forked from mtcontrib/3d_armor
189 lines
5.8 KiB
Plaintext
189 lines
5.8 KiB
Plaintext
[mod] Visible Player Armor [3d_armor]
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=====================================
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Depends: default
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Recommends: sfinv, unified_inventory or smart_inventory (use only one to avoid conflicts)
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Supports: player_monoids and armor_monoid
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Adds craftable armor that is visible to other players. Each armor item worn contributes to
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a player's armor group level making them less vulnerable to weapons.
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Armor takes damage when a player is hurt but also offers a percentage chance of healing.
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Overall level is boosted by 10% when wearing a full matching set.
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Fire protection added by TenPlus1 when using crystal armor if Ethereal mod active, level 1
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protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava.
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Armor Configuration
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-------------------
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Override the following default settings by adding them to your minetest.conf file.
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-- Set false to disable individual armor materials.
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armor_material_wood = true
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armor_material_cactus = true
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armor_material_steel = true
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armor_material_bronze = true
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armor_material_diamond = true
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armor_material_gold = true
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armor_material_mithril = true
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armor_material_crystal = true
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-- Increase this if you get initialization glitches when a player first joins.
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armor_init_delay = 1
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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 = 1
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-- Increase this if armor is not getting into bones due to server lag.
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armor_bones_delay = 1
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-- How often player armor 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: 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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-- Enable water protection (periodically restores breath when activated)
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armor_water_protect = true
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-- Enable fire protection (defaults true if using ethereal mod)
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armor_fire_protect = false
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-- Enable punch damage effects.
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armor_punch_damage = true
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API
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---
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Armor Registration:
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armor:register_armor(name, def)
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Wrapper function for `minetest.register_tool`, while registering armor as
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a tool item is still supported, this may be deprecated in future so new code
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should use this method.
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Additional fields supported by 3d_armor:
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texture = <filename>
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preview = <filename>
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armor_groups = <table>
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damage_groups = <table>
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reciprocate_damage = <bool>
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on_equip = <function>
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on_unequip = <function>
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on_destroy = <function>
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on_damage = <function>
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on_punched = <function>
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armor:register_armor_group(group, base)
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Example:
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armor:register_armor_group("radiation", 100)
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armor:register_armor("mod_name:speed_boots", {
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description = "Speed Boots",
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inventory_image = "mod_name_speed_boots_inv.png",
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texture = "mod_name_speed_boots.png",
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preview = "mod_name_speed_boots_preview.png",
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groups = {armor_feet=1, armor_use=500, physics_speed=1.2, flammable=1},
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armor_groups = {fleshy=10, radiation=10},
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damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1},
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reciprocate_damage = true,
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on_destroy = function(player, index, stack)
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local pos = player:getpos()
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if pos then
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minetest.sound_play({
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name = "mod_name_break_sound",
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pos = pos,
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gain = 0.5,
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})
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end
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end,
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})
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See armor.lua, technic_armor and shields mods for more examples.
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Default groups:
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Elements: armor_head, armor_torso, armor_legs, armor_feet
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Attributes: armor_heal, armor_fire, armor_water
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Physics: physics_jump, physics_speed, physics_gravity
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Durability: armor_use, flammable
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Notes:
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Elements may be modified by dependent mods, eg shields adds armor_shield.
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Attributes and physics values are 'stackable', durability is determined
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by the level of armor_use, total uses == approx (65535/armor_use), non-fleshy
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damage groups need to be defined in the tool/weapon used against the player.
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Reciprocal tool damage will be done only by the first armor inventory item
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with `reciprocate_damage = true`
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Armor Functions:
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armor:set_player_armor(player)
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Primarily an internal function but can be called externally to apply any
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changes that might not otherwise get handled.
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armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
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Used to apply damage to all equipped armor based on the damage groups of
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each individual item.`hitter`, `time_from_last_punch` and `tool_capabilities`
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are optional but should be valid if included.
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armor:damage(player, index, stack, use)
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Adds wear to a single armor itemstack, triggers `on_damage` callbacks and
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updates the necessary inventories. Also handles item destruction callbacks
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and so should NOT be called from `on_unequip` to avoid an infinite loop.
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Item Callbacks:
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on_equip = func(player, index, stack)
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on_unequip = func(player, index, stack)
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on_destroy = func(player, index, stack)
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on_damage = func(player, index, stack)
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on_punched = func(player, hitter, time_from_last_punch, tool_capabilities)
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Notes:
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`on_punched` is called every time a player is punched or takes damage, `hitter`,
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`time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the
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case of fall damage, etc. When fire protection is enabled, hitter == "fire"
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in the event of fire damage. Return `false` to override armor damage effects.
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When armor is destroyed `stack` will contain a copy of the previous stack.
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Global Callbacks:
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armor:register_on_update(func(player))
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armor:register_on_equip(func(player, index, stack))
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armor:register_on_unequip(func(player, index, stack))
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armor:register_on_destroy(func(player, index, stack))
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Global Callback Example:
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armor:register_on_update(function(player)
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print(player:get_player_name().." armor updated!")
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end)
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