--- 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\_<type>***, ***armor\_heal***, ***armor\_use*** -- -- @table ArmorDef.groups -- @tfield int armor_type The armor type. "head", "torso", "hands", "shield", etc. -- (**Note:** replace "type" with actual type). -- @tfield int armor_heal Healing value of armor when equipped. -- @tfield int armor_use Amount of uses/damage before armor "breaks". -- @see groups -- @usage groups = { -- armor_head = 1, -- armor_heal = 5, -- armor_use = 2000, -- flammable = 1, -- } --- Armor groups table. -- -- Groups that this item is effective against when taking damage. -- -- Some commonly used groups: ***fleshy*** -- -- @table ArmorDef.armor_groups -- @usage armor_groups = { -- fleshy = 5, -- } --- Damage groups table. -- -- Groups that this item is effective on when used as a weapon/tool. -- -- Some commonly used groups: ***cracky***, ***snappy***, ***choppy***, ***crumbly***, ***level*** -- -- @table ArmorDef.damage_groups -- @see entity_damage_mechanism -- @usage damage_groups = { -- cracky = 3, -- snappy = 2, -- choppy = 3, -- crumbly = 2, -- level = 1, -- } --- @section end -- support for i18n local S = minetest.get_translator(minetest.get_current_modname()) local skin_previews = {} local use_player_monoids = minetest.global_exists("player_monoids") local use_armor_monoid = minetest.global_exists("armor_monoid") local use_pova_mod = minetest.get_modpath("pova") local armor_def = setmetatable({}, { __index = function() return setmetatable({ groups = setmetatable({}, { __index = function() return 0 end}) }, { __index = function() return 0 end }) end, }) local armor_textures = setmetatable({}, { __index = function() return setmetatable({}, { __index = function() return "blank.png" end }) end }) armor = { timer = 0, elements = {"head", "torso", "legs", "feet"}, physics = {"jump", "speed", "gravity"}, attributes = {"heal", "fire", "water", "feather"}, formspec = "image[2.5,0;2,4;armor_preview]".. default.gui_bg.. default.gui_bg_img.. default.gui_slots.. default.get_hotbar_bg(0, 4.7).. "list[current_player;main;0,4.7;8,1;]".. "list[current_player;main;0,5.85;8,3;8]", def = armor_def, textures = armor_textures, default_skin = "character", materials = { 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", }, 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}, }, registered_groups = {["fleshy"]=100}, registered_callbacks = { on_update = {}, on_equip = {}, on_unequip = {}, on_damage = {}, on_destroy = {}, }, migrate_old_inventory = true, version = "0.4.13", get_translator = S } armor.config = { init_delay = 2, init_times = 10, bones_delay = 1, update_time = 1, drop = minetest.get_modpath("bones") ~= nil, destroy = false, level_multiplier = 1, heal_multiplier = 1, material_wood = true, material_cactus = true, material_steel = true, material_bronze = true, material_diamond = true, material_gold = true, material_mithril = true, material_crystal = true, material_nether = true, set_elements = "head torso legs feet shield", set_multiplier = 1.1, water_protect = true, fire_protect = minetest.get_modpath("ethereal") ~= nil, fire_protect_torch = minetest.get_modpath("ethereal") ~= nil, feather_fall = true, punch_damage = true, } --- 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 if use_armor_monoid then armor_monoid.register_armor_group(group, base) end end --- 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 {} if type(def[callback]) == "function" then def[callback](player, index, stack) end end local callbacks = self.registered_callbacks[callback] if callbacks then for _, func in pairs(callbacks) do func(player, index, stack) end end end --- Updates visuals. -- -- @function armor:update_player_visuals -- @tparam ObjectRef player armor.update_player_visuals = function(self, player) if not player then return end local name = player:get_player_name() if self.textures[name] then default.player_set_textures(player, { self.textures[name].skin, self.textures[name].armor, self.textures[name].wielditem, }) end 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 return end local state = 0 local count = 0 local preview = armor:get_preview(name) local texture = "3d_armor_trans.png" 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 for _, attr in pairs(self.attributes) do attributes[attr] = 0 end for group, _ in pairs(self.registered_groups) do change[group] = 1 levels[group] = 0 end local list = armor_inv:get_list("armor") if type(list) ~= "table" then return end for i, stack in pairs(list) do if stack:get_count() == 1 then local def = stack:get_definition() for _, element in pairs(self.elements) do if def.groups["armor_"..element] then if def.armor_groups then for group, level in pairs(def.armor_groups) do if levels[group] then levels[group] = levels[group] + level end end else local level = def.groups["armor_"..element] levels["fleshy"] = levels["fleshy"] + level end break end -- DEPRECATED, use armor_groups instead if def.groups["armor_radiation"] and levels["radiation"] then levels["radiation"] = def.groups["armor_radiation"] end end local item = stack:get_name() local tex = def.texture or item:gsub("%:", "_") tex = tex:gsub(".png$", "") local prev = def.preview or tex.."_preview" prev = prev:gsub(".png$", "") if not transparent_armor then texture = texture.."^"..tex..".png" end preview = preview.."^"..prev..".png" state = state + stack:get_wear() count = count + 1 for _, phys in pairs(self.physics) do local value = def.groups["physics_"..phys] or 0 physics[phys] = physics[phys] + value end for _, attr in pairs(self.attributes) do local value = def.groups["armor_"..attr] or 0 attributes[attr] = attributes[attr] + value end end end -- The following code compares player worn armor items against requirements -- of which armor pieces are needed to be worn to meet set bonus requirements for loc,item in pairs(worn_armor) do local item_mat = string.match(item, "%:.+_(.+)$") 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 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 armor_multi ~= 0 then level = level * armor.config.set_multiplier end end local base = self.registered_groups[group] self.def[name].groups[group] = level if level > base then level = base end groups[group] = base - level change[group] = groups[group] / base end for _, attr in pairs(self.attributes) do local mult = attr == "heal" and self.config.heal_multiplier or 1 self.def[name][attr] = attributes[attr] * mult end for _, phys in pairs(self.physics) do self.def[name][phys] = physics[phys] end 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 player_monoids.speed:add_change(player, physics.speed, "3d_armor:physics") player_monoids.jump:add_change(player, physics.jump, "3d_armor:physics") player_monoids.gravity:add_change(player, physics.gravity, "3d_armor:physics") elseif use_pova_mod then -- only add the changes, not the default 1.0 for each physics setting pova.add_override(name, "3d_armor", { speed = physics.speed - 1, jump = physics.jump - 1, gravity = physics.gravity - 1, }) pova.do_override(player) else 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 self.def[name].level = self.def[name].groups.fleshy or 0 self.def[name].state = state self.def[name].count = count 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 local default_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1} local list = armor_inv:get_list("armor") for i, stack in pairs(list) do if stack:get_count() == 1 then 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 damage = def.on_punched(player, hitter, time_from_last_punch, tool_capabilities) ~= false and damage == true end if damage == true and tool_capabilities then local damage_groups = def.damage_groups or default_groups local level = damage_groups.level or 0 local groupcaps = tool_capabilities.groupcaps or {} local uses = 0 damage = false 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 if diff == 0 then diff = 1 end if diff > 0 and caps.times then local group_level = damage_groups[group] if group_level then local time = caps.times[group_level] if time then local dt = time_from_last_punch or 0 if dt > time / diff then if caps.uses then uses = caps.uses * math.pow(3, diff) end damage = true break end end end end end if damage == true and recip == true and hitter and def.reciprocate_damage == true and uses > 0 then local item = hitter:get_wielded_item() if item and item:get_name() ~= "" then item:add_wear(65535 / uses) hitter:set_wielded_item(item) end -- reciprocate tool damage only once recip = false end end if damage == true and hitter == "fire" then 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) if stack:get_count() == 0 then self:run_callbacks("on_unequip", player, index, old_stack) self:run_callbacks("on_destroy", player, index, old_stack) self:set_player_armor(player) 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 (skin_mod == "skins" or skin_mod == "simple_skins") and skins.skins[name] then return skins.skins[name]..".png" elseif skin_mod == "u_skins" and u_skins.u_skins[name] then return u_skins.u_skins[name]..".png" 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 return preview end 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!]" end local formspec = armor.formspec.. "list[detached:"..name.."_armor;armor;0,0.5;2,3;]" if listring == true then formspec = formspec.."listring[current_player;main]".. "listring[detached:"..name.."_armor;armor]" end formspec = formspec:gsub("armor_preview", armor.textures[name].preview) formspec = formspec:gsub("armor_level", armor.def[name].level) for _, attr in pairs(self.attributes) do formspec = formspec:gsub("armor_attr_"..attr, armor.def[name][attr]) end for group, _ in pairs(self.registered_groups) do formspec = formspec:gsub("armor_group_"..group, armor.def[name].groups[group]) end 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 return element end 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 table.insert(list_table, stack:to_string()) end 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 = {} for _, stack in ipairs(list_table or {}) do table.insert(list, ItemStack(stack)) end 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 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)) return true end 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 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 inv:set_stack("armor", i, stack) self:save_armor_inventory(player) end end --- Checks for a player that can use armor. -- -- @function armor:get_valid_player -- @tparam ObjectRef player -- @tparam string msg Additional info for log messages. -- @treturn list Player name & armor inventory. -- @usage local name, inv = armor:get_valid_player(player, "[equip]") armor.get_valid_player = function(self, player, msg) msg = msg or "" if not player then minetest.log("warning", ("3d_armor%s: Player reference is nil"):format(msg)) return end local name = player:get_player_name() if not name then 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 -- 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: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