madeira
|
||||
Wood Leggings=Calças de Madeira
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=3d_armor: Falha ao inicializar jogador
|
||||
Fire=Fogo
|
||||
Your @1 is almost broken!=
|
||||
Heal=Saúde
|
||||
Level=Nível
|
||||
Radiation=Radiação
|
||||
Your @1 got destroyed!=@1 foi destruído(a)!
|
||||
Your @1 is almost broken!=
|
||||
[3d_armor] Fire Nodes disabled=[3d_armor] Nodes de gofo desabilitados
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: Mod carregado mas inoperante.
|
||||
Back=Voltar
|
||||
Armor=Armadura
|
||||
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: Mod carregado mas inoperante.
|
||||
Armor stand top=Topo de estande de armadura
|
||||
Armor stand=Estande de armadura
|
||||
Armor Stand=Estande de Armadura
|
||||
Locked Armor stand=Estande de Armadura Trancada
|
||||
Armor Stand (owned by @1)=Estande de Armadura (pertente a @1)
|
||||
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: Mod carregado mas inoperante.
|
||||
3d Armor=3d Armor
|
||||
Armor not initialized!=Armadura não inicializada!
|
||||
Admin Shield=Escudo de Administrador
|
||||
Wooden Shield=Escudo de Madeira
|
||||
Enhanced Wood Shield=Escudo de Madeira Melhorado
|
||||
Cactus Shield=Escudo de Cacto
|
||||
Enhanced Cactus Shield=Escudo de Cacto Melhorado
|
||||
Steel Shield=Escudo de Aço
|
||||
Bronze Shield=Escudo de Bronze
|
||||
Diamond Shield=Escudo de Diamante
|
||||
Gold Shield=Escudo de Ouro
|
||||
Mithril Shield=Escudo de Mithril
|
||||
Crystal Shield=Escudo de Cristal
|
||||
|
@ -1,7 +1,85 @@
|
||||
# textdomain: 3d_armor
|
||||
Radiation=Radiação
|
||||
Level=Nível
|
||||
Heal=Saúde
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=3d_armor: Inventario avulso de armadura é nulo @1
|
||||
3d_armor: Player name is nil @1=3d_armor: Nome de jogador é nulo @1
|
||||
3d_armor: Player reference is nil @1=3d_armor: Referência Jogador é nula @1
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=Botas de Administrador
|
||||
Admin Chestplate=Peitoral de Administrador
|
||||
Admin Helmet=Capacete de Administrador
|
||||
Admin Leggings=Calças de Administrador
|
||||
Bronze Boots=Botas de Bronze
|
||||
Bronze Chestplate=Peitoral de Bronze
|
||||
Bronze Helmet=Capacete de Bronze
|
||||
Bronze Leggings=Calças de Bronze
|
||||
Cactus Boots=Botas de Madeira
|
||||
Cactus Chestplate=Peitoral de Cacto
|
||||
Cactus Helmet=Capacete de Cacto
|
||||
Cactus Leggings=Calças de Cacto
|
||||
Crystal Boots=Botas de Cristal
|
||||
Crystal Chestplate=Peitoral de Cristal
|
||||
Crystal Helmet=Capacete de Cristal
|
||||
Crystal Leggings=Calças de Cristal
|
||||
Diamond Boots=Botas de Diamante
|
||||
Diamond Chestplate=Peitoral de Diamante
|
||||
Diamond Helmet=Capacete de Diamante
|
||||
Diamond Leggings=Calças de Diamante
|
||||
Gold Boots=Botas de Ouro
|
||||
Gold Chestplate=Peitoral de Ouro
|
||||
Gold Helmet=Capacete de Ouro
|
||||
Gold Leggings=Calças de Ouro
|
||||
Mithril Boots=Botas de Mithril
|
||||
Mithril Chestplate=Peitoral de Mithril
|
||||
Mithril Helmet=Capacete de Mithril
|
||||
Mithril Leggings=Calças de Mithril
|
||||
Steel Boots=Botas de Aço
|
||||
Steel Chestplate=Peitoral de Aço
|
||||
Steel Helmet=Capacete de Aço
|
||||
Steel Leggings=Calças de Aço
|
||||
Wood Boots=Botas de Madeira
|
||||
Wood Chestplate=Peitoral de Madeira
|
||||
Wood Helmet=Capacete de Madeira
|
||||
Wood Leggings=Calças de Madeira
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=3d_armor: Falha ao inicializar jogador
|
||||
Fire=Fogo
|
||||
Your @1 is almost broken!=
|
||||
Heal=Saúde
|
||||
Level=Nível
|
||||
Radiation=Radiação
|
||||
Your @1 got destroyed!=@1 foi destruído(a)!
|
||||
Your @1 is almost broken!=
|
||||
[3d_armor] Fire Nodes disabled=[3d_armor] Nodes de gofo desabilitados
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: Mod carregado mas inoperante.
|
||||
Back=Voltar
|
||||
Armor=Armadura
|
||||
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: Mod carregado mas inoperante.
|
||||
Armor stand top=Topo de estande de armadura
|
||||
Armor stand=Estande de armadura
|
||||
Armor Stand=Estande de Armadura
|
||||
Locked Armor stand=Estande de Armadura Trancada
|
||||
Armor Stand (owned by @1)=Estande de Armadura (pertente a @1)
|
||||
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: Mod carregado mas inoperante.
|
||||
3d Armor=3d Armor
|
||||
Armor not initialized!=Armadura não inicializada!
|
||||
Admin Shield=Escudo de Administrador
|
||||
Wooden Shield=Escudo de Madeira
|
||||
Enhanced Wood Shield=Escudo de Madeira Melhorado
|
||||
Cactus Shield=Escudo de Cacto
|
||||
Enhanced Cactus Shield=Escudo de Cacto Melhorado
|
||||
Steel Shield=Escudo de Aço
|
||||
Bronze Shield=Escudo de Bronze
|
||||
Diamond Shield=Escudo de Diamante
|
||||
Gold Shield=Escudo de Ouro
|
||||
Mithril Shield=Escudo de Mithril
|
||||
Crystal Shield=Escudo de Cristal
|
||||
|
@ -1,7 +1,85 @@
|
||||
# textdomain: 3d_armor
|
||||
Radiation=излучение
|
||||
Level=уровень
|
||||
Heal=исцеление
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=3d_armor: Отдельный инвентарь брони является nil @1
|
||||
3d_armor: Player name is nil @1=3d_armor: Имя игрока является nil @1
|
||||
3d_armor: Player reference is nil @1=3d_armor: Ссылка игрока является nil @1
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=ботинки админа
|
||||
Admin Chestplate=бронежилет админа
|
||||
Admin Helmet=шлем админа
|
||||
Admin Leggings=гамаши админа
|
||||
Bronze Boots=бронзовые ботинки
|
||||
Bronze Chestplate=бронзовый бронежилет
|
||||
Bronze Helmet=бронзовый шлем
|
||||
Bronze Leggings=бронзовые гамаши
|
||||
Cactus Boots=кактусовые ботинки
|
||||
Cactus Chestplate=кактусовый бронежилет
|
||||
Cactus Helmet=кактусовый шлем
|
||||
Cactus Leggings=кактусовые гамаши
|
||||
Crystal Boots=кристалловые ботинки
|
||||
Crystal Chestplate=кристалловый бронежилет
|
||||
Crystal Helmet=кристалловый шлем
|
||||
Crystal Leggings=кристалловые гамаши
|
||||
Diamond Boots=алмазные ботинки
|
||||
Diamond Chestplate=алмазный бронежилет
|
||||
Diamond Helmet=алмазный шлем
|
||||
Diamond Leggings=алмазные гамаши
|
||||
Gold Boots=золотые ботинки
|
||||
Gold Chestplate=золотой бронежилет
|
||||
Gold Helmet=золотой шлем
|
||||
Gold Leggings=золотые гамаши
|
||||
Mithril Boots=мифриловые ботинки
|
||||
Mithril Chestplate=мифриловый бронежилет
|
||||
Mithril Helmet=мифриловый шлем
|
||||
Mithril Leggings=мифриловые гамаши
|
||||
Steel Boots=стальные ботинки
|
||||
Steel Chestplate=стальной бронежилет
|
||||
Steel Helmet=стальной шлем
|
||||
Steel Leggings=стальные гамаши
|
||||
Wood Boots=деревянные ботинки
|
||||
Wood Chestplate=деревянный бронежилет
|
||||
Wood Helmet=деревянный шлем
|
||||
Wood Leggings=деревянные гамаши
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=3d_armor: не смог подготовить игрока
|
||||
Fire=огонь
|
||||
Your @1 is almost broken!=
|
||||
Heal=исцеление
|
||||
Level=уровень
|
||||
Radiation=излучение
|
||||
Your @1 got destroyed!=твой(и) @1 был(и) разрушен(ы)!
|
||||
Your @1 is almost broken!=
|
||||
[3d_armor] Fire Nodes disabled=[3d_armor] блоки огня отключены
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: мод загружен но не используется.
|
||||
Back=назад
|
||||
Armor=бронь
|
||||
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: мод загружен но не используется.
|
||||
Armor stand top=стойка для брони (верх)
|
||||
Armor stand=стойка для брони
|
||||
Armor Stand=стойка для брони
|
||||
Locked Armor stand=защищенная стойка для брони
|
||||
Armor Stand (owned by @1)=стойка для брони (принадлежит @1)
|
||||
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: мод загружен но не используется.
|
||||
3d Armor=3D бронь
|
||||
Armor not initialized!=бронь не подготовлена!
|
||||
Admin Shield=щит админа
|
||||
Wooden Shield=деревянный щит
|
||||
Enhanced Wood Shield=улучшенный деревянный щит
|
||||
Cactus Shield=кактусный щит
|
||||
Enhanced Cactus Shield=улучшенный кактусный щит
|
||||
Steel Shield=стальной щит
|
||||
Bronze Shield=бронзовый щит
|
||||
Diamond Shield=алмазный щит
|
||||
Gold Shield=золотой щит
|
||||
Mithril Shield=мифриловый щит
|
||||
Crystal Shield=кристалловый щит
|
||||
|
@ -1,7 +0,0 @@
|
||||
# textdomain: 3d_armor
|
||||
Radiation=Strålning
|
||||
Level=Nivå
|
||||
Heal=Läkning
|
||||
Fire=Eld
|
||||
Your @1 is almost broken!=Din @1 är nästan förstörd!
|
||||
Your @1 got destroyed!=Din @1 blev förstörd!
|
@ -1,7 +1,58 @@
|
||||
# textdomain: 3d_armor
|
||||
Radiation=
|
||||
Level=
|
||||
Heal=
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=
|
||||
3d_armor: Player name is nil @1=
|
||||
3d_armor: Player reference is nil @1=
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=
|
||||
Admin Chestplate=
|
||||
Admin Helmet=
|
||||
Admin Leggings=
|
||||
Bronze Boots=
|
||||
Bronze Chestplate=
|
||||
Bronze Helmet=
|
||||
Bronze Leggings=
|
||||
Cactus Boots=
|
||||
Cactus Chestplate=
|
||||
Cactus Helmet=
|
||||
Cactus Leggings=
|
||||
Crystal Boots=
|
||||
Crystal Chestplate=
|
||||
Crystal Helmet=
|
||||
Crystal Leggings=
|
||||
Diamond Boots=
|
||||
Diamond Chestplate=
|
||||
Diamond Helmet=
|
||||
Diamond Leggings=
|
||||
Gold Boots=
|
||||
Gold Chestplate=
|
||||
Gold Helmet=
|
||||
Gold Leggings=
|
||||
Mithril Boots=
|
||||
Mithril Chestplate=
|
||||
Mithril Helmet=
|
||||
Mithril Leggings=
|
||||
Steel Boots=
|
||||
Steel Chestplate=
|
||||
Steel Helmet=
|
||||
Steel Leggings=
|
||||
Wood Boots=
|
||||
Wood Chestplate=
|
||||
Wood Helmet=
|
||||
Wood Leggings=
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=
|
||||
Fire=
|
||||
Your @1 is almost broken!=
|
||||
Heal=
|
||||
Level=
|
||||
Radiation=
|
||||
Your @1 got destroyed!=
|
||||
Your @1 is almost broken!=
|
||||
[3d_armor] Fire Nodes disabled=
|
||||
|
@ -1,4 +1,4 @@
|
||||
name = 3d_armor
|
||||
depends = default, player_api
|
||||
optional_depends = player_monoids, armor_monoid, pova, moreores
|
||||
depends = default
|
||||
optional_depends = player_monoids, armor_monoid, pova, fire, ethereal, bakedclay, moreores
|
||||
description = Adds craftable armor that is visible to other players.
|
||||
|
BIN
3d_armor/textures/3d_armor_boots_admin.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
3d_armor/textures/3d_armor_boots_admin_preview.png
Normal file
After Width: | Height: | Size: 548 B |
BIN
3d_armor/textures/3d_armor_boots_bronze.png
Normal file
After Width: | Height: | Size: 937 B |
BIN
3d_armor/textures/3d_armor_boots_bronze_preview.png
Normal file
After Width: | Height: | Size: 602 B |
BIN
3d_armor/textures/3d_armor_boots_cactus.png
Normal file
After Width: | Height: | Size: 903 B |
BIN
3d_armor/textures/3d_armor_boots_cactus_preview.png
Normal file
After Width: | Height: | Size: 821 B |
BIN
3d_armor/textures/3d_armor_boots_crystal.png
Normal file
After Width: | Height: | Size: 236 B |
BIN
3d_armor/textures/3d_armor_boots_crystal_preview.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
3d_armor/textures/3d_armor_boots_diamond.png
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
3d_armor/textures/3d_armor_boots_diamond_preview.png
Normal file
After Width: | Height: | Size: 872 B |
BIN
3d_armor/textures/3d_armor_boots_gold.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
3d_armor/textures/3d_armor_boots_gold_preview.png
Normal file
After Width: | Height: | Size: 779 B |
BIN
3d_armor/textures/3d_armor_boots_mithril.png
Normal file
After Width: | Height: | Size: 854 B |
BIN
3d_armor/textures/3d_armor_boots_mithril_preview.png
Normal file
After Width: | Height: | Size: 530 B |
BIN
3d_armor/textures/3d_armor_boots_steel.png
Normal file
After Width: | Height: | Size: 11 KiB |
BIN
3d_armor/textures/3d_armor_boots_steel_preview.png
Normal file
After Width: | Height: | Size: 783 B |
BIN
3d_armor/textures/3d_armor_boots_wood.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
3d_armor/textures/3d_armor_boots_wood_preview.png
Normal file
After Width: | Height: | Size: 501 B |
BIN
3d_armor/textures/3d_armor_chestplate_admin.png
Normal file
After Width: | Height: | Size: 3.8 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_admin_preview.png
Normal file
After Width: | Height: | Size: 2.4 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_bronze.png
Normal file
After Width: | Height: | Size: 4.9 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_bronze_preview.png
Normal file
After Width: | Height: | Size: 2.5 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_cactus.png
Normal file
After Width: | Height: | Size: 3.3 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_cactus_preview.png
Normal file
After Width: | Height: | Size: 2.9 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_crystal.png
Normal file
After Width: | Height: | Size: 613 B |
BIN
3d_armor/textures/3d_armor_chestplate_crystal_preview.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_diamond.png
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_diamond_preview.png
Normal file
After Width: | Height: | Size: 2.9 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_gold.png
Normal file
After Width: | Height: | Size: 6.6 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_gold_preview.png
Normal file
After Width: | Height: | Size: 2.9 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_mithril.png
Normal file
After Width: | Height: | Size: 2.0 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_mithril_preview.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_steel.png
Normal file
After Width: | Height: | Size: 11 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_steel_preview.png
Normal file
After Width: | Height: | Size: 2.7 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_wood.png
Normal file
After Width: | Height: | Size: 2.8 KiB |
BIN
3d_armor/textures/3d_armor_chestplate_wood_preview.png
Normal file
After Width: | Height: | Size: 1.7 KiB |
BIN
3d_armor/textures/3d_armor_helmet_admin.png
Normal file
After Width: | Height: | Size: 3.2 KiB |
BIN
3d_armor/textures/3d_armor_helmet_admin_preview.png
Normal file
After Width: | Height: | Size: 869 B |
BIN
3d_armor/textures/3d_armor_helmet_bronze.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
BIN
3d_armor/textures/3d_armor_helmet_bronze_preview.png
Normal file
After Width: | Height: | Size: 796 B |
BIN
3d_armor/textures/3d_armor_helmet_cactus.png
Normal file
After Width: | Height: | Size: 3.5 KiB |
BIN
3d_armor/textures/3d_armor_helmet_cactus_preview.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
3d_armor/textures/3d_armor_helmet_crystal.png
Normal file
After Width: | Height: | Size: 494 B |
BIN
3d_armor/textures/3d_armor_helmet_crystal_preview.png
Normal file
After Width: | Height: | Size: 834 B |
BIN
3d_armor/textures/3d_armor_helmet_diamond.png
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
3d_armor/textures/3d_armor_helmet_diamond_preview.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
3d_armor/textures/3d_armor_helmet_gold.png
Normal file
After Width: | Height: | Size: 1.3 KiB |
BIN
3d_armor/textures/3d_armor_helmet_gold_preview.png
Normal file
After Width: | Height: | Size: 586 B |
BIN
3d_armor/textures/3d_armor_helmet_mithril.png
Normal file
After Width: | Height: | Size: 1.7 KiB |
BIN
3d_armor/textures/3d_armor_helmet_mithril_preview.png
Normal file
After Width: | Height: | Size: 732 B |
BIN
3d_armor/textures/3d_armor_helmet_steel.png
Normal file
After Width: | Height: | Size: 11 KiB |
BIN
3d_armor/textures/3d_armor_helmet_steel_preview.png
Normal file
After Width: | Height: | Size: 1.0 KiB |
BIN
3d_armor/textures/3d_armor_helmet_wood.png
Normal file
After Width: | Height: | Size: 932 B |
BIN
3d_armor/textures/3d_armor_helmet_wood_preview.png
Normal file
After Width: | Height: | Size: 471 B |
BIN
3d_armor/textures/3d_armor_inv_boots_admin.png
Normal file
After Width: | Height: | Size: 2.2 KiB |
BIN
3d_armor/textures/3d_armor_inv_boots_bronze.png
Normal file
After Width: | Height: | Size: 2.0 KiB |
BIN
3d_armor/textures/3d_armor_inv_boots_cactus.png
Normal file
After Width: | Height: | Size: 1.9 KiB |
BIN
3d_armor/textures/3d_armor_inv_boots_crystal.png
Normal file
After Width: | Height: | Size: 129 B |
BIN
3d_armor/textures/3d_armor_inv_boots_diamond.png
Normal file
After Width: | Height: | Size: 2.3 KiB |
BIN
3d_armor/textures/3d_armor_inv_boots_gold.png
Normal file
After Width: | Height: | Size: 1.9 KiB |
BIN
3d_armor/textures/3d_armor_inv_boots_mithril.png
Normal file
After Width: | Height: | Size: 1.7 KiB |
BIN
3d_armor/textures/3d_armor_inv_boots_steel.png
Normal file
After Width: | Height: | Size: 2.0 KiB |
BIN
3d_armor/textures/3d_armor_inv_boots_wood.png
Normal file
After Width: | Height: | Size: 2.0 KiB |
BIN
3d_armor/textures/3d_armor_inv_chestplate_admin.png
Normal file
After Width: | Height: | Size: 2.8 KiB |
BIN
3d_armor/textures/3d_armor_inv_chestplate_bronze.png
Normal file
After Width: | Height: | Size: 2.9 KiB |
BIN
3d_armor/textures/3d_armor_inv_chestplate_cactus.png
Normal file
After Width: | Height: | Size: 2.8 KiB |
BIN
3d_armor/textures/3d_armor_inv_chestplate_crystal.png
Normal file
After Width: | Height: | Size: 142 B |
BIN
3d_armor/textures/3d_armor_inv_chestplate_diamond.png
Normal file
After Width: | Height: | Size: 2.8 KiB |
BIN
3d_armor/textures/3d_armor_inv_chestplate_gold.png
Normal file
After Width: | Height: | Size: 2.8 KiB |