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151 Commits

Author SHA1 Message Date
Niklp 22955b413a
Fix "player still online" check of `armor.unequip` (#146) 2024-05-01 07:24:49 +02:00
Niklp 1fcbf64d53
Replace `3d_armor_trans.png` w/ engine provided `blank.png` (#143) 2024-04-04 07:25:05 +02:00
randomei fb86c02e43
russian translation fixes (#142) 2024-03-25 20:01:28 +01:00
Niklp 20917da061
Fix armor radiation values were not not summed up (#139) 2024-03-22 22:35:43 +01:00
Niklp 7bd77a7b80
Call custom `on_punched` functions w/ `hitter = nil` too (#141) 2024-03-19 12:54:42 +01:00
Niklp 25369e5165
Don't assume `hitter ~= nil` in on_punchplayer callback (#138)
* Don't assume `hitter ~= nil` in on_punchplayer callback

* Use early return
2024-03-17 09:11:03 +01:00
Luke aka SwissalpS 7fc313f911
armorstand nodes are not ground content (#134) 2024-02-29 07:39:44 +01:00
SmallJoker 4bac73fc9e
Make all admin armor to protect from drowning (#131) 2024-01-17 10:33:37 +01:00
BuckarooBanzay f430395b64 resolve player object in async function again (different globalstep)
fixes #132
2024-01-15 10:15:49 +01:00
David Leal 467709c935
Use `player_api` functions instead of `default` (#129) 2023-12-26 18:34:43 +01:00
Jaidyn Ann e0b6112320
Tweak Esperanto translation (#128) 2023-12-19 07:13:04 +01:00
fluxionary f3e66701aa
add a protected shared armor stand (#127) 2023-11-28 07:08:29 +01:00
randomei 7a0c456638
Fix broken translations (#124)
* Fix broken translation
2023-11-22 07:29:44 +01:00
Olivier Dragon 9a687fbb51
Remove individual mod LICENSE.txt (#122)
and add full license texts for LGPL2.1 and CC-BY-SA 3.0
2023-10-29 19:13:53 +01:00
Niklp 1e2760a6cf
Fix ldoc ci (#121) 2023-10-29 19:09:00 +01:00
Dirkfried 1da9d94e7c
Enhance the admin boots (double speed) (#120) 2023-10-28 11:42:48 +02:00
Buckaroo Banzai 3660e50312
init-cleanup (#115)
Co-authored-by: BuckarooBanzay <BuckarooBanzay@users.noreply.github.com>
2023-10-26 10:39:55 +02:00
Niklp c894ba4b0c
Add `initial_properties` to armor stand entity (#116)
* Add `initial_properties` to armor stand entity

* Keep pos param

* fix

* fix crash
2023-10-22 19:21:52 +02:00
Dirkfried aef125a0ca
fix small typo (#111) 2023-08-20 19:36:32 +02:00
Wuzzy 7d251784e7
German translation update (#110) 2023-08-13 14:57:32 +02:00
Buckaroo Banzai 6eb492b09c
add nil check in `armor.damage` (#109) 2023-08-04 16:35:02 +02:00
David Leal dfa19cce98 Fix LDoc URL 2023-07-14 08:27:36 +02:00
Kyrah Abattoir 1d8509e75b
Implements item groups soulbound and cursed (#105)
* Implements item groups soulbound and cursed:
Soulbound armors respawn with their owner.
Cursed armors cannot be unequipped by the player.
(disabled in creative mode)

* Prevents a cursed armor from getting unequipped by right clicking another piece of armor.
2023-05-31 14:59:20 +02:00
flux 053c30b8b1 don't trigger armor:punch when max_hp decreases 2023-04-20 07:36:24 +02:00
tenplus1 dc7fbce09a
Change Fire Protection Function (#100)
* Tweak Fire Protect

This change tweaks the fire protection function so that it no longer needs to override nodes and hence rely on additional dependencies like ethereal mod.

* Remove ethereal and fire dependencies

Remove fire and ethereal dependencies as they are no longer needed since fire protection doesn't override items inside those mods.

* Re-add Torch Damage

This re-adds torch damage of 1 per second if fire protection is enabled.

* Remove nether dependency

Nether dependency isn't required as well.
2023-02-05 17:44:17 +01:00
fluxionary 72970b3da1
add animations for use w/ the emote mod (#98) 2023-01-14 21:44:41 +01:00
Buckaroo Banzai 52f0e6a0ed
Update LICENSE.md
fixes #93
2023-01-12 15:32:21 +01:00
ROllerozxa 400745dd0c
Swedish translation (+refresh translations and remove outdated meta) (#97)
* Refresh translations
* Add Swedish translations
* Remove outdated depends.txt and description.txt
2022-12-25 18:23:49 +01:00
Zweihorn 68d724176e
Update README.md (#94)
Update reflects on:
- outdated modpack version deleted as redundant
- MT 5+ version
- the specific "armors as modpack" refactorization

The latter was a little caveat for me as MT server admin as I was not aware of this major change in the modpack design. After an update no armor was available to anybody as all new mods get disabled (entry set to false) by default.
2022-12-19 08:45:53 +01:00
Zweihorn 2ef66d3132
typo correct (#92)
and avoid polution of MT ContentDB with fake mod "etherial" instead of "ethereal"
2022-12-17 11:51:25 +01:00
fluxionary e75c0bedcc
remove pointless dependency on bakedclay (#90) 2022-12-10 19:45:21 +01:00
fluxionary 92d036c5a7
remove reference to smartshop image (#88) 2022-11-26 21:38:10 +01:00
OgelGames 7f20e5dcb7
add fake player check (#86) 2022-11-20 16:44:50 +01:00
Feroli 04b45deec8
Add and fix Brazillian Portuguese translation (#85) 2022-11-16 20:10:09 +01:00
fluxionary bfa3a2b6d1
more exhaustive attempt to display a wielded item w/ wieldview (#84)
* more exhaustive attempt to display a wielded item w/ wieldview
2022-11-13 20:55:31 +01:00
jolesh 41301a4663 Added Esperanto translation
used the update translation script to determine which strings are still used
2022-11-04 07:44:47 +01:00
EmptyStar eebee34fa0
Preserve fall_damage_add_percent when setting player armor (#81) 2022-09-07 22:01:18 +02:00
Jordan Irwin c7ee559a4c
Update LDoc helper scripts for separating armor into mods (#80) 2022-09-07 21:58:12 +02:00
Crystalwarrior 9444afd722
Refactor armors to be mods rather than hardcoded into API (#78)
* Begin work on "armors as modpack" refactor letting anyone to enable/disable any armors they want as mods rather than obscure settings

* Fix some steel armor mishaps, remove pointless dependency on "default"

* Move admin armor into mod

* Make wood armor into a mod

* More consistent steel description text etc.

* remove wood references from 3d_armor api locale

* remove admin armor reference from 3d_armor locale template.txt

* Remove steel textures from api

* Bronze armor as mod

* Fix admin, wood armor missing local S translator var
Fix wood locale missing template.txt

* Fix bronze missing locale

* Cactus as mod

* Crystal into mod

* Diamond into mod

* Mithril and Gold as mods

* Register armor fix

* Nether as mod

* Clean-up, add optional depends for mod armors, remove armor.lua from 3d_armor

* Fix badly named mod.conf for admin, gold, nether armors
Fix attempt to register crafting recipe even though the armor is disabled via setting

* Fix steel and wood having bad globals for crafting section, turned them to locals

* Fix brazilian translation getting deleted
Fix cactus armor locales being incorrectly named
2022-09-06 21:06:27 +02:00
tenplus1 e1a262ba20
add feather falling (#73)
* add feather falling

add feather falling

* add feather falling to init.lua

add feather falling routine to globalstep

* add feather falling to readme

add feather falling to readme
2022-04-02 17:16:23 +02:00
BuckarooBanzay ac445a6cd0 use `player_api` to register player model 2022-03-25 23:23:25 +01:00
Dirkfried a9b8bc4ddd
Enhance mithril armor (#70)
* Enhance mithril armor

Mithril armor should be (at least) tougher than diamond armor. Mithril is found rarer and deeper than diamond and mithril tools are already better than diamond tools.

* Enhance mithril shield

Mithril armor should be (at least) tougher than diamond armor. Mithril is found rarer and deeper than diamond and mithril tools are already better than diamond tools.

* Correct armor_use

Now this enhance the durability by a factor 3 (instead of a factor 2) compared to diamond. Which can be justified by the ore generation update in moreores (deeper and rarer (but less scattered)).

* Correct armor_use

Now this enhance the durability by a factor 3 (instead of a factor 2) compared to diamond. Which can be justified by the ore generation update in moreores (deeper and rarer (but less scattered)).

* correct typo
2022-02-05 13:33:41 +01:00
tenplus1 b6651fd396
add fire protection to nether armor (#67)
* add fire protection to nether armor
* add fire protection to nether shield
2021-11-13 11:00:49 +01:00
Buckaroo Banzai 16e2648416
fix `nether` package typo
reported in https://github.com/minetest-mods/3d_armor/issues/66
2021-11-11 09:42:10 +01:00
lortas 44778d7861
add nether armor and nether shield (#65)
* add texture files for nether based 3d_armor
* add texture files for nether based shield
* perpare for nether armor
* add nether armor
* add translation for nether armor
* add translation for nether armor
* add nether shield
* add nether shield translation
* add nether armor texture preview info
* add nether shield texture preview info
* add nether to settingtypes.txt
* add german translation for armor
* add german translation for shields
* Nether armor stats modified.
* Modify Nether Shield Stats

* Update inline documentation
2021-11-10 10:15:55 +01:00
Jordan Irwin 8dcbc42525
LDoc: link to favicon (#62) 2021-08-01 14:41:16 +02:00
Buckaroo Banzai c0f303abc1
remove `name` attribute from modpack.conf
contentdb validation fails otherwise
2021-07-31 15:29:28 +02:00
Jordan Irwin 46c599333e
Exclude some files & directories from archives & releases (#61) 2021-07-31 14:03:33 +02:00
Jordan Irwin da78601a77
Some Fixes for HTML Docs Generated by LDoc (#60)
* LDoc: set min-height for "content" element
* LDoc: move generation script to .ldoc directory
* LDoc: add some output messages to gendoc.sh script
* LDoc: copy inventory image textures to reference dir instead of linking to remote files.
* LDoc: hack to compensate for "shields:" prefix being trimmed from item names
* Fix helmet_diamond & chestplate_crystal names in docstrings
2021-07-31 14:03:20 +02:00
Jordan Irwin c790b20169
Add Support for Generating HTML Documentation with LDoc (#58)
* Add Python scripts to generate temp files that can be parsed by LDoc
* Add config & script for generating HTML docs with LDoc...
* Add Lua docstrings for API & items
* Add workflow for building API reference docs on gh-pages branch
* Add LDoc's default stylesheet
* LDoc: make navigation panel fixed
2021-07-30 16:12:29 +02:00
OgelGames a897f7e72f
fix callbacks not being called by `armor.equip()` and `armor.unequip()` (#59) 2021-07-30 16:02:59 +02:00
Jordan Irwin ac7615212b
Reduce skin_mod visibility (#53) 2021-07-13 20:50:22 +02:00
bell07 38fc2cff2b
Fix typo in wieldview (#56)
* Fix typo in wieldview
fixes #55
2021-06-26 20:21:15 +02:00
Jordan Irwin 1dec1f2153
Add armor.set_skin_mod() to set the skin mod name manually (#51)
Useful for skin mod forks that do not use the same name.
2021-06-23 17:28:29 +02:00
tenplus1 0dffd62fb0
add nether lava to fire protection (#52)
adds nether lava and lava crust to fire protection list.
2021-06-14 11:56:05 +02:00
Jordan Irwin a0cf12bbd0
Add setting to disable armor visuals on player model (#48)
* Add setting to disable armor visuals on player model
2021-05-27 09:11:04 +02:00
BuckarooBanzay 371285a903 adjust fire protection label position
fixes #50
2021-05-24 09:59:54 +02:00
SmallJoker f07f0507e2 Silence warnings when ui is not enabled 2021-04-15 19:03:21 +02:00
SmallJoker e75af55f7e Fix translation nonsense in minetest.log
.. and document the armor warning when used with skinsdb
2021-03-24 19:21:39 +01:00
Vanessa Dannenberg 583dfe7b21
Update to work with Unified Inventory since formspec v4 update (#45)
Requires UI git tag "version-2" or commit a7556c50, and Minetest v5.4.0
or later
2021-03-10 09:21:26 +01:00
sys4-fr 44111db4d7
Add use_texture_alpha to avoid warnings from 3d_armor_stand (#44)
Co-authored-by: sys4 <bricassa@sys4.fr>
2021-03-06 17:36:02 +01:00
NathanielFreeman 31aa979215 3darmor sfinv spanish translation 2021-03-01 17:31:50 +01:00
tenplus1 42f7dac4d0
Update fire and water protection (#42)
Update fire protection to use register_on_player_hpchange instead of overriding node damage, move water protection into different globalstep.
2021-02-07 09:47:23 +01:00
Sirrobzeroone e7abacc94e
Add armor set and armor set bonus setting (#41)
- Add settingtypes of:
  -  armor_set_elements
  - armor_set_multiplier
- Add check to armor.registration_armor for "_materialname", print msg to debug if not found
- Complete change to how an armor set is calculated
- Set elements linked to settingtypes no longer hard linked to num armor.elements
- Set multiplier linked to settingtypes no longer hard coded
- Readme.MD updated:
  - Addition of the 2 new settingtypes
  - Addition of "Armor Material" topic
2021-01-11 15:34:28 +01:00
NathanielFreeman a3cba570c4 locale es fix 2020-12-27 17:17:10 +01:00
Sirrobzeroone 3ddcbae968 Fix for #34 - Divide Armor Wear by # Pieces
See Details contained in #34

Note1: I split out the fix for Issue 13 and it had been applied
Note2: I will also do a seperate pull request for Issue 30

From what I udnerstand smaller specific pull requests allow for reversion of specific additions and features much more easily. Please do correct me if I have the wrong end of the stick on this.
2020-12-26 20:25:55 +01:00
Sirrobzeroone 5642819ba5 fix for #30
2 line update so that shields when used no longer affects the base armor.config.level_multiplier and hard sets this to 0.9 and overriding whatever value maybe set under the UI for this seeting.

Tested in combination with #34 but no issues detected
2020-12-26 20:24:30 +01:00
BuckarooBanzay 724a3df50f call "set_player_armor" on respawn 2020-12-23 15:40:44 +01:00
Sirrobzeroone 33e9ac8e23 Minor improvement to fix #13
Picked up while testing  #34 and #30 that this needed to be adjusted from hitter name to hitter is player.

Hitter name was resolving to true even when mob was attacking...nil being counted as a value.

I should have picked this up before and not sure how I missed this.
2020-12-23 15:31:51 +01:00
Sirrobzeroone 06aaaf4bca whitespace removal 2020-12-20 21:26:33 +01:00
Sirrobzeroone d515480370 fix for #13
Tested PVP inside and outside protected - passed as expected

Tested PvsM inside and outside protected - passed as expected
2020-12-20 21:26:33 +01:00
hlqkj 6242cebb20 Added moreores to optional dependencies 2020-12-17 09:06:00 +01:00
Sirrobzeroone 291f0eb23a
Torch Damage Switchable (#29)
Turn torch fire damage off if fire damage/protection enabled
Minor fixes to README.MD after further testing.
2020-12-13 13:07:39 +01:00
Sirrobzeroone 3b97763fdc temporary workaround for #24 2020-12-11 10:23:05 +01:00
Sirrobzeroone 713b0c81d4
Documentation and Screenshot Update (#26)
* New screenshot
* Examples Added
* formatting
* Delete README.txt
* formatting
* Update README.md
2020-12-03 08:38:41 +01:00
Sirrobzeroone cbd1a1246b
Update README.md (#25)
Update documentation #10
2020-11-30 07:44:32 +01:00
Maksim 5958b312ac
Fix detached inventory vulnerability (#23) 2020-11-03 22:22:14 +01:00
Thomas--S 7436fcdffe
Improve API for third party mods (#21)
* Add `armor:update_skin(player_name)` function (useful for skin mods)
* Add option to prevent physics override (useful for Techage Jetpack mod)
* Add documentation
2020-10-12 07:47:57 +02:00
OgelGames 3f1a952afb
Fix not being able to place armor on anvil (#19)
* fix not being able to place armor on anvil
* check for node on_rightclick on armor equip
2020-10-01 20:09:31 +02:00
OgelGames 7f63df230c
fix armor equip/unequip (#17) 2020-09-24 14:08:17 +02:00
Giov4 294338d3b0
Added the possibility to wear the armor on rightclick (#16)
* Added the possibility to wear the armor on rightclick
* Added equip, unequip and get_weared_armor_elements functions

Co-authored-by: Giov4 <brancacciogiovanni1@gmail.com>
2020-09-22 07:45:39 +02:00
Giov4 9459400474
Italian translation corrections + armor:remove_all (#15)
* Added armor:remove_all function
* Corrected README.txt
* Corrected italian translation
* Simplified Italian translation further
* CRUSHFIX: Replaced self.function with self:function

Co-authored-by: Giov4 <brancacciogiovanni1@gmail.com>
2020-09-19 13:30:39 +02:00
Giov4 2d9b0066bf
Added the possibility to hide wielded items in-game (#14)
* Added the possibility to hide wielded items in-game
* Update wieldview/README.txt

Co-authored-by: David Leal <halfpacho@gmail.com>
2020-09-15 06:43:55 +02:00
BuckarooBanzay 502eb142da run actions on pull-requests too 2020-08-31 07:43:19 +02:00
Olivier Dragon 7fc9966945 Move armor.get_translator to API 2020-08-31 07:41:59 +02:00
Olivier Dragon 4dc9a81ec2 Change intllib for v5 minetest.get_translator 2020-08-31 07:41:59 +02:00
Olivier Dragon 979516c13d Update French translation 2020-08-31 07:41:59 +02:00
Olivier Dragon ec5de28dc2 Update translations to MT v5 format
using the script https://github.com/minetest-tools/update_translations
2020-08-31 07:41:59 +02:00
Olivier Dragon 0af7280e64 Update translations to MT v5 format
using the script https://github.com/minetest-tools/update_translations
2020-08-31 07:41:59 +02:00
Buckaroo Banzai 073206701a update integration test to minetest 5.2.0 2020-05-14 21:37:09 +02:00
BuckarooBanzay b4eebf604e fix ci badge urls 2020-05-01 16:33:46 +02:00
BuckarooBanzay 0da0088889 Merge branch 'master' of https://github.com/Panquesito7/minetest-3d_armor 2020-05-01 16:30:35 +02:00
orbea dbc6ccf089 Add missing fuel recipes for wood and cactus armor.
Fixes https://github.com/stujones11/minetest-3d_armor/issues/174
2020-04-30 08:18:29 +02:00
orbea acd8b2647d Don't damage armor when drowning, eating or starving. 2020-04-30 08:15:37 +02:00
orbea a6b89e7929 Fix count when armor is destroyed. 2020-04-29 11:10:11 +02:00
orbea c3a755518e Silence png warnings.
Closes https://github.com/mt-mods/3d_armor/pull/1
2020-04-09 07:22:39 +02:00
Thomas Rudin 4c99049600
Merge pull request #2 from mt-mods/code-quality
add luacheck and integration test workflows / fix luacheck errors
2020-02-17 17:36:52 +01:00
BuckarooBanzay f81cb10f20 add luacheck and integration test workflows / fix luacheck errors
partially attends to https://github.com/pandorabox-io/pandorabox.io/issues/444 (the ObjectRef issue)
2020-02-13 12:26:32 +01:00
OgelGames f3ad7ec6f1 add armor breakage alerts
something I've wanted for a while...
2019-12-28 23:13:41 +11:00
BuckarooBanzay fccd4d8b15 Merge branch 'preserve_immortal' of https://github.com/SmallJoker/minetest-3d_armor
PR: https://github.com/stujones11/minetest-3d_armor/pull/170
2019-12-17 14:36:05 +01:00
Thomas Rudin e5b2cf3a34 new armor and shield textures 2019-12-15 19:03:25 +01:00
BuckarooBanzay d2608351f6 extend bone search radius
hopefully fixes https://github.com/pandorabox-io/pandorabox.io/issues/364
2019-12-09 11:04:11 +01:00
SmallJoker a05eae3782 Preserve immortal group for per-player damage 2019-10-07 20:12:58 +02:00
Brian Rahardi 2ac90f8d19
drop invalid item instead of erase it 2019-07-16 09:40:28 +07:00
Panquesito7 4adc602704
Update api.lua 2019-06-17 13:03:27 -05:00
Panquesito7 e248752ee4
Use newer functions from MT/MTG 5.0.0+
These commits create more compatibility with MT/MTG 5.0.0+.
However, these commits (may) break compatibility with the 0.4-series.
2019-06-16 15:17:21 -05:00
stujones11 47ecef46f7 Update licenses 2019-05-27 20:30:03 +01:00
stujones11 1d22612664 Bump version to 0.4.13 2019-03-05 20:01:01 +00:00
stujones11 3fe7dd2249 Replace deprecated getpos call 2019-03-05 19:40:54 +00:00
stujones11 be9579a365 Offset models for minetest 5.0.0 2019-03-05 19:30:38 +00:00
Jordan Irwin 18320e96b9 Replace braces within replace to avoid invalid line error 2019-03-05 19:27:37 +00:00
Jordan Irwin 99471d3aa0 Create settingtypes.txt file 2019-03-05 19:27:37 +00:00
Jordan Irwin b6283f3f0f Fix some default settings values in README 2019-03-05 19:27:37 +00:00
Scott Horvath 7e2d9426d1 fix formatting 2019-01-20 23:21:05 +00:00
Scott Horvath 813a88f3a1 Fixes Stand appending extra ".png" to texture when a "texture" attribute
is explicity set on the armor's definition.
2019-01-20 23:21:05 +00:00
BrunoMine 4c032e8c7e Add Portuguese Translations 2018-11-09 17:50:10 +00:00
JDiaz 945e816b55 Locale es.po created 2018-10-23 18:02:46 +01:00
JDiaz 10ded06705 Create es.po 2018-10-23 18:02:46 +01:00
JDiaz 43a69ad853 Locale es.po created 2018-10-23 18:02:46 +01:00
LoneWolfHT 13a8f0d019 Add new textures 2018-10-19 20:37:48 +01:00
Alexander Weber 70325158e6 Reverts 9ce0ed9f55 / #152
The preview method is skin preview only, without armor. That is wrong for showing on formspec

Sorry for inconveniences. I need to fix the preview handling in player_api_modpack-version in an other way
2018-08-24 18:58:32 +01:00
Eugen Wesseloh c96ba7ef34 Cleanup locales (#155)
* use localization function in formspecs

* remove unused translations

* remove F keyword from updatepo tool

* add tool readme
2018-07-26 20:05:50 +01:00
codexp 838867a6bc add russian locale 2018-07-22 20:53:38 +01:00
bell07 9ce0ed9f55 Use preview method for unified inventory
I found this during porting the 3d_armor to player_api ;-)
2018-07-22 20:51:07 +01:00
tenplus1 c0d45ceaa1 show fire: value
this fixes the Fire: value in formspec so it shows a number instead of "Fire: armor_fire".
2018-06-18 20:21:58 +01:00
stujones11 656bcf30bc Bump version to 0.4.12 2018-06-10 19:39:38 +01:00
stujones11 579e64a5e7 Code tidy 2018-06-02 22:13:41 +01:00
stujones11 6f99803d2d Return invalid items in singleplayer mode 2018-06-02 20:46:44 +01:00
stujones11 f960fc1a41 Only validate armor inventory after user changes 2018-06-02 18:59:32 +01:00
stujones11 af4a381433 Update screenshot image 2018-05-24 19:25:34 +01:00
stujones11 1f11a28ad4 More armor callback fixes 2018-05-24 19:06:27 +01:00
stujones11 a5ddc3e60a Move comment :) 2018-05-23 21:40:06 +01:00
stujones11 83f3e01efa Run callbacks based on validated inventory 2018-05-23 20:15:09 +01:00
SmallJoker 7d30bc25a3 Allow replacing similar armor in the same slot 2018-05-22 18:40:24 +01:00
stujones11 e4b12558d4 Ammendment to 21b5c68505 2018-05-19 21:35:15 +01:00
stujones11 21b5c68505 Validate and clean armor inventory before saving 2018-05-19 20:25:27 +01:00
stujones11 21716ffd31 Display correct heal attribute level, fixes #137 2018-05-13 16:52:29 +01:00
stujones11 cc6fff2b04 Shields: Fix positional sound effects 2018-05-13 16:31:51 +01:00
tenplus1 4210cafff3 add POVA support (#138)
* add POVA support

Add support for POVA player overrides.

* add POVA support

Add support for POVA player overrides.
2018-05-07 14:41:40 +01:00
number Zero 579d245a00 Fix crash with UI but no technic 2018-02-23 18:00:43 +00:00
stujones11 c812e0ac56 Shields: Add option to disable sound effects 2018-02-18 20:35:49 +00:00
stujones11 4baed2ca22 Remove on_punch effects from admin armor, closes #131 2018-02-18 20:24:35 +00:00
stujones11 b9c8681e14 Bump version to 0.4.11 2018-02-11 17:13:25 +00:00
stujones11 2fc92880fd Move technic_armor and hazmat_suit to separate repos 2018-02-11 17:11:51 +00:00
stujones11 b4cfdac6f5 Update licenses to current year 2018-02-11 16:57:27 +00:00
micheal65536 59b26b37f9 Fix item duplication vulnerability 2018-02-11 16:12:22 +00:00
Muhammad Nur Hidayat Yasuyoshi (MNH48.com) 7226dd6174 Add Malay translation 2018-02-07 17:39:38 +00:00
stujones11 4fc51971d1 Fix registered group level display 2018-01-10 19:16:23 +00:00
ChimneySwift 291b34bfc6 Auto-refresh armor stands after clearobjects.
Currently armor stands appear empty after a clearobjects, in order to refresh them the armor must be removed and put back on again, this code automatically refreshes armor stands periodically to avoid these issues.
2017-12-05 18:28:27 +00:00
orbea da7df11ce4 Change armor stand recipe to use any item from the fence group. 2017-11-10 17:41:59 +00:00
stujones11 4ff61da39a Correct minetest version in README.md 2017-10-24 20:53:06 +01:00
649 changed files with 6595 additions and 2451 deletions

5
.gitattributes vendored Normal file
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.* export-ignore
gendoc.sh export-ignore
integration-test.sh export-ignore
preview_gen.py export-ignore
screenshot.xcf export-ignore

14
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name: integration-test
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v1
- name: integration-test
run: ./integration-test.sh

17
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name: luacheck
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v1
- name: apt
run: sudo apt-get install -y luarocks
- name: luacheck install
run: luarocks install --local luacheck
- name: luacheck run
run: $HOME/.luarocks/bin/luacheck ./

31
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name: Build Reference
on:
push:
branches:
- master
jobs:
build:
name: Build
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
- name: Setup Lua
uses: leafo/gh-actions-lua@v10.0.0
with:
luaVersion: 5.4
- name: Setup Lua Rocks
uses: leafo/gh-actions-luarocks@v4
- name: Setup LDoc dependencies
run: luarocks install --only-deps https://raw.githubusercontent.com/lunarmodules/ldoc/master/rockspecs/ldoc-1.5.0-1.rockspec
- name: Setup LDoc
run: git clone --single-branch --branch=custom https://github.com/AntumDeluge/ldoc.git .ldoc/ldoc && chmod +x .ldoc/ldoc/ldoc.lua
- name: Generate docs
run: chmod +x .ldoc/gendoc.sh && ./.ldoc/gendoc.sh
- name: Deploy
uses: peaceiris/actions-gh-pages@v3
with:
github_token: ${{ secrets.GITHUB_TOKEN }}
publish_dir: ./3d_armor/docs

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.ldoc/config.ld Normal file
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-- place this file in mod ".ldoc" directory
local print, type, string, table, tostring, tonumber, error, pairs, ipairs
if import then
print = import("print")
type = import("type")
string = import("string")
table = import("table")
tostring = import("tostring")
tonumber = import("tonumber")
error = import("error")
pairs = import("pairs")
ipairs = import("ipairs")
end
project = "3d_armor"
title = "3D Armor"
format = "markdown"
not_luadoc = true
boilerplate = false
wrap = false
style = true
favicon = "https://www.minetest.net/media/icon.svg"
file = {
"3d_armor/api.lua",
".ldoc/settings.luadoc",
--".ldoc/armors.luadoc",
".ldoc/helmets.luadoc",
".ldoc/chestplates.luadoc",
".ldoc/leggings.luadoc",
".ldoc/boots.luadoc",
--".ldoc/shields.luadoc",
"shields/init.lua",
".ldoc/crafting.luadoc",
}
new_type("setting", "Settings")
new_type("armor", "Armors")
new_type("craft", "Craft Recipes")
alias("helmet", "armor")
alias("chestplate", "armor")
alias("leggings", "armor")
alias("boots", "armor")
alias("shield", "armor")
alias("grp", "group")
-- function declarations
local format_text
local format_group
custom_tags = {
-- settings
{
"settype",
title = "Type",
hidden = true,
},
{
"min",
title = "Minimum Value",
hidden = true,
},
{
"max",
title = "Maximum Value",
hidden = true,
},
{
"default",
title = "Default Value",
hidden = true,
},
-- craft items/tools
{
-- specify image basename only
"img",
title = "Inventory Image",
format = function(value)
return "<img src=\"../data/" .. value .. "\" style=\"width:32px; height:32px;\" />"
end,
},
{
-- specify full (relative or absolute) image path
"image",
title = "Image",
format = function(value)
return "<img src=\"" .. value .. "\" style=\"width:32px; height:32px;\" />"
end,
},
{
"group",
title = "Groups",
format = function(value)
return format_group(value)
end,
},
{
"armorgrp",
title = "Armor Groups",
format = function(value)
return format_group(value)
end,
},
{
"damagegrp",
title = "Damage Groups",
format = function(value)
return format_group(value)
end,
},
}
if string then
string.trim = function(st, delim)
if not delim then
delim = " "
end
while string.find(st, delim) == 1 do
st = st:sub(2)
end
while string.sub(st, string.len(st)) == delim do
st = st:sub(1, string.len(st)-1)
end
return st
end
string.split = function(st, delim)
local list = {}
local idx = string.find(st, delim)
while idx do
table.insert(list, st:sub(1, idx-1))
st = st:sub(idx+1)
idx = string.find(st, delim)
end
-- add remaining item
table.insert(list, st)
return list
end
end
if table then
if not table.copy then
table.copy = function(orig_table)
local new_table = {}
for k, v in pairs(orig_table) do
new_table[k] = v
end
return new_table
end
end
end
format_text = function(text, flags)
local ret = "<"
local ttype = "span"
if flags.code then
ttype = "code"
end
ret = ret .. ttype .. " style=\""
if flags.size then
ret = ret .. "font-size:" .. flags.size .. ";"
end
if flags.mono then
ret = ret .. "font-family:monospace;"
end
if flags.italic then
ret = ret .. "font-style:italic;"
end
if flags.bold then
ret = ret .. "font-weight:bold;"
end
if flags.color then
ret = ret .. "color:" .. flags.color .. ";"
end
if flags.bgcolor then
ret = ret .. "background-color:" .. flags.bgcolor .. ";"
end
ret = ret .. "\">" .. text .. "</" .. ttype .. ">"
return ret
end
format_group = function(text)
if string then
local idx, k, v = string.find(text, " ")
if idx then
text = format_text(string.sub(text, 1, idx-1) .. ": ", {mono=true, color="darkgreen"})
.. string.sub(text, idx)
end
end
return text
end
local function format_setting_tag(desc, value)
return "\n- <span style=\"font-size:80%;\">`" .. desc .. ":`</span> `" .. value .. "`"
end
local registered = {
settings = {},
}
local function setting_handler(item)
-- avoid parsing again
if registered.settings[item.name] then
return item
end
if not ipairs or not type then
return item
end
local tags = {
{"settype", "type"},
{"default"},
{"min", "minimum value"},
{"max", "maximum value"},
}
local def = {
["settype"] = format_setting_tag("type", "string"),
}
for _, t in ipairs(tags) do
local name = t[1]
local desc = t[2]
if not desc then desc = name end
local value = item.tags[name]
if type(value) == "table" then
if #value > 1 then
local msg = item.file.filename .. " (line " .. item.lineno
.. "): multiple instances of tag \"" .. name .. "\" found"
if error then
error(msg)
elseif print then
print("WARNING: " .. msg)
end
end
if value[1] then
def[name] = format_setting_tag(desc, value[1])
end
end
end
item.description = item.description .. "\n\n**Definition:**\n" .. def.settype
for _, t in ipairs({def.default, def.min, def.max}) do
if t then
item.description = item.description .. t
end
end
registered.settings[item.name] = true
return item
end
function custom_display_name_handler(item, default_handler)
if item.type == "setting" then
item = setting_handler(item)
end
if item then
return default_handler(item)
end
end
local custom_see_links = {
["ObjectRef"] = "https://minetest.gitlab.io/minetest/class-reference/#objectref",
["PlayerMetaRef"] = "https://minetest.gitlab.io/minetest/class-reference/#playermetaref",
["ItemDef"] = "https://minetest.gitlab.io/minetest/definition-tables/#item-definition",
["ItemStack"] = "https://minetest.gitlab.io/minetest/class-reference/#itemstack",
["groups"] = "https://minetest.gitlab.io/minetest/groups/",
["entity_damage_mechanism"] = "https://minetest.gitlab.io/minetest/entity-damage-mechanism/",
["vector"] = "https://minetest.gitlab.io/minetest/representations-of-simple-things/#positionvector",
}
local function format_custom_see(name, section)
local url = custom_see_links[name]
if not url then
url = ""
end
if not name then
name = ""
end
return name, url
end
custom_see_handler("^(ObjectRef)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(PlayerMetaRef)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(ItemDef)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(groups)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(entity_damage_mechanism)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(ItemStack)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(vector)$", function(name, section)
return name, "https://minetest.gitlab.io/minetest/representations-of-simple-things/#positionvector"
end)

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.ldoc/crafting.luadoc Normal file
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--- 3D Armor Crafting
--
-- @topic crafting
--- Craft recipes for helmets, chestplates, leggings, boots, & shields.
--
-- @craft armor
-- @usage
-- Key:
-- - m: material
-- - wood: group:wood
-- - cactus: default:cactus
-- - steel: default:steel_ingot
-- - bronze: default:bronze_ingot
-- - diamond: default:diamond
-- - gold: default:gold_ingot
-- - mithril: moreores:mithril_ingot
-- - crystal: ethereal:crystal_ingot
-- - nether: nether:nether_ingot
--
-- helmet: chestplate: leggings:
-- ┌───┬───┬───┐ ┌───┬───┬───┐ ┌───┬───┬───┐
-- │ m │ m │ m │ │ m │ │ m │ │ m │ m │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤ ├───┼───┼───┤
-- │ m │ │ m │ │ m │ m │ m │ │ m │ │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤ ├───┼───┼───┤
-- │ │ │ │ │ m │ m │ m │ │ m │ │ m │
-- └───┴───┴───┘ └───┴───┴───┘ └───┴───┴───┘
--
-- boots: shield:
-- ┌───┬───┬───┐ ┌───┬───┬───┐
-- │ │ │ │ │ m │ m │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤
-- │ m │ │ m │ │ m │ m │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤
-- │ m │ │ m │ │ │ m │ │
-- └───┴───┴───┘ └───┴───┴───┘

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.ldoc/gendoc.sh Executable file
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#!/usr/bin/env bash
# Place this file in mod ".ldoc" directory.
#
# To change output directory set the `d_export` environment variable.
# Example:
# $ d_export=/custom/path ./gendoc.sh
d_ldoc="$(dirname $(readlink -f $0))"
f_config="${d_ldoc}/config.ld"
cd "${d_ldoc}/.."
d_root="$(pwd)"
d_export="${d_export:-${d_root}/3d_armor/docs/reference}"
d_data="${d_export}/data"
cmd_ldoc="${d_ldoc}/ldoc/ldoc.lua"
if test -f "${cmd_ldoc}"; then
if test ! -x "${cmd_ldoc}"; then
chmod +x "${cmd_ldoc}"
fi
else
cmd_ldoc="ldoc"
fi
# clean old files
rm -rf "${d_export}"
# generate items, settings, & crafts topics temp files
echo -e "\ngenerating temp files ..."
for script in src settings; do
script="${d_ldoc}/parse_${script}.py"
if test ! -f "${script}"; then
echo "ERROR: script doesn't exist: ${script}"
else
# check script's executable bit
if test ! -x "${script}"; then
chmod +x "${script}"
fi
# execute script
"${script}"
fi
done
echo
# generate new doc files
"${cmd_ldoc}" --unsafe_no_sandbox -c "${f_config}" -d "${d_export}" "${d_root}"; retval=$?
# check exit status
if test ${retval} -ne 0; then
echo -e "\nan error occurred (ldoc return code: ${retval})"
exit ${retval}
fi
echo -e "\ncleaning temp files ..."
find "${d_ldoc}" -type f -name "*.luadoc" ! -name "crafting.luadoc" -exec rm -vf {} +
# HACK: ldoc does not seem to like the "shields:" prefix
echo -e "\ncompensating for LDoc's issue with \"shields:\" prefix ..."
sed -i \
-e 's/<strong>shield_/<strong>shields:shield_/' \
-e 's/<td class="name\(.*\)>shield_/<td class="name\1>shields:shield_/' \
-e 's/<a href="#shield_/<a href="#shields:shield_/' \
-e 's/<a name.*"shield_/<a name="shields:shield_/' \
"${d_export}/topics/shields.html"
# copy textures to data directory
printf "\ncopying textures ..."
mkdir -p "${d_data}"
texture_count=0
for d_mod in armor_* shields; do
printf "\rcopying textures from ${d_mod} ...\n"
for png in $(find "${d_root}/${d_mod}/textures" -maxdepth 1 -type f -name "*.png"); do
if test -f "${d_data}/$(basename ${png})"; then
echo "WARNING: not overwriting existing file: ${png}"
else
cp "${png}" "${d_data}"
texture_count=$((texture_count + 1))
printf "\rcopied ${texture_count} textures"
fi
done
done
echo -e "\n\nDone!"

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/* BEGIN RESET
Copyright (c) 2010, Yahoo! Inc. All rights reserved.
Code licensed under the BSD License:
http://developer.yahoo.com/yui/license.html
version: 2.8.2r1
*/
html {
color: #000;
background: #FFF;
}
body,div,dl,dt,dd,ul,ol,li,h1,h2,h3,h4,h5,h6,pre,code,form,fieldset,legend,input,button,textarea,p,blockquote,th,td {
margin: 0;
padding: 0;
}
table {
border-collapse: collapse;
border-spacing: 0;
}
fieldset,img {
border: 0;
}
address,caption,cite,code,dfn,em,strong,th,var,optgroup {
font-style: inherit;
font-weight: inherit;
}
del,ins {
text-decoration: none;
}
li {
margin-left: 20px;
}
caption,th {
text-align: left;
}
h1,h2,h3,h4,h5,h6 {
font-size: 100%;
font-weight: bold;
}
q:before,q:after {
content: '';
}
abbr,acronym {
border: 0;
font-variant: normal;
}
sup {
vertical-align: baseline;
}
sub {
vertical-align: baseline;
}
legend {
color: #000;
}
input,button,textarea,select,optgroup,option {
font-family: inherit;
font-size: inherit;
font-style: inherit;
font-weight: inherit;
}
input,button,textarea,select {*font-size:100%;
}
/* END RESET */
body {
margin-left: 1em;
margin-right: 1em;
font-family: arial, helvetica, geneva, sans-serif;
background-color: #ffffff; margin: 0px;
}
code, tt { font-family: monospace; font-size: 1.1em; }
span.parameter { font-family:monospace; }
span.parameter:after { content:":"; }
span.types:before { content:"("; }
span.types:after { content:")"; }
.type { font-weight: bold; font-style:italic }
body, p, td, th { font-size: .95em; line-height: 1.2em;}
p, ul { margin: 10px 0 0 0px;}
strong { font-weight: bold;}
em { font-style: italic;}
h1 {
font-size: 1.5em;
margin: 20px 0 20px 0;
}
h2, h3, h4 { margin: 15px 0 10px 0; }
h2 { font-size: 1.25em; }
h3 { font-size: 1.15em; }
h4 { font-size: 1.06em; }
a:link { font-weight: bold; color: #004080; text-decoration: none; }
a:visited { font-weight: bold; color: #006699; text-decoration: none; }
a:link:hover { text-decoration: underline; }
hr {
color:#cccccc;
background: #00007f;
height: 1px;
}
blockquote { margin-left: 3em; }
ul { list-style-type: disc; }
p.name {
font-family: "Andale Mono", monospace;
padding-top: 1em;
}
pre {
background-color: rgb(245, 245, 245);
border: 1px solid #C0C0C0; /* silver */
padding: 10px;
margin: 10px 0 10px 0;
overflow: auto;
font-family: "Andale Mono", monospace;
}
pre.example {
font-size: .85em;
}
table.index { border: 1px #00007f; }
table.index td { text-align: left; vertical-align: top; }
#container {
margin-left: 1em;
margin-right: 1em;
background-color: #f0f0f0;
}
#product {
text-align: center;
border-bottom: 1px solid #cccccc;
background-color: #ffffff;
}
#product big {
font-size: 2em;
}
#main {
background-color: #f0f0f0;
border-left: 2px solid #cccccc;
}
#navigation {
float: left;
width: 14em;
vertical-align: top;
background-color: #f0f0f0;
overflow: visible;
position: fixed;
}
#navigation h2 {
background-color:#e7e7e7;
font-size:1.1em;
color:#000000;
text-align: left;
padding:0.2em;
border-top:1px solid #dddddd;
border-bottom:1px solid #dddddd;
}
#navigation ul
{
font-size:1em;
list-style-type: none;
margin: 1px 1px 10px 1px;
}
#navigation li {
text-indent: -1em;
display: block;
margin: 3px 0px 0px 22px;
}
#navigation li li a {
margin: 0px 3px 0px -1em;
}
#content {
margin-left: 14em;
padding: 1em;
width: 700px;
border-left: 2px solid #cccccc;
border-right: 2px solid #cccccc;
background-color: #ffffff;
min-height: 425px;
}
#about {
clear: both;
padding: 5px;
border-top: 2px solid #cccccc;
background-color: #ffffff;
}
@media print {
body {
font: 12pt "Times New Roman", "TimeNR", Times, serif;
}
a { font-weight: bold; color: #004080; text-decoration: underline; }
#main {
background-color: #ffffff;
border-left: 0px;
}
#container {
margin-left: 2%;
margin-right: 2%;
background-color: #ffffff;
}
#content {
padding: 1em;
background-color: #ffffff;
}
#navigation {
display: none;
}
pre.example {
font-family: "Andale Mono", monospace;
font-size: 10pt;
page-break-inside: avoid;
}
}
table.module_list {
border-width: 1px;
border-style: solid;
border-color: #cccccc;
border-collapse: collapse;
}
table.module_list td {
border-width: 1px;
padding: 3px;
border-style: solid;
border-color: #cccccc;
}
table.module_list td.name { background-color: #f0f0f0; min-width: 200px; }
table.module_list td.summary { width: 100%; }
table.function_list {
border-width: 1px;
border-style: solid;
border-color: #cccccc;
border-collapse: collapse;
}
table.function_list td {
border-width: 1px;
padding: 3px;
border-style: solid;
border-color: #cccccc;
}
table.function_list td.name { background-color: #f0f0f0; min-width: 200px; }
table.function_list td.summary { width: 100%; }
ul.nowrap {
overflow:auto;
white-space:nowrap;
}
dl.table dt, dl.function dt {border-top: 1px solid #ccc; padding-top: 1em;}
dl.table dd, dl.function dd {padding-bottom: 1em; margin: 10px 0 0 20px;}
dl.table h3, dl.function h3 {font-size: .95em;}
/* stop sublists from having initial vertical space */
ul ul { margin-top: 0px; }
ol ul { margin-top: 0px; }
ol ol { margin-top: 0px; }
ul ol { margin-top: 0px; }
/* make the target distinct; helps when we're navigating to a function */
a:target + * {
background-color: #FF9;
}
/* styles for prettification of source */
pre .comment { color: #558817; }
pre .constant { color: #a8660d; }
pre .escape { color: #844631; }
pre .keyword { color: #aa5050; font-weight: bold; }
pre .library { color: #0e7c6b; }
pre .marker { color: #512b1e; background: #fedc56; font-weight: bold; }
pre .string { color: #8080ff; }
pre .number { color: #f8660d; }
pre .operator { color: #2239a8; font-weight: bold; }
pre .preprocessor, pre .prepro { color: #a33243; }
pre .global { color: #800080; }
pre .user-keyword { color: #800080; }
pre .prompt { color: #558817; }
pre .url { color: #272fc2; text-decoration: underline; }

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#!/usr/bin/env python
# This script will format "settingtypes.txt" file found at the root
# of 3d_armor modpack into a format readable by LDoc.
import sys, os, errno, codecs
path = os.path.realpath(__file__)
script = os.path.basename(path)
d_root = os.path.dirname(os.path.dirname(path))
d_ldoc = os.path.join(d_root, ".ldoc")
f_settings = os.path.join(d_root, "settingtypes.txt")
if not os.path.isfile(f_settings):
print("settingtypes.txt does not exist")
sys.exit(errno.ENOENT)
i_stream = codecs.open(f_settings, "r", "utf-8")
data_in = i_stream.read()
i_stream.close()
data_in = data_in.replace("\r", "")
sets = data_in.split("\n\n")
for idx in reversed(range(len(sets))):
set = sets[idx]
lines = set.split("\n")
for idx2 in reversed(range(len(lines))):
li = lines[idx2].strip(" \t")
if li == "" or li[0] == "[":
lines.pop(idx2)
if len(lines) == 0:
sets.pop(idx)
else:
sets[idx] = "\n".join(lines)
filtered = []
for set in sets:
comment = False
lines = set.split("\n")
new_lines = []
for li in lines:
if li[0] == "#":
new_lines.append(li)
else:
new_lines.append(li)
filtered.append("\n".join(new_lines))
new_lines = []
settings = []
def parse_setting(set):
desc = []
setting = summary = stype = sdefault = soptions = None
for li in set.split("\n"):
if li[0] == "#":
desc.append("-- {}".format(li.lstrip(" #")))
else:
setting = li.split(" ")[0]
summary = li.split(")")[0].split("(")[-1]
li = li.split(")")[-1].strip()
rem = li.split(" ")
stype = rem[0]
rem.pop(0)
if len(rem) > 0:
sdefault = rem[0]
rem.pop(0)
if len(rem) > 0:
soptions = " ".join(rem)
if not setting:
return
st = "---"
if summary:
if summary[-1] != ".":
summary = "{}.".format(summary)
st = "{} {}".format(st, summary)
st = "{}\n--".format(st)
if len(desc) > 0:
st = "{}\n{}\n--".format(st, "\n".join(desc))
st = "{}\n-- @setting {}".format(st, setting)
if stype:
st = "{}\n-- @settype {}".format(st, stype)
if sdefault:
st = "{}\n-- @default {}".format(st, sdefault)
# TODO: add options
settings.append(st)
for f in filtered:
parse_setting(f)
outfile = os.path.join(d_ldoc, "settings.luadoc")
data_out = "\n--- 3D Armor Settings\n--\n-- @topic settings\n\n\n{}\n".format("\n\n".join(settings))
o_stream = codecs.open(outfile, "w", "utf-8")
if not o_stream:
print("ERROR: could not open file for writing: {}".format(outfile))
sys.exit(errno.EIO)
o_stream.write(data_out)
o_stream.close()
print("settings exported to\t{}".format(outfile))

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#!/usr/bin/env python
# This script will parse source files for docstring.
import os, codecs
path = os.path.realpath(__file__)
script = os.path.basename(path)
d_root = os.path.dirname(os.path.dirname(path))
d_ldoc = os.path.join(d_root, ".ldoc")
armor_types = {
"armor": {"topic": "Armors", "values": []},
"helmet": {"topic": "Helmets", "values": []},
"chestplate": {"topic": "Chestplates", "values": []},
"leggings": {"topic": "Leggings", "values": []},
"boots": {"topic": "Boots", "values": []},
#"shield": {"topic": "Shields", "values": []},
}
def parse_file(f):
buffer = codecs.open(f, "r", "utf-8")
if not buffer:
print("ERROR: could not open file for reading: {}".format(f))
return
data_in = buffer.read()
buffer.close()
# format to LF (Unix)
data_in = data_in.replace("\r\n", "\n").replace("\r", "\n")
current_item = []
item_type = None
new_item = False
for li in data_in.split("\n"):
li = li.strip()
if li.startswith("---"):
new_item = True
elif not li.startswith("--"):
new_item = False
if new_item:
current_item.append(li)
if not item_type:
for a_type in armor_types:
if "@{} ".format(a_type) in li:
item_type = a_type
break
elif item_type and len(current_item):
armor_types[item_type]["values"].append("\n".join(current_item))
item_type = None
current_item = []
else:
current_item = []
to_parse = []
for obj in os.listdir(d_root):
fullpath = os.path.join(d_root, obj)
if not obj.startswith(".") and os.path.isdir(fullpath):
for root, dirs, files in os.walk(fullpath):
for f in files:
if f.endswith(".lua"):
to_parse.append(os.path.join(root, f))
for p in to_parse:
if not os.path.isfile(p):
print("ERROR: {} is not a file".format(p))
else:
parse_file(p)
for t in armor_types:
topic = armor_types[t]["topic"]
items = armor_types[t]["values"]
if len(items):
outfile = os.path.join(d_ldoc, "{}.luadoc".format(topic.lower()))
buffer = codecs.open(outfile, "w", "utf-8")
if not buffer:
print("ERROR: could not open file for writing: {}".format(outfile))
continue
buffer.write("\n--- 3D Armor {}\n--\n-- @topic {}\n\n\n{}\n".format(topic, topic.lower(), "\n\n".join(items)))
buffer.close()
print("{} exported to\t{}".format(topic.lower(), outfile))

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.luacheckrc Normal file
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unused_args = false
globals = {
"wieldview",
"armor",
"inventory_plus"
}
read_globals = {
-- Stdlib
string = {fields = {"split"}},
table = {fields = {"copy", "getn"}},
-- Minetest
"vector", "ItemStack",
"dump", "VoxelArea",
-- deps
"default",
"player_api",
"minetest",
"unified_inventory",
"wardrobe",
"player_monoids",
"armor_monoid",
"sfinv",
"ARMOR_MATERIALS",
"ARMOR_FIRE_NODES",
"pova",
"skins",
"u_skins"
}

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@ -1,9 +0,0 @@
[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

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# [mod] Visible Player Armor [3d_armor]
| | | | |
|--|--|--|--|
|-[Overview](#overview) |||-[API](#api)
|-[Armor Configuration](#armor-configuration) |||- - [3d_Armor Item Storage](#3d_armor-item-storage)
|- - [disable_specific_materials](#to-disable-individual-armor-materials) |||- - [Armor Registration](#armor-registration)
|- - [armor_init_delay](#initialization-glitches-when-a-player-first-joins) |||- - [Registering Armor Groups](#registering-armor-groups)
|- - [wieldview_update_time](#how-often-player-wield-items-are-updated) |||- - [Groups used by 3d_Armor](#groups-used-by-3d_armor)
|- - [armor_bones_delay](#armor-not-in-bones-due-to-server-lag) |||- - - [Elements](#elements)
|- - [armor_update_time](#how-often-player-armor-items-are-updated) |||- - - [Attributes](#attributes)
|- - [armor_drop](#drop-armor-when-a-player-dies) |||- - - [Physics](#physics)
|- - [armor_destroy](#destroy-armor-when-a-player-dies) |||- - - [Durability](#durability)
|- - [armor_level_multiplier](#armor-level-multiplyer) |||- - - [Armor Material](#armor-material)
|- - [armor_heal_multiplier](#armor-healing-multiplyer) |||- - [Armour Functions](#armor-functions)
|- - [armor_set_elements](#allows-the-customisation-of-armor-set) |||- - - [armor:set_player_armor](#armor-set_player_armor)
|- - [armor_set_bonus](#armor-set-bonus-multiplier) |||- - - [armor:punch](#armor-punch)
|- - [armor_water_protect](#enable-water-protection) |||- - - [armor:damage](#armor-damage)
|- - [armor_fire_protect](#enable-fire-protection) |||- - - [armor:remove_all](#armor-remove_all)
|- - [armor_punch_damage](#enable-punch-damage-effects) |||- - - [armor:equip](#armor-equip)
|- - [armor_migrate_old_inventory](#migration-of-old-armor-inventories) |||- - - [armor:unequip](#armor-unequip)
| |||- - - [armor:update_skin](#armor-update_skin)
|-[Credits](#credits) |||- - [Callbacks](#Callbacks)
| |||- - - [Item callbacks](#item-callbacks)
| |||- - - [Global callbacks](#global-callbacks)
# Overview
**Depends:** default
**Recommends:** sfinv, unified_inventory or smart_inventory (use only one to avoid conflicts)
**Supports:** player_monoids, armor_monoid and POVA
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.
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.
# Armor Configuration
Change the following default settings by going to Main Menu>>Settings(Tab)>>All Settings(Button)>>Mods>>minetest-3d_Armor>>3d_Armor
### To disable individual armor materials
**set the below to false**
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
armor_material_nether = true
### Initialization glitches when a player first joins
**Increase to prevent glitches**
armor_init_delay = 2
### Armor not in bones due to server lag
**Increase to help resolve**
armor_bones_delay = 1
### How often player armor items are updated
**Number represents how often per second update is performed, higher value means less performance hit for servers but armor items maybe delayed in updating when switching.Fractional seconds also supported eg 0.1**
armor_update_time = 1
### Drop armor when a player dies
**Uses bones mod if present, otherwise items are dropped around the player when false.**
armor_drop = true
### Destroy armor when a player dies
**overrides armor_drop.**
armor_destroy = false
### Armor level multiplyer
**Increase to make armor more effective and decrease to make armor less effective**
**eg: level_multiplier = 0.5 will reduce armor level by half.**
armor_level_multiplier = 1
### Armor healing multiplyer
**Increase to make armor healing more effective and decrease to make healing less effective**
**eg: armor_heal_multiplier = 0 will disable healing altogether.**
armor_heal_multiplier = 1
### Allows the customisation of armor set
**Shields already configured as need to be worn to complete an armor set**
**These names come from [Element names](#groups-used-by-3d_armor), the second half of the element name only is used eg armor_head is head**
armor_set_elements = head torso legs feet shield
### Armor set bonus multiplier
**Set to 1 to disable set bonus**
armor_set_multiplier = 1.1
### Enable water protection
**periodically restores breath when activated**
armor_water_protect = true
### Enable fire protection
**defaults to true if using ethereal mod**
armor_fire_protect = false
### Fire protection enabled, disable torch fire damage
**when fire protection is enabled allows you to disable fire damage from torches**
**defaults to true if using ethereal mod**
armor_fire_protect_torch = false
### Enable punch damage effects
armor_punch_damage = true
### Migration of old armor inventories
armor_migrate_old_inventory = true
### How often player wield items are updated
**Number represents how often per second update is performed, higher value means less performance hit for servers but wield items maybe delayed in updating when switching. Fractional seconds also supported eg 0.1**
***Note this is MT engine functionality but included for completness***
wieldview_update_time = 1
# API
## 3d_Armor item storage
3d_Armor stores each armor piece a player currently has equiped in a ***detached*** inventory. The easiest way to access this inventory if needed is using this line of code
local _, armor_inv = armor:get_valid_player(player, "3d_armor")
**Example**
armor:register_on_equip(function(player, index, stack)
local _, armor_inv = armor:get_valid_player(player, "3d_armor")
for i = 1, 6 do
local stack = armor_inv:get_stack("armor", i)
if stack:get_name() == "3d_armor:chestplate_gold" then
minetest.chat_send_player(player:get_player_name(),"Got to love the Bling!!!")
end
end
end)
## Armor Registration
armor:register_armor(name, def)
Wrapper function for `minetest.register_tool`, which enables the easy registration of new armor items. While registering armor as a tool item is still supported, this may be deprecated in future so all armor items should be registered using *armor:register_armor(name,def)*.
### 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>
***Reciprocal tool*** damage will apply damage back onto the attacking tool/weapon, however this will only be done by the first armor inventory item with `reciprocate_damage = true`, damage does not stack.
**Example Simple:**
armor:register_armor("mod_name:chestplate_leather", {
description = "Leather Chestplate",
inventory_image = "mod_name_inv_chestplate_leather.png",
texture = "mod_name_leather_chestplate.png",
preview = "mod_name_leather_chestplate_preview.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}
})
*See ***armor.lua*** under **3d_armor>>3d_armor** for further examples*
**Extended functionality**
The values for ***texture*** and ***preview*** do not need to be included when registering armor if they follow the naming convention in the textures mod folder of:
***texture:*** *mod_name_leather_chestplate.png*
***preview:*** *mod_name_leather_chestplate_preview.png*
## Registering Armor Groups
3d armor has a built in armor group which is ***fleshy*** all players base vulnerability to being fleshy is ***100***.
3d armour allows for the easy registration/addition of new armor groups::
armor:register_armor_group(group, base)
***group:*** Is the name of the new armor group
***base*** Is the starting vulnerability that all players have to that new group. This dosent need to be 100.
**Example**
armor:register_armor_group("radiation", 100)
New armor group is registered called *radiation* and all players start off with a base vulnerability of *100* to radiation.
**Example** *Showing armor reg, new group usage and custom function*
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:get_pos()
if pos then
minetest.sound_play({
name = "mod_name_break_sound",
pos = pos,
gain = 0.5,
})
end
end,
})
### Tools/weapons and new armor groups
The above allows armor to block/prevent new damage types but you also need to assign the new damage group to a tool/weapon or even a node (see technic mod) to make wearing the armor item meaningful. Simply add the ***armor_groups*** name to the tool items ***damage_groups***.
**Example**
minetest.register_tool("mod_name:glowing_sword", {
description = "Glowing Sword",
inventory_image = "mod_name_tool_glowingsword.png",
tool_capabilities = {full_punch_interval = 1.2,max_drop_level=0,
groupcaps={
cracky = {times={[3]=1.60}, uses=10, maxlevel=1},},
damage_groups = {fleshy=10,radiation=20},
},
sound = {breaks = "default_tool_breaks"},
groups = {pickaxe = 1, flammable = 2}
})
## Groups used by 3d_Armor
3d_armor has many default groups already registered, these are categorized under 4 main headings
- **Elements:** armor_head, armor_torso, armor_legs, armor_feet
- **Attributes:** armor_heal, armor_fire, armor_water, armor_feather
- **Physics:** physics_jump, physics_speed, physics_gravity
- **Durability:** armor_use, flammable
***Note: for calculation purposes "Attributes" and "Physics" values stack***
### Elements
Additional armor elements can be added by dependant mods, for example shields adds the group armor_shield which has by default a limit that only 1 shield can be worn at a time.
Adding Elements is more complex but the below code can be used to add new elements;
if minetest.global_exists("armor") and armor.elements then
table.insert(armor.elements, "hands")
end
**1st line** not strictly needed but checks that the global table "armor" and subtable "elements" exists
**2nd line** adds a new value to the armor.elements table called "hands"
See ***init.lua*** under **3d_armor>>shields** for a further example
The new armor item can now be registered using the new element
**Example**
armor:register_armor("mod_name:gloves_wood", {
description = "Wood Gauntlets",
inventory_image = "mod_name_inv_gloves_wood.png",
texture = "mod_name_gloves_wood.png",
preview = "mod_name_gloves_wood_preview.png",
groups = {armor_hands=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},
})
### Attributes
Three attributes are avaliable in 3d_armor these are armor_heal, armor_fire and armor_water. Although possible to add additional attributes they would do nothing as code needs to be provide to specifiy the behaviour this could be done in a dependant mod
#### Armor_heal
This isn't how much the armor will heal but relates to the chance the armor will completely block the damage. For each point of ***armor_heal*** there is a 1% chance that damage will be completely blocked, this value will stack between all armor pieces
**Example**
The below Diamond chestplate has a 12% chance to completely block all damage (armor_heal=12), however so do boots, helmet and trousers so if the player was wearing all 4 pieces they would have a 48% chance of blocking all damage each attack.
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_fire
***"Armor_fire"*** provides 5 levels of fire protection
- level 1 protects against torches
- level 2 protects against crystal spike (Ethereal mod)
- level 3 protects against fire
- level 4 unused
- level 5 protects against lava
**Example**
armor:register_armor("mod_name:fire_proof_jacket", {
description = "Fire Proof Jacket",
inventory_image = "mod_name_inv_fire_proof_jacket.png",
groups = {armor_torso=1, armor_fire=3, armor_use=1000},
armor_groups = {fleshy=10},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
#### Armor_water
***"Armor_water"*** will periodically restore a players breath when underwater. This only has one level or state, which is armor_water=1
**Example**
armor:register_armor("mod_name:helmet_underwater_breath", {
description = "Helmet of Underwater Breathing",
inventory_image = "mod_name_inv_helmet_underwater_breath.png",
groups = {armor_head=1, armor_water=1, armor_use=1000},
armor_groups = {fleshy=5},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
#### Armor_feather
***"Armor_feather"*** will slow a player when falling. This only has one level or state, which is armor_feather=1
### Physics
The physics attributes supported by 3d_armor are ***physics_jump, physics_speed and physics_gravity***. Although 3d_armor supports the use of this with no other mods it is recommended that the mod [player_monoids](https://forum.minetest.net/viewtopic.php?t=14895) is used to help with intermod compatability.
***physics_jump*** - Will increase/decrease the jump strength of the player so they can jump more/less. The base number is "1" and any value is added or subtracted, supports fractional so "physics_jump=1" will increase jump strength by 100%. "physics_jump= -0.5" will decrease jump by 50%.
***physics_speed*** - Will increase/decrease the walk speed of the player so they walk faster/slower. The base number is "1" and any value is added or subtracted, supports fractional so "physics_speed=1.5" will increase speed by 150%, "physics_speed= -0.5" will decrease speed by 50%.
***physics_gravity*** - Will increase/decrease gravity the player experiences so it's higher/lower. The base number is "1" and any value is added or subtracted, supports fractional so "physics_gravity=2" will increase gravity by 200%, "physics_gravity= -1" will decrease gravity by 100%.
*Note: The player physics modifications won't be applied via `set_physics_override` if `player_physics_locked` is set to 1 in the respective player's meta.*
### Durability
Durability is determined by the value assigned to the group ***armor_use***. The higher the ***armor_use*** value the faster/more quickly it is damaged/degrades. This is calculated using the formula:
Total uses = approx(65535/armor_use)
**Example**
All wood armor items have an ***armor_use=2000***;
65535/2000 = 32.76 (32)
After 32 uses(hits) the armor item will break.
All diamond armor items have an ***armor_use=200***;
65535/2000 = 327.6 (327)
After 327 uses(hits) the armor item will break.
### Armor Material
The material the armor is made from is defined by adding the material to the end of registered armor item name. It is very important the material is the last item in the registered item name and it is preceeded by an "_" eg "_materialname".
The material name is what 3d_armor uses to determine if a player is wearing a set of armor. To recieve the set bonus all items worn must be made of the same material.
So to get a set bonus under the default set settings the players armor items listed below must be made of the same material:
* head - Helmet
* torso - Chestplate
* legs - Leggings
* feet - Boots
* shield - Shields
If all of the above were made of material "wood" the player would recieve an ***armor_set_bonus*** of armor_level * 1.1, essentially +10%
**Example One**
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},
})
**Example Two**
armor:register_armor("new_mod:helmet_spartan_bronze", {
description = S("Spartan Helmet"),
inventory_image = "new_mod_inv_helmet_spartan_bronze.png",
groups = {armor_head=1, armor_heal=6, armor_use=350, physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=12},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
***Note: At the moment an armor item can only be made of one material***
## Armor Functions
See also: [API Reference](https://minetest-mods.github.io/3d_armor/reference/)
### armor set_player_armor
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
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
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.
### armor remove_all
armor:remove_all(player)
Removes all armors from the player's inventory without triggering any callback.
### armor equip
armor:equip(player, armor_name)
Equip the armor, removing the itemstack from the main inventory if there's one.
### armor unequip
armor:unequip(player, armor_name)
Unequip the armor, adding the itemstack to the main inventory.
### armor update_skin
armor:update_skin(player_name)
Triggers a skin update with the same action as if a field with `skins_set` was submitted.
## Callbacks
### Item Callbacks
In all of the below when armor is destroyed `stack` will contain a copy of the previous stack.
*unsure what this note means may apply to all item callbacks or just on_punched*
Return `false` to override armor damage effects.
#### on_equip
on_equip = func(player, index, stack)
#### on_unequip
on_unequip = func(player, index, stack)
#### on_destroy
on_destroy = func(player, index, stack)
#### on_damage
on_damage = func(player, index, stack)
#### on_punched
on_punched = func(player, hitter, time_from_last_punch, tool_capabilities)
`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.
When fire protection is enabled, hitter == "fire" in the event of fire damage.
### Global Callbacks
#### armor register_on_update
armor:register_on_update(function(player))
#### armor register_on_equip
armor:register_on_equip(function(player, index, stack))
#### armor register_on_unequip
armor:register_on_unequip(function(player, index, stack))
#### armor register_on_destroy
armor:register_on_destroy(function(player, index, stack))
**Example**
armor:register_on_update(function(player)
print(player:get_player_name().." armor updated!")
end)
# Credits
### The below have added too, tested or in other ways contributed to the development and ongoing support of 3d_Armor
|Stu |Stujones11 |Stu |Github Ghosts |
|:---------------:|:---------------:|:---------------:|:---------------:|
|Pavel_S |BlockMen |Tenplus1 |donat-b |
|JPRuehmann |BrandonReese |Megaf |Zeg9 |
|poet.nohit |Echoes91 |Adimgar |Khonkhortisan |
|VanessaE |CraigyDavi |proller |Thomasrudin |
|Byakuren |kilbith (jp) |afflatus |G1ov4 |
|Thomas-S |Dragonop |Napiophelios |Emojigit |
|rubenwardy |daviddoesminetest|bell07 |OgelGames |
|tobyplowy |crazyginger72 |fireglow |bhree |
|Lone_Wolf(HT) |Wuzzy(2) |numberZero |Monte48 |
|AntumDeluge |Terumoc |runsy |Dacmot |
|codexp |davidthecreator |SmallJoker |orbea |
|BuckarooBanzay |daret |Exeterdad |Calinou |
|Pilcrow182 |indriApollo |HybridDog |CraigyDavi |
|Paly-2 |Diogogomes | | |
*Note: Names gathered from 3d_armor forum thread and github, I may have missed some people, apologises if I have - S01*

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@ -1,188 +0,0 @@
[mod] Visible Player Armor [3d_armor]
=====================================
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.
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.
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.
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
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)

View File

@ -1,9 +1,89 @@
--- 3D Armor API
--
-- @topic api
local transparent_armor = minetest.settings:get_bool("armor_transparent", false)
--- Tables
--
-- @section tables
--- Armor definition table used for registering armor.
--
-- @table ArmorDef
-- @tfield string description Human-readable name/description.
-- @tfield string inventory_image Image filename used for icon.
-- @tfield table groups See: `ArmorDef.groups`
-- @tfield table armor_groups See: `ArmorDef.armor_groups`
-- @tfield table damage_groups See: `ArmorDef.damage_groups`
-- @see ItemDef
-- @usage local def = {
-- description = "Wood Helmet",
-- inventory_image = "3d_armor_inv_helmet_wood.png",
-- groups = {armor_head=1, armor_heal=0, armor_use=2000, flammable=1},
-- armor_groups = {fleshy=5},
-- damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
-- }
--- Groups table.
--
-- General groups defining item behavior.
--
-- Some commonly used groups: ***armor\_&lt;type&gt;***, ***armor\_heal***, ***armor\_use***
--
-- @table ArmorDef.groups
-- @tfield int armor_type The armor type. "head", "torso", "hands", "shield", etc.
-- (**Note:** replace "type" with actual type).
-- @tfield int armor_heal Healing value of armor when equipped.
-- @tfield int armor_use Amount of uses/damage before armor "breaks".
-- @see groups
-- @usage groups = {
-- armor_head = 1,
-- armor_heal = 5,
-- armor_use = 2000,
-- flammable = 1,
-- }
--- Armor groups table.
--
-- Groups that this item is effective against when taking damage.
--
-- Some commonly used groups: ***fleshy***
--
-- @table ArmorDef.armor_groups
-- @usage armor_groups = {
-- fleshy = 5,
-- }
--- Damage groups table.
--
-- Groups that this item is effective on when used as a weapon/tool.
--
-- Some commonly used groups: ***cracky***, ***snappy***, ***choppy***, ***crumbly***, ***level***
--
-- @table ArmorDef.damage_groups
-- @see entity_damage_mechanism
-- @usage damage_groups = {
-- cracky = 3,
-- snappy = 2,
-- choppy = 3,
-- crumbly = 2,
-- level = 1,
-- }
--- @section end
-- support for i18n
local S = armor_i18n.gettext
local S = minetest.get_translator(minetest.get_current_modname())
local skin_previews = {}
local use_player_monoids = minetest.global_exists("player_monoids")
local use_armor_monoid = minetest.global_exists("armor_monoid")
local use_pova_mod = minetest.get_modpath("pova")
local armor_def = setmetatable({}, {
__index = function()
return setmetatable({
@ -32,7 +112,7 @@ armor = {
timer = 0,
elements = {"head", "torso", "legs", "feet"},
physics = {"jump", "speed", "gravity"},
attributes = {"heal", "fire", "water"},
attributes = {"heal", "fire", "water", "feather"},
formspec = "image[2.5,0;2,4;armor_preview]"..
default.gui_bg..
default.gui_bg_img..
@ -52,14 +132,17 @@ armor = {
gold = "default:gold_ingot",
mithril = "moreores:mithril_ingot",
crystal = "ethereal:crystal_ingot",
nether = "nether:nether_ingot",
},
fire_nodes = {
{"nether:lava_source", 5, 8},
{"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},
{"nether:lava_crust", 2, 1},
{"default:torch", 1, 1},
{"default:torch_ceiling", 1, 1},
{"default:torch_wall", 1, 1},
@ -72,12 +155,13 @@ armor = {
on_damage = {},
on_destroy = {},
},
version = "0.4.10",
migrate_old_inventory = true,
version = "0.4.13",
get_translator = S
}
armor.config = {
init_delay = 2,
init_times = 10,
bones_delay = 1,
update_time = 1,
drop = minetest.get_modpath("bones") ~= nil,
@ -92,17 +176,63 @@ armor.config = {
material_gold = true,
material_mithril = true,
material_crystal = true,
material_nether = true,
set_elements = "head torso legs feet shield",
set_multiplier = 1.1,
water_protect = true,
fire_protect = minetest.get_modpath("ethereal") ~= nil,
fire_protect_torch = minetest.get_modpath("ethereal") ~= nil,
feather_fall = true,
punch_damage = true,
}
-- Armor Registration
--- Methods
--
-- @section methods
--- Registers a new armor item.
--
-- @function armor:register_armor
-- @tparam string name Armor item technical name (ex: "3d\_armor:helmet\_gold").
-- @tparam ArmorDef def Armor definition table.
-- @usage armor:register_armor("3d_armor:helmet_wood", {
-- description = "Wood Helmet",
-- inventory_image = "3d_armor_inv_helmet_wood.png",
-- groups = {armor_head=1, armor_heal=0, armor_use=2000, flammable=1},
-- armor_groups = {fleshy=5},
-- damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
-- })
armor.register_armor = function(self, name, def)
def.on_secondary_use = function(itemstack, player)
return armor:equip(player, itemstack)
end
def.on_place = function(itemstack, player, pointed_thing)
if pointed_thing.type == "node" and player and not player:get_player_control().sneak then
local node = minetest.get_node(pointed_thing.under)
local ndef = minetest.registered_nodes[node.name]
if ndef and ndef.on_rightclick then
return ndef.on_rightclick(pointed_thing.under, node, player, itemstack, pointed_thing)
end
end
return armor:equip(player, itemstack)
end
-- The below is a very basic check to try and see if a material name exists as part
-- of the item name. However this check is very simple and just checks theres "_something"
-- at the end of the item name and logging an error to debug if not.
local check_mat_exists = string.match(name, "%:.+_(.+)$")
if check_mat_exists == nil then
minetest.log("warning:[3d_armor] Registered armor "..name..
" does not have \"_material\" specified at the end of the item registration name")
end
minetest.register_tool(name, def)
end
--- Registers a new armor group.
--
-- @function armor:register_armor_group
-- @tparam string group Group ID.
-- @tparam int base Base armor value.
armor.register_armor_group = function(self, group, base)
base = base or 100
self.registered_groups[group] = base
@ -111,38 +241,92 @@ armor.register_armor_group = function(self, group, base)
end
end
-- Armor callbacks
--- Armor Callbacks Registration
--
-- @section callbacks
--- Registers a callback for when player visuals are update.
--
-- @function armor:register_on_update
-- @tparam function func Function to be executed.
-- @see armor:update_player_visuals
-- @usage armor:register_on_update(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_update = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_update, func)
end
end
--- Registers a callback for when armor is equipped.
--
-- @function armor:register_on_equip
-- @tparam function func Function to be executed.
-- @usage armor:register_on_equip(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_equip = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_equip, func)
end
end
--- Registers a callback for when armor is unequipped.
--
-- @function armor:register_on_unequip
-- @tparam function func Function to be executed.
-- @usage armor:register_on_unequip(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_unequip = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_unequip, func)
end
end
--- Registers a callback for when armor is damaged.
--
-- @function armor:register_on_damage
-- @tparam function func Function to be executed.
-- @see armor:damage
-- @usage armor:register_on_damage(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_damage = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_damage, func)
end
end
--- Registers a callback for when armor is destroyed.
--
-- @function armor:register_on_destroy
-- @tparam function func Function to be executed.
-- @see armor:damage
-- @usage armor:register_on_destroy(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_destroy = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_destroy, func)
end
end
--- @section end
--- Methods
--
-- @section methods
--- Runs callbacks.
--
-- @function armor:run_callbacks
-- @tparam function callback Function to execute.
-- @tparam ObjectRef player First parameter passed to callback.
-- @tparam int index Second parameter passed to callback.
-- @tparam ItemStack stack Callback owner.
armor.run_callbacks = function(self, callback, player, index, stack)
if stack then
local def = stack:get_definition() or {}
@ -158,13 +342,17 @@ armor.run_callbacks = function(self, callback, player, index, stack)
end
end
--- Updates visuals.
--
-- @function armor:update_player_visuals
-- @tparam ObjectRef player
armor.update_player_visuals = function(self, player)
if not player then
return
end
local name = player:get_player_name()
if self.textures[name] then
default.player_set_textures(player, {
player_api.set_textures(player, {
self.textures[name].skin,
self.textures[name].armor,
self.textures[name].wielditem,
@ -173,22 +361,27 @@ armor.update_player_visuals = function(self, player)
self:run_callbacks("on_update", player)
end
--- Sets player's armor attributes.
--
-- @function armor:set_player_armor
-- @tparam ObjectRef player
armor.set_player_armor = function(self, player)
local name, player_inv = self:get_valid_player(player, "[set_player_armor]")
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 = armor:get_preview(name)
local texture = "3d_armor_trans.png"
local textures = {}
local texture = "blank.png"
local physics = {}
local attributes = {}
local levels = {}
local groups = {}
local change = {}
local set_worn = {}
local armor_multi = 0
local worn_armor = armor:get_weared_armor_elements(player)
for _, phys in pairs(self.physics) do
physics[phys] = 1
end
@ -199,7 +392,7 @@ armor.set_player_armor = function(self, player)
change[group] = 1
levels[group] = 0
end
local list = player_inv:get_list("armor")
local list = armor_inv:get_list("armor")
if type(list) ~= "table" then
return
end
@ -218,10 +411,11 @@ armor.set_player_armor = function(self, player)
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"]
levels["radiation"] = levels["radiation"] + def.groups["armor_radiation"]
end
end
local item = stack:get_name()
@ -229,7 +423,9 @@ armor.set_player_armor = function(self, player)
tex = tex:gsub(".png$", "")
local prev = def.preview or tex.."_preview"
prev = prev:gsub(".png$", "")
texture = texture.."^"..tex..".png"
if not transparent_armor then
texture = texture.."^"..tex..".png"
end
preview = preview.."^"..prev..".png"
state = state + stack:get_wear()
count = count + 1
@ -241,21 +437,38 @@ armor.set_player_armor = function(self, player)
local value = def.groups["armor_"..attr] or 0
attributes[attr] = attributes[attr] + value
end
local mat = string.match(item, "%:.+_(.+)$")
if material.name then
if material.name == mat then
material.count = material.count + 1
end
end
-- The following code compares player worn armor items against requirements
-- of which armor pieces are needed to be worn to meet set bonus requirements
for loc,item in pairs(worn_armor) do
local item_mat = string.match(item, "%:.+_(.+)$")
local worn_key = item_mat or "unknown"
-- Perform location checks to ensure the armor is worn correctly
for k,set_loc in pairs(armor.config.set_elements)do
if set_loc == loc then
if set_worn[worn_key] == nil then
set_worn[worn_key] = 0
set_worn[worn_key] = set_worn[worn_key] + 1
else
set_worn[worn_key] = set_worn[worn_key] + 1
end
else
material.name = mat
end
end
end
-- Apply the armor multiplier only if the player is wearing a full set of armor
for mat_name,arm_piece_num in pairs(set_worn) do
if arm_piece_num == #armor.config.set_elements then
armor_multi = armor.config.set_multiplier
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
if armor_multi ~= 0 then
level = level * armor.config.set_multiplier
end
end
local base = self.registered_groups[group]
@ -267,7 +480,8 @@ armor.set_player_armor = function(self, player)
change[group] = groups[group] / base
end
for _, attr in pairs(self.attributes) do
self.def[name][attr] = attributes[attr]
local mult = attr == "heal" and self.config.heal_multiplier or 1
self.def[name][attr] = attributes[attr] * mult
end
for _, phys in pairs(self.physics) do
self.def[name][phys] = physics[phys]
@ -275,6 +489,14 @@ armor.set_player_armor = function(self, player)
if use_armor_monoid then
armor_monoid.monoid:add_change(player, change, "3d_armor:armor")
else
-- Preserve immortal group (damage disabled for player)
local player_groups = player:get_armor_groups()
local immortal = player_groups.immortal
if immortal and immortal ~= 0 then
groups.immortal = 1
end
-- Preserve fall_damage_add_percent group (fall damage modifier)
groups.fall_damage_add_percent = player_groups.fall_damage_add_percent
player:set_armor_groups(groups)
end
if use_player_monoids then
@ -284,8 +506,19 @@ armor.set_player_armor = function(self, player)
"3d_armor:physics")
player_monoids.gravity:add_change(player, physics.gravity,
"3d_armor:physics")
elseif use_pova_mod then
-- only add the changes, not the default 1.0 for each physics setting
pova.add_override(name, "3d_armor", {
speed = physics.speed - 1,
jump = physics.jump - 1,
gravity = physics.gravity - 1,
})
pova.do_override(player)
else
player:set_physics_override(physics)
local player_physics_locked = player:get_meta():get_int("player_physics_locked")
if player_physics_locked == nil or player_physics_locked == 0 then
player:set_physics_override(physics)
end
end
self.textures[name].armor = texture
self.textures[name].preview = preview
@ -295,20 +528,29 @@ armor.set_player_armor = function(self, player)
self:update_player_visuals(player)
end
--- Action when armor is punched.
--
-- @function armor:punch
-- @tparam ObjectRef player Player wearing the armor.
-- @tparam ObjectRef hitter Entity attacking player.
-- @tparam[opt] int time_from_last_punch Time in seconds since last punch action.
-- @tparam[opt] table tool_capabilities See `entity_damage_mechanism`.
armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabilities)
local name, player_inv = self:get_valid_player(player, "[punch]")
local name, armor_inv = self:get_valid_player(player, "[punch]")
if not name then
return
end
local set_state
local set_count
local state = 0
local count = 0
local recip = true
local default_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1}
local list = player_inv:get_list("armor")
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 itemname = stack:get_name()
local use = minetest.get_item_group(itemname, "armor_use") or 0
local damage = use > 0
local def = stack:get_definition() or {}
if type(def.on_punched) == "function" then
@ -321,6 +563,9 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
local groupcaps = tool_capabilities.groupcaps or {}
local uses = 0
damage = false
if next(groupcaps) == nil then
damage = true
end
for group, caps in pairs(groupcaps) do
local maxlevel = caps.maxlevel or 0
local diff = maxlevel - level
@ -356,21 +601,43 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
end
end
if damage == true and hitter == "fire" then
damage = minetest.get_item_group(name, "flammable") > 0
damage = minetest.get_item_group(itemname, "flammable") > 0
end
if damage == true then
self:damage(player, i, stack, use)
set_state = self.def[name].state
set_count = self.def[name].count
end
state = state + stack:get_wear()
count = count + 1
end
end
if set_count and set_count ~= count then
state = set_state or state
count = set_count or count
end
self.def[name].state = state
self.def[name].count = count
end
--- Action when armor is damaged.
--
-- @function armor:damage
-- @tparam ObjectRef player
-- @tparam int index Inventory index where armor is equipped.
-- @tparam ItemStack stack Armor item receiving damaged.
-- @tparam int use Amount of wear to add to armor item.
armor.damage = function(self, player, index, stack, use)
local old_stack = ItemStack(stack)
local worn_armor = armor:get_weared_armor_elements(player)
if not worn_armor then
return
end
local armor_worn_cnt = 0
for k,v in pairs(worn_armor) do
armor_worn_cnt = armor_worn_cnt + 1
end
use = math.ceil(use/armor_worn_cnt)
stack:add_wear(use)
self:run_callbacks("on_damage", player, index, stack)
self:set_inventory_stack(player, index, stack)
@ -381,21 +648,154 @@ armor.damage = function(self, player, index, stack, use)
end
end
--- Get elements of equipped armor.
--
-- @function armor:get_weared_armor_elements
-- @tparam ObjectRef player
-- @treturn table List of equipped armors.
armor.get_weared_armor_elements = function(self, player)
local name, inv = self:get_valid_player(player, "[get_weared_armor]")
local weared_armor = {}
if not name then
return
end
for i=1, inv:get_size("armor") do
local item_name = inv:get_stack("armor", i):get_name()
local element = self:get_element(item_name)
if element ~= nil then
weared_armor[element] = item_name
end
end
return weared_armor
end
--- Equips a piece of armor to a player.
--
-- @function armor:equip
-- @tparam ObjectRef player Player to whom item is equipped.
-- @tparam ItemStack itemstack Armor item to be equipped.
-- @treturn ItemStack Leftover item stack.
armor.equip = function(self, player, itemstack)
local name, armor_inv = self:get_valid_player(player, "[equip]")
local armor_element = self:get_element(itemstack:get_name())
if name and armor_element then
local index
for i=1, armor_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if self:get_element(stack:get_name()) == armor_element then
--prevents equiping an armor that would unequip a cursed armor.
if minetest.get_item_group(stack:get_name(), "cursed") ~= 0 then
return itemstack
end
index = i
self:unequip(player, armor_element)
break
elseif not index and stack:is_empty() then
index = i
end
end
local stack = itemstack:take_item()
armor_inv:set_stack("armor", index, stack)
self:run_callbacks("on_equip", player, index, stack)
self:set_player_armor(player)
self:save_armor_inventory(player)
end
return itemstack
end
--- Unequips a piece of armor from a player.
--
-- @function armor:unequip
-- @tparam ObjectRef player Player from whom item is removed.
-- @tparam string armor_element Armor type identifier associated with the item
-- to be removed ("head", "torso", "hands", "shield", "legs", "feet", etc.).
armor.unequip = function(self, player, armor_element)
local name, armor_inv = self:get_valid_player(player, "[unequip]")
if not name then
return
end
for i=1, armor_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if self:get_element(stack:get_name()) == armor_element then
armor_inv:set_stack("armor", i, "")
minetest.after(0, function()
local pplayer = minetest.get_player_by_name(name)
if pplayer then -- player is still online
local inv = pplayer:get_inventory()
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
minetest.add_item(pplayer:get_pos(), stack)
end
end
end)
self:run_callbacks("on_unequip", player, i, stack)
self:set_player_armor(player)
self:save_armor_inventory(player)
return
end
end
end
--- Removes all armor worn by player.
--
-- @function armor:remove_all
-- @tparam ObjectRef player
armor.remove_all = function(self, player)
local name, inv = self:get_valid_player(player, "[remove_all]")
if not name then
return
end
inv:set_list("armor", {})
self:set_player_armor(player)
self:save_armor_inventory(player)
end
local skin_mod
--- Retrieves player's current skin.
--
-- @function armor:get_player_skin
-- @tparam string name Player name.
-- @treturn string Skin filename.
armor.get_player_skin = function(self, name)
if (self.skin_mod == "skins" or self.skin_mod == "simple_skins") and skins.skins[name] then
if (skin_mod == "skins" or skin_mod == "simple_skins") and skins.skins[name] then
return skins.skins[name]..".png"
elseif self.skin_mod == "u_skins" and u_skins.u_skins[name] then
elseif skin_mod == "u_skins" and u_skins.u_skins[name] then
return u_skins.u_skins[name]..".png"
elseif self.skin_mod == "wardrobe" and wardrobe.playerSkins and wardrobe.playerSkins[name] then
elseif skin_mod == "wardrobe" and wardrobe.playerSkins and wardrobe.playerSkins[name] then
return wardrobe.playerSkins[name]
end
return armor.default_skin..".png"
end
--- Updates skin.
--
-- @function armor:update_skin
-- @tparam string name Player name.
armor.update_skin = function(self, name)
minetest.after(0, function()
local pplayer = minetest.get_player_by_name(name)
if pplayer then
self.textures[name].skin = self:get_player_skin(name)
self:set_player_armor(pplayer)
end
end)
end
--- Adds preview for armor inventory.
--
-- @function armor:add_preview
-- @tparam string preview Preview image filename.
armor.add_preview = function(self, preview)
skin_previews[preview] = true
end
--- Retrieves preview for armor inventory.
--
-- @function armor:get_preview
-- @tparam string name Player name.
-- @treturn string Preview image filename.
armor.get_preview = function(self, name)
local preview = string.gsub(armor:get_player_skin(name), ".png", "_preview.png")
if skin_previews[preview] then
@ -404,10 +804,13 @@ armor.get_preview = function(self, name)
return "character_preview.png"
end
--- Retrieves armor formspec.
--
-- @function armor:get_armor_formspec
-- @tparam string name Player name.
-- @tparam[opt] bool listring Use `listring` formspec element (default: `false`).
-- @treturn string Formspec formatted string.
armor.get_armor_formspec = function(self, name, listring)
if armor.def[name].init_time == 0 then
return "label[0,0;Armor not initialized!]"
end
local formspec = armor.formspec..
"list[detached:"..name.."_armor;armor;0,0.5;2,3;]"
if listring == true then
@ -419,61 +822,161 @@ armor.get_armor_formspec = function(self, name, listring)
for _, attr in pairs(self.attributes) do
formspec = formspec:gsub("armor_attr_"..attr, armor.def[name][attr])
end
for _, group in pairs(self.attributes) do
formspec = formspec:gsub("armor_group_"..group, armor.def[name][group])
for group, _ in pairs(self.registered_groups) do
formspec = formspec:gsub("armor_group_"..group,
armor.def[name].groups[group])
end
return formspec
end
--- Retrieves element.
--
-- @function armor:get_element
-- @tparam string item_name
-- @return Armor element.
armor.get_element = function(self, item_name)
for _, element in pairs(armor.elements) do
if minetest.get_item_group(item_name, "armor_"..element) > 0 then
return element
end
end
end
--- Serializes armor inventory.
--
-- @function armor:serialize_inventory_list
-- @tparam table list Inventory contents.
-- @treturn string
armor.serialize_inventory_list = function(self, list)
local list_table = {}
for _, stack in ipairs(list) do
table.insert(list_table, stack:to_string())
end
return minetest.serialize(list_table)
end
--- Deserializes armor inventory.
--
-- @function armor:deserialize_inventory_list
-- @tparam string list_string Serialized inventory contents.
-- @treturn table
armor.deserialize_inventory_list = function(self, list_string)
local list_table = minetest.deserialize(list_string)
local list = {}
for _, stack in ipairs(list_table or {}) do
table.insert(list, ItemStack(stack))
end
return list
end
--- Loads armor inventory.
--
-- @function armor:load_armor_inventory
-- @tparam ObjectRef player
-- @treturn bool
armor.load_armor_inventory = function(self, player)
local _, inv = self:get_valid_player(player, "[load_armor_inventory]")
if inv then
local meta = player:get_meta()
local armor_list_string = meta:get_string("3d_armor_inventory")
if armor_list_string then
inv:set_list("armor",
self:deserialize_inventory_list(armor_list_string))
return true
end
end
end
--- Saves armor inventory.
--
-- Inventory is stored in `PlayerMetaRef` string "3d\_armor\_inventory".
--
-- @function armor:save_armor_inventory
-- @tparam ObjectRef player
armor.save_armor_inventory = function(self, player)
local _, inv = self:get_valid_player(player, "[save_armor_inventory]")
if inv then
local meta = player:get_meta()
meta:set_string("3d_armor_inventory",
self:serialize_inventory_list(inv:get_list("armor")))
end
end
--- Updates inventory.
--
-- DEPRECATED: Legacy inventory support.
--
-- @function armor:update_inventory
-- @param player
armor.update_inventory = function(self, player)
-- DEPRECATED: Legacy inventory support
end
--- Sets inventory stack.
--
-- @function armor:set_inventory_stack
-- @tparam ObjectRef player
-- @tparam int i Armor inventory index.
-- @tparam ItemStack stack Armor item.
armor.set_inventory_stack = function(self, player, i, stack)
local msg = "[set_inventory_stack]"
local name = player:get_player_name()
if not name then
minetest.log("warning", S("3d_armor: Player name is nil @1", msg))
return
local _, inv = self:get_valid_player(player, "[set_inventory_stack]")
if inv then
inv:set_stack("armor", i, stack)
self:save_armor_inventory(player)
end
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not player_inv then
minetest.log("warning", S("3d_armor: Player inventory is nil @1", msg))
return
elseif not armor_inv then
minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg))
return
end
player_inv:set_stack("armor", i, stack)
armor_inv:set_stack("armor", i, stack)
end
--- Checks for a player that can use armor.
--
-- @function armor:get_valid_player
-- @tparam ObjectRef player
-- @tparam string msg Additional info for log messages.
-- @treturn list Player name & armor inventory.
-- @usage local name, inv = armor:get_valid_player(player, "[equip]")
armor.get_valid_player = function(self, player, msg)
msg = msg or ""
if not player then
minetest.log("warning", S("3d_armor: Player reference is nil @1", msg))
minetest.log("warning", ("3d_armor%s: Player reference is nil"):format(msg))
return
end
if type(player) ~= "userdata" then
-- Fake player, fail silently
return
end
local name = player:get_player_name()
if not name then
minetest.log("warning", S("3d_armor: Player name is nil @1", msg))
minetest.log("warning", ("3d_armor%s: Player name is nil"):format(msg))
return
end
local inv = player:get_inventory()
local inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not inv then
minetest.log("warning", S("3d_armor: Player inventory is nil @1", msg))
-- This check may fail when called inside `on_joinplayer`
-- in that case, the armor will be initialized/updated later on
minetest.log("warning", ("3d_armor%s: Detached armor inventory is nil"):format(msg))
return
end
return name, inv
end
--- Drops armor item at given position.
--
-- @tparam vector pos
-- @tparam ItemStack stack Armor item to be dropped.
armor.drop_armor = function(pos, stack)
local node = minetest.get_node_or_nil(pos)
if node then
local obj = minetest.add_item(pos, stack)
if obj then
obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
obj:set_velocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
end
end
end
--- Allows skin mod to be set manually.
--
-- Useful for skin mod forks that do not use the same name.
--
-- @tparam string mod Name of skin mod. Recognized names are "simple\_skins", "u\_skins", & "wardrobe".
armor.set_skin_mod = function(mod)
skin_mod = mod
end

View File

@ -15,6 +15,7 @@ ARMOR_MATERIALS = {
gold = "default:gold_ingot",
mithril = "moreores:mithril_ingot",
crystal = "ethereal:crystal_ingot",
nether = "nether:nether_ingot",
}
-- Enable fire protection (defaults true if using ethereal mod)
@ -34,10 +35,6 @@ ARMOR_FIRE_NODES = {
-- 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

View File

@ -1,346 +0,0 @@
-- support for i18n
local S = armor_i18n.gettext
armor:register_armor("3d_armor:helmet_admin", {
description = S("Admin Helmet"),
inventory_image = "3d_armor_inv_helmet_admin.png",
armor_groups = {fleshy=100},
groups = {armor_head=1, armor_heal=100, armor_use=0, armor_water=1,
not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
end,
})
armor:register_armor("3d_armor:chestplate_admin", {
description = S("Admin Chestplate"),
inventory_image = "3d_armor_inv_chestplate_admin.png",
armor_groups = {fleshy=100},
groups = {armor_torso=1, armor_heal=100, armor_use=0,
not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
end,
})
armor:register_armor("3d_armor:leggings_admin", {
description = S("Admin Leggings"),
inventory_image = "3d_armor_inv_leggings_admin.png",
armor_groups = {fleshy=100},
groups = {armor_legs=1, armor_heal=100, armor_use=0,
not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
end,
})
armor:register_armor("3d_armor:boots_admin", {
description = S("Admin Boots"),
inventory_image = "3d_armor_inv_boots_admin.png",
armor_groups = {fleshy=100},
groups = {armor_feet=1, armor_heal=100, armor_use=0,
not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
end,
})
minetest.register_alias("adminboots", "3d_armor:boots_admin")
minetest.register_alias("adminhelmet", "3d_armor:helmet_admin")
minetest.register_alias("adminchestplate", "3d_armor:chestplate_admin")
minetest.register_alias("adminleggings", "3d_armor:leggings_admin")
if armor.materials.wood then
armor:register_armor("3d_armor:helmet_wood", {
description = S("Wood Helmet"),
inventory_image = "3d_armor_inv_helmet_wood.png",
groups = {armor_head=1, armor_heal=0, armor_use=2000, flammable=1},
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
})
armor:register_armor("3d_armor:chestplate_wood", {
description = S("Wood Chestplate"),
inventory_image = "3d_armor_inv_chestplate_wood.png",
groups = {armor_torso=1, armor_heal=0, armor_use=2000, flammable=1},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
})
armor:register_armor("3d_armor:leggings_wood", {
description = S("Wood Leggings"),
inventory_image = "3d_armor_inv_leggings_wood.png",
groups = {armor_legs=1, armor_heal=0, armor_use=2000, flammable=1},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
})
armor:register_armor("3d_armor:boots_wood", {
description = S("Wood Boots"),
inventory_image = "3d_armor_inv_boots_wood.png",
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
groups = {armor_feet=1, armor_heal=0, armor_use=2000, flammable=1},
})
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

View File

@ -19,6 +19,7 @@ Helmets:
[3d_armor:helmet_gold] X = [default:gold_ingot]
[3d_armor:helmet_mithril] X = [moreores:mithril_ingot] *
[3d_armor:helmet_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:helmet_nether] X = [ethereal:nether_ingot] **
Chestplates:
@ -38,6 +39,7 @@ Chestplates:
[3d_armor:chestplate_gold] X = [default:gold_ingot]
[3d_armor:chestplate_mithril] X = [moreores:mithril_ingot] *
[3d_armor:chestplate_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:chestplate_nether] X = [ethereal:nether_ingot] **
Leggings:
@ -57,6 +59,7 @@ Leggings:
[3d_armor:leggings_gold] X = [default:gold_ingot]
[3d_armor:leggings_mithril] X = [moreores:mithril_ingot] *
[3d_armor:leggings_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:leggings_nether] X = [ethereal:nether_ingot] **
Boots:
@ -74,6 +77,8 @@ Boots:
[3d_armor:boots_gold] X = [default:gold_ingot]
[3d_armor:boots_mithril] X = [moreores:mithril_ingot] *
[3d_armor:boots_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:boots_nether] X = [ethereal:nether_ingot] **
* Requires moreores mod by Calinou - https://forum.minetest.net/viewtopic.php?id=549
** Requires ethereal mod by Chinchow & TenPlus1 - https://github.com/tenplus1/ethereal
** Requires nether mod - https://github.com/minetest-mods/nether.git

View File

@ -1,7 +0,0 @@
default
player_monoids?
armor_monoid?
fire?
ethereal?
bakedclay?
intllib?

View File

@ -1 +0,0 @@
Adds craftable armor that is visible to other players.

View File

@ -1,35 +1,32 @@
-- support for i18n
armor_i18n = { }
local MP = minetest.get_modpath(minetest.get_current_modname())
armor_i18n.gettext, armor_i18n.ngettext = dofile(MP.."/intllib.lua")
-- escaping formspec
armor_i18n.fgettext = function(...) return minetest.formspec_escape(armor_i18n.gettext(...)) end
-- local functions
local S = armor_i18n.gettext
local F = armor_i18n.fgettext
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
dofile(modpath.."/api.lua")
-- local functions
local F = minetest.formspec_escape
local S = armor.get_translator
-- integration test
if minetest.settings:get_bool("enable_3d_armor_integration_test") then
dofile(modpath.."/integration_test.lua")
end
-- Legacy Config Support
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()
@ -50,6 +47,8 @@ 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) == "string" then
setting = tostring(setting)
elseif type(config) == "boolean" then
setting = minetest.settings:get_bool("armor_"..name)
end
@ -64,11 +63,26 @@ for material, _ in pairs(armor.materials) do
end
end
-- Convert set_elements to a Lua table splitting on blank spaces
local t_set_elements = armor.config.set_elements
armor.config.set_elements = string.split(t_set_elements, " ")
-- Remove torch damage if fire_protect_torch == false
if armor.config.fire_protect_torch == false and armor.config.fire_protect == true then
for k,v in pairs(armor.fire_nodes) do
for k2,v2 in pairs(v) do
if string.find (v2,"torch") then
armor.fire_nodes[k] = nil
end
end
end
end
-- Mod Compatibility
if minetest.get_modpath("technic") then
armor.formspec = armor.formspec..
"label[5,2.5;"..F("Radiation")..": armor_group_radiation]"
"label[5,2.5;"..F(S("Radiation"))..": armor_group_radiation]"
armor:register_armor_group("radiation")
end
local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
@ -81,91 +95,162 @@ for _, mod in pairs(skin_mods) do
armor:add_preview(fn)
end
end
armor.skin_mod = mod
armor.set_skin_mod(mod)
end
end
if not minetest.get_modpath("moreores") then
armor.materials.mithril = nil
end
if not minetest.get_modpath("ethereal") then
armor.materials.crystal = nil
end
dofile(modpath.."/armor.lua")
-- Armor Initialization
armor.formspec = armor.formspec..
"label[5,1;"..F("Level")..": armor_level]"..
"label[5,1.5;"..F("Heal")..": armor_attr_heal]"
"label[5,1;"..F(S("Level"))..": armor_level]"..
"label[5,1.5;"..F(S("Heal"))..": armor_attr_heal]"
if armor.config.fire_protect then
armor.formspec = armor.formspec.."label[5,2;"..F("Fire")..": armor_fire]"
armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..": armor_attr_fire]"
end
armor:register_on_damage(function(player, index, stack)
local name = player:get_player_name()
local def = stack:get_definition()
if name and def and def.description and stack:get_wear() > 60100 then
minetest.chat_send_player(name, S("Your @1 is almost broken!", def.description))
minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
end
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 @1 got destroyed!", def.description))
minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
end
end)
local function init_player_armor(player)
local name = player:get_player_name()
local player_inv = player:get_inventory()
local pos = player:getpos()
if not name or not player_inv or not pos then
return false
local function validate_armor_inventory(player)
-- Workaround for detached inventory swap exploit
local _, inv = armor:get_valid_player(player, "[validate_armor_inventory]")
local pos = player:get_pos()
if not inv then
return
end
local armor_prev = {}
local attribute_meta = player:get_meta() -- I know, the function's name is weird but let it be like that. ;)
local armor_list_string = attribute_meta:get_string("3d_armor_inventory")
if armor_list_string then
local armor_list = armor:deserialize_inventory_list(armor_list_string)
for i, stack in ipairs(armor_list) do
if stack:get_count() > 0 then
armor_prev[stack:get_name()] = i
end
end
end
local elements = {}
local player_inv = player:get_inventory()
for i = 1, 6 do
local stack = inv:get_stack("armor", i)
if stack:get_count() > 0 then
local item = stack:get_name()
local element = armor:get_element(item)
if element and not elements[element] then
if armor_prev[item] then
armor_prev[item] = nil
else
-- Item was not in previous inventory
armor:run_callbacks("on_equip", player, i, stack)
end
elements[element] = true;
else
inv:remove_item("armor", stack)
minetest.item_drop(stack, player, pos)
-- The following code returns invalid items to the player's main
-- inventory but could open up the possibity for a hacked client
-- to receive items back they never really had. I am not certain
-- so remove the is_singleplayer check at your own risk :]
if minetest.is_singleplayer() and player_inv and
player_inv:room_for_item("main", stack) then
player_inv:add_item("main", stack)
end
end
end
end
for item, i in pairs(armor_prev) do
local stack = ItemStack(item)
-- Previous item is not in current inventory
armor:run_callbacks("on_unequip", player, i, stack)
end
end
local function init_player_armor(initplayer)
local name = assert(initplayer: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:run_callbacks("on_equip", player, index, stack)
validate_armor_inventory(player)
armor:save_armor_inventory(player)
armor:set_player_armor(player)
end,
on_take = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, nil)
armor:run_callbacks("on_unequip", player, index, stack)
validate_armor_inventory(player)
armor:save_armor_inventory(player)
armor:set_player_armor(player)
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
local plaver_inv = player:get_inventory()
local stack = inv:get_stack(to_list, to_index)
player_inv:set_stack(to_list, to_index, stack)
player_inv:set_stack(from_list, from_index, nil)
validate_armor_inventory(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
allow_put = function(inv, listname, index, put_stack, player)
if player:get_player_name() ~= name then
return 0
end
local element = armor:get_element(put_stack:get_name())
if not element then
return 0
end
for i = 1, 6 do
local stack = inv:get_stack("armor", i)
local def = stack:get_definition() or {}
if def.groups and def.groups["armor_"..element]
and i ~= index then
return 0
end
end
return allowed
return 1
end,
allow_take = function(inv, listname, index, stack, player)
if player:get_player_name() ~= name then
return 0
end
--cursed items cannot be unequiped by the player
local is_cursed = minetest.get_item_group(stack:get_name(), "cursed") ~= 0
if not minetest.is_creative_enabled(player) and is_cursed then
return 0
end
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if player:get_player_name() ~= name then
return 0
end
return count
end,
}, name)
armor_inv:set_size("armor", 6)
player_inv:set_size("armor", 6)
if not armor:load_armor_inventory(initplayer) and armor.migrate_old_inventory then
local player_inv = initplayer: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(initplayer)
player_inv:set_size("armor", 0)
end
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
armor:run_callbacks("on_equip", player, i, stack)
local stack = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
armor:run_callbacks("on_equip", initplayer, i, stack)
end
end
armor.def[name] = {
init_time = minetest.get_gametime(),
level = 0,
state = 0,
count = 0,
@ -183,8 +268,8 @@ local function init_player_armor(player)
local skin = armor:get_player_skin(name)
armor.textures[name] = {
skin = skin,
armor = "3d_armor_trans.png",
wielditem = "3d_armor_trans.png",
armor = "blank.png",
wielditem = "blank.png",
preview = armor.default_skin.."_preview.png",
}
local texture_path = minetest.get_modpath("player_textures")
@ -197,18 +282,17 @@ local function init_player_armor(player)
end
end
end
armor:set_player_armor(player)
return true
armor:set_player_armor(initplayer)
end
-- Armor Player Model
default.player_register_model("3d_armor_character.b3d", {
player_api.register_model("3d_armor_character.b3d", {
animation_speed = 30,
textures = {
armor.default_skin..".png",
"3d_armor_trans.png",
"3d_armor_trans.png",
"blank.png",
"blank.png",
},
animations = {
stand = {x=0, y=79},
@ -217,6 +301,10 @@ default.player_register_model("3d_armor_character.b3d", {
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160},
-- compatibility w/ the emote mod
wave = {x = 192, y = 196, override_local = true},
point = {x = 196, y = 196, override_local = true},
freeze = {x = 205, y = 205, override_local = true},
},
})
@ -225,24 +313,17 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
if not name then
return
end
local player_name = player:get_player_name()
for field, _ in pairs(fields) do
if string.find(field, "skins_set") then
minetest.after(0, function(player)
local skin = armor:get_player_skin(name)
armor.textures[name].skin = skin
armor:set_player_armor(player)
end, player)
armor:update_skin(player_name)
end
end
end)
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)
player_api.set_model(player, "3d_armor_character.b3d")
init_player_armor(player)
end)
minetest.register_on_leaveplayer(function(player)
@ -251,31 +332,34 @@ minetest.register_on_leaveplayer(function(player)
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, player_inv = armor:get_valid_player(player, "[on_dieplayer]")
local name, armor_inv = armor:get_valid_player(player, "[on_dieplayer]")
if not name then
return
end
local drop = {}
for i=1, player_inv:get_size("armor") do
local stack = player_inv:get_stack("armor", i)
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)
--soulbound armors remain equipped after death
if minetest.get_item_group(stack:get_name(), "soulbound") == 0 then
table.insert(drop, stack)
armor:run_callbacks("on_unequip", player, i, stack)
armor_inv:set_stack("armor", i, nil)
end
end
end
armor:save_armor_inventory(player)
armor:set_player_armor(player)
local pos = player:getpos()
local pos = player:get_pos()
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 maxp = vector.add(pos, 16)
local minp = vector.subtract(pos, 16)
local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"})
for _, p in pairs(bones) do
local m = minetest.get_meta(p)
@ -301,12 +385,23 @@ if armor.config.drop == true or armor.config.destroy == true then
end)
end
end)
minetest.register_on_respawnplayer(function(player)
-- reset un-dropped armor and it's effects
armor:set_player_armor(player)
end)
end
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 hitter then
local hit_ip = hitter:is_player()
if name and hit_ip and minetest.is_protected(player:get_pos(), "") then
return
end
end
if name then
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
last_punch_time[name] = minetest.get_gametime()
@ -314,101 +409,89 @@ if armor.config.punch_damage == true then
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
minetest.register_on_player_hpchange(function(player, hp_change, reason)
if not minetest.is_player(player) then
return hp_change
end
if reason.type == "drown" or reason.hunger or hp_change >= 0 then
return hp_change
end
local name = player:get_player_name()
local properties = player:get_properties()
local hp = player:get_hp()
if hp + hp_change < properties.hp_max then
local heal = armor.def[name].heal
if heal >= math.random(100) then
hp_change = 0
end
-- check if armor damage was handled by fire or on_punchplayer
local time = last_punch_time[name] or 0
if time == 0 or time + 1 < minetest.get_gametime() then
armor:punch(player)
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", S("3d_armor: Failed to initialize player"))
remove = true
end
if remove == true then
pending_players[player] = nil
if armor.config.feather_fall == true then
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if armor.def[name].feather > 0 then
local vel_y = player:get_velocity().y
if vel_y < 0 and vel_y < 3 then
vel_y = -(vel_y * 0.05)
player:add_velocity({x = 0, y = vel_y, z = 0})
end
end
end
end
if timer <= armor.config.init_delay then
return
end
timer = 0
-- water breathing protection, added by TenPlus1
if armor.config.water_protect == true then
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if armor.def[name].water > 0 and
player:get_breath() < 10 then
player:set_breath(10)
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 (S("[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
-- make torches hurt
minetest.override_item("default:torch", {damage_per_second = 1})
minetest.override_item("default:torch_wall", {damage_per_second = 1})
minetest.override_item("default:torch_ceiling", {damage_per_second = 1})
-- check player damage for any hot nodes we may be protected against
minetest.register_on_player_hpchange(function(player, hp_change, reason)
if reason.type == "node_damage" and reason.node then
-- 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
if armor.config.fire_protect == true and hp_change < 0 then
local name = player:get_player_name()
for _,igniter in pairs(armor.fire_nodes) do
if reason.node == igniter[1] then
if armor.def[name].fire >= igniter[2] then
hp_change = 0
end
end
end
end
end
armor.timer = 0
end)
return hp_change
end, true)
end

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@ -0,0 +1,25 @@
minetest.log("warning", "[TEST] integration-test enabled!")
minetest.register_on_mods_loaded(function()
minetest.after(1, function()
local data = minetest.write_json({ success = true }, true);
local file = io.open(minetest.get_worldpath().."/integration_test.json", "w" );
if file then
file:write(data)
file:close()
end
file = io.open(minetest.get_worldpath().."/registered_nodes.txt", "w" );
if file then
for name in pairs(minetest.registered_nodes) do
file:write(name .. '\n')
end
file:close()
end
minetest.log("warning", "[TEST] integration tests done!")
minetest.request_shutdown("success")
end)
end)

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@ -1,45 +0,0 @@
-- Fallback functions for when `intllib` is not installed.
-- Code released under Unlicense <http://unlicense.org>.
-- Get the latest version of this file at:
-- https://raw.githubusercontent.com/minetest-mods/intllib/master/lib/intllib.lua
local function format(str, ...)
local args = { ... }
local function repl(escape, open, num, close)
if escape == "" then
local replacement = tostring(args[tonumber(num)])
if open == "" then
replacement = replacement..close
end
return replacement
else
return "@"..open..num..close
end
end
return (str:gsub("(@?)@(%(?)(%d+)(%)?)", repl))
end
local gettext, ngettext
if minetest.get_modpath("intllib") then
if intllib.make_gettext_pair then
-- New method using gettext.
gettext, ngettext = intllib.make_gettext_pair()
else
-- Old method using text files.
gettext = intllib.Getter()
end
end
-- Fill in missing functions.
gettext = gettext or function(msgid, ...)
return format(msgid, ...)
end
ngettext = ngettext or function(msgid, msgid_plural, n, ...)
return format(n==1 and msgid or msgid_plural, ...)
end
return gettext, ngettext

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@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Strahlung
Level=Stufe
Heal=Heilung
Fire=Feuer
Your @1 is almost broken!=@1 ist fast kaputt!
Your @1 got destroyed!=@1 wurde zerstört!

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@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Radiado
Level=Nivelo
Heal=Blokŝanco
Fire=Fajro
Your @1 is almost broken!=Via @1 estas preskaŭ rompita!
Your @1 got destroyed!=Via @1 detruiĝis!

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@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Radiación
Level=Nivel
Heal=Salud
Fire=Fuego
Your @1 is almost broken!=¡Tu @1 esta a punto de romperse!
Your @1 got destroyed!=¡Tu @1 fue destruído!

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@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Radiation
Level=Niveau
Heal=Soins
Fire=Fire
Your @1 is almost broken!=Une partie de votre armure est presque détruite : @1 !
Your @1 got destroyed!=Une partie de votre armure a été détruite : @1 !

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@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Radiazione
Level=Livello
Heal=Guarigione
Fire=Fuoco
Your @1 is almost broken!=@1 quasi in frantumi!
Your @1 got destroyed!=@1 in frantumi!

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@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Radiasi
Level=Tahap
Heal=Pulih
Fire=Api
Your @1 is almost broken!=
Your @1 got destroyed!=@1 anda telah musnah!

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@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Radiação
Level=Nível
Heal=Saúde
Fire=Fogo
Your @1 is almost broken!=
Your @1 got destroyed!=@1 foi destruído(a)!

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@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Radiação
Level=Nível
Heal=Saúde
Fire=Fogo
Your @1 is almost broken!=
Your @1 got destroyed!=@1 foi destruído(a)!

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@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=излучение
Level=уровень
Heal=исцеление
Fire=огонь
Your @1 is almost broken!=
Your @1 got destroyed!=твой(и) @1 был(и) разрушен(ы)!

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@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Strålning
Level=Nivå
Heal=Läkning
Fire=Eld
Your @1 is almost broken!=Din @1 är nästan förstörd!
Your @1 got destroyed!=Din @1 blev förstörd!

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@ -1,384 +0,0 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: \n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-08-06 18:20+0200\n"
"PO-Revision-Date: 2017-08-06 18:20+0200\n"
"Last-Translator: fat115 <fat115@framasoft.org>\n"
"Language-Team: \n"
"Language: fr\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 1.8.12\n"
"Plural-Forms: nplurals=2; plural=(n > 1);\n"
#: ../3d_armor/api.lua
msgid "3d_armor: Player name is nil @1"
msgstr "3d_armor : Nom du joueur non trouvé @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player inventory is nil @1"
msgstr "3d_armor : Inventaire du joueur non trouvé @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Detached armor inventory is nil @1"
msgstr "3d_armor : Inventaire détaché pour l'armure non trouvé @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player reference is nil @1"
msgstr "3d_armor : Référence au joueur non trouvée @1"
#: ../3d_armor/armor.lua
msgid "Admin Helmet"
msgstr "Casque d'admin"
#: ../3d_armor/armor.lua
msgid "Admin Chestplate"
msgstr "Cuirasse d'admin"
#: ../3d_armor/armor.lua
msgid "Admin Leggings"
msgstr "Jambières d'admin"
#: ../3d_armor/armor.lua
msgid "Admin Boots"
msgstr "Bottes d'admin"
#: ../3d_armor/armor.lua
msgid "Wood Helmet"
msgstr "Casque en bois"
#: ../3d_armor/armor.lua
msgid "Wood Chestplate"
msgstr "Cuirasse en bois"
#: ../3d_armor/armor.lua
msgid "Wood Leggings"
msgstr "Jambières en bois"
#: ../3d_armor/armor.lua
msgid "Wood Boots"
msgstr "Bottes en bois"
#: ../3d_armor/armor.lua
msgid "Cactus Helmet"
msgstr "Casque en cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Chestplate"
msgstr "Cuirasse en cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Leggings"
msgstr "Jambières en cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Boots"
msgstr "Bottes en cactus"
#: ../3d_armor/armor.lua
msgid "Steel Helmet"
msgstr "Casque en acier"
#: ../3d_armor/armor.lua
msgid "Steel Chestplate"
msgstr " = Cuirasse en acier"
#: ../3d_armor/armor.lua
msgid "Steel Leggings"
msgstr "Jambières en acier"
#: ../3d_armor/armor.lua
msgid "Steel Boots"
msgstr "Bottes en acier"
#: ../3d_armor/armor.lua
msgid "Bronze Helmet"
msgstr "Casque en bronze"
#: ../3d_armor/armor.lua
msgid "Bronze Chestplate"
msgstr "Cuirasse en bronze"
#: ../3d_armor/armor.lua
msgid "Bronze Leggings"
msgstr "Jambières en bronze"
#: ../3d_armor/armor.lua
msgid "Bronze Boots"
msgstr "Bottes en bronze"
#: ../3d_armor/armor.lua
msgid "Diamond Helmet"
msgstr "Casque en diamant"
#: ../3d_armor/armor.lua
msgid "Diamond Chestplate"
msgstr "Cuirasse en diamant"
#: ../3d_armor/armor.lua
msgid "Diamond Leggings"
msgstr "Jambières en diamant"
#: ../3d_armor/armor.lua
msgid "Diamond Boots"
msgstr "Bottes en diamant"
#: ../3d_armor/armor.lua
msgid "Gold Helmet"
msgstr "Casque en or"
#: ../3d_armor/armor.lua
msgid "Gold Chestplate"
msgstr "Cuirasse en or"
#: ../3d_armor/armor.lua
msgid "Gold Leggings"
msgstr "Jambières en or"
#: ../3d_armor/armor.lua
msgid "Gold Boots"
msgstr "Bottes en or"
#: ../3d_armor/armor.lua
msgid "Mithril Helmet"
msgstr "Casque en mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Chestplate"
msgstr "Cuirasse en mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Leggings"
msgstr "Jambières en mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Boots"
msgstr "Bottes en mithril"
#: ../3d_armor/armor.lua
msgid "Crystal Helmet"
msgstr "Casque en cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Chestplate"
msgstr "Cuirasse en cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Leggings"
msgstr "Jambières en cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Boots"
msgstr "Bottes en cristal"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Radiation"
msgstr "Radiation"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Level"
msgstr "Niveau"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Heal"
msgstr "Soins"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Fire"
msgstr "Fire"
#: ../3d_armor/init.lua
msgid "Your @1 got destroyed!"
msgstr "Une partie de votre armure a été détruite : @1 !"
#: ../3d_armor/init.lua
msgid "3d_armor: Failed to initialize player"
msgstr "3d_armor : Impossible d'initialiser le joueur"
#: ../3d_armor/init.lua
msgid "[3d_armor] Fire Nodes disabled"
msgstr "[3d_armor] Noeuds de type feu désactivés"
#: ../3d_armor_ip/init.lua
msgid "3d_armor_ip: Mod loaded but unused."
msgstr "3d_armor_ip : Mod chargé mais inutilisé."
#: ../3d_armor_ip/init.lua
msgid "Back"
msgstr "Retour"
#: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua
msgid "Armor"
msgstr "Armure"
#: ../3d_armor_sfinv/init.lua
msgid "3d_armor_sfinv: Mod loaded but unused."
msgstr "3d_armor_sfinv : Mod chargé mais inutilisé."
#: ../3d_armor_stand/init.lua
msgid "Armor stand top"
msgstr "Haut de support d'armure"
#: ../3d_armor_stand/init.lua
msgid "Armor stand"
msgstr "Support d'armure"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand"
msgstr "Support d'armure"
#: ../3d_armor_stand/init.lua
msgid "Locked Armor stand"
msgstr "Support d'armure verrouillé"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand (owned by @1)"
msgstr "Support d'armure (propriété de @1)"
#: ../3d_armor_ui/init.lua
msgid "3d_armor_ui: Mod loaded but unused."
msgstr "3d_armor_ui : Mod chargé mais inutilisé."
#: ../3d_armor_ui/init.lua
msgid "3d Armor"
msgstr "Armure 3d"
#: ../3d_armor_ui/init.lua
msgid "Armor not initialized!"
msgstr "Armure non initialisée !"
#: ../hazmat_suit/init.lua
msgid "hazmat_suit: Mod loaded but unused."
msgstr "hazmat_suit : Mod chargé mais non utilisé."
#: ../hazmat_suit/init.lua
msgid "Hazmat Helmet"
msgstr "Casque 'Hazmat'"
#: ../hazmat_suit/init.lua
msgid "Hazmat Chestplate"
msgstr "Cuirasse 'Hazmat'"
#: ../hazmat_suit/init.lua
msgid "Hazmat Sleeve"
msgstr "Manches 'Hazmat'"
#: ../hazmat_suit/init.lua
msgid "Hazmat Leggins"
msgstr "Jambières 'Hazmat'"
#: ../hazmat_suit/init.lua
msgid "Hazmat Boots"
msgstr "Bottes 'Hazmat'"
#: ../hazmat_suit/init.lua
msgid "Hazmat Suit"
msgstr "Combinaison 'Hazmat'"
#: ../shields/init.lua
msgid "Admin Shield"
msgstr "Bouclier d'admin"
#: ../shields/init.lua
msgid "Wooden Shield"
msgstr "Bouclier en bois"
#: ../shields/init.lua
msgid "Enhanced Wood Shield"
msgstr "Bouclier en bois amélioré"
#: ../shields/init.lua
msgid "Cactus Shield"
msgstr "Bouclier en cactus"
#: ../shields/init.lua
msgid "Enhanced Cactus Shield"
msgstr "Bouclier en cactus amélioré"
#: ../shields/init.lua
msgid "Steel Shield"
msgstr "Bouclier en acier"
#: ../shields/init.lua
msgid "Bronze Shield"
msgstr "Bouclier en bronze"
#: ../shields/init.lua
msgid "Diamond Shield"
msgstr "Bouclier en diamant"
#: ../shields/init.lua
msgid "Gold Shield"
msgstr "Bouclier en or"
#: ../shields/init.lua
msgid "Mithril Shield"
msgstr "Bouclier en mithril"
#: ../shields/init.lua
msgid "Crystal Shield"
msgstr "Bouclier en cristal"
#: ../technic_armor/init.lua
msgid "technic_armor: Mod loaded but unused."
msgstr "technic_armor : Mod chargé mais non utilisé."
#: ../technic_armor/init.lua
msgid "Lead"
msgstr "plomb"
#: ../technic_armor/init.lua
msgid "Brass"
msgstr "laiton"
#: ../technic_armor/init.lua
msgid "Cast Iron"
msgstr "fonte"
#: ../technic_armor/init.lua
msgid "Carbon Steel"
msgstr "acier au carbone"
#: ../technic_armor/init.lua
msgid "Stainless Steel"
msgstr "acier inoxydable"
#: ../technic_armor/init.lua
msgid "Tin"
msgstr "étain"
#: ../technic_armor/init.lua
msgid "Silver"
msgstr "argent"
#: ../technic_armor/init.lua
msgid "Helmet"
msgstr "Casque"
#: ../technic_armor/init.lua
msgid "Chestplate"
msgstr "Cuirasse"
#: ../technic_armor/init.lua
msgid "Leggings"
msgstr "Jambières"
#: ../technic_armor/init.lua
msgid "Boots"
msgstr "Bottes"
#: ../technic_armor/init.lua
msgid "Shield"
msgstr "Bouclier"
#. Translators: @1 stands for material and @2 for part of the armor, so that you could use a conjunction if in your language part name comes first then material (e.g. in french 'Silver Boots' is translated in 'Bottes en argent' by using '@2 en @1' as translated string)
#: ../technic_armor/init.lua
msgid "@1 @2"
msgstr "@2 en @1"

View File

@ -1,384 +0,0 @@
# ITALIAN LOCALE FILE FOR THE 3D ARMOR MODULE
# Copyright (C) 2012-2017 Stuart Jones
# This file is distributed under the same license as the 3D ARMOR package.
# Hamlet <h4mlet@riseup.net>, 2017.
#
msgid ""
msgstr ""
"Project-Id-Version: Italian localization file for the 3D Armor module\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-08-06 18:20+0200\n"
"PO-Revision-Date: 2017-08-18 00:36+0100\n"
"Last-Translator: H4mlet <h4mlet@riseup.net>\n"
"Language-Team: ITALIANO\n"
"Language: it\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Generator: Poedit 1.6.10\n"
#: ../3d_armor/api.lua
msgid "3d_armor: Player name is nil @1"
msgstr "3d_armor: Il nome della/del gicatrice/tore è nullo @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player inventory is nil @1"
msgstr "3d_armor: L'inventario della/del giocatrice/tore è nullo @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Detached armor inventory is nil @1"
msgstr "3d_armor: L'inventario staccato dell'armatura è nullo @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player reference is nil @1"
msgstr "3d_armor: Il riferimento alla/al giocatrice/tore è nullo @1"
#: ../3d_armor/armor.lua
msgid "Admin Helmet"
msgstr "Elmo dell'amministratrice/tore"
#: ../3d_armor/armor.lua
msgid "Admin Chestplate"
msgstr "Corazza dell'amministratrice/tore"
#: ../3d_armor/armor.lua
msgid "Admin Leggings"
msgstr "Gambali dell'amministratrice/tore"
#: ../3d_armor/armor.lua
msgid "Admin Boots"
msgstr "Stivali dell'amministratrice/tore"
#: ../3d_armor/armor.lua
msgid "Wood Helmet"
msgstr "Elmo di legno"
#: ../3d_armor/armor.lua
msgid "Wood Chestplate"
msgstr "Corazza di legno"
#: ../3d_armor/armor.lua
msgid "Wood Leggings"
msgstr "Gambali di legno"
#: ../3d_armor/armor.lua
msgid "Wood Boots"
msgstr "Stivali di legno"
#: ../3d_armor/armor.lua
msgid "Cactus Helmet"
msgstr "Elmo di cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Chestplate"
msgstr "Corazza di cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Leggings"
msgstr "Gambali di cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Boots"
msgstr "Stivali di cactus"
#: ../3d_armor/armor.lua
msgid "Steel Helmet"
msgstr "Elmo di acciaio"
#: ../3d_armor/armor.lua
msgid "Steel Chestplate"
msgstr "Corazza di acciaio"
#: ../3d_armor/armor.lua
msgid "Steel Leggings"
msgstr "Gambali di acciaio"
#: ../3d_armor/armor.lua
msgid "Steel Boots"
msgstr "Stivali di acciaio"
#: ../3d_armor/armor.lua
msgid "Bronze Helmet"
msgstr "Elmo di bronzo"
#: ../3d_armor/armor.lua
msgid "Bronze Chestplate"
msgstr "Corazza di bronzo"
#: ../3d_armor/armor.lua
msgid "Bronze Leggings"
msgstr "Gambali di bronzo"
#: ../3d_armor/armor.lua
msgid "Bronze Boots"
msgstr "Stivali di bronzo"
#: ../3d_armor/armor.lua
msgid "Diamond Helmet"
msgstr "Elmo di diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Chestplate"
msgstr "Corazza di diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Leggings"
msgstr "Gambali di diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Boots"
msgstr "Stivali di diamante"
#: ../3d_armor/armor.lua
msgid "Gold Helmet"
msgstr "Elmo d'oro"
#: ../3d_armor/armor.lua
msgid "Gold Chestplate"
msgstr "Corazza d'oro"
#: ../3d_armor/armor.lua
msgid "Gold Leggings"
msgstr "Gambali d'oro"
#: ../3d_armor/armor.lua
msgid "Gold Boots"
msgstr "Stivali d'oro"
#: ../3d_armor/armor.lua
msgid "Mithril Helmet"
msgstr "Elmo di mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Chestplate"
msgstr "Corazza di mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Leggings"
msgstr "Gambali di mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Boots"
msgstr "Stivali di mithril"
#: ../3d_armor/armor.lua
msgid "Crystal Helmet"
msgstr "Elmo di cristallo"
#: ../3d_armor/armor.lua
msgid "Crystal Chestplate"
msgstr "Corazza di cristallo"
#: ../3d_armor/armor.lua
msgid "Crystal Leggings"
msgstr "Gambali di cristallo"
#: ../3d_armor/armor.lua
msgid "Crystal Boots"
msgstr "Stivali di cristallo"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Radiation"
msgstr "Radiazione"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Level"
msgstr "Livello"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Heal"
msgstr "Guarigione"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Fire"
msgstr "Fuoco"
#: ../3d_armor/init.lua
msgid "Your @1 got destroyed!"
msgstr "Il/i vostro/i @1 è/sono stato/i distrutto/i!"
#: ../3d_armor/init.lua
msgid "3d_armor: Failed to initialize player"
msgstr "3d_armor: Inizializzazione della/del giocatrice/tore fallita"
#: ../3d_armor/init.lua
msgid "[3d_armor] Fire Nodes disabled"
msgstr "[3d_armor] Nodi fuoco disabilitati"
#: ../3d_armor_ip/init.lua
msgid "3d_armor_ip: Mod loaded but unused."
msgstr "3d_armor_ip: Mod caricato ma inutilizzato."
#: ../3d_armor_ip/init.lua
msgid "Back"
msgstr "Indietro"
#: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua
msgid "Armor"
msgstr "Armatura"
#: ../3d_armor_sfinv/init.lua
msgid "3d_armor_sfinv: Mod loaded but unused."
msgstr "3d_armor_sfinv: Mod caricato ma inutilizzato."
#: ../3d_armor_stand/init.lua
msgid "Armor stand top"
msgstr "Parte superiore del supporto per armatura"
#: ../3d_armor_stand/init.lua
msgid "Armor stand"
msgstr "Supporto per armatura"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand"
msgstr "Supporto per armatura"
#: ../3d_armor_stand/init.lua
msgid "Locked Armor stand"
msgstr "Supporto per armatura chiuso a chiave"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand (owned by @1)"
msgstr "Supporto per armatura (di proprietà di @1)"
#: ../3d_armor_ui/init.lua
msgid "3d_armor_ui: Mod loaded but unused."
msgstr "3d_armor_ui: Mod caricato ma inutilizzato."
#: ../3d_armor_ui/init.lua
msgid "3d Armor"
msgstr "Armatura 3D"
#: ../3d_armor_ui/init.lua
msgid "Armor not initialized!"
msgstr "Armatura non inizializzata!"
#: ../hazmat_suit/init.lua
msgid "hazmat_suit: Mod loaded but unused."
msgstr "hazmat_suit: Mod caricato ma inutilizzato."
#: ../hazmat_suit/init.lua
msgid "Hazmat Helmet"
msgstr "Elmo hazmat"
#: ../hazmat_suit/init.lua
msgid "Hazmat Chestplate"
msgstr "Corazza hazmat"
#: ../hazmat_suit/init.lua
msgid "Hazmat Sleeve"
msgstr "Manica hazmat"
#: ../hazmat_suit/init.lua
msgid "Hazmat Leggins"
msgstr "Gambali hazmat"
#: ../hazmat_suit/init.lua
msgid "Hazmat Boots"
msgstr "Stivali hazmat"
#: ../hazmat_suit/init.lua
msgid "Hazmat Suit"
msgstr "Completo hazmat"
#: ../shields/init.lua
msgid "Admin Shield"
msgstr "Scudo dell'amministratrice/tore"
#: ../shields/init.lua
msgid "Wooden Shield"
msgstr "Scudo di legno"
#: ../shields/init.lua
msgid "Enhanced Wood Shield"
msgstr "Scudo di legno migliorato"
#: ../shields/init.lua
msgid "Cactus Shield"
msgstr "Scudo di cactus"
#: ../shields/init.lua
msgid "Enhanced Cactus Shield"
msgstr "Scudo di cactus migliorato"
#: ../shields/init.lua
msgid "Steel Shield"
msgstr "Scudo di acciaio"
#: ../shields/init.lua
msgid "Bronze Shield"
msgstr "Scudo di bronzo"
#: ../shields/init.lua
msgid "Diamond Shield"
msgstr "Scudo di diamante"
#: ../shields/init.lua
msgid "Gold Shield"
msgstr "Scudo d'oro"
#: ../shields/init.lua
msgid "Mithril Shield"
msgstr "Scudo di mithril"
#: ../shields/init.lua
msgid "Crystal Shield"
msgstr "Scudo di cristallo"
#: ../technic_armor/init.lua
msgid "technic_armor: Mod loaded but unused."
msgstr "technic_armor: Mod caricato ma inutilizzato."
#: ../technic_armor/init.lua
msgid "Lead"
msgstr "Piombo"
#: ../technic_armor/init.lua
msgid "Brass"
msgstr "Ottone"
#: ../technic_armor/init.lua
msgid "Cast Iron"
msgstr "Ghisa"
#: ../technic_armor/init.lua
msgid "Carbon Steel"
msgstr "Acciaio al carbonio"
#: ../technic_armor/init.lua
msgid "Stainless Steel"
msgstr "Acciaio inossidabile"
#: ../technic_armor/init.lua
msgid "Tin"
msgstr "Stagno"
#: ../technic_armor/init.lua
msgid "Silver"
msgstr "Argento"
#: ../technic_armor/init.lua
msgid "Helmet"
msgstr "Elmo"
#: ../technic_armor/init.lua
msgid "Chestplate"
msgstr "Corazza"
#: ../technic_armor/init.lua
msgid "Leggings"
msgstr "Gambali"
#: ../technic_armor/init.lua
msgid "Boots"
msgstr "Stivali"
#: ../technic_armor/init.lua
msgid "Shield"
msgstr "Scudo"
#. Translators: @1 stands for material and @2 for part of the armor, so that you could use a conjunction if in your language part name comes first then material (e.g. in french 'Silver Boots' is translated in 'Bottes en argent' by using '@2 en @1' as translated string)
#: ../technic_armor/init.lua
msgid "@1 @2"
msgstr "@2 di @1"

View File

@ -1,383 +0,0 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-08-06 18:20+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=CHARSET\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../3d_armor/api.lua
msgid "3d_armor: Player name is nil @1"
msgstr ""
#: ../3d_armor/api.lua
msgid "3d_armor: Player inventory is nil @1"
msgstr ""
#: ../3d_armor/api.lua
msgid "3d_armor: Detached armor inventory is nil @1"
msgstr ""
#: ../3d_armor/api.lua
msgid "3d_armor: Player reference is nil @1"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Admin Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Admin Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Admin Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Admin Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Wood Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Wood Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Wood Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Wood Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Cactus Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Cactus Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Cactus Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Cactus Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Steel Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Steel Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Steel Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Steel Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Bronze Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Bronze Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Bronze Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Bronze Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Diamond Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Diamond Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Diamond Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Diamond Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Gold Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Gold Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Gold Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Gold Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Mithril Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Mithril Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Mithril Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Mithril Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Crystal Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Crystal Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Crystal Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Crystal Boots"
msgstr ""
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Radiation"
msgstr ""
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Level"
msgstr ""
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Heal"
msgstr ""
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Fire"
msgstr ""
#: ../3d_armor/init.lua
msgid "Your @1 got destroyed!"
msgstr ""
#: ../3d_armor/init.lua
msgid "3d_armor: Failed to initialize player"
msgstr ""
#: ../3d_armor/init.lua
msgid "[3d_armor] Fire Nodes disabled"
msgstr ""
#: ../3d_armor_ip/init.lua
msgid "3d_armor_ip: Mod loaded but unused."
msgstr ""
#: ../3d_armor_ip/init.lua
msgid "Back"
msgstr ""
#: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua
msgid "Armor"
msgstr ""
#: ../3d_armor_sfinv/init.lua
msgid "3d_armor_sfinv: Mod loaded but unused."
msgstr ""
#: ../3d_armor_stand/init.lua
msgid "Armor stand top"
msgstr ""
#: ../3d_armor_stand/init.lua
msgid "Armor stand"
msgstr ""
#: ../3d_armor_stand/init.lua
msgid "Armor Stand"
msgstr ""
#: ../3d_armor_stand/init.lua
msgid "Locked Armor stand"
msgstr ""
#: ../3d_armor_stand/init.lua
msgid "Armor Stand (owned by @1)"
msgstr ""
#: ../3d_armor_ui/init.lua
msgid "3d_armor_ui: Mod loaded but unused."
msgstr ""
#: ../3d_armor_ui/init.lua
msgid "3d Armor"
msgstr ""
#: ../3d_armor_ui/init.lua
msgid "Armor not initialized!"
msgstr ""
#: ../hazmat_suit/init.lua
msgid "hazmat_suit: Mod loaded but unused."
msgstr ""
#: ../hazmat_suit/init.lua
msgid "Hazmat Helmet"
msgstr ""
#: ../hazmat_suit/init.lua
msgid "Hazmat Chestplate"
msgstr ""
#: ../hazmat_suit/init.lua
msgid "Hazmat Sleeve"
msgstr ""
#: ../hazmat_suit/init.lua
msgid "Hazmat Leggins"
msgstr ""
#: ../hazmat_suit/init.lua
msgid "Hazmat Boots"
msgstr ""
#: ../hazmat_suit/init.lua
msgid "Hazmat Suit"
msgstr ""
#: ../shields/init.lua
msgid "Admin Shield"
msgstr ""
#: ../shields/init.lua
msgid "Wooden Shield"
msgstr ""
#: ../shields/init.lua
msgid "Enhanced Wood Shield"
msgstr ""
#: ../shields/init.lua
msgid "Cactus Shield"
msgstr ""
#: ../shields/init.lua
msgid "Enhanced Cactus Shield"
msgstr ""
#: ../shields/init.lua
msgid "Steel Shield"
msgstr ""
#: ../shields/init.lua
msgid "Bronze Shield"
msgstr ""
#: ../shields/init.lua
msgid "Diamond Shield"
msgstr ""
#: ../shields/init.lua
msgid "Gold Shield"
msgstr ""
#: ../shields/init.lua
msgid "Mithril Shield"
msgstr ""
#: ../shields/init.lua
msgid "Crystal Shield"
msgstr ""
#: ../technic_armor/init.lua
msgid "technic_armor: Mod loaded but unused."
msgstr ""
#: ../technic_armor/init.lua
msgid "Lead"
msgstr ""
#: ../technic_armor/init.lua
msgid "Brass"
msgstr ""
#: ../technic_armor/init.lua
msgid "Cast Iron"
msgstr ""
#: ../technic_armor/init.lua
msgid "Carbon Steel"
msgstr ""
#: ../technic_armor/init.lua
msgid "Stainless Steel"
msgstr ""
#: ../technic_armor/init.lua
msgid "Tin"
msgstr ""
#: ../technic_armor/init.lua
msgid "Silver"
msgstr ""
#: ../technic_armor/init.lua
msgid "Helmet"
msgstr ""
#: ../technic_armor/init.lua
msgid "Chestplate"
msgstr ""
#: ../technic_armor/init.lua
msgid "Leggings"
msgstr ""
#: ../technic_armor/init.lua
msgid "Boots"
msgstr ""
#: ../technic_armor/init.lua
msgid "Shield"
msgstr ""
#. Translators: @1 stands for material and @2 for part of the armor, so that you could use a conjunction if in your language part name comes first then material (e.g. in french 'Silver Boots' is translated in 'Bottes en argent' by using '@2 en @1' as translated string)
#: ../technic_armor/init.lua
msgid "@1 @2"
msgstr ""

View File

@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=
Level=
Heal=
Fire=
Your @1 is almost broken!=
Your @1 got destroyed!=

5
3d_armor/mod.conf Normal file
View File

@ -0,0 +1,5 @@
name = 3d_armor
depends = default, player_api
optional_depends = player_monoids, armor_monoid, pova, moreores
description = Adds craftable armor that is visible to other players.
min_minetest_version = 5.0

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