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mirror of https://github.com/minetest-mods/3d_armor.git synced 2025-06-29 14:50:47 +02:00

149 Commits

Author SHA1 Message Date
793c74856f Fix nil index in on_damage callback 2017-05-03 17:56:32 +01:00
47734969e2 Bump version to 0.4.9 2017-04-28 19:06:38 +01:00
1af0bb60f8 Rename on_punch callback to avoid potential conflict with nodes 2017-04-21 18:33:30 +01:00
a11b3302e1 Move armor initialization back out of the api 2017-04-19 21:53:13 +01:00
664d9fbfef Increase fleshy level of wood and cactus leggings 2017-04-19 19:42:12 +01:00
4dd7e41749 Add damage method and update README.txt 2017-04-19 19:00:00 +01:00
df429ee487 Run inventory equip callbacks before set_player_armor 2017-04-16 19:34:09 +01:00
7566ecccee Initialize armor after all on_joinplayer callbacks have run 2017-04-16 16:52:49 +01:00
99bc8cf2d3 Reverse order of stack and index in callbacks for consistency 2017-04-15 20:44:05 +01:00
a2ec13e28d Only allow armor items in the armor inventory 2017-04-15 18:00:10 +01:00
065815eec1 Include stack index it armor item callbacks 2017-04-15 17:54:39 +01:00
16b0ee2d9e Register adminshield alias for consistency 2017-04-14 20:19:38 +01:00
64f8b3cd58 Fix OOM crash with admin shield 2017-04-14 17:08:08 +01:00
74ef6c5759 Shields: check valid hitter 2017-04-13 21:29:57 +01:00
b741b7426b More player validity checks 2017-04-13 20:34:55 +01:00
db312b3245 Code styling 2017-04-13 20:11:15 +01:00
de2c47f334 More protection from un-initialized player crashes 2017-04-13 19:47:43 +01:00
b4283f6e60 Fix string concatenation in UI form, resolves #104 2017-04-13 17:21:16 +01:00
888fbacb49 Prevent potentially bogus warning 2017-04-11 21:26:06 +01:00
50453aa5a6 Fix warnings 2017-04-11 20:55:28 +01:00
b45fbd0f2a Log warning if initialization fails and validate armor.def for UI 2017-04-11 20:42:58 +01:00
9ffcc19fd7 Improve player initialization and increase default delay 2017-04-11 19:34:06 +01:00
6359b0a0ed bugfix: the count was lost 2017-04-10 18:24:27 +01:00
4dbe76312b Hazmat suit: updates and fixes 2017-04-09 20:43:55 +01:00
20edce6c55 Better balance of armor weights 2017-04-09 18:49:44 +01:00
6e58d1280b Add minor physics penalties to metal armors 2017-04-09 18:37:55 +01:00
20d4728829 Only reciprocate damage of valid tool items 2017-04-09 18:07:53 +01:00
7cfd744ff3 Respect flammable group when fire is protection enabled 2017-04-09 17:34:22 +01:00
a76a35f177 Fix regression with heal_multiplier config 2017-04-09 16:25:52 +01:00
e5e926a02e Use metal sounds for enhanced shields 2017-04-09 15:43:35 +01:00
3951c833da More documentation ammendments 2017-04-09 15:00:48 +01:00
e9a2c57826 Correction to example code 2017-04-08 22:32:46 +01:00
5508a26dbf Bugfix: shields crash with nil method, fixes #102 2017-04-08 22:28:52 +01:00
0ec7858937 Add punch damage groups and effects 2017-04-08 21:32:56 +01:00
1e059f2557 Bugfix: recognise boolean false in configuration 2017-04-05 17:51:50 +01:00
5dab1ca887 Add intllib support to 3d_armor_stand 2017-03-31 22:09:32 +01:00
1fdff7adaa Make water protection optional, default true
This can save a `global_step` regisration if neither fire or water
protection are enabled.
2017-03-31 22:03:59 +01:00
23e4d5114f Add support for intllib 2017-03-31 20:12:20 +01:00
7fde7c050d Update wieldview README about dependencies 2017-03-31 17:42:22 +01:00
45099ae25a Mod-defined wield item transformation w/ group 2017-03-31 17:42:22 +01:00
edebf13c1f Remove unneeded default dependency from wieldview 2017-03-31 17:42:22 +01:00
4083782246 Improve get_armor_formspec 2017-03-29 19:31:00 +01:00
5911447048 Move shields level reduction to shields mod 2017-03-29 19:13:13 +01:00
3aac5c98f4 Fix movement and level bugs 2017-03-29 17:44:40 +01:00
fe9664589a Fix potential missing texture bug 2017-03-26 22:46:51 +01:00
11ce84873b Add support for non-fleshy damage groups, closes #47 2017-03-26 20:53:04 +01:00
86fd6b0d7d Fix crash caused by 27a3823eed 2017-03-23 00:59:21 +00:00
27a3823eed Improve error logging, reduce log level to warning 2017-03-22 19:00:48 +00:00
348dad3d4d Log warning of unused mods when dependencies are missing 2017-03-21 15:16:58 +00:00
ea86aa35f5 Merge branch 'bell07-pr_compat_cleanup' 2017-03-21 14:54:03 +00:00
f0edb9a710 Inventory compat cleanup
fix inventory_plus after cleanup. Create own register_on_player_receive_fields for this inventory

removed smart_inventory (moved to the inventoy mod), adjusted sfinv

moved sfinv to own mod 3d_armor_sfinv

moved unified_inventory to 3d_armor_ui

moved inventory_plus support to own mod 3d_armor_ip
2017-03-21 14:50:17 +00:00
75191490c2 Use api call to get player skin 2017-03-19 18:52:51 +00:00
f91af02c45 Fix inventory paging bugs caused by previous commit 2017-03-19 18:06:54 +00:00
3843578a33 Remove unnecessary code 2017-03-19 17:22:24 +00:00
1570efb7ac Depreciate update_inventory and use on_update callback 2017-03-19 16:10:52 +00:00
5517be8ff2 Replace missed global config, fixes #94 2017-03-19 13:28:55 +00:00
709535dff0 Only apply valid wardrobe mod skins, fixes #93 2017-03-18 22:14:08 +00:00
a1d904c517 Remove redundant code 2017-03-18 22:02:11 +00:00
3c2cb16351 Correction to documentation 2017-03-18 20:39:03 +00:00
6bf28dc2c5 Only allow one of each armor element in armor slots
Required, otherwise equip callbacks may be bogus.
2017-03-18 20:32:11 +00:00
75a7181e0f Add callbacks, closes #46 2017-03-18 20:12:43 +00:00
2b840fbe38 Add comment and remove empty lines 2017-03-18 18:04:10 +00:00
701215c22f Depreciate global configs, closes #68 2017-03-18 17:23:50 +00:00
e46ff3488b Remove kill/me commands 2017-03-17 21:57:13 +00:00
f74a52df62 Code re-organisation
This should make it easier to merge features from the now
out-dated development branch.
2017-03-17 20:26:41 +00:00
3c4500a9bf Only show protection levels of enabled features 2017-03-17 18:27:19 +00:00
e69b59e2af Fix alignment of formspec page slots 2017-03-15 19:31:48 +00:00
d43d96bb28 Fix typo in cactus helmet description, closes #91 2017-03-15 18:58:27 +00:00
7a980a6717 Fix missing sfinv page background images, closes #90 2017-03-12 20:34:54 +00:00
fc3fcea4b7 Bump version to 0.4.8 2017-03-12 19:14:32 +00:00
b59464de88 Improve skin mod preview support 2017-03-12 18:23:49 +00:00
80024fc154 Fix security violation in player_textures mod support 2017-03-12 17:01:04 +00:00
d826b53877 Use u_skins preview image as base for armor preview 2017-03-11 21:34:26 +00:00
01a3425ec8 Add preview generator and update preview textures 2017-03-11 20:02:55 +00:00
616d9398f2 Minor formspec improvements 2017-03-11 19:31:37 +00:00
6661ec0b40 Add support for player monoids, resolves #85 2017-03-10 20:33:45 +00:00
ca1cf6bfeb Fix inconsistency with cactus boots, closes #89 2017-03-10 18:09:28 +00:00
8f5ffeb384 Shields: Remove registration delay, closes #88 2017-03-10 18:05:16 +00:00
ca79d39688 Armor stand: Improve TNT effects, closes #55 2017-03-08 19:36:30 +00:00
8b8a554ff7 Add support for sfinv 2017-03-08 17:47:38 +00:00
3df7802439 added new torch fire nodes
added new torch nodes to the fire nodes list.
2017-03-08 17:44:49 +00:00
19e297a2e8 Update inventory_plus formspec style 2017-03-03 17:59:31 +00:00
190614d47b Fix potential bug with new bone location method 2017-02-24 23:00:03 +00:00
37b10d1cee Remove redundant code 2017-02-24 22:45:23 +00:00
4b45f85687 Improve bones locating and fallback, fixes #84 2017-02-24 22:32:27 +00:00
a5b650285b beter smart_inventory integration 2017-02-21 19:07:17 +00:00
26212fb3e4 Add new armor textures by @daviddoesminetest 2017-02-19 19:33:10 +00:00
4829445d12 Update style of default armor formspec 2017-02-15 19:37:35 +00:00
4d3b219e7d add smart_inventory support 2017-02-15 19:06:06 +00:00
81ffdaa6a7 Improve armor stand selection box 2017-02-15 18:25:49 +00:00
ba62febdee Armor stand, check protection and ignore, ignore 2017-02-08 20:57:42 +00:00
8939a0dd43 Armor stand hidden nodes use copy of pos vector 2017-02-08 19:32:42 +00:00
c691f3e219 Prevent building over armor stands 2017-02-08 18:26:15 +00:00
bf9ba59c0f Merge branch 'tobyplowy-master' 2017-01-25 19:49:52 +00:00
75f808131c New armorstand mapping 2017-01-25 19:48:25 +00:00
b88f946929 Bump version to 0.4.7 2017-01-11 19:36:51 +00:00
c63376b523 Improve hazmat-suit documentation, closes #72 2017-01-11 19:28:17 +00:00
c070dfb19f Include years of all licenses 2017-01-11 19:15:06 +00:00
4b70580ce4 Update licensing information 2017-01-08 18:54:24 +00:00
65b6d58580 Prevent armor damage when using /killme command 2016-12-07 19:24:00 +00:00
98786fd8f7 Add killme command to replace old kill command 2016-11-27 17:18:08 +00:00
9105e8403e Merge pull request #62 from paly2/kill_chatcommand_privs
Add "ban" privilege for kill chatcommand
2016-11-27 16:50:03 +00:00
6b2e3adc00 Bump version to 0.4.6 2016-11-27 16:22:29 +00:00
c9001f9e53 Rebase armor model, armature and UV fixes 2016-11-27 16:11:51 +00:00
cc25d6be13 Merge pull request #66 from diogo-gomes/develop
Add table of contents to README.md
2016-08-21 17:52:03 +01:00
f557c4d69e Add table of contents to README.md 2016-07-25 14:48:52 +01:00
456c84e93e Merge pull request #65 from everamzah/fixbones
Try harder to add armor to bones
2016-07-22 17:51:06 +01:00
0157ebd683 Try harder to add armor to bones
Previously, if bones were on a slab, or some non-buildable_to but walkable
node, then the armor would fail to find the bones node (which is Y+1,
typically) and the armor would disappear.  This is an attempt to address that.
2016-07-22 10:46:05 -04:00
c39f838893 Fix a mistake in the kill chatcommand
Use "param" instead of "name" in "func"
2016-06-17 18:29:43 +02:00
862deff373 Add "ban" privilege for kill chatcommand 2016-06-17 16:08:50 +02:00
ac414d3df3 Remove admin shield from creative inventory 2016-05-27 19:51:39 +01:00
3cf6887abd Fix undeclared global error in hazmat_suit 2016-05-18 19:42:37 +01:00
b14db3c43c Add missing placer param to locked armor stand, fixes #59 2016-05-11 22:19:13 +01:00
8f8c6c6bfa Merge pull request #56 from Thomas--S/patch-2
Fix typo
2016-05-11 19:46:48 +01:00
54ec4b3cef Fix typo 2016-05-11 19:25:59 +02:00
32e87ee543 More armor stand fixes 2016-05-04 18:27:21 +01:00
d322a0f110 Modify helmet textures, fixes #49 2016-05-01 20:25:46 +01:00
9cc2f3db02 Radiation protection support added 2016-05-01 17:09:07 +01:00
ddd7f3786c Fix disappearing armor stand entities, again... 2016-05-01 16:11:27 +01:00
5c5359de4f Restore armor stand entities when knocked-back by TNT 2016-04-27 18:48:06 +01:00
1aa2b769d7 Rebase armor player model, fixes #54 2016-04-24 21:13:45 +01:00
5421ce46da Make armor stands 'blast-proof', fixes #55 2016-04-22 18:53:25 +01:00
72cffbae17 Restore moved armor stand objects to original position when possible 2016-04-20 20:26:01 +01:00
170ee39aed Auto remove stray armor stand entities 2016-04-20 18:54:34 +01:00
59bbc55b73 Fix armor stand entity duplication bug 2016-04-16 15:36:48 +01:00
1dd904f5be Merge pull request #50 from Thomas--S/patch-1
Add a locked armor stand
2016-04-13 17:41:37 +01:00
9de8cc12bb Fix disappearing entities when placing stands next to each other 2016-04-10 22:17:45 +01:00
4e8cf05436 Add a locked armor stand
This change adds a locked armor stand, so that player can use them savely on multiplayer worlds.
2016-04-10 20:11:53 +02:00
b6a44057a6 Fix some tabulation 2016-04-09 01:19:32 +01:00
ae33659168 Make cactus leggings inventory image more consistent 2016-04-08 21:35:56 +01:00
fb29ce9150 Add a chest-like visible armor stand, closes #48 2016-04-08 20:17:28 +01:00
7408ebcd81 Add support for mod managers 2016-03-25 19:52:00 +00:00
36737441d4 Merge pull request #45 from tenplus1/patch-7
Added insta-kill ability for tools/commands
2016-02-14 19:49:09 +00:00
5a112547e6 Added insta-kill ability for tools/commands
Some armor was too powerful that killing yourself to respawn wouldn't work or instant kill tools for admin didn't have effect, so I've added a check so that if the player is dealt with more than -100 damage points it instantly kills them but doesn't damage armor.  Also added /kill command.
2016-02-08 19:05:32 +00:00
0d5cf6d58a Merge pull request #44 from proller/patch-1
Dont rewrite inventory in creative mode
2016-02-08 03:54:28 +08:00
f17a104ab1 Dont rewrite inventory in creative mode
happens on first press I if no unified inventory installed
2016-02-07 18:46:37 +03:00
f83e7e9984 Merge pull request #43 from tenplus1/patch-6
admin helmet lets you breathe underwater
2016-01-28 01:35:46 +08:00
be1d353ec0 Merge pull request #42 from tenplus1/patch-5
Add ability to breath underwater
2016-01-28 01:34:45 +08:00
241aa663f1 admin helmet lets you breathe underwater
added armor_water=1 group to admin helmet so players can breathe underwater.
2016-01-25 14:48:23 +00:00
921e1ace24 Add ability to breath underwater
Added functionality for armor to have armor_water=1 in groups so that player can breathe underwater.
2016-01-25 14:47:05 +00:00
0ec2dbfb36 Update default fire protection nodes, closes #41 2015-12-19 19:25:43 +00:00
7fc991765c Utilize player_on_hpchange callback 2015-12-09 21:03:45 +00:00
991d2955e0 Simplify previous commit 2015-12-04 20:37:24 +00:00
64ec3dcf93 Allow armor textures to be specified by the tool definition 2015-12-04 18:42:42 +00:00
e1caf0ab0c Bump version to 0.4.5 2015-11-15 22:56:53 +00:00
a44d1a2530 Add 'listring' support for inventory mods, closes #38 2015-11-15 21:50:27 +00:00
16bc6232ca Add support for unified inventory 'ui_full' privilege 2015-11-15 19:18:21 +00:00
6efe3bf116 Merge pull request #40 from CraigyDavi/prevent-admin-drops
Prevent admin armor from being dropped
2015-10-30 01:46:19 +08:00
67867e78ec Prevent admin armor from being dropped 2015-10-29 14:19:59 +00:00
265 changed files with 3023 additions and 1051 deletions

9
3d_armor/LICENSE.txt Normal file
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@ -0,0 +1,9 @@
[mod] 3d Armor [3d_armor]
=========================
License Source Code: (C) 2012-2017 Stuart Jones - LGPL v2.1
License Textures: Copyright (C) 2017 davidthecreator - CC-BY-SA 3.0
https://github.com/daviddoesminetest/3d-armors-new-textures

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@ -3,7 +3,9 @@
Depends: default Depends: default
Recommends: inventory_plus or unified_inventory (use only one) 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 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. a player's armor group level making them less vulnerable to weapons.
@ -14,11 +16,173 @@ 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 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. protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava.
Configuration Armor Configuration
------------- -------------------
Armor can be configured by adding a file called armor.conf in 3d_armor mod and/or world directory. Override the following default settings by adding them to your minetest.conf file.
see armor.conf.example for all available options.
Note: worldpath config settings override any settings made in the mod's directory. -- 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)

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@ -1,33 +0,0 @@
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("adminlegginss","3d_armor:leggings_admin")
minetest.register_tool("3d_armor:helmet_admin", {
description = "Admin Helmet",
inventory_image = "3d_armor_inv_helmet_admin.png",
groups = {armor_head=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_admin", {
description = "Admin Chestplate",
inventory_image = "3d_armor_inv_chestplate_admin.png",
groups = {armor_torso=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_admin", {
description = "Admin Leggings",
inventory_image = "3d_armor_inv_leggings_admin.png",
groups = {armor_legs=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
wear = 0,
})
minetest.register_tool("3d_armor:boots_admin", {
description = "Admin Boots",
inventory_image = "3d_armor_inv_boots_admin.png",
groups = {armor_feet=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
wear = 0,
})

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local skin_previews = {}
local use_player_monoids = minetest.global_exists("player_monoids")
local use_armor_monoid = minetest.global_exists("armor_monoid")
local armor_def = setmetatable({}, {
__index = function()
return setmetatable({
groups = setmetatable({}, {
__index = function()
return 0
end})
}, {
__index = function()
return 0
end
})
end,
})
local armor_textures = setmetatable({}, {
__index = function()
return setmetatable({}, {
__index = function()
return "blank.png"
end
})
end
})
armor = {
timer = 0,
elements = {"head", "torso", "legs", "feet"},
physics = {"jump", "speed", "gravity"},
attributes = {"heal", "fire", "water"},
formspec = "image[2.5,0;2,4;armor_preview]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
default.get_hotbar_bg(0, 4.7)..
"list[current_player;main;0,4.7;8,1;]"..
"list[current_player;main;0,5.85;8,3;8]",
def = armor_def,
textures = armor_textures,
default_skin = "character",
materials = {
wood = "group:wood",
cactus = "default:cactus",
steel = "default:steel_ingot",
bronze = "default:bronze_ingot",
diamond = "default:diamond",
gold = "default:gold_ingot",
mithril = "moreores:mithril_ingot",
crystal = "ethereal:crystal_ingot",
},
fire_nodes = {
{"default:lava_source", 5, 8},
{"default:lava_flowing", 5, 8},
{"fire:basic_flame", 3, 4},
{"fire:permanent_flame", 3, 4},
{"ethereal:crystal_spike", 2, 1},
{"ethereal:fire_flower", 2, 1},
{"default:torch", 1, 1},
{"default:torch_ceiling", 1, 1},
{"default:torch_wall", 1, 1},
},
registered_groups = {["fleshy"]=100},
registered_callbacks = {
on_update = {},
on_equip = {},
on_unequip = {},
on_damage = {},
on_destroy = {},
},
version = "0.4.9",
}
armor.config = {
init_delay = 2,
init_times = 10,
bones_delay = 1,
update_time = 1,
drop = minetest.get_modpath("bones") ~= nil,
destroy = false,
level_multiplier = 1,
heal_multiplier = 1,
material_wood = true,
material_cactus = true,
material_steel = true,
material_bronze = true,
material_diamond = true,
material_gold = true,
material_mithril = true,
material_crystal = true,
water_protect = true,
fire_protect = minetest.get_modpath("ethereal") ~= nil,
punch_damage = true,
}
-- Armor Registration
armor.register_armor = function(self, name, def)
minetest.register_tool(name, def)
end
armor.register_armor_group = function(self, group, base)
base = base or 100
self.registered_groups[group] = base
if use_armor_monoid then
armor_monoid.register_armor_group(group, base)
end
end
-- Armor callbacks
armor.register_on_update = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_update, func)
end
end
armor.register_on_equip = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_equip, func)
end
end
armor.register_on_unequip = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_unequip, func)
end
end
armor.register_on_damage = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_damage, func)
end
end
armor.register_on_destroy = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_destroy, func)
end
end
armor.run_callbacks = function(self, callback, player, index, stack)
if stack then
local def = stack:get_definition() or {}
if type(def[callback]) == "function" then
def[callback](player, index, stack)
end
end
local callbacks = self.registered_callbacks[callback]
if callbacks then
for _, func in pairs(callbacks) do
func(player, index, stack)
end
end
end
armor.update_player_visuals = function(self, player)
if not player then
return
end
local name = player:get_player_name()
if self.textures[name] then
default.player_set_textures(player, {
self.textures[name].skin,
self.textures[name].armor,
self.textures[name].wielditem,
})
end
end
armor.set_player_armor = function(self, player)
local name, player_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 physics = {}
local attributes = {}
local levels = {}
local groups = {}
local change = {}
for _, phys in pairs(self.physics) do
physics[phys] = 1
end
for _, attr in pairs(self.attributes) do
attributes[attr] = 0
end
for group, _ in pairs(self.registered_groups) do
change[group] = 1
levels[group] = 0
end
local list = player_inv:get_list("armor")
for i, stack in pairs(list) do
if stack:get_count() == 1 then
local def = stack:get_definition()
for _, element in pairs(self.elements) do
if def.groups["armor_"..element] then
if def.armor_groups then
for group, level in pairs(def.armor_groups) do
if levels[group] then
levels[group] = levels[group] + level
end
end
else
local level = def.groups["armor_"..element]
levels["fleshy"] = levels["fleshy"] + level
end
end
-- DEPRECATED, use armor_groups instead
if def.groups["armor_radiation"] and levels["radiation"] then
levels["radiation"] = def.groups["armor_radiation"]
end
end
local item = stack:get_name()
local tex = def.texture or item:gsub("%:", "_")
tex = tex:gsub(".png$", "")
local prev = def.preview or tex.."_preview"
prev = prev:gsub(".png$", "")
texture = texture.."^"..tex..".png"
preview = preview.."^"..prev..".png"
state = state + stack:get_wear()
count = count + 1
for _, phys in pairs(self.physics) do
local value = def.groups["physics_"..phys] or 0
physics[phys] = physics[phys] + value
end
for _, attr in pairs(self.attributes) do
local value = def.groups["armor_"..attr] or 0
attributes[attr] = attributes[attr] + value
end
local mat = string.match(item, "%:.+_(.+)$")
if material.name then
if material.name == mat then
material.count = material.count + 1
end
else
material.name = mat
end
end
end
for group, level in pairs(levels) do
if level > 0 then
level = level * armor.config.level_multiplier
if material.name and material.count == #self.elements then
level = level * 1.1
end
end
local base = self.registered_groups[group]
self.def[name].groups[group] = level
if level > base then
level = base
end
groups[group] = base - level
change[group] = groups[group] / base
end
for _, attr in pairs(self.attributes) do
self.def[name][attr] = attributes[attr]
end
for _, phys in pairs(self.physics) do
self.def[name][phys] = physics[phys]
end
if use_armor_monoid then
armor_monoid.monoid:add_change(player, change, "3d_armor:armor")
else
player:set_armor_groups(groups)
end
if use_player_monoids then
player_monoids.speed:add_change(player, physics.speed,
"3d_armor:physics")
player_monoids.jump:add_change(player, physics.jump,
"3d_armor:physics")
player_monoids.gravity:add_change(player, physics.gravity,
"3d_armor:physics")
else
player:set_physics_override(physics)
end
self.textures[name].armor = texture
self.textures[name].preview = preview
self.def[name].level = self.def[name].groups.fleshy or 0
self.def[name].state = state
self.def[name].count = count
self:update_player_visuals(player)
self:run_callbacks("on_update", player)
end
armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabilities)
local name, player_inv = self:get_valid_player(player, "[punch]")
if not name then
return
end
local state = 0
local count = 0
local recip = true
local default_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1}
local list = player_inv:get_list("armor")
for i, stack in pairs(list) do
if stack:get_count() == 1 then
local name = stack:get_name()
local use = minetest.get_item_group(name, "armor_use") or 0
local damage = use > 0
local def = stack:get_definition() or {}
if type(def.on_punched) == "function" then
damage = def.on_punched(player, hitter, time_from_last_punch,
tool_capabilities) ~= false and damage == true
end
if damage == true and tool_capabilities then
local damage_groups = def.damage_groups or default_groups
local level = damage_groups.level or 0
local groupcaps = tool_capabilities.groupcaps or {}
local uses = 0
damage = false
for group, caps in pairs(groupcaps) do
local maxlevel = caps.maxlevel or 0
local diff = maxlevel - level
if diff == 0 then
diff = 1
end
if diff > 0 and caps.times then
local group_level = damage_groups[group]
if group_level then
local time = caps.times[group_level]
if time then
local dt = time_from_last_punch or 0
if dt > time / diff then
if caps.uses then
uses = caps.uses * math.pow(3, diff)
end
damage = true
break
end
end
end
end
end
if damage == true and recip == true and hitter and
def.reciprocate_damage == true and uses > 0 then
local item = hitter:get_wielded_item()
if item and item:get_name() ~= "" then
item:add_wear(65535 / uses)
hitter:set_wielded_item(item)
end
-- reciprocate tool damage only once
recip = false
end
end
if damage == true and hitter == "fire" then
damage = minetest.get_item_group(name, "flammable") > 0
end
if damage == true then
self:damage(player, i, stack, use)
end
state = state + stack:get_wear()
count = count + 1
end
end
self.def[name].state = state
self.def[name].count = count
end
armor.damage = function(self, player, index, stack, use)
local old_stack = ItemStack(stack)
stack:add_wear(use)
self:run_callbacks("on_damage", player, index, stack)
self:set_inventory_stack(player, index, stack)
if stack:get_count() == 0 then
self:run_callbacks("on_unequip", player, index, old_stack)
self:run_callbacks("on_destroy", player, index, old_stack)
self:set_player_armor(player)
end
end
armor.get_player_skin = function(self, name)
local skin = nil
if self.skin_mod == "skins" or self.skin_mod == "simple_skins" then
skin = skins.skins[name]
elseif self.skin_mod == "u_skins" then
skin = u_skins.u_skins[name]
elseif self.skin_mod == "wardrobe" then
local skins = wardrobe.playerSkins or {}
if skins[name] then
skin = string.gsub(skins[name], "%.png$","")
end
end
return skin or armor.default_skin
end
armor.add_preview = function(self, preview)
skin_previews[preview] = true
end
armor.get_preview = function(self, name)
local preview = armor:get_player_skin(name).."_preview.png"
if skin_previews[preview] then
return preview
end
return "character_preview.png"
end
armor.get_armor_formspec = function(self, name, listring)
if armor.def[name].init_time == 0 then
return "label[0,0;Armor not initialized!]"
end
local formspec = armor.formspec..
"list[detached:"..name.."_armor;armor;0,0.5;2,3;]"
if listring == true then
formspec = formspec.."listring[current_player;main]"..
"listring[detached:"..name.."_armor;armor]"
end
formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
formspec = formspec:gsub("armor_level", armor.def[name].level)
for _, attr in pairs(self.attributes) do
formspec = formspec:gsub("armor_attr_"..attr, armor.def[name][attr])
end
for _, group in pairs(self.attributes) do
formspec = formspec:gsub("armor_group_"..group, armor.def[name][group])
end
return formspec
end
armor.update_inventory = function(self, player)
-- DEPRECATED: Legacy inventory support
end
armor.set_inventory_stack = function(self, player, i, stack)
local msg = "[set_inventory_stack]"
local name = player:get_player_name()
if not name then
minetest.log("warning", "3d_armor: Player name is nil "..msg)
return
end
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not player_inv then
minetest.log("warning", "3d_armor: Player inventory is nil "..msg)
return
elseif not armor_inv then
minetest.log("warning", "3d_armor: Detached armor inventory is nil "..msg)
return
end
player_inv:set_stack("armor", i, stack)
armor_inv:set_stack("armor", i, stack)
end
armor.get_valid_player = function(self, player, msg)
msg = msg or ""
if not player then
minetest.log("warning", "3d_armor: Player reference is nil "..msg)
return
end
local name = player:get_player_name()
if not name then
minetest.log("warning", "3d_armor: Player name is nil "..msg)
return
end
local inv = player:get_inventory()
if not inv then
minetest.log("warning", "3d_armor: Player inventory is nil "..msg)
return
end
return name, inv
end
armor.drop_armor = function(pos, stack)
local obj = minetest.add_item(pos, stack)
if obj then
obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
end
end

View File

@ -1,3 +1,7 @@
-- DEPRECATED, will not be supported in future versions
-- See README.txt for new configuration options.
-- Armor Configuration (defaults) -- Armor Configuration (defaults)
-- You can remove any unwanted armor materials from this table. -- You can remove any unwanted armor materials from this table.
@ -21,8 +25,9 @@ ARMOR_FIRE_NODES = {
{"default:lava_source", 5, 4}, {"default:lava_source", 5, 4},
{"default:lava_flowing", 5, 4}, {"default:lava_flowing", 5, 4},
{"fire:basic_flame", 3, 4}, {"fire:basic_flame", 3, 4},
{"fire:permanent_flame", 3, 4},
{"ethereal:crystal_spike", 2, 1}, {"ethereal:crystal_spike", 2, 1},
{"bakedclay:safe_fire", 2, 1}, {"ethereal:fire_flower", 2, 1},
{"default:torch", 1, 1}, {"default:torch", 1, 1},
} }
@ -54,3 +59,7 @@ ARMOR_LEVEL_MULTIPLIER = 1
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether. -- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
ARMOR_HEAL_MULTIPLIER = 1 ARMOR_HEAL_MULTIPLIER = 1
-- You can use this to increase or decrease overall armor radiation protection,
-- eg: ARMOR_RADIATION_MULTIPLIER = 0 will completely disable radiation protection.
-- Note: patched technic mod is required
ARMOR_RADIATION_MULTIPLIER = 1

View File

@ -1,600 +1,348 @@
ARMOR_INIT_DELAY = 1 local S = function(s) return s end
ARMOR_INIT_TIMES = 1 if minetest.global_exists("intllib") then
ARMOR_BONES_DELAY = 1 S = intllib.Getter()
ARMOR_UPDATE_TIME = 1
ARMOR_DROP = minetest.get_modpath("bones") ~= nil
ARMOR_DESTROY = false
ARMOR_LEVEL_MULTIPLIER = 1
ARMOR_HEAL_MULTIPLIER = 1
ARMOR_MATERIALS = {
wood = "group:wood",
cactus = "default:cactus",
steel = "default:steel_ingot",
bronze = "default:bronze_ingot",
diamond = "default:diamond",
gold = "default:gold_ingot",
mithril = "moreores:mithril_ingot",
crystal = "ethereal:crystal_ingot",
}
ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
ARMOR_FIRE_NODES = {
{"default:lava_source", 5, 4},
{"default:lava_flowing", 5, 4},
{"fire:basic_flame", 3, 4},
{"ethereal:crystal_spike", 2, 1},
{"bakedclay:safe_fire", 2, 1},
{"default:torch", 1, 1},
}
local skin_mod = nil
local inv_mod = nil
local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
local worldpath = minetest.get_worldpath()
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
if not minetest.get_modpath("moreores") then
ARMOR_MATERIALS.mithril = nil
end
if not minetest.get_modpath("ethereal") then
ARMOR_MATERIALS.crystal = nil
end end
-- override hot nodes so they do not hurt player anywhere but mod armor:register_armor("3d_armor:helmet_admin", {
if ARMOR_FIRE_PROTECT == true then description = S("Admin Helmet"),
for _, row in ipairs(ARMOR_FIRE_NODES) do inventory_image = "3d_armor_inv_helmet_admin.png",
if minetest.registered_nodes[row[1]] then armor_groups = {fleshy=100},
minetest.override_item(row[1], {damage_per_second = 0}) groups = {armor_head=1, armor_heal=100, armor_use=0, armor_water=1,
end not_in_creative_inventory=1},
end on_drop = function(itemstack, dropper, pos)
end return
local time = 0
armor = {
player_hp = {},
elements = {"head", "torso", "legs", "feet"},
physics = {"jump","speed","gravity"},
formspec = "size[8,8.5]image[2,0.75;2,4;armor_preview]"
.."list[current_player;main;0,4.5;8,4;]"
.."list[current_player;craft;4,1;3,3;]"
.."list[current_player;craftpreview;7,2;1,1;]",
textures = {},
default_skin = "character",
version = "0.4.4",
}
if minetest.get_modpath("inventory_plus") then
inv_mod = "inventory_plus"
armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
.."image[2.5,0.75;2,4;armor_preview]"
.."label[5,1;Level: armor_level]"
.."label[5,1.5;Heal: armor_heal]"
.."label[5,2;Fire: armor_fire]"
.."list[current_player;main;0,4.5;8,4;]"
if minetest.get_modpath("crafting") then
inventory_plus.get_formspec = function(player, page)
end
end
elseif minetest.get_modpath("unified_inventory") then
inv_mod = "unified_inventory"
unified_inventory.register_button("armor", {
type = "image",
image = "inventory_plus_armor.png",
})
unified_inventory.register_page("armor", {
get_formspec = function(player)
local name = player:get_player_name()
local formspec = "background[0.06,0.99;7.92,7.52;3d_armor_ui_form.png]"
.."label[0,0;Armor]"
.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
.."image[2.5,0.75;2,4;"..armor.textures[name].preview.."]"
.."label[5,1;Level: "..armor.def[name].level.."]"
.."label[5,1.5;Heal: "..armor.def[name].heal.."]"
.."label[5,2;Fire: "..armor.def[name].fire.."]"
if minetest.setting_getbool("unified_inventory_lite") then
formspec = "background[0.06,0.49;7.92,7.52;3d_armor_ui_form.png]"
.."label[0,0;Armor]"
.."list[detached:"..name.."_armor;armor;0,0.5;2,3;]"
.."image[2.5,0.25;2,4;"..armor.textures[name].preview.."]"
.."label[5,0.5;Level: "..armor.def[name].level.."]"
.."label[5,1;Heal: "..armor.def[name].heal.."]"
.."label[5,1.5;Fire: "..armor.def[name].fire.."]"
end
return {formspec=formspec}
end, end,
}) })
elseif minetest.get_modpath("inventory_enhanced") then
inv_mod = "inventory_enhanced"
end
if minetest.get_modpath("skins") then armor:register_armor("3d_armor:chestplate_admin", {
skin_mod = "skins" description = S("Admin Chestplate"),
elseif minetest.get_modpath("simple_skins") then inventory_image = "3d_armor_inv_chestplate_admin.png",
skin_mod = "simple_skins" armor_groups = {fleshy=100},
elseif minetest.get_modpath("u_skins") then groups = {armor_torso=1, armor_heal=100, armor_use=0,
skin_mod = "u_skins" not_in_creative_inventory=1},
elseif minetest.get_modpath("wardrobe") then on_drop = function(itemstack, dropper, pos)
skin_mod = "wardrobe"
end
armor.def = {
state = 0,
count = 0,
}
armor.update_player_visuals = function(self, player)
if not player then
return return
end end,
local name = player:get_player_name() })
if self.textures[name] then
default.player_set_textures(player, { armor:register_armor("3d_armor:leggings_admin", {
self.textures[name].skin, description = S("Admin Leggings"),
self.textures[name].armor, inventory_image = "3d_armor_inv_leggings_admin.png",
self.textures[name].wielditem, 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 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 end
armor.set_player_armor = function(self, player) if armor.materials.steel then
local name, player_inv = armor:get_valid_player(player, "[set_player_armor]") armor:register_armor("3d_armor:helmet_steel", {
if not name then description = S("Steel Helmet"),
return inventory_image = "3d_armor_inv_helmet_steel.png",
end groups = {armor_head=1, armor_heal=0, armor_use=800,
local armor_texture = "3d_armor_trans.png" physics_speed=-0.01, physics_gravity=0.01},
local armor_level = 0 armor_groups = {fleshy=10},
local armor_heal = 0 damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
local armor_fire = 0 })
local state = 0 armor:register_armor("3d_armor:chestplate_steel", {
local items = 0 description = S("Steel Chestplate"),
local elements = {} inventory_image = "3d_armor_inv_chestplate_steel.png",
local textures = {} groups = {armor_torso=1, armor_heal=0, armor_use=800,
local physics_o = {speed=1,gravity=1,jump=1} physics_speed=-0.04, physics_gravity=0.04},
local material = {type=nil, count=1} armor_groups = {fleshy=15},
local preview = armor:get_preview(name) or "character_preview.png" damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
for _,v in ipairs(self.elements) do })
elements[v] = false armor:register_armor("3d_armor:leggings_steel", {
end description = S("Steel Leggings"),
for i=1, 6 do inventory_image = "3d_armor_inv_leggings_steel.png",
local stack = player_inv:get_stack("armor", i) groups = {armor_legs=1, armor_heal=0, armor_use=800,
local item = stack:get_name() physics_speed=-0.03, physics_gravity=0.03},
if stack:get_count() == 1 then armor_groups = {fleshy=15},
local def = stack:get_definition() damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
for k, v in pairs(elements) do })
if v == false then armor:register_armor("3d_armor:boots_steel", {
local level = def.groups["armor_"..k] description = S("Steel Boots"),
if level then inventory_image = "3d_armor_inv_boots_steel.png",
local texture = item:gsub("%:", "_") groups = {armor_feet=1, armor_heal=0, armor_use=800,
table.insert(textures, texture..".png") physics_speed=-0.01, physics_gravity=0.01},
preview = preview.."^"..texture.."_preview.png" armor_groups = {fleshy=10},
armor_level = armor_level + level damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
state = state + stack:get_wear() })
items = items + 1
local heal = def.groups["armor_heal"] or 0
armor_heal = armor_heal + heal
local fire = def.groups["armor_fire"] or 0
armor_fire = armor_fire + fire
for kk,vv in ipairs(self.physics) do
local o_value = def.groups["physics_"..vv]
if o_value then
physics_o[vv] = physics_o[vv] + o_value
end
end
local mat = string.match(item, "%:.+_(.+)$")
if material.type then
if material.type == mat then
material.count = material.count + 1
end
else
material.type = mat
end
elements[k] = true
end
end
end
end
end
if minetest.get_modpath("shields") then
armor_level = armor_level * 0.9
end
if material.type and material.count == #self.elements then
armor_level = armor_level * 1.1
end
armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
if #textures > 0 then
armor_texture = table.concat(textures, "^")
end
local armor_groups = {fleshy=100}
if armor_level > 0 then
armor_groups.level = math.floor(armor_level / 20)
armor_groups.fleshy = 100 - armor_level
end
player:set_armor_groups(armor_groups)
player:set_physics_override(physics_o)
self.textures[name].armor = armor_texture
self.textures[name].preview = preview
self.def[name].state = state
self.def[name].count = items
self.def[name].level = armor_level
self.def[name].heal = armor_heal
self.def[name].jump = physics_o.jump
self.def[name].speed = physics_o.speed
self.def[name].gravity = physics_o.gravity
self.def[name].fire = armor_fire
self:update_player_visuals(player)
end end
armor.update_armor = function(self, player) if armor.materials.bronze then
local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[update_armor]") armor:register_armor("3d_armor:helmet_bronze", {
if not name then description = S("Bronze Helmet"),
return inventory_image = "3d_armor_inv_helmet_bronze.png",
end groups = {armor_head=1, armor_heal=6, armor_use=400,
local hp = player:get_hp() or 0 physics_speed=-0.01, physics_gravity=0.01},
if ARMOR_FIRE_PROTECT == true then armor_groups = {fleshy=10},
pos.y = pos.y + 1.4 -- head level damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
local node_head = minetest.get_node(pos).name })
pos.y = pos.y - 1.2 -- feet level armor:register_armor("3d_armor:chestplate_bronze", {
local node_feet = minetest.get_node(pos).name description = S("Bronze Chestplate"),
-- is player inside a hot node? inventory_image = "3d_armor_inv_chestplate_bronze.png",
for _, row in ipairs(ARMOR_FIRE_NODES) do groups = {armor_torso=1, armor_heal=6, armor_use=400,
-- check for fire protection, if not enough then get hurt physics_speed=-0.04, physics_gravity=0.04},
if row[1] == node_head or row[1] == node_feet then armor_groups = {fleshy=15},
if hp > 0 and armor.def[name].fire < row[2] then damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
hp = hp - row[3] * ARMOR_UPDATE_TIME })
player:set_hp(hp) armor:register_armor("3d_armor:leggings_bronze", {
break description = S("Bronze Leggings"),
end inventory_image = "3d_armor_inv_leggings_bronze.png",
end groups = {armor_legs=1, armor_heal=6, armor_use=400,
end physics_speed=-0.03, physics_gravity=0.03},
end armor_groups = {fleshy=15},
if hp <= 0 or hp == self.player_hp[name] then damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
return })
end armor:register_armor("3d_armor:boots_bronze", {
if self.player_hp[name] > hp then description = S("Bronze Boots"),
local heal_max = 0 inventory_image = "3d_armor_inv_boots_bronze.png",
local state = 0 groups = {armor_feet=1, armor_heal=6, armor_use=400,
local items = 0 physics_speed=-0.01, physics_gravity=0.01},
for i=1, 6 do armor_groups = {fleshy=10},
local stack = player_inv:get_stack("armor", i) damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
if stack:get_count() > 0 then })
local use = stack:get_definition().groups["armor_use"] or 0
local heal = stack:get_definition().groups["armor_heal"] or 0
local item = stack:get_name()
stack:add_wear(use)
armor_inv:set_stack("armor", i, stack)
player_inv:set_stack("armor", i, stack)
state = state + stack:get_wear()
items = items + 1
if stack:get_count() == 0 then
local desc = minetest.registered_items[item].description
if desc then
minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
end
self:set_player_armor(player)
armor:update_inventory(player)
end
heal_max = heal_max + heal
end
end
self.def[name].state = state
self.def[name].count = items
heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
if heal_max > math.random(100) then
player:set_hp(self.player_hp[name])
return
end
end
self.player_hp[name] = hp
end end
armor.get_player_skin = function(self, name) if armor.materials.diamond then
local skin = nil armor:register_armor("3d_armor:helmet_diamond", {
if skin_mod == "skins" or skin_mod == "simple_skins" then description = S("Diamond Helmet"),
skin = skins.skins[name] inventory_image = "3d_armor_inv_helmet_diamond.png",
elseif skin_mod == "u_skins" then groups = {armor_head=1, armor_heal=12, armor_use=200},
skin = u_skins.u_skins[name] armor_groups = {fleshy=15},
elseif skin_mod == "wardrobe" then damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
skin = string.gsub(wardrobe.playerSkins[name], "%.png$","") })
end armor:register_armor("3d_armor:chestplate_diamond", {
return skin or armor.default_skin 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 end
armor.get_preview = function(self, name) if armor.materials.gold then
if skin_mod == "skins" then armor:register_armor("3d_armor:helmet_gold", {
return armor:get_player_skin(name).."_preview.png" description = S("Gold Helmet"),
end 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 end
armor.get_armor_formspec = function(self, name) if armor.materials.mithril then
if not armor.textures[name] then armor:register_armor("3d_armor:helmet_mithril", {
minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]") description = S("Mithril Helmet"),
return "" inventory_image = "3d_armor_inv_helmet_mithril.png",
end groups = {armor_head=1, armor_heal=12, armor_use=100},
if not armor.def[name] then armor_groups = {fleshy=15},
minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]") damage_groups = {cracky=2, snappy=1, level=3},
return "" })
end armor:register_armor("3d_armor:chestplate_mithril", {
local formspec = armor.formspec.."list[detached:"..name.."_armor;armor;0,1;2,3;]" description = S("Mithril Chestplate"),
formspec = formspec:gsub("armor_preview", armor.textures[name].preview) inventory_image = "3d_armor_inv_chestplate_mithril.png",
formspec = formspec:gsub("armor_level", armor.def[name].level) groups = {armor_torso=1, armor_heal=12, armor_use=100},
formspec = formspec:gsub("armor_heal", armor.def[name].heal) armor_groups = {fleshy=20},
formspec = formspec:gsub("armor_fire", armor.def[name].fire) damage_groups = {cracky=2, snappy=1, level=3},
return formspec })
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 end
armor.update_inventory = function(self, player) if armor.materials.crystal then
local name = armor:get_valid_player(player, "[set_player_armor]") armor:register_armor("3d_armor:helmet_crystal", {
if not name or inv_mod == "inventory_enhanced" then description = S("Crystal Helmet"),
return inventory_image = "3d_armor_inv_helmet_crystal.png",
end groups = {armor_head=1, armor_heal=12, armor_use=100, armor_fire=1},
if inv_mod == "unified_inventory" then armor_groups = {fleshy=15},
if unified_inventory.current_page[name] == "armor" then damage_groups = {cracky=2, snappy=1, level=3},
unified_inventory.set_inventory_formspec(player, "armor") })
end armor:register_armor("3d_armor:chestplate_crystal", {
else description = S("Crystal Chestplate"),
local formspec = armor:get_armor_formspec(name) inventory_image = "3d_armor_inv_chestplate_crystal.png",
if inv_mod == "inventory_plus" then groups = {armor_torso=1, armor_heal=12, armor_use=100, armor_fire=1},
local page = player:get_inventory_formspec() armor_groups = {fleshy=20},
if page:find("detached:"..name.."_armor") then damage_groups = {cracky=2, snappy=1, level=3},
inventory_plus.set_inventory_formspec(player, formspec) })
end armor:register_armor("3d_armor:leggings_crystal", {
else description = S("Crystal Leggings"),
player:set_inventory_formspec(formspec) inventory_image = "3d_armor_inv_leggings_crystal.png",
end groups = {armor_legs=1, armor_heal=12, armor_use=100, armor_fire=1},
end 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 end
armor.get_valid_player = function(self, player, msg) for k, v in pairs(armor.materials) do
msg = msg or "" minetest.register_craft({
if not player then output = "3d_armor:helmet_"..k,
minetest.log("error", "3d_armor: Player reference is nil "..msg) recipe = {
return {v, v, v},
end {v, "", v},
local name = player:get_player_name() {"", "", ""},
if not name then
minetest.log("error", "3d_armor: Player name is nil "..msg)
return
end
local pos = player:getpos()
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not pos then
minetest.log("error", "3d_armor: Player position is nil "..msg)
return
elseif not player_inv then
minetest.log("error", "3d_armor: Player inventory is nil "..msg)
return
elseif not armor_inv then
minetest.log("error", "3d_armor: Detached armor inventory is nil "..msg)
return
end
return name, player_inv, armor_inv, pos
end
-- Register Player Model
default.player_register_model("3d_armor_character.b3d", {
animation_speed = 30,
textures = {
armor.default_skin..".png",
"3d_armor_trans.png",
"3d_armor_trans.png",
},
animations = {
stand = {x=0, y=79},
lay = {x=162, y=166},
walk = {x=168, y=187},
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160},
}, },
}) })
minetest.register_craft({
-- Register Callbacks output = "3d_armor:chestplate_"..k,
recipe = {
minetest.register_on_player_receive_fields(function(player, formname, fields) {v, "", v},
local name = armor:get_valid_player(player, "[on_player_receive_fields]") {v, v, v},
if not name or inv_mod == "inventory_enhanced" then {v, v, v},
return },
end })
if inv_mod == "inventory_plus" and fields.armor then minetest.register_craft({
local formspec = armor:get_armor_formspec(name) output = "3d_armor:leggings_"..k,
inventory_plus.set_inventory_formspec(player, formspec) recipe = {
return {v, v, v},
end {v, "", v},
for field, _ in pairs(fields) do {v, "", v},
if string.find(field, "skins_set") then },
minetest.after(0, function(player) })
local skin = armor:get_player_skin(name) minetest.register_craft({
armor.textures[name].skin = skin..".png" output = "3d_armor:boots_"..k,
armor:set_player_armor(player) recipe = {
end, player) {v, "", v},
end {v, "", v},
end },
end)
minetest.register_on_joinplayer(function(player)
default.player_set_model(player, "3d_armor_character.b3d")
local name = player:get_player_name()
local player_inv = player:get_inventory()
local armor_inv = minetest.create_detached_inventory(name.."_armor", {
on_put = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, stack)
armor:set_player_armor(player)
armor:update_inventory(player)
end,
on_take = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, nil)
armor:set_player_armor(player)
armor:update_inventory(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)
armor:set_player_armor(player)
armor:update_inventory(player)
end,
allow_put = function(inv, listname, index, stack, player)
return 1
end,
allow_take = function(inv, listname, index, stack, player)
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return count
end,
}) })
if inv_mod == "inventory_plus" then
inventory_plus.register_button(player,"armor", "Armor")
end end
armor_inv:set_size("armor", 6)
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
-- Legacy support, import player's armor from old inventory format
for _,v in pairs(armor.elements) do
local list = "armor_"..v
armor_inv:add_item("armor", player_inv:get_stack(list, 1))
player_inv:set_stack(list, 1, nil)
end
-- TODO Remove this on the next version upate
armor.player_hp[name] = 0
armor.def[name] = {
state = 0,
count = 0,
level = 0,
heal = 0,
jump = 1,
speed = 1,
gravity = 1,
fire = 0,
}
armor.textures[name] = {
skin = armor.default_skin..".png",
armor = "3d_armor_trans.png",
wielditem = "3d_armor_trans.png",
preview = armor.default_skin.."_preview.png",
}
if skin_mod == "skins" then
local skin = skins.skins[name]
if skin and skins.get_type(skin) == skins.type.MODEL then
armor.textures[name].skin = skin..".png"
end
elseif skin_mod == "simple_skins" then
local skin = skins.skins[name]
if skin then
armor.textures[name].skin = skin..".png"
end
elseif skin_mod == "u_skins" then
local skin = u_skins.u_skins[name]
if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
armor.textures[name].skin = skin..".png"
end
elseif skin_mod == "wardrobe" then
local skin = wardrobe.playerSkins[name]
if skin then
armor.textures[name].skin = skin
end
end
if minetest.get_modpath("player_textures") then
local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
local f = io.open(filename..".png")
if f then
f:close()
armor.textures[name].skin = "player_"..name..".png"
end
end
for i=1, ARMOR_INIT_TIMES do
minetest.after(ARMOR_INIT_DELAY * i, function(player)
armor:set_player_armor(player)
if not inv_mod then
armor:update_inventory(player)
end
end, player)
end
end)
if ARMOR_DROP == true or ARMOR_DESTROY == true then
armor.drop_armor = function(pos, stack)
local obj = minetest.add_item(pos, stack)
if obj then
obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
end
end
minetest.register_on_dieplayer(function(player)
local name, player_inv, armor_inv, pos = 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 = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
table.insert(drop, stack)
armor_inv:set_stack("armor", i, nil)
player_inv:set_stack("armor", i, nil)
end
end
armor:set_player_armor(player)
if inv_mod == "unified_inventory" then
unified_inventory.set_inventory_formspec(player, "craft")
elseif inv_mod == "inventory_plus" then
local formspec = inventory_plus.get_formspec(player,"main")
inventory_plus.set_inventory_formspec(player, formspec)
else
armor:update_inventory(player)
end
if ARMOR_DESTROY == false then
minetest.after(ARMOR_BONES_DELAY, function()
local node = minetest.get_node(vector.round(pos))
if node then
if node.name == "bones:bones" then
local meta = minetest.get_meta(vector.round(pos))
local owner = meta:get_string("owner")
local inv = meta:get_inventory()
for _,stack in ipairs(drop) do
if name == owner and inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
armor.drop_armor(pos, stack)
end
end
end
else
for _,stack in ipairs(drop) do
armor.drop_armor(pos, stack)
end
end
end)
end
end)
end
minetest.register_globalstep(function(dtime)
time = time + dtime
if time > ARMOR_UPDATE_TIME then
for _,player in ipairs(minetest.get_connected_players()) do
armor:update_armor(player)
end
time = 0
end
end)

View File

@ -1,6 +1,7 @@
default default
inventory_plus? player_monoids?
unified_inventory? armor_monoid?
fire? fire?
ethereal? ethereal?
bakedclay? bakedclay?
intllib?

1
3d_armor/description.txt Normal file
View File

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

View File

@ -1,254 +1,409 @@
ARMOR_MOD_NAME = minetest.get_current_modname() local S = function(s) return s end
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/armor.lua") if minetest.global_exists("intllib") then
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/admin.lua") S = intllib.Getter()
end
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local worldpath = minetest.get_worldpath()
local last_punch_time = {}
local pending_players = {}
local timer = 0
if ARMOR_MATERIALS.wood then dofile(modpath.."/api.lua")
minetest.register_tool("3d_armor:helmet_wood", {
description = "Wood Helmet", -- Legacy Config Support
inventory_image = "3d_armor_inv_helmet_wood.png",
groups = {armor_head=5, armor_heal=0, armor_use=2000}, local input = io.open(modpath.."/armor.conf", "r")
wear = 0, if input then
}) dofile(modpath.."/armor.conf")
minetest.register_tool("3d_armor:chestplate_wood", { input:close()
description = "Wood Chestplate", input = nil
inventory_image = "3d_armor_inv_chestplate_wood.png", end
groups = {armor_torso=10, armor_heal=0, armor_use=2000}, input = io.open(worldpath.."/armor.conf", "r")
wear = 0, if input then
}) dofile(worldpath.."/armor.conf")
minetest.register_tool("3d_armor:leggings_wood", { input:close()
description = "Wood Leggings", input = nil
inventory_image = "3d_armor_inv_leggings_wood.png", end
groups = {armor_legs=5, armor_heal=0, armor_use=2000}, for name, _ in pairs(armor.config) do
wear = 0, local global = "ARMOR_"..name:upper()
}) if minetest.global_exists(global) then
minetest.register_tool("3d_armor:boots_wood", { armor.config[name] = _G[global]
description = "Wood Boots", end
inventory_image = "3d_armor_inv_boots_wood.png", end
groups = {armor_feet=5, armor_heal=0, armor_use=2000}, if minetest.global_exists("ARMOR_MATERIALS") then
wear = 0, armor.materials = table.copy(ARMOR_MATERIALS)
}) end
if minetest.global_exists("ARMOR_FIRE_NODES") then
armor.fire_nodes = table.copy(ARMOR_FIRE_NODES)
end end
if ARMOR_MATERIALS.cactus then -- Load Configuration
minetest.register_tool("3d_armor:helmet_cactus", {
description = "Cactuc Helmet", for name, config in pairs(armor.config) do
inventory_image = "3d_armor_inv_helmet_cactus.png", local setting = minetest.setting_get("armor_"..name)
groups = {armor_head=5, armor_heal=0, armor_use=1000}, if type(config) == "number" then
wear = 0, setting = tonumber(setting)
}) elseif type(config) == "boolean" then
minetest.register_tool("3d_armor:chestplate_cactus", { setting = minetest.setting_getbool("armor_"..name)
description = "Cactus Chestplate", end
inventory_image = "3d_armor_inv_chestplate_cactus.png", if setting ~= nil then
groups = {armor_torso=10, armor_heal=0, armor_use=1000}, armor.config[name] = setting
wear = 0, end
}) end
minetest.register_tool("3d_armor:leggings_cactus", { for material, _ in pairs(armor.materials) do
description = "Cactus Leggings", local key = "material_"..material
inventory_image = "3d_armor_inv_leggings_cactus.png", if armor.config[key] == false then
groups = {armor_legs=5, armor_heal=0, armor_use=1000}, armor.materials[material] = nil
wear = 0, end
})
minetest.register_tool("3d_armor:boots_cactus", {
description = "Cactus Boots",
inventory_image = "3d_armor_inv_boots_cactus.png",
groups = {armor_feet=5, armor_heal=0, armor_use=2000},
wear = 0,
})
end end
if ARMOR_MATERIALS.steel then dofile(modpath.."/armor.lua")
minetest.register_tool("3d_armor:helmet_steel", {
description = "Steel Helmet", -- Mod Compatibility
inventory_image = "3d_armor_inv_helmet_steel.png",
groups = {armor_head=10, armor_heal=0, armor_use=500}, if minetest.get_modpath("technic") then
wear = 0, armor.formspec = armor.formspec..
}) "label[5,2.5;"..S("Radiation")..": armor_group_radiation]"
minetest.register_tool("3d_armor:chestplate_steel", { armor:register_armor_group("radiation")
description = "Steel Chestplate", end
inventory_image = "3d_armor_inv_chestplate_steel.png", local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
groups = {armor_torso=15, armor_heal=0, armor_use=500}, for _, mod in pairs(skin_mods) do
wear = 0, local path = minetest.get_modpath(mod)
}) if path then
minetest.register_tool("3d_armor:leggings_steel", { local dir_list = minetest.get_dir_list(path.."/textures")
description = "Steel Leggings", for _, fn in pairs(dir_list) do
inventory_image = "3d_armor_inv_leggings_steel.png", if fn:find("_preview.png$") then
groups = {armor_legs=15, armor_heal=0, armor_use=500}, armor:add_preview(fn)
wear = 0, end
}) end
minetest.register_tool("3d_armor:boots_steel", { armor.skin_mod = mod
description = "Steel Boots", end
inventory_image = "3d_armor_inv_boots_steel.png", end
groups = {armor_feet=10, armor_heal=0, armor_use=500}, if not minetest.get_modpath("moreores") then
wear = 0, armor.materials.mithril = nil
}) end
if not minetest.get_modpath("ethereal") then
armor.materials.crystal = nil
end end
if ARMOR_MATERIALS.bronze then -- Armor Initialization
minetest.register_tool("3d_armor:helmet_bronze", {
description = "Bronze Helmet", armor.formspec = armor.formspec..
inventory_image = "3d_armor_inv_helmet_bronze.png", "label[5,1;"..S("Level")..": armor_level]"..
groups = {armor_head=10, armor_heal=6, armor_use=250}, "label[5,1.5;"..S("Heal")..": armor_attr_heal]"
wear = 0, if armor.config.fire_protect then
}) armor.formspec = armor.formspec.."label[5,2;"..S("Fire")..": armor_fire]"
minetest.register_tool("3d_armor:chestplate_bronze", { end
description = "Bronze Chestplate", armor:register_on_destroy(function(player, index, stack)
inventory_image = "3d_armor_inv_chestplate_bronze.png", local name = player:get_player_name()
groups = {armor_torso=15, armor_heal=6, armor_use=250}, local def = stack:get_definition()
wear = 0, if name and def and def.description then
}) minetest.chat_send_player(name, S("Your").." "..def.description.." "..
minetest.register_tool("3d_armor:leggings_bronze", { S("got destroyed").."!")
description = "Bronze Leggings", end
inventory_image = "3d_armor_inv_leggings_bronze.png", end)
groups = {armor_legs=15, armor_heal=6, armor_use=250},
wear = 0, local function init_player_armor(player)
}) local name = player:get_player_name()
minetest.register_tool("3d_armor:boots_bronze", { local player_inv = player:get_inventory()
description = "Bronze Boots", local pos = player:getpos()
inventory_image = "3d_armor_inv_boots_bronze.png", if not name or not player_inv or not pos then
groups = {armor_feet=10, armor_heal=6, armor_use=250}, return false
wear = 0, end
}) 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)
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)
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)
armor:set_player_armor(player)
end,
allow_put = function(inv, listname, index, stack, player)
local def = stack:get_definition() or {}
local allowed = 0
for _, element in pairs(armor.elements) do
if def.groups["armor_"..element] then
allowed = 1
for i = 1, 6 do
local item = inv:get_stack("armor", i):get_name()
if minetest.get_item_group(item, "armor_"..element) > 0 then
return 0
end
end
end
end
return allowed
end,
allow_take = function(inv, listname, index, stack, player)
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return count
end,
}, name)
armor_inv:set_size("armor", 6)
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)
armor:run_callbacks("on_equip", player, i, stack)
end
armor.def[name] = {
init_time = minetest.get_gametime(),
level = 0,
state = 0,
count = 0,
groups = {},
}
for _, phys in pairs(armor.physics) do
armor.def[name][phys] = 1
end
for _, attr in pairs(armor.attributes) do
armor.def[name][attr] = 0
end
for group, _ in pairs(armor.registered_groups) do
armor.def[name].groups[group] = 0
end
local skin = armor:get_player_skin(name)
armor.textures[name] = {
skin = skin..".png",
armor = "3d_armor_trans.png",
wielditem = "3d_armor_trans.png",
preview = armor.default_skin.."_preview.png",
}
local texture_path = minetest.get_modpath("player_textures")
if texture_path then
local dir_list = minetest.get_dir_list(texture_path.."/textures")
for _, fn in pairs(dir_list) do
if fn == "player_"..name..".png" then
armor.textures[name].skin = fn
break
end
end
end
armor:set_player_armor(player)
return true
end end
if ARMOR_MATERIALS.diamond then -- Armor Player Model
minetest.register_tool("3d_armor:helmet_diamond", {
description = "Diamond Helmet",
inventory_image = "3d_armor_inv_helmet_diamond.png",
groups = {armor_head=15, armor_heal=12, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_diamond", {
description = "Diamond Chestplate",
inventory_image = "3d_armor_inv_chestplate_diamond.png",
groups = {armor_torso=20, armor_heal=12, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_diamond", {
description = "Diamond Leggings",
inventory_image = "3d_armor_inv_leggings_diamond.png",
groups = {armor_legs=20, armor_heal=12, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:boots_diamond", {
description = "Diamond Boots",
inventory_image = "3d_armor_inv_boots_diamond.png",
groups = {armor_feet=15, armor_heal=12, armor_use=100},
wear = 0,
})
end
if ARMOR_MATERIALS.gold then default.player_register_model("3d_armor_character.b3d", {
minetest.register_tool("3d_armor:helmet_gold", { animation_speed = 30,
description = "Gold Helmet", textures = {
inventory_image = "3d_armor_inv_helmet_gold.png", armor.default_skin..".png",
groups = {armor_head=10, armor_heal=6, armor_use=250}, "3d_armor_trans.png",
wear = 0, "3d_armor_trans.png",
}) },
minetest.register_tool("3d_armor:chestplate_gold", { animations = {
description = "Gold Chestplate", stand = {x=0, y=79},
inventory_image = "3d_armor_inv_chestplate_gold.png", lay = {x=162, y=166},
groups = {armor_torso=15, armor_heal=6, armor_use=250}, walk = {x=168, y=187},
wear = 0, mine = {x=189, y=198},
}) walk_mine = {x=200, y=219},
minetest.register_tool("3d_armor:leggings_gold", { sit = {x=81, y=160},
description = "Gold Leggings",
inventory_image = "3d_armor_inv_leggings_gold.png",
groups = {armor_legs=15, armor_heal=6, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:boots_gold", {
description = "Gold Boots",
inventory_image = "3d_armor_inv_boots_gold.png",
groups = {armor_feet=10, armor_heal=6, armor_use=250},
wear = 0,
})
end
if ARMOR_MATERIALS.mithril then
minetest.register_tool("3d_armor:helmet_mithril", {
description = "Mithril Helmet",
inventory_image = "3d_armor_inv_helmet_mithril.png",
groups = {armor_head=15, armor_heal=12, armor_use=50},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_mithril", {
description = "Mithril Chestplate",
inventory_image = "3d_armor_inv_chestplate_mithril.png",
groups = {armor_torso=20, armor_heal=12, armor_use=50},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_mithril", {
description = "Mithril Leggings",
inventory_image = "3d_armor_inv_leggings_mithril.png",
groups = {armor_legs=20, armor_heal=12, armor_use=50},
wear = 0,
})
minetest.register_tool("3d_armor:boots_mithril", {
description = "Mithril Boots",
inventory_image = "3d_armor_inv_boots_mithril.png",
groups = {armor_feet=15, armor_heal=12, armor_use=50},
wear = 0,
})
end
if ARMOR_MATERIALS.crystal then
minetest.register_tool("3d_armor:helmet_crystal", {
description = "Crystal Helmet",
inventory_image = "3d_armor_inv_helmet_crystal.png",
groups = {armor_head=15, armor_heal=12, armor_use=50, armor_fire=1},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_crystal", {
description = "Crystal Chestplate",
inventory_image = "3d_armor_inv_chestplate_crystal.png",
groups = {armor_torso=20, armor_heal=12, armor_use=50, armor_fire=1},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_crystal", {
description = "Crystal Leggings",
inventory_image = "3d_armor_inv_leggings_crystal.png",
groups = {armor_legs=20, armor_heal=12, armor_use=50, armor_fire=1},
wear = 0,
})
minetest.register_tool("3d_armor:boots_crystal", {
description = "Crystal Boots",
inventory_image = "3d_armor_inv_boots_crystal.png",
groups = {armor_feet=15, armor_heal=12, armor_use=50, physics_speed=1, physics_jump=0.5, armor_fire=1},
wear = 0,
})
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},
}, },
}) })
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = armor:get_valid_player(player, "[on_player_receive_fields]")
if not name then
return
end
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..".png"
armor:set_player_armor(player)
end, player)
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)
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
if name then
armor.def[name] = nil
armor.textures[name] = nil
end
pending_players[player] = nil
end)
if armor.config.drop == true or armor.config.destroy == true then
minetest.register_on_dieplayer(function(player)
local name, player_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)
if stack:get_count() > 0 then
table.insert(drop, stack)
armor:set_inventory_stack(player, i, nil)
armor:run_callbacks("on_unequip", player, i, stack)
end
end
armor:set_player_armor(player)
local pos = player:getpos()
if pos and armor.config.destroy == false then
minetest.after(armor.config.bones_delay, function()
local meta = nil
local maxp = vector.add(pos, 8)
local minp = vector.subtract(pos, 8)
local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"})
for _, p in pairs(bones) do
local m = minetest.get_meta(p)
if m:get_string("owner") == name then
meta = m
break
end
end
if meta then
local inv = meta:get_inventory()
for _,stack in ipairs(drop) do
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
armor.drop_armor(pos, stack)
end
end
else
for _,stack in ipairs(drop) do
armor.drop_armor(pos, stack)
end
end
end)
end
end)
end 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 name then
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
last_punch_time[name] = minetest.get_gametime()
end
end)
end
minetest.register_on_player_hpchange(function(player, hp_change)
if player and hp_change < 0 then
local name = player:get_player_name()
if name then
local heal = armor.def[name].heal
heal = heal * armor.config.heal_multiplier
if heal >= math.random(100) then
hp_change = 0
end
-- check if armor damage was handled by fire or on_punchplayer
local time = last_punch_time[name] or 0
if time == 0 or time + 1 < minetest.get_gametime() then
armor:punch(player)
end
end
end
return hp_change
end, true)
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer > armor.config.init_delay then
for player, count in pairs(pending_players) do
local remove = init_player_armor(player) == true
pending_players[player] = count + 1
if remove == false and count > armor.config.init_times then
minetest.log("warning", "3d_armor: Failed to initialize player")
remove = true
end
if remove == true then
pending_players[player] = nil
end
end
timer = 0
end
end)
-- Fire Protection and water breating, added by TenPlus1
if armor.config.fire_protect == true then
-- override hot nodes so they do not hurt player anywhere but mod
for _, row in pairs(armor.fire_nodes) do
if minetest.registered_nodes[row[1]] then
minetest.override_item(row[1], {damage_per_second = 0})
end
end
else
print ("[3d_armor] Fire Nodes disabled")
end
if armor.config.water_protect == true or armor.config.fire_protect == true then
minetest.register_globalstep(function(dtime)
armor.timer = armor.timer + dtime
if armor.timer < armor.config.update_time then
return
end
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local pos = player:getpos()
local hp = player:get_hp()
if not name or not pos or not hp then
return
end
-- water breathing
if armor.config.water_protect == true then
if armor.def[name].water > 0 and
player:get_breath() < 10 then
player:set_breath(10)
end
end
-- fire protection
if armor.config.fire_protect == true then
local fire_damage = true
pos.y = pos.y + 1.4 -- head level
local node_head = minetest.get_node(pos).name
pos.y = pos.y - 1.2 -- feet level
local node_feet = minetest.get_node(pos).name
-- is player inside a hot node?
for _, row in pairs(armor.fire_nodes) do
-- check fire protection, if not enough then get hurt
if row[1] == node_head or row[1] == node_feet then
if fire_damage == true then
armor:punch(player, "fire")
last_punch_time[name] = minetest.get_gametime()
fire_damage = false
end
if hp > 0 and armor.def[name].fire < row[2] then
hp = hp - row[3] * armor.config.update_time
player:set_hp(hp)
break
end
end
end
end
end
armor.timer = 0
end)
end

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