armor_api = { player_hp = {}, fleshy_max = 20 } armor_api.get_armor_textures = function(self, player) if not player then return end local name = player:get_player_name() local textures = {} local player_inv = player:get_inventory() for _,v in ipairs({"head", "torso", "legs"}) do local stack = player_inv:get_stack("armor_"..v, 1) if stack:get_definition().groups["armor_"..v] then local item = stack:get_name() textures[v] = item:gsub("%:", "_")..".png" end end local stack = player_inv:get_stack("armor_shield", 1) if stack:get_definition().groups["armor_shield"] then local item = stack:get_name() textures["shield"] = minetest.registered_items[item].inventory_image end return textures end armor_api.set_player_armor = function(self, player) if not player then return end local name = player:get_player_name() local player_inv = player:get_inventory() local armor_level = 0 for _,v in ipairs({"head", "torso", "legs", "shield"}) do local stack = player_inv:get_stack("armor_"..v, 1) local armor = stack:get_definition().groups["armor_"..v] or 0 armor_level = armor_level + armor end local armor_groups = {fleshy=100} if armor_level > 0 then armor_groups.level = math.floor(armor_level / 20) armor_groups.fleshy = 100 - armor_level end player:set_armor_groups(armor_groups) uniskins:update_player_visuals(player) 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 == 0 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) if stack:get_count() > 0 then local use = stack:get_definition().groups["armor_use"] or 0 local heal = stack:get_definition().groups["armor_heal"] or 0 local item = stack:get_name() 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 local desc = minetest.registered_items[item].description if desc then minetest.chat_send_player(name, "Your "..desc.." got destroyed!") end self:set_player_armor(player) end heal_max = heal_max + heal end end if heal_max > math.random(100) then player:set_hp(self.player_hp[name]) return end end self.player_hp[name] = hp end