Compare commits
	
		
			257 Commits
		
	
	
		
			version-0.
			...
			multiskin
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
|  | 9f49060ae6 | ||
|  | 8e8c79aca2 | ||
|  | 601fee1079 | ||
|  | c36b1e5fc4 | ||
|  | b1f9e9f1fd | ||
|  | f150e4c988 | ||
|  | 503f44ac70 | ||
|  | eb7a52daff | ||
|  | 753be543f1 | ||
|  | 35db060560 | ||
|  | fd77253816 | ||
|  | f6502ba32b | ||
|  | aa9984b789 | ||
|  | afce9f1140 | ||
|  | ea29ec6f6f | ||
|  | 793c74856f | ||
|  | 47734969e2 | ||
|  | 1af0bb60f8 | ||
|  | a11b3302e1 | ||
|  | 664d9fbfef | ||
|  | 4dd7e41749 | ||
|  | df429ee487 | ||
|  | 7566ecccee | ||
|  | 99bc8cf2d3 | ||
|  | a2ec13e28d | ||
|  | 065815eec1 | ||
|  | 16b0ee2d9e | ||
|  | 64f8b3cd58 | ||
|  | 74ef6c5759 | ||
|  | b741b7426b | ||
|  | db312b3245 | ||
|  | de2c47f334 | ||
|  | b4283f6e60 | ||
|  | 888fbacb49 | ||
|  | 50453aa5a6 | ||
|  | b45fbd0f2a | ||
|  | 9ffcc19fd7 | ||
|  | 6359b0a0ed | ||
|  | 4dbe76312b | ||
|  | 20edce6c55 | ||
|  | 6e58d1280b | ||
|  | 20d4728829 | ||
|  | 7cfd744ff3 | ||
|  | a76a35f177 | ||
|  | e5e926a02e | ||
|  | 3951c833da | ||
|  | e9a2c57826 | ||
|  | 5508a26dbf | ||
|  | 0ec7858937 | ||
|  | 1e059f2557 | ||
|  | 5dab1ca887 | ||
|  | 1fdff7adaa | ||
|  | 23e4d5114f | ||
|  | 7fde7c050d | ||
|  | 45099ae25a | ||
|  | edebf13c1f | ||
|  | 4083782246 | ||
|  | 5911447048 | ||
|  | 3aac5c98f4 | ||
|  | fe9664589a | ||
|  | 11ce84873b | ||
|  | 86fd6b0d7d | ||
|  | 27a3823eed | ||
|  | 348dad3d4d | ||
|  | ea86aa35f5 | ||
|  | f0edb9a710 | ||
|  | 75191490c2 | ||
|  | f91af02c45 | ||
|  | 3843578a33 | ||
|  | 1570efb7ac | ||
|  | 5517be8ff2 | ||
|  | 709535dff0 | ||
|  | a1d904c517 | ||
|  | 3c2cb16351 | ||
|  | 6bf28dc2c5 | ||
|  | 75a7181e0f | ||
|  | 2b840fbe38 | ||
|  | 701215c22f | ||
|  | e46ff3488b | ||
|  | f74a52df62 | ||
|  | 3c4500a9bf | ||
|  | e69b59e2af | ||
|  | d43d96bb28 | ||
|  | 7a980a6717 | ||
|  | fc3fcea4b7 | ||
|  | b59464de88 | ||
|  | 80024fc154 | ||
|  | d826b53877 | ||
|  | 01a3425ec8 | ||
|  | 616d9398f2 | ||
|  | 6661ec0b40 | ||
|  | ca1cf6bfeb | ||
|  | 8f5ffeb384 | ||
|  | ca79d39688 | ||
|  | 8b8a554ff7 | ||
|  | 3df7802439 | ||
|  | 19e297a2e8 | ||
|  | 190614d47b | ||
|  | 37b10d1cee | ||
|  | 4b45f85687 | ||
|  | a5b650285b | ||
|  | 26212fb3e4 | ||
|  | 4829445d12 | ||
|  | 4d3b219e7d | ||
|  | 81ffdaa6a7 | ||
|  | ba62febdee | ||
|  | 8939a0dd43 | ||
|  | c691f3e219 | ||
|  | bf9ba59c0f | ||
|  | 75f808131c | ||
|  | b88f946929 | ||
|  | c63376b523 | ||
|  | c070dfb19f | ||
|  | 4b70580ce4 | ||
|  | 65b6d58580 | ||
|  | 98786fd8f7 | ||
|  | 9105e8403e | ||
|  | 6b2e3adc00 | ||
|  | c9001f9e53 | ||
|  | cc25d6be13 | ||
|  | f557c4d69e | ||
|  | 456c84e93e | ||
|  | 0157ebd683 | ||
|  | c39f838893 | ||
|  | 862deff373 | ||
|  | ac414d3df3 | ||
|  | 3cf6887abd | ||
|  | b14db3c43c | ||
|  | 8f8c6c6bfa | ||
|  | 54ec4b3cef | ||
|  | 32e87ee543 | ||
|  | d322a0f110 | ||
|  | 9cc2f3db02 | ||
|  | ddd7f3786c | ||
|  | 5c5359de4f | ||
|  | 1aa2b769d7 | ||
|  | 5421ce46da | ||
|  | 72cffbae17 | ||
|  | 170ee39aed | ||
|  | 59bbc55b73 | ||
|  | 1dd904f5be | ||
|  | 9de8cc12bb | ||
|  | 4e8cf05436 | ||
|  | b6a44057a6 | ||
|  | ae33659168 | ||
|  | fb29ce9150 | ||
|  | 7408ebcd81 | ||
|  | 36737441d4 | ||
|  | 5a112547e6 | ||
|  | 0d5cf6d58a | ||
|  | f17a104ab1 | ||
|  | f83e7e9984 | ||
|  | be1d353ec0 | ||
|  | 241aa663f1 | ||
|  | 921e1ace24 | ||
|  | 0ec2dbfb36 | ||
|  | 7fc991765c | ||
|  | 991d2955e0 | ||
|  | 64ec3dcf93 | ||
|  | e1caf0ab0c | ||
|  | a44d1a2530 | ||
|  | 16bc6232ca | ||
|  | 6efe3bf116 | ||
|  | 67867e78ec | ||
|  | 64f6be4d61 | ||
|  | 741faf3520 | ||
|  | 1c56ee4bd6 | ||
|  | 40a3c1e0c4 | ||
|  | ae7ad422a5 | ||
|  | bad1452e87 | ||
|  | 7cefc1a7ba | ||
|  | 8f2badeec3 | ||
|  | 734e01e847 | ||
|  | 4eabd8512a | ||
|  | 14a0eb8cca | ||
|  | e1ffdd6a0d | ||
|  | 306f193db6 | ||
|  | 6704431499 | ||
|  | bc0ea6b5bf | ||
|  | 0fc71201b4 | ||
|  | d107708bec | ||
|  | bd2ebac24e | ||
|  | ebe159ac2c | ||
|  | 1d1534b416 | ||
|  | 91602ed6f2 | ||
|  | 2b0ce6f63e | ||
|  | 3badcea0d9 | ||
|  | d2f32beebb | ||
|  | b3f755f7d7 | ||
|  | dec92749f9 | ||
|  | 9da2395586 | ||
|  | 6942aa37d2 | ||
|  | 7da9d81963 | ||
|  | 905fc9fcb0 | ||
|  | b8e5d0adde | ||
|  | 58337c0404 | ||
|  | 87af6e0c68 | ||
|  | 70d353bb6c | ||
|  | 6e0fbc8bb2 | ||
|  | 9c2b9c9b5a | ||
|  | b8be801b94 | ||
|  | 679888398f | ||
|  | c03cefbc87 | ||
|  | d95f494a94 | ||
|  | 195d138da5 | ||
|  | dd9c63e4ca | ||
|  | 358e4a2467 | ||
|  | 3dd43c7c6f | ||
|  | b17d8ea55a | ||
|  | e6979e9409 | ||
|  | 466c5e6957 | ||
|  | a9fcbf29fe | ||
|  | 499d5af310 | ||
|  | e3c2616328 | ||
|  | b5db0f1aa6 | ||
|  | ad6c464573 | ||
|  | 5ab2f73695 | ||
|  | e14af35b95 | ||
|  | c3d37e83c2 | ||
|  | 046880a534 | ||
|  | 258b1cbf48 | ||
|  | c10a606632 | ||
|  | 2415d66057 | ||
|  | abf445014e | ||
|  | 4415e2b33b | ||
|  | 36688c74a8 | ||
|  | 672dbe1f54 | ||
|  | 3c98acb9c9 | ||
|  | 5075cc48a4 | ||
|  | 7eebc378a6 | ||
|  | 6f7a0ea7fc | ||
|  | 7ee4126d15 | ||
|  | b67de94223 | ||
|  | 3604420d9e | ||
|  | 0936d6f173 | ||
|  | e4ab8c02ac | ||
|  | db157c080d | ||
|  | aaf90c2b24 | ||
|  | 4420afb8d1 | ||
|  | 3e9ce303e6 | ||
|  | 11887fc73b | ||
|  | 85f56f7ba0 | ||
|  | eedf913638 | ||
|  | ecfd397d77 | ||
|  | b76508397f | ||
|  | 9aaba7569c | ||
|  | 1886fe6b1a | ||
|  | 19d45efd12 | ||
|  | 72b612f081 | ||
|  | 8a881022e9 | ||
|  | 8457220413 | ||
|  | cf2786a818 | ||
|  | 5345c50c7e | ||
|  | 2b8e0c5fd9 | ||
|  | 55e2b69a08 | ||
|  | a07a00c117 | ||
|  | 681bf25505 | 
							
								
								
									
										4
									
								
								.gitignore
									
									
									
									
										vendored
									
									
								
							
							
						
						| @@ -4,4 +4,8 @@ | ||||
| *bak* | ||||
| tags | ||||
| *.vim | ||||
| armor.conf | ||||
|  | ||||
| ## Eclipse project files & directories | ||||
| .project | ||||
| .settings | ||||
|   | ||||
							
								
								
									
										9
									
								
								3d_armor/LICENSE.txt
									
									
									
									
									
										Normal file
									
								
							
							
						
						| @@ -0,0 +1,9 @@ | ||||
| [mod] 3d Armor [3d_armor] | ||||
| ========================= | ||||
|  | ||||
| License Source Code: (C) 2012-2017 Stuart Jones - LGPL v2.1 | ||||
|  | ||||
| License Textures: Copyright (C) 2017 davidthecreator - CC-BY-SA 3.0 | ||||
|  | ||||
| https://github.com/daviddoesminetest/3d-armors-new-textures | ||||
|  | ||||
| @@ -1,7 +1,11 @@ | ||||
| [mod] Visible Player Armor [3d_armor] | ||||
| ===================================== | ||||
|  | ||||
| depends: default, inventory_plus | ||||
| Depends: default | ||||
|  | ||||
| Recommends: sfinv, unified_inventory or smart_inventory (use only one to avoid conflicts) | ||||
|  | ||||
| Supports: player_monoids and armor_monoid | ||||
|  | ||||
| Adds craftable armor that is visible to other players. Each armor item worn contributes to | ||||
| a player's armor group level making them less vulnerable to weapons. | ||||
| @@ -9,8 +13,179 @@ a player's armor group level making them less vulnerable to weapons. | ||||
| Armor takes damage when a player is hurt but also offers a percentage chance of healing. | ||||
| Overall level is boosted by 10% when wearing a full matching set. | ||||
|  | ||||
| default settings: [minetest.conf] | ||||
| Fire protection added by TenPlus1 when using crystal armor if Ethereal mod active, level 1 | ||||
| protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava. | ||||
|  | ||||
| # Set number of seconds between armor updates. | ||||
| 3d_armor_update_time = 1 | ||||
| Armor Configuration | ||||
| ------------------- | ||||
|  | ||||
| Override the following default settings by adding them to your minetest.conf file. | ||||
|  | ||||
| -- Set false to disable individual armor materials. | ||||
| armor_material_wood = true | ||||
| armor_material_cactus = true | ||||
| armor_material_steel = true | ||||
| armor_material_bronze = true | ||||
| armor_material_diamond = true | ||||
| armor_material_gold = true | ||||
| armor_material_mithril = true | ||||
| armor_material_crystal = true | ||||
|  | ||||
| -- Increase this if you get initialization glitches when a player first joins. | ||||
| armor_init_delay = 1 | ||||
|  | ||||
| -- Number of initialization attempts. | ||||
| -- Use in conjunction with armor_init_delay if initialization problems persist. | ||||
| armor_init_times = 1 | ||||
|  | ||||
| -- Increase this if armor is not getting into bones due to server lag. | ||||
| armor_bones_delay = 1 | ||||
|  | ||||
| -- How often player armor 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: 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 | ||||
|  | ||||
| -- Enable water protection (periodically restores breath when activated) | ||||
| armor_water_protect = true | ||||
|  | ||||
| -- Enable fire protection (defaults true if using ethereal mod) | ||||
| armor_fire_protect = false | ||||
|  | ||||
| -- Enable punch damage effects. | ||||
| armor_punch_damage = true | ||||
|  | ||||
| -- Enable migration of old armor inventories | ||||
| armor_migrate_old_inventory = true | ||||
|  | ||||
| API | ||||
| --- | ||||
|  | ||||
| Armor Registration: | ||||
|  | ||||
| armor:register_armor(name, def) | ||||
|  | ||||
| Wrapper function for `minetest.register_tool`, while registering armor as | ||||
| a tool item is still supported, this may be deprecated in future so new code | ||||
| should use this method. | ||||
|  | ||||
| Additional fields supported by 3d_armor: | ||||
|  | ||||
| 	texture = <filename> | ||||
| 	preview = <filename> | ||||
| 	armor_groups = <table> | ||||
| 	damage_groups = <table> | ||||
| 	reciprocate_damage = <bool> | ||||
| 	on_equip = <function> | ||||
| 	on_unequip = <function> | ||||
| 	on_destroy = <function> | ||||
| 	on_damage = <function> | ||||
| 	on_punched = <function> | ||||
|  | ||||
| armor:register_armor_group(group, base) | ||||
|  | ||||
| Example: | ||||
|  | ||||
| armor:register_armor_group("radiation", 100) | ||||
|  | ||||
| armor:register_armor("mod_name:speed_boots", { | ||||
| 	description = "Speed Boots", | ||||
| 	inventory_image = "mod_name_speed_boots_inv.png", | ||||
| 	texture = "mod_name_speed_boots.png", | ||||
| 	preview = "mod_name_speed_boots_preview.png", | ||||
| 	groups = {armor_feet=1, armor_use=500, physics_speed=1.2, flammable=1}, | ||||
| 	armor_groups = {fleshy=10, radiation=10}, | ||||
| 	damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1}, | ||||
| 	reciprocate_damage = true, | ||||
| 	on_destroy = function(player, index, stack) | ||||
| 		local pos = player:getpos() | ||||
| 		if pos then | ||||
| 			minetest.sound_play({ | ||||
| 				name = "mod_name_break_sound", | ||||
| 				pos = pos, | ||||
| 				gain = 0.5, | ||||
| 			}) | ||||
| 		end | ||||
| 	end, | ||||
| }) | ||||
|  | ||||
| See armor.lua, technic_armor and shields mods for more examples. | ||||
|  | ||||
| Default groups: | ||||
|  | ||||
| Elements: armor_head, armor_torso, armor_legs, armor_feet | ||||
| Attributes: armor_heal, armor_fire, armor_water | ||||
| Physics: physics_jump, physics_speed, physics_gravity | ||||
| Durability: armor_use, flammable | ||||
|  | ||||
| Notes: | ||||
|  | ||||
| Elements may be modified by dependent mods, eg shields adds armor_shield. | ||||
| Attributes and physics values are 'stackable', durability is determined | ||||
| by the level of armor_use, total uses == approx (65535/armor_use), non-fleshy | ||||
| damage groups need to be defined in the tool/weapon used against the player. | ||||
|  | ||||
| Reciprocal tool damage will be done only by the first armor inventory item | ||||
|  with `reciprocate_damage = true` | ||||
|  | ||||
| Armor Functions: | ||||
|  | ||||
| armor:set_player_armor(player) | ||||
|  | ||||
| Primarily an internal function but can be called externally to apply any | ||||
| changes that might not otherwise get handled. | ||||
|  | ||||
| armor:punch(player, hitter, time_from_last_punch, tool_capabilities) | ||||
|  | ||||
| Used to apply damage to all equipped armor based on the damage groups of | ||||
| each individual item.`hitter`, `time_from_last_punch` and `tool_capabilities` | ||||
| are optional but should be valid if included. | ||||
|  | ||||
| armor:damage(player, index, stack, use) | ||||
|  | ||||
| Adds wear to a single armor itemstack, triggers `on_damage` callbacks and | ||||
| updates the necessary inventories. Also handles item destruction callbacks | ||||
| and so should NOT be called from `on_unequip` to avoid an infinite loop. | ||||
|  | ||||
| Item Callbacks: | ||||
|  | ||||
| on_equip = func(player, index, stack) | ||||
| on_unequip = func(player, index, stack) | ||||
| on_destroy = func(player, index, stack) | ||||
| on_damage = func(player, index, stack) | ||||
| on_punched = func(player, hitter, time_from_last_punch, tool_capabilities) | ||||
|  | ||||
| Notes: | ||||
|  | ||||
| `on_punched` is called every time a player is punched or takes damage, `hitter`, | ||||
| `time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the | ||||
| case of fall damage, etc. When fire protection is enabled, hitter == "fire" | ||||
| in the event of fire damage. Return `false` to override armor damage effects. | ||||
| When armor is destroyed `stack` will contain a copy of the previous stack. | ||||
|  | ||||
| Global Callbacks: | ||||
|  | ||||
| armor:register_on_update(func(player)) | ||||
| armor:register_on_equip(func(player, index, stack)) | ||||
| armor:register_on_unequip(func(player, index, stack)) | ||||
| armor:register_on_destroy(func(player, index, stack)) | ||||
|  | ||||
| Global Callback Example: | ||||
|  | ||||
| armor:register_on_update(function(player) | ||||
| 	print(player:get_player_name().." armor updated!") | ||||
| end) | ||||
|  | ||||
|   | ||||
							
								
								
									
										512
									
								
								3d_armor/api.lua
									
									
									
									
									
										Normal file
									
								
							
							
						
						| @@ -0,0 +1,512 @@ | ||||
| local use_multiskin = minetest.global_exists("multiskin") | ||||
| local use_player_monoids = minetest.global_exists("player_monoids") | ||||
| local use_armor_monoid = minetest.global_exists("armor_monoid") | ||||
| local armor_def = setmetatable({}, { | ||||
| 	__index = function() | ||||
| 		return setmetatable({ | ||||
| 			groups = setmetatable({}, { | ||||
| 				__index = function() | ||||
| 					return 0 | ||||
| 				end}) | ||||
| 			}, { | ||||
| 			__index = function() | ||||
| 				return 0 | ||||
| 			end | ||||
| 		}) | ||||
| 	end, | ||||
| }) | ||||
| local armor_textures = setmetatable({}, { | ||||
| 	__index = function() | ||||
| 		return setmetatable({}, { | ||||
| 			__index = function() | ||||
| 				return "blank.png" | ||||
| 			end | ||||
| 		}) | ||||
| 	end | ||||
| }) | ||||
|  | ||||
| armor = { | ||||
| 	timer = 0, | ||||
| 	elements = {"head", "torso", "legs", "feet"}, | ||||
| 	physics = {"jump", "speed", "gravity"}, | ||||
| 	attributes = {"heal", "fire", "water"}, | ||||
| 	formspec = "image[2.5,0;2,4;armor_preview]".. | ||||
| 		default.gui_bg.. | ||||
| 		default.gui_bg_img.. | ||||
| 		default.gui_slots.. | ||||
| 		default.get_hotbar_bg(0, 4.7).. | ||||
| 		"list[current_player;main;0,4.7;8,1;]".. | ||||
| 		"list[current_player;main;0,5.85;8,3;8]", | ||||
| 	def = armor_def, | ||||
| 	textures = armor_textures, | ||||
| 	default_skin = "character.png", | ||||
| 	materials = { | ||||
| 		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", | ||||
| 	}, | ||||
| 	fire_nodes = { | ||||
| 		{"default:lava_source",     5, 8}, | ||||
| 		{"default:lava_flowing",    5, 8}, | ||||
| 		{"fire:basic_flame",        3, 4}, | ||||
| 		{"fire:permanent_flame",    3, 4}, | ||||
| 		{"ethereal:crystal_spike",  2, 1}, | ||||
| 		{"ethereal:fire_flower",    2, 1}, | ||||
| 		{"default:torch",           1, 1}, | ||||
| 		{"default:torch_ceiling",   1, 1}, | ||||
| 		{"default:torch_wall",      1, 1}, | ||||
| 	}, | ||||
| 	registered_groups = {["fleshy"]=100}, | ||||
| 	registered_callbacks = { | ||||
| 		on_update = {}, | ||||
| 		on_equip = {}, | ||||
| 		on_unequip = {}, | ||||
| 		on_damage = {}, | ||||
| 		on_destroy = {}, | ||||
| 	}, | ||||
| 	migrate_old_inventory = true, | ||||
| 	version = "0.4.9", | ||||
| } | ||||
|  | ||||
| armor.config = { | ||||
| 	init_delay = 2, | ||||
| 	init_times = 10, | ||||
| 	bones_delay = 1, | ||||
| 	update_time = 1, | ||||
| 	drop = minetest.get_modpath("bones") ~= nil, | ||||
| 	destroy = false, | ||||
| 	level_multiplier = 1, | ||||
| 	heal_multiplier = 1, | ||||
| 	material_wood = true, | ||||
| 	material_cactus = true, | ||||
| 	material_steel = true, | ||||
| 	material_bronze = true, | ||||
| 	material_diamond = true, | ||||
| 	material_gold = true, | ||||
| 	material_mithril = true, | ||||
| 	material_crystal = true, | ||||
| 	water_protect = true, | ||||
| 	fire_protect = minetest.get_modpath("ethereal") ~= nil, | ||||
| 	punch_damage = true, | ||||
| } | ||||
|  | ||||
| -- Armor Registration | ||||
|  | ||||
| armor.register_armor = function(self, name, def) | ||||
| 	minetest.register_tool(name, def) | ||||
| end | ||||
|  | ||||
| armor.register_armor_group = function(self, group, base) | ||||
| 	base = base or 100 | ||||
| 	self.registered_groups[group] = base | ||||
| 	if use_armor_monoid then | ||||
| 		armor_monoid.register_armor_group(group, base) | ||||
| 	end | ||||
| end | ||||
|  | ||||
| -- Armor callbacks | ||||
|  | ||||
| armor.register_on_update = function(self, func) | ||||
| 	if type(func) == "function" then | ||||
| 		table.insert(self.registered_callbacks.on_update, func) | ||||
| 	end | ||||
| end | ||||
|  | ||||
| armor.register_on_equip = function(self, func) | ||||
| 	if type(func) == "function" then | ||||
| 		table.insert(self.registered_callbacks.on_equip, func) | ||||
| 	end | ||||
| end | ||||
|  | ||||
| armor.register_on_unequip = function(self, func) | ||||
| 	if type(func) == "function" then | ||||
| 		table.insert(self.registered_callbacks.on_unequip, func) | ||||
| 	end | ||||
| end | ||||
|  | ||||
| armor.register_on_damage = function(self, func) | ||||
| 	if type(func) == "function" then | ||||
| 		table.insert(self.registered_callbacks.on_damage, func) | ||||
| 	end | ||||
| end | ||||
|  | ||||
| armor.register_on_destroy = function(self, func) | ||||
| 	if type(func) == "function" then | ||||
| 		table.insert(self.registered_callbacks.on_destroy, func) | ||||
| 	end | ||||
| end | ||||
|  | ||||
| armor.run_callbacks = function(self, callback, player, index, stack) | ||||
| 	if stack then | ||||
| 		local def = stack:get_definition() or {} | ||||
| 		if type(def[callback]) == "function" then | ||||
| 			def[callback](player, index, stack) | ||||
| 		end | ||||
| 	end | ||||
| 	local callbacks = self.registered_callbacks[callback] | ||||
| 	if callbacks then | ||||
| 		for _, func in pairs(callbacks) do | ||||
| 			func(player, index, stack) | ||||
| 		end | ||||
| 	end | ||||
| end | ||||
|  | ||||
| armor.update_player_visuals = function(self, player) | ||||
| 	local name = self:get_valid_player(player, "[update_player_visuals]") | ||||
| 	if not name then | ||||
| 		return | ||||
| 	end | ||||
| 	local textures = { | ||||
| 		"blank.png", | ||||
| 		"blank.png", | ||||
| 		self.textures[name].armor, | ||||
| 		self.textures[name].wielditem, | ||||
| 	} | ||||
| 	if use_multiskin then | ||||
| 		multiskin.textures[name] = textures | ||||
| 		multiskin.update_player_visuals(player) | ||||
| 	else | ||||
| 		textures[1] = armor.default_skin | ||||
| 		default.player_set_textures(player, textures) | ||||
| 	end | ||||
| 	self:run_callbacks("on_update", player) | ||||
| end | ||||
|  | ||||
| armor.set_player_armor = function(self, player) | ||||
| 	local name, armor_inv = self:get_valid_player(player, "[set_player_armor]") | ||||
| 	if not name then | ||||
| 		return | ||||
| 	end | ||||
| 	local state = 0 | ||||
| 	local count = 0 | ||||
| 	local material = {count=1} | ||||
| 	local preview = "3d_armor_preview.png" | ||||
| 	local texture = "blank.png" | ||||
| 	local textures = {} | ||||
| 	local physics = {} | ||||
| 	local attributes = {} | ||||
| 	local levels = {} | ||||
| 	local groups = {} | ||||
| 	local change = {} | ||||
| 	if use_multiskin then | ||||
| 		preview = multiskin.get_preview(player) or preview | ||||
| 	end | ||||
| 	for _, phys in pairs(self.physics) do | ||||
| 		physics[phys] = 1 | ||||
| 	end | ||||
| 	for _, attr in pairs(self.attributes) do | ||||
| 		attributes[attr] = 0 | ||||
| 	end | ||||
| 	for group, _ in pairs(self.registered_groups) do | ||||
| 		change[group] = 1 | ||||
| 		levels[group] = 0 | ||||
| 	end | ||||
| 	local list = armor_inv:get_list("armor") | ||||
| 	if type(list) ~= "table" then | ||||
| 		return | ||||
| 	end | ||||
| 	for i, stack in pairs(list) do | ||||
| 		if stack:get_count() == 1 then | ||||
| 			local def = stack:get_definition() | ||||
| 			for _, element in pairs(self.elements) do | ||||
| 				if def.groups["armor_"..element] then | ||||
| 					if def.armor_groups then | ||||
| 						for group, level in pairs(def.armor_groups) do | ||||
| 							if levels[group] then | ||||
| 								levels[group] = levels[group] + level | ||||
| 							end | ||||
| 						end | ||||
| 					else | ||||
| 						local level = def.groups["armor_"..element] | ||||
| 						levels["fleshy"] = levels["fleshy"] + level | ||||
| 					end | ||||
| 					break | ||||
| 				end | ||||
| 				-- DEPRECATED, use armor_groups instead | ||||
| 				if def.groups["armor_radiation"] and levels["radiation"] then | ||||
| 					levels["radiation"] = def.groups["armor_radiation"] | ||||
| 				end | ||||
| 			end | ||||
| 			local item = stack:get_name() | ||||
| 			local tex = def.texture or item:gsub("%:", "_") | ||||
| 			tex = tex:gsub(".png$", "") | ||||
| 			local prev = def.preview or tex.."_preview" | ||||
| 			prev = prev:gsub(".png$", "") | ||||
| 			texture = texture.."^"..tex..".png" | ||||
| 			preview = preview.."^"..prev..".png" | ||||
| 			state = state + stack:get_wear() | ||||
| 			count = count + 1 | ||||
| 			for _, phys in pairs(self.physics) do | ||||
| 				local value = def.groups["physics_"..phys] or 0 | ||||
| 				physics[phys] = physics[phys] + value | ||||
| 			end | ||||
| 			for _, attr in pairs(self.attributes) do | ||||
| 				local value = def.groups["armor_"..attr] or 0 | ||||
| 				attributes[attr] = attributes[attr] + value | ||||
| 			end | ||||
| 			local mat = string.match(item, "%:.+_(.+)$") | ||||
| 			if material.name then | ||||
| 				if material.name == mat then | ||||
| 					material.count = material.count + 1 | ||||
| 				end | ||||
| 			else | ||||
| 				material.name = mat | ||||
| 			end | ||||
| 		end | ||||
| 	end | ||||
| 	for group, level in pairs(levels) do | ||||
| 		if level > 0 then | ||||
| 			level = level * armor.config.level_multiplier | ||||
| 			if material.name and material.count == #self.elements then | ||||
| 				level = level * 1.1 | ||||
| 			end | ||||
| 		end | ||||
| 		local base = self.registered_groups[group] | ||||
| 		self.def[name].groups[group] = level | ||||
| 		if level > base then | ||||
| 			level = base | ||||
| 		end | ||||
| 		groups[group] = base - level | ||||
| 		change[group] = groups[group] / base | ||||
| 	end | ||||
| 	for _, attr in pairs(self.attributes) do | ||||
| 		self.def[name][attr] = attributes[attr] | ||||
| 	end | ||||
| 	for _, phys in pairs(self.physics) do | ||||
| 		self.def[name][phys] = physics[phys] | ||||
| 	end | ||||
| 	if use_armor_monoid then | ||||
| 		armor_monoid.monoid:add_change(player, change, "3d_armor:armor") | ||||
| 	else | ||||
| 		player:set_armor_groups(groups) | ||||
| 	end | ||||
| 	if use_player_monoids then | ||||
| 		player_monoids.speed:add_change(player, physics.speed, | ||||
| 			"3d_armor:physics") | ||||
| 		player_monoids.jump:add_change(player, physics.jump, | ||||
| 			"3d_armor:physics") | ||||
| 		player_monoids.gravity:add_change(player, physics.gravity, | ||||
| 			"3d_armor:physics") | ||||
| 	else | ||||
| 		player:set_physics_override(physics) | ||||
| 	end | ||||
| 	self.textures[name].armor = texture | ||||
| 	self.textures[name].preview = preview | ||||
| 	self.def[name].level = self.def[name].groups.fleshy or 0 | ||||
| 	self.def[name].state = state | ||||
| 	self.def[name].count = count | ||||
| 	self:update_player_visuals(player) | ||||
| end | ||||
|  | ||||
| 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 | ||||
| 		return | ||||
| 	end | ||||
| 	local state = 0 | ||||
| 	local count = 0 | ||||
| 	local recip = true | ||||
| 	local default_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1} | ||||
| 	local list = armor_inv:get_list("armor") | ||||
| 	for i, stack in pairs(list) do | ||||
| 		if stack:get_count() == 1 then | ||||
| 			local name = stack:get_name() | ||||
| 			local use = minetest.get_item_group(name, "armor_use") or 0 | ||||
| 			local damage = use > 0 | ||||
| 			local def = stack:get_definition() or {} | ||||
| 			if type(def.on_punched) == "function" then | ||||
| 				damage = def.on_punched(player, hitter, time_from_last_punch, | ||||
| 					tool_capabilities) ~= false and damage == true | ||||
| 			end | ||||
| 			if damage == true and tool_capabilities then | ||||
| 				local damage_groups = def.damage_groups or default_groups | ||||
| 				local level = damage_groups.level or 0 | ||||
| 				local groupcaps = tool_capabilities.groupcaps or {} | ||||
| 				local uses = 0 | ||||
| 				damage = false | ||||
| 				for group, caps in pairs(groupcaps) do | ||||
| 					local maxlevel = caps.maxlevel or 0 | ||||
| 					local diff = maxlevel - level | ||||
| 					if diff == 0 then | ||||
| 						diff = 1 | ||||
| 					end | ||||
| 					if diff > 0 and caps.times then | ||||
| 						local group_level = damage_groups[group] | ||||
| 						if group_level then | ||||
| 							local time = caps.times[group_level] | ||||
| 							if time then | ||||
| 								local dt = time_from_last_punch or 0 | ||||
| 								if dt > time / diff then | ||||
| 									if caps.uses then | ||||
| 										uses = caps.uses * math.pow(3, diff) | ||||
| 									end | ||||
| 									damage = true | ||||
| 									break | ||||
| 								end | ||||
| 							end | ||||
| 						end | ||||
| 					end | ||||
| 				end | ||||
| 				if damage == true and recip == true and hitter and | ||||
| 						def.reciprocate_damage == true and uses > 0 then | ||||
| 					local item = hitter:get_wielded_item() | ||||
| 					if item and item:get_name() ~= "" then | ||||
| 						item:add_wear(65535 / uses) | ||||
| 						hitter:set_wielded_item(item) | ||||
| 					end | ||||
| 					-- reciprocate tool damage only once | ||||
| 					recip = false | ||||
| 				end | ||||
| 			end | ||||
| 			if damage == true and hitter == "fire" then | ||||
| 				damage = minetest.get_item_group(name, "flammable") > 0 | ||||
| 			end | ||||
| 			if damage == true then | ||||
| 				self:damage(player, i, stack, use) | ||||
| 			end | ||||
| 			state = state + stack:get_wear() | ||||
| 			count = count + 1 | ||||
| 		end | ||||
| 	end | ||||
| 	self.def[name].state = state | ||||
| 	self.def[name].count = count | ||||
| end | ||||
|  | ||||
| armor.damage = function(self, player, index, stack, use) | ||||
| 	local old_stack = ItemStack(stack) | ||||
| 	stack:add_wear(use) | ||||
| 	self:run_callbacks("on_damage", player, index, stack) | ||||
| 	self:set_inventory_stack(player, index, stack) | ||||
| 	if stack:get_count() == 0 then | ||||
| 		self:run_callbacks("on_unequip", player, index, old_stack) | ||||
| 		self:run_callbacks("on_destroy", player, index, old_stack) | ||||
| 		self:set_player_armor(player) | ||||
| 	end | ||||
| end | ||||
|  | ||||
| armor.get_armor_formspec = function(self, name, listring) | ||||
| 	if armor.def[name].init_time == 0 then | ||||
| 		return "label[0,0;Armor not initialized!]" | ||||
| 	end | ||||
| 	local formspec = armor.formspec.. | ||||
| 		"list[detached:"..name.."_armor;armor;0,0.5;2,3;]" | ||||
| 	if listring == true then | ||||
| 		formspec = formspec.."listring[current_player;main]".. | ||||
| 			"listring[detached:"..name.."_armor;armor]" | ||||
| 	end | ||||
| 	formspec = formspec:gsub("armor_preview", armor.textures[name].preview) | ||||
| 	formspec = formspec:gsub("armor_level", armor.def[name].level) | ||||
| 	for _, attr in pairs(self.attributes) do | ||||
| 		formspec = formspec:gsub("armor_attr_"..attr, armor.def[name][attr]) | ||||
| 	end | ||||
| 	for group, _ in pairs(self.registered_groups) do | ||||
| 		formspec = formspec:gsub("armor_group_"..group, | ||||
| 			armor.def[name].groups[group]) | ||||
| 	end | ||||
| 	return formspec | ||||
| end | ||||
|  | ||||
| armor.serialize_inventory_list = function(self, list) | ||||
| 	local list_table = {} | ||||
| 	for _, stack in ipairs(list) do | ||||
| 		table.insert(list_table, stack:to_string()) | ||||
| 	end | ||||
| 	return minetest.serialize(list_table) | ||||
| end | ||||
|  | ||||
| armor.deserialize_inventory_list = function(self, list_string) | ||||
| 	local list_table = minetest.deserialize(list_string) | ||||
| 	local list = {} | ||||
| 	for _, stack in ipairs(list_table or {}) do | ||||
| 		table.insert(list, ItemStack(stack)) | ||||
| 	end | ||||
| 	return list | ||||
| end | ||||
|  | ||||
| armor.load_armor_inventory = function(self, player) | ||||
| 	local msg = "[load_armor_inventory]" | ||||
| 	local name = player:get_player_name() | ||||
| 	if not name then | ||||
| 		minetest.log("warning", S("3d_armor: Player name is nil @1", msg)) | ||||
| 		return | ||||
| 	end | ||||
| 	local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"}) | ||||
| 	if not armor_inv then | ||||
| 		minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg)) | ||||
| 		return | ||||
| 	end | ||||
| 	local armor_list_string = player:get_attribute("3d_armor_inventory") | ||||
| 	if armor_list_string then | ||||
| 		armor_inv:set_list("armor", self:deserialize_inventory_list(armor_list_string)) | ||||
| 		return true | ||||
| 	end | ||||
| end | ||||
|  | ||||
| armor.save_armor_inventory = function(self, player) | ||||
| 	local msg = "[save_armor_inventory]" | ||||
| 	local name = player:get_player_name() | ||||
| 	if not name then | ||||
| 		minetest.log("warning", S("3d_armor: Player name is nil @1", msg)) | ||||
| 		return | ||||
| 	end | ||||
| 	local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"}) | ||||
| 	if not armor_inv then | ||||
| 		minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg)) | ||||
| 		return | ||||
| 	end | ||||
| 	player:set_attribute("3d_armor_inventory", self:serialize_inventory_list(armor_inv:get_list("armor"))) | ||||
| end | ||||
|  | ||||
| armor.update_inventory = function(self, player) | ||||
| 	-- DEPRECATED: Legacy inventory support | ||||
| end | ||||
|  | ||||
| armor.set_inventory_stack = function(self, player, i, stack) | ||||
| 	local msg = "[set_inventory_stack]" | ||||
| 	local name = player:get_player_name() | ||||
| 	if not name then | ||||
| 		minetest.log("warning", "3d_armor: Player name is nil "..msg) | ||||
| 		return | ||||
| 	end | ||||
| 	local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"}) | ||||
| 	if not armor_inv then | ||||
| 		minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg)) | ||||
| 		return | ||||
| 	end | ||||
| 	armor_inv:set_stack("armor", i, stack) | ||||
| 	self:save_armor_inventory(player) | ||||
| end | ||||
|  | ||||
| armor.get_valid_player = function(self, player, msg) | ||||
| 	msg = msg or "" | ||||
| 	if not player then | ||||
| 		minetest.log("warning", "3d_armor: Player reference is nil "..msg) | ||||
| 		return | ||||
| 	end | ||||
| 	local name = player:get_player_name() | ||||
| 	if not name then | ||||
| 		minetest.log("warning", "3d_armor: Player name is nil "..msg) | ||||
| 		return | ||||
| 	end | ||||
| 	local inv = minetest.get_inventory({type="detached", name=name.."_armor"}) | ||||
| 	if not inv then | ||||
| 		minetest.log("warning", "3d_armor: Player inventory is nil "..msg) | ||||
| 		return | ||||
| 	end | ||||
| 	return name, inv | ||||
| end | ||||
|  | ||||
| armor.drop_armor = function(pos, stack) | ||||
| 	local node = minetest.get_node_or_nil(pos) | ||||
| 	if node then | ||||
| 		local obj = minetest.add_item(pos, stack) | ||||
| 		if obj then | ||||
| 			obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)}) | ||||
| 		end | ||||
| 	end | ||||
| end | ||||
							
								
								
									
										65
									
								
								3d_armor/armor.conf.example
									
									
									
									
									
										Normal file
									
								
							
							
						
						| @@ -0,0 +1,65 @@ | ||||
| -- DEPRECATED, will not be supported in future versions | ||||
|  | ||||
| -- See README.txt for new configuration options. | ||||
|  | ||||
| -- Armor Configuration (defaults) | ||||
|  | ||||
| -- You can remove any unwanted armor materials from this table. | ||||
| -- Note that existing armor that is removed will show up as an unknown item. | ||||
| ARMOR_MATERIALS = { | ||||
| 	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", | ||||
| } | ||||
|  | ||||
| -- Enable fire protection (defaults true if using ethereal mod) | ||||
| ARMOR_FIRE_PROTECT = false | ||||
|  | ||||
| -- Fire protection nodes, (name, protection level, damage) | ||||
| ARMOR_FIRE_NODES = { | ||||
| 	{"default:lava_source",     5, 4}, | ||||
| 	{"default:lava_flowing",    5, 4}, | ||||
| 	{"fire:basic_flame",        3, 4}, | ||||
| 	{"fire:permanent_flame",    3, 4}, | ||||
| 	{"ethereal:crystal_spike",  2, 1}, | ||||
| 	{"ethereal:fire_flower",    2, 1}, | ||||
| 	{"default:torch",           1, 1}, | ||||
| } | ||||
|  | ||||
| -- Increase this if you get initialization glitches when a player first joins. | ||||
| ARMOR_INIT_DELAY = 1 | ||||
|  | ||||
| -- Number of initialization attempts. | ||||
| -- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist. | ||||
| ARMOR_INIT_TIMES = 1 | ||||
|  | ||||
| -- Increase this if armor is not getting into bones due to server lag. | ||||
| ARMOR_BONES_DELAY = 1 | ||||
|  | ||||
| -- How often player armor/wield items are updated. | ||||
| ARMOR_UPDATE_TIME = 1 | ||||
|  | ||||
| -- Drop armor when a player dies. | ||||
| -- Uses bones mod if present, otherwise items are dropped around the player. | ||||
| ARMOR_DROP = true | ||||
|  | ||||
| -- Pulverise armor when a player dies, overrides ARMOR_DROP. | ||||
| ARMOR_DESTROY = false | ||||
|  | ||||
| -- You can use this to increase or decrease 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 use this to increase or decrease overall armor radiation protection, | ||||
| -- eg: ARMOR_RADIATION_MULTIPLIER = 0 will completely disable radiation protection. | ||||
| -- Note: patched technic mod is required | ||||
| ARMOR_RADIATION_MULTIPLIER = 1 | ||||
| @@ -1,247 +1,354 @@ | ||||
| local time = 0 | ||||
| local update_time = tonumber(minetest.setting_get("3d_armor_update_time")) | ||||
| if not update_time then | ||||
| 	update_time = 1 | ||||
| 	minetest.setting_set("3d_armor_update_time", tostring(update_time)) | ||||
| end | ||||
|  | ||||
| armor = { | ||||
| 	player_hp = {}, | ||||
| 	elements = {"head", "torso", "legs", "feet"}, | ||||
| 	formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]" | ||||
| 		.."list[current_player;main;0,4.5;8,4;]" | ||||
| 		.."list[detached:player_name_armor;armor_head;3,0;1,1;]" | ||||
| 		.."list[detached:player_name_armor;armor_torso;3,1;1,1;]" | ||||
| 		.."list[detached:player_name_armor;armor_legs;3,2;1,1;]" | ||||
| 		.."list[detached:player_name_armor;armor_feet;3,3;1,1;]", | ||||
| 	textures = {}, | ||||
| 	default_skin = "character.png", | ||||
| } | ||||
|  | ||||
| -- armor.def - Added by BlockMen for HUD integration | ||||
|  | ||||
| armor.def = { | ||||
| 	state = 0, | ||||
| 	count = 0, | ||||
| } | ||||
|  | ||||
| armor.update_player_visuals = function(self, player) | ||||
| 	if not player then | ||||
| 		return | ||||
| 	end | ||||
| 	local name = player:get_player_name() | ||||
| 	if self.textures[name] then | ||||
| 		default.player_set_textures(player, { | ||||
| 			self.textures[name].skin, | ||||
| 			self.textures[name].armor, | ||||
| 			self.textures[name].wielditem, | ||||
| 		}) | ||||
| local S = function(s) return s end | ||||
| if minetest.global_exists("intllib") then | ||||
| 	if intllib.make_gettext_pair then | ||||
| 		-- New method using gettext. | ||||
| 		S = intllib.make_gettext_pair() | ||||
| 	else | ||||
| 		-- Old method using text files. | ||||
| 		S = intllib.Getter() | ||||
| 	end | ||||
| end | ||||
|  | ||||
| armor.set_player_armor = function(self, player) | ||||
| 	if not player then | ||||
| 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 | ||||
| 	local name = player:get_player_name() | ||||
| 	local player_inv = player:get_inventory() | ||||
| 	local armor_texture = "3d_armor_trans.png" | ||||
| 	local armor_level = 0 | ||||
| 	local state = 0 | ||||
| 	local items = 0 | ||||
| 	local textures = {} | ||||
| 	local elements = {} | ||||
| 	for i, v in ipairs(self.elements) do | ||||
| 		local stack = player_inv:get_stack("armor_"..v, 1) | ||||
| 		local level = stack:get_definition().groups["armor_"..v] | ||||
| 		local item = stack:get_name() | ||||
| 		elements[i] = string.match(item, "%:.+_(.+)$") | ||||
| 		if level then | ||||
| 			table.insert(textures, item:gsub("%:", "_")..".png") | ||||
| 			armor_level = armor_level + level | ||||
| 			state = state + stack:get_wear() | ||||
| 			items = items + 1 | ||||
| 		end | ||||
| 	end | ||||
| 	if minetest.get_modpath("shields") then | ||||
| 		armor_level = armor_level * 0.9 | ||||
| 	end | ||||
| 	if elements[1] == elements[2] and | ||||
| 		elements[1] == elements[3] and | ||||
| 		elements[1] == elements[4] then | ||||
| 		armor_level = armor_level * 1.1 | ||||
| 	end | ||||
| 	if #textures > 0 then | ||||
| 		armor_texture = table.concat(textures, "^") | ||||
| 	end | ||||
| 	local armor_groups = {fleshy=100} | ||||
| 	if armor_level > 0 then | ||||
| 		armor_groups.level = math.floor(armor_level / 20) | ||||
| 		armor_groups.fleshy = 100 - armor_level | ||||
| 	end | ||||
| 	player:set_armor_groups(armor_groups) | ||||
| 	self.textures[name].armor = armor_texture | ||||
| 	self.def[name].state = state | ||||
| 	self.def[name].count = items | ||||
| 	self:update_player_visuals(player) | ||||
| end | ||||
|  | ||||
| armor.update_armor = function(self, player) | ||||
| 	if not player then | ||||
| 		return | ||||
| 	end | ||||
| 	local name = player:get_player_name() | ||||
| 	local hp = player:get_hp() or 0 | ||||
| 	if hp == 0 or hp == self.player_hp[name] then | ||||
| 		return | ||||
| 	end | ||||
| 	if self.player_hp[name] > hp then | ||||
| 		local player_inv = player:get_inventory() | ||||
| 		local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"}) | ||||
| 		if not armor_inv then | ||||
| 			return | ||||
| 		end | ||||
| 		local heal_max = 0 | ||||
| 		local state = 0 | ||||
| 		local items = 0 | ||||
| 		for _,v in ipairs(self.elements) do | ||||
| 			local stack = armor_inv:get_stack("armor_"..v, 1) | ||||
| 			if stack:get_count() > 0 then | ||||
| 				local use = stack:get_definition().groups["armor_use"] or 0 | ||||
| 				local heal = stack:get_definition().groups["armor_heal"] or 0 | ||||
| 				local item = stack:get_name() | ||||
| 				stack:add_wear(use) | ||||
| 				armor_inv:set_stack("armor_"..v, 1, stack) | ||||
| 				player_inv:set_stack("armor_"..v, 1, stack) | ||||
| 				state = state + stack:get_wear() | ||||
| 				items = items + 1 | ||||
| 				if stack:get_count() == 0 then | ||||
| 					local desc = minetest.registered_items[item].description | ||||
| 					if desc then | ||||
| 						minetest.chat_send_player(name, "Your "..desc.." got destroyed!") | ||||
| 					end | ||||
| 					self:set_player_armor(player) | ||||
| 				end | ||||
| 				heal_max = heal_max + heal | ||||
| 			end | ||||
| 		end | ||||
| 		self.def[name].state = state | ||||
| 		self.def[name].count = items | ||||
| 		if heal_max > math.random(100) then | ||||
| 			player:set_hp(self.player_hp[name]) | ||||
| 			return | ||||
| 		end | ||||
| 	end | ||||
| 	self.player_hp[name] = hp | ||||
| end | ||||
|  | ||||
| -- Register Player Model | ||||
|  | ||||
| default.player_register_model("3d_armor_character.x", { | ||||
| 	animation_speed = 30, | ||||
| 	textures = { | ||||
| 		armor.default_skin, | ||||
| 		"3d_armor_trans.png", | ||||
| 		"3d_armor_trans.png", | ||||
| 	}, | ||||
| 	animations = { | ||||
| 		stand = {x=0, y=79}, | ||||
| 		lay = {x=162, y=166}, | ||||
| 		walk = {x=168, y=187}, | ||||
| 		mine = {x=189, y=198}, | ||||
| 		walk_mine = {x=200, y=219}, | ||||
| 		sit = {x=81, y=160}, | ||||
| 	}, | ||||
| 	end, | ||||
| }) | ||||
|  | ||||
| -- Register Callbacks | ||||
|  | ||||
| minetest.register_on_player_receive_fields(function(player, formname, fields) | ||||
| 	local name = player:get_player_name() | ||||
| 	if fields.armor then | ||||
| 		local formspec = armor.formspec:gsub("player_name", name) | ||||
| 		inventory_plus.set_inventory_formspec(player, formspec) | ||||
| 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 | ||||
| 	for field, _ in pairs(fields) do | ||||
| 		if string.find(field, "^skins_set_") then | ||||
| 			minetest.after(0, function(player) | ||||
| 				armor.textures[name].skin = skins.skins[name]..".png" | ||||
| 				armor:update_player_visuals(player) | ||||
| 			end, player) | ||||
| 		end | ||||
| 	end | ||||
| end) | ||||
| 	end, | ||||
| }) | ||||
|  | ||||
| minetest.register_on_joinplayer(function(player) | ||||
| 	default.player_set_model(player, "3d_armor_character.x") | ||||
| 	inventory_plus.register_button(player,"armor", "Armor") | ||||
| 	local player_inv = player:get_inventory() | ||||
| 	local name = player:get_player_name() | ||||
| 	local armor_inv = minetest.create_detached_inventory(name.."_armor",{ | ||||
| 		on_put = function(inv, listname, index, stack, player) | ||||
| 			player:get_inventory():set_stack(listname, index, stack) | ||||
| 			armor:set_player_armor(player) | ||||
| 		end, | ||||
| 		on_take = function(inv, listname, index, stack, player) | ||||
| 			player:get_inventory():set_stack(listname, index, nil) | ||||
| 			armor:set_player_armor(player) | ||||
| 		end, | ||||
| 		allow_put = function(inv, listname, index, stack, player) | ||||
| 			if inv:is_empty(listname) then | ||||
| 				return 1 | ||||
| 			end | ||||
| 			return 0 | ||||
| 		end, | ||||
| 		allow_take = function(inv, listname, index, stack, player) | ||||
| 			return stack:get_count() | ||||
| 		end, | ||||
| 		allow_move = function(inv, from_list, from_index, to_list, to_index, count, player) | ||||
| 			return 0 | ||||
| 		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}, | ||||
| 	}) | ||||
| 	for _,v in ipairs(armor.elements) do | ||||
| 		local list = "armor_"..v | ||||
| 		player_inv:set_size(list, 1) | ||||
| 		armor_inv:set_size(list, 1) | ||||
| 		armor_inv:set_stack(list, 1, player_inv:get_stack(list, 1)) | ||||
| 	end | ||||
| 	armor.player_hp[name] = 0 | ||||
| 	armor.def[name] = { | ||||
| 		state = 0, | ||||
| 		count = 0, | ||||
| 	} | ||||
| 	armor.textures[name] = { | ||||
| 		skin = armor.default_skin, | ||||
| 		armor = "3d_armor_trans.png", | ||||
| 		wielditem = "3d_armor_trans.png", | ||||
| 	} | ||||
| 	if minetest.get_modpath("skins") then | ||||
| 		local skin = skins.skins[name] | ||||
| 		if skin and skins.get_type(skin) == skins.type.MODEL then | ||||
| 			armor.textures[name].skin = skin..".png" | ||||
| 		end | ||||
| 	end | ||||
| 	if minetest.get_modpath("player_textures") then | ||||
| 		local filename = minetest.get_modpath("player_textures").."/textures/player_"..name | ||||
| 		local f = io.open(filename..".png") | ||||
| 		if f then | ||||
| 			f:close() | ||||
| 			armor.textures[name].skin = "player_"..name..".png" | ||||
| 		end | ||||
| 	end | ||||
| 	minetest.after(0, function(player) | ||||
| 		armor:set_player_armor(player) | ||||
| 	end, player) | ||||
| end) | ||||
| 	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}, | ||||
| 	}) | ||||
| end | ||||
|  | ||||
| minetest.register_globalstep(function(dtime) | ||||
| 	time = time + dtime | ||||
| 	if time > update_time then | ||||
| 		for _,player in ipairs(minetest.get_connected_players()) do | ||||
| 			armor:update_armor(player) | ||||
| 		end | ||||
| 		time = 0 | ||||
| 	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}, | ||||
| 	}) | ||||
| 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 | ||||
|   | ||||
| @@ -12,10 +12,13 @@ Helmets: | ||||
| +---+---+---+ | ||||
|  | ||||
| [3d_armor:helmet_wood] X = [default:wood] | ||||
| [3d_armor:helmet_cactus] X = [default:cactus] | ||||
| [3d_armor:helmet_steel] X = [default:steel_ingot] | ||||
| [3d_armor:helmet_bronze] X = [default:bronze_ingot] | ||||
| [3d_armor:helmet_diamond] X = [default:diamond] | ||||
| [3d_armor:helmet_gold] X = [default:gold_ingot] | ||||
| [3d_armor:helmet_mithril] X = [moreores:mithril_ingot] * | ||||
| [3d_armor:helmet_crystal] X = [ethereal:crystal_ingot] ** | ||||
|  | ||||
| Chestplates: | ||||
|  | ||||
| @@ -28,10 +31,13 @@ Chestplates: | ||||
| +---+---+---+ | ||||
|  | ||||
| [3d_armor:chestplate_wood] X = [default:wood] | ||||
| [3d_armor:chestplate_cactus] X = [default:cactus] | ||||
| [3d_armor:chestplate_steel] X = [default:steel_ingot] | ||||
| [3d_armor:chestplate_bronze] X = [default:bronze_ingot] | ||||
| [3d_armor:chestplate_diamond] X = [default:diamond] | ||||
| [3d_armor:chestplate_gold] X = [default:gold_ingot] | ||||
| [3d_armor:chestplate_mithril] X = [moreores:mithril_ingot] * | ||||
| [3d_armor:chestplate_crystal] X = [ethereal:crystal_ingot] ** | ||||
|  | ||||
| Leggings: | ||||
|  | ||||
| @@ -44,10 +50,13 @@ Leggings: | ||||
| +---+---+---+ | ||||
|  | ||||
| [3d_armor:leggings_wood] X = [default:wood] | ||||
| [3d_armor:leggings_cactus] X = [default:cactus] | ||||
| [3d_armor:leggings_steel] X = [default:steel_ingot] | ||||
| [3d_armor:leggings_bronze] X = [default:bronze_ingot] | ||||
| [3d_armor:leggings_diamond] X = [default:diamond] | ||||
| [3d_armor:leggings_gold] X = [default:gold_ingot] | ||||
| [3d_armor:leggings_mithril] X = [moreores:mithril_ingot] * | ||||
| [3d_armor:leggings_crystal] X = [ethereal:crystal_ingot] ** | ||||
|  | ||||
| Boots: | ||||
|  | ||||
| @@ -58,10 +67,13 @@ Boots: | ||||
| +---+---+---+ | ||||
|  | ||||
| [3d_armor:boots_wood] X = [default:wood] | ||||
| [3d_armor:boots_cactus] X = [default:cactus] | ||||
| [3d_armor:boots_steel] X = [default:steel_ingot] | ||||
| [3d_armor:boots_bronze] X = [default:bronze_ingot | ||||
| [3d_armor:boots_diamond] X = [default:diamond] | ||||
| [3d_armor:boots_gold] X = [default:gold_ingot] | ||||
| [3d_armor:boots_mithril] X = [moreores:mithril_ingot] * | ||||
| [3d_armor:boots_crystal] X = [ethereal:crystal_ingot] ** | ||||
|  | ||||
| * Requires moreores mod by Calinou - https://forum.minetest.net/viewtopic.php?id=549 | ||||
|  | ||||
|  * Requires moreores mod by Calinou - https://forum.minetest.net/viewtopic.php?id=549 | ||||
| ** Requires ethereal mod by Chinchow & TenPlus1 - https://github.com/tenplus1/ethereal | ||||
|   | ||||
| @@ -1,3 +1,8 @@ | ||||
| default | ||||
| inventory_plus | ||||
|  | ||||
| player_monoids? | ||||
| armor_monoid? | ||||
| fire? | ||||
| ethereal? | ||||
| bakedclay? | ||||
| intllib? | ||||
| multiskin? | ||||
|   | ||||
							
								
								
									
										1
									
								
								3d_armor/description.txt
									
									
									
									
									
										Normal file
									
								
							
							
						
						| @@ -0,0 +1 @@ | ||||
| Adds craftable armor that is visible to other players. | ||||
| @@ -1,206 +1,382 @@ | ||||
| dofile(minetest.get_modpath(minetest.get_current_modname()).."/armor.lua") | ||||
| local use_moreores = minetest.get_modpath("moreores") | ||||
| local S = function(s) return s end | ||||
| if minetest.global_exists("intllib") then | ||||
| 	if intllib.make_gettext_pair then | ||||
| 		-- New method using gettext. | ||||
| 		S = intllib.make_gettext_pair() | ||||
| 	else | ||||
| 		-- Old method using text files. | ||||
| 		S = intllib.Getter() | ||||
| 	end | ||||
| end | ||||
| local modname = minetest.get_current_modname() | ||||
| local modpath = minetest.get_modpath(modname) | ||||
| local worldpath = minetest.get_worldpath() | ||||
| local last_punch_time = {} | ||||
| local pending_players = {} | ||||
| local timer = 0 | ||||
|  | ||||
| -- Regisiter Head Armor | ||||
| dofile(modpath.."/api.lua") | ||||
|  | ||||
| minetest.register_tool("3d_armor:helmet_wood", { | ||||
| 	description = "Wood Helmet", | ||||
| 	inventory_image = "3d_armor_inv_helmet_wood.png", | ||||
| 	groups = {armor_head=5, armor_heal=0, armor_use=2000}, | ||||
| 	wear = 0, | ||||
| }) | ||||
| -- Legacy Config Support | ||||
|  | ||||
| minetest.register_tool("3d_armor:helmet_steel", { | ||||
| 	description = "Steel Helmet", | ||||
| 	inventory_image = "3d_armor_inv_helmet_steel.png", | ||||
| 	groups = {armor_head=10, armor_heal=0, armor_use=500}, | ||||
| 	wear = 0, | ||||
| }) | ||||
|  | ||||
| minetest.register_tool("3d_armor:helmet_bronze", { | ||||
| 	description = "Bronze Helmet", | ||||
| 	inventory_image = "3d_armor_inv_helmet_bronze.png", | ||||
| 	groups = {armor_head=10, armor_heal=6, armor_use=250}, | ||||
| 	wear = 0, | ||||
| }) | ||||
|  | ||||
| minetest.register_tool("3d_armor:helmet_diamond", { | ||||
| 	description = "Diamond Helmet", | ||||
| 	inventory_image = "3d_armor_inv_helmet_diamond.png", | ||||
| 	groups = {armor_head=15, armor_heal=12, armor_use=100}, | ||||
| 	wear = 0, | ||||
| }) | ||||
|  | ||||
| if use_moreores then | ||||
| 	minetest.register_tool("3d_armor:helmet_mithril", { | ||||
| 		description = "Mithril Helmet", | ||||
| 		inventory_image = "3d_armor_inv_helmet_mithril.png", | ||||
| 		groups = {armor_head=15, armor_heal=12, armor_use=50}, | ||||
| 		wear = 0, | ||||
| 	}) | ||||
| local input = io.open(modpath.."/armor.conf", "r") | ||||
| if input then | ||||
| 	dofile(modpath.."/armor.conf") | ||||
| 	input:close() | ||||
| 	input = nil | ||||
| end | ||||
| input = io.open(worldpath.."/armor.conf", "r") | ||||
| if input then | ||||
| 	dofile(worldpath.."/armor.conf") | ||||
| 	input:close() | ||||
| 	input = nil | ||||
| end | ||||
| for name, _ in pairs(armor.config) do | ||||
| 	local global = "ARMOR_"..name:upper() | ||||
| 	if minetest.global_exists(global) then | ||||
| 		armor.config[name] = _G[global] | ||||
| 	end | ||||
| end | ||||
| if minetest.global_exists("ARMOR_MATERIALS") then | ||||
| 	armor.materials = table.copy(ARMOR_MATERIALS) | ||||
| end | ||||
| if minetest.global_exists("ARMOR_FIRE_NODES") then | ||||
| 	armor.fire_nodes = table.copy(ARMOR_FIRE_NODES) | ||||
| end | ||||
|  | ||||
| -- Regisiter Torso Armor | ||||
| -- Load Configuration | ||||
|  | ||||
| minetest.register_tool("3d_armor:chestplate_wood", { | ||||
| 	description = "Wood Chestplate", | ||||
| 	inventory_image = "3d_armor_inv_chestplate_wood.png", | ||||
| 	groups = {armor_torso=10, armor_heal=0, armor_use=2000}, | ||||
| 	wear = 0, | ||||
| }) | ||||
|  | ||||
| minetest.register_tool("3d_armor:chestplate_steel", { | ||||
| 	description = "Steel Chestplate", | ||||
| 	inventory_image = "3d_armor_inv_chestplate_steel.png", | ||||
| 	groups = {armor_torso=15, armor_heal=0, armor_use=500}, | ||||
| 	wear = 0, | ||||
| }) | ||||
|  | ||||
| minetest.register_tool("3d_armor:chestplate_bronze", { | ||||
| 	description = "Bronze Chestplate", | ||||
| 	inventory_image = "3d_armor_inv_chestplate_bronze.png", | ||||
| 	groups = {armor_torso=15, armor_heal=6, armor_use=250}, | ||||
| 	wear = 0, | ||||
| }) | ||||
|  | ||||
| minetest.register_tool("3d_armor:chestplate_diamond", { | ||||
| 	description = "Diamond Chestplate", | ||||
| 	inventory_image = "3d_armor_inv_chestplate_diamond.png", | ||||
| 	groups = {armor_torso=20, armor_heal=12, armor_use=100}, | ||||
| 	wear = 0, | ||||
| }) | ||||
|  | ||||
| if use_moreores then | ||||
| 	minetest.register_tool("3d_armor:chestplate_mithril", { | ||||
| 		description = "Mithril Chestplate", | ||||
| 		inventory_image = "3d_armor_inv_chestplate_mithril.png", | ||||
| 		groups = {armor_torso=20, armor_heal=12, armor_use=50}, | ||||
| 		wear = 0, | ||||
| 	}) | ||||
| for name, config in pairs(armor.config) do | ||||
| 	local setting = minetest.settings:get("armor_"..name) | ||||
| 	if type(config) == "number" then | ||||
| 		setting = tonumber(setting) | ||||
| 	elseif type(config) == "boolean" then | ||||
| 		setting = minetest.settings:get_bool("armor_"..name) | ||||
| 	end | ||||
| 	if setting ~= nil then | ||||
| 		armor.config[name] = setting | ||||
| 	end | ||||
| end | ||||
| for material, _ in pairs(armor.materials) do | ||||
| 	local key = "material_"..material | ||||
| 	if armor.config[key] == false then | ||||
| 		armor.materials[material] = nil | ||||
| 	end | ||||
| end | ||||
|  | ||||
| -- Regisiter Leg Armor | ||||
|  | ||||
| minetest.register_tool("3d_armor:leggings_wood", { | ||||
| 	description = "Wood Leggings", | ||||
| 	inventory_image = "3d_armor_inv_leggings_wood.png", | ||||
| 	groups = {armor_legs=5, armor_heal=0, armor_use=2000}, | ||||
| 	wear = 0, | ||||
| }) | ||||
|  | ||||
| minetest.register_tool("3d_armor:leggings_steel", { | ||||
| 	description = "Steel Leggings", | ||||
| 	inventory_image = "3d_armor_inv_leggings_steel.png", | ||||
| 	groups = {armor_legs=15, armor_heal=0, armor_use=500}, | ||||
| 	wear = 0, | ||||
| }) | ||||
|  | ||||
| minetest.register_tool("3d_armor:leggings_bronze", { | ||||
| 	description = "Bronze Leggings", | ||||
| 	inventory_image = "3d_armor_inv_leggings_bronze.png", | ||||
| 	groups = {armor_legs=15, armor_heal=6, armor_use=250}, | ||||
| 	wear = 0, | ||||
| }) | ||||
|  | ||||
| minetest.register_tool("3d_armor:leggings_diamond", { | ||||
| 	description = "Diamond Leggings", | ||||
| 	inventory_image = "3d_armor_inv_leggings_diamond.png", | ||||
| 	groups = {armor_legs=20, armor_heal=12, armor_use=100}, | ||||
| 	wear = 0, | ||||
| }) | ||||
|  | ||||
| if use_moreores then | ||||
| 	minetest.register_tool("3d_armor:leggings_mithril", { | ||||
| 		description = "Mithril Leggings", | ||||
| 		inventory_image = "3d_armor_inv_leggings_mithril.png", | ||||
| 		groups = {armor_legs=20, armor_heal=12, armor_use=50}, | ||||
| 		wear = 0, | ||||
| 	}) | ||||
| -- Mod Compatibility | ||||
| if minetest.get_modpath("multiskin") then | ||||
| 	multiskin.model = "3d_armor_character.b3d" | ||||
| end | ||||
| if minetest.get_modpath("technic") then | ||||
| 	armor.formspec = armor.formspec.. | ||||
| 		"label[5,2.5;"..S("Radiation")..":  armor_group_radiation]" | ||||
| 	armor:register_armor_group("radiation") | ||||
| 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 | ||||
|  | ||||
| -- Regisiter Boots | ||||
| dofile(modpath.."/armor.lua") | ||||
|  | ||||
| minetest.register_tool("3d_armor:boots_wood", { | ||||
| 	description = "Wood Boots", | ||||
| 	inventory_image = "3d_armor_inv_boots_wood.png", | ||||
| 	groups = {armor_feet=5, armor_heal=0, armor_use=2000}, | ||||
| 	wear = 0, | ||||
| }) | ||||
| -- Armor Initialization | ||||
|  | ||||
| minetest.register_tool("3d_armor:boots_steel", { | ||||
| 	description = "Steel Boots", | ||||
| 	inventory_image = "3d_armor_inv_boots_steel.png", | ||||
| 	groups = {armor_feet=10, armor_heal=0, armor_use=500}, | ||||
| 	wear = 0, | ||||
| }) | ||||
| armor.formspec = armor.formspec.. | ||||
| 	"label[5,1;"..S("Level")..": armor_level]".. | ||||
| 	"label[5,1.5;"..S("Heal")..":  armor_attr_heal]" | ||||
| if armor.config.fire_protect then | ||||
| 	armor.formspec = armor.formspec.."label[5,2;"..S("Fire")..":  armor_fire]" | ||||
| end | ||||
| armor:register_on_destroy(function(player, index, stack) | ||||
| 	local name = player:get_player_name() | ||||
| 	local def = stack:get_definition() | ||||
| 	if name and def and def.description then | ||||
| 		minetest.chat_send_player(name, S("Your").." "..def.description.." ".. | ||||
| 			S("got destroyed").."!") | ||||
| 	end | ||||
| end) | ||||
|  | ||||
| minetest.register_tool("3d_armor:boots_bronze", { | ||||
| 	description = "Bronze Boots", | ||||
| 	inventory_image = "3d_armor_inv_boots_bronze.png", | ||||
| 	groups = {armor_feet=10, armor_heal=6, armor_use=250}, | ||||
| 	wear = 0, | ||||
| }) | ||||
|  | ||||
| minetest.register_tool("3d_armor:boots_diamond", { | ||||
| 	description = "Diamond Boots", | ||||
| 	inventory_image = "3d_armor_inv_boots_diamond.png", | ||||
| 	groups = {armor_feet=15, armor_heal=12, armor_use=100}, | ||||
| 	wear = 0, | ||||
| }) | ||||
|  | ||||
| if use_moreores then | ||||
| 	minetest.register_tool("3d_armor:boots_mithril", { | ||||
| 		description = "Mithril Boots", | ||||
| 		inventory_image = "3d_armor_inv_boots_mithril.png", | ||||
| 		groups = {armor_feet=15, armor_heal=12, armor_use=50}, | ||||
| 		wear = 0, | ||||
| 	}) | ||||
| local function init_player_armor(player) | ||||
| 	local name = player:get_player_name() | ||||
| 	local pos = player:getpos() | ||||
| 	if not name or not pos then | ||||
| 		return false | ||||
| 	end | ||||
| 	local armor_inv = minetest.create_detached_inventory(name.."_armor", { | ||||
| 		on_put = function(inv, listname, index, stack, player) | ||||
| 			armor:save_armor_inventory(player) | ||||
| 			armor:run_callbacks("on_equip", player, index, stack) | ||||
| 			armor:set_player_armor(player) | ||||
| 		end, | ||||
| 		on_take = function(inv, listname, index, stack, player) | ||||
| 			armor:save_armor_inventory(player) | ||||
| 			armor:run_callbacks("on_unequip", player, index, stack) | ||||
| 			armor:set_player_armor(player) | ||||
| 		end, | ||||
| 		on_move = function(inv, from_list, from_index, to_list, to_index, count, player) | ||||
| 			armor:save_armor_inventory(player) | ||||
| 			armor:set_player_armor(player) | ||||
| 		end, | ||||
| 		allow_put = function(inv, listname, index, stack, player) | ||||
| 			local def = stack:get_definition() or {} | ||||
| 			local allowed = 0 | ||||
| 			for _, element in pairs(armor.elements) do | ||||
| 				if def.groups["armor_"..element] then | ||||
| 					allowed = 1 | ||||
| 					for i = 1, 6 do | ||||
| 						local item = inv:get_stack("armor", i):get_name() | ||||
| 						if minetest.get_item_group(item, "armor_"..element) > 0 then | ||||
| 							return 0 | ||||
| 						end | ||||
| 					end | ||||
| 				end | ||||
| 			end | ||||
| 			return allowed | ||||
| 		end, | ||||
| 		allow_take = function(inv, listname, index, stack, player) | ||||
| 			return stack:get_count() | ||||
| 		end, | ||||
| 		allow_move = function(inv, from_list, from_index, to_list, to_index, count, player) | ||||
| 			return count | ||||
| 		end, | ||||
| 	}, name) | ||||
| 	armor_inv:set_size("armor", 6) | ||||
| 	if not armor:load_armor_inventory(player) and armor.migrate_old_inventory then | ||||
| 		local player_inv = player:get_inventory() | ||||
| 		player_inv:set_size("armor", 6) | ||||
| 		for i=1, 6 do | ||||
| 			local stack = player_inv:get_stack("armor", i) | ||||
| 			armor_inv:set_stack("armor", i, stack) | ||||
| 		end | ||||
| 		armor:save_armor_inventory(player) | ||||
| 		player_inv:set_size("armor", 0) | ||||
| 	end | ||||
| 	for i=1, 6 do | ||||
| 		local stack = armor_inv:get_stack("armor", i) | ||||
| 		armor:run_callbacks("on_equip", player, i, stack) | ||||
| 	end | ||||
| 	armor.def[name] = { | ||||
| 		init_time = minetest.get_gametime(), | ||||
| 		level = 0, | ||||
| 		state = 0, | ||||
| 		count = 0, | ||||
| 		groups = {}, | ||||
| 	} | ||||
| 	for _, phys in pairs(armor.physics) do | ||||
| 		armor.def[name][phys] = 1 | ||||
| 	end | ||||
| 	for _, attr in pairs(armor.attributes) do | ||||
| 		armor.def[name][attr] = 0 | ||||
| 	end | ||||
| 	for group, _ in pairs(armor.registered_groups) do | ||||
| 		armor.def[name].groups[group] = 0 | ||||
| 	end | ||||
| 	armor.textures[name] = { | ||||
| 		armor = "blank.png", | ||||
| 		wielditem = "blank.png", | ||||
| 	} | ||||
| 	minetest.after(0, function(player) | ||||
| 		armor:set_player_armor(player) | ||||
| 	end, player) | ||||
| 	return true | ||||
| end | ||||
|  | ||||
| -- Register Craft Recipies | ||||
| -- Armor Player Model | ||||
|  | ||||
| local craft_ingreds = { | ||||
| 	wood = "default:wood", | ||||
| 	steel = "default:steel_ingot", | ||||
| 	bronze = "default:bronze_ingot", | ||||
| 	diamond = "default:diamond", | ||||
| } | ||||
| default.player_register_model("3d_armor_character.b3d", { | ||||
| 	animation_speed = 30, | ||||
| 	textures = { | ||||
| 		armor.default_skin, | ||||
| 		"blank.png", | ||||
| 		"blank.png", | ||||
| 		"blank.png", | ||||
| 	}, | ||||
| 	animations = { | ||||
| 		stand = {x=0, y=79}, | ||||
| 		lay = {x=162, y=166}, | ||||
| 		walk = {x=168, y=187}, | ||||
| 		mine = {x=189, y=198}, | ||||
| 		walk_mine = {x=200, y=219}, | ||||
| 		sit = {x=81, y=160}, | ||||
| 	}, | ||||
| }) | ||||
|  | ||||
| if use_moreores then | ||||
| 	craft_ingreds.mithril = "moreores:mithril_ingot" | ||||
| minetest.register_on_joinplayer(function(player) | ||||
| 	default.player_set_model(player, "3d_armor_character.b3d") | ||||
| 	minetest.after(0, function(player) | ||||
| 		if init_player_armor(player) == false then | ||||
| 			pending_players[player] = 0 | ||||
| 		end | ||||
| 	end, player) | ||||
| end) | ||||
|  | ||||
| minetest.register_on_leaveplayer(function(player) | ||||
| 	local name = player:get_player_name() | ||||
| 	if name then | ||||
| 		armor.def[name] = nil | ||||
| 		armor.textures[name] = nil | ||||
| 	end | ||||
| 	pending_players[player] = nil | ||||
| end) | ||||
|  | ||||
| if armor.config.drop == true or armor.config.destroy == true then | ||||
| 	minetest.register_on_dieplayer(function(player) | ||||
| 		local name, armor_inv = armor:get_valid_player(player, "[on_dieplayer]") | ||||
| 		if not name then | ||||
| 			return | ||||
| 		end | ||||
| 		local drop = {} | ||||
| 		for i=1, armor_inv:get_size("armor") do | ||||
| 			local stack = armor_inv:get_stack("armor", i) | ||||
| 			if stack:get_count() > 0 then | ||||
| 				table.insert(drop, stack) | ||||
| 				armor:set_inventory_stack(player, i, nil) | ||||
| 				armor:run_callbacks("on_unequip", player, i, stack) | ||||
| 			end | ||||
| 		end | ||||
| 		armor:set_player_armor(player) | ||||
| 		local pos = player:getpos() | ||||
| 		if pos and armor.config.destroy == false then | ||||
| 			minetest.after(armor.config.bones_delay, function() | ||||
| 				local meta = nil | ||||
| 				local maxp = vector.add(pos, 8) | ||||
| 				local minp = vector.subtract(pos, 8) | ||||
| 				local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"}) | ||||
| 				for _, p in pairs(bones) do | ||||
| 					local m = minetest.get_meta(p) | ||||
| 					if m:get_string("owner") == name then | ||||
| 						meta = m | ||||
| 						break | ||||
| 					end | ||||
| 				end | ||||
| 				if meta then | ||||
| 					local inv = meta:get_inventory() | ||||
| 					for _,stack in ipairs(drop) do | ||||
| 						if inv:room_for_item("main", stack) then | ||||
| 							inv:add_item("main", stack) | ||||
| 						else | ||||
| 							armor.drop_armor(pos, stack) | ||||
| 						end | ||||
| 					end | ||||
| 				else | ||||
| 					for _,stack in ipairs(drop) do | ||||
| 						armor.drop_armor(pos, stack) | ||||
| 					end | ||||
| 				end | ||||
| 			end) | ||||
| 		end | ||||
| 	end) | ||||
| end | ||||
|  | ||||
| for k, v in pairs(craft_ingreds) 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}, | ||||
| 		}, | ||||
| 	}) | ||||
| if armor.config.punch_damage == true then | ||||
| 	minetest.register_on_punchplayer(function(player, hitter, | ||||
| 			time_from_last_punch, tool_capabilities) | ||||
| 		local name = player:get_player_name() | ||||
| 		if name then | ||||
| 			armor:punch(player, hitter, time_from_last_punch, tool_capabilities) | ||||
| 			last_punch_time[name] = minetest.get_gametime() | ||||
| 		end | ||||
| 	end) | ||||
| end | ||||
|  | ||||
| minetest.register_on_player_hpchange(function(player, hp_change) | ||||
| 	if player and hp_change < 0 then | ||||
| 		local name = player:get_player_name() | ||||
| 		if name then | ||||
| 			local heal = armor.def[name].heal | ||||
| 			heal = heal * armor.config.heal_multiplier | ||||
| 			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 timer > armor.config.init_delay then | ||||
| 		for player, count in pairs(pending_players) do | ||||
| 			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") | ||||
| 				remove = true | ||||
| 			end | ||||
| 			if remove == true then | ||||
| 				pending_players[player] = nil | ||||
| 			end | ||||
| 		end | ||||
| 		timer = 0 | ||||
| 	end | ||||
| end) | ||||
|  | ||||
| -- Fire Protection and water breating, added by TenPlus1 | ||||
|  | ||||
| if armor.config.fire_protect == true then | ||||
| 	-- override hot nodes so they do not hurt player anywhere but mod | ||||
| 	for _, row in pairs(armor.fire_nodes) do | ||||
| 		if minetest.registered_nodes[row[1]] then | ||||
| 			minetest.override_item(row[1], {damage_per_second = 0}) | ||||
| 		end | ||||
| 	end | ||||
| else | ||||
| 	print ("[3d_armor] Fire Nodes disabled") | ||||
| end | ||||
|  | ||||
| if armor.config.water_protect == true or armor.config.fire_protect == true then | ||||
| 	minetest.register_globalstep(function(dtime) | ||||
| 		armor.timer = armor.timer + dtime | ||||
| 		if armor.timer < armor.config.update_time then | ||||
| 			return | ||||
| 		end | ||||
| 		for _,player in pairs(minetest.get_connected_players()) do | ||||
| 			local name = player:get_player_name() | ||||
| 			local pos = player:getpos() | ||||
| 			local hp = player:get_hp() | ||||
| 			if not name or not pos or not hp then | ||||
| 				return | ||||
| 			end | ||||
| 			-- water breathing | ||||
| 			if armor.config.water_protect == true then | ||||
| 				if armor.def[name].water > 0 and | ||||
| 						player:get_breath() < 10 then | ||||
| 					player:set_breath(10) | ||||
| 				end | ||||
| 			end | ||||
| 			-- fire protection | ||||
| 			if armor.config.fire_protect == true then | ||||
| 				local fire_damage = true | ||||
| 				pos.y = pos.y + 1.4 -- head level | ||||
| 				local node_head = minetest.get_node(pos).name | ||||
| 				pos.y = pos.y - 1.2 -- feet level | ||||
| 				local node_feet = minetest.get_node(pos).name | ||||
| 				-- is player inside a hot node? | ||||
| 				for _, row in pairs(armor.fire_nodes) do | ||||
| 					-- check fire protection, if not enough then get hurt | ||||
| 					if row[1] == node_head or row[1] == node_feet then | ||||
| 						if fire_damage == true then | ||||
| 							armor:punch(player, "fire") | ||||
| 							last_punch_time[name] = minetest.get_gametime() | ||||
| 							fire_damage = false | ||||
| 						end | ||||
| 						if hp > 0 and armor.def[name].fire < row[2] then | ||||
| 							hp = hp - row[3] * armor.config.update_time | ||||
| 							player:set_hp(hp) | ||||
| 							break | ||||
| 						end | ||||
| 					end | ||||
| 				end | ||||
| 			end | ||||
| 		end | ||||
| 		armor.timer = 0 | ||||
| 	end) | ||||
| end | ||||
|   | ||||
							
								
								
									
										
											BIN
										
									
								
								3d_armor/models/3d_armor_character.b3d
									
									
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_boots_admin.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 389 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_boots_admin_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 356 B | 
| Before Width: | Height: | Size: 632 B After Width: | Height: | Size: 368 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_boots_bronze_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 336 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_boots_cactus.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 405 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_boots_cactus_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 355 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_boots_crystal.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 389 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_boots_crystal_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 356 B | 
| Before Width: | Height: | Size: 629 B After Width: | Height: | Size: 389 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_boots_diamond_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 356 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_boots_gold.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 368 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_boots_gold_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 336 B | 
| Before Width: | Height: | Size: 472 B After Width: | Height: | Size: 368 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_boots_mithril_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 336 B | 
| Before Width: | Height: | Size: 609 B After Width: | Height: | Size: 391 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_boots_steel_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 347 B | 
| Before Width: | Height: | Size: 565 B After Width: | Height: | Size: 389 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_boots_wood_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 361 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_chestplate_admin.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 508 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_chestplate_admin_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 431 B | 
| Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 440 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_chestplate_bronze_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 382 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_chestplate_cactus.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 520 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_chestplate_cactus_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 414 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_chestplate_crystal.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 508 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_chestplate_crystal_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 431 B | 
| Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 508 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_chestplate_diamond_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 431 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_chestplate_gold.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 440 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_chestplate_gold_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 382 B | 
| Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 440 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_chestplate_mithril_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 382 B | 
| Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 493 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_chestplate_steel_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 399 B | 
| Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 474 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_chestplate_wood_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 407 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_helmet_admin.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 431 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_helmet_admin_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 343 B | 
| Before Width: | Height: | Size: 933 B After Width: | Height: | Size: 426 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_helmet_bronze_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 343 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_helmet_cactus.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 469 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_helmet_cactus_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 352 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_helmet_crystal.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 431 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_helmet_crystal_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 343 B | 
| Before Width: | Height: | Size: 878 B After Width: | Height: | Size: 431 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_helmet_diamond_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 343 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_helmet_gold.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 426 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_helmet_gold_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 343 B | 
| Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 426 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_helmet_mithril_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 343 B | 
| Before Width: | Height: | Size: 858 B After Width: | Height: | Size: 478 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_helmet_steel_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 350 B | 
| Before Width: | Height: | Size: 863 B After Width: | Height: | Size: 473 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_helmet_wood_preview.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 337 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_boots_admin.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 379 B | 
| Before Width: | Height: | Size: 213 B After Width: | Height: | Size: 379 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_boots_cactus.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 407 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_boots_crystal.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 379 B | 
| Before Width: | Height: | Size: 212 B After Width: | Height: | Size: 379 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_boots_gold.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 379 B | 
| Before Width: | Height: | Size: 203 B After Width: | Height: | Size: 379 B | 
| Before Width: | Height: | Size: 209 B After Width: | Height: | Size: 382 B | 
| Before Width: | Height: | Size: 213 B After Width: | Height: | Size: 414 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_chestplate_admin.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 398 B | 
| Before Width: | Height: | Size: 246 B After Width: | Height: | Size: 402 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_chestplate_cactus.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 430 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_chestplate_crystal.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 398 B | 
| Before Width: | Height: | Size: 247 B After Width: | Height: | Size: 398 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_chestplate_gold.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 402 B | 
| Before Width: | Height: | Size: 242 B After Width: | Height: | Size: 402 B | 
| Before Width: | Height: | Size: 258 B After Width: | Height: | Size: 412 B | 
| Before Width: | Height: | Size: 244 B After Width: | Height: | Size: 420 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_helmet_admin.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 366 B | 
| Before Width: | Height: | Size: 232 B After Width: | Height: | Size: 365 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_helmet_cactus.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 381 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_helmet_crystal.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 366 B | 
| Before Width: | Height: | Size: 232 B After Width: | Height: | Size: 366 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_helmet_gold.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 365 B | 
| Before Width: | Height: | Size: 228 B After Width: | Height: | Size: 365 B | 
| Before Width: | Height: | Size: 229 B After Width: | Height: | Size: 359 B | 
| Before Width: | Height: | Size: 232 B After Width: | Height: | Size: 364 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_leggings_admin.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 379 B | 
| Before Width: | Height: | Size: 239 B After Width: | Height: | Size: 372 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_leggings_cactus.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 413 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_leggings_crystal.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 379 B | 
| Before Width: | Height: | Size: 242 B After Width: | Height: | Size: 379 B | 
							
								
								
									
										
											BIN
										
									
								
								3d_armor/textures/3d_armor_inv_leggings_gold.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 372 B |