32 Commits

Author SHA1 Message Date
fed2087238 add nil check in armor.damage 2023-08-04 07:28:58 +02:00
dfa19cce98 Fix LDoc URL 2023-07-14 08:27:36 +02:00
1d8509e75b Implements item groups soulbound and cursed (#105)
* Implements item groups soulbound and cursed:
Soulbound armors respawn with their owner.
Cursed armors cannot be unequipped by the player.
(disabled in creative mode)

* Prevents a cursed armor from getting unequipped by right clicking another piece of armor.
2023-05-31 14:59:20 +02:00
053c30b8b1 don't trigger armor:punch when max_hp decreases 2023-04-20 07:36:24 +02:00
dc7fbce09a Change Fire Protection Function (#100)
* Tweak Fire Protect

This change tweaks the fire protection function so that it no longer needs to override nodes and hence rely on additional dependencies like ethereal mod.

* Remove ethereal and fire dependencies

Remove fire and ethereal dependencies as they are no longer needed since fire protection doesn't override items inside those mods.

* Re-add Torch Damage

This re-adds torch damage of 1 per second if fire protection is enabled.

* Remove nether dependency

Nether dependency isn't required as well.
2023-02-05 17:44:17 +01:00
72970b3da1 add animations for use w/ the emote mod (#98) 2023-01-14 21:44:41 +01:00
52f0e6a0ed Update LICENSE.md
fixes #93
2023-01-12 15:32:21 +01:00
400745dd0c Swedish translation (+refresh translations and remove outdated meta) (#97)
* Refresh translations
* Add Swedish translations
* Remove outdated depends.txt and description.txt
2022-12-25 18:23:49 +01:00
68d724176e Update README.md (#94)
Update reflects on:
- outdated modpack version deleted as redundant
- MT 5+ version
- the specific "armors as modpack" refactorization

The latter was a little caveat for me as MT server admin as I was not aware of this major change in the modpack design. After an update no armor was available to anybody as all new mods get disabled (entry set to false) by default.
2022-12-19 08:45:53 +01:00
2ef66d3132 typo correct (#92)
and avoid polution of MT ContentDB with fake mod "etherial" instead of "ethereal"
2022-12-17 11:51:25 +01:00
e75c0bedcc remove pointless dependency on bakedclay (#90) 2022-12-10 19:45:21 +01:00
92d036c5a7 remove reference to smartshop image (#88) 2022-11-26 21:38:10 +01:00
7f20e5dcb7 add fake player check (#86) 2022-11-20 16:44:50 +01:00
04b45deec8 Add and fix Brazillian Portuguese translation (#85) 2022-11-16 20:10:09 +01:00
bfa3a2b6d1 more exhaustive attempt to display a wielded item w/ wieldview (#84)
* more exhaustive attempt to display a wielded item w/ wieldview
2022-11-13 20:55:31 +01:00
41301a4663 Added Esperanto translation
used the update translation script to determine which strings are still used
2022-11-04 07:44:47 +01:00
eebee34fa0 Preserve fall_damage_add_percent when setting player armor (#81) 2022-09-07 22:01:18 +02:00
c7ee559a4c Update LDoc helper scripts for separating armor into mods (#80) 2022-09-07 21:58:12 +02:00
9444afd722 Refactor armors to be mods rather than hardcoded into API (#78)
* Begin work on "armors as modpack" refactor letting anyone to enable/disable any armors they want as mods rather than obscure settings

* Fix some steel armor mishaps, remove pointless dependency on "default"

* Move admin armor into mod

* Make wood armor into a mod

* More consistent steel description text etc.

* remove wood references from 3d_armor api locale

* remove admin armor reference from 3d_armor locale template.txt

* Remove steel textures from api

* Bronze armor as mod

* Fix admin, wood armor missing local S translator var
Fix wood locale missing template.txt

* Fix bronze missing locale

* Cactus as mod

* Crystal into mod

* Diamond into mod

* Mithril and Gold as mods

* Register armor fix

* Nether as mod

* Clean-up, add optional depends for mod armors, remove armor.lua from 3d_armor

* Fix badly named mod.conf for admin, gold, nether armors
Fix attempt to register crafting recipe even though the armor is disabled via setting

* Fix steel and wood having bad globals for crafting section, turned them to locals

* Fix brazilian translation getting deleted
Fix cactus armor locales being incorrectly named
2022-09-06 21:06:27 +02:00
e1a262ba20 add feather falling (#73)
* add feather falling

add feather falling

* add feather falling to init.lua

add feather falling routine to globalstep

* add feather falling to readme

add feather falling to readme
2022-04-02 17:16:23 +02:00
ac445a6cd0 use player_api to register player model 2022-03-25 23:23:25 +01:00
a9b8bc4ddd Enhance mithril armor (#70)
* Enhance mithril armor

Mithril armor should be (at least) tougher than diamond armor. Mithril is found rarer and deeper than diamond and mithril tools are already better than diamond tools.

* Enhance mithril shield

Mithril armor should be (at least) tougher than diamond armor. Mithril is found rarer and deeper than diamond and mithril tools are already better than diamond tools.

* Correct armor_use

Now this enhance the durability by a factor 3 (instead of a factor 2) compared to diamond. Which can be justified by the ore generation update in moreores (deeper and rarer (but less scattered)).

* Correct armor_use

Now this enhance the durability by a factor 3 (instead of a factor 2) compared to diamond. Which can be justified by the ore generation update in moreores (deeper and rarer (but less scattered)).

* correct typo
2022-02-05 13:33:41 +01:00
b6651fd396 add fire protection to nether armor (#67)
* add fire protection to nether armor
* add fire protection to nether shield
2021-11-13 11:00:49 +01:00
16e2648416 fix nether package typo
reported in https://github.com/minetest-mods/3d_armor/issues/66
2021-11-11 09:42:10 +01:00
44778d7861 add nether armor and nether shield (#65)
* add texture files for nether based 3d_armor
* add texture files for nether based shield
* perpare for nether armor
* add nether armor
* add translation for nether armor
* add translation for nether armor
* add nether shield
* add nether shield translation
* add nether armor texture preview info
* add nether shield texture preview info
* add nether to settingtypes.txt
* add german translation for armor
* add german translation for shields
* Nether armor stats modified.
* Modify Nether Shield Stats

* Update inline documentation
2021-11-10 10:15:55 +01:00
8dcbc42525 LDoc: link to favicon (#62) 2021-08-01 14:41:16 +02:00
c0f303abc1 remove name attribute from modpack.conf
contentdb validation fails otherwise
2021-07-31 15:29:28 +02:00
46c599333e Exclude some files & directories from archives & releases (#61) 2021-07-31 14:03:33 +02:00
da78601a77 Some Fixes for HTML Docs Generated by LDoc (#60)
* LDoc: set min-height for "content" element
* LDoc: move generation script to .ldoc directory
* LDoc: add some output messages to gendoc.sh script
* LDoc: copy inventory image textures to reference dir instead of linking to remote files.
* LDoc: hack to compensate for "shields:" prefix being trimmed from item names
* Fix helmet_diamond & chestplate_crystal names in docstrings
2021-07-31 14:03:20 +02:00
c790b20169 Add Support for Generating HTML Documentation with LDoc (#58)
* Add Python scripts to generate temp files that can be parsed by LDoc
* Add config & script for generating HTML docs with LDoc...
* Add Lua docstrings for API & items
* Add workflow for building API reference docs on gh-pages branch
* Add LDoc's default stylesheet
* LDoc: make navigation panel fixed
2021-07-30 16:12:29 +02:00
a897f7e72f fix callbacks not being called by armor.equip() and armor.unequip() (#59) 2021-07-30 16:02:59 +02:00
ac7615212b Reduce skin_mod visibility (#53) 2021-07-13 20:50:22 +02:00
345 changed files with 4557 additions and 1201 deletions

5
.gitattributes vendored Normal file
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.* export-ignore
gendoc.sh export-ignore
integration-test.sh export-ignore
preview_gen.py export-ignore
screenshot.xcf export-ignore

31
.github/workflows/reference.yml vendored Normal file
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name: Build Reference
on:
push:
branches:
- master
jobs:
build:
name: Build
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
- name: Setup Lua
uses: leafo/gh-actions-lua@v10.0.0
with:
luaVersion: 5.4
- name: Setup Lua Rocks
uses: leafo/gh-actions-luarocks@v4
- name: Setup LDoc dependencies
run: luarocks install --only-deps https://raw.githubusercontent.com/lunarmodules/ldoc/master/rockspecs/ldoc-1.5.0-1.rockspec
- name: Setup LDoc
run: git clone --single-branch --branch=custom https://github.com/AntumDeluge/ldoc.git .ldoc/ldoc && chmod +x .ldoc/ldoc/ldoc.lua
- name: Generate docs
run: chmod +x .ldoc/gendoc.sh && ./.ldoc/gendoc.sh
- name: Deploy
uses: peaceiris/actions-gh-pages@v3
with:
github_token: ${{ secrets.GITHUB_TOKEN }}
publish_dir: ./3d_armor/docs

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.ldoc/config.ld Normal file
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-- place this file in mod ".ldoc" directory
local print, type, string, table, tostring, tonumber, error, pairs, ipairs
if import then
print = import("print")
type = import("type")
string = import("string")
table = import("table")
tostring = import("tostring")
tonumber = import("tonumber")
error = import("error")
pairs = import("pairs")
ipairs = import("ipairs")
end
project = "3d_armor"
title = "3D Armor"
format = "markdown"
not_luadoc = true
boilerplate = false
wrap = false
style = true
favicon = "https://www.minetest.net/media/icon.svg"
file = {
"3d_armor/api.lua",
".ldoc/settings.luadoc",
--".ldoc/armors.luadoc",
".ldoc/helmets.luadoc",
".ldoc/chestplates.luadoc",
".ldoc/leggings.luadoc",
".ldoc/boots.luadoc",
--".ldoc/shields.luadoc",
"shields/init.lua",
".ldoc/crafting.luadoc",
}
new_type("setting", "Settings")
new_type("armor", "Armors")
new_type("craft", "Craft Recipes")
alias("helmet", "armor")
alias("chestplate", "armor")
alias("leggings", "armor")
alias("boots", "armor")
alias("shield", "armor")
alias("grp", "group")
-- function declarations
local format_text
local format_group
custom_tags = {
-- settings
{
"settype",
title = "Type",
hidden = true,
},
{
"min",
title = "Minimum Value",
hidden = true,
},
{
"max",
title = "Maximum Value",
hidden = true,
},
{
"default",
title = "Default Value",
hidden = true,
},
-- craft items/tools
{
-- specify image basename only
"img",
title = "Inventory Image",
format = function(value)
return "<img src=\"../data/" .. value .. "\" style=\"width:32px; height:32px;\" />"
end,
},
{
-- specify full (relative or absolute) image path
"image",
title = "Image",
format = function(value)
return "<img src=\"" .. value .. "\" style=\"width:32px; height:32px;\" />"
end,
},
{
"group",
title = "Groups",
format = function(value)
return format_group(value)
end,
},
{
"armorgrp",
title = "Armor Groups",
format = function(value)
return format_group(value)
end,
},
{
"damagegrp",
title = "Damage Groups",
format = function(value)
return format_group(value)
end,
},
}
if string then
string.trim = function(st, delim)
if not delim then
delim = " "
end
while string.find(st, delim) == 1 do
st = st:sub(2)
end
while string.sub(st, string.len(st)) == delim do
st = st:sub(1, string.len(st)-1)
end
return st
end
string.split = function(st, delim)
local list = {}
local idx = string.find(st, delim)
while idx do
table.insert(list, st:sub(1, idx-1))
st = st:sub(idx+1)
idx = string.find(st, delim)
end
-- add remaining item
table.insert(list, st)
return list
end
end
if table then
if not table.copy then
table.copy = function(orig_table)
local new_table = {}
for k, v in pairs(orig_table) do
new_table[k] = v
end
return new_table
end
end
end
format_text = function(text, flags)
local ret = "<"
local ttype = "span"
if flags.code then
ttype = "code"
end
ret = ret .. ttype .. " style=\""
if flags.size then
ret = ret .. "font-size:" .. flags.size .. ";"
end
if flags.mono then
ret = ret .. "font-family:monospace;"
end
if flags.italic then
ret = ret .. "font-style:italic;"
end
if flags.bold then
ret = ret .. "font-weight:bold;"
end
if flags.color then
ret = ret .. "color:" .. flags.color .. ";"
end
if flags.bgcolor then
ret = ret .. "background-color:" .. flags.bgcolor .. ";"
end
ret = ret .. "\">" .. text .. "</" .. ttype .. ">"
return ret
end
format_group = function(text)
if string then
local idx, k, v = string.find(text, " ")
if idx then
text = format_text(string.sub(text, 1, idx-1) .. ": ", {mono=true, color="darkgreen"})
.. string.sub(text, idx)
end
end
return text
end
local function format_setting_tag(desc, value)
return "\n- <span style=\"font-size:80%;\">`" .. desc .. ":`</span> `" .. value .. "`"
end
local registered = {
settings = {},
}
local function setting_handler(item)
-- avoid parsing again
if registered.settings[item.name] then
return item
end
if not ipairs or not type then
return item
end
local tags = {
{"settype", "type"},
{"default"},
{"min", "minimum value"},
{"max", "maximum value"},
}
local def = {
["settype"] = format_setting_tag("type", "string"),
}
for _, t in ipairs(tags) do
local name = t[1]
local desc = t[2]
if not desc then desc = name end
local value = item.tags[name]
if type(value) == "table" then
if #value > 1 then
local msg = item.file.filename .. " (line " .. item.lineno
.. "): multiple instances of tag \"" .. name .. "\" found"
if error then
error(msg)
elseif print then
print("WARNING: " .. msg)
end
end
if value[1] then
def[name] = format_setting_tag(desc, value[1])
end
end
end
item.description = item.description .. "\n\n**Definition:**\n" .. def.settype
for _, t in ipairs({def.default, def.min, def.max}) do
if t then
item.description = item.description .. t
end
end
registered.settings[item.name] = true
return item
end
function custom_display_name_handler(item, default_handler)
if item.type == "setting" then
item = setting_handler(item)
end
if item then
return default_handler(item)
end
end
local custom_see_links = {
["ObjectRef"] = "https://minetest.gitlab.io/minetest/class-reference/#objectref",
["PlayerMetaRef"] = "https://minetest.gitlab.io/minetest/class-reference/#playermetaref",
["ItemDef"] = "https://minetest.gitlab.io/minetest/definition-tables/#item-definition",
["ItemStack"] = "https://minetest.gitlab.io/minetest/class-reference/#itemstack",
["groups"] = "https://minetest.gitlab.io/minetest/groups/",
["entity_damage_mechanism"] = "https://minetest.gitlab.io/minetest/entity-damage-mechanism/",
["vector"] = "https://minetest.gitlab.io/minetest/representations-of-simple-things/#positionvector",
}
local function format_custom_see(name, section)
local url = custom_see_links[name]
if not url then
url = ""
end
if not name then
name = ""
end
return name, url
end
custom_see_handler("^(ObjectRef)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(PlayerMetaRef)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(ItemDef)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(groups)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(entity_damage_mechanism)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(ItemStack)$", function(name, section)
return format_custom_see(name, section)
end)
custom_see_handler("^(vector)$", function(name, section)
return name, "https://minetest.gitlab.io/minetest/representations-of-simple-things/#positionvector"
end)

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.ldoc/crafting.luadoc Normal file
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--- 3D Armor Crafting
--
-- @topic crafting
--- Craft recipes for helmets, chestplates, leggings, boots, & shields.
--
-- @craft armor
-- @usage
-- Key:
-- - m: material
-- - wood: group:wood
-- - cactus: default:cactus
-- - steel: default:steel_ingot
-- - bronze: default:bronze_ingot
-- - diamond: default:diamond
-- - gold: default:gold_ingot
-- - mithril: moreores:mithril_ingot
-- - crystal: ethereal:crystal_ingot
-- - nether: nether:nether_ingot
--
-- helmet: chestplate: leggings:
-- ┌───┬───┬───┐ ┌───┬───┬───┐ ┌───┬───┬───┐
-- │ m │ m │ m │ │ m │ │ m │ │ m │ m │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤ ├───┼───┼───┤
-- │ m │ │ m │ │ m │ m │ m │ │ m │ │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤ ├───┼───┼───┤
-- │ │ │ │ │ m │ m │ m │ │ m │ │ m │
-- └───┴───┴───┘ └───┴───┴───┘ └───┴───┴───┘
--
-- boots: shield:
-- ┌───┬───┬───┐ ┌───┬───┬───┐
-- │ │ │ │ │ m │ m │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤
-- │ m │ │ m │ │ m │ m │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤
-- │ m │ │ m │ │ │ m │ │
-- └───┴───┴───┘ └───┴───┴───┘

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.ldoc/gendoc.sh Executable file
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#!/usr/bin/env bash
# Place this file in mod ".ldoc" directory.
#
# To change output directory set the `d_export` environment variable.
# Example:
# $ d_export=/custom/path ./gendoc.sh
d_ldoc="$(dirname $(readlink -f $0))"
f_config="${d_ldoc}/config.ld"
cd "${d_ldoc}/.."
d_root="$(pwd)"
d_export="${d_export:-${d_root}/3d_armor/docs/reference}"
d_data="${d_export}/data"
cmd_ldoc="${d_ldoc}/ldoc/ldoc.lua"
if test -f "${cmd_ldoc}"; then
if test ! -x "${cmd_ldoc}"; then
chmod +x "${cmd_ldoc}"
fi
else
cmd_ldoc="ldoc"
fi
# clean old files
rm -rf "${d_export}"
# generate items, settings, & crafts topics temp files
echo -e "\ngenerating temp files ..."
for script in src settings; do
script="${d_ldoc}/parse_${script}.py"
if test ! -f "${script}"; then
echo "ERROR: script doesn't exist: ${script}"
else
# check script's executable bit
if test ! -x "${script}"; then
chmod +x "${script}"
fi
# execute script
"${script}"
fi
done
echo
# generate new doc files
"${cmd_ldoc}" --UNSAFE_NO_SANDBOX -c "${f_config}" -d "${d_export}" "${d_root}"; retval=$?
# check exit status
if test ${retval} -ne 0; then
echo -e "\nan error occurred (ldoc return code: ${retval})"
exit ${retval}
fi
echo -e "\ncleaning temp files ..."
find "${d_ldoc}" -type f -name "*.luadoc" ! -name "crafting.luadoc" -exec rm -vf {} +
# HACK: ldoc does not seem to like the "shields:" prefix
echo -e "\ncompensating for LDoc's issue with \"shields:\" prefix ..."
sed -i \
-e 's/<strong>shield_/<strong>shields:shield_/' \
-e 's/<td class="name\(.*\)>shield_/<td class="name\1>shields:shield_/' \
-e 's/<a href="#shield_/<a href="#shields:shield_/' \
-e 's/<a name.*"shield_/<a name="shields:shield_/' \
"${d_export}/topics/shields.html"
# copy textures to data directory
printf "\ncopying textures ..."
mkdir -p "${d_data}"
texture_count=0
for d_mod in armor_* shields; do
printf "\rcopying textures from ${d_mod} ...\n"
for png in $(find "${d_root}/${d_mod}/textures" -maxdepth 1 -type f -name "*.png"); do
if test -f "${d_data}/$(basename ${png})"; then
echo "WARNING: not overwriting existing file: ${png}"
else
cp "${png}" "${d_data}"
texture_count=$((texture_count + 1))
printf "\rcopied ${texture_count} textures"
fi
done
done
echo -e "\n\nDone!"

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/* BEGIN RESET
Copyright (c) 2010, Yahoo! Inc. All rights reserved.
Code licensed under the BSD License:
http://developer.yahoo.com/yui/license.html
version: 2.8.2r1
*/
html {
color: #000;
background: #FFF;
}
body,div,dl,dt,dd,ul,ol,li,h1,h2,h3,h4,h5,h6,pre,code,form,fieldset,legend,input,button,textarea,p,blockquote,th,td {
margin: 0;
padding: 0;
}
table {
border-collapse: collapse;
border-spacing: 0;
}
fieldset,img {
border: 0;
}
address,caption,cite,code,dfn,em,strong,th,var,optgroup {
font-style: inherit;
font-weight: inherit;
}
del,ins {
text-decoration: none;
}
li {
margin-left: 20px;
}
caption,th {
text-align: left;
}
h1,h2,h3,h4,h5,h6 {
font-size: 100%;
font-weight: bold;
}
q:before,q:after {
content: '';
}
abbr,acronym {
border: 0;
font-variant: normal;
}
sup {
vertical-align: baseline;
}
sub {
vertical-align: baseline;
}
legend {
color: #000;
}
input,button,textarea,select,optgroup,option {
font-family: inherit;
font-size: inherit;
font-style: inherit;
font-weight: inherit;
}
input,button,textarea,select {*font-size:100%;
}
/* END RESET */
body {
margin-left: 1em;
margin-right: 1em;
font-family: arial, helvetica, geneva, sans-serif;
background-color: #ffffff; margin: 0px;
}
code, tt { font-family: monospace; font-size: 1.1em; }
span.parameter { font-family:monospace; }
span.parameter:after { content:":"; }
span.types:before { content:"("; }
span.types:after { content:")"; }
.type { font-weight: bold; font-style:italic }
body, p, td, th { font-size: .95em; line-height: 1.2em;}
p, ul { margin: 10px 0 0 0px;}
strong { font-weight: bold;}
em { font-style: italic;}
h1 {
font-size: 1.5em;
margin: 20px 0 20px 0;
}
h2, h3, h4 { margin: 15px 0 10px 0; }
h2 { font-size: 1.25em; }
h3 { font-size: 1.15em; }
h4 { font-size: 1.06em; }
a:link { font-weight: bold; color: #004080; text-decoration: none; }
a:visited { font-weight: bold; color: #006699; text-decoration: none; }
a:link:hover { text-decoration: underline; }
hr {
color:#cccccc;
background: #00007f;
height: 1px;
}
blockquote { margin-left: 3em; }
ul { list-style-type: disc; }
p.name {
font-family: "Andale Mono", monospace;
padding-top: 1em;
}
pre {
background-color: rgb(245, 245, 245);
border: 1px solid #C0C0C0; /* silver */
padding: 10px;
margin: 10px 0 10px 0;
overflow: auto;
font-family: "Andale Mono", monospace;
}
pre.example {
font-size: .85em;
}
table.index { border: 1px #00007f; }
table.index td { text-align: left; vertical-align: top; }
#container {
margin-left: 1em;
margin-right: 1em;
background-color: #f0f0f0;
}
#product {
text-align: center;
border-bottom: 1px solid #cccccc;
background-color: #ffffff;
}
#product big {
font-size: 2em;
}
#main {
background-color: #f0f0f0;
border-left: 2px solid #cccccc;
}
#navigation {
float: left;
width: 14em;
vertical-align: top;
background-color: #f0f0f0;
overflow: visible;
position: fixed;
}
#navigation h2 {
background-color:#e7e7e7;
font-size:1.1em;
color:#000000;
text-align: left;
padding:0.2em;
border-top:1px solid #dddddd;
border-bottom:1px solid #dddddd;
}
#navigation ul
{
font-size:1em;
list-style-type: none;
margin: 1px 1px 10px 1px;
}
#navigation li {
text-indent: -1em;
display: block;
margin: 3px 0px 0px 22px;
}
#navigation li li a {
margin: 0px 3px 0px -1em;
}
#content {
margin-left: 14em;
padding: 1em;
width: 700px;
border-left: 2px solid #cccccc;
border-right: 2px solid #cccccc;
background-color: #ffffff;
min-height: 425px;
}
#about {
clear: both;
padding: 5px;
border-top: 2px solid #cccccc;
background-color: #ffffff;
}
@media print {
body {
font: 12pt "Times New Roman", "TimeNR", Times, serif;
}
a { font-weight: bold; color: #004080; text-decoration: underline; }
#main {
background-color: #ffffff;
border-left: 0px;
}
#container {
margin-left: 2%;
margin-right: 2%;
background-color: #ffffff;
}
#content {
padding: 1em;
background-color: #ffffff;
}
#navigation {
display: none;
}
pre.example {
font-family: "Andale Mono", monospace;
font-size: 10pt;
page-break-inside: avoid;
}
}
table.module_list {
border-width: 1px;
border-style: solid;
border-color: #cccccc;
border-collapse: collapse;
}
table.module_list td {
border-width: 1px;
padding: 3px;
border-style: solid;
border-color: #cccccc;
}
table.module_list td.name { background-color: #f0f0f0; min-width: 200px; }
table.module_list td.summary { width: 100%; }
table.function_list {
border-width: 1px;
border-style: solid;
border-color: #cccccc;
border-collapse: collapse;
}
table.function_list td {
border-width: 1px;
padding: 3px;
border-style: solid;
border-color: #cccccc;
}
table.function_list td.name { background-color: #f0f0f0; min-width: 200px; }
table.function_list td.summary { width: 100%; }
ul.nowrap {
overflow:auto;
white-space:nowrap;
}
dl.table dt, dl.function dt {border-top: 1px solid #ccc; padding-top: 1em;}
dl.table dd, dl.function dd {padding-bottom: 1em; margin: 10px 0 0 20px;}
dl.table h3, dl.function h3 {font-size: .95em;}
/* stop sublists from having initial vertical space */
ul ul { margin-top: 0px; }
ol ul { margin-top: 0px; }
ol ol { margin-top: 0px; }
ul ol { margin-top: 0px; }
/* make the target distinct; helps when we're navigating to a function */
a:target + * {
background-color: #FF9;
}
/* styles for prettification of source */
pre .comment { color: #558817; }
pre .constant { color: #a8660d; }
pre .escape { color: #844631; }
pre .keyword { color: #aa5050; font-weight: bold; }
pre .library { color: #0e7c6b; }
pre .marker { color: #512b1e; background: #fedc56; font-weight: bold; }
pre .string { color: #8080ff; }
pre .number { color: #f8660d; }
pre .operator { color: #2239a8; font-weight: bold; }
pre .preprocessor, pre .prepro { color: #a33243; }
pre .global { color: #800080; }
pre .user-keyword { color: #800080; }
pre .prompt { color: #558817; }
pre .url { color: #272fc2; text-decoration: underline; }

118
.ldoc/parse_settings.py Executable file
View File

@ -0,0 +1,118 @@
#!/usr/bin/env python
# This script will format "settingtypes.txt" file found at the root
# of 3d_armor modpack into a format readable by LDoc.
import sys, os, errno, codecs
path = os.path.realpath(__file__)
script = os.path.basename(path)
d_root = os.path.dirname(os.path.dirname(path))
d_ldoc = os.path.join(d_root, ".ldoc")
f_settings = os.path.join(d_root, "settingtypes.txt")
if not os.path.isfile(f_settings):
print("settingtypes.txt does not exist")
sys.exit(errno.ENOENT)
i_stream = codecs.open(f_settings, "r", "utf-8")
data_in = i_stream.read()
i_stream.close()
data_in = data_in.replace("\r", "")
sets = data_in.split("\n\n")
for idx in reversed(range(len(sets))):
set = sets[idx]
lines = set.split("\n")
for idx2 in reversed(range(len(lines))):
li = lines[idx2].strip(" \t")
if li == "" or li[0] == "[":
lines.pop(idx2)
if len(lines) == 0:
sets.pop(idx)
else:
sets[idx] = "\n".join(lines)
filtered = []
for set in sets:
comment = False
lines = set.split("\n")
new_lines = []
for li in lines:
if li[0] == "#":
new_lines.append(li)
else:
new_lines.append(li)
filtered.append("\n".join(new_lines))
new_lines = []
settings = []
def parse_setting(set):
desc = []
setting = summary = stype = sdefault = soptions = None
for li in set.split("\n"):
if li[0] == "#":
desc.append("-- {}".format(li.lstrip(" #")))
else:
setting = li.split(" ")[0]
summary = li.split(")")[0].split("(")[-1]
li = li.split(")")[-1].strip()
rem = li.split(" ")
stype = rem[0]
rem.pop(0)
if len(rem) > 0:
sdefault = rem[0]
rem.pop(0)
if len(rem) > 0:
soptions = " ".join(rem)
if not setting:
return
st = "---"
if summary:
if summary[-1] != ".":
summary = "{}.".format(summary)
st = "{} {}".format(st, summary)
st = "{}\n--".format(st)
if len(desc) > 0:
st = "{}\n{}\n--".format(st, "\n".join(desc))
st = "{}\n-- @setting {}".format(st, setting)
if stype:
st = "{}\n-- @settype {}".format(st, stype)
if sdefault:
st = "{}\n-- @default {}".format(st, sdefault)
# TODO: add options
settings.append(st)
for f in filtered:
parse_setting(f)
outfile = os.path.join(d_ldoc, "settings.luadoc")
data_out = "\n--- 3D Armor Settings\n--\n-- @topic settings\n\n\n{}\n".format("\n\n".join(settings))
o_stream = codecs.open(outfile, "w", "utf-8")
if not o_stream:
print("ERROR: could not open file for writing: {}".format(outfile))
sys.exit(errno.EIO)
o_stream.write(data_out)
o_stream.close()
print("settings exported to\t{}".format(outfile))

90
.ldoc/parse_src.py Executable file
View File

@ -0,0 +1,90 @@
#!/usr/bin/env python
# This script will parse source files for docstring.
import os, codecs
path = os.path.realpath(__file__)
script = os.path.basename(path)
d_root = os.path.dirname(os.path.dirname(path))
d_ldoc = os.path.join(d_root, ".ldoc")
armor_types = {
"armor": {"topic": "Armors", "values": []},
"helmet": {"topic": "Helmets", "values": []},
"chestplate": {"topic": "Chestplates", "values": []},
"leggings": {"topic": "Leggings", "values": []},
"boots": {"topic": "Boots", "values": []},
#"shield": {"topic": "Shields", "values": []},
}
def parse_file(f):
buffer = codecs.open(f, "r", "utf-8")
if not buffer:
print("ERROR: could not open file for reading: {}".format(f))
return
data_in = buffer.read()
buffer.close()
# format to LF (Unix)
data_in = data_in.replace("\r\n", "\n").replace("\r", "\n")
current_item = []
item_type = None
new_item = False
for li in data_in.split("\n"):
li = li.strip()
if li.startswith("---"):
new_item = True
elif not li.startswith("--"):
new_item = False
if new_item:
current_item.append(li)
if not item_type:
for a_type in armor_types:
if "@{} ".format(a_type) in li:
item_type = a_type
break
elif item_type and len(current_item):
armor_types[item_type]["values"].append("\n".join(current_item))
item_type = None
current_item = []
else:
current_item = []
to_parse = []
for obj in os.listdir(d_root):
fullpath = os.path.join(d_root, obj)
if not obj.startswith(".") and os.path.isdir(fullpath):
for root, dirs, files in os.walk(fullpath):
for f in files:
if f.endswith(".lua"):
to_parse.append(os.path.join(root, f))
for p in to_parse:
if not os.path.isfile(p):
print("ERROR: {} is not a file".format(p))
else:
parse_file(p)
for t in armor_types:
topic = armor_types[t]["topic"]
items = armor_types[t]["values"]
if len(items):
outfile = os.path.join(d_ldoc, "{}.luadoc".format(topic.lower()))
buffer = codecs.open(outfile, "w", "utf-8")
if not buffer:
print("ERROR: could not open file for writing: {}".format(outfile))
continue
buffer.write("\n--- 3D Armor {}\n--\n-- @topic {}\n\n\n{}\n".format(topic, topic.lower(), "\n\n".join(items)))
buffer.close()
print("{} exported to\t{}".format(topic.lower(), outfile))

View File

@ -18,6 +18,7 @@ read_globals = {
-- deps
"default",
"player_api",
"minetest",
"unified_inventory",
"wardrobe",

View File

@ -53,6 +53,7 @@ Change the following default settings by going to Main Menu>>Settings(Tab)>>All
armor_material_gold = true
armor_material_mithril = true
armor_material_crystal = true
armor_material_nether = true
### Initialization glitches when a player first joins
**Increase to prevent glitches**
@ -253,7 +254,7 @@ The above allows armor to block/prevent new damage types but you also need to as
## Groups used by 3d_Armor
3d_armor has many default groups already registered, these are categorized under 4 main headings
- **Elements:** armor_head, armor_torso, armor_legs, armor_feet
- **Attributes:** armor_heal, armor_fire, armor_water
- **Attributes:** armor_heal, armor_fire, armor_water, armor_feather
- **Physics:** physics_jump, physics_speed, physics_gravity
- **Durability:** armor_use, flammable
@ -333,6 +334,9 @@ The below Diamond chestplate has a 12% chance to completely block all damage (ar
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
#### Armor_feather
***"Armor_feather"*** will slow a player when falling. This only has one level or state, which is armor_feather=1
### Physics
The physics attributes supported by 3d_armor are ***physics_jump, physics_speed and physics_gravity***. Although 3d_armor supports the use of this with no other mods it is recommended that the mod [player_monoids](https://forum.minetest.net/viewtopic.php?t=14895) is used to help with intermod compatability.
@ -396,6 +400,8 @@ If all of the above were made of material "wood" the player would recieve an ***
## Armor Functions
See also: [API Reference](https://minetest-mods.github.io/3d_armor/reference/)
### armor set_player_armor
armor:set_player_armor(player)

View File

@ -1,3 +1,82 @@
--- 3D Armor API
--
-- @topic api
local transparent_armor = minetest.settings:get_bool("armor_transparent", false)
--- Tables
--
-- @section tables
--- Armor definition table used for registering armor.
--
-- @table ArmorDef
-- @tfield string description Human-readable name/description.
-- @tfield string inventory_image Image filename used for icon.
-- @tfield table groups See: `ArmorDef.groups`
-- @tfield table armor_groups See: `ArmorDef.armor_groups`
-- @tfield table damage_groups See: `ArmorDef.damage_groups`
-- @see ItemDef
-- @usage local def = {
-- description = "Wood Helmet",
-- inventory_image = "3d_armor_inv_helmet_wood.png",
-- groups = {armor_head=1, armor_heal=0, armor_use=2000, flammable=1},
-- armor_groups = {fleshy=5},
-- damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
-- }
--- Groups table.
--
-- General groups defining item behavior.
--
-- Some commonly used groups: ***armor\_&lt;type&gt;***, ***armor\_heal***, ***armor\_use***
--
-- @table ArmorDef.groups
-- @tfield int armor_type The armor type. "head", "torso", "hands", "shield", etc.
-- (**Note:** replace "type" with actual type).
-- @tfield int armor_heal Healing value of armor when equipped.
-- @tfield int armor_use Amount of uses/damage before armor "breaks".
-- @see groups
-- @usage groups = {
-- armor_head = 1,
-- armor_heal = 5,
-- armor_use = 2000,
-- flammable = 1,
-- }
--- Armor groups table.
--
-- Groups that this item is effective against when taking damage.
--
-- Some commonly used groups: ***fleshy***
--
-- @table ArmorDef.armor_groups
-- @usage armor_groups = {
-- fleshy = 5,
-- }
--- Damage groups table.
--
-- Groups that this item is effective on when used as a weapon/tool.
--
-- Some commonly used groups: ***cracky***, ***snappy***, ***choppy***, ***crumbly***, ***level***
--
-- @table ArmorDef.damage_groups
-- @see entity_damage_mechanism
-- @usage damage_groups = {
-- cracky = 3,
-- snappy = 2,
-- choppy = 3,
-- crumbly = 2,
-- level = 1,
-- }
--- @section end
-- support for i18n
local S = minetest.get_translator(minetest.get_current_modname())
@ -33,7 +112,7 @@ armor = {
timer = 0,
elements = {"head", "torso", "legs", "feet"},
physics = {"jump", "speed", "gravity"},
attributes = {"heal", "fire", "water"},
attributes = {"heal", "fire", "water", "feather"},
formspec = "image[2.5,0;2,4;armor_preview]"..
default.gui_bg..
default.gui_bg_img..
@ -53,6 +132,7 @@ armor = {
gold = "default:gold_ingot",
mithril = "moreores:mithril_ingot",
crystal = "ethereal:crystal_ingot",
nether = "nether:nether_ingot",
},
fire_nodes = {
{"nether:lava_source", 5, 8},
@ -97,16 +177,33 @@ armor.config = {
material_gold = true,
material_mithril = true,
material_crystal = true,
material_nether = true,
set_elements = "head torso legs feet shield",
set_multiplier = 1.1,
water_protect = true,
fire_protect = minetest.get_modpath("ethereal") ~= nil,
fire_protect_torch = minetest.get_modpath("ethereal") ~= nil,
feather_fall = true,
punch_damage = true,
}
-- Armor Registration
--- Methods
--
-- @section methods
--- Registers a new armor item.
--
-- @function armor:register_armor
-- @tparam string name Armor item technical name (ex: "3d\_armor:helmet\_gold").
-- @tparam ArmorDef def Armor definition table.
-- @usage armor:register_armor("3d_armor:helmet_wood", {
-- description = "Wood Helmet",
-- inventory_image = "3d_armor_inv_helmet_wood.png",
-- groups = {armor_head=1, armor_heal=0, armor_use=2000, flammable=1},
-- armor_groups = {fleshy=5},
-- damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
-- })
armor.register_armor = function(self, name, def)
def.on_secondary_use = function(itemstack, player)
return armor:equip(player, itemstack)
@ -132,6 +229,11 @@ armor.register_armor = function(self, name, def)
minetest.register_tool(name, def)
end
--- Registers a new armor group.
--
-- @function armor:register_armor_group
-- @tparam string group Group ID.
-- @tparam int base Base armor value.
armor.register_armor_group = function(self, group, base)
base = base or 100
self.registered_groups[group] = base
@ -140,38 +242,92 @@ armor.register_armor_group = function(self, group, base)
end
end
-- Armor callbacks
--- Armor Callbacks Registration
--
-- @section callbacks
--- Registers a callback for when player visuals are update.
--
-- @function armor:register_on_update
-- @tparam function func Function to be executed.
-- @see armor:update_player_visuals
-- @usage armor:register_on_update(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_update = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_update, func)
end
end
--- Registers a callback for when armor is equipped.
--
-- @function armor:register_on_equip
-- @tparam function func Function to be executed.
-- @usage armor:register_on_equip(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_equip = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_equip, func)
end
end
--- Registers a callback for when armor is unequipped.
--
-- @function armor:register_on_unequip
-- @tparam function func Function to be executed.
-- @usage armor:register_on_unequip(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_unequip = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_unequip, func)
end
end
--- Registers a callback for when armor is damaged.
--
-- @function armor:register_on_damage
-- @tparam function func Function to be executed.
-- @see armor:damage
-- @usage armor:register_on_damage(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_damage = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_damage, func)
end
end
--- Registers a callback for when armor is destroyed.
--
-- @function armor:register_on_destroy
-- @tparam function func Function to be executed.
-- @see armor:damage
-- @usage armor:register_on_destroy(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_destroy = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_destroy, func)
end
end
--- @section end
--- Methods
--
-- @section methods
--- Runs callbacks.
--
-- @function armor:run_callbacks
-- @tparam function callback Function to execute.
-- @tparam ObjectRef player First parameter passed to callback.
-- @tparam int index Second parameter passed to callback.
-- @tparam ItemStack stack Callback owner.
armor.run_callbacks = function(self, callback, player, index, stack)
if stack then
local def = stack:get_definition() or {}
@ -187,6 +343,10 @@ armor.run_callbacks = function(self, callback, player, index, stack)
end
end
--- Updates visuals.
--
-- @function armor:update_player_visuals
-- @tparam ObjectRef player
armor.update_player_visuals = function(self, player)
if not player then
return
@ -202,10 +362,10 @@ armor.update_player_visuals = function(self, player)
self:run_callbacks("on_update", player)
end
-- armor is not visible on player model if enabled
local transparent_armor = minetest.settings:get_bool("armor_transparent", false)
--- Sets player's armor attributes.
--
-- @function armor:set_player_armor
-- @tparam ObjectRef player
armor.set_player_armor = function(self, player)
local name, armor_inv = self:get_valid_player(player, "[set_player_armor]")
if not name then
@ -331,10 +491,13 @@ armor.set_player_armor = function(self, player)
armor_monoid.monoid:add_change(player, change, "3d_armor:armor")
else
-- Preserve immortal group (damage disabled for player)
local immortal = player:get_armor_groups().immortal
local player_groups = player:get_armor_groups()
local immortal = player_groups.immortal
if immortal and immortal ~= 0 then
groups.immortal = 1
end
-- Preserve fall_damage_add_percent group (fall damage modifier)
groups.fall_damage_add_percent = player_groups.fall_damage_add_percent
player:set_armor_groups(groups)
end
if use_player_monoids then
@ -366,6 +529,13 @@ armor.set_player_armor = function(self, player)
self:update_player_visuals(player)
end
--- Action when armor is punched.
--
-- @function armor:punch
-- @tparam ObjectRef player Player wearing the armor.
-- @tparam ObjectRef hitter Entity attacking player.
-- @tparam[opt] int time_from_last_punch Time in seconds since last punch action.
-- @tparam[opt] table tool_capabilities See `entity_damage_mechanism`.
armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabilities)
local name, armor_inv = self:get_valid_player(player, "[punch]")
if not name then
@ -451,9 +621,19 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
self.def[name].count = count
end
--- Action when armor is damaged.
--
-- @function armor:damage
-- @tparam ObjectRef player
-- @tparam int index Inventory index where armor is equipped.
-- @tparam ItemStack stack Armor item receiving damaged.
-- @tparam int use Amount of wear to add to armor item.
armor.damage = function(self, player, index, stack, use)
local old_stack = ItemStack(stack)
local worn_armor = armor:get_weared_armor_elements(player)
if not worn_armor then
return
end
local armor_worn_cnt = 0
for k,v in pairs(worn_armor) do
armor_worn_cnt = armor_worn_cnt + 1
@ -469,6 +649,11 @@ armor.damage = function(self, player, index, stack, use)
end
end
--- Get elements of equipped armor.
--
-- @function armor:get_weared_armor_elements
-- @tparam ObjectRef player
-- @treturn table List of equipped armors.
armor.get_weared_armor_elements = function(self, player)
local name, inv = self:get_valid_player(player, "[get_weared_armor]")
local weared_armor = {}
@ -485,40 +670,75 @@ armor.get_weared_armor_elements = function(self, player)
return weared_armor
end
--- Equips a piece of armor to a player.
--
-- @function armor:equip
-- @tparam ObjectRef player Player to whom item is equipped.
-- @tparam ItemStack itemstack Armor item to be equipped.
-- @treturn ItemStack Leftover item stack.
armor.equip = function(self, player, itemstack)
local name, armor_inv = self:get_valid_player(player, "[equip]")
local weared_armor = self:get_weared_armor_elements(player)
local armor_element = self:get_element(itemstack:get_name())
if name and armor_element then
if weared_armor[armor_element] ~= nil then
self:unequip(player, armor_element)
local index
for i=1, armor_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if self:get_element(stack:get_name()) == armor_element then
--prevents equiping an armor that would unequip a cursed armor.
if minetest.get_item_group(stack:get_name(), "cursed") ~= 0 then
return itemstack
end
index = i
self:unequip(player, armor_element)
break
elseif not index and stack:is_empty() then
index = i
end
end
armor_inv:add_item("armor", itemstack:take_item())
local stack = itemstack:take_item()
armor_inv:set_stack("armor", index, stack)
self:run_callbacks("on_equip", player, index, stack)
self:set_player_armor(player)
self:save_armor_inventory(player)
end
return itemstack
end
--- Unequips a piece of armor from a player.
--
-- @function armor:unequip
-- @tparam ObjectRef player Player from whom item is removed.
-- @tparam string armor_element Armor type identifier associated with the item
-- to be removed ("head", "torso", "hands", "shield", "legs", "feet", etc.).
armor.unequip = function(self, player, armor_element)
local name, armor_inv = self:get_valid_player(player, "[unequip]")
local weared_armor = self:get_weared_armor_elements(player)
if not name or not weared_armor[armor_element] then
if not name then
return
end
local itemstack = armor_inv:remove_item("armor", ItemStack(weared_armor[armor_element]))
minetest.after(0, function()
local inv = player:get_inventory()
if inv:room_for_item("main", itemstack) then
inv:add_item("main", itemstack)
else
minetest.add_item(player:get_pos(), itemstack)
for i=1, armor_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if self:get_element(stack:get_name()) == armor_element then
armor_inv:set_stack("armor", i, "")
minetest.after(0, function()
local inv = player:get_inventory()
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
minetest.add_item(player:get_pos(), stack)
end
end)
self:run_callbacks("on_unequip", player, i, stack)
self:set_player_armor(player)
self:save_armor_inventory(player)
return
end
end)
self:set_player_armor(player)
self:save_armor_inventory(player)
end
end
--- Removes all armor worn by player.
--
-- @function armor:remove_all
-- @tparam ObjectRef player
armor.remove_all = function(self, player)
local name, inv = self:get_valid_player(player, "[remove_all]")
if not name then
@ -529,17 +749,28 @@ armor.remove_all = function(self, player)
self:save_armor_inventory(player)
end
local skin_mod
--- Retrieves player's current skin.
--
-- @function armor:get_player_skin
-- @tparam string name Player name.
-- @treturn string Skin filename.
armor.get_player_skin = function(self, name)
if (self.skin_mod == "skins" or self.skin_mod == "simple_skins") and skins.skins[name] then
if (skin_mod == "skins" or skin_mod == "simple_skins") and skins.skins[name] then
return skins.skins[name]..".png"
elseif self.skin_mod == "u_skins" and u_skins.u_skins[name] then
elseif skin_mod == "u_skins" and u_skins.u_skins[name] then
return u_skins.u_skins[name]..".png"
elseif self.skin_mod == "wardrobe" and wardrobe.playerSkins and wardrobe.playerSkins[name] then
elseif skin_mod == "wardrobe" and wardrobe.playerSkins and wardrobe.playerSkins[name] then
return wardrobe.playerSkins[name]
end
return armor.default_skin..".png"
end
--- Updates skin.
--
-- @function armor:update_skin
-- @tparam string name Player name.
armor.update_skin = function(self, name)
minetest.after(0, function()
local pplayer = minetest.get_player_by_name(name)
@ -550,10 +781,19 @@ armor.update_skin = function(self, name)
end)
end
--- Adds preview for armor inventory.
--
-- @function armor:add_preview
-- @tparam string preview Preview image filename.
armor.add_preview = function(self, preview)
skin_previews[preview] = true
end
--- Retrieves preview for armor inventory.
--
-- @function armor:get_preview
-- @tparam string name Player name.
-- @treturn string Preview image filename.
armor.get_preview = function(self, name)
local preview = string.gsub(armor:get_player_skin(name), ".png", "_preview.png")
if skin_previews[preview] then
@ -562,6 +802,12 @@ armor.get_preview = function(self, name)
return "character_preview.png"
end
--- Retrieves armor formspec.
--
-- @function armor:get_armor_formspec
-- @tparam string name Player name.
-- @tparam[opt] bool listring Use `listring` formspec element (default: `false`).
-- @treturn string Formspec formatted string.
armor.get_armor_formspec = function(self, name, listring)
if armor.def[name].init_time == 0 then
return "label[0,0;Armor not initialized!]"
@ -584,6 +830,11 @@ armor.get_armor_formspec = function(self, name, listring)
return formspec
end
--- Retrieves element.
--
-- @function armor:get_element
-- @tparam string item_name
-- @return Armor element.
armor.get_element = function(self, item_name)
for _, element in pairs(armor.elements) do
if minetest.get_item_group(item_name, "armor_"..element) > 0 then
@ -592,6 +843,11 @@ armor.get_element = function(self, item_name)
end
end
--- Serializes armor inventory.
--
-- @function armor:serialize_inventory_list
-- @tparam table list Inventory contents.
-- @treturn string
armor.serialize_inventory_list = function(self, list)
local list_table = {}
for _, stack in ipairs(list) do
@ -600,6 +856,11 @@ armor.serialize_inventory_list = function(self, list)
return minetest.serialize(list_table)
end
--- Deserializes armor inventory.
--
-- @function armor:deserialize_inventory_list
-- @tparam string list_string Serialized inventory contents.
-- @treturn table
armor.deserialize_inventory_list = function(self, list_string)
local list_table = minetest.deserialize(list_string)
local list = {}
@ -609,6 +870,11 @@ armor.deserialize_inventory_list = function(self, list_string)
return list
end
--- Loads armor inventory.
--
-- @function armor:load_armor_inventory
-- @tparam ObjectRef player
-- @treturn bool
armor.load_armor_inventory = function(self, player)
local _, inv = self:get_valid_player(player, "[load_armor_inventory]")
if inv then
@ -622,6 +888,12 @@ armor.load_armor_inventory = function(self, player)
end
end
--- Saves armor inventory.
--
-- Inventory is stored in `PlayerMetaRef` string "3d\_armor\_inventory".
--
-- @function armor:save_armor_inventory
-- @tparam ObjectRef player
armor.save_armor_inventory = function(self, player)
local _, inv = self:get_valid_player(player, "[save_armor_inventory]")
if inv then
@ -631,10 +903,22 @@ armor.save_armor_inventory = function(self, player)
end
end
--- Updates inventory.
--
-- DEPRECATED: Legacy inventory support.
--
-- @function armor:update_inventory
-- @param player
armor.update_inventory = function(self, player)
-- DEPRECATED: Legacy inventory support
end
--- Sets inventory stack.
--
-- @function armor:set_inventory_stack
-- @tparam ObjectRef player
-- @tparam int i Armor inventory index.
-- @tparam ItemStack stack Armor item.
armor.set_inventory_stack = function(self, player, i, stack)
local _, inv = self:get_valid_player(player, "[set_inventory_stack]")
if inv then
@ -643,12 +927,23 @@ armor.set_inventory_stack = function(self, player, i, stack)
end
end
--- Checks for a player that can use armor.
--
-- @function armor:get_valid_player
-- @tparam ObjectRef player
-- @tparam string msg Additional info for log messages.
-- @treturn list Player name & armor inventory.
-- @usage local name, inv = armor:get_valid_player(player, "[equip]")
armor.get_valid_player = function(self, player, msg)
msg = msg or ""
if not player then
minetest.log("warning", ("3d_armor%s: Player reference is nil"):format(msg))
return
end
if type(player) ~= "userdata" then
-- Fake player, fail silently
return
end
local name = player:get_player_name()
if not name then
minetest.log("warning", ("3d_armor%s: Player name is nil"):format(msg))
@ -664,6 +959,10 @@ armor.get_valid_player = function(self, player, msg)
return name, inv
end
--- Drops armor item at given position.
--
-- @tparam vector pos
-- @tparam ItemStack stack Armor item to be dropped.
armor.drop_armor = function(pos, stack)
local node = minetest.get_node_or_nil(pos)
if node then
@ -677,6 +976,8 @@ end
--- Allows skin mod to be set manually.
--
-- Useful for skin mod forks that do not use the same name.
--
-- @tparam string mod Name of skin mod. Recognized names are "simple\_skins", "u\_skins", & "wardrobe".
armor.set_skin_mod = function(mod)
armor.skin_mod = mod
skin_mod = mod
end

View File

@ -15,6 +15,7 @@ ARMOR_MATERIALS = {
gold = "default:gold_ingot",
mithril = "moreores:mithril_ingot",
crystal = "ethereal:crystal_ingot",
nether = "nether:nether_ingot",
}
-- Enable fire protection (defaults true if using ethereal mod)

View File

@ -1,372 +0,0 @@
-- support for i18n
local S = armor.get_translator
armor:register_armor("3d_armor:helmet_admin", {
description = S("Admin Helmet"),
inventory_image = "3d_armor_inv_helmet_admin.png",
armor_groups = {fleshy=100},
groups = {armor_head=1, armor_heal=100, armor_use=0, armor_water=1,
not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
end,
})
armor:register_armor("3d_armor:chestplate_admin", {
description = S("Admin Chestplate"),
inventory_image = "3d_armor_inv_chestplate_admin.png",
armor_groups = {fleshy=100},
groups = {armor_torso=1, armor_heal=100, armor_use=0,
not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
end,
})
armor:register_armor("3d_armor:leggings_admin", {
description = S("Admin Leggings"),
inventory_image = "3d_armor_inv_leggings_admin.png",
armor_groups = {fleshy=100},
groups = {armor_legs=1, armor_heal=100, armor_use=0,
not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
end,
})
armor:register_armor("3d_armor:boots_admin", {
description = S("Admin Boots"),
inventory_image = "3d_armor_inv_boots_admin.png",
armor_groups = {fleshy=100},
groups = {armor_feet=1, armor_heal=100, armor_use=0,
not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
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
armor:register_armor("3d_armor:helmet_wood", {
description = S("Wood Helmet"),
inventory_image = "3d_armor_inv_helmet_wood.png",
groups = {armor_head=1, armor_heal=0, armor_use=2000, flammable=1},
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
})
armor:register_armor("3d_armor:chestplate_wood", {
description = S("Wood Chestplate"),
inventory_image = "3d_armor_inv_chestplate_wood.png",
groups = {armor_torso=1, armor_heal=0, armor_use=2000, flammable=1},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
})
armor:register_armor("3d_armor:leggings_wood", {
description = S("Wood Leggings"),
inventory_image = "3d_armor_inv_leggings_wood.png",
groups = {armor_legs=1, armor_heal=0, armor_use=2000, flammable=1},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
})
armor:register_armor("3d_armor:boots_wood", {
description = S("Wood Boots"),
inventory_image = "3d_armor_inv_boots_wood.png",
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, flammable=1},
})
local wood_armor_fuel = {
helmet = 6,
chestplate = 8,
leggings = 7,
boots = 5
}
for armor, burn in pairs(wood_armor_fuel) do
minetest.register_craft({
type = "fuel",
recipe = "3d_armor:" .. armor .. "_wood",
burntime = burn,
})
end
end
if armor.materials.cactus then
armor:register_armor("3d_armor:helmet_cactus", {
description = S("Cactus Helmet"),
inventory_image = "3d_armor_inv_helmet_cactus.png",
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", {
description = S("Cactus Chestplate"),
inventory_image = "3d_armor_inv_chestplate_cactus.png",
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", {
description = S("Cactus Leggings"),
inventory_image = "3d_armor_inv_leggings_cactus.png",
groups = {armor_legs=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:boots_cactus", {
description = S("Cactus Boots"),
inventory_image = "3d_armor_inv_boots_cactus.png",
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},
})
local cactus_armor_fuel = {
helmet = 14,
chestplate = 16,
leggings = 15,
boots = 13
}
for armor, burn in pairs(cactus_armor_fuel) do
minetest.register_craft({
type = "fuel",
recipe = "3d_armor:" .. armor .. "_cactus",
burntime = burn,
})
end
end
if armor.materials.steel then
armor:register_armor("3d_armor:helmet_steel", {
description = S("Steel Helmet"),
inventory_image = "3d_armor_inv_helmet_steel.png",
groups = {armor_head=1, armor_heal=0, armor_use=800,
physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=10},
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
})
armor:register_armor("3d_armor:chestplate_steel", {
description = S("Steel Chestplate"),
inventory_image = "3d_armor_inv_chestplate_steel.png",
groups = {armor_torso=1, armor_heal=0, armor_use=800,
physics_speed=-0.04, physics_gravity=0.04},
armor_groups = {fleshy=15},
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
})
armor:register_armor("3d_armor:leggings_steel", {
description = S("Steel Leggings"),
inventory_image = "3d_armor_inv_leggings_steel.png",
groups = {armor_legs=1, armor_heal=0, armor_use=800,
physics_speed=-0.03, physics_gravity=0.03},
armor_groups = {fleshy=15},
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
})
armor:register_armor("3d_armor:boots_steel", {
description = S("Steel Boots"),
inventory_image = "3d_armor_inv_boots_steel.png",
groups = {armor_feet=1, armor_heal=0, armor_use=800,
physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=10},
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
})
end
if armor.materials.bronze then
armor:register_armor("3d_armor:helmet_bronze", {
description = S("Bronze Helmet"),
inventory_image = "3d_armor_inv_helmet_bronze.png",
groups = {armor_head=1, armor_heal=6, armor_use=400,
physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
armor:register_armor("3d_armor:chestplate_bronze", {
description = S("Bronze Chestplate"),
inventory_image = "3d_armor_inv_chestplate_bronze.png",
groups = {armor_torso=1, armor_heal=6, armor_use=400,
physics_speed=-0.04, physics_gravity=0.04},
armor_groups = {fleshy=15},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
armor:register_armor("3d_armor:leggings_bronze", {
description = S("Bronze Leggings"),
inventory_image = "3d_armor_inv_leggings_bronze.png",
groups = {armor_legs=1, armor_heal=6, armor_use=400,
physics_speed=-0.03, physics_gravity=0.03},
armor_groups = {fleshy=15},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
armor:register_armor("3d_armor:boots_bronze", {
description = S("Bronze Boots"),
inventory_image = "3d_armor_inv_boots_bronze.png",
groups = {armor_feet=1, armor_heal=6, armor_use=400,
physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
end
if armor.materials.diamond then
armor:register_armor("3d_armor:helmet_diamond", {
description = S("Diamond Helmet"),
inventory_image = "3d_armor_inv_helmet_diamond.png",
groups = {armor_head=1, armor_heal=12, armor_use=200},
armor_groups = {fleshy=15},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
armor:register_armor("3d_armor:chestplate_diamond", {
description = S("Diamond Chestplate"),
inventory_image = "3d_armor_inv_chestplate_diamond.png",
groups = {armor_torso=1, armor_heal=12, armor_use=200},
armor_groups = {fleshy=20},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
armor:register_armor("3d_armor:leggings_diamond", {
description = S("Diamond Leggings"),
inventory_image = "3d_armor_inv_leggings_diamond.png",
groups = {armor_legs=1, armor_heal=12, armor_use=200},
armor_groups = {fleshy=20},
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},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
end
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,
physics_speed=-0.02, physics_gravity=0.02},
armor_groups = {fleshy=10},
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,
physics_speed=-0.05, physics_gravity=0.05},
armor_groups = {fleshy=15},
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,
physics_speed=-0.04, physics_gravity=0.04},
armor_groups = {fleshy=15},
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,
physics_speed=-0.02, physics_gravity=0.02},
armor_groups = {fleshy=10},
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
})
end
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},
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},
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},
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},
damage_groups = {cracky=2, snappy=1, level=3},
})
end
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},
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},
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},
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",
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
for k, v in pairs(armor.materials) do
minetest.register_craft({
output = "3d_armor:helmet_"..k,
recipe = {
{v, v, v},
{v, "", v},
{"", "", ""},
},
})
minetest.register_craft({
output = "3d_armor:chestplate_"..k,
recipe = {
{v, "", v},
{v, v, v},
{v, v, v},
},
})
minetest.register_craft({
output = "3d_armor:leggings_"..k,
recipe = {
{v, v, v},
{v, "", v},
{v, "", v},
},
})
minetest.register_craft({
output = "3d_armor:boots_"..k,
recipe = {
{v, "", v},
{v, "", v},
},
})
end

View File

@ -19,6 +19,7 @@ Helmets:
[3d_armor:helmet_gold] X = [default:gold_ingot]
[3d_armor:helmet_mithril] X = [moreores:mithril_ingot] *
[3d_armor:helmet_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:helmet_nether] X = [ethereal:nether_ingot] **
Chestplates:
@ -38,6 +39,7 @@ Chestplates:
[3d_armor:chestplate_gold] X = [default:gold_ingot]
[3d_armor:chestplate_mithril] X = [moreores:mithril_ingot] *
[3d_armor:chestplate_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:chestplate_nether] X = [ethereal:nether_ingot] **
Leggings:
@ -57,6 +59,7 @@ Leggings:
[3d_armor:leggings_gold] X = [default:gold_ingot]
[3d_armor:leggings_mithril] X = [moreores:mithril_ingot] *
[3d_armor:leggings_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:leggings_nether] X = [ethereal:nether_ingot] **
Boots:
@ -74,6 +77,8 @@ Boots:
[3d_armor:boots_gold] X = [default:gold_ingot]
[3d_armor:boots_mithril] X = [moreores:mithril_ingot] *
[3d_armor:boots_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:boots_nether] X = [ethereal:nether_ingot] **
* Requires moreores mod by Calinou - https://forum.minetest.net/viewtopic.php?id=549
** Requires ethereal mod by Chinchow & TenPlus1 - https://github.com/tenplus1/ethereal
** Requires nether mod - https://github.com/minetest-mods/nether.git

View File

@ -1,8 +0,0 @@
default
player_monoids?
armor_monoid?
pova?
fire?
ethereal?
bakedclay?
moreores?

View File

@ -1 +0,0 @@
Adds craftable armor that is visible to other players.

View File

@ -96,17 +96,10 @@ for _, mod in pairs(skin_mods) do
armor:add_preview(fn)
end
end
armor.skin_mod = mod
armor.set_skin_mod(mod)
end
end
if not minetest.get_modpath("moreores") then
armor.materials.mithril = nil
end
if not minetest.get_modpath("ethereal") then
armor.materials.crystal = nil
end
dofile(modpath.."/armor.lua")
-- Armor Initialization
@ -231,6 +224,11 @@ local function init_player_armor(initplayer)
if player:get_player_name() ~= name then
return 0
end
--cursed items cannot be unequiped by the player
local is_cursed = minetest.get_item_group(stack:get_name(), "cursed") ~= 0
if not minetest.is_creative_enabled(player) and is_cursed then
return 0
end
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
@ -296,7 +294,7 @@ end
-- Armor Player Model
default.player_register_model("3d_armor_character.b3d", {
player_api.register_model("3d_armor_character.b3d", {
animation_speed = 30,
textures = {
armor.default_skin..".png",
@ -310,6 +308,10 @@ default.player_register_model("3d_armor_character.b3d", {
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160},
-- compatibility w/ the emote mod
wave = {x = 192, y = 196, override_local = true},
point = {x = 196, y = 196, override_local = true},
freeze = {x = 205, y = 205, override_local = true},
},
})
@ -358,9 +360,12 @@ if armor.config.drop == true or armor.config.destroy == true then
for i=1, armor_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
table.insert(drop, stack)
armor:run_callbacks("on_unequip", player, i, stack)
armor_inv:set_stack("armor", i, nil)
--soulbound armors remain equipped after death
if minetest.get_item_group(stack:get_name(), "soulbound") == 0 then
table.insert(drop, stack)
armor:run_callbacks("on_unequip", player, i, stack)
armor_inv:set_stack("armor", i, nil)
end
end
end
armor:save_armor_inventory(player)
@ -396,8 +401,8 @@ if armor.config.drop == true or armor.config.destroy == true then
end)
end
end)
else -- reset un-dropped armor and it's effects
minetest.register_on_respawnplayer(function(player)
-- reset un-dropped armor and it's effects
armor:set_player_armor(player)
end)
end
@ -417,26 +422,48 @@ if armor.config.punch_damage == true then
end
minetest.register_on_player_hpchange(function(player, hp_change, reason)
if player and reason.type ~= "drown" and reason.hunger == nil
and hp_change < 0 then
local name = player:get_player_name()
if name then
local heal = armor.def[name].heal
if heal >= math.random(100) then
hp_change = 0
end
-- check if armor damage was handled by fire or on_punchplayer
local time = last_punch_time[name] or 0
if time == 0 or time + 1 < minetest.get_gametime() then
armor:punch(player)
end
if not minetest.is_player(player) then
return hp_change
end
if reason.type == "drown" or reason.hunger or hp_change >= 0 then
return hp_change
end
local name = player:get_player_name()
local properties = player:get_properties()
local hp = player:get_hp()
if hp + hp_change < properties.hp_max then
local heal = armor.def[name].heal
if heal >= math.random(100) then
hp_change = 0
end
-- check if armor damage was handled by fire or 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
end, true)
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if armor.config.feather_fall == true then
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if armor.def[name].feather > 0 then
local vel_y = player:get_velocity().y
if vel_y < 0 and vel_y < 3 then
vel_y = -(vel_y * 0.05)
player:add_velocity({x = 0, y = vel_y, z = 0})
end
end
end
end
if timer <= armor.config.init_delay then
return
end
@ -446,7 +473,7 @@ minetest.register_globalstep(function(dtime)
local remove = init_player_armor(player) == true
pending_players[player] = count + 1
if remove == false and count > armor.config.init_times then
minetest.log("warning", S("3d_armor: Failed to initialize player"))
minetest.log("warning", "3d_armor: Failed to initialize player")
remove = true
end
if remove == true then
@ -466,22 +493,14 @@ minetest.register_globalstep(function(dtime)
end
end)
-- Fire Protection, added by TenPlus1.
if armor.config.fire_protect == true then
-- override any hot nodes that do not already deal damage
for _, row in pairs(armor.fire_nodes) do
if minetest.registered_nodes[row[1]] then
local damage = minetest.registered_nodes[row[1]].damage_per_second
if not damage or damage == 0 then
minetest.override_item(row[1], {damage_per_second = row[3]})
end
end
end
else
print ("[3d_armor] Fire Nodes disabled")
end
if armor.config.fire_protect == true then
-- make torches hurt
minetest.override_item("default:torch", {damage_per_second = 1})
minetest.override_item("default:torch_wall", {damage_per_second = 1})
minetest.override_item("default:torch_ceiling", {damage_per_second = 1})
-- check player damage for any hot nodes we may be protected against
minetest.register_on_player_hpchange(function(player, hp_change, reason)
if reason.type == "node_damage" and reason.node then
@ -490,9 +509,7 @@ if armor.config.fire_protect == true then
local name = player:get_player_name()
for _,igniter in pairs(armor.fire_nodes) do
if reason.node == igniter[1] then
if armor.def[name].fire < igniter[2] then
armor:punch(player, "fire")
else
if armor.def[name].fire >= igniter[2] then
hp_change = 0
end
end

View File

@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Strahlen
Level=Stufe
Heal=Heilen
Fire=Feuer
Your @1 is almost broken!=Deine @1 ist fast kaputt!
Your @1 got destroyed!=Deine @1 wurde zerstört!

View File

@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Radiado
Level=Nivelo
Heal=Sanigi
Fire=Fajro
Your @1 is almost broken!=Via @1 estas preskaŭ rompita!
Your @1 got destroyed!=Via @1 detruiĝis!

View File

@ -1,58 +1,7 @@
# textdomain: 3d_armor
### api.lua ###
3d_armor: Detached armor inventory is nil @1=3d_armor: La armadura desconectada es nula @1
3d_armor: Player name is nil @1=3d_armor: El nombre del jugador es nulo @1
3d_armor: Player reference is nil @1=3d_armor: La referencia del jugador es nula @1
### armor.lua ###
Admin Boots=Botas de admin
Admin Chestplate=Peto de admin
Admin Helmet=Casco de admin
Admin Leggings=Grebas de admin
Bronze Boots=Botas de bronce
Bronze Chestplate=Peto de bronce
Bronze Helmet=Casco de bronce
Bronze Leggings=Grebas de bronce
Cactus Boots=Botas de cactus
Cactus Chestplate=Peto de cactus
Cactus Helmet=Casco de cactus
Cactus Leggings=Grebas de cactus
Crystal Boots=Botas de cristal
Crystal Chestplate=Peto de cristal
Crystal Helmet=Casco de cristal
Crystal Leggings=Grebas de cristal
Diamond Boots=Botas de diamante
Diamond Chestplate=Peto de diamante
Diamond Helmet=Casco de diamante
Diamond Leggings=Grebas de diamante
Gold Boots=Botas de oro
Gold Chestplate=Peto de oro
Gold Helmet=Casco de oro
Gold Leggings=Grebas de oro
Mithril Boots=Botas de mitrilo
Mithril Chestplate=Peto de mitrilo
Mithril Helmet=Casco de mitrilo
Mithril Leggings=Grebas de mitrilo
Steel Boots=Botas de acero
Steel Chestplate=Peto de acero
Steel Helmet=Casco de acero
Steel Leggings=Grebas de acero
Wood Boots=Botas de madera
Wood Chestplate=Peto de madera
Wood Helmet=Casco de madera
Wood Leggings=Grebas de madera
### init.lua ###
3d_armor: Failed to initialize player=3d_armor: Fallo en la inicialización del jugador
Fire=Fuego
Heal=Salud
Level=Nivel
Radiation=Radiación
Your @1 got destroyed!=¡Tu @1 fue destruído!
Level=Nivel
Heal=Salud
Fire=Fuego
Your @1 is almost broken!=¡Tu @1 esta a punto de romperse!
[3d_armor] Fire Nodes disabled=[3d_armor] Nodos de fuego desabilitados
Your @1 got destroyed!=¡Tu @1 fue destruído!

View File

@ -1,58 +1,7 @@
# textdomain: 3d_armor
### api.lua ###
3d_armor: Detached armor inventory is nil @1=3d_armor : Inventaire détaché pour l'armure non trouvé @1
3d_armor: Player name is nil @1=3d_armor : Nom du joueur non trouvé @1
3d_armor: Player reference is nil @1=3d_armor : Référence au joueur non trouvée @1
### armor.lua ###
Admin Boots=Bottes d'admin
Admin Chestplate=Cuirasse d'admin
Admin Helmet=Casque d'admin
Admin Leggings=Jambières d'admin
Bronze Boots=Bottes en bronze
Bronze Chestplate=Cuirasse en bronze
Bronze Helmet=Casque en bronze
Bronze Leggings=Jambières en bronze
Cactus Boots=Bottes en cactus
Cactus Chestplate=Cuirasse en cactus
Cactus Helmet=Casque en cactus
Cactus Leggings=Jambières en cactus
Crystal Boots=Bottes en cristal
Crystal Chestplate=Cuirasse en cristal
Crystal Helmet=Casque en cristal
Crystal Leggings=Jambières en cristal
Diamond Boots=Bottes en diamant
Diamond Chestplate=Cuirasse en diamant
Diamond Helmet=Casque en diamant
Diamond Leggings=Jambières en diamant
Gold Boots=Bottes en or
Gold Chestplate=Cuirasse en or
Gold Helmet=Casque en or
Gold Leggings=Jambières en or
Mithril Boots=Bottes en mithril
Mithril Chestplate=Cuirasse en mithril
Mithril Helmet=Casque en mithril
Mithril Leggings=Jambières en mithril
Steel Boots=Bottes en acier
Steel Chestplate=Cuirasse en acier
Steel Helmet=Casque en acier
Steel Leggings=Jambières en acier
Wood Boots=Bottes en bois
Wood Chestplate=Cuirasse en bois
Wood Helmet=Casque en bois
Wood Leggings=Jambières en bois
### init.lua ###
3d_armor: Failed to initialize player=3d_armor : Impossible d'initialiser le joueur
Fire=Fire
Heal=Soins
Level=Niveau
Radiation=Radiation
Your @1 got destroyed!=Une partie de votre armure a été détruite : @1 !
Level=Niveau
Heal=Soins
Fire=Fire
Your @1 is almost broken!=Une partie de votre armure est presque détruite : @1 !
[3d_armor] Fire Nodes disabled=[3d_armor] Nœuds de type feu désactivés
Your @1 got destroyed!=Une partie de votre armure a été détruite : @1 !

View File

@ -1,85 +1,7 @@
# textdomain: 3d_armor
### api.lua ###
3d_armor: Detached armor inventory is nil @1=3d_armor: L'inventario separato dell'armatura è nullo @1
3d_armor: Player name is nil @1=3d_armor: Il nome dell'utente è nullo @1
3d_armor: Player reference is nil @1=3d_armor: Il riferimento all'utente è nullo @1
### armor.lua ###
Admin Boots=Stivali dell'amministratrice/tore
Admin Chestplate=Corazza dell'amministratrice/tore
Admin Helmet=Elmo dell'amministratrice/tore
Admin Leggings=Gambali dell'amministratrice/tore
Bronze Boots=Stivali di bronzo
Bronze Chestplate=Corazza di bronzo
Bronze Helmet=Elmo di bronzo
Bronze Leggings=Gambali di bronzo
Cactus Boots=Stivali di cactus
Cactus Chestplate=Corazza di cactus
Cactus Helmet=Elmo di cactus
Cactus Leggings=Gambali di cactus
Crystal Boots=Stivali di cristallo
Crystal Chestplate=Corazza di cristallo
Crystal Helmet=Elmo di cristallo
Crystal Leggings=Gambali di cristallo
Diamond Boots=Stivali di diamante
Diamond Chestplate=Corazza di diamante
Diamond Helmet=Elmo di diamante
Diamond Leggings=Gambali di diamante
Gold Boots=Stivali d'oro
Gold Chestplate=Corazza d'oro
Gold Helmet=Elmo d'oro
Gold Leggings=Gambali d'oro
Mithril Boots=Stivali di mithril
Mithril Chestplate=Corazza di mithril
Mithril Helmet=Elmo di mithril
Mithril Leggings=Gambali di mithril
Steel Boots=Stivali d'acciaio
Steel Chestplate=Corazza d'acciaio
Steel Helmet=Elmo d'acciaio
Steel Leggings=Gambali d'acciaio
Wood Boots=Stivali di legno
Wood Chestplate=Corazza di legno
Wood Helmet=Elmo di legno
Wood Leggings=Gambali di legno
### init.lua ###
3d_armor: Failed to initialize player=3d_armor: Inizializzazione dell'utente fallita
Fire=Fuoco
Heal=Guarigione
Level=Livello
Radiation=Radiazione
Your @1 got destroyed!=@1 in frantumi!
Level=Livello
Heal=Guarigione
Fire=Fuoco
Your @1 is almost broken!=@1 quasi in frantumi!
[3d_armor] Fire Nodes disabled=[3d_armor] Nodi fuoco disabilitati
##### not used anymore #####
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: Mod caricata ma inutilizzata.
Back=Indietro
Armor=Armatura
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: Mod caricata ma inutilizzata.
Armor stand top=Parte superiore del supporto per armatura
Armor stand=Supporto per armatura
Armor Stand=Supporto per armatura
Locked Armor stand=Supporto per armatura chiuso a chiave
Armor Stand (owned by @1)=Supporto per armatura (di proprietà di @1)
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: Mod caricata ma inutilizzata.
3d Armor=Armatura 3D
Armor not initialized!=Armatura non inizializzata!
Admin Shield=Scudo dell'amministratrice/tore
Wooden Shield=Scudo di legno
Enhanced Wood Shield=Scudo di legno migliorato
Cactus Shield=Scudo di cactus
Enhanced Cactus Shield=Scudo di cactus migliorato
Steel Shield=Scudo d'acciaio
Bronze Shield=Scudo di bronzo
Diamond Shield=Scudo di diamante
Gold Shield=Scudo d'oro
Mithril Shield=Scudo di mithril
Crystal Shield=Scudo di cristallo
Your @1 got destroyed!=@1 in frantumi!

View File

@ -1,85 +1,7 @@
# textdomain: 3d_armor
### api.lua ###
3d_armor: Detached armor inventory is nil @1=3d_armor: Inventori perisai terpisah tiada nilai @1
3d_armor: Player name is nil @1=3d_armor: Nama pemain tiada nilai @1
3d_armor: Player reference is nil @1=3d_armor: Rujukan pemain tiada nilai @1
### armor.lua ###
Admin Boots=But Pentadbir
Admin Chestplate=Perisai Dada Pentadbir
Admin Helmet=Helmet Pentadbir
Admin Leggings=Perisai Kaki Pentadbir
Bronze Boots=But Gangsa
Bronze Chestplate=Perisai Dada Gangsa
Bronze Helmet=Helmet Gangsa
Bronze Leggings=Perisai Kaki Gangsa
Cactus Boots=But Kaktus
Cactus Chestplate=Perisai Dada Kaktus
Cactus Helmet=Helmet Kaktus
Cactus Leggings=Perisai Kaki Kaktus
Crystal Boots=But Kristal
Crystal Chestplate=Perisai Dada Kristal
Crystal Helmet=Helmet Kristal
Crystal Leggings=Perisai Kaki Kristal
Diamond Boots=But Intan
Diamond Chestplate=Perisai Dada Intan
Diamond Helmet=Helmet Intan
Diamond Leggings=Perisai Kaki Intan
Gold Boots=But Emas
Gold Chestplate=Perisai Dada Emas
Gold Helmet=Helmet Emas
Gold Leggings=Perisai Kaki Emas
Mithril Boots=But Mithril
Mithril Chestplate=Perisai Dada Mithril
Mithril Helmet=Helmet Mithril
Mithril Leggings=Perisai Kaki Mithril
Steel Boots=But Keluli
Steel Chestplate=Perisai Dada Keluli
Steel Helmet=Helmet Keluli
Steel Leggings=Perisai Kaki Keluli
Wood Boots=But Kayu
Wood Chestplate=Perisai Dada Kayu
Wood Helmet=Helmet Kayu
Wood Leggings=Perisai Kaki Kayu
### init.lua ###
3d_armor: Failed to initialize player=3d_armor: Gagal mengasalkan pemain
Fire=Api
Heal=Pulih
Level=Tahap
Radiation=Radiasi
Your @1 got destroyed!=@1 anda telah musnah!
Level=Tahap
Heal=Pulih
Fire=Api
Your @1 is almost broken!=
[3d_armor] Fire Nodes disabled=[3d_armor] Nod-nod Api dilumpuhkan
##### not used anymore #####
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: Mods dimuatkan tetapi tidak digunakan.
Back=Kembali
Armor=Perisai
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: Mods dimuatkan tetapi tidak digunakan.
Armor stand top=Bhg atas dirian perisai
Armor stand=Dirian perisai
Armor Stand=Dirian Perisai
Locked Armor stand=Dirian perisai Berkunci
Armor Stand (owned by @1)=Dirian Perisai (milik @1)
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: Mods dimuatkan tetapi tidak digunakan.
3d Armor=Perisai 3d
Armor not initialized!=Perisai tidak diasalkan!
Admin Shield=Perisai Pegang Pentadbir
Wooden Shield=Perisai Pegang Kayu
Enhanced Wood Shield=Perisai Pegang Kayu Kukuh
Cactus Shield=Perisai Pegang Kaktus
Enhanced Cactus Shield=Perisai Pegang Kaktus Kukuh
Steel Shield=Perisai Pegang Keluli
Bronze Shield=Perisai Pegang Gangsa
Diamond Shield=Perisai Pegang Intan
Gold Shield=Perisai Pegang Emas
Mithril Shield=Perisai Pegang Mithril
Crystal Shield=Perisai Pegang Kristal
Your @1 got destroyed!=@1 anda telah musnah!

View File

@ -1,85 +1,7 @@
# textdomain: 3d_armor
### api.lua ###
3d_armor: Detached armor inventory is nil @1=3d_armor: Inventario avulso de armadura é nulo @1
3d_armor: Player name is nil @1=3d_armor: Nome de jogador é nulo @1
3d_armor: Player reference is nil @1=3d_armor: Referência Jogador é nula @1
### armor.lua ###
Admin Boots=Botas de Administrador
Admin Chestplate=Peitoral de Administrador
Admin Helmet=Capacete de Administrador
Admin Leggings=Calças de Administrador
Bronze Boots=Botas de Bronze
Bronze Chestplate=Peitoral de Bronze
Bronze Helmet=Capacete de Bronze
Bronze Leggings=Calças de Bronze
Cactus Boots=Botas de Madeira
Cactus Chestplate=Peitoral de Cacto
Cactus Helmet=Capacete de Cacto
Cactus Leggings=Calças de Cacto
Crystal Boots=Botas de Cristal
Crystal Chestplate=Peitoral de Cristal
Crystal Helmet=Capacete de Cristal
Crystal Leggings=Calças de Cristal
Diamond Boots=Botas de Diamante
Diamond Chestplate=Peitoral de Diamante
Diamond Helmet=Capacete de Diamante
Diamond Leggings=Calças de Diamante
Gold Boots=Botas de Ouro
Gold Chestplate=Peitoral de Ouro
Gold Helmet=Capacete de Ouro
Gold Leggings=Calças de Ouro
Mithril Boots=Botas de Mithril
Mithril Chestplate=Peitoral de Mithril
Mithril Helmet=Capacete de Mithril
Mithril Leggings=Calças de Mithril
Steel Boots=Botas de Aço
Steel Chestplate=Peitoral de Aço
Steel Helmet=Capacete de Aço
Steel Leggings=Calças de Aço
Wood Boots=Botas de Madeira
Wood Chestplate=Peitoral de Madeira
Wood Helmet=Capacete de Madeira
Wood Leggings=Calças de Madeira
### init.lua ###
3d_armor: Failed to initialize player=3d_armor: Falha ao inicializar jogador
Fire=Fogo
Heal=Saúde
Level=Nível
Radiation=Radiação
Your @1 got destroyed!=@1 foi destruído(a)!
Level=Nível
Heal=Saúde
Fire=Fogo
Your @1 is almost broken!=
[3d_armor] Fire Nodes disabled=[3d_armor] Nodes de gofo desabilitados
##### not used anymore #####
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: Mod carregado mas inoperante.
Back=Voltar
Armor=Armadura
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: Mod carregado mas inoperante.
Armor stand top=Topo de estande de armadura
Armor stand=Estande de armadura
Armor Stand=Estande de Armadura
Locked Armor stand=Estande de Armadura Trancada
Armor Stand (owned by @1)=Estande de Armadura (pertente a @1)
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: Mod carregado mas inoperante.
3d Armor=3d Armor
Armor not initialized!=Armadura não inicializada!
Admin Shield=Escudo de Administrador
Wooden Shield=Escudo de Madeira
Enhanced Wood Shield=Escudo de Madeira Melhorado
Cactus Shield=Escudo de Cacto
Enhanced Cactus Shield=Escudo de Cacto Melhorado
Steel Shield=Escudo de Aço
Bronze Shield=Escudo de Bronze
Diamond Shield=Escudo de Diamante
Gold Shield=Escudo de Ouro
Mithril Shield=Escudo de Mithril
Crystal Shield=Escudo de Cristal
Your @1 got destroyed!=@1 foi destruído(a)!

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@ -1,85 +1,7 @@
# textdomain: 3d_armor
### api.lua ###
3d_armor: Detached armor inventory is nil @1=3d_armor: Inventario avulso de armadura é nulo @1
3d_armor: Player name is nil @1=3d_armor: Nome de jogador é nulo @1
3d_armor: Player reference is nil @1=3d_armor: Referência Jogador é nula @1
### armor.lua ###
Admin Boots=Botas de Administrador
Admin Chestplate=Peitoral de Administrador
Admin Helmet=Capacete de Administrador
Admin Leggings=Calças de Administrador
Bronze Boots=Botas de Bronze
Bronze Chestplate=Peitoral de Bronze
Bronze Helmet=Capacete de Bronze
Bronze Leggings=Calças de Bronze
Cactus Boots=Botas de Madeira
Cactus Chestplate=Peitoral de Cacto
Cactus Helmet=Capacete de Cacto
Cactus Leggings=Calças de Cacto
Crystal Boots=Botas de Cristal
Crystal Chestplate=Peitoral de Cristal
Crystal Helmet=Capacete de Cristal
Crystal Leggings=Calças de Cristal
Diamond Boots=Botas de Diamante
Diamond Chestplate=Peitoral de Diamante
Diamond Helmet=Capacete de Diamante
Diamond Leggings=Calças de Diamante
Gold Boots=Botas de Ouro
Gold Chestplate=Peitoral de Ouro
Gold Helmet=Capacete de Ouro
Gold Leggings=Calças de Ouro
Mithril Boots=Botas de Mithril
Mithril Chestplate=Peitoral de Mithril
Mithril Helmet=Capacete de Mithril
Mithril Leggings=Calças de Mithril
Steel Boots=Botas de Aço
Steel Chestplate=Peitoral de Aço
Steel Helmet=Capacete de Aço
Steel Leggings=Calças de Aço
Wood Boots=Botas de Madeira
Wood Chestplate=Peitoral de Madeira
Wood Helmet=Capacete de Madeira
Wood Leggings=Calças de Madeira
### init.lua ###
3d_armor: Failed to initialize player=3d_armor: Falha ao inicializar jogador
Fire=Fogo
Heal=Saúde
Level=Nível
Radiation=Radiação
Your @1 got destroyed!=@1 foi destruído(a)!
Level=Nível
Heal=Saúde
Fire=Fogo
Your @1 is almost broken!=
[3d_armor] Fire Nodes disabled=[3d_armor] Nodes de gofo desabilitados
##### not used anymore #####
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: Mod carregado mas inoperante.
Back=Voltar
Armor=Armadura
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: Mod carregado mas inoperante.
Armor stand top=Topo de estande de armadura
Armor stand=Estande de armadura
Armor Stand=Estande de Armadura
Locked Armor stand=Estande de Armadura Trancada
Armor Stand (owned by @1)=Estande de Armadura (pertente a @1)
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: Mod carregado mas inoperante.
3d Armor=3d Armor
Armor not initialized!=Armadura não inicializada!
Admin Shield=Escudo de Administrador
Wooden Shield=Escudo de Madeira
Enhanced Wood Shield=Escudo de Madeira Melhorado
Cactus Shield=Escudo de Cacto
Enhanced Cactus Shield=Escudo de Cacto Melhorado
Steel Shield=Escudo de Aço
Bronze Shield=Escudo de Bronze
Diamond Shield=Escudo de Diamante
Gold Shield=Escudo de Ouro
Mithril Shield=Escudo de Mithril
Crystal Shield=Escudo de Cristal
Your @1 got destroyed!=@1 foi destruído(a)!

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@ -1,85 +1,7 @@
# textdomain: 3d_armor
### api.lua ###
3d_armor: Detached armor inventory is nil @1=3d_armor: Отдельный инвентарь брони является nil @1
3d_armor: Player name is nil @1=3d_armor: Имя игрока является nil @1
3d_armor: Player reference is nil @1=3d_armor: Ссылка игрока является nil @1
### armor.lua ###
Admin Boots=ботинки админа
Admin Chestplate=бронежилет админа
Admin Helmet=шлем админа
Admin Leggings=гамаши админа
Bronze Boots=бронзовые ботинки
Bronze Chestplate=бронзовый бронежилет
Bronze Helmet=бронзовый шлем
Bronze Leggings=бронзовые гамаши
Cactus Boots=кактусовые ботинки
Cactus Chestplate=кактусовый бронежилет
Cactus Helmet=кактусовый шлем
Cactus Leggings=кактусовые гамаши
Crystal Boots=кристалловые ботинки
Crystal Chestplate=кристалловый бронежилет
Crystal Helmet=кристалловый шлем
Crystal Leggings=кристалловые гамаши
Diamond Boots=алмазные ботинки
Diamond Chestplate=алмазный бронежилет
Diamond Helmet=алмазный шлем
Diamond Leggings=алмазные гамаши
Gold Boots=золотые ботинки
Gold Chestplate=золотой бронежилет
Gold Helmet=золотой шлем
Gold Leggings=золотые гамаши
Mithril Boots=мифриловые ботинки
Mithril Chestplate=мифриловый бронежилет
Mithril Helmet=мифриловый шлем
Mithril Leggings=мифриловые гамаши
Steel Boots=стальные ботинки
Steel Chestplate=стальной бронежилет
Steel Helmet=стальной шлем
Steel Leggings=стальные гамаши
Wood Boots=деревянные ботинки
Wood Chestplate=деревянный бронежилет
Wood Helmet=деревянный шлем
Wood Leggings=деревянные гамаши
### init.lua ###
3d_armor: Failed to initialize player=3d_armor: не смог подготовить игрока
Fire=огонь
Heal=исцеление
Level=уровень
Radiation=излучение
Your @1 got destroyed!=твой(и) @1 был(и) разрушен(ы)!
Level=уровень
Heal=исцеление
Fire=огонь
Your @1 is almost broken!=
[3d_armor] Fire Nodes disabled=[3d_armor] блоки огня отключены
##### not used anymore #####
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: мод загружен но не используется.
Back=назад
Armor=бронь
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: мод загружен но не используется.
Armor stand top=стойка для брони (верх)
Armor stand=стойка для брони
Armor Stand=стойка для брони
Locked Armor stand=защищенная стойка для брони
Armor Stand (owned by @1)=стойка для брони (принадлежит @1)
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: мод загружен но не используется.
3d Armor=3D бронь
Armor not initialized!=бронь не подготовлена!
Admin Shield=щит админа
Wooden Shield=деревянный щит
Enhanced Wood Shield=улучшенный деревянный щит
Cactus Shield=кактусный щит
Enhanced Cactus Shield=улучшенный кактусный щит
Steel Shield=стальной щит
Bronze Shield=бронзовый щит
Diamond Shield=алмазный щит
Gold Shield=золотой щит
Mithril Shield=мифриловый щит
Crystal Shield=кристалловый щит
Your @1 got destroyed!=твой(и) @1 был(и) разрушен(ы)!

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@ -0,0 +1,7 @@
# textdomain: 3d_armor
Radiation=Strålning
Level=Nivå
Heal=Läkning
Fire=Eld
Your @1 is almost broken!=Din @1 är nästan förstörd!
Your @1 got destroyed!=Din @1 blev förstörd!

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@ -1,58 +1,7 @@
# textdomain: 3d_armor
### api.lua ###
3d_armor: Detached armor inventory is nil @1=
3d_armor: Player name is nil @1=
3d_armor: Player reference is nil @1=
### armor.lua ###
Admin Boots=
Admin Chestplate=
Admin Helmet=
Admin Leggings=
Bronze Boots=
Bronze Chestplate=
Bronze Helmet=
Bronze Leggings=
Cactus Boots=
Cactus Chestplate=
Cactus Helmet=
Cactus Leggings=
Crystal Boots=
Crystal Chestplate=
Crystal Helmet=
Crystal Leggings=
Diamond Boots=
Diamond Chestplate=
Diamond Helmet=
Diamond Leggings=
Gold Boots=
Gold Chestplate=
Gold Helmet=
Gold Leggings=
Mithril Boots=
Mithril Chestplate=
Mithril Helmet=
Mithril Leggings=
Steel Boots=
Steel Chestplate=
Steel Helmet=
Steel Leggings=
Wood Boots=
Wood Chestplate=
Wood Helmet=
Wood Leggings=
### init.lua ###
3d_armor: Failed to initialize player=
Fire=
Heal=
Level=
Radiation=
Your @1 got destroyed!=
Level=
Heal=
Fire=
Your @1 is almost broken!=
[3d_armor] Fire Nodes disabled=
Your @1 got destroyed!=

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@ -1,4 +1,4 @@
name = 3d_armor
depends = default
optional_depends = player_monoids, armor_monoid, pova, fire, ethereal, bakedclay, moreores
depends = default, player_api
optional_depends = player_monoids, armor_monoid, pova, moreores
description = Adds craftable armor that is visible to other players.

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@ -1,44 +0,0 @@
3d_armor/textures/3d_armor_helmet_wood.png:head
3d_armor/textures/3d_armor_chestplate_wood.png:torso
3d_armor/textures/3d_armor_leggings_wood.png:legs
3d_armor/textures/3d_armor_boots_wood.png:feet
3d_armor/textures/3d_armor_helmet_cactus.png:head
3d_armor/textures/3d_armor_chestplate_cactus.png:torso
3d_armor/textures/3d_armor_leggings_cactus.png:legs
3d_armor/textures/3d_armor_boots_cactus.png:feet
3d_armor/textures/3d_armor_helmet_steel.png:head
3d_armor/textures/3d_armor_chestplate_steel.png:torso
3d_armor/textures/3d_armor_leggings_steel.png:legs
3d_armor/textures/3d_armor_boots_steel.png:feet
3d_armor/textures/3d_armor_helmet_bronze.png:head
3d_armor/textures/3d_armor_chestplate_bronze.png:torso
3d_armor/textures/3d_armor_leggings_bronze.png:legs
3d_armor/textures/3d_armor_boots_bronze.png:feet
3d_armor/textures/3d_armor_helmet_gold.png:head
3d_armor/textures/3d_armor_chestplate_gold.png:torso
3d_armor/textures/3d_armor_leggings_gold.png:legs
3d_armor/textures/3d_armor_boots_gold.png:feet
3d_armor/textures/3d_armor_helmet_diamond.png:head
3d_armor/textures/3d_armor_chestplate_diamond.png:torso
3d_armor/textures/3d_armor_leggings_diamond.png:legs
3d_armor/textures/3d_armor_boots_diamond.png:feet
3d_armor/textures/3d_armor_helmet_mithril.png:head
3d_armor/textures/3d_armor_chestplate_mithril.png:torso
3d_armor/textures/3d_armor_leggings_mithril.png:legs
3d_armor/textures/3d_armor_boots_mithril.png:feet
3d_armor/textures/3d_armor_helmet_crystal.png:head
3d_armor/textures/3d_armor_chestplate_crystal.png:torso
3d_armor/textures/3d_armor_leggings_crystal.png:legs
3d_armor/textures/3d_armor_boots_crystal.png:feet
3d_armor/textures/3d_armor_helmet_admin.png:head
3d_armor/textures/3d_armor_chestplate_admin.png:torso
3d_armor/textures/3d_armor_leggings_admin.png:legs
3d_armor/textures/3d_armor_boots_admin.png:feet

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@ -1,2 +0,0 @@
3d_armor
inventory_plus?

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@ -1 +0,0 @@
Adds 3d_armor page to the inventory plus.

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@ -3,7 +3,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
local F = minetest.formspec_escape
if not minetest.global_exists("inventory_plus") then
minetest.log("warning", S("3d_armor_ip: Mod loaded but unused."))
minetest.log("warning", "3d_armor_ip: Mod loaded but unused.")
return
end

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@ -0,0 +1,3 @@
# textdomain: 3d_armor_ip
Back=Dorso
Armor=Kiraso

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@ -1,8 +1,3 @@
# textdomain: 3d_armor_ip
### init.lua ###
3d_armor_ip: Mod loaded but unused.=3d_armor_ip : Mod chargé mais inutilisé.
Armor=Armure
Back=Retour
Armor=Armure

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@ -0,0 +1,3 @@
# textdomain: 3d_armor_ip
Back=Voltar
Armor=Armadura

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@ -0,0 +1,3 @@
# textdomain: 3d_armor_ip
Back=Tillbaka
Armor=Rustning

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@ -1,8 +1,3 @@
# textdomain: 3d_armor_ip
### init.lua ###
3d_armor_ip: Mod loaded but unused.=
Armor=
Back=
Armor=

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@ -1,2 +0,0 @@
3d_armor
sfinv?

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@ -1 +0,0 @@
Adds 3d_armor page to the sfinv inventory.

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@ -2,7 +2,7 @@
local S = minetest.get_translator(minetest.get_current_modname())
if not minetest.global_exists("sfinv") then
minetest.log("warning", S("3d_armor_sfinv: Mod loaded but unused."))
minetest.log("warning", "3d_armor_sfinv: Mod loaded but unused.")
return
end

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@ -0,0 +1,2 @@
# textdomain: 3d_armor_sfinv
Armor=Kiraso

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@ -1,7 +1,2 @@
# textdomain: 3d_armor_sfinv
### init.lua ###
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv : Mod cargado pero no activado.
Armor=Armadura

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@ -1,7 +1,2 @@
# textdomain: 3d_armor_sfinv
### init.lua ###
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv : Mod chargé mais inutilisé.
Armor=Armure

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@ -0,0 +1,2 @@
# textdomain: 3d_armor_sfinv
Armor=Armadura

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@ -0,0 +1,2 @@
# textdomain: 3d_armor_sfinv
Armor=Rustning

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@ -1,7 +1,2 @@
# textdomain: 3d_armor_sfinv
### init.lua ###
3d_armor_sfinv: Mod loaded but unused.=
Armor=

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@ -1,2 +0,0 @@
3d_armor

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@ -134,7 +134,7 @@ local function remove_hidden_node(pos)
end
minetest.register_node("3d_armor_stand:top", {
description = S("Armor stand top"),
description = S("Armor Stand Top"),
paramtype = "light",
drawtype = "plantlike",
sunlight_propagates = true,
@ -149,7 +149,7 @@ minetest.register_node("3d_armor_stand:top", {
})
minetest.register_node("3d_armor_stand:armor_stand", {
description = S("Armor stand"),
description = S("Armor Stand"),
drawtype = "mesh",
mesh = "3d_armor_stand.obj",
tiles = {"3d_armor_stand.png"},
@ -218,7 +218,7 @@ minetest.register_node("3d_armor_stand:armor_stand", {
})
minetest.register_node("3d_armor_stand:locked_armor_stand", {
description = S("Locked Armor stand"),
description = S("Locked Armor Stand"),
drawtype = "mesh",
mesh = "3d_armor_stand.obj",
tiles = {"3d_armor_stand_locked.png"},

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@ -0,0 +1,5 @@
# textdomain: 3d_armor_stand
Armor Stand Top=Kirasstando Supro
Armor Stand=Kirasstando
Locked Armor Stand=Ŝlosita Kirasstando
Armor Stand (owned by @1)=Kirasstando (posedata de @1)

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@ -1,10 +1,5 @@
# textdomain: 3d_armor_stand
### init.lua ###
Armor Stand Top=Haut de support d'armure
Armor Stand=Support d'armure
Locked Armor Stand=Support d'armure verrouillé
Armor Stand (owned by @1)=Support d'armure (propriété de @1)
Armor stand=Support d'armure
Armor stand top=Haut de support d'armure
Locked Armor stand=Support d'armure verrouillé

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@ -0,0 +1,5 @@
# textdomain: 3d_armor_stand
Armor Stand Top=Topo do suporte de armadura
Armor Stand=Suporte de Armadura
Locked Armor Stand=Suporte de armadura trancado
Armor Stand (owned by @1)=Suporte de Armadura (dono: @1)

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@ -0,0 +1,5 @@
# textdomain: 3d_armor_stand
Armor Stand Top=Rustningställstopp
Armor Stand=Rustningställ
Locked Armor Stand=Låst rustningställ
Armor Stand (owned by @1)=Rustningställ (ägd av @1)

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@ -1,10 +1,5 @@
# textdomain: 3d_armor_stand
### init.lua ###
Armor Stand Top=
Armor Stand=
Locked Armor Stand=
Armor Stand (owned by @1)=
Armor stand=
Armor stand top=
Locked Armor stand=

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@ -1,2 +0,0 @@
3d_armor
unified_inventory?

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@ -1 +0,0 @@
Adds 3d_armor page to the unified inventory.

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@ -23,7 +23,7 @@ end)
unified_inventory.register_button("armor", {
type = "image",
image = "inventory_plus_armor.png",
tooltip = S("3d Armor")
tooltip = S("3D Armor")
})
unified_inventory.register_page("armor", {

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@ -0,0 +1,8 @@
# textdomain: 3d_armor_ui
3D Armor=3D Kiraso
Armor not initialized!=Kiraso ne pravigita!
Armor=Kiraso
Level=Nivelo
Heal=Sanigi
Fire=Fajro
Radiation=Radiado

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@ -1,12 +1,8 @@
# textdomain: 3d_armor_ui
### init.lua ###
3d Armor=Armure 3d
Armor=Armure
3D Armor=Armure 3D
Armor not initialized!=Armure non initialisée !
Fire=Feu
Heal=Soins
Armor=Armure
Level=Niveau
Heal=Soins
Fire=Feu
Radiation=Radiation

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@ -0,0 +1,8 @@
# textdomain: 3d_armor_ui
3D Armor=3D Armor
Armor not initialized!=Armadura não inicializada!
Armor=Armadura
Level=Nível
Heal=Vida
Fire=Fogo
Radiation=Radiação

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@ -0,0 +1,8 @@
# textdomain: 3d_armor_ui
3D Armor=
Armor not initialized!=Rustning har inte initialiserats
Armor=Rustning
Level=Nivå
Heal=Läkning
Fire=Eld
Radiation=Strålning

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@ -1,12 +1,8 @@
# textdomain: 3d_armor_ui
### init.lua ###
3d Armor=
Armor=
3D Armor=
Armor not initialized!=
Fire=
Heal=
Armor=
Level=
Heal=
Fire=
Radiation=

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@ -1,9 +1,9 @@
3D Armor - Visible Player Armor
===============================
License Source Code: Copyright (C) 2013-2018 Stuart Jones - LGPL v2.1
License Source Code: Copyright (C) 2013-2023 Stuart Jones - LGPL v2.1
Armor Textures: Copyright (C) 2017-2018 davidthecreator - CC-BY-SA 3.0
Armor Textures: Copyright (C) 2017-2023 davidthecreator - CC-BY-SA 3.0
Special credit to Jordach and MirceaKitsune for providing the default 3d character model.

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@ -1,5 +1,5 @@
Modpack - 3d Armor [0.4.13]
===========================
Modpack - 3d Armor
==================
![3d_armor screenshot](https://github.com/minetest-mods/3d_armor/blob/master/screenshot.png)
@ -22,7 +22,7 @@ Modpack - 3d Armor [0.4.13]
[mod] Visible Player Armor [3d_armor]
-------------------------------------
Minetest Version: 5.0.0
Minetest Version: 5.0.0 and newer
Game: minetest_game and many derivatives
@ -49,7 +49,26 @@ and [simple_skins] by TenPlus1.
Armor can be configured by adding a file called armor.conf in 3d_armor mod or world directory.
see armor.conf.example for all available options.
For mod installation instructions, please visit: http://wiki.minetest.com/wiki/Installing_Mods
For **mod installation** instructions, please visit: http://wiki.minetest.com/wiki/Installing_Mods
The specific "armors as modpack" refactorization allows anyone to enable/disable any armors they want as mods rather than obscure settings of the past. (See [#78](https://github.com/minetest-mods/3d_armor/commit/9444afd7222a71fc17d40c9793506812d715dcc3) for further explanation.)
Currently, the modpack includes:
- armor_admin
- armor_bronze
- armor_cactus
- armor_crystal
- armor_diamond
- armor_gold
- armor_mithril
- armor_nether
- armor_steel
- armor_wood
as separate armor mods intentionally. All these mods depend on 3d_armor.
[API Reference](https://minetest-mods.github.io/3d_armor/reference/)
[mod] Visible Wielded Items [wieldview]
---------------------------------------

26
armor_admin/LICENSE.txt Normal file
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@ -0,0 +1,26 @@
[mod] 3d Armor [3d_armor]
=========================
License Source Code
-------------------
Copyright (C) 2012-2019 stujones11, Stuart Jones <stujones111@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
License Textures
----------------
Copyright (C) 2017-2019 davidthecreator - CC-BY-SA 3.0

94
armor_admin/init.lua Normal file
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@ -0,0 +1,94 @@
--- Registered armors.
--
-- @topic armor
-- support for i18n
local S = armor.get_translator
--- Admin Helmet
--
-- @helmet 3d_armor:helmet_admin
-- @img 3d_armor_inv_helmet_admin.png
-- @grp armor_head 1
-- @grp armor_heal 100
-- @grp armor_use 0
-- @grp armor_water 1
-- @grp not_in_creative_inventory 1
-- @armorgrp fleshy 100
armor:register_armor(":3d_armor:helmet_admin", {
description = S("Admin Helmet"),
inventory_image = "3d_armor_inv_helmet_admin.png",
armor_groups = {fleshy=100},
groups = {armor_head=1, armor_heal=100, armor_use=0, armor_water=1,
not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
end,
})
--- Admin Chestplate
--
-- @chestplate 3d_armor:chestplate_admin
-- @img 3d_armor_inv_chestplate_admin.png
-- @grp armor_torso 1
-- @grp armor_heal 100
-- @grp armor_use 0
-- @grp not_in_creative_inventory 1
-- @armorgrp fleshy 100
armor:register_armor(":3d_armor:chestplate_admin", {
description = S("Admin Chestplate"),
inventory_image = "3d_armor_inv_chestplate_admin.png",
armor_groups = {fleshy=100},
groups = {armor_torso=1, armor_heal=100, armor_use=0,
not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
end,
})
--- Admin Leggings
--
-- @leggings 3d_armor:leggings_admin
-- @img 3d_armor_inv_leggings_admin.png
-- @grp armor_legs 1
-- @grp armor_heal 100
-- @grp armor_use 0
-- @grp not_in_creative_inventory 1
-- @armorgrp fleshy 100
armor:register_armor(":3d_armor:leggings_admin", {
description = S("Admin Leggings"),
inventory_image = "3d_armor_inv_leggings_admin.png",
armor_groups = {fleshy=100},
groups = {armor_legs=1, armor_heal=100, armor_use=0,
not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
end,
})
--- Admin Boots
--
-- @boots 3d_armor:boots_admin
-- @img 3d_armor_inv_boots_admin.png
-- @grp armor_feet 1
-- @grp armor_heal 100
-- @grp armor_use 0
-- @grp not_in_creative_inventory 1
-- @armorgrp fleshy 100
armor:register_armor(":3d_armor:boots_admin", {
description = S("Admin Boots"),
inventory_image = "3d_armor_inv_boots_admin.png",
armor_groups = {fleshy=100},
groups = {armor_feet=1, armor_heal=100, armor_use=0,
not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
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")

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# textdomain: armor_admin
Admin Helmet=Adminhelm
Admin Chestplate=Adminbrustplatte
Admin Leggings=Adminhose
Admin Boots=Adminstiefel

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# textdomain: armor_admin
Admin Helmet=Administra Kasko
Admin Chestplate=Administra Brustkiraso
Admin Leggings=Administra Pantalono
Admin Boots=Administra Botoj

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# textdomain: armor_admin
Admin Helmet=Casco de admin
Admin Chestplate=Peto de admin
Admin Leggings=Grebas de admin
Admin Boots=Botas de admin

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# textdomain: armor_admin
Admin Helmet=Casque d'admin
Admin Chestplate=Cuirasse d'admin
Admin Leggings=Jambières d'admin
Admin Boots=Bottes d'admin

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# textdomain: armor_admin
Admin Helmet=Elmo dell'amministratrice/tore
Admin Chestplate=Corazza dell'amministratrice/tore
Admin Leggings=Gambali dell'amministratrice/tore
Admin Boots=Stivali dell'amministratrice/tore

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# textdomain: armor_admin
Admin Helmet=Helmet Pentadbir
Admin Chestplate=Perisai Dada Pentadbir
Admin Leggings=Perisai Kaki Pentadbir
Admin Boots=But Pentadbir

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# textdomain: armor_admin
Admin Helmet=
Admin Chestplate=
Admin Leggings=
Admin Boots=

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# textdomain: armor_admin
Admin Helmet=Capacete de Administrador
Admin Chestplate=Peitoral de Administrador
Admin Leggings=Calças de Administrador
Admin Boots=Botas de Administrador

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# textdomain: armor_admin
Admin Helmet=шлем админа
Admin Chestplate=бронежилет админа
Admin Leggings=гамаши админа
Admin Boots=ботинки админа

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# textdomain: armor_admin
Admin Helmet=Adminhjälm
Admin Chestplate=Adminbröstplåt
Admin Leggings=Adminbyxor
Admin Boots=Adminstövlar

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# textdomain: armor_admin
Admin Helmet=
Admin Chestplate=
Admin Leggings=
Admin Boots=

3
armor_admin/mod.conf Normal file
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name = armor_admin
depends = 3d_armor
description = Adds admin armor.

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26
armor_bronze/LICENSE.txt Normal file
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[mod] 3d Armor [3d_armor]
=========================
License Source Code
-------------------
Copyright (C) 2012-2019 stujones11, Stuart Jones <stujones111@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
License Textures
----------------
Copyright (C) 2017-2019 davidthecreator - CC-BY-SA 3.0

181
armor_bronze/init.lua Normal file
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--- Registered armors.
--
-- @topic armor
-- support for i18n
local S = armor.get_translator
--- Bronze
--
-- Requires setting `armor_material_bronze`.
--
-- @section bronze
if armor.materials.bronze then
--- Bronze Helmet
--
-- @helmet 3d_armor:helmet_bronze
-- @img 3d_armor_inv_helmet_bronze.png
-- @grp armor_head 1
-- @grp armor_heal 6
-- @grp armor_use 400
-- @grp physics_speed -0.01
-- @grp physics_gravity 0.01
-- @armorgrp fleshy 10
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp choppy 2
-- @damagegrp crumbly 1
-- @damagegrp level 2
armor:register_armor(":3d_armor:helmet_bronze", {
description = S("Bronze Helmet"),
inventory_image = "3d_armor_inv_helmet_bronze.png",
groups = {armor_head=1, armor_heal=6, armor_use=400,
physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
--- Bronze Chestplate
--
-- @chestplate 3d_armor:chestplate_bronze
-- @img 3d_armor_inv_chestplate_bronze.png
-- @grp armor_torso 1
-- @grp armor_heal 6
-- @grp armor_use 400
-- @grp physics_speed -0.04
-- @grp physics_gravity 0.04
-- @armorgrp fleshy 15
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp choppy 2
-- @damagegrp crumbly 1
-- @damagegrp level 2
armor:register_armor(":3d_armor:chestplate_bronze", {
description = S("Bronze Chestplate"),
inventory_image = "3d_armor_inv_chestplate_bronze.png",
groups = {armor_torso=1, armor_heal=6, armor_use=400,
physics_speed=-0.04, physics_gravity=0.04},
armor_groups = {fleshy=15},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
--- Bronze Leggings
--
-- @leggings 3d_armor:leggings_bronze
-- @img 3d_armor_inv_leggings_bronze.png
-- @grp armor_legs 1
-- @grp armor_heal 6
-- @grp armor_use 400
-- @grp physics_speed -0.03
-- @grp physics_gravity 0.03
-- @armorgrp fleshy 15
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp choppy 2
-- @damagegrp crumbly 1
-- @damagegrp level 2
armor:register_armor(":3d_armor:leggings_bronze", {
description = S("Bronze Leggings"),
inventory_image = "3d_armor_inv_leggings_bronze.png",
groups = {armor_legs=1, armor_heal=6, armor_use=400,
physics_speed=-0.03, physics_gravity=0.03},
armor_groups = {fleshy=15},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
--- Bronze Boots
--
-- @boots 3d_armor:boots_bronze
-- @img 3d_armor_inv_boots_bronze.png
-- @grp armor_feet 1
-- @grp armor_heal 6
-- @grp armor_use 400
-- @grp physics_speed -0.01
-- @grp physics_gravity 0.01
-- @armorgrp fleshy 10
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp choppy 2
-- @damagegrp crumbly 1
-- @damagegrp level 2
armor:register_armor(":3d_armor:boots_bronze", {
description = S("Bronze Boots"),
inventory_image = "3d_armor_inv_boots_bronze.png",
groups = {armor_feet=1, armor_heal=6, armor_use=400,
physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
--- Crafting
--
-- @section craft
--- Craft recipes for helmets, chestplates, leggings, boots, & shields.
--
-- @craft armor
-- @usage
-- Key:
-- - m: material
-- - wood: group:wood
-- - cactus: default:cactus
-- - steel: default:steel_ingot
-- - bronze: default:bronze_ingot
-- - diamond: default:diamond
-- - gold: default:gold_ingot
-- - mithril: moreores:mithril_ingot
-- - crystal: ethereal:crystal_ingot
-- - nether: nether:nether_ingot
--
-- helmet: chestplate: leggings:
-- ┌───┬───┬───┐ ┌───┬───┬───┐ ┌───┬───┬───┐
-- │ m │ m │ m │ │ m │ │ m │ │ m │ m │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤ ├───┼───┼───┤
-- │ m │ │ m │ │ m │ m │ m │ │ m │ │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤ ├───┼───┼───┤
-- │ │ │ │ │ m │ m │ m │ │ m │ │ m │
-- └───┴───┴───┘ └───┴───┴───┘ └───┴───┴───┘
--
-- boots: shield:
-- ┌───┬───┬───┐ ┌───┬───┬───┐
-- │ │ │ │ │ m │ m │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤
-- │ m │ │ m │ │ m │ m │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤
-- │ m │ │ m │ │ │ m │ │
-- └───┴───┴───┘ └───┴───┴───┘
local s = "bronze"
local m = armor.materials.bronze
minetest.register_craft({
output = "3d_armor:helmet_"..s,
recipe = {
{m, m, m},
{m, "", m},
{"", "", ""},
},
})
minetest.register_craft({
output = "3d_armor:chestplate_"..s,
recipe = {
{m, "", m},
{m, m, m},
{m, m, m},
},
})
minetest.register_craft({
output = "3d_armor:leggings_"..s,
recipe = {
{m, m, m},
{m, "", m},
{m, "", m},
},
})
minetest.register_craft({
output = "3d_armor:boots_"..s,
recipe = {
{m, "", m},
{m, "", m},
},
})
end

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# textdomain: armor_bronze
Bronze Helmet=Bronzehelm
Bronze Chestplate=Bronzebrustplatte
Bronze Leggings=Bronzehose
Bronze Boots=Bronzestiefel

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# textdomain: armor_bronze
Bronze Helmet=Bronza Kasko
Bronze Chestplate=Bronza Brustkiraso
Bronze Leggings=Bronza Pantalono
Bronze Boots=Bronza Botoj

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# textdomain: armor_bronze
Bronze Helmet=Casco de bronce
Bronze Chestplate=Peto de bronce
Bronze Leggings=Grebas de bronce
Bronze Boots=Botas de bronce

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# textdomain: armor_bronze
Bronze Helmet=Casque en bronze
Bronze Chestplate=Cuirasse en bronze
Bronze Leggings=Jambières en bronze
Bronze Boots=Bottes en bronze

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# textdomain: armor_bronze
Bronze Helmet=Elmo di bronzo
Bronze Chestplate=Corazza di bronzo
Bronze Leggings=Gambali di bronzo
Bronze Boots=Stivali di bronzo

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# textdomain: armor_bronze
Bronze Helmet=Helmet Gangsa
Bronze Chestplate=Perisai Dada Gangsa
Bronze Leggings=Perisai Kaki Gangsa
Bronze Boots=But Gangsa

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# textdomain: armor_bronze
Bronze Helmet=Capacete de Bronze
Bronze Chestplate=Peitoral de Bronze
Bronze Leggings=Calças de Bronze
Bronze Boots=Botas de Bronze

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# textdomain: armor_bronze
Bronze Helmet=Capacete de Bronze
Bronze Chestplate=Peitoral de Bronze
Bronze Leggings=Calças de Bronze
Bronze Boots=Botas de Bronze

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