armor_api = { default_character_skin = "3d_armor_character.png", player_hp = {}, wielded_items = {}, } armor_api.get_player_skin = function(self, name) local mod_path = minetest.get_modpath("skins") if mod_path then local skin = skins.skins[name] if skin then if skin ~= skins.default() and skins.get_type(skin) == skins.type.MODEL then return skin..".png" end end end return self.default_character_skin end armor_api.get_wielded_item_texture = function(self, player) if not player then return nil end local stack = player:get_wielded_item() local item = stack:get_name() if not item then return nil end local texture = minetest.registered_items[item].inventory_image if texture == "" then return minetest.registered_items[item].tiles[1] end return texture end armor_api.set_player_armor = function(self, player) if not player then return end local name = player:get_player_name() local texture = "3d_armor_character_bg.png^[combine:64x64:0,32="..self:get_player_skin(name) local player_inv = player:get_inventory() local wielded_item_texture = self:get_wielded_item_texture(player) if wielded_item_texture then texture = texture.."^[combine:64x64:0,0="..wielded_item_texture end local armor = {head, torso, legs, shield} for _,v in ipairs({"head", "torso", "legs"}) do local stack = player_inv:get_stack("armor_"..v, 1) armor[v] = stack:get_definition().groups["armor_"..v] or 0 if armor[v] > 0 then item = stack:get_name() texture = texture.."^[combine:64x64:0,32="..item:gsub("%:", "_")..".png" end end local stack = player_inv:get_stack("armor_shield", 1) armor["shield"] = stack:get_definition().groups["armor_shield"] or 0 if armor["shield"] > 0 then item = stack:get_name() texture = texture.."^[combine:16x16:16,0="..minetest.registered_items[item].inventory_image end local armor_level = math.floor( (.2*armor["head"]) + (.3*armor["torso"]) + (.2*armor["legs"]) + (.3*armor["shield"]) ) local level = (armor_level / 2) + 0.5 local fleshy = 3 - (armor_level / 2) local armor_groups = {level=1, fleshy=3, snappy=1, choppy=1} armor_groups.level = level armor_groups.fleshy = fleshy player:set_armor_groups(armor_groups) player:set_properties({ visual = "mesh", textures = {texture}, visual_size = {x=1, y=1}, }) end armor_api.update_wielded_item = function(self, player) if not player then return end local name = player:get_player_name() local stack = player:get_wielded_item() local item = stack:get_name() if not item then return end if self.wielded_items[name] then if self.wielded_items[name] == item then return end self:set_player_armor(player) end self.wielded_items[name] = item end armor_api.update_armor = function(self, player) if not player then return end local name = player:get_player_name() local hp = player:get_hp() if hp == nil or hp == self.player_hp[name] then return end if self.player_hp[name] > hp then local player_inv = player:get_inventory() local armor_inv = minetest.get_inventory({type="detached", name=name.."_outfit"}) if armor_inv == nil then return end local heal_max = 0 for _,v in ipairs({"head", "torso", "legs", "shield"}) do local stack = armor_inv:get_stack("armor_"..v, 1) local use = stack:get_definition().groups["armor_use"] or 0 local heal = stack:get_definition().groups["armor_heal"] or 0 stack:add_wear(use) armor_inv:set_stack("armor_"..v, 1, stack) player_inv:set_stack("armor_"..v, 1, stack) if stack:get_count() == 0 then self:set_player_armor(player) end heal_max = heal_max + heal end if heal_max > math.random(100) then player:set_hp(self.player_hp[name]) return end end self.player_hp[name] = hp end