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

1 Commits

Author SHA1 Message Date
119ea9aee2 Version MFF 2019-05-12 19:20:27 +02:00
215 changed files with 489 additions and 858 deletions

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

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@ -3,7 +3,7 @@
Depends: default
Recommends: sfinv, inventory_plus or unified_inventory (use only one to avoid conflicts)
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 weapons.
@ -21,3 +21,4 @@ Armor can be configured by adding a file called armor.conf in 3d_armor mod and/o
see armor.conf.example for all available options.
Note: worldpath config settings override any settings made in the mod's directory.

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@ -6,7 +6,7 @@ minetest.register_alias("adminleggings","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, armor_water=1, not_in_creative_inventory=1},
groups = {armor_head=1000, armor_heal=1000, armor_use=0, armor_water=1,},
wear = 0,
on_drop = function(itemstack, dropper, pos)
return
@ -16,7 +16,7 @@ minetest.register_tool("3d_armor:helmet_admin", {
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},
groups = {armor_torso=1000, armor_heal=1000, armor_use=0},
wear = 0,
on_drop = function(itemstack, dropper, pos)
return
@ -26,7 +26,7 @@ minetest.register_tool("3d_armor:chestplate_admin", {
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},
groups = {armor_legs=1000, armor_heal=1000, armor_use=0},
wear = 0,
on_drop = function(itemstack, dropper, pos)
return
@ -36,7 +36,7 @@ minetest.register_tool("3d_armor:leggings_admin", {
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},
groups = {armor_feet=1000, armor_heal=1000, armor_use=0},
wear = 0,
on_drop = function(itemstack, dropper, pos)
return

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@ -9,7 +9,7 @@ ARMOR_MATERIALS = {
bronze = "default:bronze_ingot",
diamond = "default:diamond",
gold = "default:gold_ingot",
mithril = "moreores:mithril_ingot",
mithril = "default:mithril_ingot",
crystal = "ethereal:crystal_ingot",
}
@ -55,7 +55,3 @@ ARMOR_LEVEL_MULTIPLIER = 1
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
ARMOR_HEAL_MULTIPLIER = 1
-- You can use this to increase or decrease overall armor radiation protection,
-- eg: ARMOR_RADIATION_MULTIPLIER = 0 will completely disable radiation protection.
-- Note: patched technic mod is required
ARMOR_RADIATION_MULTIPLIER = 1

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@ -1,3 +1,10 @@
local armors_no_shields = { ["3d_armor:helmet_hardenedleather"] = true,["3d_armor:chestplate_hardenedleather"] = true,
["3d_armor:leggings_hardenedleather"] = true,["3d_armor:boots_hardenedleather"] = true,
["3d_armor:helmet_reinforcedleather"] = true,["3d_armor:chestplate_reinforcedleather"] = true,
["3d_armor:leggings_reinforcedleather"] = true,["3d_armor:boots_reinforcedleather"] = true,
} -- modif MFF (crabman/24/06/2015)
ARMOR_INIT_DELAY = 1
ARMOR_INIT_TIMES = 1
ARMOR_BONES_DELAY = 1
@ -14,8 +21,16 @@ ARMOR_MATERIALS = {
bronze = "default:bronze_ingot",
diamond = "default:diamond",
gold = "default:gold_ingot",
mithril = "moreores:mithril_ingot",
mithril = "default:mithril_ingot",
crystal = "ethereal:crystal_ingot",
-- Hunter armors (A déc-ommenter quand activation de l'armure au total)
hardenedleather = "3d_armor:hardenedleather",
reinforcedleather = "3d_armor:reinforcedleather",
-- Warrior armors
blackmithril = "3d_armor:blackmithril_ingot"
-- Wizard armors
--armor = "xxx",
--armor = "xxx",
}
ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
ARMOR_FIRE_NODES = {
@ -26,15 +41,10 @@ ARMOR_FIRE_NODES = {
{"ethereal:crystal_spike", 2, 1},
{"ethereal:fire_flower", 2, 1},
{"default:torch", 1, 1},
{"default:torch_ceiling", 1, 1},
{"default:torch_wall", 1, 1},
}
local skin_mod = nil
local inv_mod = nil
local use_player_monoids = minetest.global_exists("player_monoids")
local use_armor_monoid = minetest.global_exists("armor_monoid")
local preview_textures = {}
local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
local worldpath = minetest.get_worldpath()
@ -50,9 +60,6 @@ if input then
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
@ -61,93 +68,70 @@ armor = {
timer = 0,
elements = {"head", "torso", "legs", "feet"},
physics = {"jump","speed","gravity"},
formspec = "size[8,8.5]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
default.get_hotbar_bg(0,4.25)..
"image[2,0.5;2,4;armor_preview]"..
"list[current_player;main;0,4.25;8,1;]"..
"list[current_player;main;0,5.5;8,3;8]"..
"list[current_player;craft;4,0.5;3,3;]"..
"list[current_player;craftpreview;7,1.5;1,1;]"..
"listring[current_player;main]"..
"listring[current_player;craft]",
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;]"
.."listring[current_player;main]"
.."listring[current_player;craft]",
textures = {},
default_skin = "character",
version = "0.4.8",
version = "0.4.5",
}
local armor_formpage = "image[2.5,0;2,4;armor_preview]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
default.get_hotbar_bg(0,4.25)..
"label[5,1;Level: armor_level]"..
"label[5,1.5;Heal: armor_heal]"..
"label[5,2;Fire: armor_fire]"..
"label[5,2.5;Radiation: armor_radiation]"..
"list[current_player;main;0,4.25;8,1;]"..
"list[current_player;main;0,5.5;8,3;8]"
if minetest.get_modpath("inventory_plus") then
inv_mod = "inventory_plus"
armor.formspec = "size[8,8.5]button[6,0;2,0.5;main;Back]"..armor_formpage
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]"
.."label[5,2.5;Radiation: armor_radiation]"
.."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") and not unified_inventory.sfinv_compat_layer then
elseif minetest.get_modpath("unified_inventory") then
inv_mod = "unified_inventory"
unified_inventory.register_button("armor", {
type = "image",
image = "inventory_plus_armor.png",
tooltip = "Armor inventory",
show_with = false, --Modif MFF (Crabman 30/06/2015)
})
unified_inventory.register_page("armor", {
get_formspec = function(player, perplayer_formspec)
local fy = perplayer_formspec.formspec_y
local name = player:get_player_name()
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)..";Level: "..armor.def[name].level.."]"..
"label[5.0,"..(fy + 0.5)..";Heal: "..armor.def[name].heal.."]"..
"label[5.0,"..(fy + 1.0)..";Fire: "..armor.def[name].fire.."]"..
"label[5.0,"..(fy + 1.5)..";Radiation: "..armor.def[name].radiation.."]"..
"listring[current_player;main]"..
"listring[detached:"..name.."_armor;armor]"
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)..";Level: "..armor.def[name].level.."]"
.."label[5.0,"..(fy + 0.4)..";Heal: "..armor.def[name].heal.."]"
.."label[5.0,"..(fy + 0.8)..";Fire: "..armor.def[name].fire.."]"
.."label[5.0,"..(fy + 1.2)..";Radiation: "..armor.def[name].radiation.."]"
.."label[5.0,"..(fy + 1.6)..";Speed: "..armor.def[name].speed.."]"
.."label[5.0,"..(fy + 2)..";Jump: "..armor.def[name].jump.."]"
.."label[5.0,"..(fy + 2.4)..";Gravity: "..armor.def[name].gravity.."]"
.."listring[current_player;main]"
.."listring[detached:"..name.."_armor;armor]"
return {formspec=formspec}
end,
})
elseif minetest.get_modpath("inventory_enhanced") then
inv_mod = "inventory_enhanced"
elseif minetest.get_modpath("smart_inventory") then
inv_mod = "smart_inventory"
elseif minetest.get_modpath("sfinv") then
inv_mod = "sfinv"
armor.formspec = armor_formpage
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
})
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
preview_textures[fn] = true
end
end
skin_mod = mod
end
if minetest.get_modpath("skins") then
skin_mod = "skins"
elseif minetest.get_modpath("simple_skins") then
skin_mod = "simple_skins"
elseif minetest.get_modpath("u_skins") then
skin_mod = "u_skins"
elseif minetest.get_modpath("wardrobe") then
skin_mod = "wardrobe"
end
armor.def = {
@ -186,7 +170,7 @@ armor.set_player_armor = function(self, player)
local textures = {}
local physics_o = {speed=1,gravity=1,jump=1}
local material = {type=nil, count=1}
local preview = armor:get_preview(name)
local preview = ""
for _,v in ipairs(self.elements) do
elements[v] = false
end
@ -199,9 +183,20 @@ armor.set_player_armor = function(self, player)
if v == false then
local level = def.groups["armor_"..k]
if level then
local texture = def.texture or item:gsub("%:", "_")
local texture = item:gsub("%:", "_")
if texture:find("enchanted") then --MFF xdecor enchanting preview fix
texture = texture:gsub("_enchanted", "")
texture = texture:gsub("_strong", "")
texture = texture:gsub("_speed", "")
end
table.insert(textures, texture..".png")
preview = preview.."^"..texture.."_preview.png"
if preview == "" then
preview = texture .. "_preview.png"
elseif stack:get_name():find("shield") then -- //MFF(Mg|09/05/15)
preview = preview.. "^" .. texture.."_preview.png"
else
preview = texture .. "_preview.png^" .. preview
end
armor_level = armor_level + level
state = state + stack:get_wear()
items = items + 1
@ -229,6 +224,10 @@ armor.set_player_armor = function(self, player)
end
end
end
if preview ~= "" then
preview = "^" .. preview
end
preview = armor:get_preview(name) .. preview -- //MFF(Mg|09/05/15)
if minetest.get_modpath("shields") then
armor_level = armor_level * 0.9
end
@ -247,23 +246,10 @@ armor.set_player_armor = function(self, player)
armor_groups.fleshy = 100 - armor_level
armor_groups.radiation = 100 - armor_radiation
end
if use_armor_monoid then
armor_monoid.monoid:add_change(player, {
fleshy = armor_groups.fleshy / 100
}, "3d_armor:armor")
else
player:set_armor_groups(armor_groups)
end
if use_player_monoids then
player_monoids.speed:add_change(player, physics_o.speed,
"3d_armor:physics")
player_monoids.jump:add_change(player, physics_o.jump,
"3d_armor:physics")
player_monoids.gravity:add_change(player, physics_o.gravity,
"3d_armor:physics")
else
player:set_physics_override(physics_o)
end
player:set_armor_groups(armor_groups)
--player:set_physics_override(physics_o)
player_physics.set_stats(player, "3d_armor", {speed=physics_o.speed-1, jump=physics_o.jump-1, gravity=physics_o.gravity-1})
pclasses.api.util.on_update(name)
self.textures[name].armor = armor_texture
self.textures[name].preview = preview
self.def[name].state = state
@ -281,7 +267,7 @@ end
armor.update_armor = function(self, player)
-- Legacy support: Called when armor levels are changed
-- Other mods can hook on to this function, see hud mod for example
-- Other mods can hook on to this function, see hud mod for example
end
armor.get_player_skin = function(self, name)
@ -297,14 +283,15 @@ armor.get_player_skin = function(self, name)
end
armor.get_preview = function(self, name)
local preview = armor:get_player_skin(name).."_preview.png"
if preview_textures[preview] then
return preview
if skin_mod == "skins" then
return armor:get_player_skin(name).."_preview.png"
elseif skin_mod == "u_skins"then
return string.gsub(armor.textures[name].skin, ".png", "_preview.png")
end
return "character_preview.png"
end
armor.get_armor_formspec = function(self, name, listring)
armor.get_armor_formspec = function(self, name)
if not armor.textures[name] then
minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]")
return ""
@ -313,17 +300,15 @@ armor.get_armor_formspec = function(self, name, listring)
minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]")
return ""
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
local formspec = armor.formspec.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
formspec = formspec:gsub("armor_level", armor.def[name].level)
formspec = formspec:gsub("armor_heal", armor.def[name].heal)
formspec = formspec:gsub("armor_fire", armor.def[name].fire)
formspec = formspec:gsub("armor_radiation", armor.def[name].radiation)
formspec = formspec:gsub("player_name", armor.def[name].radiation)
formspec = formspec:gsub("armor_speed", armor.def[name].speed)
formspec = formspec:gsub("armor_jump", armor.def[name].jump)
formspec = formspec:gsub("armor_gravity", armor.def[name].gravity)
return formspec
end
@ -332,33 +317,20 @@ armor.update_inventory = function(self, player)
if not name or inv_mod == "inventory_enhanced" then
return
end
if inv_mod == "smart_inventory" then
local state = smart_inventory.get_page_state("player", name)
if state then
state:get("update_hook"):submit()
end
elseif inv_mod == "sfinv" then
if sfinv.set_page then
sfinv.set_page(player, "3d_armor:armor")
else
-- Backwards compat
sfinv.set_player_inventory_formspec(player, {
page = "3d_armor:armor"
})
end
elseif inv_mod == "unified_inventory" then
if inv_mod == "unified_inventory" then
if unified_inventory.current_page[name] == "armor" then
unified_inventory.set_inventory_formspec(player, "armor")
end
else
local formspec = armor:get_armor_formspec(name)
if inv_mod == "inventory_plus" then
local formspec = armor:get_armor_formspec(name, true)
formspec = formspec.."listring[current_player;main]"
.."listring[detached:"..name.."_armor;armor]"
local page = player:get_inventory_formspec()
if page:find("detached:"..name.."_armor") then
inventory_plus.set_inventory_formspec(player, formspec)
end
elseif not core.setting_getbool("creative_mode") then
local formspec = armor:get_armor_formspec(name)
else
player:set_inventory_formspec(formspec)
end
end
@ -391,13 +363,6 @@ armor.get_valid_player = function(self, player, msg)
return name, player_inv, armor_inv, pos
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
-- Register Player Model
default.player_register_model("3d_armor_character.b3d", {
@ -425,7 +390,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
return
end
if inv_mod == "inventory_plus" and fields.armor then
local formspec = armor:get_armor_formspec(name, true)
local formspec = armor:get_armor_formspec(name)
inventory_plus.set_inventory_formspec(player, formspec)
return
end
@ -457,13 +422,63 @@ minetest.register_on_joinplayer(function(player)
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
local plaver_inv = player:get_inventory()
local old_stack = inv:get_stack(from_list, from_index)
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)
player_inv:set_stack(from_list, from_index, old_stack)
armor:set_player_armor(player)
armor:update_inventory(player)
end,
allow_put = function(inv, listname, index, stack, player)
--DEBUT modif MFF (crabman/24/06/2015)
local name = stack:get_name()
local player_inv = player:get_inventory()
local size = player_inv:get_size(listname)
if not ( (name:split(":")[1] == "3d_armor" and stack:get_definition().groups["armor_heal"]) or name:split(":")[1] == "shields") then
return 0
end
-- if player class != item class
if not pclasses.api.util.can_have_item(player:get_player_name(), name) then
return 0
end
--MFF (crabman/27/11/2015) no same item type. *helmet*
local ptype = name:split(":")[2]:split("_")[1]
if ptype == "enchanted" then
ptype = name:split(":")[2]:split("_")[2]
end
for i=1, size do
local stack = player_inv:get_stack(listname, i)
if stack:get_count() > 0 then
if stack:get_name():find(ptype) then
return 0
end
end
end
if name:find("shield") then
for i=1, size do
local stack = player_inv:get_stack(listname, i)
if stack:get_count() > 0 then
if armors_no_shields[stack:get_name()] ~= nil then
return 0
end
end
end
else
if armors_no_shields[name] ~= nil then
for i=1, size do
local stack = player_inv:get_stack(listname, i)
if stack:get_count() > 0 then
if stack:get_name():find("shields:") then
return 0
end
end
end
end
end
--FIN modif MFF (crabman/24/06/2015)
return 1
end,
allow_take = function(inv, listname, index, stack, player)
@ -472,7 +487,7 @@ minetest.register_on_joinplayer(function(player)
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return count
end,
}, name)
})
if inv_mod == "inventory_plus" then
inventory_plus.register_button(player,"armor", "Armor")
end
@ -481,7 +496,7 @@ minetest.register_on_joinplayer(function(player)
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
end
end
armor.def[name] = {
state = 0,
count = 0,
@ -521,14 +536,12 @@ minetest.register_on_joinplayer(function(player)
armor.textures[name].skin = skin
end
end
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
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
@ -540,8 +553,14 @@ minetest.register_on_joinplayer(function(player)
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
@ -550,7 +569,9 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
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
-- Modification for MFF
if stack:get_count() > 0 and (not pclasses.data.reserved_items[armor_inv:get_stack("armor", i):get_name()] or
not pclasses.api.util.can_have_item(name, armor_inv:get_stack("armor", i):get_name())) then
table.insert(drop, stack)
armor_inv:set_stack("armor", i, nil)
player_inv:set_stack("armor", i, nil)
@ -567,21 +588,14 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
end
if ARMOR_DESTROY == false then
minetest.after(ARMOR_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 node = minetest.get_node(vector.round(pos))
-- Modification for MFF
if node and 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 inv:room_for_item("main", stack) then
if name == owner and inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
armor.drop_armor(pos, stack)
@ -596,6 +610,7 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
end
end)
end
--]]
minetest.register_on_player_hpchange(function(player, hp_change)
local name, player_inv, armor_inv = armor:get_valid_player(player, "[on_hpchange]")
@ -652,14 +667,10 @@ if ARMOR_FIRE_PROTECT == true then
end
end
else
print ("[3d_armor] Fire Nodes disabled")
minetest.log("info", "[3d_armor] Fire Nodes disabled")
end
minetest.register_globalstep(function(dtime)
armor.timer = armor.timer + dtime
if armor.timer < ARMOR_UPDATE_TIME then
return
end
function armor_step()
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local pos = player:getpos()
@ -690,25 +701,18 @@ minetest.register_globalstep(function(dtime)
end
end
end
armor.timer = 0
end)
minetest.after(ARMOR_UPDATE_TIME, armor_step)
end
-- Launch once started
minetest.after(0, armor_step)
-- kill player when command issued
minetest.register_chatcommand("kill", {
params = "<name>",
description = "Kills player instantly",
privs = {ban=true},
func = function(name, param)
local player = minetest.get_player_by_name(param)
if player then
player:set_hp(0)
end
end,
})
minetest.register_chatcommand("killme", {
description = "Kill yourself instantly",
func = function(name)
local player = minetest.get_player_by_name(name)
if player then
player:set_hp(-1001)

View File

@ -17,8 +17,8 @@ Helmets:
[3d_armor:helmet_bronze] X = [default:bronze_ingot]
[3d_armor:helmet_diamond] X = [default:diamond]
[3d_armor:helmet_gold] X = [default:gold_ingot]
[3d_armor:helmet_mithril] X = [moreores:mithril_ingot] *
[3d_armor:helmet_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:helmet_mithril] X = [default:mithril_ingot]
[3d_armor:helmet_crystal] X = [ethereal:crystal_ingot] *
Chestplates:
@ -36,8 +36,8 @@ Chestplates:
[3d_armor:chestplate_bronze] X = [default:bronze_ingot]
[3d_armor:chestplate_diamond] X = [default:diamond]
[3d_armor:chestplate_gold] X = [default:gold_ingot]
[3d_armor:chestplate_mithril] X = [moreores:mithril_ingot] *
[3d_armor:chestplate_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:chestplate_mithril] X = [default:mithril_ingot]
[3d_armor:chestplate_crystal] X = [ethereal:crystal_ingot] *
Leggings:
@ -55,8 +55,8 @@ Leggings:
[3d_armor:leggings_bronze] X = [default:bronze_ingot]
[3d_armor:leggings_diamond] X = [default:diamond]
[3d_armor:leggings_gold] X = [default:gold_ingot]
[3d_armor:leggings_mithril] X = [moreores:mithril_ingot] *
[3d_armor:leggings_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:leggings_mithril] X = [default:mithril_ingot]
[3d_armor:leggings_crystal] X = [ethereal:crystal_ingot] *
Boots:
@ -72,8 +72,7 @@ Boots:
[3d_armor:boots_bronze] X = [default:bronze_ingot
[3d_armor:boots_diamond] X = [default:diamond]
[3d_armor:boots_gold] X = [default:gold_ingot]
[3d_armor:boots_mithril] X = [moreores:mithril_ingot] *
[3d_armor:boots_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:boots_mithril] X = [default:mithril_ingot]
[3d_armor:boots_crystal] X = [ethereal:crystal_ingot] *
* Requires moreores mod by Calinou - https://forum.minetest.net/viewtopic.php?id=549
** Requires ethereal mod by Chinchow & TenPlus1 - https://github.com/tenplus1/ethereal
* Requires ethereal mod by Chinchow & TenPlus1 - https://github.com/tenplus1/ethereal

View File

@ -1,9 +1,7 @@
default
player_monoids?
armor_monoid?
player_physics
inventory_plus?
unified_inventory?
sfinv?
fire?
ethereal?
bakedclay?

View File

@ -6,40 +6,40 @@ 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},
groups = {armor_head=1, 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},
groups = {armor_torso=3, 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},
groups = {armor_legs=3, 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},
groups = {armor_feet=1, armor_heal=0, armor_use=2000},
wear = 0,
})
end
if ARMOR_MATERIALS.cactus then
minetest.register_tool("3d_armor:helmet_cactus", {
description = "Cactuc Helmet",
description = "Cactus Helmet",
inventory_image = "3d_armor_inv_helmet_cactus.png",
groups = {armor_head=5, armor_heal=0, armor_use=1000},
groups = {armor_head=3, 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},
groups = {armor_torso=5, armor_heal=0, armor_use=1000},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_cactus", {
@ -51,7 +51,7 @@ if ARMOR_MATERIALS.cactus then
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},
groups = {armor_feet=3, armor_heal=0, armor_use=1000},
wear = 0,
})
end
@ -60,25 +60,25 @@ 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},
groups = {armor_head=4, 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},
groups = {armor_torso=8, 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},
groups = {armor_legs=8, 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},
groups = {armor_feet=4, armor_heal=0, armor_use=500},
wear = 0,
})
end
@ -87,25 +87,25 @@ 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},
groups = {armor_head=5, armor_heal=0, 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},
groups = {armor_torso=9, armor_heal=0, 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},
groups = {armor_legs=9, armor_heal=0, 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},
groups = {armor_feet=5, armor_heal=0, armor_use=250},
wear = 0,
})
end
@ -114,25 +114,25 @@ 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},
groups = {armor_head=7, armor_heal=0, 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},
groups = {armor_torso=13, armor_heal=0, 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},
groups = {armor_legs=13, armor_heal=0, 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},
groups = {armor_feet=7, armor_heal=0, armor_use=100},
wear = 0,
})
end
@ -141,52 +141,52 @@ 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},
groups = {armor_head=5, armor_heal=0, armor_use=200},
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},
groups = {armor_torso=11, armor_heal=0, armor_use=200},
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},
groups = {armor_legs=11, armor_heal=0, armor_use=200},
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},
groups = {armor_feet=5, armor_heal=0, armor_use=200},
wear = 0,
})
end
if ARMOR_MATERIALS.mithril then
minetest.register_tool("3d_armor:helmet_mithril", {
description = "Mithril Helmet",
description = "Mithril Helmet (Warrior)",
inventory_image = "3d_armor_inv_helmet_mithril.png",
groups = {armor_head=15, armor_heal=12, armor_use=50},
groups = {armor_head=9, armor_heal=0, armor_use=50},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_mithril", {
description = "Mithril Chestplate",
description = "Mithril Chestplate (Warrior)",
inventory_image = "3d_armor_inv_chestplate_mithril.png",
groups = {armor_torso=20, armor_heal=12, armor_use=50},
groups = {armor_torso=15, armor_heal=0, armor_use=50},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_mithril", {
description = "Mithril Leggings",
description = "Mithril Leggings (Warrior)",
inventory_image = "3d_armor_inv_leggings_mithril.png",
groups = {armor_legs=20, armor_heal=12, armor_use=50},
groups = {armor_legs=15, armor_heal=0, armor_use=50},
wear = 0,
})
minetest.register_tool("3d_armor:boots_mithril", {
description = "Mithril Boots",
description = "Mithril Boots (Warrior)",
inventory_image = "3d_armor_inv_boots_mithril.png",
groups = {armor_feet=15, armor_heal=12, armor_use=50},
groups = {armor_feet=9, armor_heal=0, armor_use=50},
wear = 0,
})
end
@ -195,25 +195,25 @@ 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},
groups = {armor_head=15, armor_heal=0, 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},
groups = {armor_torso=20, armor_heal=0, 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},
groups = {armor_legs=20, armor_heal=0, 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},
groups = {armor_feet=15, armor_heal=0, armor_use=50, physics_speed=1, physics_jump=0.5, armor_fire=1},
wear = 0,
})
end

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