Add punch damage groups and effects

This commit is contained in:
stujones11 2017-04-05 17:46:09 +01:00
parent 1e059f2557
commit 0ec7858937
5 changed files with 361 additions and 107 deletions

View File

@ -69,12 +69,33 @@ armor_water_protect = true
-- Enable fire protection (defaults true if using ethereal mod) -- Enable fire protection (defaults true if using ethereal mod)
armor_fire_protect = false armor_fire_protect = false
-- Enable punch damage effects (only works for armor with `damage_groups` table)
armor_punch_damage = true
API API
--- ---
Armor Registration: Armor Registration:
armor:register_armor(name, def) armor:register_armor(name, def)
Wrapper function for `minetest.register_tool`, while registering armor as
a tool item is still supported, this may be deprecated in future so new code
should use this method.
Additional fields supported by 3d_armor:
texture = <filename>
preview = <filename>
armor_groups = <table>
damage_groups = <table>
reciprocate_damage = <bool>
on_equip = <function>
on_unequip = <function>
on_destroy = <function>
on_damage = <function>
on_punch = <function>
armor:register_armor_group(group, base) armor:register_armor_group(group, base)
Example: Example:
@ -86,12 +107,19 @@ armor:register_armor("mod_name:speed_boots", {
inventory_image = "mod_name_speed_boots_inv.png", inventory_image = "mod_name_speed_boots_inv.png",
texture = "mod_name_speed_boots.png", texture = "mod_name_speed_boots.png",
preview = "mod_name_speed_boots_preview.png", preview = "mod_name_speed_boots_preview.png",
groups = {armor_feet=1, armor_use=500},
armor_groups = {fleshy=10, radiation=10}, armor_groups = {fleshy=10, radiation=10},
groups = {armor_feet=1, physics_speed=0.5, armor_use=2000}, damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1},
reciprocate_damage = true,
on_destroy = function(player, item_name) on_destroy = function(player, item_name)
minetest.sound_play("mod_name_break_sound", { local pos = player:get_pos()
to_player = player:get_player_name(), if pos then
minetest.sound_play({
name = "mod_name_break_sound",
pos = pos,
gain = 0.5,
}) })
end
end, end,
}) })
@ -109,13 +137,23 @@ Notes:
Elements may be modified by dependent mods, eg shields adds armor_shield. Elements may be modified by dependent mods, eg shields adds armor_shield.
Attributes and physics values are 'stackable', durability is determined Attributes and physics values are 'stackable', durability is determined
by the level of armor_use, total uses == approx (65535/armor_use), non-fleshy by the level of armor_use, total uses == approx (65535/armor_use), non-fleshy
damage groups need to be defined in the tool/weapon used against the player 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`
Item Callbacks: Item Callbacks:
on_equip = func(player, stack) on_equip = func(player, stack)
on_unequip = func(player, stack) on_unequip = func(player, stack)
on_destroy = func(player, stack) on_destroy = func(player, stack)
on_damage = func(player, stack)
on_punch = func(player, hitter, time_from_last_punch, tool_capabilities)
Notes: on_punch is called every time the player takes damage, `hitter`,
`time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the
case of fall damage, etc. Return `false` to override armor damage effects.
When armor is destroyed `stack` will contain a copy of the previous stack.
Global Callbacks: Global Callbacks:

View File

@ -43,6 +43,7 @@ armor = {
on_update = {}, on_update = {},
on_equip = {}, on_equip = {},
on_unequip = {}, on_unequip = {},
on_damage = {},
on_destroy = {}, on_destroy = {},
}, },
version = "0.4.8", version = "0.4.8",
@ -67,7 +68,8 @@ armor.config = {
material_mithril = true, material_mithril = true,
material_crystal = true, material_crystal = true,
water_protect = true, water_protect = true,
fire_protect = minetest.get_modpath("ethereal") ~= nil fire_protect = minetest.get_modpath("ethereal") ~= nil,
punch_damage = true,
} }
-- Armor Registration -- Armor Registration
@ -104,6 +106,12 @@ armor.register_on_unequip = function(self, func)
end end
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) armor.register_on_destroy = function(self, func)
if type(func) == "function" then if type(func) == "function" then
table.insert(self.registered_callbacks.on_destroy, func) table.insert(self.registered_callbacks.on_destroy, func)
@ -259,6 +267,84 @@ armor.set_player_armor = function(self, player)
self:run_callbacks("on_update", player) self:run_callbacks("on_update", player)
end 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_punch) == "function" then
damage = def.on_punch(player, hitter, time_from_last_punch,
tool_capabilities) ~= false
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()
local wear = 65535 / uses
item:add_wear(wear)
hitter:set_wielded_item(item)
-- reciprocate tool damage only once
recip = false
end
end
if damage == true then
local old_stack = ItemStack(stack)
stack:add_wear(use)
self:set_inventory_stack(player, i, stack)
self:run_callbacks("on_damage", player, stack)
if stack:get_count() == 0 then
self:run_callbacks("on_unequip", player, old_stack)
self:run_callbacks("on_destroy", player, old_stack)
self:set_player_armor(player)
end
end
state = state + stack:get_wear()
count = count + 1
end
end
self.def[name].state = state
self.def[name].count = items
end
armor.get_player_skin = function(self, name) armor.get_player_skin = function(self, name)
local skin = nil local skin = nil
if self.skin_mod == "skins" or self.skin_mod == "simple_skins" then if self.skin_mod == "skins" or self.skin_mod == "simple_skins" then
@ -363,3 +449,4 @@ armor.drop_armor = function(pos, stack)
obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)}) obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
end end
end end

View File

@ -3,11 +3,6 @@ if minetest.global_exists("intllib") then
S = intllib.Getter() S = intllib.Getter()
end end
minetest.register_alias("adminboots","3d_armor:boots_admin")
minetest.register_alias("adminhelmet","3d_armor:helmet_admin")
minetest.register_alias("adminchestplate","3d_armor:chestplate_admin")
minetest.register_alias("adminleggings","3d_armor:leggings_admin")
armor:register_armor("3d_armor:helmet_admin", { armor:register_armor("3d_armor:helmet_admin", {
description = S("Admin Helmet"), description = S("Admin Helmet"),
inventory_image = "3d_armor_inv_helmet_admin.png", inventory_image = "3d_armor_inv_helmet_admin.png",
@ -52,29 +47,38 @@ armor:register_armor("3d_armor:boots_admin", {
end, end,
}) })
minetest.register_alias("adminboots","3d_armor:boots_admin")
minetest.register_alias("adminhelmet","3d_armor:helmet_admin")
minetest.register_alias("adminchestplate","3d_armor:chestplate_admin")
minetest.register_alias("adminleggings","3d_armor:leggings_admin")
if armor.materials.wood then if armor.materials.wood then
armor:register_armor("3d_armor:helmet_wood", { armor:register_armor("3d_armor:helmet_wood", {
description = S("Wood Helmet"), description = S("Wood Helmet"),
inventory_image = "3d_armor_inv_helmet_wood.png", inventory_image = "3d_armor_inv_helmet_wood.png",
armor_groups = {fleshy=5},
groups = {armor_head=1, armor_heal=0, armor_use=2000}, groups = {armor_head=1, armor_heal=0, armor_use=2000},
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
}) })
armor:register_armor("3d_armor:chestplate_wood", { armor:register_armor("3d_armor:chestplate_wood", {
description = S("Wood Chestplate"), description = S("Wood Chestplate"),
inventory_image = "3d_armor_inv_chestplate_wood.png", inventory_image = "3d_armor_inv_chestplate_wood.png",
armor_groups = {fleshy=10},
groups = {armor_torso=1, armor_heal=0, armor_use=2000}, groups = {armor_torso=1, armor_heal=0, armor_use=2000},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
}) })
armor:register_armor("3d_armor:leggings_wood", { armor:register_armor("3d_armor:leggings_wood", {
description = S("Wood Leggings"), description = S("Wood Leggings"),
inventory_image = "3d_armor_inv_leggings_wood.png", inventory_image = "3d_armor_inv_leggings_wood.png",
armor_groups = {fleshy=5},
groups = {armor_legs=1, armor_heal=0, armor_use=2000}, groups = {armor_legs=1, armor_heal=0, armor_use=2000},
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
}) })
armor:register_armor("3d_armor:boots_wood", { armor:register_armor("3d_armor:boots_wood", {
description = S("Wood Boots"), description = S("Wood Boots"),
inventory_image = "3d_armor_inv_boots_wood.png", inventory_image = "3d_armor_inv_boots_wood.png",
armor_groups = {fleshy=5}, armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
groups = {armor_feet=1, armor_heal=0, armor_use=2000}, groups = {armor_feet=1, armor_heal=0, armor_use=2000},
}) })
end end
@ -83,26 +87,30 @@ if armor.materials.cactus then
armor:register_armor("3d_armor:helmet_cactus", { armor:register_armor("3d_armor:helmet_cactus", {
description = S("Cactus Helmet"), description = S("Cactus Helmet"),
inventory_image = "3d_armor_inv_helmet_cactus.png", inventory_image = "3d_armor_inv_helmet_cactus.png",
armor_groups = {fleshy=5},
groups = {armor_head=1, armor_heal=0, armor_use=1000}, groups = {armor_head=1, armor_heal=0, armor_use=1000},
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
}) })
armor:register_armor("3d_armor:chestplate_cactus", { armor:register_armor("3d_armor:chestplate_cactus", {
description = S("Cactus Chestplate"), description = S("Cactus Chestplate"),
inventory_image = "3d_armor_inv_chestplate_cactus.png", inventory_image = "3d_armor_inv_chestplate_cactus.png",
armor_groups = {fleshy=10},
groups = {armor_torso=1, armor_heal=0, armor_use=1000}, groups = {armor_torso=1, armor_heal=0, armor_use=1000},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
}) })
armor:register_armor("3d_armor:leggings_cactus", { armor:register_armor("3d_armor:leggings_cactus", {
description = S("Cactus Leggings"), description = S("Cactus Leggings"),
inventory_image = "3d_armor_inv_leggings_cactus.png", inventory_image = "3d_armor_inv_leggings_cactus.png",
armor_groups = {fleshy=5},
groups = {armor_legs=1, armor_heal=0, armor_use=1000}, groups = {armor_legs=1, armor_heal=0, armor_use=1000},
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
}) })
armor:register_armor("3d_armor:boots_cactus", { armor:register_armor("3d_armor:boots_cactus", {
description = S("Cactus Boots"), description = S("Cactus Boots"),
inventory_image = "3d_armor_inv_boots_cactus.png", inventory_image = "3d_armor_inv_boots_cactus.png",
armor_groups = {fleshy=5},
groups = {armor_feet=1, armor_heal=0, armor_use=1000}, groups = {armor_feet=1, armor_heal=0, armor_use=1000},
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
}) })
end end
@ -110,26 +118,30 @@ if armor.materials.steel then
armor:register_armor("3d_armor:helmet_steel", { armor:register_armor("3d_armor:helmet_steel", {
description = S("Steel Helmet"), description = S("Steel Helmet"),
inventory_image = "3d_armor_inv_helmet_steel.png", inventory_image = "3d_armor_inv_helmet_steel.png",
groups = {armor_head=1, armor_heal=0, armor_use=800},
armor_groups = {fleshy=10}, armor_groups = {fleshy=10},
groups = {armor_head=1, armor_heal=0, armor_use=500}, damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
}) })
armor:register_armor("3d_armor:chestplate_steel", { armor:register_armor("3d_armor:chestplate_steel", {
description = S("Steel Chestplate"), description = S("Steel Chestplate"),
inventory_image = "3d_armor_inv_chestplate_steel.png", inventory_image = "3d_armor_inv_chestplate_steel.png",
groups = {armor_torso=1, armor_heal=0, armor_use=800},
armor_groups = {fleshy=15}, armor_groups = {fleshy=15},
groups = {armor_torso=1, armor_heal=0, armor_use=500}, damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
}) })
armor:register_armor("3d_armor:leggings_steel", { armor:register_armor("3d_armor:leggings_steel", {
description = S("Steel Leggings"), description = S("Steel Leggings"),
inventory_image = "3d_armor_inv_leggings_steel.png", inventory_image = "3d_armor_inv_leggings_steel.png",
groups = {armor_legs=1, armor_heal=0, armor_use=800},
armor_groups = {fleshy=15}, armor_groups = {fleshy=15},
groups = {armor_legs=1, armor_heal=0, armor_use=500}, damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
}) })
armor:register_armor("3d_armor:boots_steel", { armor:register_armor("3d_armor:boots_steel", {
description = S("Steel Boots"), description = S("Steel Boots"),
inventory_image = "3d_armor_inv_boots_steel.png", inventory_image = "3d_armor_inv_boots_steel.png",
groups = {armor_feet=1, armor_heal=0, armor_use=800},
armor_groups = {fleshy=10}, armor_groups = {fleshy=10},
groups = {armor_feet=1, armor_heal=0, armor_use=500}, damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
}) })
end end
@ -137,26 +149,30 @@ if armor.materials.bronze then
armor:register_armor("3d_armor:helmet_bronze", { armor:register_armor("3d_armor:helmet_bronze", {
description = S("Bronze Helmet"), description = S("Bronze Helmet"),
inventory_image = "3d_armor_inv_helmet_bronze.png", inventory_image = "3d_armor_inv_helmet_bronze.png",
groups = {armor_head=1, armor_heal=6, armor_use=400},
armor_groups = {fleshy=10}, armor_groups = {fleshy=10},
groups = {armor_head=1, armor_heal=6, armor_use=250}, damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
}) })
armor:register_armor("3d_armor:chestplate_bronze", { armor:register_armor("3d_armor:chestplate_bronze", {
description = S("Bronze Chestplate"), description = S("Bronze Chestplate"),
inventory_image = "3d_armor_inv_chestplate_bronze.png", inventory_image = "3d_armor_inv_chestplate_bronze.png",
groups = {armor_torso=1, armor_heal=6, armor_use=400},
armor_groups = {fleshy=15}, armor_groups = {fleshy=15},
groups = {armor_torso=1, armor_heal=6, armor_use=250}, damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
}) })
armor:register_armor("3d_armor:leggings_bronze", { armor:register_armor("3d_armor:leggings_bronze", {
description = S("Bronze Leggings"), description = S("Bronze Leggings"),
inventory_image = "3d_armor_inv_leggings_bronze.png", inventory_image = "3d_armor_inv_leggings_bronze.png",
groups = {armor_legs=1, armor_heal=6, armor_use=400},
armor_groups = {fleshy=15}, armor_groups = {fleshy=15},
groups = {armor_legs=1, armor_heal=6, armor_use=250}, damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
}) })
armor:register_armor("3d_armor:boots_bronze", { armor:register_armor("3d_armor:boots_bronze", {
description = S("Bronze Boots"), description = S("Bronze Boots"),
inventory_image = "3d_armor_inv_boots_bronze.png", inventory_image = "3d_armor_inv_boots_bronze.png",
groups = {armor_feet=1, armor_heal=6, armor_use=400},
armor_groups = {fleshy=10}, armor_groups = {fleshy=10},
groups = {armor_feet=1, armor_heal=6, armor_use=250}, damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
}) })
end end
@ -164,26 +180,30 @@ if armor.materials.diamond then
armor:register_armor("3d_armor:helmet_diamond", { armor:register_armor("3d_armor:helmet_diamond", {
description = S("Diamond Helmet"), description = S("Diamond Helmet"),
inventory_image = "3d_armor_inv_helmet_diamond.png", inventory_image = "3d_armor_inv_helmet_diamond.png",
groups = {armor_head=1, armor_heal=12, armor_use=200},
armor_groups = {fleshy=15}, armor_groups = {fleshy=15},
groups = {armor_head=1, armor_heal=12, armor_use=100}, damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
}) })
armor:register_armor("3d_armor:chestplate_diamond", { armor:register_armor("3d_armor:chestplate_diamond", {
description = S("Diamond Chestplate"), description = S("Diamond Chestplate"),
inventory_image = "3d_armor_inv_chestplate_diamond.png", inventory_image = "3d_armor_inv_chestplate_diamond.png",
groups = {armor_torso=1, armor_heal=12, armor_use=200},
armor_groups = {fleshy=20}, armor_groups = {fleshy=20},
groups = {armor_torso=1, armor_heal=12, armor_use=100}, damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
}) })
armor:register_armor("3d_armor:leggings_diamond", { armor:register_armor("3d_armor:leggings_diamond", {
description = S("Diamond Leggings"), description = S("Diamond Leggings"),
inventory_image = "3d_armor_inv_leggings_diamond.png", inventory_image = "3d_armor_inv_leggings_diamond.png",
groups = {armor_legs=1, armor_heal=12, armor_use=200},
armor_groups = {fleshy=20}, armor_groups = {fleshy=20},
groups = {armor_legs=1, armor_heal=12, armor_use=100}, damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
}) })
armor:register_armor("3d_armor:boots_diamond", { armor:register_armor("3d_armor:boots_diamond", {
description = S("Diamond Boots"), description = S("Diamond Boots"),
inventory_image = "3d_armor_inv_boots_diamond.png", inventory_image = "3d_armor_inv_boots_diamond.png",
groups = {armor_feet=1, armor_heal=12, armor_use=200},
armor_groups = {fleshy=15}, armor_groups = {fleshy=15},
groups = {armor_feet=1, armor_heal=12, armor_use=100}, damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
}) })
end end
@ -191,26 +211,30 @@ if armor.materials.gold then
armor:register_armor("3d_armor:helmet_gold", { armor:register_armor("3d_armor:helmet_gold", {
description = S("Gold Helmet"), description = S("Gold Helmet"),
inventory_image = "3d_armor_inv_helmet_gold.png", inventory_image = "3d_armor_inv_helmet_gold.png",
groups = {armor_head=1, armor_heal=6, armor_use=300},
armor_groups = {fleshy=10}, armor_groups = {fleshy=10},
groups = {armor_head=1, armor_heal=6, armor_use=250}, damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
}) })
armor:register_armor("3d_armor:chestplate_gold", { armor:register_armor("3d_armor:chestplate_gold", {
description = S("Gold Chestplate"), description = S("Gold Chestplate"),
inventory_image = "3d_armor_inv_chestplate_gold.png", inventory_image = "3d_armor_inv_chestplate_gold.png",
groups = {armor_torso=1, armor_heal=6, armor_use=300},
armor_groups = {fleshy=15}, armor_groups = {fleshy=15},
groups = {armor_torso=1, armor_heal=6, armor_use=250}, damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
}) })
armor:register_armor("3d_armor:leggings_gold", { armor:register_armor("3d_armor:leggings_gold", {
description = S("Gold Leggings"), description = S("Gold Leggings"),
inventory_image = "3d_armor_inv_leggings_gold.png", inventory_image = "3d_armor_inv_leggings_gold.png",
groups = {armor_legs=1, armor_heal=6, armor_use=300},
armor_groups = {fleshy=15}, armor_groups = {fleshy=15},
groups = {armor_legs=1, armor_heal=6, armor_use=250}, damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
}) })
armor:register_armor("3d_armor:boots_gold", { armor:register_armor("3d_armor:boots_gold", {
description = S("Gold Boots"), description = S("Gold Boots"),
inventory_image = "3d_armor_inv_boots_gold.png", inventory_image = "3d_armor_inv_boots_gold.png",
groups = {armor_feet=1, armor_heal=6, armor_use=300},
armor_groups = {fleshy=10}, armor_groups = {fleshy=10},
groups = {armor_feet=1, armor_heal=6, armor_use=250}, damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
}) })
end end
@ -218,26 +242,30 @@ if armor.materials.mithril then
armor:register_armor("3d_armor:helmet_mithril", { armor:register_armor("3d_armor:helmet_mithril", {
description = S("Mithril Helmet"), description = S("Mithril Helmet"),
inventory_image = "3d_armor_inv_helmet_mithril.png", inventory_image = "3d_armor_inv_helmet_mithril.png",
groups = {armor_head=1, armor_heal=12, armor_use=100},
armor_groups = {fleshy=15}, armor_groups = {fleshy=15},
groups = {armor_head=1, armor_heal=12, armor_use=50}, damage_groups = {cracky=2, snappy=1, level=3},
}) })
armor:register_armor("3d_armor:chestplate_mithril", { armor:register_armor("3d_armor:chestplate_mithril", {
description = S("Mithril Chestplate"), description = S("Mithril Chestplate"),
inventory_image = "3d_armor_inv_chestplate_mithril.png", inventory_image = "3d_armor_inv_chestplate_mithril.png",
groups = {armor_torso=1, armor_heal=12, armor_use=100},
armor_groups = {fleshy=20}, armor_groups = {fleshy=20},
groups = {armor_torso=1, armor_heal=12, armor_use=50}, damage_groups = {cracky=2, snappy=1, level=3},
}) })
armor:register_armor("3d_armor:leggings_mithril", { armor:register_armor("3d_armor:leggings_mithril", {
description = S("Mithril Leggings"), description = S("Mithril Leggings"),
inventory_image = "3d_armor_inv_leggings_mithril.png", inventory_image = "3d_armor_inv_leggings_mithril.png",
groups = {armor_legs=1, armor_heal=12, armor_use=100},
armor_groups = {fleshy=20}, armor_groups = {fleshy=20},
groups = {armor_legs=1, armor_heal=12, armor_use=50}, damage_groups = {cracky=2, snappy=1, level=3},
}) })
armor:register_armor("3d_armor:boots_mithril", { armor:register_armor("3d_armor:boots_mithril", {
description = S("Mithril Boots"), description = S("Mithril Boots"),
inventory_image = "3d_armor_inv_boots_mithril.png", inventory_image = "3d_armor_inv_boots_mithril.png",
groups = {armor_feet=1, armor_heal=12, armor_use=100},
armor_groups = {fleshy=15}, armor_groups = {fleshy=15},
groups = {armor_feet=1, armor_heal=12, armor_use=50}, damage_groups = {cracky=2, snappy=1, level=3},
}) })
end end
@ -245,27 +273,31 @@ if armor.materials.crystal then
armor:register_armor("3d_armor:helmet_crystal", { armor:register_armor("3d_armor:helmet_crystal", {
description = S("Crystal Helmet"), description = S("Crystal Helmet"),
inventory_image = "3d_armor_inv_helmet_crystal.png", inventory_image = "3d_armor_inv_helmet_crystal.png",
groups = {armor_head=1, armor_heal=12, armor_use=100, armor_fire=1},
armor_groups = {fleshy=15}, armor_groups = {fleshy=15},
groups = {armor_head=1, armor_heal=12, armor_use=50, armor_fire=1}, damage_groups = {cracky=2, snappy=1, level=3},
}) })
armor:register_armor("3d_armor:chestplate_crystal", { armor:register_armor("3d_armor:chestplate_crystal", {
description = S("Crystal Chestplate"), description = S("Crystal Chestplate"),
inventory_image = "3d_armor_inv_chestplate_crystal.png", inventory_image = "3d_armor_inv_chestplate_crystal.png",
groups = {armor_torso=1, armor_heal=12, armor_use=100, armor_fire=1},
armor_groups = {fleshy=20}, armor_groups = {fleshy=20},
groups = {armor_torso=1, armor_heal=12, armor_use=50, armor_fire=1}, damage_groups = {cracky=2, snappy=1, level=3},
}) })
armor:register_armor("3d_armor:leggings_crystal", { armor:register_armor("3d_armor:leggings_crystal", {
description = S("Crystal Leggings"), description = S("Crystal Leggings"),
inventory_image = "3d_armor_inv_leggings_crystal.png", inventory_image = "3d_armor_inv_leggings_crystal.png",
groups = {armor_legs=1, armor_heal=12, armor_use=100, armor_fire=1},
armor_groups = {fleshy=20}, armor_groups = {fleshy=20},
groups = {armor_legs=1, armor_heal=12, armor_use=50, armor_fire=1}, damage_groups = {cracky=2, snappy=1, level=3},
}) })
armor:register_armor("3d_armor:boots_crystal", { armor:register_armor("3d_armor:boots_crystal", {
description = S("Crystal Boots"), description = S("Crystal Boots"),
inventory_image = "3d_armor_inv_boots_crystal.png", inventory_image = "3d_armor_inv_boots_crystal.png",
armor_groups = {fleshy=15}, groups = {armor_feet=1, armor_heal=12, armor_use=100, physics_speed=1,
groups = {armor_feet=1, armor_heal=12, armor_use=50, physics_speed=1,
physics_jump=0.5, armor_fire=1}, physics_jump=0.5, armor_fire=1},
armor_groups = {fleshy=15},
damage_groups = {cracky=2, snappy=1, level=3},
}) })
end end

View File

@ -5,6 +5,7 @@ end
local modname = minetest.get_current_modname() local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname) local modpath = minetest.get_modpath(modname)
local worldpath = minetest.get_worldpath() local worldpath = minetest.get_worldpath()
local last_punch_time = {}
dofile(modpath.."/api.lua") dofile(modpath.."/api.lua")
@ -60,6 +61,14 @@ armor.formspec = armor.formspec..
if armor.config.fire_protect then if armor.config.fire_protect then
armor.formspec = armor.formspec.."label[5,2;"..S("Fire")..": armor_fire]" armor.formspec = armor.formspec.."label[5,2;"..S("Fire")..": armor_fire]"
end end
armor:register_on_destroy(function(player, 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)
dofile(modpath.."/armor.lua") dofile(modpath.."/armor.lua")
@ -270,43 +279,32 @@ if armor.config.drop == true or armor.config.destroy == true then
end) end)
end end
if armor.config.punch_damage == true then
minetest.register_on_punchplayer(function(player, hitter,
time_from_last_punch, tool_capabilities)
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
local name = player:get_player_name()
if name then
last_punch_time[name] = minetest.get_gametime()
end
end)
end
minetest.register_on_player_hpchange(function(player, hp_change) minetest.register_on_player_hpchange(function(player, hp_change)
local name, player_inv = armor:get_valid_player(player, "[on_hpchange]") if player and hp_change < 0 then
if name and hp_change < 0 then local name = player:get_player_name()
local heal_max = 0 if name and armor.def[name] then
local state = 0 local heal = armor.def[name].heal or 0
local items = 0 if heal >= math.random(100) then
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
if stack:get_count() > 0 then
local def = stack:get_definition() or {}
local use = def.groups["armor_use"] or 0
local heal = def.groups["armor_heal"] or 0
local item = stack:get_name()
stack:add_wear(use)
armor:set_inventory_stack(player, i, stack)
state = state + stack:get_wear()
items = items + 1
if stack:get_count() == 0 then
local desc = minetest.registered_items[item].description
if desc then
minetest.chat_send_player(name,
S("Your")..desc.." "..S("got destroyed").."!")
end
armor:set_player_armor(player)
armor:run_callbacks("on_unequip", player, stack)
armor:run_callbacks("on_destroy", player, stack)
end
heal_max = heal_max + heal
end
end
armor.def[name].state = state
armor.def[name].count = items
heal_max = heal_max * armor.config.heal_multiplier
if heal_max >= math.random(100) then
hp_change = 0 hp_change = 0
end end
end end
-- check if armor damage was handled by 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
return hp_change return hp_change
end, true) end, true)

View File

@ -3,6 +3,19 @@ if minetest.global_exists("intllib") then
S = intllib.Getter() S = intllib.Getter()
end end
local use_moreores = minetest.get_modpath("moreores") local use_moreores = minetest.get_modpath("moreores")
local function play_sound_effect(player, name)
if player then
local pos = player:get_pos()
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 if minetest.global_exists("armor") and armor.elements then
table.insert(armor.elements, "shield") table.insert(armor.elements, "shield")
@ -12,25 +25,47 @@ end
-- Regisiter Shields -- Regisiter Shields
minetest.register_tool("shields:shield_admin", { armor:register_armor("shields:shield_admin", {
description = S("Admin Shield"), description = S("Admin Shield"),
inventory_image = "shields_inv_shield_admin.png", inventory_image = "shields_inv_shield_admin.png",
groups = {armor_shield=1000, armor_heal=100, armor_use=0, not_in_creative_inventory=1}, groups = {armor_shield=1000, armor_heal=100, armor_use=0, not_in_creative_inventory=1},
wear = 0, on_punch = function(player, hitter, time_from_last_punch, tool_capabilities)
if hitter then
hitter:punch(player, time_from_last_punch, tool_capabilities)
play_sound_effect(player, "default_dig_metal")
end
return false
end,
}) })
if armor.materials.wood then if armor.materials.wood then
minetest.register_tool("shields:shield_wood", { armor:register_armor("shields:shield_wood", {
description = S("Wooden Shield"), description = S("Wooden Shield"),
inventory_image = "shields_inv_shield_wood.png", inventory_image = "shields_inv_shield_wood.png",
groups = {armor_shield=5, armor_heal=0, armor_use=2000}, groups = {armor_shield=1, armor_heal=0, armor_use=2000},
wear = 0, armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
reciprocate_damage = true,
on_damage = function(player, stack)
play_sound_effect(player, "default_wood_footstep")
end,
on_destroy = function(player, stack)
play_sound_effect(player, "default_wood_footstep")
end,
}) })
minetest.register_tool("shields:shield_enhanced_wood", { armor:register_armor("shields:shield_enhanced_wood", {
description = S("Enhanced Wood Shield"), description = S("Enhanced Wood Shield"),
inventory_image = "shields_inv_shield_enhanced_wood.png", inventory_image = "shields_inv_shield_enhanced_wood.png",
groups = {armor_shield=8, armor_heal=0, armor_use=1000}, groups = {armor_shield=1, armor_heal=0, armor_use=2000},
wear = 0, armor_groups = {fleshy=8},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=2},
reciprocate_damage = true,
on_damage = function(player, stack)
play_sound_effect(player, "default_wood_footstep")
end,
on_destroy = function(player, stack)
play_sound_effect(player, "default_wood_footstep")
end,
}) })
minetest.register_craft({ minetest.register_craft({
output = "shields:shield_enhanced_wood", output = "shields:shield_enhanced_wood",
@ -43,17 +78,33 @@ if armor.materials.wood then
end end
if armor.materials.cactus then if armor.materials.cactus then
minetest.register_tool("shields:shield_cactus", { armor:register_armor("shields:shield_cactus", {
description = S("Cactus Shield"), description = S("Cactus Shield"),
inventory_image = "shields_inv_shield_cactus.png", inventory_image = "shields_inv_shield_cactus.png",
groups = {armor_shield=5, armor_heal=0, armor_use=2000}, groups = {armor_shield=1, armor_heal=0, armor_use=1000},
wear = 0, armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
reciprocate_damage = true,
on_damage = function(player, stack)
play_sound_effect(player, "default_wood_footstep")
end,
on_destroy = function(player, stack)
play_sound_effect(player, "default_wood_footstep")
end,
}) })
minetest.register_tool("shields:shield_enhanced_cactus", { armor:register_armor("shields:shield_enhanced_cactus", {
description = S("Enhanced Cactus Shield"), description = S("Enhanced Cactus Shield"),
inventory_image = "shields_inv_shield_enhanced_cactus.png", inventory_image = "shields_inv_shield_enhanced_cactus.png",
groups = {armor_shield=8, armor_heal=0, armor_use=1000}, groups = {armor_shield=1, armor_heal=0, armor_use=1000},
wear = 0, armor_groups = {fleshy=8},
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=2},
reciprocate_damage = true,
on_damage = function(player, stack)
play_sound_effect(player, "default_dirt_footstep")
end,
on_destroy = function(player, stack)
play_sound_effect(player, "default_dirt_footstep")
end,
}) })
minetest.register_craft({ minetest.register_craft({
output = "shields:shield_enhanced_cactus", output = "shields:shield_enhanced_cactus",
@ -66,56 +117,104 @@ if armor.materials.cactus then
end end
if armor.materials.steel then if armor.materials.steel then
minetest.register_tool("shields:shield_steel", { armor:register_armor("shields:shield_steel", {
description = S("Steel Shield"), description = S("Steel Shield"),
inventory_image = "shields_inv_shield_steel.png", inventory_image = "shields_inv_shield_steel.png",
groups = {armor_shield=10, armor_heal=0, armor_use=500}, groups = {armor_shield=1, armor_heal=0, armor_use=800},
wear = 0, armor_groups = {fleshy=10},
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
reciprocate_damage = true,
on_damage = function(player, stack)
play_sound_effect(player, "default_dig_metal")
end,
on_destroy = function(player, stack)
play_sound_effect(player, "default_dug_metal")
end,
}) })
end end
if armor.materials.bronze then if armor.materials.bronze then
minetest.register_tool("shields:shield_bronze", { armor:register_armor("shields:shield_bronze", {
description = S("Bronze Shield"), description = S("Bronze Shield"),
inventory_image = "shields_inv_shield_bronze.png", inventory_image = "shields_inv_shield_bronze.png",
groups = {armor_shield=10, armor_heal=6, armor_use=250}, groups = {armor_shield=1, armor_heal=6, armor_use=400},
wear = 0, armor_groups = {fleshy=10},
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
reciprocate_damage = true,
on_damage = function(player, stack)
play_sound_effect(player, "default_dig_metal")
end,
on_destroy = function(player, stack)
play_sound_effect(player, "default_dug_metal")
end,
}) })
end end
if armor.materials.diamond then if armor.materials.diamond then
minetest.register_tool("shields:shield_diamond", { armor:register_armor("shields:shield_diamond", {
description = S("Diamond Shield"), description = S("Diamond Shield"),
inventory_image = "shields_inv_shield_diamond.png", inventory_image = "shields_inv_shield_diamond.png",
groups = {armor_shield=15, armor_heal=12, armor_use=100}, groups = {armor_shield=1, armor_heal=12, armor_use=200},
wear = 0, armor_groups = {fleshy=15},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
reciprocate_damage = true,
on_damage = function(player, stack)
play_sound_effect(player, "default_glass_footstep")
end,
on_destroy = function(player, stack)
play_sound_effect(player, "default_break_glass")
end,
}) })
end end
if armor.materials.gold then if armor.materials.gold then
minetest.register_tool("shields:shield_gold", { armor:register_armor("shields:shield_gold", {
description = S("Gold Shield"), description = S("Gold Shield"),
inventory_image = "shields_inv_shield_gold.png", inventory_image = "shields_inv_shield_gold.png",
groups = {armor_shield=10, armor_heal=6, armor_use=250}, groups = {armor_shield=1, armor_heal=6, armor_use=300},
wear = 0, armor_groups = {fleshy=10},
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
reciprocate_damage = true,
on_damage = function(player, stack)
play_sound_effect(player, "default_dig_metal")
end,
on_destroy = function(player, stack)
play_sound_effect(player, "default_dug_metal")
end,
}) })
end end
if armor.materials.mithril then if armor.materials.mithril then
minetest.register_tool("shields:shield_mithril", { armor:register_armor("shields:shield_mithril", {
description = S("Mithril Shield"), description = S("Mithril Shield"),
inventory_image = "shields_inv_shield_mithril.png", inventory_image = "shields_inv_shield_mithril.png",
groups = {armor_shield=15, armor_heal=12, armor_use=50}, groups = {armor_shield=1, armor_heal=12, armor_use=100},
wear = 0, armor_groups = {fleshy=15},
damage_groups = {cracky=2, snappy=1, level=3},
reciprocate_damage = true,
on_damage = function(player, stack)
play_sound_effect(player, "default_glass_footstep")
end,
on_destroy = function(player, stack)
play_sound_effect(player, "default_break_glass")
end,
}) })
end end
if armor.materials.crystal then if armor.materials.crystal then
minetest.register_tool("shields:shield_crystal", { armor:register_armor("shields:shield_crystal", {
description = S("Crystal Shield"), description = S("Crystal Shield"),
inventory_image = "shields_inv_shield_crystal.png", inventory_image = "shields_inv_shield_crystal.png",
groups = {armor_shield=15, armor_heal=12, armor_use=50, armor_fire=1}, groups = {armor_shield=1, armor_heal=12, armor_use=100, armor_fire=1},
wear = 0, armor_groups = {fleshy=15},
damage_groups = {cracky=2, snappy=1, level=3},
reciprocate_damage = true,
on_damage = function(player, stack)
play_sound_effect(player, "default_glass_footstep")
end,
on_destroy = function(player, stack)
play_sound_effect(player, "default_break_glass")
end,
}) })
end end