minetest-3d_armor/3d_armor/README.txt

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[mod] Visible Player Armor [3d_armor]
=====================================
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Depends: default
Recommends: sfinv, unified_inventory or smart_inventory (use only one to avoid conflicts)
Supports: player_monoids and armor_monoid
Adds craftable armor that is visible to other players. Each armor item worn contributes to
a player's armor group level making them less vulnerable to weapons.
Armor takes damage when a player is hurt but also offers a percentage chance of healing.
Overall level is boosted by 10% when wearing a full matching set.
Fire protection added by TenPlus1 when using crystal armor if Ethereal mod active, level 1
protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava.
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Armor Configuration
-------------------
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Override the following default settings by adding them to your minetest.conf file.
-- Set false to disable individual armor materials.
armor_material_wood = true
armor_material_cactus = true
armor_material_steel = true
armor_material_bronze = true
armor_material_diamond = true
armor_material_gold = true
armor_material_mithril = true
armor_material_crystal = true
-- Increase this if you get initialization glitches when a player first joins.
armor_init_delay = 1
-- Number of initialization attempts.
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-- Use in conjunction with armor_init_delay if initialization problems persist.
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armor_init_times = 1
-- Increase this if armor is not getting into bones due to server lag.
armor_bones_delay = 1
-- How often player armor items are updated.
armor_update_time = 1
-- Drop armor when a player dies.
-- Uses bones mod if present, otherwise items are dropped around the player.
armor_drop = true
-- Pulverise armor when a player dies, overrides armor_drop.
armor_destroy = false
-- You can use this to increase or decrease overall armor effectiveness,
-- eg: level_multiplier = 0.5 will reduce armor level by half.
armor_level_multiplier = 1
-- You can use this to increase or decrease overall armor healing,
-- eg: armor_heal_multiplier = 0 will disable healing altogether.
armor_heal_multiplier = 1
-- Enable water protection (periodically restores breath when activated)
armor_water_protect = true
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-- Enable fire protection (defaults true if using ethereal mod)
armor_fire_protect = false
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-- Enable punch damage effects (only works for armor with `damage_groups` table)
armor_punch_damage = true
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API
---
Armor Registration:
armor:register_armor(name, def)
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Wrapper function for `minetest.register_tool`, while registering armor as
a tool item is still supported, this may be deprecated in future so new code
should use this method.
Additional fields supported by 3d_armor:
texture = <filename>
preview = <filename>
armor_groups = <table>
damage_groups = <table>
reciprocate_damage = <bool>
on_equip = <function>
on_unequip = <function>
on_destroy = <function>
on_damage = <function>
on_punch = <function>
armor:register_armor_group(group, base)
Example:
armor:register_armor_group("radiation", 100)
armor:register_armor("mod_name:speed_boots", {
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description = "Speed Boots",
inventory_image = "mod_name_speed_boots_inv.png",
texture = "mod_name_speed_boots.png",
preview = "mod_name_speed_boots_preview.png",
groups = {armor_feet=1, armor_use=500, physics_speed=1.2, flammable=1},
armor_groups = {fleshy=10, radiation=10},
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damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1},
reciprocate_damage = true,
on_destroy = function(player, stack)
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local pos = player:getpos()
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if pos then
minetest.sound_play({
name = "mod_name_break_sound",
pos = pos,
gain = 0.5,
})
end
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end,
})
See armor.lua, technic_armor and shields mods for more examples.
Default groups:
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
Durability: armor_use, flammable
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Notes:
Elements may be modified by dependent mods, eg shields adds armor_shield.
Attributes and physics values are 'stackable', durability is determined
by the level of armor_use, total uses == approx (65535/armor_use), non-fleshy
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damage groups need to be defined in the tool/weapon used against the player.
Reciprocal tool damage will be done only by the first armor inventory item
with `reciprocate_damage = true`
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Item Callbacks:
on_equip = func(player, stack)
on_unequip = func(player, stack)
on_destroy = func(player, stack)
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on_damage = func(player, stack)
on_punch = func(player, hitter, time_from_last_punch, tool_capabilities)
Notes:
`on_punch` is called every time a player is punched or takes damage, `hitter`,
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`time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the
case of fall damage, etc. When fire protection is enabled, hitter == "fire"
in the event of fire damage. Return `false` to override armor damage effects.
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When armor is destroyed `stack` will contain a copy of the previous stack.
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Global Callbacks:
armor:register_on_update(func(player))
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armor:register_on_equip(func(player, stack))
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armor:register_on_unequip(func(player, stack))
armor:register_on_destroy(func(player, stack))
Global Callback Example:
armor:register_on_update(function(player)
print(player:get_player_name().." armor updated!")
end)