forked from minetest-mods/armor_monoid
Use player_monoids
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README.md
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README.md
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#The Armor Monoid
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This mod provides a monoidal_effects monoid for handling armor groups. It
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provides the ```"armor"``` monoid, and a way to register new damage types
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This mod provides a player_monoids monoid for handling armor groups. It
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provides a monoid for damage resistance, and a way to register new damage types
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for players. It is also compatible with 3d_armor.
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Using the monoid
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================
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The values in the monoid are tables mapping armor group names to damage
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multipliers. For example, if I wanted to register an effect granting arcane
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multipliers. For example, if I wanted to apply an effect granting arcane
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damage resistance but fleshy damage vulnerability, I could do <br/>
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```
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monoidal_effects.register_effect_type("magic_barrier", {
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disp_name = "Magic Barrier",
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tags = { magical = 1 },
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monoids = { armor = true },
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cancel_on_death = true,
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values = { armor = { fleshy = 1.5, arcane = 0.3 } },
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icon = "magic_barrier.png",
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})
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local tab = {
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arcane = 50,
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fleshy = 150,
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}
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armor_monoid.monoid:add_change(player, tab, "mymod:arcane_boost")
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```
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Registering damage types
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monoidal_effects
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player_monoids
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3d_armor?
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A monoidal_effects monoid for armor
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A player_monoids monoid for armor
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39
init.lua
39
init.lua
@ -22,7 +22,7 @@ end
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-- For example { fleshy = 0.5, fire = 1.2 } would mean that a player takes
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-- half fleshy damage and 120% fire damage. Nil values are the same as putting
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-- 1. The final multipliers are multiplied to the base damage for the group.
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monoidal_effects.register_monoid("armor", {
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armor_monoid.monoid = player_monoids.make_monoid({
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combine = function(tab1, tab2)
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local res = {}
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@ -101,25 +101,6 @@ end
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if not minetest.global_exists("armor") then return end
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monoidal_effects.register_type("armor_monoid:compat_armor", {
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disp_name = "3D Armor Compatibility",
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dynamic = true,
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monoids = { armor = true },
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hidden = true,
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cancel_on_death = false,
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values = { armor = {} },
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})
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monoidal_effects.register_type("armor_monoid:compat_phys", {
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disp_name = "3D Armor Physics Compatibility",
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dynamic = true,
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monoids = { speed = true, jump = true, gravity = true },
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hidden = true,
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cancel_on_death = false,
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values = { speed = 1, jump = 1, gravity = 1 },
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})
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-- Armor override
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armor.set_player_armor = function(self, player)
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local name, player_inv = armor:get_valid_player(player, "[set_player_armor]")
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@ -196,13 +177,19 @@ armor.set_player_armor = function(self, player)
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armor_groups.fleshy = 100 - armor_level
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end
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monoidal_effects.cancel_effect_type("armor_monoid:compat_armor", name)
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monoidal_effects.cancel_effect_type("armor_monoid:compat_phys", name)
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armor_monoid.monoid:del_change(player, "armor_monoid:compat")
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player_monoids.speed:del_change(player, "armor_monoid:compat")
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player_monoids.jump:del_change(player, "armor_monoid:compat")
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player_monoids.gravity:del_change(player, "armor_monoid:compat")
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monoidal_effects.apply_effect("armor_monoid:compat_armor", "perm", name, {
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armor = { fleshy = armor_groups.fleshy / 100 },
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})
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monoidal_effects.apply_effect("armor_monoid:compat_phys", "perm", name, physics_o)
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armor_monoid.add_change(player, { fleshy = armor_groups.fleshy / 100 },
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"armor_monoid:compat")
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player_monoids.speed:add_change(player, physics_o.speed,
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"armor_monoid:compat")
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player_monoids.jump:add_change(player, physics_o.jump,
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"armor_monoid:compat")
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player_monoids.gravity:add_change(player, physics_o.gravity,
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"armor_monoid:compat")
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self.textures[name].armor = armor_texture
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self.textures[name].preview = preview
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