local time = 0 local update_time = tonumber(minetest.setting_get("3d_armor_update_time")) if not update_time then update_time = 1 minetest.setting_set("3d_armor_update_time", tostring(update_time)) end armor = { player_hp = {}, } armor.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_texture = uniskins.default_texture local armor_level = 0 local textures = {} for _,v in ipairs({"head", "torso", "legs", "feet"}) do local stack = player_inv:get_stack("armor_"..v, 1) local level = stack:get_definition().groups["armor_"..v] if level then local item = stack:get_name() table.insert(textures, item:gsub("%:", "_")..".png") armor_level = armor_level + level end end if table.getn(textures) > 0 then armor_texture = table.concat(textures, "^") 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.armor[name] = armor_texture uniskins:update_player_visuals(player) end armor.update_armor = function(self, player) if not player then return end local name = player:get_player_name() local hp = player:get_hp() or 0 if 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.."_armor"}) if not armor_inv then return end local heal_max = 0 for _,v in ipairs({"head", "torso", "legs", "feet"}) 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 -- Register Callbacks minetest.register_on_player_receive_fields(function(player, formname, fields) local name = player:get_player_name() if fields.armor then inventory_plus.set_inventory_formspec(player, "size[8,8.5]" .."button[0,0;2,0.5;main;Back]" .."list[current_player;main;0,4.5;8,4;]" .."list[detached:"..name.."_armor;armor_head;3,0;1,1;]" .."list[detached:"..name.."_armor;armor_torso;3,1;1,1;]" .."list[detached:"..name.."_armor;armor_legs;3,2;1,1;]" .."list[detached:"..name.."_armor;armor_feet;3,3;1,1;]") return end for field, _ in pairs(fields) do if string.sub(field,0,string.len("skins_set_")) == "skins_set_" then minetest.after(0, function(player) uniskins.skin[name] = skins.skins[name]..".png" uniskins:update_player_visuals(player) end, player) end end end) minetest.register_on_joinplayer(function(player) inventory_plus.register_button(player,"armor", "Armor") local player_inv = player:get_inventory() local name = player:get_player_name() local armor_inv = minetest.create_detached_inventory(name.."_armor",{ on_put = function(inv, listname, index, stack, player) player:get_inventory():set_stack(listname, index, stack) armor:set_player_armor(player) end, on_take = function(inv, listname, index, stack, player) player:get_inventory():set_stack(listname, index, nil) armor:set_player_armor(player) end, allow_put = function(inv, listname, index, stack, player) if inv:is_empty(listname) then return 1 end return 0 end, allow_take = function(inv, listname, index, stack, player) return stack:get_count() end, allow_move = function(inv, from_list, from_index, to_list, to_index, count, player) return 0 end, }) for _,v in ipairs({"head", "torso", "legs", "feet"}) do local list = "armor_"..v player_inv:set_size(list, 1) armor_inv:set_size(list, 1) armor_inv:set_stack(list, 1, player_inv:get_stack(list, 1)) end armor.player_hp[name] = 0 minetest.after(0, function(player) armor:set_player_armor(player) end, player) end) minetest.register_globalstep(function(dtime) time = time + dtime if time > update_time then for _,player in ipairs(minetest.get_connected_players()) do armor:update_armor(player) end time = 0 end end)