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version-0.
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version-0.
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@ -3,7 +3,9 @@
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Depends: default
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||||
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||||
Recommends: sfinv, inventory_plus or unified_inventory (use only one to avoid conflicts)
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||||
Recommends: sfinv, unified_inventory or smart_inventory (use only one to avoid conflicts)
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Supports: player_monoids and armor_monoid
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Adds craftable armor that is visible to other players. Each armor item worn contributes to
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a player's armor group level making them less vulnerable to weapons.
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@ -14,10 +16,173 @@ Overall level is boosted by 10% when wearing a full matching set.
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Fire protection added by TenPlus1 when using crystal armor if Ethereal mod active, level 1
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protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava.
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Configuration
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-------------
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Armor Configuration
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-------------------
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Armor can be configured by adding a file called armor.conf in 3d_armor mod and/or world directory.
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see armor.conf.example for all available options.
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Override the following default settings by adding them to your minetest.conf file.
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-- Set false to disable individual armor materials.
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armor_material_wood = true
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armor_material_cactus = true
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armor_material_steel = true
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armor_material_bronze = true
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armor_material_diamond = true
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armor_material_gold = true
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armor_material_mithril = true
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armor_material_crystal = true
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-- Increase this if you get initialization glitches when a player first joins.
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armor_init_delay = 1
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-- Number of initialization attempts.
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-- Use in conjunction with armor_init_delay if initialization problems persist.
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armor_init_times = 1
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-- Increase this if armor is not getting into bones due to server lag.
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armor_bones_delay = 1
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-- How often player armor items are updated.
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armor_update_time = 1
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-- Drop armor when a player dies.
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-- Uses bones mod if present, otherwise items are dropped around the player.
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armor_drop = true
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-- Pulverise armor when a player dies, overrides armor_drop.
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armor_destroy = false
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-- You can use this to increase or decrease overall armor effectiveness,
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-- eg: level_multiplier = 0.5 will reduce armor level by half.
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armor_level_multiplier = 1
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-- You can use this to increase or decrease overall armor healing,
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-- eg: armor_heal_multiplier = 0 will disable healing altogether.
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armor_heal_multiplier = 1
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-- Enable water protection (periodically restores breath when activated)
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armor_water_protect = true
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-- Enable fire protection (defaults true if using ethereal mod)
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armor_fire_protect = false
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-- Enable punch damage effects.
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armor_punch_damage = true
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API
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---
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Armor Registration:
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armor:register_armor(name, def)
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Wrapper function for `minetest.register_tool`, while registering armor as
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a tool item is still supported, this may be deprecated in future so new code
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should use this method.
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Additional fields supported by 3d_armor:
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texture = <filename>
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preview = <filename>
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armor_groups = <table>
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damage_groups = <table>
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reciprocate_damage = <bool>
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on_equip = <function>
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on_unequip = <function>
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on_destroy = <function>
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on_damage = <function>
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on_punched = <function>
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armor:register_armor_group(group, base)
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Example:
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armor:register_armor_group("radiation", 100)
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armor:register_armor("mod_name:speed_boots", {
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description = "Speed Boots",
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inventory_image = "mod_name_speed_boots_inv.png",
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texture = "mod_name_speed_boots.png",
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preview = "mod_name_speed_boots_preview.png",
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groups = {armor_feet=1, armor_use=500, physics_speed=1.2, flammable=1},
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armor_groups = {fleshy=10, radiation=10},
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damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1},
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reciprocate_damage = true,
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on_destroy = function(player, index, stack)
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local pos = player:getpos()
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if pos then
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minetest.sound_play({
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name = "mod_name_break_sound",
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pos = pos,
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gain = 0.5,
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})
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end
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end,
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})
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See armor.lua, technic_armor and shields mods for more examples.
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Default groups:
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Elements: armor_head, armor_torso, armor_legs, armor_feet
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Attributes: armor_heal, armor_fire, armor_water
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Physics: physics_jump, physics_speed, physics_gravity
|
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Durability: armor_use, flammable
|
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|
||||
Notes:
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||||
|
||||
Elements may be modified by dependent mods, eg shields adds armor_shield.
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||||
Attributes and physics values are 'stackable', durability is determined
|
||||
by the level of armor_use, total uses == approx (65535/armor_use), non-fleshy
|
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damage groups need to be defined in the tool/weapon used against the player.
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||||
|
||||
Reciprocal tool damage will be done only by the first armor inventory item
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||||
with `reciprocate_damage = true`
|
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||||
Armor Functions:
|
||||
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||||
armor:set_player_armor(player)
|
||||
|
||||
Primarily an internal function but can be called externally to apply any
|
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changes that might not otherwise get handled.
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|
||||
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
|
||||
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||||
Used to apply damage to all equipped armor based on the damage groups of
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each individual item.`hitter`, `time_from_last_punch` and `tool_capabilities`
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are optional but should be valid if included.
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||||
armor:damage(player, index, stack, use)
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Adds wear to a single armor itemstack, triggers `on_damage` callbacks and
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updates the necessary inventories. Also handles item destruction callbacks
|
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and so should NOT be called from `on_unequip` to avoid an infinite loop.
|
||||
|
||||
Item Callbacks:
|
||||
|
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on_equip = func(player, index, stack)
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||||
on_unequip = func(player, index, stack)
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on_destroy = func(player, index, stack)
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on_damage = func(player, index, stack)
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on_punched = func(player, hitter, time_from_last_punch, tool_capabilities)
|
||||
|
||||
Notes:
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||||
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||||
`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
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||||
case of fall damage, etc. When fire protection is enabled, hitter == "fire"
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in the event of fire damage. Return `false` to override armor damage effects.
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||||
When armor is destroyed `stack` will contain a copy of the previous stack.
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||||
Global Callbacks:
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armor:register_on_update(func(player))
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armor:register_on_equip(func(player, index, stack))
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armor:register_on_unequip(func(player, index, stack))
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armor:register_on_destroy(func(player, index, stack))
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Global Callback Example:
|
||||
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||||
armor:register_on_update(function(player)
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print(player:get_player_name().." armor updated!")
|
||||
end)
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||||
Note: worldpath config settings override any settings made in the mod's directory.
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|
@ -1,45 +0,0 @@
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||||
minetest.register_alias("adminboots","3d_armor:boots_admin")
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minetest.register_alias("adminhelmet","3d_armor:helmet_admin")
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minetest.register_alias("adminchestplate","3d_armor:chestplate_admin")
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minetest.register_alias("adminleggings","3d_armor:leggings_admin")
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||||
minetest.register_tool("3d_armor:helmet_admin", {
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description = "Admin Helmet",
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inventory_image = "3d_armor_inv_helmet_admin.png",
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groups = {armor_head=1000, armor_heal=1000, armor_use=0, armor_water=1, not_in_creative_inventory=1},
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wear = 0,
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on_drop = function(itemstack, dropper, pos)
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return
|
||||
end,
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||||
})
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||||
minetest.register_tool("3d_armor:chestplate_admin", {
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description = "Admin Chestplate",
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inventory_image = "3d_armor_inv_chestplate_admin.png",
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groups = {armor_torso=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
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wear = 0,
|
||||
on_drop = function(itemstack, dropper, pos)
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return
|
||||
end,
|
||||
})
|
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|
||||
minetest.register_tool("3d_armor:leggings_admin", {
|
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description = "Admin Leggings",
|
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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,
|
||||
on_drop = function(itemstack, dropper, pos)
|
||||
return
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_tool("3d_armor:boots_admin", {
|
||||
description = "Admin Boots",
|
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inventory_image = "3d_armor_inv_boots_admin.png",
|
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groups = {armor_feet=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
|
||||
wear = 0,
|
||||
on_drop = function(itemstack, dropper, pos)
|
||||
return
|
||||
end,
|
||||
})
|
||||
|
474
3d_armor/api.lua
Normal file
474
3d_armor/api.lua
Normal file
@ -0,0 +1,474 @@
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local skin_previews = {}
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local use_player_monoids = minetest.global_exists("player_monoids")
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local use_armor_monoid = minetest.global_exists("armor_monoid")
|
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local armor_def = setmetatable({}, {
|
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__index = function()
|
||||
return setmetatable({
|
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groups = setmetatable({}, {
|
||||
__index = function()
|
||||
return 0
|
||||
end})
|
||||
}, {
|
||||
__index = function()
|
||||
return 0
|
||||
end
|
||||
})
|
||||
end,
|
||||
})
|
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local armor_textures = setmetatable({}, {
|
||||
__index = function()
|
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return setmetatable({}, {
|
||||
__index = function()
|
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return "blank.png"
|
||||
end
|
||||
})
|
||||
end
|
||||
})
|
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|
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armor = {
|
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timer = 0,
|
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elements = {"head", "torso", "legs", "feet"},
|
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physics = {"jump", "speed", "gravity"},
|
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attributes = {"heal", "fire", "water"},
|
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formspec = "image[2.5,0;2,4;armor_preview]"..
|
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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,
|
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textures = armor_textures,
|
||||
default_skin = "character",
|
||||
materials = {
|
||||
wood = "group:wood",
|
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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
|
@ -1,3 +1,7 @@
|
||||
-- DEPRECATED, will not be supported in future versions
|
||||
|
||||
-- See README.txt for new configuration options.
|
||||
|
||||
-- Armor Configuration (defaults)
|
||||
|
||||
-- You can remove any unwanted armor materials from this table.
|
||||
|
1049
3d_armor/armor.lua
1049
3d_armor/armor.lua
File diff suppressed because it is too large
Load Diff
@ -1,9 +1,7 @@
|
||||
default
|
||||
player_monoids?
|
||||
armor_monoid?
|
||||
inventory_plus?
|
||||
unified_inventory?
|
||||
sfinv?
|
||||
fire?
|
||||
ethereal?
|
||||
bakedclay?
|
||||
intllib?
|
||||
|
@ -1,254 +1,409 @@
|
||||
ARMOR_MOD_NAME = minetest.get_current_modname()
|
||||
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/armor.lua")
|
||||
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/admin.lua")
|
||||
local S = function(s) return s end
|
||||
if minetest.global_exists("intllib") then
|
||||
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
|
||||
minetest.register_tool("3d_armor:helmet_wood", {
|
||||
description = "Wood Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_wood.png",
|
||||
groups = {armor_head=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_wood", {
|
||||
description = "Wood Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_wood.png",
|
||||
groups = {armor_torso=10, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_wood", {
|
||||
description = "Wood Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_wood.png",
|
||||
groups = {armor_legs=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_wood", {
|
||||
description = "Wood Boots",
|
||||
inventory_image = "3d_armor_inv_boots_wood.png",
|
||||
groups = {armor_feet=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
dofile(modpath.."/api.lua")
|
||||
|
||||
-- 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()
|
||||
if minetest.global_exists(global) then
|
||||
armor.config[name] = _G[global]
|
||||
end
|
||||
end
|
||||
if minetest.global_exists("ARMOR_MATERIALS") then
|
||||
armor.materials = table.copy(ARMOR_MATERIALS)
|
||||
end
|
||||
if minetest.global_exists("ARMOR_FIRE_NODES") then
|
||||
armor.fire_nodes = table.copy(ARMOR_FIRE_NODES)
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.cactus then
|
||||
minetest.register_tool("3d_armor:helmet_cactus", {
|
||||
description = "Cactuc Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_cactus.png",
|
||||
groups = {armor_head=5, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_cactus", {
|
||||
description = "Cactus Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_cactus.png",
|
||||
groups = {armor_torso=10, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_cactus", {
|
||||
description = "Cactus Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_cactus.png",
|
||||
groups = {armor_legs=5, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
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=1000},
|
||||
wear = 0,
|
||||
})
|
||||
-- Load Configuration
|
||||
|
||||
for name, config in pairs(armor.config) do
|
||||
local setting = minetest.setting_get("armor_"..name)
|
||||
if type(config) == "number" then
|
||||
setting = tonumber(setting)
|
||||
elseif type(config) == "boolean" then
|
||||
setting = minetest.setting_getbool("armor_"..name)
|
||||
end
|
||||
if setting ~= nil then
|
||||
armor.config[name] = setting
|
||||
end
|
||||
end
|
||||
for material, _ in pairs(armor.materials) do
|
||||
local key = "material_"..material
|
||||
if armor.config[key] == false then
|
||||
armor.materials[material] = nil
|
||||
end
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.steel then
|
||||
minetest.register_tool("3d_armor:helmet_steel", {
|
||||
description = "Steel Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_steel.png",
|
||||
groups = {armor_head=10, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_steel", {
|
||||
description = "Steel Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_steel.png",
|
||||
groups = {armor_torso=15, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_steel", {
|
||||
description = "Steel Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_steel.png",
|
||||
groups = {armor_legs=15, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_steel", {
|
||||
description = "Steel Boots",
|
||||
inventory_image = "3d_armor_inv_boots_steel.png",
|
||||
groups = {armor_feet=10, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
dofile(modpath.."/armor.lua")
|
||||
|
||||
-- Mod Compatibility
|
||||
|
||||
if minetest.get_modpath("technic") then
|
||||
armor.formspec = armor.formspec..
|
||||
"label[5,2.5;"..S("Radiation")..": armor_group_radiation]"
|
||||
armor:register_armor_group("radiation")
|
||||
end
|
||||
local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
|
||||
for _, mod in pairs(skin_mods) do
|
||||
local path = minetest.get_modpath(mod)
|
||||
if path then
|
||||
local dir_list = minetest.get_dir_list(path.."/textures")
|
||||
for _, fn in pairs(dir_list) do
|
||||
if fn:find("_preview.png$") then
|
||||
armor:add_preview(fn)
|
||||
end
|
||||
end
|
||||
armor.skin_mod = mod
|
||||
end
|
||||
end
|
||||
if not minetest.get_modpath("moreores") then
|
||||
armor.materials.mithril = nil
|
||||
end
|
||||
if not minetest.get_modpath("ethereal") then
|
||||
armor.materials.crystal = nil
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.bronze then
|
||||
minetest.register_tool("3d_armor:helmet_bronze", {
|
||||
description = "Bronze Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_bronze.png",
|
||||
groups = {armor_head=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_bronze", {
|
||||
description = "Bronze Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_bronze.png",
|
||||
groups = {armor_torso=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_bronze", {
|
||||
description = "Bronze Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_bronze.png",
|
||||
groups = {armor_legs=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_bronze", {
|
||||
description = "Bronze Boots",
|
||||
inventory_image = "3d_armor_inv_boots_bronze.png",
|
||||
groups = {armor_feet=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
-- Armor Initialization
|
||||
|
||||
armor.formspec = armor.formspec..
|
||||
"label[5,1;"..S("Level")..": armor_level]"..
|
||||
"label[5,1.5;"..S("Heal")..": armor_attr_heal]"
|
||||
if armor.config.fire_protect then
|
||||
armor.formspec = armor.formspec.."label[5,2;"..S("Fire")..": armor_fire]"
|
||||
end
|
||||
armor:register_on_destroy(function(player, index, stack)
|
||||
local name = player:get_player_name()
|
||||
local def = stack:get_definition()
|
||||
if name and def and def.description then
|
||||
minetest.chat_send_player(name, S("Your").." "..def.description.." "..
|
||||
S("got destroyed").."!")
|
||||
end
|
||||
end)
|
||||
|
||||
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
|
||||
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
|
||||
|
||||
if ARMOR_MATERIALS.diamond then
|
||||
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,
|
||||
})
|
||||
-- Armor 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_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
|
||||
|
||||
if ARMOR_MATERIALS.gold then
|
||||
minetest.register_tool("3d_armor:helmet_gold", {
|
||||
description = "Gold Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_gold.png",
|
||||
groups = {armor_head=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_gold", {
|
||||
description = "Gold Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_gold.png",
|
||||
groups = {armor_torso=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_gold", {
|
||||
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,
|
||||
})
|
||||
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
|
||||
|
||||
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,
|
||||
})
|
||||
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_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,
|
||||
})
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
|
5
3d_armor_ip/LICENSE.txt
Normal file
5
3d_armor_ip/LICENSE.txt
Normal file
@ -0,0 +1,5 @@
|
||||
[mod] 3d Armor integration to inventory plus [3d_armor_ip]
|
||||
==========================================================
|
||||
|
||||
License Source Code: (C) 2012-2017 Stuart Jones - LGPL v2.1
|
||||
|
2
3d_armor_ip/depends.txt
Normal file
2
3d_armor_ip/depends.txt
Normal file
@ -0,0 +1,2 @@
|
||||
3d_armor
|
||||
inventory_plus?
|
1
3d_armor_ip/description.txt
Normal file
1
3d_armor_ip/description.txt
Normal file
@ -0,0 +1 @@
|
||||
Adds 3d_armor page to the inventory plus
|
34
3d_armor_ip/init.lua
Normal file
34
3d_armor_ip/init.lua
Normal file
@ -0,0 +1,34 @@
|
||||
if not minetest.global_exists("inventory_plus") then
|
||||
minetest.log("warning", "3d_armor_ip: Mod loaded but unused.")
|
||||
return
|
||||
end
|
||||
|
||||
armor.formspec = "size[8,8.5]button[6,0;2,0.5;main;Back]"..armor.formspec
|
||||
armor:register_on_update(function(player)
|
||||
local name = player:get_player_name()
|
||||
local formspec = armor:get_armor_formspec(name, true)
|
||||
local page = player:get_inventory_formspec()
|
||||
if page:find("detached:"..name.."_armor") then
|
||||
inventory_plus.set_inventory_formspec(player, formspec)
|
||||
end
|
||||
end)
|
||||
|
||||
if minetest.get_modpath("crafting") then
|
||||
inventory_plus.get_formspec = function(player, page)
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
inventory_plus.register_button(player,"armor", "Armor")
|
||||
end)
|
||||
|
||||
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||
if fields.armor then
|
||||
local name = armor:get_valid_player(player, "[on_player_receive_fields]")
|
||||
if not name then
|
||||
return
|
||||
end
|
||||
local formspec = armor:get_armor_formspec(name, true)
|
||||
inventory_plus.set_inventory_formspec(player, formspec)
|
||||
end
|
||||
end)
|
5
3d_armor_sfinv/LICENSE.txt
Normal file
5
3d_armor_sfinv/LICENSE.txt
Normal file
@ -0,0 +1,5 @@
|
||||
[mod] 3d Armor sfinv integration [3d_armor_sfinv]
|
||||
=================================================
|
||||
|
||||
License Source Code: (C) 2012-2017 Stuart Jones - LGPL v2.1
|
||||
|
2
3d_armor_sfinv/depends.txt
Normal file
2
3d_armor_sfinv/depends.txt
Normal file
@ -0,0 +1,2 @@
|
||||
3d_armor
|
||||
sfinv?
|
1
3d_armor_sfinv/description.txt
Normal file
1
3d_armor_sfinv/description.txt
Normal file
@ -0,0 +1 @@
|
||||
Adds 3d_armor page to the sfinv inventory
|
18
3d_armor_sfinv/init.lua
Normal file
18
3d_armor_sfinv/init.lua
Normal file
@ -0,0 +1,18 @@
|
||||
if not minetest.global_exists("sfinv") then
|
||||
minetest.log("warning", "3d_armor_sfinv: Mod loaded but unused.")
|
||||
return
|
||||
end
|
||||
|
||||
sfinv.register_page("3d_armor:armor", {
|
||||
title = "Armor",
|
||||
get = function(self, player, context)
|
||||
local name = player:get_player_name()
|
||||
local formspec = armor:get_armor_formspec(name, true)
|
||||
return sfinv.make_formspec(player, context, formspec, false)
|
||||
end
|
||||
})
|
||||
armor:register_on_update(function(player)
|
||||
if sfinv.enabled then
|
||||
sfinv.set_player_inventory_formspec(player)
|
||||
end
|
||||
end)
|
@ -1,3 +1,7 @@
|
||||
local S = function(s) return s end
|
||||
if minetest.global_exists("intllib") then
|
||||
S = intllib.Getter()
|
||||
end
|
||||
local armor_stand_formspec = "size[8,7]" ..
|
||||
default.gui_bg ..
|
||||
default.gui_bg_img ..
|
||||
@ -128,7 +132,7 @@ local function remove_hidden_node(pos)
|
||||
end
|
||||
|
||||
minetest.register_node("3d_armor_stand:top", {
|
||||
description = "Armor stand top",
|
||||
description = S("Armor stand top"),
|
||||
paramtype = "light",
|
||||
drawtype = "plantlike",
|
||||
sunlight_propagates = true,
|
||||
@ -143,7 +147,7 @@ minetest.register_node("3d_armor_stand:top", {
|
||||
})
|
||||
|
||||
minetest.register_node("3d_armor_stand:armor_stand", {
|
||||
description = "Armor stand",
|
||||
description = S("Armor stand"),
|
||||
drawtype = "mesh",
|
||||
mesh = "3d_armor_stand.obj",
|
||||
tiles = {"3d_armor_stand.png"},
|
||||
@ -211,7 +215,7 @@ minetest.register_node("3d_armor_stand:armor_stand", {
|
||||
})
|
||||
|
||||
minetest.register_node("3d_armor_stand:locked_armor_stand", {
|
||||
description = "Locked Armor stand",
|
||||
description = S("Locked Armor stand"),
|
||||
drawtype = "mesh",
|
||||
mesh = "3d_armor_stand.obj",
|
||||
tiles = {"3d_armor_stand_locked.png"},
|
||||
|
5
3d_armor_ui/LICENSE.txt
Normal file
5
3d_armor_ui/LICENSE.txt
Normal file
@ -0,0 +1,5 @@
|
||||
[mod] 3d Armor integration to unified inventory [3d_armor_ui]
|
||||
=============================================================
|
||||
|
||||
License Source Code: (C) 2012-2017 Stuart Jones - LGPL v2.1
|
||||
|
2
3d_armor_ui/depends.txt
Normal file
2
3d_armor_ui/depends.txt
Normal file
@ -0,0 +1,2 @@
|
||||
3d_armor
|
||||
unified_inventory?
|
1
3d_armor_ui/description.txt
Normal file
1
3d_armor_ui/description.txt
Normal file
@ -0,0 +1 @@
|
||||
Adds 3d_armor page to the unified inventory
|
51
3d_armor_ui/init.lua
Normal file
51
3d_armor_ui/init.lua
Normal file
@ -0,0 +1,51 @@
|
||||
if not minetest.global_exists("unified_inventory") then
|
||||
minetest.log("warning", "3d_armor_ui: Mod loaded but unused.")
|
||||
return
|
||||
end
|
||||
local S = function(s) return s end
|
||||
if minetest.global_exists("intllib") then
|
||||
S = intllib.Getter()
|
||||
end
|
||||
|
||||
if unified_inventory.sfinv_compat_layer then
|
||||
return
|
||||
end
|
||||
|
||||
armor:register_on_update(function(player)
|
||||
local name = player:get_player_name()
|
||||
if unified_inventory.current_page[name] == "armor" then
|
||||
unified_inventory.set_inventory_formspec(player, "armor")
|
||||
end
|
||||
end)
|
||||
|
||||
unified_inventory.register_button("armor", {
|
||||
type = "image",
|
||||
image = "inventory_plus_armor.png",
|
||||
})
|
||||
|
||||
unified_inventory.register_page("armor", {
|
||||
get_formspec = function(player, perplayer_formspec)
|
||||
local fy = perplayer_formspec.formspec_y
|
||||
local name = player:get_player_name()
|
||||
if armor.def[name].init_time == 0 then
|
||||
return {formspec="label[0,0;Armor not initialized!]"}
|
||||
end
|
||||
local formspec = "background[0.06,"..fy..";7.92,7.52;3d_armor_ui_form.png]"..
|
||||
"label[0,0;Armor]"..
|
||||
"list[detached:"..name.."_armor;armor;0,"..fy..";2,3;]"..
|
||||
"image[2.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]"..
|
||||
"label[5.0,"..(fy + 0.0)..";"..S("Level")..": "..armor.def[name].level.."]"..
|
||||
"label[5.0,"..(fy + 0.5)..";"..S("Heal")..": "..armor.def[name].heal.."]"..
|
||||
"listring[current_player;main]"..
|
||||
"listring[detached:"..name.."_armor;armor]"
|
||||
if armor.config.fire_protect then
|
||||
formspec = formspec.."label[5.0,"..(fy + 1.0)..";"..
|
||||
S("Fire")..": "..armor.def[name].fire.."]"
|
||||
end
|
||||
if minetest.global_exists("technic") then
|
||||
formspec = formspec.."label[5.0,"..(fy + 1.5)..";"..
|
||||
S("Radiation")..": "..armor.def[name].groups["radiation"].."]"
|
||||
end
|
||||
return {formspec=formspec}
|
||||
end,
|
||||
})
|
13
README.md
13
README.md
@ -1,4 +1,4 @@
|
||||
Modpack - 3d Armor [0.4.8]
|
||||
Modpack - 3d Armor [0.4.9]
|
||||
==========================
|
||||
|
||||
### Table of Contents
|
||||
@ -19,14 +19,12 @@ Modpack - 3d Armor [0.4.8]
|
||||
[mod] Visible Player Armor [3d_armor]
|
||||
-------------------------------------
|
||||
|
||||
Minetest Version: 0.4.13
|
||||
Minetest Version: 0.4.15
|
||||
|
||||
Game: minetest_game and many derivatives
|
||||
|
||||
Depends: default
|
||||
|
||||
Recommends: inventory_plus or unified_inventory (use only one)
|
||||
|
||||
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 attack.
|
||||
|
||||
@ -38,7 +36,11 @@ Fire protection has been added by TenPlus1 and in use when ethereal mod is found
|
||||
armor has been enabled. each piece of armor offers 1 fire protection, level 1 protects
|
||||
against torches, level 2 against crystal spikes, 3 for fire and 5 protects when in lava.
|
||||
|
||||
Compatible with player skins [skins] by Zeg9 and Player Textures [player_textures] by PilzAdam
|
||||
Compatible with sfinv, inventory plus or unified inventory by enabling the appropriate
|
||||
inventory module, [3d_armor_sfinv], [3d_armor_ip] and [3d_armor_ui] respectively.
|
||||
Also compatible with [smart_inventory] without the need for additional modules.
|
||||
|
||||
built in support player skins [skins] by Zeg9 and Player Textures [player_textures] by PilzAdam
|
||||
and [simple_skins] by TenPlus1.
|
||||
|
||||
Armor can be configured by adding a file called armor.conf in 3d_armor mod or world directory.
|
||||
@ -75,7 +77,6 @@ Depends: 3d_armor, technic
|
||||
Adds hazmat suit to 3d_armor. It protects rather well from fire (if enabled in configuration) and radiation*, and it has built-in oxygen supply.
|
||||
|
||||
Requires technic mod.
|
||||
*Requires patched version of [technic mod](https://github.com/minetest-technic/technic/pull/275)
|
||||
|
||||
[mod] 3d Armor Stand [3d_armor_stand]
|
||||
-------------------------------------
|
||||
|
@ -1,2 +1,2 @@
|
||||
3d_armor
|
||||
technic
|
||||
technic?
|
||||
|
@ -1,70 +1,50 @@
|
||||
local part_count = 4
|
||||
|
||||
local level = 35
|
||||
local heal = 20
|
||||
local use = 1000
|
||||
local fire = 4
|
||||
local water = 1
|
||||
local radiation = 50
|
||||
|
||||
if minetest.get_modpath("shields") then
|
||||
level = level / 0.9
|
||||
if not minetest.get_modpath("technic") then
|
||||
minetest.log("warning", "hazmat_suit: Mod loaded but unused.")
|
||||
return
|
||||
end
|
||||
|
||||
if part_count == #armor.elements then
|
||||
level = level / 1.1
|
||||
local S = function(s) return s end
|
||||
if minetest.global_exists("intllib") then
|
||||
S = intllib.Getter()
|
||||
end
|
||||
|
||||
level = math.floor(level / part_count)
|
||||
heal = math.floor(heal / part_count)
|
||||
fire = math.floor(fire / part_count)
|
||||
radiation = math.floor(radiation / part_count)
|
||||
|
||||
minetest.register_craftitem("hazmat_suit:helmet_hazmat", {
|
||||
description = "Hazmat Helmet",
|
||||
description = S("Hazmat Helmet"),
|
||||
inventory_image = "hazmat_suit_inv_helmet_hazmat.png",
|
||||
stack_max = 1,
|
||||
})
|
||||
|
||||
minetest.register_craftitem("hazmat_suit:chestplate_hazmat", {
|
||||
description = "Hazmat Chestplate",
|
||||
description = S("Hazmat Chestplate"),
|
||||
inventory_image = "hazmat_suit_inv_chestplate_hazmat.png",
|
||||
stack_max = 1,
|
||||
})
|
||||
|
||||
minetest.register_craftitem("hazmat_suit:sleeve_hazmat", {
|
||||
description = "Hazmat Sleeve",
|
||||
description = S("Hazmat Sleeve"),
|
||||
inventory_image = "hazmat_suit_inv_sleeve_hazmat.png",
|
||||
stack_max = 1,
|
||||
})
|
||||
|
||||
minetest.register_craftitem("hazmat_suit:leggings_hazmat", {
|
||||
description = "Hazmat Leggins",
|
||||
description = S("Hazmat Leggins"),
|
||||
inventory_image = "hazmat_suit_inv_leggings_hazmat.png",
|
||||
stack_max = 1,
|
||||
})
|
||||
|
||||
minetest.register_craftitem("hazmat_suit:boots_hazmat", {
|
||||
description = "Hazmat Boots",
|
||||
description = S("Hazmat Boots"),
|
||||
inventory_image = "hazmat_suit_inv_boots_hazmat.png",
|
||||
stack_max = 1,
|
||||
})
|
||||
|
||||
minetest.register_tool("hazmat_suit:suit_hazmat", {
|
||||
description = "Hazmat Suit",
|
||||
armor:register_armor("hazmat_suit:suit_hazmat", {
|
||||
description = S("Hazmat Suit"),
|
||||
inventory_image = "hazmat_suit_inv_suit_hazmat.png",
|
||||
groups = {
|
||||
armor_head = level,
|
||||
armor_torso = level,
|
||||
armor_legs = level,
|
||||
armor_feet = level,
|
||||
armor_heal = heal,
|
||||
armor_use = use,
|
||||
armor_fire = fire,
|
||||
armor_water = water,
|
||||
armor_radiation = radiation,
|
||||
},
|
||||
wear = 0,
|
||||
groups = {armor_head=1, armor_torso=1, armor_legs=1, armor_feet=1,
|
||||
armor_heal=20, armor_fire=4, armor_water=1, armor_use=1000,
|
||||
physics_jump=-0.1, physics_speed=-0.2, physics_gravity=0.1},
|
||||
armor_groups = {fleshy=35, radiation=50},
|
||||
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
|
216
shields/init.lua
216
shields/init.lua
@ -1,30 +1,75 @@
|
||||
local S = function(s) return s end
|
||||
if minetest.global_exists("intllib") then
|
||||
S = intllib.Getter()
|
||||
end
|
||||
local use_moreores = minetest.get_modpath("moreores")
|
||||
local function play_sound_effect(player, name)
|
||||
if player then
|
||||
local pos = player:getpos()
|
||||
if pos then
|
||||
minetest.sound_play({
|
||||
pos = pos,
|
||||
name = name,
|
||||
max_hear_distance = 10,
|
||||
gain = 0.5,
|
||||
})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if minetest.global_exists("armor") and armor.elements then
|
||||
table.insert(armor.elements, "shield")
|
||||
local mult = armor.config.level_multiplier or 1
|
||||
armor.config.level_multiplier = mult * 0.9
|
||||
end
|
||||
|
||||
-- Regisiter Shields
|
||||
|
||||
minetest.register_tool("shields:shield_admin", {
|
||||
description = "Admin Shield",
|
||||
armor:register_armor("shields:shield_admin", {
|
||||
description = S("Admin Shield"),
|
||||
inventory_image = "shields_inv_shield_admin.png",
|
||||
groups = {armor_shield=1000, armor_heal=100, armor_use=0, not_in_creative_inventory=1},
|
||||
wear = 0,
|
||||
on_punched = function(player, hitter, time_from_last_punch, tool_capabilities)
|
||||
if type(hitter) == "userdata" then
|
||||
if hitter:is_player() then
|
||||
hitter:set_wielded_item("")
|
||||
end
|
||||
play_sound_effect(player, "default_dig_metal")
|
||||
end
|
||||
return false
|
||||
end,
|
||||
})
|
||||
|
||||
if ARMOR_MATERIALS.wood then
|
||||
minetest.register_tool("shields:shield_wood", {
|
||||
description = "Wooden Shield",
|
||||
minetest.register_alias("adminshield", "shields:shield_admin")
|
||||
|
||||
if armor.materials.wood then
|
||||
armor:register_armor("shields:shield_wood", {
|
||||
description = S("Wooden Shield"),
|
||||
inventory_image = "shields_inv_shield_wood.png",
|
||||
groups = {armor_shield=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
groups = {armor_shield=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},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_wood_footstep")
|
||||
end,
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_wood_footstep")
|
||||
end,
|
||||
})
|
||||
minetest.register_tool("shields:shield_enhanced_wood", {
|
||||
description = "Enhanced Wood Shield",
|
||||
armor:register_armor("shields:shield_enhanced_wood", {
|
||||
description = S("Enhanced Wood Shield"),
|
||||
inventory_image = "shields_inv_shield_enhanced_wood.png",
|
||||
groups = {armor_shield=8, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
groups = {armor_shield=1, armor_heal=0, armor_use=2000},
|
||||
armor_groups = {fleshy=8},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=2},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dig_metal")
|
||||
end,
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dug_metal")
|
||||
end,
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "shields:shield_enhanced_wood",
|
||||
@ -36,18 +81,34 @@ if ARMOR_MATERIALS.wood then
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.cactus then
|
||||
minetest.register_tool("shields:shield_cactus", {
|
||||
description = "Cactus Shield",
|
||||
if armor.materials.cactus then
|
||||
armor:register_armor("shields:shield_cactus", {
|
||||
description = S("Cactus Shield"),
|
||||
inventory_image = "shields_inv_shield_cactus.png",
|
||||
groups = {armor_shield=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
groups = {armor_shield=1, armor_heal=0, armor_use=1000},
|
||||
armor_groups = {fleshy=5},
|
||||
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_wood_footstep")
|
||||
end,
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_wood_footstep")
|
||||
end,
|
||||
})
|
||||
minetest.register_tool("shields:shield_enhanced_cactus", {
|
||||
description = "Enhanced Cactus Shield",
|
||||
armor:register_armor("shields:shield_enhanced_cactus", {
|
||||
description = S("Enhanced Cactus Shield"),
|
||||
inventory_image = "shields_inv_shield_enhanced_cactus.png",
|
||||
groups = {armor_shield=8, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
groups = {armor_shield=1, armor_heal=0, armor_use=1000},
|
||||
armor_groups = {fleshy=8},
|
||||
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=2},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dig_metal")
|
||||
end,
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dug_metal")
|
||||
end,
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "shields:shield_enhanced_cactus",
|
||||
@ -59,61 +120,112 @@ if ARMOR_MATERIALS.cactus then
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.steel then
|
||||
minetest.register_tool("shields:shield_steel", {
|
||||
description = "Steel Shield",
|
||||
if armor.materials.steel then
|
||||
armor:register_armor("shields:shield_steel", {
|
||||
description = S("Steel Shield"),
|
||||
inventory_image = "shields_inv_shield_steel.png",
|
||||
groups = {armor_shield=10, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
groups = {armor_shield=1, armor_heal=0, armor_use=800,
|
||||
physics_speed=-0.03, physics_gravity=0.03},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dig_metal")
|
||||
end,
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dug_metal")
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.bronze then
|
||||
minetest.register_tool("shields:shield_bronze", {
|
||||
description = "Bronze Shield",
|
||||
if armor.materials.bronze then
|
||||
armor:register_armor("shields:shield_bronze", {
|
||||
description = S("Bronze Shield"),
|
||||
inventory_image = "shields_inv_shield_bronze.png",
|
||||
groups = {armor_shield=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
groups = {armor_shield=1, armor_heal=6, armor_use=400,
|
||||
physics_speed=-0.03, physics_gravity=0.03},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dig_metal")
|
||||
end,
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dug_metal")
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.diamond then
|
||||
minetest.register_tool("shields:shield_diamond", {
|
||||
description = "Diamond Shield",
|
||||
if armor.materials.diamond then
|
||||
armor:register_armor("shields:shield_diamond", {
|
||||
description = S("Diamond Shield"),
|
||||
inventory_image = "shields_inv_shield_diamond.png",
|
||||
groups = {armor_shield=15, armor_heal=12, armor_use=100},
|
||||
wear = 0,
|
||||
groups = {armor_shield=1, armor_heal=12, armor_use=200},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_glass_footstep")
|
||||
end,
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_break_glass")
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.gold then
|
||||
minetest.register_tool("shields:shield_gold", {
|
||||
description = "Gold Shield",
|
||||
if armor.materials.gold then
|
||||
armor:register_armor("shields:shield_gold", {
|
||||
description = S("Gold Shield"),
|
||||
inventory_image = "shields_inv_shield_gold.png",
|
||||
groups = {armor_shield=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
groups = {armor_shield=1, armor_heal=6, armor_use=300,
|
||||
physics_speed=-0.04, physics_gravity=0.04},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dig_metal")
|
||||
end,
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dug_metal")
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.mithril then
|
||||
minetest.register_tool("shields:shield_mithril", {
|
||||
description = "Mithril Shield",
|
||||
if armor.materials.mithril then
|
||||
armor:register_armor("shields:shield_mithril", {
|
||||
description = S("Mithril Shield"),
|
||||
inventory_image = "shields_inv_shield_mithril.png",
|
||||
groups = {armor_shield=15, armor_heal=12, armor_use=50},
|
||||
wear = 0,
|
||||
groups = {armor_shield=1, armor_heal=12, armor_use=100},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_glass_footstep")
|
||||
end,
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_break_glass")
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.crystal then
|
||||
minetest.register_tool("shields:shield_crystal", {
|
||||
description = "Crystal Shield",
|
||||
if armor.materials.crystal then
|
||||
armor:register_armor("shields:shield_crystal", {
|
||||
description = S("Crystal Shield"),
|
||||
inventory_image = "shields_inv_shield_crystal.png",
|
||||
groups = {armor_shield=15, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
wear = 0,
|
||||
groups = {armor_shield=1, armor_heal=12, armor_use=100, armor_fire=1},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_glass_footstep")
|
||||
end,
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_break_glass")
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
for k, v in pairs(ARMOR_MATERIALS) do
|
||||
for k, v in pairs(armor.materials) do
|
||||
minetest.register_craft({
|
||||
output = "shields:shield_"..k,
|
||||
recipe = {
|
||||
|
@ -1,3 +1,3 @@
|
||||
3d_armor
|
||||
technic_worldgen
|
||||
technic_worldgen?
|
||||
moreores?
|
||||
|
@ -1,23 +1,32 @@
|
||||
if not minetest.get_modpath("technic_worldgen") then
|
||||
minetest.log("warning", "technic_armor: Mod loaded but unused.")
|
||||
return
|
||||
end
|
||||
local S = function(s) return s end
|
||||
if minetest.global_exists("intllib") then
|
||||
S = intllib.Getter()
|
||||
end
|
||||
|
||||
local stats = {
|
||||
lead = { name="Lead", material="technic:lead_ingot", armor=1.6, heal=0, use=500, radiation=80*1.1 },
|
||||
brass = { name="Brass", material="technic:brass_ingot", armor=1.8, heal=0, use=650, radiation=43 },
|
||||
cast = { name="Cast Iron", material="technic:cast_iron_ingot", armor=2.5, heal=8, use=200, radiation=40 },
|
||||
carbon = { name="Carbon Steel", material="technic:carbon_steel_ingot", armor=2.7, heal=10, use=100, radiation=40 },
|
||||
stainless = { name="Stainless Steel", material="technic:stainless_steel_ingot", armor=2.7, heal=10, use=75, radiation=40 },
|
||||
lead = { name=S("Lead"), material="technic:lead_ingot", armor=1.6, heal=0, use=500, radiation=80*1.1 },
|
||||
brass = { name=S("Brass"), material="technic:brass_ingot", armor=1.8, heal=0, use=650, radiation=43 },
|
||||
cast = { name=S("Cast Iron"), material="technic:cast_iron_ingot", armor=2.5, heal=8, use=200, radiation=40 },
|
||||
carbon = { name=S("Carbon Steel"), material="technic:carbon_steel_ingot", armor=2.7, heal=10, use=100, radiation=40 },
|
||||
stainless = { name=S("Stainless Steel"), material="technic:stainless_steel_ingot", armor=2.7, heal=10, use=75, radiation=40 },
|
||||
}
|
||||
if minetest.get_modpath("moreores") then
|
||||
stats.tin = { name="Tin", material="moreores:tin_ingot", armor=1.6, heal=0, use=750, radiation=37 }
|
||||
stats.silver = { name="Silver", material="moreores:silver_ingot", armor=1.8, heal=6, use=650, radiation=53 }
|
||||
stats.tin = { name=S("Tin"), material="moreores:tin_ingot", armor=1.6, heal=0, use=750, radiation=37 }
|
||||
stats.silver = { name=S("Silver"), material="moreores:silver_ingot", armor=1.8, heal=6, use=650, radiation=53 }
|
||||
end
|
||||
|
||||
local parts = {
|
||||
helmet = { place="head", name="Helmet", level=5, radlevel = 0.10, craft={{1,1,1},{1,0,1}} },
|
||||
chestplate = { place="torso", name="Chestplate", level=8, radlevel = 0.35, craft={{1,0,1},{1,1,1},{1,1,1}} },
|
||||
leggings = { place="legs", name="Leggings", level=7, radlevel = 0.15, craft={{1,1,1},{1,0,1},{1,0,1}} },
|
||||
boots = { place="feet", name="Boots", level=4, radlevel = 0.10, craft={{1,0,1},{1,0,1}} },
|
||||
helmet = { place="head", name=S("Helmet"), level=5, radlevel = 0.10, craft={{1,1,1},{1,0,1}} },
|
||||
chestplate = { place="torso", name=S("Chestplate"), level=8, radlevel = 0.35, craft={{1,0,1},{1,1,1},{1,1,1}} },
|
||||
leggings = { place="legs", name=S("Leggings"), level=7, radlevel = 0.15, craft={{1,1,1},{1,0,1},{1,0,1}} },
|
||||
boots = { place="feet", name=S("Boots"), level=4, radlevel = 0.10, craft={{1,0,1},{1,0,1}} },
|
||||
}
|
||||
if minetest.get_modpath("shields") then
|
||||
parts.shield = { place="shield", name="Shield", level=5, radlevel=0.00, craft={{1,1,1},{1,1,1},{0,1,0}} }
|
||||
parts.shield = { place="shield", name=S("Shield"), level=5, radlevel=0.00, craft={{1,1,1},{1,1,1},{0,1,0}} }
|
||||
end
|
||||
|
||||
-- Makes a craft recipe based on a template
|
||||
|
@ -1,7 +1,7 @@
|
||||
[mod] visible wielded items [wieldview]
|
||||
=======================================
|
||||
|
||||
depends: default, 3d_armor
|
||||
Depends on: 3d_armor
|
||||
|
||||
Makes hand wielded items visible to other players.
|
||||
|
||||
@ -13,3 +13,11 @@ wieldview_update_time = 2
|
||||
# Show nodes as tiles, disabled by default
|
||||
wieldview_node_tiles = false
|
||||
|
||||
|
||||
Info for modders
|
||||
################
|
||||
|
||||
Wield image transformation: To apply a simple transformation to the item in
|
||||
hand, add the group “wieldview_transform” to the item definition. The group
|
||||
rating equals one of the numbers used for the [transform texture modifier
|
||||
of the Lua API.
|
||||
|
@ -1,2 +1 @@
|
||||
default
|
||||
3d_armor
|
||||
|
@ -29,8 +29,15 @@ wieldview.get_item_texture = function(self, item)
|
||||
texture = minetest.inventorycube(minetest.registered_items[item].tiles[1])
|
||||
end
|
||||
end
|
||||
if wieldview.transform[item] then
|
||||
texture = texture.."^[transform"..wieldview.transform[item]
|
||||
-- Get item image transformation, first from group, then from transform.lua
|
||||
local transform = minetest.get_item_group(item, "wieldview_transform")
|
||||
if transform == 0 then
|
||||
transform = wieldview.transform[item]
|
||||
end
|
||||
if transform then
|
||||
-- This actually works with groups ratings because transform1, transform2, etc.
|
||||
-- have meaning and transform0 is used for identidy, so it can be ignored
|
||||
texture = texture.."^[transform"..tostring(transform)
|
||||
end
|
||||
end
|
||||
return texture
|
||||
|
Reference in New Issue
Block a user