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8 Commits
nalc-1.2.0
...
armorswap
Author | SHA1 | Date | |
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b2ae7f9c8b | |||
33738dcff8 | |||
f3ad7ec6f1 | |||
fccd4d8b15 | |||
e5b2cf3a34 | |||
d2608351f6 | |||
a05eae3782 | |||
2ac90f8d19 |
1
.gitignore
vendored
@ -4,6 +4,7 @@
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*bak*
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tags
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*.vim
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armor.conf
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## Eclipse project files & directories
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.project
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@ -279,6 +279,11 @@ armor.set_player_armor = function(self, player)
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if use_armor_monoid then
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armor_monoid.monoid:add_change(player, change, "3d_armor:armor")
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else
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-- Preserve immortal group (damage disabled for player)
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local immortal = player:get_armor_groups().immortal
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if immortal and immortal ~= 0 then
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groups.immortal = 1
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end
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player:set_armor_groups(groups)
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end
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if use_player_monoids then
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@ -1,37 +0,0 @@
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-- Armor Configuration (defaults)
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-- Increase this if you get initialization glitches when a player first joins.
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ARMOR_INIT_DELAY = 3
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-- Number of initialization attempts.
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-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
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ARMOR_INIT_TIMES = 3
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-- Increase this if armor is not getting into bones due to server lag.
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ARMOR_BONES_DELAY = 3
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-- How often player armor/wield items are updated.
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ARMOR_UPDATE_TIME = 1
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-- Drop armor when a player dies.
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-- Uses bones mod if present, otherwise items are dropped around the player.
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ARMOR_DROP = true
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-- Pulverise armor when a player dies, overrides ARMOR_DROP.
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ARMOR_DESTROY = false
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-- You can use this to increase or decrease overall armor effectiveness,
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-- eg: ARMOR_LEVEL_MULTIPLIER = 0.5 will reduce armor level by half.
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ARMOR_LEVEL_MULTIPLIER = 1
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-- You can use this to increase or decrease overall armor healing,
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-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
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ARMOR_HEAL_MULTIPLIER = 1
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-- You can also use this file to execute arbitary lua code
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-- eg: Dumb the armor down if using Simple Mobs
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--if minetest.get_modpath("mobs") then
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-- ARMOR_LEVEL_MULTIPLIER = 1
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-- ARMOR_HEAL_MULTIPLIER = 0
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--end
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@ -99,17 +99,27 @@ armor.formspec = armor.formspec..
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if armor.config.fire_protect then
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armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..": armor_attr_fire]"
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end
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armor:register_on_damage(function(player, index, stack)
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local name = player:get_player_name()
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local def = stack:get_definition()
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if name and def and def.description and stack:get_wear() > 60100 then
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minetest.chat_send_player(name, S("Your @1 is almost broken!", def.description))
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minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
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end
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end)
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armor:register_on_destroy(function(player, index, stack)
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local name = player:get_player_name()
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local def = stack:get_definition()
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if name and def and def.description then
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minetest.chat_send_player(name, S("Your @1 got destroyed!", def.description))
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minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
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end
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end)
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local function validate_armor_inventory(player)
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-- Workaround for detached inventory swap exploit
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local _, inv = armor:get_valid_player(player, "[validate_armor_inventory]")
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local pos = player:get_pos()
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if not inv then
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return
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end
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@ -140,6 +150,7 @@ local function validate_armor_inventory(player)
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elements[element] = true;
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else
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inv:remove_item("armor", stack)
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minetest.item_drop(stack, player, pos)
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-- The following code returns invalid items to the player's main
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-- inventory but could open up the possibity for a hacked client
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-- to receive items back they never really had. I am not certain
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@ -330,8 +341,8 @@ if armor.config.drop == true or armor.config.destroy == true then
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if pos and armor.config.destroy == false then
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minetest.after(armor.config.bones_delay, function()
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local meta = nil
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local maxp = vector.add(pos, 8)
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local minp = vector.subtract(pos, 8)
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local maxp = vector.add(pos, 16)
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local minp = vector.subtract(pos, 16)
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local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"})
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for _, p in pairs(bones) do
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local m = minetest.get_meta(p)
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@ -467,5 +478,3 @@ if armor.config.water_protect == true or armor.config.fire_protect == true then
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armor.timer = 0
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end)
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end
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minetest.log("action", "[3d_armor] loaded.")
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