75 Commits

Author SHA1 Message Date
217926da58 use player_api to register player model 2022-03-25 08:46:18 +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
38fc2cff2b Fix typo in wieldview (#56)
* Fix typo in wieldview
fixes #55
2021-06-26 20:21:15 +02:00
1dec1f2153 Add armor.set_skin_mod() to set the skin mod name manually (#51)
Useful for skin mod forks that do not use the same name.
2021-06-23 17:28:29 +02:00
0dffd62fb0 add nether lava to fire protection (#52)
adds nether lava and lava crust to fire protection list.
2021-06-14 11:56:05 +02:00
a0cf12bbd0 Add setting to disable armor visuals on player model (#48)
* Add setting to disable armor visuals on player model
2021-05-27 09:11:04 +02:00
371285a903 adjust fire protection label position
fixes #50
2021-05-24 09:59:54 +02:00
f07f0507e2 Silence warnings when ui is not enabled 2021-04-15 19:03:21 +02:00
e75af55f7e Fix translation nonsense in minetest.log
.. and document the armor warning when used with skinsdb
2021-03-24 19:21:39 +01:00
583dfe7b21 Update to work with Unified Inventory since formspec v4 update (#45)
Requires UI git tag "version-2" or commit a7556c50, and Minetest v5.4.0
or later
2021-03-10 09:21:26 +01:00
44111db4d7 Add use_texture_alpha to avoid warnings from 3d_armor_stand (#44)
Co-authored-by: sys4 <bricassa@sys4.fr>
2021-03-06 17:36:02 +01:00
31aa979215 3darmor sfinv spanish translation 2021-03-01 17:31:50 +01:00
42f7dac4d0 Update fire and water protection (#42)
Update fire protection to use register_on_player_hpchange instead of overriding node damage, move water protection into different globalstep.
2021-02-07 09:47:23 +01:00
e7abacc94e Add armor set and armor set bonus setting (#41)
- Add settingtypes of:
  -  armor_set_elements
  - armor_set_multiplier
- Add check to armor.registration_armor for "_materialname", print msg to debug if not found
- Complete change to how an armor set is calculated
- Set elements linked to settingtypes no longer hard linked to num armor.elements
- Set multiplier linked to settingtypes no longer hard coded
- Readme.MD updated:
  - Addition of the 2 new settingtypes
  - Addition of "Armor Material" topic
2021-01-11 15:34:28 +01:00
a3cba570c4 locale es fix 2020-12-27 17:17:10 +01:00
3ddcbae968 Fix for #34 - Divide Armor Wear by # Pieces
See Details contained in #34

Note1: I split out the fix for Issue 13 and it had been applied
Note2: I will also do a seperate pull request for Issue 30

From what I udnerstand smaller specific pull requests allow for reversion of specific additions and features much more easily. Please do correct me if I have the wrong end of the stick on this.
2020-12-26 20:25:55 +01:00
5642819ba5 fix for #30
2 line update so that shields when used no longer affects the base armor.config.level_multiplier and hard sets this to 0.9 and overriding whatever value maybe set under the UI for this seeting.

Tested in combination with #34 but no issues detected
2020-12-26 20:24:30 +01:00
724a3df50f call "set_player_armor" on respawn 2020-12-23 15:40:44 +01:00
33e9ac8e23 Minor improvement to fix #13
Picked up while testing  #34 and #30 that this needed to be adjusted from hitter name to hitter is player.

Hitter name was resolving to true even when mob was attacking...nil being counted as a value.

I should have picked this up before and not sure how I missed this.
2020-12-23 15:31:51 +01:00
06aaaf4bca whitespace removal 2020-12-20 21:26:33 +01:00
d515480370 fix for #13
Tested PVP inside and outside protected - passed as expected

Tested PvsM inside and outside protected - passed as expected
2020-12-20 21:26:33 +01:00
6242cebb20 Added moreores to optional dependencies 2020-12-17 09:06:00 +01:00
291f0eb23a Torch Damage Switchable (#29)
Turn torch fire damage off if fire damage/protection enabled
Minor fixes to README.MD after further testing.
2020-12-13 13:07:39 +01:00
3b97763fdc temporary workaround for #24 2020-12-11 10:23:05 +01:00
713b0c81d4 Documentation and Screenshot Update (#26)
* New screenshot
* Examples Added
* formatting
* Delete README.txt
* formatting
* Update README.md
2020-12-03 08:38:41 +01:00
cbd1a1246b Update README.md (#25)
Update documentation #10
2020-11-30 07:44:32 +01:00
5958b312ac Fix detached inventory vulnerability (#23) 2020-11-03 22:22:14 +01:00
7436fcdffe Improve API for third party mods (#21)
* Add `armor:update_skin(player_name)` function (useful for skin mods)
* Add option to prevent physics override (useful for Techage Jetpack mod)
* Add documentation
2020-10-12 07:47:57 +02:00
3f1a952afb Fix not being able to place armor on anvil (#19)
* fix not being able to place armor on anvil
* check for node on_rightclick on armor equip
2020-10-01 20:09:31 +02:00
7f63df230c fix armor equip/unequip (#17) 2020-09-24 14:08:17 +02:00
294338d3b0 Added the possibility to wear the armor on rightclick (#16)
* Added the possibility to wear the armor on rightclick
* Added equip, unequip and get_weared_armor_elements functions

Co-authored-by: Giov4 <brancacciogiovanni1@gmail.com>
2020-09-22 07:45:39 +02:00
9459400474 Italian translation corrections + armor:remove_all (#15)
* Added armor:remove_all function
* Corrected README.txt
* Corrected italian translation
* Simplified Italian translation further
* CRUSHFIX: Replaced self.function with self:function

Co-authored-by: Giov4 <brancacciogiovanni1@gmail.com>
2020-09-19 13:30:39 +02:00
2d9b0066bf Added the possibility to hide wielded items in-game (#14)
* Added the possibility to hide wielded items in-game
* Update wieldview/README.txt

Co-authored-by: David Leal <halfpacho@gmail.com>
2020-09-15 06:43:55 +02:00
502eb142da run actions on pull-requests too 2020-08-31 07:43:19 +02:00
7fc9966945 Move armor.get_translator to API 2020-08-31 07:41:59 +02:00
4dc9a81ec2 Change intllib for v5 minetest.get_translator 2020-08-31 07:41:59 +02:00
979516c13d Update French translation 2020-08-31 07:41:59 +02:00
ec5de28dc2 Update translations to MT v5 format
using the script https://github.com/minetest-tools/update_translations
2020-08-31 07:41:59 +02:00
0af7280e64 Update translations to MT v5 format
using the script https://github.com/minetest-tools/update_translations
2020-08-31 07:41:59 +02:00
073206701a update integration test to minetest 5.2.0 2020-05-14 21:37:09 +02:00
b4eebf604e fix ci badge urls 2020-05-01 16:33:46 +02:00
0da0088889 Merge branch 'master' of https://github.com/Panquesito7/minetest-3d_armor 2020-05-01 16:30:35 +02:00
dbc6ccf089 Add missing fuel recipes for wood and cactus armor.
Fixes https://github.com/stujones11/minetest-3d_armor/issues/174
2020-04-30 08:18:29 +02:00
acd8b2647d Don't damage armor when drowning, eating or starving. 2020-04-30 08:15:37 +02:00
a6b89e7929 Fix count when armor is destroyed. 2020-04-29 11:10:11 +02:00
c3a755518e Silence png warnings.
Closes https://github.com/mt-mods/3d_armor/pull/1
2020-04-09 07:22:39 +02:00
4c99049600 Merge pull request #2 from mt-mods/code-quality
add luacheck and integration test workflows / fix luacheck errors
2020-02-17 17:36:52 +01:00
f81cb10f20 add luacheck and integration test workflows / fix luacheck errors
partially attends to https://github.com/pandorabox-io/pandorabox.io/issues/444 (the ObjectRef issue)
2020-02-13 12:26:32 +01:00
f3ad7ec6f1 add armor breakage alerts
something I've wanted for a while...
2019-12-28 23:13:41 +11:00
fccd4d8b15 Merge branch 'preserve_immortal' of https://github.com/SmallJoker/minetest-3d_armor
PR: https://github.com/stujones11/minetest-3d_armor/pull/170
2019-12-17 14:36:05 +01:00
e5b2cf3a34 new armor and shield textures 2019-12-15 19:03:25 +01:00
d2608351f6 extend bone search radius
hopefully fixes https://github.com/pandorabox-io/pandorabox.io/issues/364
2019-12-09 11:04:11 +01:00
a05eae3782 Preserve immortal group for per-player damage 2019-10-07 20:12:58 +02:00
2ac90f8d19 drop invalid item instead of erase it 2019-07-16 09:40:28 +07:00
4adc602704 Update api.lua 2019-06-17 13:03:27 -05:00
e248752ee4 Use newer functions from MT/MTG 5.0.0+
These commits create more compatibility with MT/MTG 5.0.0+.
However, these commits (may) break compatibility with the 0.4-series.
2019-06-16 15:17:21 -05:00
47ecef46f7 Update licenses 2019-05-27 20:30:03 +01:00
1d22612664 Bump version to 0.4.13 2019-03-05 20:01:01 +00:00
3fe7dd2249 Replace deprecated getpos call 2019-03-05 19:40:54 +00:00
be9579a365 Offset models for minetest 5.0.0 2019-03-05 19:30:38 +00:00
18320e96b9 Replace braces within replace to avoid invalid line error 2019-03-05 19:27:37 +00:00
99471d3aa0 Create settingtypes.txt file 2019-03-05 19:27:37 +00:00
b6283f3f0f Fix some default settings values in README 2019-03-05 19:27:37 +00:00
7e2d9426d1 fix formatting 2019-01-20 23:21:05 +00:00
813a88f3a1 Fixes Stand appending extra ".png" to texture when a "texture" attribute
is explicity set on the armor's definition.
2019-01-20 23:21:05 +00:00
245 changed files with 4261 additions and 2865 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

14
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name: integration-test
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v1
- name: integration-test
run: ./integration-test.sh

17
.github/workflows/luacheck.yml vendored Normal file
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name: luacheck
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v1
- name: apt
run: sudo apt-get install -y luarocks
- name: luacheck install
run: luarocks install --local luacheck
- name: luacheck run
run: $HOME/.luarocks/bin/luacheck ./

31
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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@v2
- name: Setup Lua
uses: leafo/gh-actions-lua@v8
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/ldoc-scm-3.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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-- 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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#!/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" "crafts"; 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 ${retval}
fi
echo -e "\ncleaning temp files ..."
rm -vf "${d_ldoc}/"*.luadoc
# 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 "3d_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;
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q:before,q:after {
content: '';
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border: 0;
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vertical-align: baseline;
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sub {
vertical-align: baseline;
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color: #000;
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font-family: inherit;
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font-style: inherit;
font-weight: inherit;
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input,button,textarea,select {*font-size:100%;
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/* END RESET */
body {
margin-left: 1em;
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font-family: arial, helvetica, geneva, sans-serif;
background-color: #ffffff; margin: 0px;
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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; }
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border: 1px solid #C0C0C0; /* silver */
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pre.example {
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table.index td { text-align: left; vertical-align: top; }
#container {
margin-left: 1em;
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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;
}
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background-color:#e7e7e7;
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text-indent: -1em;
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margin: 0px 3px 0px -1em;
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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;
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}
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margin-left: 2%;
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padding: 1em;
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font-size: 10pt;
page-break-inside: avoid;
}
}
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table.module_list td.summary { width: 100%; }
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46
.ldoc/parse_crafts.py Executable file
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#!/usr/bin/env python
# This script will parse source files for craft recipes.
import sys, os, codecs, errno
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")
craftfile = os.path.realpath(os.path.join(d_root, "3d_armor/armor.lua"))
if not os.path.isfile(craftfile):
print("ERROR: craft file does not exist for parsing: {}".format(craftfile))
sys.exit(errnor.ENOENT)
buffer = codecs.open(craftfile, "r", "utf-8")
if not buffer:
print("ERROR: could not open file for reading: {}".format(craftfile))
sys.exit(errno.EIO)
data_in = buffer.read()
buffer.close()
craft = ""
data_in = data_in.replace("\r\n", "\n").replace("\r", "\n")
for sect in data_in.split("\n---"):
if "@craft armor" in sect:
sect = "---{}".format(sect)
for li in sect.split("\n"):
if li.startswith("--"):
craft = "{}\n{}".format(craft, li)
outfile = os.path.join(d_ldoc, "crafting.luadoc")
buffer = codecs.open(outfile, "w", "utf-8")
if not buffer:
print("ERROR: could not open file for writing: {}".format(outfile))
sys.exit(errno.EIO)
buffer.write("\n--- 3D Armor Crafting\n--\n-- @topic crafting\n\n{}\n".format(craft))
buffer.close()
print("crafts exported to\t{}".format(outfile))

118
.ldoc/parse_settings.py Executable file
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#!/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
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#!/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))

33
.luacheckrc Normal file
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unused_args = false
globals = {
"wieldview",
"armor",
"inventory_plus"
}
read_globals = {
-- Stdlib
string = {fields = {"split"}},
table = {fields = {"copy", "getn"}},
-- Minetest
"vector", "ItemStack",
"dump", "VoxelArea",
-- deps
"default",
"player_api",
"minetest",
"unified_inventory",
"wardrobe",
"player_monoids",
"armor_monoid",
"sfinv",
"ARMOR_MATERIALS",
"ARMOR_FIRE_NODES",
"pova",
"skins",
"u_skins"
}

View File

@ -1,9 +1,26 @@
[mod] 3d Armor [3d_armor]
=========================
License Source Code: (C) 2012-2017 Stuart Jones - LGPL v2.1
License Source Code
-------------------
License Textures: Copyright (C) 2017 davidthecreator - CC-BY-SA 3.0
Copyright (C) 2012-2019 stujones11, Stuart Jones <stujones111@gmail.com>
https://github.com/daviddoesminetest/3d-armors-new-textures
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

527
3d_armor/README.md Normal file
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# [mod] Visible Player Armor [3d_armor]
| | | | |
|--|--|--|--|
|-[Overview](#overview) |||-[API](#api)
|-[Armor Configuration](#armor-configuration) |||- - [3d_Armor Item Storage](#3d_armor-item-storage)
|- - [disable_specific_materials](#to-disable-individual-armor-materials) |||- - [Armor Registration](#armor-registration)
|- - [armor_init_delay](#initialization-glitches-when-a-player-first-joins) |||- - [Registering Armor Groups](#registering-armor-groups)
|- - [armor_init_times](#number-of-initialization-attempts) |||- - [Groups used by 3d_Armor](#groups-used-by-3d_armor)
|- - [armor_bones_delay](#armor-not-in-bones-due-to-server-lag) |||- - - [Elements](#elements)
|- - [armor_update_time](#how-often-player-armor-items-are-updated) |||- - - [Attributes](#attributes)
|- - [armor_drop](#drop-armor-when-a-player-dies) |||- - - [Physics](#physics)
|- - [armor_destroy](#destroy-armor-when-a-player-dies) |||- - - [Durability](#durability)
|- - [armor_level_multiplier](#armor-level-multiplyer) |||- - - [Armor Material](#armor-material)
|- - [armor_heal_multiplier](#armor-healing-multiplyer) |||- - [Armour Functions](#armor-functions)
|- - [armor_set_elements](#allows-the-customisation-of-armor-set) |||- - - [armor:set_player_armor](#armor-set_player_armor)
|- - [armor_set_bonus](#armor-set-bonus-multiplier) |||- - - [armor:punch](#armor-punch)
|- - [armor_water_protect](#enable-water-protection) |||- - - [armor:damage](#armor-damage)
|- - [armor_fire_protect](#enable-fire-protection) |||- - - [armor:remove_all](#armor-remove_all)
|- - [armor_punch_damage](#enable-punch-damage-effects) |||- - - [armor:equip](#armor-equip)
|- - [armor_migrate_old_inventory](#migration-of-old-armor-inventories) |||- - - [armor:unequip](#armor-unequip)
|- - [wieldview_update_time](#how-often-player-wield-items-are-updated) |||- - - [armor:update_skin](#armor-update_skin)
|-[Credits](#credits) |||- - [Callbacks](#Callbacks)
| |||- - - [Item callbacks](#item-callbacks)
| |||- - - [Global callbacks](#global-callbacks)
# Overview
**Depends:** default
**Recommends:** sfinv, unified_inventory or smart_inventory (use only one to avoid conflicts)
**Supports:** player_monoids, armor_monoid and POVA
Adds craftable armor that is visible to other players. Each armor item worn contributes to
a player's armor group level making them less vulnerable to weapons.
Armor takes damage when a player is hurt but also offers a percentage chance of healing.
Overall level is boosted by 10% when wearing a full matching set.
# Armor Configuration
Change the following default settings by going to Main Menu>>Settings(Tab)>>All Settings(Button)>>Mods>>minetest-3d_Armor>>3d_Armor
### To disable individual armor materials
**set the below to false**
armor_material_wood = true
armor_material_cactus = true
armor_material_steel = true
armor_material_bronze = true
armor_material_diamond = true
armor_material_gold = true
armor_material_mithril = true
armor_material_crystal = true
armor_material_nether = true
### Initialization glitches when a player first joins
**Increase to prevent glitches**
armor_init_delay = 2
### Number of initialization attempts
**Increase to prevent glitches - Use in conjunction with armor_init_delay if initialization problems persist.**
armor_init_times = 10
### Armor not in bones due to server lag
**Increase to help resolve**
armor_bones_delay = 1
### How often player armor items are updated
**Number represents how often per second update is performed, higher value means less performance hit for servers but armor items maybe delayed in updating when switching.Fractional seconds also supported eg 0.1**
armor_update_time = 1
### Drop armor when a player dies
**Uses bones mod if present, otherwise items are dropped around the player when false.**
armor_drop = true
### Destroy armor when a player dies
**overrides armor_drop.**
armor_destroy = false
### Armor level multiplyer
**Increase to make armor more effective and decrease to make armor less effective**
**eg: level_multiplier = 0.5 will reduce armor level by half.**
armor_level_multiplier = 1
### Armor healing multiplyer
**Increase to make armor healing more effective and decrease to make healing less effective**
**eg: armor_heal_multiplier = 0 will disable healing altogether.**
armor_heal_multiplier = 1
### Allows the customisation of armor set
**Shields already configured as need to be worn to complete an armor set**
**These names come from [Element names](#groups-used-by-3d_armor), the second half of the element name only is used eg armor_head is head**
armor_set_elements = head torso legs feet shield
### Armor set bonus multiplier
**Set to 1 to disable set bonus**
armor_set_multiplier = 1.1
### Enable water protection
**periodically restores breath when activated**
armor_water_protect = true
### Enable fire protection
**defaults to true if using ethereal mod**
armor_fire_protect = false
### Fire protection enabled, disable torch fire damage
**when fire protection is enabled allows you to disable fire damage from torches**
**defaults to true if using ethereal mod**
armor_fire_protect_torch = false
### Enable punch damage effects
armor_punch_damage = true
### Migration of old armor inventories
armor_migrate_old_inventory = true
### How often player wield items are updated
**Number represents how often per second update is performed, higher value means less performance hit for servers but wield items maybe delayed in updating when switching. Fractional seconds also supported eg 0.1**
***Note this is MT engine functionality but included for completness***
wieldview_update_time = 1
# API
## 3d_Armor item storage
3d_Armor stores each armor piece a player currently has equiped in a ***detached*** inventory. The easiest way to access this inventory if needed is using this line of code
local _, armor_inv = armor:get_valid_player(player, "3d_armor")
**Example**
armor:register_on_equip(function(player, index, stack)
local _, armor_inv = armor:get_valid_player(player, "3d_armor")
for i = 1, 6 do
local stack = armor_inv:get_stack("armor", i)
if stack:get_name() == "3d_armor:chestplate_gold" then
minetest.chat_send_player(player:get_player_name(),"Got to love the Bling!!!")
end
end
end)
## Armor Registration
armor:register_armor(name, def)
Wrapper function for `minetest.register_tool`, which enables the easy registration of new armor items. While registering armor as a tool item is still supported, this may be deprecated in future so all armor items should be registered using *armor:register_armor(name,def)*.
### Additional fields supported by 3d_armor
texture = <filename>
preview = <filename>
armor_groups = <table>
damage_groups = <table>
reciprocate_damage = <bool>
on_equip = <function>
on_unequip = <function>
on_destroy = <function>
on_damage = <function>
on_punched = <function>
***Reciprocal tool*** damage will apply damage back onto the attacking tool/weapon, however this will only be done by the first armor inventory item with `reciprocate_damage = true`, damage does not stack.
**Example Simple:**
armor:register_armor("mod_name:chestplate_leather", {
description = "Leather Chestplate",
inventory_image = "mod_name_inv_chestplate_leather.png",
texture = "mod_name_leather_chestplate.png",
preview = "mod_name_leather_chestplate_preview.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}
})
*See ***armor.lua*** under **3d_armor>>3d_armor** for further examples*
**Extended functionality**
The values for ***texture*** and ***preview*** do not need to be included when registering armor if they follow the naming convention in the textures mod folder of:
***texture:*** *mod_name_leather_chestplate.png*
***preview:*** *mod_name_leather_chestplate_preview.png*
## Registering Armor Groups
3d armor has a built in armor group which is ***fleshy*** all players base vulnerability to being fleshy is ***100***.
3d armour allows for the easy registration/addition of new armor groups::
armor:register_armor_group(group, base)
***group:*** Is the name of the new armor group
***base*** Is the starting vulnerability that all players have to that new group. This dosent need to be 100.
**Example**
armor:register_armor_group("radiation", 100)
New armor group is registered called *radiation* and all players start off with a base vulnerability of *100* to radiation.
**Example** *Showing armor reg, new group usage and custom function*
armor:register_armor("mod_name:speed_boots", {
description = "Speed Boots",
inventory_image = "mod_name_speed_boots_inv.png",
texture = "mod_name_speed_boots.png",
preview = "mod_name_speed_boots_preview.png",
groups = {armor_feet=1, armor_use=500, physics_speed=1.2, flammable=1},
armor_groups = {fleshy=10, radiation=10},
damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1},
reciprocate_damage = true,
on_destroy = function(player, index, stack)
local pos = player:get_pos()
if pos then
minetest.sound_play({
name = "mod_name_break_sound",
pos = pos,
gain = 0.5,
})
end
end,
})
### Tools/weapons and new armor groups
The above allows armor to block/prevent new damage types but you also need to assign the new damage group to a tool/weapon or even a node (see technic mod) to make wearing the armor item meaningful. Simply add the ***armor_groups*** name to the tool items ***damage_groups***.
**Example**
minetest.register_tool("mod_name:glowing_sword", {
description = "Glowing Sword",
inventory_image = "mod_name_tool_glowingsword.png",
tool_capabilities = {full_punch_interval = 1.2,max_drop_level=0,
groupcaps={
cracky = {times={[3]=1.60}, uses=10, maxlevel=1},},
damage_groups = {fleshy=10,radiation=20},
},
sound = {breaks = "default_tool_breaks"},
groups = {pickaxe = 1, flammable = 2}
})
## 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
- **Physics:** physics_jump, physics_speed, physics_gravity
- **Durability:** armor_use, flammable
***Note: for calculation purposes "Attributes" and "Physics" values stack***
### Elements
Additional armor elements can be added by dependant mods, for example shields adds the group armor_shield which has by default a limit that only 1 shield can be worn at a time.
Adding Elements is more complex but the below code can be used to add new elements;
if minetest.global_exists("armor") and armor.elements then
table.insert(armor.elements, "hands")
end
**1st line** not strictly needed but checks that the global table "armor" and subtable "elements" exists
**2nd line** adds a new value to the armor.elements table called "hands"
See ***init.lua*** under **3d_armor>>shields** for a further example
The new armor item can now be registered using the new element
**Example**
armor:register_armor("mod_name:gloves_wood", {
description = "Wood Gauntlets",
inventory_image = "mod_name_inv_gloves_wood.png",
texture = "mod_name_gloves_wood.png",
preview = "mod_name_gloves_wood_preview.png",
groups = {armor_hands=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},
})
### Attributes
Three attributes are avaliable in 3d_armor these are armor_heal, armor_fire and armor_water. Although possible to add additional attributes they would do nothing as code needs to be provide to specifiy the behaviour this could be done in a dependant mod
#### Armor_heal
This isn't how much the armor will heal but relates to the chance the armor will completely block the damage. For each point of ***armor_heal*** there is a 1% chance that damage will be completely blocked, this value will stack between all armor pieces
**Example**
The below Diamond chestplate has a 12% chance to completely block all damage (armor_heal=12), however so do boots, helmet and trousers so if the player was wearing all 4 pieces they would have a 48% chance of blocking all damage each attack.
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_fire
***"Armor_fire"*** provides 5 levels of fire protection
- level 1 protects against torches
- level 2 protects against crystal spike (Ethereal mod)
- level 3 protects against fire
- level 4 unused
- level 5 protects against lava
**Example**
armor:register_armor("mod_name:fire_proof_jacket", {
description = "Fire Proof Jacket",
inventory_image = "mod_name_inv_fire_proof_jacket.png",
groups = {armor_torso=1, armor_fire=3, armor_use=1000},
armor_groups = {fleshy=10},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
#### Armor_water
***"Armor_water"*** will periodically restore a players breath when underwater. This only has one level or state, which is armor_water=1
**Example**
armor:register_armor("mod_name:helmet_underwater_breath", {
description = "Helmet of Underwater Breathing",
inventory_image = "mod_name_inv_helmet_underwater_breath.png",
groups = {armor_head=1, armor_water=1, armor_use=1000},
armor_groups = {fleshy=5},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
### 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.
***physics_jump*** - Will increase/decrease the jump strength of the player so they can jump more/less. The base number is "1" and any value is added or subtracted, supports fractional so "physics_jump=1" will increase jump strength by 100%. "physics_jump= -0.5" will decrease jump by 50%.
***physics_speed*** - Will increase/decrease the walk speed of the player so they walk faster/slower. The base number is "1" and any value is added or subtracted, supports fractional so "physics_speed=1.5" will increase speed by 150%, "physics_speed= -0.5" will decrease speed by 50%.
***physics_gravity*** - Will increase/decrease gravity the player experiences so it's higher/lower. The base number is "1" and any value is added or subtracted, supports fractional so "physics_gravity=2" will increase gravity by 200%, "physics_gravity= -1" will decrease gravity by 100%.
*Note: The player physics modifications won't be applied via `set_physics_override` if `player_physics_locked` is set to 1 in the respective player's meta.*
### Durability
Durability is determined by the value assigned to the group ***armor_use***. The higher the ***armor_use*** value the faster/more quickly it is damaged/degrades. This is calculated using the formula:
Total uses = approx(65535/armor_use)
**Example**
All wood armor items have an ***armor_use=2000***;
65535/2000 = 32.76 (32)
After 32 uses(hits) the armor item will break.
All diamond armor items have an ***armor_use=200***;
65535/2000 = 327.6 (327)
After 327 uses(hits) the armor item will break.
### Armor Material
The material the armor is made from is defined by adding the material to the end of registered armor item name. It is very important the material is the last item in the registered item name and it is preceeded by an "_" eg "_materialname".
The material name is what 3d_armor uses to determine if a player is wearing a set of armor. To recieve the set bonus all items worn must be made of the same material.
So to get a set bonus under the default set settings the players armor items listed below must be made of the same material:
* head - Helmet
* torso - Chestplate
* legs - Leggings
* feet - Boots
* shield - Shields
If all of the above were made of material "wood" the player would recieve an ***armor_set_bonus*** of armor_level * 1.1, essentially +10%
**Example One**
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},
})
**Example Two**
armor:register_armor("new_mod:helmet_spartan_bronze", {
description = S("Spartan Helmet"),
inventory_image = "new_mod_inv_helmet_spartan_bronze.png",
groups = {armor_head=1, armor_heal=6, armor_use=350, physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=12},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
***Note: At the moment an armor item can only be made of one material***
## Armor Functions
See also: [API Reference](https://minetest-mods.github.io/3d_armor/reference/)
### armor set_player_armor
armor:set_player_armor(player)
Primarily an internal function but can be called externally to apply any
changes that might not otherwise get handled.
### armor punch
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
Used to apply damage to all equipped armor based on the damage groups of
each individual item.`hitter`, `time_from_last_punch` and `tool_capabilities`
are optional but should be valid if included.
### armor damage
armor:damage(player, index, stack, use)
Adds wear to a single armor itemstack, triggers `on_damage` callbacks and
updates the necessary inventories. Also handles item destruction callbacks
and so should NOT be called from `on_unequip` to avoid an infinite loop.
### armor remove_all
armor:remove_all(player)
Removes all armors from the player's inventory without triggering any callback.
### armor equip
armor:equip(player, armor_name)
Equip the armor, removing the itemstack from the main inventory if there's one.
### armor unequip
armor:unequip(player, armor_name)
Unequip the armor, adding the itemstack to the main inventory.
### armor update_skin
armor:update_skin(player_name)
Triggers a skin update with the same action as if a field with `skins_set` was submitted.
## Callbacks
### Item Callbacks
In all of the below when armor is destroyed `stack` will contain a copy of the previous stack.
*unsure what this note means may apply to all item callbacks or just on_punched*
Return `false` to override armor damage effects.
#### on_equip
on_equip = func(player, index, stack)
#### on_unequip
on_unequip = func(player, index, stack)
#### on_destroy
on_destroy = func(player, index, stack)
#### on_damage
on_damage = func(player, index, stack)
#### on_punched
on_punched = func(player, hitter, time_from_last_punch, tool_capabilities)
`on_punched` is called every time a player is punched or takes damage, `hitter`, `time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the case of fall damage.
When fire protection is enabled, hitter == "fire" in the event of fire damage.
### Global Callbacks
#### armor register_on_update
armor:register_on_update(function(player))
#### armor register_on_equip
armor:register_on_equip(function(player, index, stack))
#### armor register_on_unequip
armor:register_on_unequip(function(player, index, stack))
#### armor register_on_destroy
armor:register_on_destroy(function(player, index, stack))
**Example**
armor:register_on_update(function(player)
print(player:get_player_name().." armor updated!")
end)
# Credits
### The below have added too, tested or in other ways contributed to the development and ongoing support of 3d_Armor
|Stu |Stujones11 |Stu |Github Ghosts |
|:---------------:|:---------------:|:---------------:|:---------------:|
|Pavel_S |BlockMen |Tenplus1 |donat-b |
|JPRuehmann |BrandonReese |Megaf |Zeg9 |
|poet.nohit |Echoes91 |Adimgar |Khonkhortisan |
|VanessaE |CraigyDavi |proller |Thomasrudin |
|Byakuren |kilbith (jp) |afflatus |G1ov4 |
|Thomas-S |Dragonop |Napiophelios |Emojigit |
|rubenwardy |daviddoesminetest|bell07 |OgelGames |
|tobyplowy |crazyginger72 |fireglow |bhree |
|Lone_Wolf(HT) |Wuzzy(2) |numberZero |Monte48 |
|AntumDeluge |Terumoc |runsy |Dacmot |
|codexp |davidthecreator |SmallJoker |orbea |
|BuckarooBanzay |daret |Exeterdad |Calinou |
|Pilcrow182 |indriApollo |HybridDog |CraigyDavi |
|Paly-2 |Diogogomes | | |
*Note: Names gathered from 3d_armor forum thread and github, I may have missed some people, apologises if I have - S01*

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@ -1,191 +0,0 @@
[mod] Visible Player Armor [3d_armor]
=====================================
Depends: default
Recommends: sfinv, unified_inventory or smart_inventory (use only one to avoid conflicts)
Supports: player_monoids and armor_monoid
Adds craftable armor that is visible to other players. Each armor item worn contributes to
a player's armor group level making them less vulnerable to weapons.
Armor takes damage when a player is hurt but also offers a percentage chance of healing.
Overall level is boosted by 10% when wearing a full matching set.
Fire protection added by TenPlus1 when using crystal armor if Ethereal mod active, level 1
protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava.
Armor Configuration
-------------------
Override the following default settings by adding them to your minetest.conf file.
-- Set false to disable individual armor materials.
armor_material_wood = true
armor_material_cactus = true
armor_material_steel = true
armor_material_bronze = true
armor_material_diamond = true
armor_material_gold = true
armor_material_mithril = true
armor_material_crystal = true
-- Increase this if you get initialization glitches when a player first joins.
armor_init_delay = 1
-- Number of initialization attempts.
-- Use in conjunction with armor_init_delay if initialization problems persist.
armor_init_times = 1
-- Increase this if armor is not getting into bones due to server lag.
armor_bones_delay = 1
-- How often player armor items are updated.
armor_update_time = 1
-- Drop armor when a player dies.
-- Uses bones mod if present, otherwise items are dropped around the player.
armor_drop = true
-- Pulverise armor when a player dies, overrides armor_drop.
armor_destroy = false
-- You can use this to increase or decrease overall armor effectiveness,
-- eg: level_multiplier = 0.5 will reduce armor level by half.
armor_level_multiplier = 1
-- You can use this to increase or decrease overall armor healing,
-- eg: armor_heal_multiplier = 0 will disable healing altogether.
armor_heal_multiplier = 1
-- Enable water protection (periodically restores breath when activated)
armor_water_protect = true
-- Enable fire protection (defaults true if using ethereal mod)
armor_fire_protect = false
-- Enable punch damage effects.
armor_punch_damage = true
-- Enable migration of old armor inventories
armor_migrate_old_inventory = true
API
---
Armor Registration:
armor:register_armor(name, def)
Wrapper function for `minetest.register_tool`, while registering armor as
a tool item is still supported, this may be deprecated in future so new code
should use this method.
Additional fields supported by 3d_armor:
texture = <filename>
preview = <filename>
armor_groups = <table>
damage_groups = <table>
reciprocate_damage = <bool>
on_equip = <function>
on_unequip = <function>
on_destroy = <function>
on_damage = <function>
on_punched = <function>
armor:register_armor_group(group, base)
Example:
armor:register_armor_group("radiation", 100)
armor:register_armor("mod_name:speed_boots", {
description = "Speed Boots",
inventory_image = "mod_name_speed_boots_inv.png",
texture = "mod_name_speed_boots.png",
preview = "mod_name_speed_boots_preview.png",
groups = {armor_feet=1, armor_use=500, physics_speed=1.2, flammable=1},
armor_groups = {fleshy=10, radiation=10},
damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1},
reciprocate_damage = true,
on_destroy = function(player, index, stack)
local pos = player:getpos()
if pos then
minetest.sound_play({
name = "mod_name_break_sound",
pos = pos,
gain = 0.5,
})
end
end,
})
See armor.lua, technic_armor and shields mods for more examples.
Default groups:
Elements: armor_head, armor_torso, armor_legs, armor_feet
Attributes: armor_heal, armor_fire, armor_water
Physics: physics_jump, physics_speed, physics_gravity
Durability: armor_use, flammable
Notes:
Elements may be modified by dependent mods, eg shields adds armor_shield.
Attributes and physics values are 'stackable', durability is determined
by the level of armor_use, total uses == approx (65535/armor_use), non-fleshy
damage groups need to be defined in the tool/weapon used against the player.
Reciprocal tool damage will be done only by the first armor inventory item
with `reciprocate_damage = true`
Armor Functions:
armor:set_player_armor(player)
Primarily an internal function but can be called externally to apply any
changes that might not otherwise get handled.
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
Used to apply damage to all equipped armor based on the damage groups of
each individual item.`hitter`, `time_from_last_punch` and `tool_capabilities`
are optional but should be valid if included.
armor:damage(player, index, stack, use)
Adds wear to a single armor itemstack, triggers `on_damage` callbacks and
updates the necessary inventories. Also handles item destruction callbacks
and so should NOT be called from `on_unequip` to avoid an infinite loop.
Item Callbacks:
on_equip = func(player, index, stack)
on_unequip = func(player, index, stack)
on_destroy = func(player, index, stack)
on_damage = func(player, index, stack)
on_punched = func(player, hitter, time_from_last_punch, tool_capabilities)
Notes:
`on_punched` is called every time a player is punched or takes damage, `hitter`,
`time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the
case of fall damage, etc. When fire protection is enabled, hitter == "fire"
in the event of fire damage. Return `false` to override armor damage effects.
When armor is destroyed `stack` will contain a copy of the previous stack.
Global Callbacks:
armor:register_on_update(func(player))
armor:register_on_equip(func(player, index, stack))
armor:register_on_unequip(func(player, index, stack))
armor:register_on_destroy(func(player, index, stack))
Global Callback Example:
armor:register_on_update(function(player)
print(player:get_player_name().." armor updated!")
end)

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@ -1,5 +1,84 @@
--- 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 = armor_i18n.gettext
local S = minetest.get_translator(minetest.get_current_modname())
local skin_previews = {}
local use_player_monoids = minetest.global_exists("player_monoids")
@ -53,14 +132,17 @@ armor = {
gold = "default:gold_ingot",
mithril = "moreores:mithril_ingot",
crystal = "ethereal:crystal_ingot",
nether = "nether:nether_ingot",
},
fire_nodes = {
{"nether:lava_source", 5, 8},
{"default:lava_source", 5, 8},
{"default:lava_flowing", 5, 8},
{"fire:basic_flame", 3, 4},
{"fire:permanent_flame", 3, 4},
{"ethereal:crystal_spike", 2, 1},
{"ethereal:fire_flower", 2, 1},
{"nether:lava_crust", 2, 1},
{"default:torch", 1, 1},
{"default:torch_ceiling", 1, 1},
{"default:torch_wall", 1, 1},
@ -74,7 +156,8 @@ armor = {
on_destroy = {},
},
migrate_old_inventory = true,
version = "0.4.12",
version = "0.4.13",
get_translator = S
}
armor.config = {
@ -94,17 +177,62 @@ 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,
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)
end
def.on_place = function(itemstack, player, pointed_thing)
if pointed_thing.type == "node" and player and not player:get_player_control().sneak then
local node = minetest.get_node(pointed_thing.under)
local ndef = minetest.registered_nodes[node.name]
if ndef and ndef.on_rightclick then
return ndef.on_rightclick(pointed_thing.under, node, player, itemstack, pointed_thing)
end
end
return armor:equip(player, itemstack)
end
-- The below is a very basic check to try and see if a material name exists as part
-- of the item name. However this check is very simple and just checks theres "_something"
-- at the end of the item name and logging an error to debug if not.
local check_mat_exists = string.match(name, "%:.+_(.+)$")
if check_mat_exists == nil then
minetest.log("warning:[3d_armor] Registered armor "..name..
" does not have \"_material\" specified at the end of the item registration name")
end
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
@ -113,38 +241,92 @@ 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 {}
@ -160,6 +342,10 @@ 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
@ -175,6 +361,10 @@ armor.update_player_visuals = function(self, player)
self:run_callbacks("on_update", player)
end
--- 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
@ -182,15 +372,16 @@ armor.set_player_armor = function(self, player)
end
local state = 0
local count = 0
local material = {count=1}
local preview = armor:get_preview(name)
local texture = "3d_armor_trans.png"
local textures = {}
local physics = {}
local attributes = {}
local levels = {}
local groups = {}
local change = {}
local set_worn = {}
local armor_multi = 0
local worn_armor = armor:get_weared_armor_elements(player)
for _, phys in pairs(self.physics) do
physics[phys] = 1
end
@ -232,7 +423,9 @@ armor.set_player_armor = function(self, player)
tex = tex:gsub(".png$", "")
local prev = def.preview or tex.."_preview"
prev = prev:gsub(".png$", "")
texture = texture.."^"..tex..".png"
if not transparent_armor then
texture = texture.."^"..tex..".png"
end
preview = preview.."^"..prev..".png"
state = state + stack:get_wear()
count = count + 1
@ -244,21 +437,38 @@ armor.set_player_armor = function(self, player)
local value = def.groups["armor_"..attr] or 0
attributes[attr] = attributes[attr] + value
end
local mat = string.match(item, "%:.+_(.+)$")
if material.name then
if material.name == mat then
material.count = material.count + 1
end
end
-- The following code compares player worn armor items against requirements
-- of which armor pieces are needed to be worn to meet set bonus requirements
for loc,item in pairs(worn_armor) do
local item_mat = string.match(item, "%:.+_(.+)$")
local worn_key = item_mat or "unknown"
-- Perform location checks to ensure the armor is worn correctly
for k,set_loc in pairs(armor.config.set_elements)do
if set_loc == loc then
if set_worn[worn_key] == nil then
set_worn[worn_key] = 0
set_worn[worn_key] = set_worn[worn_key] + 1
else
set_worn[worn_key] = set_worn[worn_key] + 1
end
else
material.name = mat
end
end
end
-- Apply the armor multiplier only if the player is wearing a full set of armor
for mat_name,arm_piece_num in pairs(set_worn) do
if arm_piece_num == #armor.config.set_elements then
armor_multi = armor.config.set_multiplier
end
end
for group, level in pairs(levels) do
if level > 0 then
level = level * armor.config.level_multiplier
if material.name and material.count == #self.elements then
level = level * 1.1
if armor_multi ~= 0 then
level = level * armor.config.set_multiplier
end
end
local base = self.registered_groups[group]
@ -279,6 +489,11 @@ armor.set_player_armor = function(self, player)
if use_armor_monoid then
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
if immortal and immortal ~= 0 then
groups.immortal = 1
end
player:set_armor_groups(groups)
end
if use_player_monoids then
@ -297,7 +512,10 @@ armor.set_player_armor = function(self, player)
})
pova.do_override(player)
else
player:set_physics_override(physics)
local player_physics_locked = player:get_meta():get_int("player_physics_locked")
if player_physics_locked == nil or player_physics_locked == 0 then
player:set_physics_override(physics)
end
end
self.textures[name].armor = texture
self.textures[name].preview = preview
@ -307,11 +525,20 @@ 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
return
end
local set_state
local set_count
local state = 0
local count = 0
local recip = true
@ -319,8 +546,8 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
local list = armor_inv:get_list("armor")
for i, stack in pairs(list) do
if stack:get_count() == 1 then
local name = stack:get_name()
local use = minetest.get_item_group(name, "armor_use") or 0
local itemname = stack:get_name()
local use = minetest.get_item_group(itemname, "armor_use") or 0
local damage = use > 0
local def = stack:get_definition() or {}
if type(def.on_punched) == "function" then
@ -333,6 +560,9 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
local groupcaps = tool_capabilities.groupcaps or {}
local uses = 0
damage = false
if next(groupcaps) == nil then
damage = true
end
for group, caps in pairs(groupcaps) do
local maxlevel = caps.maxlevel or 0
local diff = maxlevel - level
@ -368,21 +598,40 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
end
end
if damage == true and hitter == "fire" then
damage = minetest.get_item_group(name, "flammable") > 0
damage = minetest.get_item_group(itemname, "flammable") > 0
end
if damage == true then
self:damage(player, i, stack, use)
set_state = self.def[name].state
set_count = self.def[name].count
end
state = state + stack:get_wear()
count = count + 1
end
end
if set_count and set_count ~= count then
state = set_state or state
count = set_count or count
end
self.def[name].state = state
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)
local armor_worn_cnt = 0
for k,v in pairs(worn_armor) do
armor_worn_cnt = armor_worn_cnt + 1
end
use = math.ceil(use/armor_worn_cnt)
stack:add_wear(use)
self:run_callbacks("on_damage", player, index, stack)
self:set_inventory_stack(player, index, stack)
@ -393,21 +642,147 @@ 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 = {}
if not name then
return
end
for i=1, inv:get_size("armor") do
local item_name = inv:get_stack("armor", i):get_name()
local element = self:get_element(item_name)
if element ~= nil then
weared_armor[element] = item_name
end
end
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 armor_element = self:get_element(itemstack:get_name())
if name and armor_element then
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
index = i
self:unequip(player, armor_element)
break
elseif not index and stack:is_empty() then
index = i
end
end
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]")
if not name then
return
end
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
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
return
end
inv:set_list("armor", {})
self:set_player_armor(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)
if pplayer then
self.textures[name].skin = self:get_player_skin(name)
self:set_player_armor(pplayer)
end
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
@ -416,6 +791,12 @@ 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!]"
@ -438,6 +819,11 @@ 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
@ -446,6 +832,11 @@ 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
@ -454,6 +845,11 @@ 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 = {}
@ -463,10 +859,16 @@ 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
local armor_list_string = player:get_attribute("3d_armor_inventory")
local meta = player:get_meta()
local armor_list_string = meta:get_string("3d_armor_inventory")
if armor_list_string then
inv:set_list("armor",
self:deserialize_inventory_list(armor_list_string))
@ -475,18 +877,37 @@ 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
player:set_attribute("3d_armor_inventory",
local meta = player:get_meta()
meta:set_string("3d_armor_inventory",
self:serialize_inventory_list(inv:get_list("armor")))
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
@ -495,31 +916,53 @@ 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", S("3d_armor: Player reference is nil @1", msg))
minetest.log("warning", ("3d_armor%s: Player reference is nil"):format(msg))
return
end
local name = player:get_player_name()
if not name then
minetest.log("warning", S("3d_armor: Player name is nil @1", msg))
minetest.log("warning", ("3d_armor%s: Player name is nil"):format(msg))
return
end
local inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not inv then
minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg))
-- This check may fail when called inside `on_joinplayer`
-- in that case, the armor will be initialized/updated later on
minetest.log("warning", ("3d_armor%s: Detached armor inventory is nil"):format(msg))
return
end
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
local obj = minetest.add_item(pos, stack)
if obj then
obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
obj:set_velocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
end
end
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)
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

@ -1,6 +1,23 @@
-- support for i18n
local S = armor_i18n.gettext
--- 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",
@ -12,6 +29,15 @@ armor:register_armor("3d_armor:helmet_admin", {
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",
@ -23,6 +49,15 @@ armor:register_armor("3d_armor:chestplate_admin", {
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",
@ -34,6 +69,15 @@ armor:register_armor("3d_armor:leggings_admin", {
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",
@ -50,7 +94,28 @@ minetest.register_alias("adminhelmet", "3d_armor:helmet_admin")
minetest.register_alias("adminchestplate", "3d_armor:chestplate_admin")
minetest.register_alias("adminleggings", "3d_armor:leggings_admin")
--- Wood
--
-- Requires setting `armor_material_wood`.
--
-- @section wood
if armor.materials.wood then
--- Wood Helmet
--
-- @helmet 3d_armor:helmet_wood
-- @img 3d_armor_inv_helmet_wood.png
-- @grp armor_head 1
-- @grp armor_heal 0
-- @grp armor_use 2000
-- @grp flammable 1
-- @armorgrp fleshy 5
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp choppy 3
-- @damagegrp crumbly 2
-- @damagegrp level 1
armor:register_armor("3d_armor:helmet_wood", {
description = S("Wood Helmet"),
inventory_image = "3d_armor_inv_helmet_wood.png",
@ -58,6 +123,20 @@ if armor.materials.wood then
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
})
--- Wood Chestplate
--
-- @chestplate 3d_armor:chestplate_wood
-- @img 3d_armor_inv_chestplate_wood.png
-- @grp armor_torso 1
-- @grp armor_heal 0
-- @grp armor_use 2000
-- @grp flammable 1
-- @armorgrp fleshy 10
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp choppy 3
-- @damagegrp crumbly 2
-- @damagegrp level 1
armor:register_armor("3d_armor:chestplate_wood", {
description = S("Wood Chestplate"),
inventory_image = "3d_armor_inv_chestplate_wood.png",
@ -65,6 +144,20 @@ if armor.materials.wood then
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
})
--- Wood Leggings
--
-- @leggings 3d_armor:leggings_wood
-- @img 3d_armor_inv_leggings_wood.png
-- @grp armor_legs 1
-- @grp armor_heal 0
-- @grp armor_use 1000
-- @grp flammable 1
-- @armorgrp fleshy 10
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp choppy 3
-- @damagegrp crumbly 2
-- @damagegrp level 1
armor:register_armor("3d_armor:leggings_wood", {
description = S("Wood Leggings"),
inventory_image = "3d_armor_inv_leggings_wood.png",
@ -72,6 +165,20 @@ if armor.materials.wood then
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
})
--- Wood Boots
--
-- @boots 3d_armor:boots_wood
-- @img 3d_armor_inv_boots_wood.png
-- @grp armor_feet 1
-- @grp armor_heal 0
-- @grp armor_use 2000
-- @grp flammable 1
-- @armorgrp fleshy 5
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp choppy 3
-- @damagegrp crumbly 2
-- @damagegrp level 1
armor:register_armor("3d_armor:boots_wood", {
description = S("Wood Boots"),
inventory_image = "3d_armor_inv_boots_wood.png",
@ -79,9 +186,42 @@ if armor.materials.wood then
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
--- Cactus
--
-- Requires setting `armor_material_cactus`.
--
-- @section cactus
if armor.materials.cactus then
--- Cactus Helmet
--
-- @helmet 3d_armor:helmet_cactus
-- @img 3d_armor_inv_helmet_cactus.png
-- @grp armor_head 1
-- @grp armor_heal 0
-- @grp armor_use 1000
-- @armorgrp fleshy 5
-- @damagegrp cracky 3
-- @damagegrp snappy 3
-- @damagegrp choppy 2
-- @damagegrp crumbly 2
-- @damagegrp level 1
armor:register_armor("3d_armor:helmet_cactus", {
description = S("Cactus Helmet"),
inventory_image = "3d_armor_inv_helmet_cactus.png",
@ -89,6 +229,19 @@ if armor.materials.cactus then
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
})
--- Cactus Chestplate
--
-- @chestplate 3d_armor:chestplate_cactus
-- @img 3d_armor_inv_chestplate_cactus.png
-- @grp armor_torso 1
-- @grp armor_heal 0
-- @grp armor_use 1000
-- @armorgrp fleshy 10
-- @damagegrp cracky 3
-- @damagegrp snappy 3
-- @damagegrp choppy 2
-- @damagegrp crumbly 2
-- @damagegrp level 1
armor:register_armor("3d_armor:chestplate_cactus", {
description = S("Cactus Chestplate"),
inventory_image = "3d_armor_inv_chestplate_cactus.png",
@ -96,6 +249,19 @@ if armor.materials.cactus then
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
})
--- Cactus Leggings
--
-- @leggings 3d_armor:leggings_cactus
-- @img 3d_armor_inv_leggings_cactus.png
-- @grp armor_legs 1
-- @grp armor_heal 0
-- @grp armor_use 1000
-- @armorgrp fleshy 10
-- @damagegrp cracky 3
-- @damagegrp snappy 3
-- @damagegrp choppy 2
-- @damagegrp crumbly 2
-- @damagegrp level 1
armor:register_armor("3d_armor:leggings_cactus", {
description = S("Cactus Leggings"),
inventory_image = "3d_armor_inv_leggings_cactus.png",
@ -103,6 +269,19 @@ if armor.materials.cactus then
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
})
--- Cactus Boots
--
-- @boots 3d_armor:boots_cactus
-- @img 3d_armor_inv_boots_cactus.png
-- @grp armor_feet 1
-- @grp armor_heal 0
-- @grp armor_use 1000
-- @armorgrp fleshy 5
-- @damagegrp cracky 3
-- @damagegrp snappy 3
-- @damagegrp choppy 2
-- @damagegrp crumbly 2
-- @damagegrp level 1
armor:register_armor("3d_armor:boots_cactus", {
description = S("Cactus Boots"),
inventory_image = "3d_armor_inv_boots_cactus.png",
@ -110,9 +289,44 @@ if armor.materials.cactus then
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
--- Steel
--
-- Requires setting `armor_material_steel`.
--
-- @section steel
if armor.materials.steel then
--- Steel Helmet
--
-- @helmet 3d_armor:helmet_steel
-- @img 3d_armor_inv_helmet_steel.png
-- @grp armor_head 1
-- @grp armor_heal 0
-- @grp armor_use 800
-- @grp physics_speed -0.01
-- @grp physica_gravity 0.01
-- @armorgrp fleshy 10
-- @damagegrp cracky 2
-- @damagegrp snappy 3
-- @damagegrp choppy 2
-- @damagegrp crumbly 1
-- @damagegrp level 2
armor:register_armor("3d_armor:helmet_steel", {
description = S("Steel Helmet"),
inventory_image = "3d_armor_inv_helmet_steel.png",
@ -121,6 +335,21 @@ if armor.materials.steel then
armor_groups = {fleshy=10},
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
})
--- Steel Chestplate
--
-- @chestplate 3d_armor:chestplate_steel
-- @img 3d_armor_inv_chestplate_steel.png
-- @grp armor_torso 1
-- @grp armor_heal 0
-- @grp armor_use 800
-- @grp physics_speed
-- @grp physics_gravity
-- @armorgrp fleshy
-- @damagegrp cracky 2
-- @damagegrp snappy 3
-- @damagegrp choppy 2
-- @damagegrp crumbly 1
-- @damagegrp level 2
armor:register_armor("3d_armor:chestplate_steel", {
description = S("Steel Chestplate"),
inventory_image = "3d_armor_inv_chestplate_steel.png",
@ -129,6 +358,21 @@ if armor.materials.steel then
armor_groups = {fleshy=15},
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
})
--- Steel Leggings
--
-- @leggings 3d_armor:leggings_steel
-- @img 3d_armor_inv_leggings_steel.png
-- @grp armor_legs 1
-- @grp armor_heal 0
-- @grp armor_use 800
-- @grp physics_speed -0.03
-- @grp physics_gravity 0.03
-- @armorgrp fleshy 15
-- @damagegrp cracky 2
-- @damagegrp snappy 3
-- @damagegrp choppy 2
-- @damagegrp crumbly 1
-- @damagegrp level 2
armor:register_armor("3d_armor:leggings_steel", {
description = S("Steel Leggings"),
inventory_image = "3d_armor_inv_leggings_steel.png",
@ -137,6 +381,21 @@ if armor.materials.steel then
armor_groups = {fleshy=15},
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
})
--- Steel Boots
--
-- @boots 3d_armor:boots_steel
-- @img 3d_armor_inv_boots_steel.png
-- @grp armor_feet 1
-- @grp armor_heal 0
-- @grp armor_use 800
-- @grp physics_speed -0.01
-- @grp physics_gravity 0.01
-- @armorgrp fleshy 10
-- @damagegrp cracky 2
-- @damagegrp snappy 3
-- @damagegrp choppy 2
-- @damagegrp crumbly 1
-- @damagegrp level 2
armor:register_armor("3d_armor:boots_steel", {
description = S("Steel Boots"),
inventory_image = "3d_armor_inv_boots_steel.png",
@ -147,7 +406,29 @@ if armor.materials.steel then
})
end
--- 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",
@ -156,6 +437,21 @@ if armor.materials.bronze then
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",
@ -164,6 +460,21 @@ if armor.materials.bronze then
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",
@ -172,6 +483,21 @@ if armor.materials.bronze then
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",
@ -182,7 +508,26 @@ if armor.materials.bronze then
})
end
--- Diamond
--
-- Requires setting `armor_material_diamond`.
--
-- @section diamond
if armor.materials.diamond then
--- Diamond Helmet
--
-- @helmet 3d_armor:helmet_diamond
-- @img 3d_armor_inv_helmet_diamond.png
-- @grp armor_head 1
-- @grp armor_heal 12
-- @grp armor_use 200
-- @armorgrp fleshy 15
-- @damagegrp cracky 2
-- @damagegrp snappy 1
-- @damagegrp choppy 1
-- @damagegrp level 3
armor:register_armor("3d_armor:helmet_diamond", {
description = S("Diamond Helmet"),
inventory_image = "3d_armor_inv_helmet_diamond.png",
@ -190,6 +535,18 @@ if armor.materials.diamond then
armor_groups = {fleshy=15},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
--- Diamond Chestplate
--
-- @chestplate 3d_armor:chestplate_diamond
-- @img 3d_armor_inv_chestplate_diamond.png
-- @grp armor_torso 1
-- @grp armor_heal 12
-- @grp armor_use 200
-- @armorgrp fleshy 20
-- @damagegrp cracky 2
-- @damagegrp snappy 1
-- @damagegrp choppy 1
-- @damagegrp level 3
armor:register_armor("3d_armor:chestplate_diamond", {
description = S("Diamond Chestplate"),
inventory_image = "3d_armor_inv_chestplate_diamond.png",
@ -197,6 +554,18 @@ if armor.materials.diamond then
armor_groups = {fleshy=20},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
--- Diamond Leggings
--
-- @leggings 3d_armor:leggings_diamond
-- @img 3d_armor_inv_leggings_diamond.png
-- @grp armor_legs 1
-- @grp armor_heal 12
-- @grp armor_use 200
-- @armorgrp fleshy 20
-- @damagegrp cracky 2
-- @damagegrp snappy 1
-- @damagegrp choppy 1
-- @damagegrp level 3
armor:register_armor("3d_armor:leggings_diamond", {
description = S("Diamond Leggings"),
inventory_image = "3d_armor_inv_leggings_diamond.png",
@ -204,6 +573,18 @@ if armor.materials.diamond then
armor_groups = {fleshy=20},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
--- Diamond Boots
--
-- @boots 3d_armor:boots_diamond
-- @img 3d_armor_inv_boots_diamond.png
-- @grp armor_feet 1
-- @grp armor_heal 12
-- @grp armor_use 200
-- @armorgrp fleshy 15
-- @damagegrp cracky 2
-- @damagegrp snappy 1
-- @damagegrp choppy 1
-- @damagegrp level 3
armor:register_armor("3d_armor:boots_diamond", {
description = S("Diamond Boots"),
inventory_image = "3d_armor_inv_boots_diamond.png",
@ -213,7 +594,29 @@ if armor.materials.diamond then
})
end
--- Gold
--
-- Requires `armor_material_gold`.
--
-- @section gold
if armor.materials.gold then
--- Gold Helmet
--
-- @helmet 3d_armor:helmet_gold
-- @img 3d_armor_inv_helmet_gold.png
-- @grp armor_head 1
-- @grp armor_heal 6
-- @grp armor_use 300
-- @grp physics_speed -0.02
-- @grp physics_gravity 0.02
-- @armorgrp fleshy 10
-- @damagegrp cracky 1
-- @damagegrp snappy 2
-- @damagegrp choppy 2
-- @damagegrp crumbly 3
-- @damagegrp level 2
armor:register_armor("3d_armor:helmet_gold", {
description = S("Gold Helmet"),
inventory_image = "3d_armor_inv_helmet_gold.png",
@ -222,6 +625,21 @@ if armor.materials.gold then
armor_groups = {fleshy=10},
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
})
--- Gold Chestplate
--
-- @chestplate 3d_armor:chestplate_gold
-- @img 3d_armor_inv_chestplate_gold.png
-- @grp armor_torso 1
-- @grp armor_heal 6
-- @grp armor_use 300
-- @grp physics_speed -0.05
-- @grp physics_gravity 0.05
-- @armorgrp fleshy 15
-- @damagegrp cracky 1
-- @damagegrp snappy 2
-- @damagegrp choppy 2
-- @damagegrp crumbly 3
-- @damagegrp level 2
armor:register_armor("3d_armor:chestplate_gold", {
description = S("Gold Chestplate"),
inventory_image = "3d_armor_inv_chestplate_gold.png",
@ -230,6 +648,21 @@ if armor.materials.gold then
armor_groups = {fleshy=15},
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
})
--- Gold Leggings
--
-- @leggings 3d_armor:leggings_gold
-- @img 3d_armor_inv_leggings_gold.png
-- @grp armor_legs 1
-- @grp armor_heal 6
-- @grp armor_use 300
-- @grp physics_speed -0.04
-- @grp physics_gravity 0.04
-- @armorgrp fleshy 15
-- @damagegrp cracky 1
-- @damagegrp snappy 2
-- @damagegrp choppy 2
-- @damagegrp crumbly 3
-- @damagegrp level 2
armor:register_armor("3d_armor:leggings_gold", {
description = S("Gold Leggings"),
inventory_image = "3d_armor_inv_leggings_gold.png",
@ -238,6 +671,21 @@ if armor.materials.gold then
armor_groups = {fleshy=15},
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
})
--- Gold Boots
--
-- @boots 3d_armor:boots_gold
-- @img 3d_armor_inv_boots_gold.png
-- @grp armor_feet 1
-- @grp armor_heal 6
-- @grp armor_use 300
-- @grp physics_speed -0.02
-- @grp physics_gravity 0.02
-- @armorgrp fleshy 10
-- @damagegrp cracky 1
-- @damagegrp snappy 2
-- @damagegrp choppy 2
-- @damagegrp crumbly 3
-- @damagegrp level 2
armor:register_armor("3d_armor:boots_gold", {
description = S("Gold Boots"),
inventory_image = "3d_armor_inv_boots_gold.png",
@ -248,38 +696,108 @@ if armor.materials.gold then
})
end
--- Mithril
--
-- Requires `armor_material_mithril`.
--
-- @section mithril
if armor.materials.mithril then
--- Mithril Helmet
--
-- @helmet 3d_armor:helmet_mithril
-- @img 3d_armor_inv_helmet_mithril.png
-- @grp armor_head 1
-- @grp armor_heal 12
-- @grp armor_use 100
-- @armorgrp fleshy 15
-- @damagegrp cracky 2
-- @damagegrp snappy 1
-- @damagegrp level 3
armor:register_armor("3d_armor:helmet_mithril", {
description = S("Mithril Helmet"),
inventory_image = "3d_armor_inv_helmet_mithril.png",
groups = {armor_head=1, armor_heal=12, armor_use=100},
armor_groups = {fleshy=15},
groups = {armor_head=1, armor_heal=13, armor_use=66},
armor_groups = {fleshy=16},
damage_groups = {cracky=2, snappy=1, level=3},
})
--- Mithril Chestplate
--
-- @chestplate 3d_armor:chestplate_mithril
-- @img 3d_armor_inv_chestplate_mithril.png
-- @grp armor_torso 1
-- @grp armor_heal 12
-- @grp armor_use 100
-- @armorgrp fleshy 20
-- @damagegrp cracky 2
-- @damagegrp snappy 1
-- @damagegrp level 3
armor:register_armor("3d_armor:chestplate_mithril", {
description = S("Mithril Chestplate"),
inventory_image = "3d_armor_inv_chestplate_mithril.png",
groups = {armor_torso=1, armor_heal=12, armor_use=100},
armor_groups = {fleshy=20},
groups = {armor_torso=1, armor_heal=13, armor_use=66},
armor_groups = {fleshy=21},
damage_groups = {cracky=2, snappy=1, level=3},
})
--- Mithril Leggings
--
-- @leggings 3d_armor:leggings_mithril
-- @img 3d_armor_inv_leggings_mithril.png
-- @grp armor_legs 1
-- @grp armor_heal 12
-- @grp armor_use 100
-- @armorgrp fleshy 20
-- @damagegrp cracky 2
-- @damagegrp snappy 1
-- @damagegrp level 3
armor:register_armor("3d_armor:leggings_mithril", {
description = S("Mithril Leggings"),
inventory_image = "3d_armor_inv_leggings_mithril.png",
groups = {armor_legs=1, armor_heal=12, armor_use=100},
armor_groups = {fleshy=20},
groups = {armor_legs=1, armor_heal=13, armor_use=66},
armor_groups = {fleshy=21},
damage_groups = {cracky=2, snappy=1, level=3},
})
--- Mithril Boots
--
-- @boots 3d_armor:boots_mithril
-- @img 3d_armor_inv_boots_mithril.png
-- @grp armor_feet 1
-- @grp armor_heal 12
-- @grp armor_use 100
-- @armorgrp fleshy 15
-- @damagegrp cracky 2
-- @damagegrp snappy 1
-- @damagegrp level 3
armor:register_armor("3d_armor:boots_mithril", {
description = S("Mithril Boots"),
inventory_image = "3d_armor_inv_boots_mithril.png",
groups = {armor_feet=1, armor_heal=12, armor_use=100},
armor_groups = {fleshy=15},
groups = {armor_feet=1, armor_heal=13, armor_use=66},
armor_groups = {fleshy=16},
damage_groups = {cracky=2, snappy=1, level=3},
})
end
--- Crystal
--
-- Requires `armor_material_crystal`.
--
-- @section crystal
if armor.materials.crystal then
--- Crystal Helmet
--
-- @helmet 3d_armor:helmet_crystal
-- @img 3d_armor_inv_helmet_crystal.png
-- @grp armor_head 1
-- @grp armor_heal 12
-- @grp armor_use 100
-- @grp armor_fire 1
-- @armorgrp fleshy 15
-- @damagegrp cracky 2
-- @damagegrp snappy 1
-- @damagegrp level 3
armor:register_armor("3d_armor:helmet_crystal", {
description = S("Crystal Helmet"),
inventory_image = "3d_armor_inv_helmet_crystal.png",
@ -287,6 +805,18 @@ if armor.materials.crystal then
armor_groups = {fleshy=15},
damage_groups = {cracky=2, snappy=1, level=3},
})
--- Crystal Chestplate
--
-- @chestplate 3d_armor:chestplate_crystal
-- @img 3d_armor_inv_chestplate_crystal.png
-- @grp armor_torso 1
-- @grp armor_heal 12
-- @grp armor_use 100
-- @grp armor_fire 1
-- @armorgrp fleshy 20
-- @damagegrp cracky 2
-- @damagegrp snappy 1
-- @damagegrp level 3
armor:register_armor("3d_armor:chestplate_crystal", {
description = S("Crystal Chestplate"),
inventory_image = "3d_armor_inv_chestplate_crystal.png",
@ -294,6 +824,18 @@ if armor.materials.crystal then
armor_groups = {fleshy=20},
damage_groups = {cracky=2, snappy=1, level=3},
})
--- Crystal Leggings
--
-- @leggings 3d_armor:leggings_crystal
-- @img 3d_armor_inv_leggings_crystal.png
-- @grp armor_legs 1
-- @grp armor_heal 12
-- @grp armor_use 100
-- @grp armor_fire 1
-- @armorgrp fleshy 20
-- @damagegrp cracky 2
-- @damagegrp snappy 1
-- @damagegrp level 3
armor:register_armor("3d_armor:leggings_crystal", {
description = S("Crystal Leggings"),
inventory_image = "3d_armor_inv_leggings_crystal.png",
@ -301,6 +843,20 @@ if armor.materials.crystal then
armor_groups = {fleshy=20},
damage_groups = {cracky=2, snappy=1, level=3},
})
--- Crystal Boots
--
-- @boots 3d_armor:boots_crystal
-- @img 3d_armor_inv_boots_crystal.png
-- @grp armor_feet 1
-- @grp armor_heal 12
-- @grp armor_use 100
-- @grp physics_speed 1
-- @grp physics_jump 0.5
-- @grp armor_fire 1
-- @armorgrp fleshy 15
-- @damagegrp cracky 2
-- @damagegrp snappy 1
-- @damagegrp level 3
armor:register_armor("3d_armor:boots_crystal", {
description = S("Crystal Boots"),
inventory_image = "3d_armor_inv_boots_crystal.png",
@ -311,6 +867,131 @@ if armor.materials.crystal then
})
end
--- Nether
--
-- Requires `armor_material_nether`.
--
-- @section nether
if armor.materials.nether then
--- Nether Helmet
--
-- @helmet 3d_armor:helmet_nether
-- @img 3d_armor_inv_helmet_nether.png
-- @grp armor_head 1
-- @grp armor_heal 14
-- @grp armor_use 200
-- @grp armor_fire 1
-- @armorgrp fleshy 18
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp level 3
armor:register_armor("3d_armor:helmet_nether", {
description = S("Nether Helmet"),
inventory_image = "3d_armor_inv_helmet_nether.png",
groups = {armor_head=1, armor_heal=14, armor_use=100, armor_fire=1},
armor_groups = {fleshy=18},
damage_groups = {cracky=3, snappy=2, level=3},
})
--- Nether Chestplate
--
-- @chestplate 3d_armor:chestplate_nether
-- @img 3d_armor_inv_chestplate_nether.png
-- @grp armor_torso 1
-- @grp armor_heal 14
-- @grp armor_use 200
-- @grp armor_fire 1
-- @armorgrp fleshy 25
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp level 3
armor:register_armor("3d_armor:chestplate_nether", {
description = S("Nether Chestplate"),
inventory_image = "3d_armor_inv_chestplate_nether.png",
groups = {armor_torso=1, armor_heal=14, armor_use=200, armor_fire=1},
armor_groups = {fleshy=25},
damage_groups = {cracky=3, snappy=2, level=3},
})
--- Nether Leggings
--
-- @leggings 3d_armor:leggings_nether
-- @img 3d_armor_inv_leggings_nether.png
-- @grp armor_legs 1
-- @grp armor_heal 14
-- @grp armor_use 200
-- @grp armor_fire 1
-- @armorgrp fleshy 25
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp level 3
armor:register_armor("3d_armor:leggings_nether", {
description = S("Nether Leggings"),
inventory_image = "3d_armor_inv_leggings_nether.png",
groups = {armor_legs=1, armor_heal=14, armor_use=200, armor_fire=1},
armor_groups = {fleshy=25},
damage_groups = {cracky=3, snappy=2, level=3},
})
--- Nether Boots
--
-- @boots 3d_armor:boots_nether
-- @img 3d_armor_inv_boots_nether.png
-- @grp armor_feet 1
-- @grp armor_heal 14
-- @grp armor_use 200
-- @grp armor_fire 1
-- @armorgrp fleshy 18
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp level 3
armor:register_armor("3d_armor:boots_nether", {
description = S("Nether Boots"),
inventory_image = "3d_armor_inv_boots_nether.png",
groups = {armor_feet=1, armor_heal=14, armor_use=200, armor_fire=1},
armor_groups = {fleshy=18},
damage_groups = {cracky=3, snappy=2, level=3},
})
end
--- 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 │ │
-- └───┴───┴───┘ └───┴───┴───┘
for k, v in pairs(armor.materials) do
minetest.register_craft({
output = "3d_armor:helmet_"..k,

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

@ -5,4 +5,5 @@ pova?
fire?
ethereal?
bakedclay?
intllib?
moreores?
nether?

View File

@ -5,15 +5,17 @@ local last_punch_time = {}
local pending_players = {}
local timer = 0
-- support for i18n
armor_i18n = { }
armor_i18n.gettext, armor_i18n.ngettext = dofile(modpath.."/intllib.lua")
dofile(modpath.."/api.lua")
-- local functions
local S = armor_i18n.gettext
local F = minetest.formspec_escape
local S = armor.get_translator
-- integration test
if minetest.settings:get_bool("enable_3d_armor_integration_test") then
dofile(modpath.."/integration_test.lua")
end
dofile(modpath.."/api.lua")
-- Legacy Config Support
@ -21,13 +23,11 @@ local input = io.open(modpath.."/armor.conf", "r")
if input then
dofile(modpath.."/armor.conf")
input:close()
input = nil
end
input = io.open(worldpath.."/armor.conf", "r")
if input then
dofile(worldpath.."/armor.conf")
input:close()
input = nil
end
for name, _ in pairs(armor.config) do
local global = "ARMOR_"..name:upper()
@ -48,6 +48,8 @@ for name, config in pairs(armor.config) do
local setting = minetest.settings:get("armor_"..name)
if type(config) == "number" then
setting = tonumber(setting)
elseif type(config) == "string" then
setting = tostring(setting)
elseif type(config) == "boolean" then
setting = minetest.settings:get_bool("armor_"..name)
end
@ -62,11 +64,26 @@ for material, _ in pairs(armor.materials) do
end
end
-- Convert set_elements to a Lua table splitting on blank spaces
local t_set_elements = armor.config.set_elements
armor.config.set_elements = string.split(t_set_elements, " ")
-- Remove torch damage if fire_protect_torch == false
if armor.config.fire_protect_torch == false and armor.config.fire_protect == true then
for k,v in pairs(armor.fire_nodes) do
for k2,v2 in pairs(v) do
if string.find (v2,"torch") then
armor.fire_nodes[k] = nil
end
end
end
end
-- Mod Compatibility
if minetest.get_modpath("technic") then
armor.formspec = armor.formspec..
"label[5,2.5;"..F(S("Radiation"))..": armor_group_radiation]"
"label[5,2.5;"..F(S("Radiation"))..": armor_group_radiation]"
armor:register_armor_group("radiation")
end
local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
@ -79,7 +96,7 @@ 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
@ -88,6 +105,9 @@ end
if not minetest.get_modpath("ethereal") then
armor.materials.crystal = nil
end
if not minetest.get_modpath("nether") then
armor.materials.nether = nil
end
dofile(modpath.."/armor.lua")
@ -95,26 +115,37 @@ dofile(modpath.."/armor.lua")
armor.formspec = armor.formspec..
"label[5,1;"..F(S("Level"))..": armor_level]"..
"label[5,1.5;"..F(S("Heal"))..": armor_attr_heal]"
"label[5,1.5;"..F(S("Heal"))..": armor_attr_heal]"
if armor.config.fire_protect then
armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..": armor_attr_fire]"
armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..": armor_attr_fire]"
end
armor:register_on_damage(function(player, index, stack)
local name = player:get_player_name()
local def = stack:get_definition()
if name and def and def.description and stack:get_wear() > 60100 then
minetest.chat_send_player(name, S("Your @1 is almost broken!", def.description))
minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
end
end)
armor:register_on_destroy(function(player, index, stack)
local name = player:get_player_name()
local def = stack:get_definition()
if name and def and def.description then
minetest.chat_send_player(name, S("Your @1 got destroyed!", def.description))
minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
end
end)
local function validate_armor_inventory(player)
-- Workaround for detached inventory swap exploit
local _, inv = armor:get_valid_player(player, "[validate_armor_inventory]")
local pos = player:get_pos()
if not inv then
return
end
local armor_prev = {}
local armor_list_string = player:get_attribute("3d_armor_inventory")
local attribute_meta = player:get_meta() -- I know, the function's name is weird but let it be like that. ;)
local armor_list_string = attribute_meta:get_string("3d_armor_inventory")
if armor_list_string then
local armor_list = armor:deserialize_inventory_list(armor_list_string)
for i, stack in ipairs(armor_list) do
@ -140,6 +171,7 @@ local function validate_armor_inventory(player)
elements[element] = true;
else
inv:remove_item("armor", stack)
minetest.item_drop(stack, player, pos)
-- The following code returns invalid items to the player's main
-- inventory but could open up the possibity for a hacked client
-- to receive items back they never really had. I am not certain
@ -158,9 +190,9 @@ local function validate_armor_inventory(player)
end
end
local function init_player_armor(player)
local name = player:get_player_name()
local pos = player:getpos()
local function init_player_armor(initplayer)
local name = initplayer:get_player_name()
local pos = initplayer:get_pos()
if not name or not pos then
return false
end
@ -181,6 +213,9 @@ local function init_player_armor(player)
armor:set_player_armor(player)
end,
allow_put = function(inv, listname, index, put_stack, player)
if player:get_player_name() ~= name then
return 0
end
local element = armor:get_element(put_stack:get_name())
if not element then
return 0
@ -196,27 +231,33 @@ local function init_player_armor(player)
return 1
end,
allow_take = function(inv, listname, index, stack, player)
if player:get_player_name() ~= name then
return 0
end
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if player:get_player_name() ~= name then
return 0
end
return count
end,
}, name)
armor_inv:set_size("armor", 6)
if not armor:load_armor_inventory(player) and armor.migrate_old_inventory then
local player_inv = player:get_inventory()
if not armor:load_armor_inventory(initplayer) and armor.migrate_old_inventory then
local player_inv = initplayer:get_inventory()
player_inv:set_size("armor", 6)
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
end
armor:save_armor_inventory(player)
armor:save_armor_inventory(initplayer)
player_inv:set_size("armor", 0)
end
for i=1, 6 do
local stack = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
armor:run_callbacks("on_equip", player, i, stack)
armor:run_callbacks("on_equip", initplayer, i, stack)
end
end
armor.def[name] = {
@ -252,13 +293,13 @@ local function init_player_armor(player)
end
end
end
armor:set_player_armor(player)
armor:set_player_armor(initplayer)
return true
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",
@ -280,24 +321,25 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
if not name then
return
end
local player_name = player:get_player_name()
for field, _ in pairs(fields) do
if string.find(field, "skins_set") then
minetest.after(0, function(player)
local skin = armor:get_player_skin(name)
armor.textures[name].skin = skin
armor:set_player_armor(player)
end, player)
armor:update_skin(player_name)
end
end
end)
minetest.register_on_joinplayer(function(player)
default.player_set_model(player, "3d_armor_character.b3d")
minetest.after(0, function(player)
if init_player_armor(player) == false then
pending_players[player] = 0
local player_name = player:get_player_name()
minetest.after(0, function()
-- TODO: Added in 7566ecc - What's the prupose?
local pplayer = minetest.get_player_by_name(player_name)
if pplayer and init_player_armor(pplayer) == false then
pending_players[pplayer] = 0
end
end, player)
end)
end)
minetest.register_on_leaveplayer(function(player)
@ -326,12 +368,12 @@ if armor.config.drop == true or armor.config.destroy == true then
end
armor:save_armor_inventory(player)
armor:set_player_armor(player)
local pos = player:getpos()
local pos = player:get_pos()
if pos and armor.config.destroy == false then
minetest.after(armor.config.bones_delay, function()
local meta = nil
local maxp = vector.add(pos, 8)
local minp = vector.subtract(pos, 8)
local maxp = vector.add(pos, 16)
local minp = vector.subtract(pos, 16)
local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"})
for _, p in pairs(bones) do
local m = minetest.get_meta(p)
@ -357,21 +399,29 @@ 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)
armor:set_player_armor(player)
end)
end
if armor.config.punch_damage == true then
minetest.register_on_punchplayer(function(player, hitter,
time_from_last_punch, tool_capabilities)
local name = player:get_player_name()
if name then
local hit_ip = hitter:is_player()
if name and hit_ip and minetest.is_protected(player:get_pos(), "") then
return
elseif name then
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
last_punch_time[name] = minetest.get_gametime()
end
end)
end
minetest.register_on_player_hpchange(function(player, hp_change)
if player and hp_change < 0 then
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
@ -390,80 +440,68 @@ end, true)
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer > armor.config.init_delay then
for player, count in pairs(pending_players) do
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"))
remove = true
end
if remove == true then
pending_players[player] = nil
if timer <= armor.config.init_delay then
return
end
timer = 0
for player, count in pairs(pending_players) do
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"))
remove = true
end
if remove == true then
pending_players[player] = nil
end
end
-- water breathing protection, added by TenPlus1
if armor.config.water_protect == true then
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if armor.def[name].water > 0 and
player:get_breath() < 10 then
player:set_breath(10)
end
end
timer = 0
end
end)
-- Fire Protection and water breating, added by TenPlus1
-- Fire Protection, added by TenPlus1.
if armor.config.fire_protect == true then
-- override hot nodes so they do not hurt player anywhere but mod
-- 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
minetest.override_item(row[1], {damage_per_second = 0})
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 (S("[3d_armor] Fire Nodes disabled"))
print ("[3d_armor] Fire Nodes disabled")
end
if armor.config.water_protect == true or armor.config.fire_protect == true then
minetest.register_globalstep(function(dtime)
armor.timer = armor.timer + dtime
if armor.timer < armor.config.update_time then
return
end
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local pos = player:getpos()
local hp = player:get_hp()
if not name or not pos or not hp then
return
end
-- water breathing
if armor.config.water_protect == true then
if armor.def[name].water > 0 and
player:get_breath() < 10 then
player:set_breath(10)
end
end
if armor.config.fire_protect == true then
minetest.register_on_player_hpchange(function(player, hp_change, reason)
if reason.type == "node_damage" and reason.node then
-- fire protection
if armor.config.fire_protect == true then
local fire_damage = true
pos.y = pos.y + 1.4 -- head level
local node_head = minetest.get_node(pos).name
pos.y = pos.y - 1.2 -- feet level
local node_feet = minetest.get_node(pos).name
-- is player inside a hot node?
for _, row in pairs(armor.fire_nodes) do
-- check fire protection, if not enough then get hurt
if row[1] == node_head or row[1] == node_feet then
if fire_damage == true then
if armor.config.fire_protect == true and hp_change < 0 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")
last_punch_time[name] = minetest.get_gametime()
fire_damage = false
end
if hp > 0 and armor.def[name].fire < row[2] then
hp = hp - row[3] * armor.config.update_time
player:set_hp(hp)
break
else
hp_change = 0
end
end
end
end
end
armor.timer = 0
end)
return hp_change
end, true)
end

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@ -0,0 +1,25 @@
minetest.log("warning", "[TEST] integration-test enabled!")
minetest.register_on_mods_loaded(function()
minetest.after(1, function()
local data = minetest.write_json({ success = true }, true);
local file = io.open(minetest.get_worldpath().."/integration_test.json", "w" );
if file then
file:write(data)
file:close()
end
file = io.open(minetest.get_worldpath().."/registered_nodes.txt", "w" );
if file then
for name in pairs(minetest.registered_nodes) do
file:write(name .. '\n')
end
file:close()
end
minetest.log("warning", "[TEST] integration tests done!")
minetest.request_shutdown("success")
end)
end)

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@ -1,45 +0,0 @@
-- Fallback functions for when `intllib` is not installed.
-- Code released under Unlicense <http://unlicense.org>.
-- Get the latest version of this file at:
-- https://raw.githubusercontent.com/minetest-mods/intllib/master/lib/intllib.lua
local function format(str, ...)
local args = { ... }
local function repl(escape, open, num, close)
if escape == "" then
local replacement = tostring(args[tonumber(num)])
if open == "" then
replacement = replacement..close
end
return replacement
else
return "@"..open..num..close
end
end
return (str:gsub("(@?)@(%(?)(%d+)(%)?)", repl))
end
local gettext, ngettext
if minetest.get_modpath("intllib") then
if intllib.make_gettext_pair then
-- New method using gettext.
gettext, ngettext = intllib.make_gettext_pair()
else
-- Old method using text files.
gettext = intllib.Getter()
end
end
-- Fill in missing functions.
gettext = gettext or function(msgid, ...)
return format(msgid, ...)
end
ngettext = ngettext or function(msgid, msgid_plural, n, ...)
return format(n==1 and msgid or msgid_plural, ...)
end
return gettext, ngettext

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@ -0,0 +1,62 @@
# textdomain: 3d_armor
### api.lua ###
3d_armor: Detached armor inventory is nil @1=3d_armor : Abgetrennter Rüstungsbestand ist nicht gesetzt: @1
3d_armor: Player name is nil @1=3d_armor : Spielername ist nicht gesetzt: @1
3d_armor: Player reference is nil @1=3d_armor : Spielerreferenz ist nicht gesetzt: @1
### armor.lua ###
Admin Boots=Adminstiefel
Admin Chestplate=Adminbrustplatte
Admin Helmet=Adminhelm
Admin Leggings=Adminhose
Bronze Boots=Bronzestiefel
Bronze Chestplate=Bronzebrustplatte
Bronze Helmet=Bronzehelm
Bronze Leggings=Bronzehose
Cactus Boots=Kaktusstiefel
Cactus Chestplate=Kaktusbrustplatte
Cactus Helmet=Kaktushelm
Cactus Leggings=Kaktushose
Crystal Boots=Kristallstiefel
Crystal Chestplate=Kristallbrustplatte
Crystal Helmet=Kristallhelm
Crystal Leggings=Kristallhose
Nether Boots=Netherstiefel
Nether Chestplate=Netherbrustplatte
Nether Helmet=Netherhelm
Nether Leggings=Netherhose
Diamond Boots=Diamantstiefel
Diamond Chestplate=Diamantbrustplatte
Diamond Helmet=Diamanthelm
Diamond Leggings=Diamanthose
Gold Boots=Goldstiefel
Gold Chestplate=Goldbrustplatte
Gold Helmet=Goldhelm
Gold Leggings=Goldhose
Mithril Boots=Mithrilstiefel
Mithril Chestplate=Mithrilbrustplatte
Mithril Helmet=Mithrilhelm
Mithril Leggings=Mithrilhose
Steel Boots=Stahlstiefel
Steel Chestplate=Stahlbrustplatte
Steel Helmet=Stahlhelm
Steel Leggings=Stahlhose
Wood Boots=Holzstiefel
Wood Chestplate=Holzbrustplatte
Wood Helmet=Holzhelm
Wood Leggings=Holzhose
### init.lua ###
3d_armor: Failed to initialize player=3d_armor : Initialisierung des Spielers fehlgeschlagen
Fire=Feuer
Heal=Heilen
Level=Stufe
Radiation=Strahlen
Your @1 got destroyed!=Deine @1 wurde zerstört!
Your @1 is almost broken!=Deine @1 ist fast kaputt!
[3d_armor] Fire Nodes disabled=[3d_armor] Feuer-Knoten deaktiviert

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# 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
Nether Boots=Botas de nether
Nether Chestplate=Peto de nether
Nether Helmet=Casco de nether
Nether Leggings=Grebas de nether
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!
Your @1 is almost broken!=¡Tu @1 esta a punto de romperse!
[3d_armor] Fire Nodes disabled=[3d_armor] Nodos de fuego desabilitados

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@ -0,0 +1,62 @@
# 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
Nether Boots=Bottes en nether
Nether Chestplate=Cuirasse en nether
Nether Helmet=Casque en nether
Nether Leggings=Jambières en nether
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 !
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

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@ -0,0 +1,90 @@
# 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
Nether Boots=Stivali di nether
Nether Chestplate=Corazza di nether
Nether Helmet=Elmo di nether
Nether Leggings=Gambali di nether
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!
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
Nether Shield=Scudo di nether

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# 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
Nether Boots=But Nether
Nether Chestplate=Perisai Dada Nether
Nether Helmet=Helmet Nether
Nether Leggings=Perisai Kaki Nether
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!
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
Nether Shield=Perisai Pegang Nether

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# 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
Nether Boots=Botas de Nether
Nether Chestplate=Peitoral de Nether
Nether Helmet=Capacete de Nether
Nether Leggings=Calças de Nether
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)!
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
Nether Shield=Escudo de Nether

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# 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
Nether Boots=Botas de Nether
Nether Chestplate=Peitoral de Nether
Nether Helmet=Capacete de Nether
Nether Leggings=Calças de Nether
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)!
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
Nether Shield=Escudo de Nether

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# 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)!
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

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@ -1,384 +0,0 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-08-06 18:20+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n > 1);\n"
#: ../3d_armor/api.lua
msgid "3d_armor: Player name is nil @1"
msgstr "3d_armor: El nombre del jugador es nulo @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player inventory is nil @1"
msgstr "3d_armor: El inventario del jugador es nulo @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Detached armor inventory is nil @1"
msgstr "3d_armor: La armadura desconectada es nula @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player reference is nil @1"
msgstr "3d_armor: La referencia del jugador es nula @1"
#: ../3d_armor/armor.lua
msgid "Admin Helmet"
msgstr "Casco de admin"
#: ../3d_armor/armor.lua
msgid "Admin Chestplate"
msgstr "Peto de admin"
#: ../3d_armor/armor.lua
msgid "Admin Leggings"
msgstr "Polainas de admin"
#: ../3d_armor/armor.lua
msgid "Admin Boots"
msgstr "Botas de admin"
#: ../3d_armor/armor.lua
msgid "Wood Helmet"
msgstr "Casco de madera"
#: ../3d_armor/armor.lua
msgid "Wood Chestplate"
msgstr "Peto de madera"
#: ../3d_armor/armor.lua
msgid "Wood Leggings"
msgstr "Polainas de madera"
#: ../3d_armor/armor.lua
msgid "Wood Boots"
msgstr "Botas de madera"
#: ../3d_armor/armor.lua
msgid "Cactus Helmet"
msgstr "Casco de cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Chestplate"
msgstr "Peto de cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Leggings"
msgstr "Polainas de cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Boots"
msgstr "Botas de cactus"
#: ../3d_armor/armor.lua
msgid "Steel Helmet"
msgstr "Casco de acero"
#: ../3d_armor/armor.lua
msgid "Steel Chestplate"
msgstr "Peto de acero"
#: ../3d_armor/armor.lua
msgid "Steel Leggings"
msgstr "Polainas de acero"
#: ../3d_armor/armor.lua
msgid "Steel Boots"
msgstr "Botas de acero"
#: ../3d_armor/armor.lua
msgid "Bronze Helmet"
msgstr "Casco de bronce"
#: ../3d_armor/armor.lua
msgid "Bronze Chestplate"
msgstr "Peto de bronce"
#: ../3d_armor/armor.lua
msgid "Bronze Leggings"
msgstr "Polainas de bronce"
#: ../3d_armor/armor.lua
msgid "Bronze Boots"
msgstr "Botas de bronce"
#: ../3d_armor/armor.lua
msgid "Diamond Helmet"
msgstr "Casco de diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Chestplate"
msgstr "Peto de diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Leggings"
msgstr "Polainas de diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Boots"
msgstr "Botas de diamante"
#: ../3d_armor/armor.lua
msgid "Gold Helmet"
msgstr "Casco de oro"
#: ../3d_armor/armor.lua
msgid "Gold Chestplate"
msgstr "Peto de oro"
#: ../3d_armor/armor.lua
msgid "Gold Leggings"
msgstr "Polainas de oro"
#: ../3d_armor/armor.lua
msgid "Gold Boots"
msgstr "Botas de oro"
#: ../3d_armor/armor.lua
msgid "Mithril Helmet"
msgstr "Casco de mitrilo"
#: ../3d_armor/armor.lua
msgid "Mithril Chestplate"
msgstr "Peto de mitrilo"
#: ../3d_armor/armor.lua
msgid "Mithril Leggings"
msgstr "Polainas de mitrilo"
#: ../3d_armor/armor.lua
msgid "Mithril Boots"
msgstr "Botas de mitrilo"
#: ../3d_armor/armor.lua
msgid "Crystal Helmet"
msgstr "Casco de cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Chestplate"
msgstr "Peto de cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Leggings"
msgstr "Polainas de cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Boots"
msgstr "Botas de cristal"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Radiation"
msgstr "Radiación"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Level"
msgstr "Nivel"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Heal"
msgstr "Salud"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Fire"
msgstr "Fuego"
#: ../3d_armor/init.lua
msgid "Your @1 got destroyed!"
msgstr "¡Tu @1 fue destruído!"
#: ../3d_armor/init.lua
msgid "3d_armor: Failed to initialize player"
msgstr "3d_armor: Fallo en la inicialización del jugador"
#: ../3d_armor/init.lua
msgid "[3d_armor] Fire Nodes disabled"
msgstr "[3d_armor] Nodos de fuego desabilitados"
#: ../3d_armor_ip/init.lua
msgid "3d_armor_ip: Mod loaded but unused."
msgstr "3d_armor_ip: Mod cargado, pero sin ser usado."
#: ../3d_armor_ip/init.lua
msgid "Back"
msgstr "Volver"
#: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua
msgid "Armor"
msgstr "Armadura"
#: ../3d_armor_sfinv/init.lua
msgid "3d_armor_sfinv: Mod loaded but unused."
msgstr "3d_armor_sfinv: Mod cargado, pero sin ser usado."
#: ../3d_armor_stand/init.lua
msgid "Armor stand top"
msgstr "Parte arriba maniquí armadura"
#: ../3d_armor_stand/init.lua
msgid "Armor stand"
msgstr "Maniquí para armadura"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand"
msgstr "Maniquí para armadura"
#: ../3d_armor_stand/init.lua
msgid "Locked Armor stand"
msgstr "Maniquí para armadura (bloqueado)"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand (owned by @1)"
msgstr "Maniquí para armadura (propiedad de @1)"
#: ../3d_armor_ui/init.lua
msgid "3d_armor_ui: Mod loaded but unused."
msgstr "3d_armor_ui: Mod cargado, pero sin ser usado."
#: ../3d_armor_ui/init.lua
msgid "3d Armor"
msgstr "Armadura 3d"
#: ../3d_armor_ui/init.lua
msgid "Armor not initialized!"
msgstr "¡Armadura no inicializada!"
#: ../hazmat_suit/init.lua
msgid "hazmat_suit: Mod loaded but unused."
msgstr "hazmat_suit: Mod cargado, pero sin ser usado."
#: ../hazmat_suit/init.lua
msgid "Hazmat Helmet"
msgstr "Casco de hazmat"
#: ../hazmat_suit/init.lua
msgid "Hazmat Chestplate"
msgstr "Peto de hazmat"
#: ../hazmat_suit/init.lua
msgid "Hazmat Sleeve"
msgstr "Manga de hazmat"
#: ../hazmat_suit/init.lua
msgid "Hazmat Leggins"
msgstr "Polainas de hazmat"
#: ../hazmat_suit/init.lua
msgid "Hazmat Boots"
msgstr "Botas de hazmat"
#: ../hazmat_suit/init.lua
msgid "Hazmat Suit"
msgstr "Traje de hazmat"
#: ../shields/init.lua
msgid "Admin Shield"
msgstr "Escudo de admin"
#: ../shields/init.lua
msgid "Wooden Shield"
msgstr "Escudo de madera"
#: ../shields/init.lua
msgid "Enhanced Wood Shield"
msgstr "Escudo de madera mejorado"
#: ../shields/init.lua
msgid "Cactus Shield"
msgstr "Escudo de cactus"
#: ../shields/init.lua
msgid "Enhanced Cactus Shield"
msgstr "Escudo de cactus mejorado"
#: ../shields/init.lua
msgid "Steel Shield"
msgstr "Escudo de acero"
#: ../shields/init.lua
msgid "Bronze Shield"
msgstr "Escudo de bronce"
#: ../shields/init.lua
msgid "Diamond Shield"
msgstr "Escudo de diamante"
#: ../shields/init.lua
msgid "Gold Shield"
msgstr "Escudo de oro"
#: ../shields/init.lua
msgid "Mithril Shield"
msgstr "Escudo de mitrilo"
#: ../shields/init.lua
msgid "Crystal Shield"
msgstr "Escudo de cristal"
#: ../technic_armor/init.lua
msgid "technic_armor: Mod loaded but unused."
msgstr "technic_armor: Mod cargado, pero no usado."
#: ../technic_armor/init.lua
msgid "Lead"
msgstr "Plomo"
#: ../technic_armor/init.lua
msgid "Brass"
msgstr "Latón"
#: ../technic_armor/init.lua
msgid "Cast Iron"
msgstr "Hierro fundido"
#: ../technic_armor/init.lua
msgid "Carbon Steel"
msgstr "Acero carbono"
#: ../technic_armor/init.lua
msgid "Stainless Steel"
msgstr "Acero inoxidable"
#: ../technic_armor/init.lua
msgid "Tin"
msgstr "Estaño"
#: ../technic_armor/init.lua
msgid "Silver"
msgstr "Plata"
#: ../technic_armor/init.lua
msgid "Helmet"
msgstr "Casco"
#: ../technic_armor/init.lua
msgid "Chestplate"
msgstr "Peto"
#: ../technic_armor/init.lua
msgid "Leggins"
msgstr "Polainas"
#: ../technic_armor/init.lua
msgid "Boots"
msgstr "Botas"
#: ../technic_armor/init.lua
msgid "Shield"
msgstr "Escudo"
#. Translators: @1 stands for material and @2 for part of the armor, so that you could use a conjunction if in your language part name comes first then material (e.g. in french 'Silver Boots' is translated in 'Bottes en argent' by using '@2 en @1' as translated string)
#: ../technic_armor/init.lua
msgid "@1 @2"
msgstr "@2 de @1"

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@ -1,295 +0,0 @@
# French translation for 3D ARMOR MOD
# Copyright (C) 2018 by Stuart Jones
# This file is distributed under the same license as the 3D ARMOR MOD package.
# fat115 <fat115@framasoft.org>, 2017.
#
msgid ""
msgstr ""
"Project-Id-Version: \n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-23 21:24+0200\n"
"PO-Revision-Date: 2018-07-23 21:30+0200\n"
"Last-Translator: fat115 <fat115@framasoft.org>\n"
"Language-Team: \n"
"Language: fr\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 1.8.12\n"
"Plural-Forms: nplurals=2; plural=(n > 1);\n"
#: ../3d_armor/api.lua
msgid "3d_armor: Player reference is nil @1"
msgstr "3d_armor : Référence au joueur non trouvée @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player name is nil @1"
msgstr "3d_armor : Nom du joueur non trouvé @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Detached armor inventory is nil @1"
msgstr "3d_armor : Inventaire détaché pour l'armure non trouvé @1"
#: ../3d_armor/armor.lua
msgid "Admin Helmet"
msgstr "Casque d'admin"
#: ../3d_armor/armor.lua
msgid "Admin Chestplate"
msgstr "Cuirasse d'admin"
#: ../3d_armor/armor.lua
msgid "Admin Leggings"
msgstr "Jambières d'admin"
#: ../3d_armor/armor.lua
msgid "Admin Boots"
msgstr "Bottes d'admin"
#: ../3d_armor/armor.lua
msgid "Wood Helmet"
msgstr "Casque en bois"
#: ../3d_armor/armor.lua
msgid "Wood Chestplate"
msgstr "Cuirasse en bois"
#: ../3d_armor/armor.lua
msgid "Wood Leggings"
msgstr "Jambières en bois"
#: ../3d_armor/armor.lua
msgid "Wood Boots"
msgstr "Bottes en bois"
#: ../3d_armor/armor.lua
msgid "Cactus Helmet"
msgstr "Casque en cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Chestplate"
msgstr "Cuirasse en cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Leggings"
msgstr "Jambières en cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Boots"
msgstr "Bottes en cactus"
#: ../3d_armor/armor.lua
msgid "Steel Helmet"
msgstr "Casque en acier"
#: ../3d_armor/armor.lua
msgid "Steel Chestplate"
msgstr " = Cuirasse en acier"
#: ../3d_armor/armor.lua
msgid "Steel Leggings"
msgstr "Jambières en acier"
#: ../3d_armor/armor.lua
msgid "Steel Boots"
msgstr "Bottes en acier"
#: ../3d_armor/armor.lua
msgid "Bronze Helmet"
msgstr "Casque en bronze"
#: ../3d_armor/armor.lua
msgid "Bronze Chestplate"
msgstr "Cuirasse en bronze"
#: ../3d_armor/armor.lua
msgid "Bronze Leggings"
msgstr "Jambières en bronze"
#: ../3d_armor/armor.lua
msgid "Bronze Boots"
msgstr "Bottes en bronze"
#: ../3d_armor/armor.lua
msgid "Diamond Helmet"
msgstr "Casque en diamant"
#: ../3d_armor/armor.lua
msgid "Diamond Chestplate"
msgstr "Cuirasse en diamant"
#: ../3d_armor/armor.lua
msgid "Diamond Leggings"
msgstr "Jambières en diamant"
#: ../3d_armor/armor.lua
msgid "Diamond Boots"
msgstr "Bottes en diamant"
#: ../3d_armor/armor.lua
msgid "Gold Helmet"
msgstr "Casque en or"
#: ../3d_armor/armor.lua
msgid "Gold Chestplate"
msgstr "Cuirasse en or"
#: ../3d_armor/armor.lua
msgid "Gold Leggings"
msgstr "Jambières en or"
#: ../3d_armor/armor.lua
msgid "Gold Boots"
msgstr "Bottes en or"
#: ../3d_armor/armor.lua
msgid "Mithril Helmet"
msgstr "Casque en mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Chestplate"
msgstr "Cuirasse en mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Leggings"
msgstr "Jambières en mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Boots"
msgstr "Bottes en mithril"
#: ../3d_armor/armor.lua
msgid "Crystal Helmet"
msgstr "Casque en cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Chestplate"
msgstr "Cuirasse en cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Leggings"
msgstr "Jambières en cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Boots"
msgstr "Bottes en cristal"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Radiation"
msgstr "Radiation"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Level"
msgstr "Niveau"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Heal"
msgstr "Soins"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Fire"
msgstr "Fire"
#: ../3d_armor/init.lua
msgid "Your @1 got destroyed!"
msgstr "Une partie de votre armure a été détruite : @1 !"
#: ../3d_armor/init.lua
msgid "3d_armor: Failed to initialize player"
msgstr "3d_armor : Impossible d'initialiser le joueur"
#: ../3d_armor/init.lua
msgid "[3d_armor] Fire Nodes disabled"
msgstr "[3d_armor] Noeuds de type feu désactivés"
#: ../3d_armor_ip/init.lua
msgid "3d_armor_ip: Mod loaded but unused."
msgstr "3d_armor_ip : Mod chargé mais inutilisé."
#: ../3d_armor_ip/init.lua
msgid "Back"
msgstr "Retour"
#: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua
msgid "Armor"
msgstr "Armure"
#: ../3d_armor_sfinv/init.lua
msgid "3d_armor_sfinv: Mod loaded but unused."
msgstr "3d_armor_sfinv : Mod chargé mais inutilisé."
#: ../3d_armor_stand/init.lua
msgid "Armor stand top"
msgstr "Haut de support d'armure"
#: ../3d_armor_stand/init.lua
msgid "Armor stand"
msgstr "Support d'armure"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand"
msgstr "Support d'armure"
#: ../3d_armor_stand/init.lua
msgid "Locked Armor stand"
msgstr "Support d'armure verrouillé"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand (owned by @1)"
msgstr "Support d'armure (propriété de @1)"
#: ../3d_armor_ui/init.lua
msgid "3d_armor_ui: Mod loaded but unused."
msgstr "3d_armor_ui : Mod chargé mais inutilisé."
#: ../3d_armor_ui/init.lua
msgid "3d Armor"
msgstr "Armure 3d"
#: ../3d_armor_ui/init.lua
msgid "Armor not initialized!"
msgstr "Armure non initialisée !"
#: ../shields/init.lua
msgid "Admin Shield"
msgstr "Bouclier d'admin"
#: ../shields/init.lua
msgid "Wooden Shield"
msgstr "Bouclier en bois"
#: ../shields/init.lua
msgid "Enhanced Wood Shield"
msgstr "Bouclier en bois amélioré"
#: ../shields/init.lua
msgid "Cactus Shield"
msgstr "Bouclier en cactus"
#: ../shields/init.lua
msgid "Enhanced Cactus Shield"
msgstr "Bouclier en cactus amélioré"
#: ../shields/init.lua
msgid "Steel Shield"
msgstr "Bouclier en acier"
#: ../shields/init.lua
msgid "Bronze Shield"
msgstr "Bouclier en bronze"
#: ../shields/init.lua
msgid "Diamond Shield"
msgstr "Bouclier en diamant"
#: ../shields/init.lua
msgid "Gold Shield"
msgstr "Bouclier en or"
#: ../shields/init.lua
msgid "Mithril Shield"
msgstr "Bouclier en mithril"
#: ../shields/init.lua
msgid "Crystal Shield"
msgstr "Bouclier en cristal"

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@ -1,295 +0,0 @@
# Italian translation for 3D ARMOR MOD
# Copyright (C) 2018 by Stuart Jones
# This file is distributed under the same license as the 3D ARMOR MOD package.
# Hamlet <h4mlet@riseup.net>, 2017.
#
msgid ""
msgstr ""
"Project-Id-Version: Italian localization file for the 3D Armor module\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-23 21:24+0200\n"
"PO-Revision-Date: 2018-07-23 21:30+0200\n"
"Last-Translator: H4mlet <h4mlet@riseup.net>\n"
"Language-Team: ITALIANO\n"
"Language: it\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Generator: Poedit 1.6.10\n"
#: ../3d_armor/api.lua
msgid "3d_armor: Player reference is nil @1"
msgstr "3d_armor: Il riferimento alla/al giocatrice/tore è nullo @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player name is nil @1"
msgstr "3d_armor: Il nome della/del gicatrice/tore è nullo @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Detached armor inventory is nil @1"
msgstr "3d_armor: L'inventario staccato dell'armatura è nullo @1"
#: ../3d_armor/armor.lua
msgid "Admin Helmet"
msgstr "Elmo dell'amministratrice/tore"
#: ../3d_armor/armor.lua
msgid "Admin Chestplate"
msgstr "Corazza dell'amministratrice/tore"
#: ../3d_armor/armor.lua
msgid "Admin Leggings"
msgstr "Gambali dell'amministratrice/tore"
#: ../3d_armor/armor.lua
msgid "Admin Boots"
msgstr "Stivali dell'amministratrice/tore"
#: ../3d_armor/armor.lua
msgid "Wood Helmet"
msgstr "Elmo di legno"
#: ../3d_armor/armor.lua
msgid "Wood Chestplate"
msgstr "Corazza di legno"
#: ../3d_armor/armor.lua
msgid "Wood Leggings"
msgstr "Gambali di legno"
#: ../3d_armor/armor.lua
msgid "Wood Boots"
msgstr "Stivali di legno"
#: ../3d_armor/armor.lua
msgid "Cactus Helmet"
msgstr "Elmo di cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Chestplate"
msgstr "Corazza di cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Leggings"
msgstr "Gambali di cactus"
#: ../3d_armor/armor.lua
msgid "Cactus Boots"
msgstr "Stivali di cactus"
#: ../3d_armor/armor.lua
msgid "Steel Helmet"
msgstr "Elmo di acciaio"
#: ../3d_armor/armor.lua
msgid "Steel Chestplate"
msgstr "Corazza di acciaio"
#: ../3d_armor/armor.lua
msgid "Steel Leggings"
msgstr "Gambali di acciaio"
#: ../3d_armor/armor.lua
msgid "Steel Boots"
msgstr "Stivali di acciaio"
#: ../3d_armor/armor.lua
msgid "Bronze Helmet"
msgstr "Elmo di bronzo"
#: ../3d_armor/armor.lua
msgid "Bronze Chestplate"
msgstr "Corazza di bronzo"
#: ../3d_armor/armor.lua
msgid "Bronze Leggings"
msgstr "Gambali di bronzo"
#: ../3d_armor/armor.lua
msgid "Bronze Boots"
msgstr "Stivali di bronzo"
#: ../3d_armor/armor.lua
msgid "Diamond Helmet"
msgstr "Elmo di diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Chestplate"
msgstr "Corazza di diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Leggings"
msgstr "Gambali di diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Boots"
msgstr "Stivali di diamante"
#: ../3d_armor/armor.lua
msgid "Gold Helmet"
msgstr "Elmo d'oro"
#: ../3d_armor/armor.lua
msgid "Gold Chestplate"
msgstr "Corazza d'oro"
#: ../3d_armor/armor.lua
msgid "Gold Leggings"
msgstr "Gambali d'oro"
#: ../3d_armor/armor.lua
msgid "Gold Boots"
msgstr "Stivali d'oro"
#: ../3d_armor/armor.lua
msgid "Mithril Helmet"
msgstr "Elmo di mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Chestplate"
msgstr "Corazza di mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Leggings"
msgstr "Gambali di mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Boots"
msgstr "Stivali di mithril"
#: ../3d_armor/armor.lua
msgid "Crystal Helmet"
msgstr "Elmo di cristallo"
#: ../3d_armor/armor.lua
msgid "Crystal Chestplate"
msgstr "Corazza di cristallo"
#: ../3d_armor/armor.lua
msgid "Crystal Leggings"
msgstr "Gambali di cristallo"
#: ../3d_armor/armor.lua
msgid "Crystal Boots"
msgstr "Stivali di cristallo"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Radiation"
msgstr "Radiazione"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Level"
msgstr "Livello"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Heal"
msgstr "Guarigione"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Fire"
msgstr "Fuoco"
#: ../3d_armor/init.lua
msgid "Your @1 got destroyed!"
msgstr "Il/i vostro/i @1 è/sono stato/i distrutto/i!"
#: ../3d_armor/init.lua
msgid "3d_armor: Failed to initialize player"
msgstr "3d_armor: Inizializzazione della/del giocatrice/tore fallita"
#: ../3d_armor/init.lua
msgid "[3d_armor] Fire Nodes disabled"
msgstr "[3d_armor] Nodi fuoco disabilitati"
#: ../3d_armor_ip/init.lua
msgid "3d_armor_ip: Mod loaded but unused."
msgstr "3d_armor_ip: Mod caricato ma inutilizzato."
#: ../3d_armor_ip/init.lua
msgid "Back"
msgstr "Indietro"
#: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua
msgid "Armor"
msgstr "Armatura"
#: ../3d_armor_sfinv/init.lua
msgid "3d_armor_sfinv: Mod loaded but unused."
msgstr "3d_armor_sfinv: Mod caricato ma inutilizzato."
#: ../3d_armor_stand/init.lua
msgid "Armor stand top"
msgstr "Parte superiore del supporto per armatura"
#: ../3d_armor_stand/init.lua
msgid "Armor stand"
msgstr "Supporto per armatura"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand"
msgstr "Supporto per armatura"
#: ../3d_armor_stand/init.lua
msgid "Locked Armor stand"
msgstr "Supporto per armatura chiuso a chiave"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand (owned by @1)"
msgstr "Supporto per armatura (di proprietà di @1)"
#: ../3d_armor_ui/init.lua
msgid "3d_armor_ui: Mod loaded but unused."
msgstr "3d_armor_ui: Mod caricato ma inutilizzato."
#: ../3d_armor_ui/init.lua
msgid "3d Armor"
msgstr "Armatura 3D"
#: ../3d_armor_ui/init.lua
msgid "Armor not initialized!"
msgstr "Armatura non inizializzata!"
#: ../shields/init.lua
msgid "Admin Shield"
msgstr "Scudo dell'amministratrice/tore"
#: ../shields/init.lua
msgid "Wooden Shield"
msgstr "Scudo di legno"
#: ../shields/init.lua
msgid "Enhanced Wood Shield"
msgstr "Scudo di legno migliorato"
#: ../shields/init.lua
msgid "Cactus Shield"
msgstr "Scudo di cactus"
#: ../shields/init.lua
msgid "Enhanced Cactus Shield"
msgstr "Scudo di cactus migliorato"
#: ../shields/init.lua
msgid "Steel Shield"
msgstr "Scudo di acciaio"
#: ../shields/init.lua
msgid "Bronze Shield"
msgstr "Scudo di bronzo"
#: ../shields/init.lua
msgid "Diamond Shield"
msgstr "Scudo di diamante"
#: ../shields/init.lua
msgid "Gold Shield"
msgstr "Scudo d'oro"
#: ../shields/init.lua
msgid "Mithril Shield"
msgstr "Scudo di mithril"
#: ../shields/init.lua
msgid "Crystal Shield"
msgstr "Scudo di cristallo"

View File

@ -1,296 +0,0 @@
# Malay translation for 3D ARMOR MOD
# Copyright (C) 2018 by Stuart Jones
# This file is distributed under the same license as the 3D ARMOR MOD package.
# MuhdNurHidayat (MNH48) <mnh48mail@gmail.com>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: \n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-23 21:21+0200\n"
"PO-Revision-Date: 2018-07-23 21:30+0200\n"
"Last-Translator: MuhdNurHidayat (MNH48) <mnh48mail@gmail.com>\n"
"Language-Team: \n"
"Language: ms\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 2.0.6\n"
"Plural-Forms: nplurals=1; plural=0;\n"
#: ../3d_armor/api.lua
msgid "3d_armor: Player reference is nil @1"
msgstr "3d_armor: Rujukan pemain tiada nilai @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player name is nil @1"
msgstr "3d_armor: Nama pemain tiada nilai @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Detached armor inventory is nil @1"
msgstr "3d_armor: Inventori perisai terpisah tiada nilai @1"
#: ../3d_armor/armor.lua
msgid "Admin Helmet"
msgstr "Helmet Pentadbir"
#: ../3d_armor/armor.lua
msgid "Admin Chestplate"
msgstr "Perisai Dada Pentadbir"
#: ../3d_armor/armor.lua
msgid "Admin Leggings"
msgstr "Perisai Kaki Pentadbir"
#: ../3d_armor/armor.lua
msgid "Admin Boots"
msgstr "But Pentadbir"
#: ../3d_armor/armor.lua
msgid "Wood Helmet"
msgstr "Helmet Kayu"
#: ../3d_armor/armor.lua
msgid "Wood Chestplate"
msgstr "Perisai Dada Kayu"
#: ../3d_armor/armor.lua
msgid "Wood Leggings"
msgstr "Perisai Kaki Kayu"
#: ../3d_armor/armor.lua
msgid "Wood Boots"
msgstr "But Kayu"
#: ../3d_armor/armor.lua
msgid "Cactus Helmet"
msgstr "Helmet Kaktus"
#: ../3d_armor/armor.lua
msgid "Cactus Chestplate"
msgstr "Perisai Dada Kaktus"
#: ../3d_armor/armor.lua
msgid "Cactus Leggings"
msgstr "Perisai Kaki Kaktus"
#: ../3d_armor/armor.lua
msgid "Cactus Boots"
msgstr "But Kaktus"
#: ../3d_armor/armor.lua
msgid "Steel Helmet"
msgstr "Helmet Keluli"
#: ../3d_armor/armor.lua
msgid "Steel Chestplate"
msgstr "Perisai Dada Keluli"
#: ../3d_armor/armor.lua
msgid "Steel Leggings"
msgstr "Perisai Kaki Keluli"
#: ../3d_armor/armor.lua
msgid "Steel Boots"
msgstr "But Keluli"
#: ../3d_armor/armor.lua
msgid "Bronze Helmet"
msgstr "Helmet Gangsa"
#: ../3d_armor/armor.lua
msgid "Bronze Chestplate"
msgstr "Perisai Dada Gangsa"
#: ../3d_armor/armor.lua
msgid "Bronze Leggings"
msgstr "Perisai Kaki Gangsa"
#: ../3d_armor/armor.lua
msgid "Bronze Boots"
msgstr "But Gangsa"
# 'Diamond' should be translated as 'intan' because the more common word 'berlian' is only specifically used for the gemstone diamond.
#: ../3d_armor/armor.lua
msgid "Diamond Helmet"
msgstr "Helmet Intan"
#: ../3d_armor/armor.lua
msgid "Diamond Chestplate"
msgstr "Perisai Dada Intan"
#: ../3d_armor/armor.lua
msgid "Diamond Leggings"
msgstr "Perisai Kaki Intan"
#: ../3d_armor/armor.lua
msgid "Diamond Boots"
msgstr "But Intan"
#: ../3d_armor/armor.lua
msgid "Gold Helmet"
msgstr "Helmet Emas"
#: ../3d_armor/armor.lua
msgid "Gold Chestplate"
msgstr "Perisai Dada Emas"
#: ../3d_armor/armor.lua
msgid "Gold Leggings"
msgstr "Perisai Kaki Emas"
#: ../3d_armor/armor.lua
msgid "Gold Boots"
msgstr "But Emas"
#: ../3d_armor/armor.lua
msgid "Mithril Helmet"
msgstr "Helmet Mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Chestplate"
msgstr "Perisai Dada Mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Leggings"
msgstr "Perisai Kaki Mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Boots"
msgstr "But Mithril"
#: ../3d_armor/armor.lua
msgid "Crystal Helmet"
msgstr "Helmet Kristal"
#: ../3d_armor/armor.lua
msgid "Crystal Chestplate"
msgstr "Perisai Dada Kristal"
#: ../3d_armor/armor.lua
msgid "Crystal Leggings"
msgstr "Perisai Kaki Kristal"
#: ../3d_armor/armor.lua
msgid "Crystal Boots"
msgstr "But Kristal"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Radiation"
msgstr "Radiasi"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Level"
msgstr "Tahap"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Heal"
msgstr "Pulih"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Fire"
msgstr "Api"
#: ../3d_armor/init.lua
msgid "Your @1 got destroyed!"
msgstr "@1 anda telah musnah!"
#: ../3d_armor/init.lua
msgid "3d_armor: Failed to initialize player"
msgstr "3d_armor: Gagal mengasalkan pemain"
#: ../3d_armor/init.lua
msgid "[3d_armor] Fire Nodes disabled"
msgstr "[3d_armor] Nod-nod Api dilumpuhkan"
#: ../3d_armor_ip/init.lua
msgid "3d_armor_ip: Mod loaded but unused."
msgstr "3d_armor_ip: Mods dimuatkan tetapi tidak digunakan."
#: ../3d_armor_ip/init.lua
msgid "Back"
msgstr "Kembali"
#: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua
msgid "Armor"
msgstr "Perisai"
#: ../3d_armor_sfinv/init.lua
msgid "3d_armor_sfinv: Mod loaded but unused."
msgstr "3d_armor_sfinv: Mods dimuatkan tetapi tidak digunakan."
#: ../3d_armor_stand/init.lua
msgid "Armor stand top"
msgstr "Bhg atas dirian perisai"
#: ../3d_armor_stand/init.lua
msgid "Armor stand"
msgstr "Dirian perisai"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand"
msgstr "Dirian Perisai"
#: ../3d_armor_stand/init.lua
msgid "Locked Armor stand"
msgstr "Dirian perisai Berkunci"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand (owned by @1)"
msgstr "Dirian Perisai (milik @1)"
#: ../3d_armor_ui/init.lua
msgid "3d_armor_ui: Mod loaded but unused."
msgstr "3d_armor_ui: Mods dimuatkan tetapi tidak digunakan."
#: ../3d_armor_ui/init.lua
msgid "3d Armor"
msgstr "Perisai 3d"
#: ../3d_armor_ui/init.lua
msgid "Armor not initialized!"
msgstr "Perisai tidak diasalkan!"
#: ../shields/init.lua
msgid "Admin Shield"
msgstr "Perisai Pegang Pentadbir"
#: ../shields/init.lua
msgid "Wooden Shield"
msgstr "Perisai Pegang Kayu"
#: ../shields/init.lua
msgid "Enhanced Wood Shield"
msgstr "Perisai Pegang Kayu Kukuh"
#: ../shields/init.lua
msgid "Cactus Shield"
msgstr "Perisai Pegang Kaktus"
#: ../shields/init.lua
msgid "Enhanced Cactus Shield"
msgstr "Perisai Pegang Kaktus Kukuh"
#: ../shields/init.lua
msgid "Steel Shield"
msgstr "Perisai Pegang Keluli"
#: ../shields/init.lua
msgid "Bronze Shield"
msgstr "Perisai Pegang Gangsa"
#: ../shields/init.lua
msgid "Diamond Shield"
msgstr "Perisai Pegang Intan"
#: ../shields/init.lua
msgid "Gold Shield"
msgstr "Perisai Pegang Emas"
#: ../shields/init.lua
msgid "Mithril Shield"
msgstr "Perisai Pegang Mithril"
#: ../shields/init.lua
msgid "Crystal Shield"
msgstr "Perisai Pegang Kristal"

View File

@ -1,295 +0,0 @@
# LANGUAGE translation for 3D ARMOR MOD
# Copyright (C) 2018 by Stuart Jones
# This file is distributed under the same license as the 3D ARMOR MOD package.
# BrunoMine <borgesdossantosbruno@gmail.com>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: 3d_armor\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-23 21:24+0200\n"
"PO-Revision-Date: 2018-11-08 13:12-0200\n"
"Language-Team: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 2.0.6\n"
"Last-Translator: BrunoMine <borgesdossantosbruno@gmail.com>\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"Language: pt\n"
#: ../3d_armor/api.lua
msgid "3d_armor: Player reference is nil @1"
msgstr "3d_armor: Referência Jogador é nula @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player name is nil @1"
msgstr "3d_armor: Nome de jogador é nulo @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Detached armor inventory is nil @1"
msgstr "3d_armor: Inventario avulso de armadura é nulo @1"
#: ../3d_armor/armor.lua
msgid "Admin Helmet"
msgstr "Capacete de Administrador"
#: ../3d_armor/armor.lua
msgid "Admin Chestplate"
msgstr "Peitoral de Administrador"
#: ../3d_armor/armor.lua
msgid "Admin Leggings"
msgstr "Calças de Administrador"
#: ../3d_armor/armor.lua
msgid "Admin Boots"
msgstr "Botas de Administrador"
#: ../3d_armor/armor.lua
msgid "Wood Helmet"
msgstr "Capacete de Madeira"
#: ../3d_armor/armor.lua
msgid "Wood Chestplate"
msgstr "Peitoral de Madeira"
#: ../3d_armor/armor.lua
msgid "Wood Leggings"
msgstr "Calças de Madeira"
#: ../3d_armor/armor.lua
msgid "Wood Boots"
msgstr "Botas de Madeira"
#: ../3d_armor/armor.lua
msgid "Cactus Helmet"
msgstr "Capacete de Cacto"
#: ../3d_armor/armor.lua
msgid "Cactus Chestplate"
msgstr "Peitoral de Cacto"
#: ../3d_armor/armor.lua
msgid "Cactus Leggings"
msgstr "Calças de Cacto"
#: ../3d_armor/armor.lua
msgid "Cactus Boots"
msgstr "Botas de Madeira"
#: ../3d_armor/armor.lua
msgid "Steel Helmet"
msgstr "Capacete de Aço"
#: ../3d_armor/armor.lua
msgid "Steel Chestplate"
msgstr "Peitoral de Aço"
#: ../3d_armor/armor.lua
msgid "Steel Leggings"
msgstr "Calças de Aço"
#: ../3d_armor/armor.lua
msgid "Steel Boots"
msgstr "Botas de Aço"
#: ../3d_armor/armor.lua
msgid "Bronze Helmet"
msgstr "Capacete de Bronze"
#: ../3d_armor/armor.lua
msgid "Bronze Chestplate"
msgstr "Peitoral de Bronze"
#: ../3d_armor/armor.lua
msgid "Bronze Leggings"
msgstr "Calças de Bronze"
#: ../3d_armor/armor.lua
msgid "Bronze Boots"
msgstr "Botas de Bronze"
#: ../3d_armor/armor.lua
msgid "Diamond Helmet"
msgstr "Capacete de Diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Chestplate"
msgstr "Peitoral de Diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Leggings"
msgstr "Calças de Diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Boots"
msgstr "Botas de Diamante"
#: ../3d_armor/armor.lua
msgid "Gold Helmet"
msgstr "Capacete de Ouro"
#: ../3d_armor/armor.lua
msgid "Gold Chestplate"
msgstr "Peitoral de Ouro"
#: ../3d_armor/armor.lua
msgid "Gold Leggings"
msgstr "Calças de Ouro"
#: ../3d_armor/armor.lua
msgid "Gold Boots"
msgstr "Botas de Ouro"
#: ../3d_armor/armor.lua
msgid "Mithril Helmet"
msgstr "Capacete de Mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Chestplate"
msgstr "Peitoral de Mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Leggings"
msgstr "Calças de Mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Boots"
msgstr "Botas de Mithril"
#: ../3d_armor/armor.lua
msgid "Crystal Helmet"
msgstr "Capacete de Cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Chestplate"
msgstr "Peitoral de Cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Leggings"
msgstr "Calças de Cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Boots"
msgstr "Botas de Cristal"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Radiation"
msgstr "Radiação"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Level"
msgstr "Nível"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Heal"
msgstr "Saúde"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Fire"
msgstr "Fogo"
#: ../3d_armor/init.lua
msgid "Your @1 got destroyed!"
msgstr "@1 foi destruído(a)!"
#: ../3d_armor/init.lua
msgid "3d_armor: Failed to initialize player"
msgstr "3d_armor: Falha ao inicializar jogador"
#: ../3d_armor/init.lua
msgid "[3d_armor] Fire Nodes disabled"
msgstr "[3d_armor] Nodes de gofo desabilitados"
#: ../3d_armor_ip/init.lua
msgid "3d_armor_ip: Mod loaded but unused."
msgstr "3d_armor_ip: Mod carregado mas inoperante."
#: ../3d_armor_ip/init.lua
msgid "Back"
msgstr "Voltar"
#: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua
msgid "Armor"
msgstr "Armadura"
#: ../3d_armor_sfinv/init.lua
msgid "3d_armor_sfinv: Mod loaded but unused."
msgstr "3d_armor_sfinv: Mod carregado mas inoperante."
#: ../3d_armor_stand/init.lua
msgid "Armor stand top"
msgstr "Topo de estande de armadura"
#: ../3d_armor_stand/init.lua
msgid "Armor stand"
msgstr "Estande de armadura"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand"
msgstr "Estande de Armadura"
#: ../3d_armor_stand/init.lua
msgid "Locked Armor stand"
msgstr "Estande de Armadura Trancada"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand (owned by @1)"
msgstr "Estande de Armadura (pertente a @1)"
#: ../3d_armor_ui/init.lua
msgid "3d_armor_ui: Mod loaded but unused."
msgstr "3d_armor_ui: Mod carregado mas inoperante."
#: ../3d_armor_ui/init.lua
msgid "3d Armor"
msgstr "3d Armor"
#: ../3d_armor_ui/init.lua
msgid "Armor not initialized!"
msgstr "Armadura não inicializada!"
#: ../shields/init.lua
msgid "Admin Shield"
msgstr "Escudo de Administrador"
#: ../shields/init.lua
msgid "Wooden Shield"
msgstr "Escudo de Madeira"
#: ../shields/init.lua
msgid "Enhanced Wood Shield"
msgstr "Escudo de Madeira Melhorado"
#: ../shields/init.lua
msgid "Cactus Shield"
msgstr "Escudo de Cacto"
#: ../shields/init.lua
msgid "Enhanced Cactus Shield"
msgstr "Escudo de Cacto Melhorado"
#: ../shields/init.lua
msgid "Steel Shield"
msgstr "Escudo de Aço"
#: ../shields/init.lua
msgid "Bronze Shield"
msgstr "Escudo de Bronze"
#: ../shields/init.lua
msgid "Diamond Shield"
msgstr "Escudo de Diamante"
#: ../shields/init.lua
msgid "Gold Shield"
msgstr "Escudo de Ouro"
#: ../shields/init.lua
msgid "Mithril Shield"
msgstr "Escudo de Mithril"
#: ../shields/init.lua
msgid "Crystal Shield"
msgstr "Escudo de Cristal"

View File

@ -1,295 +0,0 @@
# LANGUAGE translation for 3D ARMOR MOD
# Copyright (C) 2018 by Stuart Jones
# This file is distributed under the same license as the 3D ARMOR MOD package.
# BrunoMine <borgesdossantosbruno@gmail.com>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: 3d_armor\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-23 21:24+0200\n"
"PO-Revision-Date: 2018-11-08 13:12-0200\n"
"Language-Team: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 2.0.6\n"
"Last-Translator: BrunoMine <borgesdossantosbruno@gmail.com>\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"Language: pt_BR\n"
#: ../3d_armor/api.lua
msgid "3d_armor: Player reference is nil @1"
msgstr "3d_armor: Referência Jogador é nula @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player name is nil @1"
msgstr "3d_armor: Nome de jogador é nulo @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Detached armor inventory is nil @1"
msgstr "3d_armor: Inventario avulso de armadura é nulo @1"
#: ../3d_armor/armor.lua
msgid "Admin Helmet"
msgstr "Capacete de Administrador"
#: ../3d_armor/armor.lua
msgid "Admin Chestplate"
msgstr "Peitoral de Administrador"
#: ../3d_armor/armor.lua
msgid "Admin Leggings"
msgstr "Calças de Administrador"
#: ../3d_armor/armor.lua
msgid "Admin Boots"
msgstr "Botas de Administrador"
#: ../3d_armor/armor.lua
msgid "Wood Helmet"
msgstr "Capacete de Madeira"
#: ../3d_armor/armor.lua
msgid "Wood Chestplate"
msgstr "Peitoral de Madeira"
#: ../3d_armor/armor.lua
msgid "Wood Leggings"
msgstr "Calças de Madeira"
#: ../3d_armor/armor.lua
msgid "Wood Boots"
msgstr "Botas de Madeira"
#: ../3d_armor/armor.lua
msgid "Cactus Helmet"
msgstr "Capacete de Cacto"
#: ../3d_armor/armor.lua
msgid "Cactus Chestplate"
msgstr "Peitoral de Cacto"
#: ../3d_armor/armor.lua
msgid "Cactus Leggings"
msgstr "Calças de Cacto"
#: ../3d_armor/armor.lua
msgid "Cactus Boots"
msgstr "Botas de Madeira"
#: ../3d_armor/armor.lua
msgid "Steel Helmet"
msgstr "Capacete de Aço"
#: ../3d_armor/armor.lua
msgid "Steel Chestplate"
msgstr "Peitoral de Aço"
#: ../3d_armor/armor.lua
msgid "Steel Leggings"
msgstr "Calças de Aço"
#: ../3d_armor/armor.lua
msgid "Steel Boots"
msgstr "Botas de Aço"
#: ../3d_armor/armor.lua
msgid "Bronze Helmet"
msgstr "Capacete de Bronze"
#: ../3d_armor/armor.lua
msgid "Bronze Chestplate"
msgstr "Peitoral de Bronze"
#: ../3d_armor/armor.lua
msgid "Bronze Leggings"
msgstr "Calças de Bronze"
#: ../3d_armor/armor.lua
msgid "Bronze Boots"
msgstr "Botas de Bronze"
#: ../3d_armor/armor.lua
msgid "Diamond Helmet"
msgstr "Capacete de Diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Chestplate"
msgstr "Peitoral de Diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Leggings"
msgstr "Calças de Diamante"
#: ../3d_armor/armor.lua
msgid "Diamond Boots"
msgstr "Botas de Diamante"
#: ../3d_armor/armor.lua
msgid "Gold Helmet"
msgstr "Capacete de Ouro"
#: ../3d_armor/armor.lua
msgid "Gold Chestplate"
msgstr "Peitoral de Ouro"
#: ../3d_armor/armor.lua
msgid "Gold Leggings"
msgstr "Calças de Ouro"
#: ../3d_armor/armor.lua
msgid "Gold Boots"
msgstr "Botas de Ouro"
#: ../3d_armor/armor.lua
msgid "Mithril Helmet"
msgstr "Capacete de Mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Chestplate"
msgstr "Peitoral de Mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Leggings"
msgstr "Calças de Mithril"
#: ../3d_armor/armor.lua
msgid "Mithril Boots"
msgstr "Botas de Mithril"
#: ../3d_armor/armor.lua
msgid "Crystal Helmet"
msgstr "Capacete de Cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Chestplate"
msgstr "Peitoral de Cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Leggings"
msgstr "Calças de Cristal"
#: ../3d_armor/armor.lua
msgid "Crystal Boots"
msgstr "Botas de Cristal"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Radiation"
msgstr "Radiação"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Level"
msgstr "Nível"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Heal"
msgstr "Saúde"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Fire"
msgstr "Fogo"
#: ../3d_armor/init.lua
msgid "Your @1 got destroyed!"
msgstr "@1 foi destruído(a)!"
#: ../3d_armor/init.lua
msgid "3d_armor: Failed to initialize player"
msgstr "3d_armor: Falha ao inicializar jogador"
#: ../3d_armor/init.lua
msgid "[3d_armor] Fire Nodes disabled"
msgstr "[3d_armor] Nodes de gofo desabilitados"
#: ../3d_armor_ip/init.lua
msgid "3d_armor_ip: Mod loaded but unused."
msgstr "3d_armor_ip: Mod carregado mas inoperante."
#: ../3d_armor_ip/init.lua
msgid "Back"
msgstr "Voltar"
#: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua
msgid "Armor"
msgstr "Armadura"
#: ../3d_armor_sfinv/init.lua
msgid "3d_armor_sfinv: Mod loaded but unused."
msgstr "3d_armor_sfinv: Mod carregado mas inoperante."
#: ../3d_armor_stand/init.lua
msgid "Armor stand top"
msgstr "Topo de estande de armadura"
#: ../3d_armor_stand/init.lua
msgid "Armor stand"
msgstr "Estande de armadura"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand"
msgstr "Estande de Armadura"
#: ../3d_armor_stand/init.lua
msgid "Locked Armor stand"
msgstr "Estande de Armadura Trancada"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand (owned by @1)"
msgstr "Estande de Armadura (pertente a @1)"
#: ../3d_armor_ui/init.lua
msgid "3d_armor_ui: Mod loaded but unused."
msgstr "3d_armor_ui: Mod carregado mas inoperante."
#: ../3d_armor_ui/init.lua
msgid "3d Armor"
msgstr "3d Armor"
#: ../3d_armor_ui/init.lua
msgid "Armor not initialized!"
msgstr "Armadura não inicializada!"
#: ../shields/init.lua
msgid "Admin Shield"
msgstr "Escudo de Administrador"
#: ../shields/init.lua
msgid "Wooden Shield"
msgstr "Escudo de Madeira"
#: ../shields/init.lua
msgid "Enhanced Wood Shield"
msgstr "Escudo de Madeira Melhorado"
#: ../shields/init.lua
msgid "Cactus Shield"
msgstr "Escudo de Cacto"
#: ../shields/init.lua
msgid "Enhanced Cactus Shield"
msgstr "Escudo de Cacto Melhorado"
#: ../shields/init.lua
msgid "Steel Shield"
msgstr "Escudo de Aço"
#: ../shields/init.lua
msgid "Bronze Shield"
msgstr "Escudo de Bronze"
#: ../shields/init.lua
msgid "Diamond Shield"
msgstr "Escudo de Diamante"
#: ../shields/init.lua
msgid "Gold Shield"
msgstr "Escudo de Ouro"
#: ../shields/init.lua
msgid "Mithril Shield"
msgstr "Escudo de Mithril"
#: ../shields/init.lua
msgid "Crystal Shield"
msgstr "Escudo de Cristal"

View File

@ -1,294 +0,0 @@
# Russian translation for 3D ARMOR MOD
# Copyright (C) 2018 by Stuart Jones
# This file is distributed under the same license as the 3D ARMOR MOD package.
# CodeXP <codexp@gmx.net>, 2018.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: 3d_armor\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-23 21:21+0200\n"
"PO-Revision-Date: 2018-07-23 21:30+0200\n"
"Last-Translator: CodeXP <codexp@gmx.net>\n"
"Language-Team: \n"
"Language: ru\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../3d_armor/api.lua
msgid "3d_armor: Player reference is nil @1"
msgstr "3d_armor: Ссылка игрока является nil @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Player name is nil @1"
msgstr "3d_armor: Имя игрока является nil @1"
#: ../3d_armor/api.lua
msgid "3d_armor: Detached armor inventory is nil @1"
msgstr "3d_armor: Отдельный инвентарь брони является nil @1"
#: ../3d_armor/armor.lua
msgid "Admin Helmet"
msgstr "шлем админа"
#: ../3d_armor/armor.lua
msgid "Admin Chestplate"
msgstr "бронежилет админа"
#: ../3d_armor/armor.lua
msgid "Admin Leggings"
msgstr "гамаши админа"
#: ../3d_armor/armor.lua
msgid "Admin Boots"
msgstr "ботинки админа"
#: ../3d_armor/armor.lua
msgid "Wood Helmet"
msgstr "деревянный шлем"
#: ../3d_armor/armor.lua
msgid "Wood Chestplate"
msgstr "деревянный бронежилет"
#: ../3d_armor/armor.lua
msgid "Wood Leggings"
msgstr "деревянные гамаши"
#: ../3d_armor/armor.lua
msgid "Wood Boots"
msgstr "деревянные ботинки"
#: ../3d_armor/armor.lua
msgid "Cactus Helmet"
msgstr "кактусовый шлем"
#: ../3d_armor/armor.lua
msgid "Cactus Chestplate"
msgstr "кактусовый бронежилет"
#: ../3d_armor/armor.lua
msgid "Cactus Leggings"
msgstr "кактусовые гамаши"
#: ../3d_armor/armor.lua
msgid "Cactus Boots"
msgstr "кактусовые ботинки"
#: ../3d_armor/armor.lua
msgid "Steel Helmet"
msgstr "стальной шлем"
#: ../3d_armor/armor.lua
msgid "Steel Chestplate"
msgstr "стальной бронежилет"
#: ../3d_armor/armor.lua
msgid "Steel Leggings"
msgstr "стальные гамаши"
#: ../3d_armor/armor.lua
msgid "Steel Boots"
msgstr "стальные ботинки"
#: ../3d_armor/armor.lua
msgid "Bronze Helmet"
msgstr "бронзовый шлем"
#: ../3d_armor/armor.lua
msgid "Bronze Chestplate"
msgstr "бронзовый бронежилет"
#: ../3d_armor/armor.lua
msgid "Bronze Leggings"
msgstr "бронзовые гамаши"
#: ../3d_armor/armor.lua
msgid "Bronze Boots"
msgstr "бронзовые ботинки"
#: ../3d_armor/armor.lua
msgid "Diamond Helmet"
msgstr "алмазный шлем"
#: ../3d_armor/armor.lua
msgid "Diamond Chestplate"
msgstr "алмазный бронежилет"
#: ../3d_armor/armor.lua
msgid "Diamond Leggings"
msgstr "алмазные гамаши"
#: ../3d_armor/armor.lua
msgid "Diamond Boots"
msgstr "алмазные ботинки"
#: ../3d_armor/armor.lua
msgid "Gold Helmet"
msgstr "золотой шлем"
#: ../3d_armor/armor.lua
msgid "Gold Chestplate"
msgstr "золотой бронежилет"
#: ../3d_armor/armor.lua
msgid "Gold Leggings"
msgstr "золотые гамаши"
#: ../3d_armor/armor.lua
msgid "Gold Boots"
msgstr "золотые ботинки"
#: ../3d_armor/armor.lua
msgid "Mithril Helmet"
msgstr "мифриловый шлем"
#: ../3d_armor/armor.lua
msgid "Mithril Chestplate"
msgstr "мифриловый бронежилет"
#: ../3d_armor/armor.lua
msgid "Mithril Leggings"
msgstr "мифриловые гамаши"
#: ../3d_armor/armor.lua
msgid "Mithril Boots"
msgstr "мифриловые ботинки"
#: ../3d_armor/armor.lua
msgid "Crystal Helmet"
msgstr "кристалловый шлем"
#: ../3d_armor/armor.lua
msgid "Crystal Chestplate"
msgstr "кристалловый бронежилет"
#: ../3d_armor/armor.lua
msgid "Crystal Leggings"
msgstr "кристалловые гамаши"
#: ../3d_armor/armor.lua
msgid "Crystal Boots"
msgstr "кристалловые ботинки"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Radiation"
msgstr "излучение"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Level"
msgstr "уровень"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Heal"
msgstr "исцеление"
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Fire"
msgstr "огонь"
#: ../3d_armor/init.lua
msgid "Your @1 got destroyed!"
msgstr "твой(и) @1 был(и) разрушен(ы)!"
#: ../3d_armor/init.lua
msgid "3d_armor: Failed to initialize player"
msgstr "3d_armor: не смог подготовить игрока"
#: ../3d_armor/init.lua
msgid "[3d_armor] Fire Nodes disabled"
msgstr "[3d_armor] блоки огня отключены"
#: ../3d_armor_ip/init.lua
msgid "3d_armor_ip: Mod loaded but unused."
msgstr "3d_armor_ip: мод загружен но не используется."
#: ../3d_armor_ip/init.lua
msgid "Back"
msgstr "назад"
#: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua
msgid "Armor"
msgstr "бронь"
#: ../3d_armor_sfinv/init.lua
msgid "3d_armor_sfinv: Mod loaded but unused."
msgstr "3d_armor_sfinv: мод загружен но не используется."
#: ../3d_armor_stand/init.lua
msgid "Armor stand top"
msgstr "стойка для брони (верх)"
#: ../3d_armor_stand/init.lua
msgid "Armor stand"
msgstr "стойка для брони"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand"
msgstr "стойка для брони"
#: ../3d_armor_stand/init.lua
msgid "Locked Armor stand"
msgstr "защищенная стойка для брони"
#: ../3d_armor_stand/init.lua
msgid "Armor Stand (owned by @1)"
msgstr "стойка для брони (принадлежит @1)"
#: ../3d_armor_ui/init.lua
msgid "3d_armor_ui: Mod loaded but unused."
msgstr "3d_armor_ui: мод загружен но не используется."
#: ../3d_armor_ui/init.lua
msgid "3d Armor"
msgstr "3D бронь"
#: ../3d_armor_ui/init.lua
msgid "Armor not initialized!"
msgstr "бронь не подготовлена!"
#: ../shields/init.lua
msgid "Admin Shield"
msgstr "щит админа"
#: ../shields/init.lua
msgid "Wooden Shield"
msgstr "деревянный щит"
#: ../shields/init.lua
msgid "Enhanced Wood Shield"
msgstr "улучшенный деревянный щит"
#: ../shields/init.lua
msgid "Cactus Shield"
msgstr "кактусный щит"
#: ../shields/init.lua
msgid "Enhanced Cactus Shield"
msgstr "улучшенный кактусный щит"
#: ../shields/init.lua
msgid "Steel Shield"
msgstr "стальной щит"
#: ../shields/init.lua
msgid "Bronze Shield"
msgstr "бронзовый щит"
#: ../shields/init.lua
msgid "Diamond Shield"
msgstr "алмазный щит"
#: ../shields/init.lua
msgid "Gold Shield"
msgstr "золотой щит"
#: ../shields/init.lua
msgid "Mithril Shield"
msgstr "мифриловый щит"
#: ../shields/init.lua
msgid "Crystal Shield"
msgstr "кристалловый щит"

View File

@ -1,294 +0,0 @@
# LANGUAGE translation for 3D ARMOR MOD
# Copyright (C) 2018 by Stuart Jones
# This file is distributed under the same license as the 3D ARMOR MOD package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-23 21:24+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=CHARSET\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../3d_armor/api.lua
msgid "3d_armor: Player reference is nil @1"
msgstr ""
#: ../3d_armor/api.lua
msgid "3d_armor: Player name is nil @1"
msgstr ""
#: ../3d_armor/api.lua
msgid "3d_armor: Detached armor inventory is nil @1"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Admin Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Admin Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Admin Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Admin Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Wood Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Wood Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Wood Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Wood Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Cactus Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Cactus Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Cactus Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Cactus Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Steel Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Steel Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Steel Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Steel Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Bronze Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Bronze Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Bronze Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Bronze Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Diamond Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Diamond Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Diamond Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Diamond Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Gold Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Gold Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Gold Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Gold Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Mithril Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Mithril Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Mithril Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Mithril Boots"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Crystal Helmet"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Crystal Chestplate"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Crystal Leggings"
msgstr ""
#: ../3d_armor/armor.lua
msgid "Crystal Boots"
msgstr ""
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Radiation"
msgstr ""
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Level"
msgstr ""
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Heal"
msgstr ""
#: ../3d_armor/init.lua ../3d_armor_ui/init.lua
msgid "Fire"
msgstr ""
#: ../3d_armor/init.lua
msgid "Your @1 got destroyed!"
msgstr ""
#: ../3d_armor/init.lua
msgid "3d_armor: Failed to initialize player"
msgstr ""
#: ../3d_armor/init.lua
msgid "[3d_armor] Fire Nodes disabled"
msgstr ""
#: ../3d_armor_ip/init.lua
msgid "3d_armor_ip: Mod loaded but unused."
msgstr ""
#: ../3d_armor_ip/init.lua
msgid "Back"
msgstr ""
#: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua
msgid "Armor"
msgstr ""
#: ../3d_armor_sfinv/init.lua
msgid "3d_armor_sfinv: Mod loaded but unused."
msgstr ""
#: ../3d_armor_stand/init.lua
msgid "Armor stand top"
msgstr ""
#: ../3d_armor_stand/init.lua
msgid "Armor stand"
msgstr ""
#: ../3d_armor_stand/init.lua
msgid "Armor Stand"
msgstr ""
#: ../3d_armor_stand/init.lua
msgid "Locked Armor stand"
msgstr ""
#: ../3d_armor_stand/init.lua
msgid "Armor Stand (owned by @1)"
msgstr ""
#: ../3d_armor_ui/init.lua
msgid "3d_armor_ui: Mod loaded but unused."
msgstr ""
#: ../3d_armor_ui/init.lua
msgid "3d Armor"
msgstr ""
#: ../3d_armor_ui/init.lua
msgid "Armor not initialized!"
msgstr ""
#: ../shields/init.lua
msgid "Admin Shield"
msgstr ""
#: ../shields/init.lua
msgid "Wooden Shield"
msgstr ""
#: ../shields/init.lua
msgid "Enhanced Wood Shield"
msgstr ""
#: ../shields/init.lua
msgid "Cactus Shield"
msgstr ""
#: ../shields/init.lua
msgid "Enhanced Cactus Shield"
msgstr ""
#: ../shields/init.lua
msgid "Steel Shield"
msgstr ""
#: ../shields/init.lua
msgid "Bronze Shield"
msgstr ""
#: ../shields/init.lua
msgid "Diamond Shield"
msgstr ""
#: ../shields/init.lua
msgid "Gold Shield"
msgstr ""
#: ../shields/init.lua
msgid "Mithril Shield"
msgstr ""
#: ../shields/init.lua
msgid "Crystal Shield"
msgstr ""

View File

@ -0,0 +1,62 @@
# 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=
Nether Boots=
Nether Chestplate=
Nether Helmet=
Nether 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!=
Your @1 is almost broken!=
[3d_armor] Fire Nodes disabled=

4
3d_armor/mod.conf Normal file
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name = 3d_armor
depends = default, player_api
optional_depends = player_monoids, armor_monoid, pova, fire, ethereal, bakedclay, moreores, nether
description = Adds craftable armor that is visible to other players.

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