forked from mtcontrib/3d_armor
Add punch damage groups and effects
This commit is contained in:
parent
1e059f2557
commit
0ec7858937
@ -69,12 +69,33 @@ 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 (only works for armor with `damage_groups` table)
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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_punch = <function>
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armor:register_armor_group(group, base)
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Example:
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@ -86,12 +107,19 @@ armor:register_armor("mod_name: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},
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armor_groups = {fleshy=10, radiation=10},
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groups = {armor_feet=1, physics_speed=0.5, armor_use=2000},
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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, item_name)
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minetest.sound_play("mod_name_break_sound", {
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to_player = player:get_player_name(),
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})
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local pos = player:get_pos()
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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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@ -109,13 +137,23 @@ 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
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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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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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Item Callbacks:
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on_equip = func(player, stack)
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on_unequip = func(player, stack)
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on_destroy = func(player, stack)
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on_damage = func(player, stack)
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on_punch = func(player, hitter, time_from_last_punch, tool_capabilities)
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Notes: on_punch is called every time the player takes damage, `hitter`,
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`time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the
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case of fall damage, etc. 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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@ -43,6 +43,7 @@ armor = {
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on_update = {},
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on_equip = {},
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on_unequip = {},
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on_damage = {},
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on_destroy = {},
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},
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version = "0.4.8",
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@ -67,7 +68,8 @@ armor.config = {
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material_mithril = true,
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material_crystal = true,
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water_protect = true,
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fire_protect = minetest.get_modpath("ethereal") ~= nil
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fire_protect = minetest.get_modpath("ethereal") ~= nil,
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punch_damage = true,
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}
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-- Armor Registration
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@ -104,6 +106,12 @@ armor.register_on_unequip = function(self, func)
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end
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end
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armor.register_on_damage = function(self, func)
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if type(func) == "function" then
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table.insert(self.registered_callbacks.on_damage, func)
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end
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end
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armor.register_on_destroy = function(self, func)
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if type(func) == "function" then
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table.insert(self.registered_callbacks.on_destroy, func)
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@ -259,6 +267,84 @@ armor.set_player_armor = function(self, player)
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self:run_callbacks("on_update", player)
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end
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armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabilities)
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local name, player_inv = self:get_valid_player(player, "[punch]")
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if not name then
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return
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end
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local state = 0
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local count = 0
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local recip = true
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local default_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1}
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local list = player_inv:get_list("armor")
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for i, stack in pairs(list) do
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if stack:get_count() == 1 then
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local name = stack:get_name()
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local use = minetest.get_item_group(name, "armor_use") or 0
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local damage = use > 0
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local def = stack:get_definition() or {}
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if type(def.on_punch) == "function" then
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damage = def.on_punch(player, hitter, time_from_last_punch,
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tool_capabilities) ~= false
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end
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if damage == true and tool_capabilities then
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local damage_groups = def.damage_groups or default_groups
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local level = damage_groups.level or 0
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local groupcaps = tool_capabilities.groupcaps or {}
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local uses = 0
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damage = false
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for group, caps in pairs(groupcaps) do
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local maxlevel = caps.maxlevel or 0
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local diff = maxlevel - level
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if diff == 0 then
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diff = 1
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end
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if diff > 0 and caps.times then
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local group_level = damage_groups[group]
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if group_level then
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local time = caps.times[group_level]
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if time then
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local dt = time_from_last_punch or 0
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if dt > time / diff then
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if caps.uses then
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uses = caps.uses * math.pow(3, diff)
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end
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damage = true
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break
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end
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end
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end
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end
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end
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if damage == true and recip == true and hitter and
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def.reciprocate_damage == true and uses > 0 then
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local item = hitter:get_wielded_item()
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local wear = 65535 / uses
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item:add_wear(wear)
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hitter:set_wielded_item(item)
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-- reciprocate tool damage only once
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recip = false
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end
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end
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if damage == true then
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local old_stack = ItemStack(stack)
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stack:add_wear(use)
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self:set_inventory_stack(player, i, stack)
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self:run_callbacks("on_damage", player, stack)
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if stack:get_count() == 0 then
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self:run_callbacks("on_unequip", player, old_stack)
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self:run_callbacks("on_destroy", player, old_stack)
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self:set_player_armor(player)
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end
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end
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state = state + stack:get_wear()
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count = count + 1
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end
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end
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self.def[name].state = state
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self.def[name].count = items
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end
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armor.get_player_skin = function(self, name)
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local skin = nil
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if self.skin_mod == "skins" or self.skin_mod == "simple_skins" then
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@ -363,3 +449,4 @@ armor.drop_armor = function(pos, stack)
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obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
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end
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end
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@ -3,11 +3,6 @@ if minetest.global_exists("intllib") then
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S = intllib.Getter()
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end
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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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armor:register_armor("3d_armor:helmet_admin", {
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description = S("Admin Helmet"),
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inventory_image = "3d_armor_inv_helmet_admin.png",
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@ -52,29 +47,38 @@ armor:register_armor("3d_armor:boots_admin", {
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end,
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})
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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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if armor.materials.wood then
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armor:register_armor("3d_armor:helmet_wood", {
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description = S("Wood Helmet"),
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inventory_image = "3d_armor_inv_helmet_wood.png",
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armor_groups = {fleshy=5},
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groups = {armor_head=1, armor_heal=0, armor_use=2000},
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armor_groups = {fleshy=5},
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damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
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})
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armor:register_armor("3d_armor:chestplate_wood", {
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description = S("Wood Chestplate"),
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inventory_image = "3d_armor_inv_chestplate_wood.png",
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armor_groups = {fleshy=10},
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groups = {armor_torso=1, armor_heal=0, armor_use=2000},
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armor_groups = {fleshy=10},
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damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
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})
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armor:register_armor("3d_armor:leggings_wood", {
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description = S("Wood Leggings"),
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inventory_image = "3d_armor_inv_leggings_wood.png",
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armor_groups = {fleshy=5},
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groups = {armor_legs=1, armor_heal=0, armor_use=2000},
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armor_groups = {fleshy=5},
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damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
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})
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armor:register_armor("3d_armor:boots_wood", {
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description = S("Wood Boots"),
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inventory_image = "3d_armor_inv_boots_wood.png",
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armor_groups = {fleshy=5},
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damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
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groups = {armor_feet=1, armor_heal=0, armor_use=2000},
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})
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end
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@ -83,26 +87,30 @@ if armor.materials.cactus then
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armor:register_armor("3d_armor:helmet_cactus", {
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description = S("Cactus Helmet"),
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inventory_image = "3d_armor_inv_helmet_cactus.png",
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armor_groups = {fleshy=5},
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groups = {armor_head=1, armor_heal=0, armor_use=1000},
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armor_groups = {fleshy=5},
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damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
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})
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armor:register_armor("3d_armor:chestplate_cactus", {
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description = S("Cactus Chestplate"),
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inventory_image = "3d_armor_inv_chestplate_cactus.png",
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armor_groups = {fleshy=10},
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groups = {armor_torso=1, armor_heal=0, armor_use=1000},
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armor_groups = {fleshy=10},
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damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
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})
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armor:register_armor("3d_armor:leggings_cactus", {
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description = S("Cactus Leggings"),
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inventory_image = "3d_armor_inv_leggings_cactus.png",
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armor_groups = {fleshy=5},
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groups = {armor_legs=1, armor_heal=0, armor_use=1000},
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armor_groups = {fleshy=5},
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damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
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})
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armor:register_armor("3d_armor:boots_cactus", {
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description = S("Cactus Boots"),
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inventory_image = "3d_armor_inv_boots_cactus.png",
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armor_groups = {fleshy=5},
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groups = {armor_feet=1, armor_heal=0, armor_use=1000},
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armor_groups = {fleshy=5},
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damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
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})
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end
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@ -110,26 +118,30 @@ if armor.materials.steel then
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armor:register_armor("3d_armor:helmet_steel", {
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description = S("Steel Helmet"),
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inventory_image = "3d_armor_inv_helmet_steel.png",
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groups = {armor_head=1, armor_heal=0, armor_use=800},
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armor_groups = {fleshy=10},
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groups = {armor_head=1, armor_heal=0, armor_use=500},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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})
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armor:register_armor("3d_armor:chestplate_steel", {
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description = S("Steel Chestplate"),
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inventory_image = "3d_armor_inv_chestplate_steel.png",
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groups = {armor_torso=1, armor_heal=0, armor_use=800},
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armor_groups = {fleshy=15},
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groups = {armor_torso=1, armor_heal=0, armor_use=500},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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})
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armor:register_armor("3d_armor:leggings_steel", {
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description = S("Steel Leggings"),
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inventory_image = "3d_armor_inv_leggings_steel.png",
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groups = {armor_legs=1, armor_heal=0, armor_use=800},
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armor_groups = {fleshy=15},
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groups = {armor_legs=1, armor_heal=0, armor_use=500},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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})
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armor:register_armor("3d_armor:boots_steel", {
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description = S("Steel Boots"),
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inventory_image = "3d_armor_inv_boots_steel.png",
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groups = {armor_feet=1, armor_heal=0, armor_use=800},
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armor_groups = {fleshy=10},
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groups = {armor_feet=1, armor_heal=0, armor_use=500},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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})
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end
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@ -137,26 +149,30 @@ if armor.materials.bronze then
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armor:register_armor("3d_armor:helmet_bronze", {
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description = S("Bronze Helmet"),
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inventory_image = "3d_armor_inv_helmet_bronze.png",
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groups = {armor_head=1, armor_heal=6, armor_use=400},
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armor_groups = {fleshy=10},
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groups = {armor_head=1, armor_heal=6, armor_use=250},
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damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
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})
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armor:register_armor("3d_armor:chestplate_bronze", {
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description = S("Bronze Chestplate"),
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inventory_image = "3d_armor_inv_chestplate_bronze.png",
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groups = {armor_torso=1, armor_heal=6, armor_use=400},
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armor_groups = {fleshy=15},
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groups = {armor_torso=1, armor_heal=6, armor_use=250},
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damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
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})
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armor:register_armor("3d_armor:leggings_bronze", {
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description = S("Bronze Leggings"),
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inventory_image = "3d_armor_inv_leggings_bronze.png",
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groups = {armor_legs=1, armor_heal=6, armor_use=400},
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armor_groups = {fleshy=15},
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groups = {armor_legs=1, armor_heal=6, armor_use=250},
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damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
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})
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armor:register_armor("3d_armor:boots_bronze", {
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description = S("Bronze Boots"),
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inventory_image = "3d_armor_inv_boots_bronze.png",
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groups = {armor_feet=1, armor_heal=6, armor_use=400},
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armor_groups = {fleshy=10},
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groups = {armor_feet=1, armor_heal=6, armor_use=250},
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damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
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})
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end
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@ -164,26 +180,30 @@ if armor.materials.diamond then
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armor:register_armor("3d_armor:helmet_diamond", {
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description = S("Diamond Helmet"),
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inventory_image = "3d_armor_inv_helmet_diamond.png",
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groups = {armor_head=1, armor_heal=12, armor_use=200},
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armor_groups = {fleshy=15},
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groups = {armor_head=1, armor_heal=12, armor_use=100},
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damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
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})
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armor:register_armor("3d_armor:chestplate_diamond", {
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description = S("Diamond Chestplate"),
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inventory_image = "3d_armor_inv_chestplate_diamond.png",
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groups = {armor_torso=1, armor_heal=12, armor_use=200},
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armor_groups = {fleshy=20},
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groups = {armor_torso=1, armor_heal=12, armor_use=100},
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damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
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})
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armor:register_armor("3d_armor:leggings_diamond", {
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description = S("Diamond Leggings"),
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inventory_image = "3d_armor_inv_leggings_diamond.png",
|
||||
groups = {armor_legs=1, armor_heal=12, armor_use=200},
|
||||
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", {
|
||||
description = S("Diamond Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_diamond.png",
|
||||
groups = {armor_feet=1, armor_heal=12, armor_use=200},
|
||||
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
|
||||
|
||||
@ -191,26 +211,30 @@ if armor.materials.gold then
|
||||
armor:register_armor("3d_armor:helmet_gold", {
|
||||
description = S("Gold Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_gold.png",
|
||||
groups = {armor_head=1, armor_heal=6, armor_use=300},
|
||||
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", {
|
||||
description = S("Gold Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_gold.png",
|
||||
groups = {armor_torso=1, armor_heal=6, armor_use=300},
|
||||
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", {
|
||||
description = S("Gold Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_gold.png",
|
||||
groups = {armor_legs=1, armor_heal=6, armor_use=300},
|
||||
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", {
|
||||
description = S("Gold Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_gold.png",
|
||||
groups = {armor_feet=1, armor_heal=6, armor_use=300},
|
||||
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
|
||||
|
||||
@ -218,26 +242,30 @@ if armor.materials.mithril then
|
||||
armor:register_armor("3d_armor:helmet_mithril", {
|
||||
description = S("Mithril Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_mithril.png",
|
||||
groups = {armor_head=1, armor_heal=12, armor_use=100},
|
||||
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", {
|
||||
description = S("Mithril Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_mithril.png",
|
||||
groups = {armor_torso=1, armor_heal=12, armor_use=100},
|
||||
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", {
|
||||
description = S("Mithril Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_mithril.png",
|
||||
groups = {armor_legs=1, armor_heal=12, armor_use=100},
|
||||
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", {
|
||||
description = S("Mithril Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_mithril.png",
|
||||
groups = {armor_feet=1, armor_heal=12, armor_use=100},
|
||||
armor_groups = {fleshy=15},
|
||||
groups = {armor_feet=1, armor_heal=12, armor_use=50},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
end
|
||||
|
||||
@ -245,27 +273,31 @@ if armor.materials.crystal then
|
||||
armor:register_armor("3d_armor:helmet_crystal", {
|
||||
description = S("Crystal Helmet"),
|
||||
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},
|
||||
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", {
|
||||
description = S("Crystal Chestplate"),
|
||||
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},
|
||||
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", {
|
||||
description = S("Crystal Leggings"),
|
||||
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},
|
||||
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", {
|
||||
description = S("Crystal Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_crystal.png",
|
||||
armor_groups = {fleshy=15},
|
||||
groups = {armor_feet=1, armor_heal=12, armor_use=50, physics_speed=1,
|
||||
groups = {armor_feet=1, armor_heal=12, armor_use=100, physics_speed=1,
|
||||
physics_jump=0.5, armor_fire=1},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
end
|
||||
|
||||
|
@ -5,6 +5,7 @@ end
|
||||
local modname = minetest.get_current_modname()
|
||||
local modpath = minetest.get_modpath(modname)
|
||||
local worldpath = minetest.get_worldpath()
|
||||
local last_punch_time = {}
|
||||
|
||||
dofile(modpath.."/api.lua")
|
||||
|
||||
@ -60,6 +61,14 @@ armor.formspec = armor.formspec..
|
||||
if armor.config.fire_protect then
|
||||
armor.formspec = armor.formspec.."label[5,2;"..S("Fire")..": armor_fire]"
|
||||
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")
|
||||
|
||||
@ -270,41 +279,30 @@ if armor.config.drop == true or armor.config.destroy == true then
|
||||
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)
|
||||
local name, player_inv = armor:get_valid_player(player, "[on_hpchange]")
|
||||
if name and hp_change < 0 then
|
||||
local heal_max = 0
|
||||
local state = 0
|
||||
local items = 0
|
||||
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
|
||||
if player and hp_change < 0 then
|
||||
local name = player:get_player_name()
|
||||
if name and armor.def[name] then
|
||||
local heal = armor.def[name].heal or 0
|
||||
if heal >= math.random(100) then
|
||||
hp_change = 0
|
||||
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
|
||||
-- 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
|
||||
|
163
shields/init.lua
163
shields/init.lua
@ -3,6 +3,19 @@ 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: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
|
||||
table.insert(armor.elements, "shield")
|
||||
@ -12,25 +25,47 @@ end
|
||||
|
||||
-- Regisiter Shields
|
||||
|
||||
minetest.register_tool("shields:shield_admin", {
|
||||
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_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
|
||||
minetest.register_tool("shields:shield_wood", {
|
||||
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},
|
||||
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"),
|
||||
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, 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({
|
||||
output = "shields:shield_enhanced_wood",
|
||||
@ -43,17 +78,33 @@ if armor.materials.wood then
|
||||
end
|
||||
|
||||
if armor.materials.cactus then
|
||||
minetest.register_tool("shields:shield_cactus", {
|
||||
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, 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"),
|
||||
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, 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({
|
||||
output = "shields:shield_enhanced_cactus",
|
||||
@ -66,56 +117,104 @@ if armor.materials.cactus then
|
||||
end
|
||||
|
||||
if armor.materials.steel then
|
||||
minetest.register_tool("shields:shield_steel", {
|
||||
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},
|
||||
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
|
||||
|
||||
if armor.materials.bronze then
|
||||
minetest.register_tool("shields:shield_bronze", {
|
||||
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},
|
||||
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
|
||||
|
||||
if armor.materials.diamond then
|
||||
minetest.register_tool("shields:shield_diamond", {
|
||||
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, stack)
|
||||
play_sound_effect(player, "default_glass_footstep")
|
||||
end,
|
||||
on_destroy = function(player, stack)
|
||||
play_sound_effect(player, "default_break_glass")
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.gold then
|
||||
minetest.register_tool("shields:shield_gold", {
|
||||
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},
|
||||
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
|
||||
|
||||
if armor.materials.mithril then
|
||||
minetest.register_tool("shields:shield_mithril", {
|
||||
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, stack)
|
||||
play_sound_effect(player, "default_glass_footstep")
|
||||
end,
|
||||
on_destroy = function(player, stack)
|
||||
play_sound_effect(player, "default_break_glass")
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.crystal then
|
||||
minetest.register_tool("shields:shield_crystal", {
|
||||
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, stack)
|
||||
play_sound_effect(player, "default_glass_footstep")
|
||||
end,
|
||||
on_destroy = function(player, stack)
|
||||
play_sound_effect(player, "default_break_glass")
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user