Improved again scripts
@ -1,27 +0,0 @@
|
||||
----------------------
|
||||
Server restarted at jeudi 3 septembre 2015, 01:03:28 (UTC+0200)
|
||||
----------------------
|
||||
----------------------
|
||||
Server restarted at jeudi 3 septembre 2015, 01:03:37 (UTC+0200)
|
||||
----------------------
|
||||
----------------------
|
||||
Server restarted at jeudi 3 septembre 2015, 01:04:08 (UTC+0200)
|
||||
----------------------
|
||||
----------------------
|
||||
Server restarted at jeudi 3 septembre 2015, 01:04:39 (UTC+0200)
|
||||
----------------------
|
||||
----------------------
|
||||
Server restarted at jeudi 3 septembre 2015, 01:05:10 (UTC+0200)
|
||||
----------------------
|
||||
----------------------
|
||||
Server restarted at jeudi 3 septembre 2015, 01:05:41 (UTC+0200)
|
||||
----------------------
|
||||
----------------------
|
||||
Server restarted at jeudi 3 septembre 2015, 01:06:12 (UTC+0200)
|
||||
----------------------
|
||||
----------------------
|
||||
Server restarted at jeudi 3 septembre 2015, 01:06:43 (UTC+0200)
|
||||
----------------------
|
||||
----------------------
|
||||
Server restarted at jeudi 3 septembre 2015, 01:07:14 (UTC+0200)
|
||||
----------------------
|
@ -1 +0,0 @@
|
||||
name = Hungry Games
|
@ -1,74 +0,0 @@
|
||||
### GENERAL SETTINGS SERVER ###
|
||||
###############################
|
||||
name = Darcidride
|
||||
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose
|
||||
debug_log_level = 2
|
||||
# Désactivation de l'anti-cheat qui fait ce téléporter en arrière si l'on va trop vite
|
||||
disable_anticheat = true
|
||||
# Options pour le type du serveur
|
||||
creative_mode = false
|
||||
enable_damage = true
|
||||
disallow_empty_password = true
|
||||
server_dedicated = true
|
||||
# If true, actions are recorded for rollback
|
||||
enable_rollback_recording = true
|
||||
# Desactivate fire
|
||||
disable_fire = true
|
||||
mg_flags = nocaves, nodungeons
|
||||
# Activated the minimap usage if true
|
||||
enable_minimap = true
|
||||
|
||||
### SERVER PERFORMANCE SETTINGS ###
|
||||
###################################
|
||||
max_block_send_distance = 8
|
||||
max_simultaneous_block_sends_per_client = 10000
|
||||
max_simultaneous_block_sends_server_total = 10000
|
||||
active_block_range = 1
|
||||
server_map_save_interval = 300
|
||||
|
||||
### Game balance ###
|
||||
####################
|
||||
movement_speed_walk = 5
|
||||
movement_speed_crouch = 2
|
||||
time_speed = 0
|
||||
|
||||
### SERVER ANNOUNCEMENT ###
|
||||
###########################
|
||||
server_announce = 1
|
||||
server_url = http://minetestforfun.com/
|
||||
server_name = MinetestForFun HUNGER GAMES
|
||||
server_description = Hunger Games server hosted by MinetestForFun Team.
|
||||
motd = Welcome to MinetestForFun Team Hunger Games server. Punch a VOTE block, click the VOTE button in your inventory or type /vote to play.
|
||||
max_users = 20
|
||||
serverlist_url = servers.minetest.net
|
||||
server_address = 212.83.148.178
|
||||
port = 30042
|
||||
strict_protocol_version_checking = false
|
||||
#Sert à quoi ?
|
||||
#remote_media = http://hugo.pro/minetest-data/
|
||||
|
||||
### Mods ###
|
||||
############
|
||||
# Mobs
|
||||
spawn_hostile_mobs = false
|
||||
# HudBars
|
||||
hudbars_sorting = health=0,breath=1,hunger=2,thirst=3
|
||||
# Random_Messages
|
||||
random_messages_interval = 900
|
||||
|
||||
### IRC CHAT ###
|
||||
################
|
||||
irc.server = digitalaudioconcepts.com
|
||||
irc.channel = #minetestforfun-hg
|
||||
irc.interval = 2.0
|
||||
irc.nick = MFFHG-Bot
|
||||
#irc.password = # Empty because no channel password
|
||||
secure.trusted_mods = irc # Mod security
|
||||
irc.debug = false
|
||||
irc.disable_auto_connect = false
|
||||
irc.disable_auto_join = false
|
||||
irc.send_join_part = true
|
||||
|
||||
### TIME TO REMOVE DROPPED ITEMS ###
|
||||
####################################
|
||||
item_entity_ttl = 30
|
@ -1,7 +0,0 @@
|
||||
## Generic ignorable patterns and files
|
||||
*~
|
||||
.*.swp
|
||||
*bak*
|
||||
tags
|
||||
*.vim
|
||||
|
@ -1,24 +0,0 @@
|
||||
[mod] Visible Player Armor [3d_armor]
|
||||
=====================================
|
||||
|
||||
Depends: default
|
||||
|
||||
Recommends: inventory_plus or unified_inventory (use only one)
|
||||
|
||||
Adds craftable armor that is visible to other players. Each armor item worn contributes to
|
||||
a player's armor group level making them less vulnerable to weapons.
|
||||
|
||||
Armor takes damage when a player is hurt but also offers a percentage chance of healing.
|
||||
Overall level is boosted by 10% when wearing a full matching set.
|
||||
|
||||
Fire protection added by TenPlus1 when using crystal armor if Ethereal mod active, level 1
|
||||
protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava.
|
||||
|
||||
Configuration
|
||||
-------------
|
||||
|
||||
Armor can be configured by adding a file called armor.conf in 3d_armor mod and/or world directory.
|
||||
see armor.conf.example for all available options.
|
||||
|
||||
Note: worldpath config settings override any settings made in the mod's directory.
|
||||
|
@ -1,56 +0,0 @@
|
||||
-- Armor Configuration (defaults)
|
||||
|
||||
-- You can remove any unwanted armor materials from this table.
|
||||
-- Note that existing armor that is removed will show up as an unknown item.
|
||||
ARMOR_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",
|
||||
}
|
||||
|
||||
-- Enable fire protection (defaults true if using ethereal mod)
|
||||
ARMOR_FIRE_PROTECT = false
|
||||
|
||||
-- Fire protection nodes, (name, protection level, damage)
|
||||
ARMOR_FIRE_NODES = {
|
||||
{"default:lava_source", 5, 4},
|
||||
{"default:lava_flowing", 5, 4},
|
||||
{"fire:basic_flame", 3, 4},
|
||||
{"ethereal:crystal_spike", 2, 1},
|
||||
{"bakedclay:safe_fire", 2, 1},
|
||||
{"default:torch", 1, 1},
|
||||
}
|
||||
|
||||
-- Increase this if you get initialization glitches when a player first joins.
|
||||
ARMOR_INIT_DELAY = 1
|
||||
|
||||
-- Number of initialization attempts.
|
||||
-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
|
||||
ARMOR_INIT_TIMES = 1
|
||||
|
||||
-- Increase this if armor is not getting into bones due to server lag.
|
||||
ARMOR_BONES_DELAY = 1
|
||||
|
||||
-- How often player armor/wield items are updated.
|
||||
ARMOR_UPDATE_TIME = 1
|
||||
|
||||
-- Drop armor when a player dies.
|
||||
-- Uses bones mod if present, otherwise items are dropped around the player.
|
||||
ARMOR_DROP = true
|
||||
|
||||
-- Pulverise armor when a player dies, overrides ARMOR_DROP.
|
||||
ARMOR_DESTROY = false
|
||||
|
||||
-- You can use this to increase or decrease overall armor effectiveness,
|
||||
-- eg: ARMOR_LEVEL_MULTIPLIER = 0.5 will reduce armor level by half.
|
||||
ARMOR_LEVEL_MULTIPLIER = 1
|
||||
|
||||
-- You can use this to increase or decrease overall armor healing,
|
||||
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
|
||||
ARMOR_HEAL_MULTIPLIER = 1
|
||||
|
@ -1,597 +0,0 @@
|
||||
ARMOR_INIT_DELAY = 1
|
||||
ARMOR_INIT_TIMES = 1
|
||||
ARMOR_BONES_DELAY = 1
|
||||
ARMOR_UPDATE_TIME = 1
|
||||
ARMOR_DROP = minetest.get_modpath("bones") ~= nil
|
||||
ARMOR_DESTROY = true
|
||||
ARMOR_LEVEL_MULTIPLIER = 1
|
||||
ARMOR_HEAL_MULTIPLIER = 1
|
||||
ARMOR_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",
|
||||
}
|
||||
ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
|
||||
ARMOR_FIRE_NODES = {
|
||||
{"default:lava_source", 5, 4},
|
||||
{"default:lava_flowing", 5, 4},
|
||||
{"fire:basic_flame", 3, 4},
|
||||
{"ethereal:crystal_spike", 2, 1},
|
||||
{"bakedclay:safe_fire", 2, 1},
|
||||
{"default:torch", 1, 1},
|
||||
}
|
||||
|
||||
local skin_mod = nil
|
||||
local inv_mod = nil
|
||||
|
||||
local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
|
||||
local worldpath = minetest.get_worldpath()
|
||||
local input = io.open(modpath.."/armor.conf", "r")
|
||||
if input then
|
||||
dofile(modpath.."/armor.conf")
|
||||
input:close()
|
||||
input = nil
|
||||
end
|
||||
input = io.open(worldpath.."/armor.conf", "r")
|
||||
if input then
|
||||
dofile(worldpath.."/armor.conf")
|
||||
input:close()
|
||||
input = nil
|
||||
end
|
||||
--if not minetest.get_modpath("moreores") then --Modif MFF (we need the mithril armor, even if the craft recipe is broken, it's just an in-chest generation)
|
||||
-- ARMOR_MATERIALS.mithril = nil
|
||||
--end
|
||||
if not minetest.get_modpath("ethereal") then
|
||||
ARMOR_MATERIALS.crystal = nil
|
||||
end
|
||||
|
||||
-- override hot nodes so they do not hurt player anywhere but mod
|
||||
if ARMOR_FIRE_PROTECT == true then
|
||||
for _, row in ipairs(ARMOR_FIRE_NODES) do
|
||||
if minetest.registered_nodes[row[1]] then
|
||||
minetest.override_item(row[1], {damage_per_second = 0})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local time = 0
|
||||
|
||||
armor = {
|
||||
player_hp = {},
|
||||
elements = {"head", "torso", "legs", "feet"},
|
||||
physics = {"jump","speed","gravity"},
|
||||
formspec = "size[8,8.5]list[detached:player_name_armor;armor;0,1;2,3;]"
|
||||
.."image[2,0.75;2,4;armor_preview]"
|
||||
.."list[current_player;main;0,4.5;8,4;]"
|
||||
.."list[current_player;craft;4,1;3,3;]"
|
||||
.."list[current_player;craftpreview;7,2;1,1;]",
|
||||
textures = {},
|
||||
default_skin = "character",
|
||||
version = "0.4.4",
|
||||
}
|
||||
|
||||
if minetest.get_modpath("inventory_plus") then
|
||||
inv_mod = "inventory_plus"
|
||||
armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
|
||||
.."list[detached:player_name_armor;armor;0,1;2,3;]"
|
||||
.."image[2.5,0.75;2,4;armor_preview]"
|
||||
.."label[5,1;Level: armor_level]"
|
||||
.."label[5,1.5;Heal: armor_heal]"
|
||||
.."label[5,2;Fire: armor_fire]"
|
||||
.."list[current_player;main;0,4.5;8,4;]"
|
||||
elseif minetest.get_modpath("unified_inventory") then
|
||||
inv_mod = "unified_inventory"
|
||||
unified_inventory.register_button("armor", {
|
||||
type = "image",
|
||||
image = "inventory_plus_armor.png",
|
||||
})
|
||||
unified_inventory.register_page("armor", {
|
||||
get_formspec = function(player)
|
||||
local name = player:get_player_name()
|
||||
local formspec = "background[0.06,0.99;7.92,7.52;3d_armor_ui_form.png]"
|
||||
.."label[0,0;Armor]"
|
||||
.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
|
||||
.."image[2.5,0.75;2,4;"..armor.textures[name].preview.."]"
|
||||
.."label[5,1;Level: "..armor.def[name].level.."]"
|
||||
.."label[5,1.5;Heal: "..armor.def[name].heal.."]"
|
||||
.."label[5,2;Fire: "..armor.def[name].fire.."]"
|
||||
if minetest.setting_getbool("unified_inventory_lite") then
|
||||
formspec = "background[0.06,0.49;7.92,7.52;3d_armor_ui_form.png]"
|
||||
.."label[0,0;Armor]"
|
||||
.."list[detached:"..name.."_armor;armor;0,0.5;2,3;]"
|
||||
.."image[2.5,0.25;2,4;"..armor.textures[name].preview.."]"
|
||||
.."label[5,0.5;Level: "..armor.def[name].level.."]"
|
||||
.."label[5,1;Heal: "..armor.def[name].heal.."]"
|
||||
.."label[5,1.5;Fire: "..armor.def[name].fire.."]"
|
||||
end
|
||||
return {formspec=formspec}
|
||||
end,
|
||||
})
|
||||
elseif minetest.get_modpath("inventory_enhanced") then
|
||||
inv_mod = "inventory_enhanced"
|
||||
end
|
||||
|
||||
if minetest.get_modpath("skins") then
|
||||
skin_mod = "skins"
|
||||
elseif minetest.get_modpath("simple_skins") then
|
||||
skin_mod = "simple_skins"
|
||||
elseif minetest.get_modpath("u_skins") then
|
||||
skin_mod = "u_skins"
|
||||
elseif minetest.get_modpath("wardrobe") then
|
||||
skin_mod = "wardrobe"
|
||||
elseif minetest.get_modpath("ranks_skins") then
|
||||
skin_mod = "ranks_skins"
|
||||
end
|
||||
|
||||
armor.def = {
|
||||
state = 0,
|
||||
count = 0,
|
||||
}
|
||||
|
||||
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
|
||||
end
|
||||
|
||||
armor.set_player_armor = function(self, player)
|
||||
local name, player_inv = armor:get_valid_player(player, "[set_player_armor]")
|
||||
if not name then
|
||||
return
|
||||
end
|
||||
local armor_texture = "3d_armor_trans.png"
|
||||
local armor_level = 0
|
||||
local armor_heal = 0
|
||||
local armor_fire = 0
|
||||
local state = 0
|
||||
local items = 0
|
||||
local elements = {}
|
||||
local textures = {}
|
||||
local physics_o = {speed=1,gravity=1,jump=1}
|
||||
local material = {type=nil, count=1}
|
||||
local preview = armor:get_preview(name) or "character_preview.png"
|
||||
for _,v in ipairs(self.elements) do
|
||||
elements[v] = false
|
||||
end
|
||||
for i=1, 6 do
|
||||
local stack = player_inv:get_stack("armor", i)
|
||||
local item = stack:get_name()
|
||||
if stack:get_count() == 1 then
|
||||
local def = stack:get_definition()
|
||||
for k, v in pairs(elements) do
|
||||
if v == false then
|
||||
local level = def.groups["armor_"..k]
|
||||
if level then
|
||||
local texture = item:gsub("%:", "_")
|
||||
table.insert(textures, texture..".png")
|
||||
preview = preview.."^"..texture.."_preview.png"
|
||||
armor_level = armor_level + level
|
||||
state = state + stack:get_wear()
|
||||
items = items + 1
|
||||
local heal = def.groups["armor_heal"] or 0
|
||||
armor_heal = armor_heal + heal
|
||||
local fire = def.groups["armor_fire"] or 0
|
||||
armor_fire = armor_fire + fire
|
||||
for kk,vv in ipairs(self.physics) do
|
||||
local o_value = def.groups["physics_"..vv]
|
||||
if o_value then
|
||||
physics_o[vv] = physics_o[vv] + o_value
|
||||
end
|
||||
end
|
||||
local mat = string.match(item, "%:.+_(.+)$")
|
||||
if material.type then
|
||||
if material.type == mat then
|
||||
material.count = material.count + 1
|
||||
end
|
||||
else
|
||||
material.type = mat
|
||||
end
|
||||
elements[k] = true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if minetest.get_modpath("shields") then
|
||||
armor_level = armor_level * 0.9
|
||||
end
|
||||
if material.type and material.count == #self.elements then
|
||||
armor_level = armor_level * 1.1
|
||||
end
|
||||
armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
|
||||
armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
|
||||
if #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)
|
||||
player:set_physics_override(physics_o)
|
||||
self.textures[name].armor = armor_texture
|
||||
self.textures[name].preview = preview
|
||||
self.def[name].state = state
|
||||
self.def[name].count = items
|
||||
self.def[name].level = armor_level
|
||||
self.def[name].heal = armor_heal
|
||||
self.def[name].jump = physics_o.jump
|
||||
self.def[name].speed = physics_o.speed
|
||||
self.def[name].gravity = physics_o.gravity
|
||||
self.def[name].fire = armor_fire
|
||||
self:update_player_visuals(player)
|
||||
end
|
||||
|
||||
armor.update_armor = function(self, player)
|
||||
local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[update_armor]")
|
||||
if not name then
|
||||
return
|
||||
end
|
||||
local hp = player:get_hp() or 0
|
||||
if ARMOR_FIRE_PROTECT == true then
|
||||
pos.y = pos.y + 1.4 -- head level
|
||||
local node_head = minetest.get_node(pos).name
|
||||
pos.y = pos.y - 1.2 -- feet level
|
||||
local node_feet = minetest.get_node(pos).name
|
||||
-- is player inside a hot node?
|
||||
for _, row in ipairs(ARMOR_FIRE_NODES) do
|
||||
-- check for fire protection, if not enough then get hurt
|
||||
if row[1] == node_head or row[1] == node_feet then
|
||||
if hp > 0 and armor.def[name].fire < row[2] then
|
||||
hp = hp - row[3] * ARMOR_UPDATE_TIME
|
||||
player:set_hp(hp)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if hp <= 0 or hp == self.player_hp[name] then
|
||||
return
|
||||
end
|
||||
if self.player_hp[name] > hp then
|
||||
local heal_max = 0
|
||||
local state = 0
|
||||
local items = 0
|
||||
for i=1, 6 do
|
||||
local stack = player_inv:get_stack("armor", i)
|
||||
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", i, stack)
|
||||
player_inv:set_stack("armor", i, stack)
|
||||
state = state + stack:get_wear()
|
||||
items = items + 1
|
||||
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)
|
||||
armor:update_inventory(player)
|
||||
end
|
||||
heal_max = heal_max + heal
|
||||
end
|
||||
end
|
||||
self.def[name].state = state
|
||||
self.def[name].count = items
|
||||
heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
|
||||
if heal_max > math.random(100) then
|
||||
player:set_hp(self.player_hp[name])
|
||||
return
|
||||
end
|
||||
end
|
||||
self.player_hp[name] = hp
|
||||
end
|
||||
|
||||
armor.get_player_skin = function(self, name)
|
||||
local skin = nil
|
||||
if skin_mod == "skins" or skin_mod == "simple_skins" then
|
||||
skin = skins.skins[name]
|
||||
elseif skin_mod == "u_skins" then
|
||||
skin = u_skins.u_skins[name]
|
||||
elseif skin_mod == "wardrobe" then
|
||||
skin = string.gsub(wardrobe.playerSkins[name], "%.png$","")
|
||||
elseif skin_mod == "ranks_skins" then
|
||||
skin = ranks_skins.skins[name]
|
||||
end
|
||||
return skin or armor.default_skin
|
||||
end
|
||||
|
||||
armor.get_preview = function(self, name)
|
||||
if skin_mod == "skins" then
|
||||
return armor:get_player_skin(name).."_preview.png"
|
||||
end
|
||||
end
|
||||
|
||||
armor.get_armor_formspec = function(self, name)
|
||||
if not armor.textures[name] then
|
||||
minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]")
|
||||
return ""
|
||||
end
|
||||
if not armor.def[name] then
|
||||
minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]")
|
||||
return ""
|
||||
end
|
||||
local formspec = armor.formspec:gsub("player_name", name)
|
||||
formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
|
||||
formspec = formspec:gsub("armor_level", armor.def[name].level)
|
||||
formspec = formspec:gsub("armor_heal", armor.def[name].heal)
|
||||
formspec = formspec:gsub("armor_fire", armor.def[name].fire)
|
||||
return formspec
|
||||
end
|
||||
|
||||
armor.update_inventory = function(self, player)
|
||||
local name = armor:get_valid_player(player, "[set_player_armor]")
|
||||
if not name or inv_mod == "inventory_enhanced" then
|
||||
return
|
||||
end
|
||||
if inv_mod == "unified_inventory" then
|
||||
if unified_inventory.current_page[name] == "armor" then
|
||||
unified_inventory.set_inventory_formspec(player, "armor")
|
||||
end
|
||||
else
|
||||
local formspec = armor:get_armor_formspec(name)
|
||||
if not inv_mod == "inventory_plus" then
|
||||
player:set_inventory_formspec(formspec)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
armor.get_valid_player = function(self, player, msg)
|
||||
msg = msg or ""
|
||||
if not player then
|
||||
minetest.log("error", "3d_armor: Player reference is nil "..msg)
|
||||
return
|
||||
end
|
||||
local name = player:get_player_name()
|
||||
if not name then
|
||||
minetest.log("error", "3d_armor: Player name is nil "..msg)
|
||||
return
|
||||
end
|
||||
local pos = player:getpos()
|
||||
local player_inv = player:get_inventory()
|
||||
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
|
||||
if not pos then
|
||||
minetest.log("error", "3d_armor: Player position is nil "..msg)
|
||||
return
|
||||
elseif not player_inv then
|
||||
minetest.log("error", "3d_armor: Player inventory is nil "..msg)
|
||||
return
|
||||
elseif not armor_inv then
|
||||
minetest.log("error", "3d_armor: Detached armor inventory is nil "..msg)
|
||||
return
|
||||
end
|
||||
return name, player_inv, armor_inv, pos
|
||||
end
|
||||
|
||||
-- Register Player Model
|
||||
|
||||
default.player_register_model("3d_armor_character.b3d", {
|
||||
animation_speed = 30,
|
||||
textures = {
|
||||
armor.default_skin..".png",
|
||||
"3d_armor_trans.png",
|
||||
"3d_armor_trans.png",
|
||||
},
|
||||
animations = {
|
||||
stand = {x=0, y=79},
|
||||
lay = {x=162, y=166},
|
||||
walk = {x=168, y=187},
|
||||
mine = {x=189, y=198},
|
||||
walk_mine = {x=200, y=219},
|
||||
sit = {x=81, y=160},
|
||||
},
|
||||
})
|
||||
|
||||
-- Register Callbacks
|
||||
|
||||
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||
local name = armor:get_valid_player(player, "[on_player_receive_fields]")
|
||||
if not name or inv_mod == "inventory_enhanced" then
|
||||
return
|
||||
end
|
||||
if inv_mod == "inventory_plus" and fields.armor then
|
||||
local formspec = armor:get_armor_formspec(name)
|
||||
inventory_plus.set_inventory_formspec(player, formspec)
|
||||
return
|
||||
end
|
||||
for field, _ in pairs(fields) do
|
||||
if string.find(field, "skins_set") then
|
||||
minetest.after(0, function(player)
|
||||
local skin = armor:get_player_skin(name)
|
||||
armor.textures[name].skin = skin..".png"
|
||||
armor:set_player_armor(player)
|
||||
end, player)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
default.player_set_model(player, "3d_armor_character.b3d")
|
||||
local name = player:get_player_name()
|
||||
local player_inv = player:get_inventory()
|
||||
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)
|
||||
armor:update_inventory(player)
|
||||
end,
|
||||
on_take = function(inv, listname, index, stack, player)
|
||||
player:get_inventory():set_stack(listname, index, nil)
|
||||
armor:set_player_armor(player)
|
||||
armor:update_inventory(player)
|
||||
end,
|
||||
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
|
||||
local plaver_inv = player:get_inventory()
|
||||
local stack = inv:get_stack(to_list, to_index)
|
||||
player_inv:set_stack(to_list, to_index, stack)
|
||||
player_inv:set_stack(from_list, from_index, nil)
|
||||
armor:set_player_armor(player)
|
||||
armor:update_inventory(player)
|
||||
end,
|
||||
allow_put = function(inv, listname, index, stack, player)
|
||||
return 1
|
||||
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 count
|
||||
end,
|
||||
})
|
||||
armor_inv:set_size("armor", 6)
|
||||
player_inv:set_size("armor", 6)
|
||||
for i=1, 6 do
|
||||
local stack = player_inv:get_stack("armor", i)
|
||||
armor_inv:set_stack("armor", i, stack)
|
||||
end
|
||||
|
||||
-- Legacy support, import player's armor from old inventory format
|
||||
for _,v in pairs(armor.elements) do
|
||||
local list = "armor_"..v
|
||||
armor_inv:add_item("armor", player_inv:get_stack(list, 1))
|
||||
player_inv:set_stack(list, 1, nil)
|
||||
end
|
||||
-- TODO Remove this on the next version upate
|
||||
|
||||
armor.player_hp[name] = 0
|
||||
armor.def[name] = {
|
||||
state = 0,
|
||||
count = 0,
|
||||
level = 0,
|
||||
heal = 0,
|
||||
jump = 1,
|
||||
speed = 1,
|
||||
gravity = 1,
|
||||
fire = 0,
|
||||
}
|
||||
armor.textures[name] = {
|
||||
skin = armor.default_skin..".png",
|
||||
armor = "3d_armor_trans.png",
|
||||
wielditem = "3d_armor_trans.png",
|
||||
preview = armor.default_skin.."_preview.png",
|
||||
}
|
||||
if skin_mod == "skins" then
|
||||
local skin = skins.skins[name]
|
||||
if skin and skins.get_type(skin) == skins.type.MODEL then
|
||||
armor.textures[name].skin = skin..".png"
|
||||
end
|
||||
elseif skin_mod == "simple_skins" then
|
||||
local skin = skins.skins[name]
|
||||
if skin then
|
||||
armor.textures[name].skin = skin..".png"
|
||||
end
|
||||
elseif skin_mod == "u_skins" then
|
||||
local skin = u_skins.u_skins[name]
|
||||
if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
|
||||
armor.textures[name].skin = skin..".png"
|
||||
end
|
||||
elseif skin_mod == "wardrobe" then
|
||||
local skin = wardrobe.playerSkins[name]
|
||||
if skin then
|
||||
armor.textures[name].skin = skin
|
||||
end
|
||||
elseif skin_mod == "ranks_skins" then
|
||||
local skin = ranks_skins.skins[name]
|
||||
if skin then
|
||||
armor.textures[name].skin = skin
|
||||
end
|
||||
end
|
||||
if minetest.get_modpath("player_textures") then
|
||||
local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
|
||||
local f = io.open(filename..".png")
|
||||
if f then
|
||||
f:close()
|
||||
armor.textures[name].skin = "player_"..name..".png"
|
||||
end
|
||||
end
|
||||
for i=1, ARMOR_INIT_TIMES do
|
||||
minetest.after(ARMOR_INIT_DELAY * i, function(player)
|
||||
armor:set_player_armor(player)
|
||||
if not inv_mod then
|
||||
armor:update_inventory(player)
|
||||
end
|
||||
end, player)
|
||||
end
|
||||
end)
|
||||
|
||||
if ARMOR_DROP == true or ARMOR_DESTROY == true then
|
||||
armor.drop_armor = function(pos, stack)
|
||||
local obj = minetest.add_item(pos, stack)
|
||||
if obj then
|
||||
obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
|
||||
end
|
||||
end
|
||||
minetest.register_on_dieplayer(function(player)
|
||||
local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
|
||||
if not name then
|
||||
return
|
||||
end
|
||||
local drop = {}
|
||||
for i=1, player_inv:get_size("armor") do
|
||||
local stack = armor_inv:get_stack("armor", i)
|
||||
if stack:get_count() > 0 then
|
||||
table.insert(drop, stack)
|
||||
armor_inv:set_stack("armor", i, nil)
|
||||
player_inv:set_stack("armor", i, nil)
|
||||
end
|
||||
end
|
||||
armor:set_player_armor(player)
|
||||
if inv_mod == "unified_inventory" then
|
||||
unified_inventory.set_inventory_formspec(player, "craft")
|
||||
elseif inv_mod == "inventory_plus" then
|
||||
local formspec = inventory_plus.get_formspec(player,"main")
|
||||
inventory_plus.set_inventory_formspec(player, formspec)
|
||||
else
|
||||
armor:update_inventory(player)
|
||||
end
|
||||
if ARMOR_DESTROY == false then
|
||||
minetest.after(ARMOR_BONES_DELAY, function()
|
||||
local node = minetest.get_node(vector.round(pos))
|
||||
if node and node.name == "bones:bones" then
|
||||
local meta = minetest.get_meta(vector.round(pos))
|
||||
local owner = meta:get_string("owner")
|
||||
local inv = meta:get_inventory()
|
||||
for _,stack in ipairs(drop) do
|
||||
if name == owner and inv:room_for_item("main", stack) then
|
||||
inv:add_item("main", stack)
|
||||
else
|
||||
armor.drop_armor(pos, stack)
|
||||
end
|
||||
end
|
||||
else
|
||||
for _,stack in ipairs(drop) do
|
||||
armor.drop_armor(pos, stack)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
time = time + dtime
|
||||
if time > ARMOR_UPDATE_TIME then
|
||||
for _,player in ipairs(minetest.get_connected_players()) do
|
||||
armor:update_armor(player)
|
||||
end
|
||||
time = 0
|
||||
end
|
||||
end)
|
||||
|
@ -1,67 +0,0 @@
|
||||
3d_armor -- Crafting Guide
|
||||
--------------------------
|
||||
|
||||
Helmets:
|
||||
|
||||
+---+---+---+
|
||||
| X | X | X |
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
| | | |
|
||||
+---+---+---+
|
||||
|
||||
[3d_armor:helmet_wood] X = [default:wood]
|
||||
[3d_armor:helmet_steel] X = [default:steel_ingot]
|
||||
[3d_armor:helmet_bronze] X = [default:bronze_ingot]
|
||||
[3d_armor:helmet_diamond] X = [default:diamond]
|
||||
[3d_armor:helmet_mithril] X = [moreores:mithril_ingot] *
|
||||
|
||||
Chestplates:
|
||||
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
| X | X | X |
|
||||
+---+---+---+
|
||||
| X | X | X |
|
||||
+---+---+---+
|
||||
|
||||
[3d_armor:chestplate_wood] X = [default:wood]
|
||||
[3d_armor:chestplate_steel] X = [default:steel_ingot]
|
||||
[3d_armor:chestplate_bronze] X = [default:bronze_ingot]
|
||||
[3d_armor:chestplate_diamond] X = [default:diamond]
|
||||
[3d_armor:chestplate_mithril] X = [moreores:mithril_ingot] *
|
||||
|
||||
Leggings:
|
||||
|
||||
+---+---+---+
|
||||
| X | X | X |
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
|
||||
[3d_armor:leggings_wood] X = [default:wood]
|
||||
[3d_armor:leggings_steel] X = [default:steel_ingot]
|
||||
[3d_armor:leggings_bronze] X = [default:bronze_ingot]
|
||||
[3d_armor:leggings_diamond] X = [default:diamond]
|
||||
[3d_armor:leggings_mithril] X = [moreores:mithril_ingot] *
|
||||
|
||||
Boots:
|
||||
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
|
||||
[3d_armor:boots_wood] X = [default:wood]
|
||||
[3d_armor:boots_steel] X = [default:steel_ingot]
|
||||
[3d_armor:boots_bronze] X = [default:bronze_ingot
|
||||
[3d_armor:boots_diamond] X = [default:diamond]
|
||||
[3d_armor:boots_mithril] X = [moreores:mithril_ingot] *
|
||||
|
||||
* Requires moreores mod by Calinou - https://forum.minetest.net/viewtopic.php?id=549
|
||||
|
@ -1,7 +0,0 @@
|
||||
default
|
||||
ranks_skins?
|
||||
inventory_plus?
|
||||
unified_inventory?
|
||||
fire?
|
||||
ethereal?
|
||||
bakedclay?
|
@ -1,254 +0,0 @@
|
||||
ARMOR_MOD_NAME = minetest.get_current_modname()
|
||||
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/armor.lua")
|
||||
--dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/admin.lua")
|
||||
|
||||
if ARMOR_MATERIALS.wood then
|
||||
minetest.register_tool("3d_armor:helmet_wood", {
|
||||
description = "Wood Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_wood.png",
|
||||
groups = {armor_head=3, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_wood", {
|
||||
description = "Wood Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_wood.png",
|
||||
groups = {armor_torso=8, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_wood", {
|
||||
description = "Wood Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_wood.png",
|
||||
groups = {armor_legs=8, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_wood", {
|
||||
description = "Wood Boots",
|
||||
inventory_image = "3d_armor_inv_boots_wood.png",
|
||||
groups = {armor_feet=3, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.cactus then
|
||||
minetest.register_tool("3d_armor:helmet_cactus", {
|
||||
description = "Cactuc Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_cactus.png",
|
||||
groups = {armor_head=5, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_cactus", {
|
||||
description = "Cactus Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_cactus.png",
|
||||
groups = {armor_torso=10, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_cactus", {
|
||||
description = "Cactus Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_cactus.png",
|
||||
groups = {armor_legs=5, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_cactus", {
|
||||
description = "Cactus Boots",
|
||||
inventory_image = "3d_armor_inv_boots_cactus.png",
|
||||
groups = {armor_feet=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.steel then
|
||||
minetest.register_tool("3d_armor:helmet_steel", {
|
||||
description = "Steel Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_steel.png",
|
||||
groups = {armor_head=5, armor_heal=2, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_steel", {
|
||||
description = "Steel Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_steel.png",
|
||||
groups = {armor_torso=10, armor_heal=2, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_steel", {
|
||||
description = "Steel Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_steel.png",
|
||||
groups = {armor_legs=10, armor_heal=2, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_steel", {
|
||||
description = "Steel Boots",
|
||||
inventory_image = "3d_armor_inv_boots_steel.png",
|
||||
groups = {armor_feet=5, armor_heal=2, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.bronze then
|
||||
minetest.register_tool("3d_armor:helmet_bronze", {
|
||||
description = "Bronze Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_bronze.png",
|
||||
groups = {armor_head=7, armor_heal=4, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_bronze", {
|
||||
description = "Bronze Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_bronze.png",
|
||||
groups = {armor_torso=12, armor_heal=4, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_bronze", {
|
||||
description = "Bronze Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_bronze.png",
|
||||
groups = {armor_legs=12, armor_heal=4, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_bronze", {
|
||||
description = "Bronze Boots",
|
||||
inventory_image = "3d_armor_inv_boots_bronze.png",
|
||||
groups = {armor_feet=7, armor_heal=4, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.diamond then
|
||||
minetest.register_tool("3d_armor:helmet_diamond", {
|
||||
description = "Diamond Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_diamond.png",
|
||||
groups = {armor_head=9, armor_heal=6, armor_use=100},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_diamond", {
|
||||
description = "Diamond Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_diamond.png",
|
||||
groups = {armor_torso=14, armor_heal=6, armor_use=100},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_diamond", {
|
||||
description = "Diamond Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_diamond.png",
|
||||
groups = {armor_legs=14, armor_heal=6, armor_use=100},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_diamond", {
|
||||
description = "Diamond Boots",
|
||||
inventory_image = "3d_armor_inv_boots_diamond.png",
|
||||
groups = {armor_feet=9, armor_heal=6, armor_use=100},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.gold then
|
||||
minetest.register_tool("3d_armor:helmet_gold", {
|
||||
description = "Gold Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_gold.png",
|
||||
groups = {armor_head=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_gold", {
|
||||
description = "Gold Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_gold.png",
|
||||
groups = {armor_torso=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_gold", {
|
||||
description = "Gold Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_gold.png",
|
||||
groups = {armor_legs=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_gold", {
|
||||
description = "Gold Boots",
|
||||
inventory_image = "3d_armor_inv_boots_gold.png",
|
||||
groups = {armor_feet=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.mithril then
|
||||
minetest.register_tool("3d_armor:helmet_mithril", {
|
||||
description = "Mithril Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_mithril.png",
|
||||
groups = {armor_head=11, armor_heal=8, armor_use=50},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_mithril", {
|
||||
description = "Mithril Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_mithril.png",
|
||||
groups = {armor_torso=16, armor_heal=8, armor_use=50},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_mithril", {
|
||||
description = "Mithril Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_mithril.png",
|
||||
groups = {armor_legs=16, armor_heal=8, armor_use=50},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_mithril", {
|
||||
description = "Mithril Boots",
|
||||
inventory_image = "3d_armor_inv_boots_mithril.png",
|
||||
groups = {armor_feet=11, armor_heal=8, armor_use=50},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.crystal then
|
||||
minetest.register_tool("3d_armor:helmet_crystal", {
|
||||
description = "Crystal Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_crystal.png",
|
||||
groups = {armor_head=15, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_crystal", {
|
||||
description = "Crystal Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_crystal.png",
|
||||
groups = {armor_torso=20, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_crystal", {
|
||||
description = "Crystal Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_crystal.png",
|
||||
groups = {armor_legs=20, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_crystal", {
|
||||
description = "Crystal Boots",
|
||||
inventory_image = "3d_armor_inv_boots_crystal.png",
|
||||
groups = {armor_feet=15, armor_heal=12, armor_use=50, physics_speed=1, physics_jump=0.5, armor_fire=1},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
for k, v in pairs(ARMOR_MATERIALS) do
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:helmet_"..k,
|
||||
recipe = {
|
||||
{v, v, v},
|
||||
{v, "", v},
|
||||
{"", "", ""},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:chestplate_"..k,
|
||||
recipe = {
|
||||
{v, "", v},
|
||||
{v, v, v},
|
||||
{v, v, v},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:leggings_"..k,
|
||||
recipe = {
|
||||
{v, v, v},
|
||||
{v, "", v},
|
||||
{v, "", v},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:boots_"..k,
|
||||
recipe = {
|
||||
{v, "", v},
|
||||
{v, "", v},
|
||||
},
|
||||
})
|
||||
end
|
||||
|
Before Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 423 B |
Before Width: | Height: | Size: 584 B |
Before Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 554 B |
Before Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 1.1 KiB |
Before Width: | Height: | Size: 533 B |
Before Width: | Height: | Size: 596 B |
Before Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 524 B |
Before Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 3.8 KiB |
Before Width: | Height: | Size: 1.7 KiB |
Before Width: | Height: | Size: 1023 B |
Before Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 914 B |
Before Width: | Height: | Size: 1.1 KiB |
Before Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 1.4 KiB |
Before Width: | Height: | Size: 1.1 KiB |
Before Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 877 B |
Before Width: | Height: | Size: 1.1 KiB |
Before Width: | Height: | Size: 3.2 KiB |
Before Width: | Height: | Size: 708 B |
Before Width: | Height: | Size: 881 B |
Before Width: | Height: | Size: 886 B |
Before Width: | Height: | Size: 809 B |
Before Width: | Height: | Size: 893 B |
Before Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 735 B |
Before Width: | Height: | Size: 834 B |
Before Width: | Height: | Size: 881 B |
Before Width: | Height: | Size: 766 B |
Before Width: | Height: | Size: 867 B |
Before Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 129 B |
Before Width: | Height: | Size: 129 B |
Before Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 129 B |
Before Width: | Height: | Size: 129 B |
Before Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 142 B |
Before Width: | Height: | Size: 142 B |
Before Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 142 B |
Before Width: | Height: | Size: 142 B |
Before Width: | Height: | Size: 2.4 KiB |
Before Width: | Height: | Size: 138 B |
Before Width: | Height: | Size: 138 B |
Before Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 138 B |
Before Width: | Height: | Size: 138 B |
Before Width: | Height: | Size: 2.3 KiB |
Before Width: | Height: | Size: 154 B |
Before Width: | Height: | Size: 154 B |
Before Width: | Height: | Size: 2.0 KiB |
Before Width: | Height: | Size: 154 B |
Before Width: | Height: | Size: 154 B |
Before Width: | Height: | Size: 2.4 KiB |
Before Width: | Height: | Size: 1.1 KiB |
Before Width: | Height: | Size: 597 B |
Before Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 563 B |
Before Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 1.5 KiB |
Before Width: | Height: | Size: 884 B |
Before Width: | Height: | Size: 616 B |
Before Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 536 B |
Before Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 75 B |
Before Width: | Height: | Size: 8.1 KiB |
Before Width: | Height: | Size: 901 B |
Before Width: | Height: | Size: 544 B |
@ -1,11 +0,0 @@
|
||||
3D Armor - Visible Player Armor
|
||||
===============================
|
||||
|
||||
Default Item Textures (C) Cisoun - WTFPL
|
||||
|
||||
Armor Textures: Copyright (C) 2013 Ryan Jones - CC-BY-SA
|
||||
|
||||
Source Code: Copyright (C) 2013 Stuart Jones - LGPL
|
||||
|
||||
Special credit to Jordach and MirceaKitsune for providing the default 3d character model.
|
||||
|
@ -1,32 +0,0 @@
|
||||
Modpack - 3d Armor [0.4.0]
|
||||
==========================
|
||||
|
||||
[mod] Visible Player Armor [3d_armor]
|
||||
-------------------------------------
|
||||
|
||||
depends: default, inventory_plus
|
||||
|
||||
Adds craftable armor that is visible to other players. Each armor item worn contributes to
|
||||
a player's armor group level making them less vulnerable to weapons.
|
||||
|
||||
Armor takes damage when a player is hurt, however, many armor items offer a 'stackable'
|
||||
percentage chance of restoring the lost health points. Overall armor level is boosted by 10%
|
||||
when wearing a full matching set (helmet, chestplate, leggings and boots of the same material)
|
||||
|
||||
Compatible with player skins [skins] by Zeg9 and Player Textures [player_textures] by PilzAdam.
|
||||
|
||||
[mod] Visible Wielded Items [wieldview]
|
||||
---------------------------------------
|
||||
|
||||
depends: 3d_armor
|
||||
|
||||
Makes hand wielded items visible to other players.
|
||||
|
||||
[mod] Shields [shields]
|
||||
-------------------------------------
|
||||
|
||||
depends: 3d_armor
|
||||
|
||||
Originally a part of 3d_armor, shields have been re-included as an optional extra.
|
||||
If you do not want shields then simply remove the shields folder from the modpack.
|
||||
|
@ -1,6 +0,0 @@
|
||||
Adds shields to 3d_armor
|
||||
|
||||
Depends: 3d_armor
|
||||
|
||||
Originally a part of 3d_armor, shields have been re-included as an optional extra.
|
||||
If you do not what shields then simply remove the shields folder from the modpack.
|
@ -1,17 +0,0 @@
|
||||
Shields -- Crafting Guide
|
||||
--------------------------
|
||||
|
||||
+---+---+---+
|
||||
| X | X | X |
|
||||
+---+---+---+
|
||||
| X | X | X |
|
||||
+---+---+---+
|
||||
| | X | |
|
||||
+---+---+---+
|
||||
|
||||
[shields:shield_wood] X = [default:wood]
|
||||
[shields:shield_steel] X = [default:steel_ingot]
|
||||
[shields:shield_bronze] X = [default:bronze_ingot]
|
||||
[shields:shield_diamond] X = [default:diamond]
|
||||
|
||||
|
@ -1,2 +0,0 @@
|
||||
default
|
||||
3d_armor
|
@ -1,133 +0,0 @@
|
||||
local use_moreores = minetest.get_modpath("moreores")
|
||||
|
||||
-- Regisiter Shields
|
||||
|
||||
minetest.register_tool("shields:shield_admin", {
|
||||
description = "Admin Shield",
|
||||
inventory_image = "shields_inv_shield_admin.png",
|
||||
groups = {armor_shield=1000, armor_heal=100, armor_use=0},
|
||||
wear = 0,
|
||||
})
|
||||
|
||||
if ARMOR_MATERIALS.wood then
|
||||
minetest.register_tool("shields:shield_wood", {
|
||||
description = "Wooden Shield",
|
||||
inventory_image = "shields_inv_shield_wood.png",
|
||||
groups = {armor_shield=3, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
--[[minetest.register_tool("shields:shield_enhanced_wood", {
|
||||
description = "Enhanced Wood Shield",
|
||||
inventory_image = "shields_inv_shield_enhanced_wood.png",
|
||||
groups = {armor_shield=8, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "shields:shield_enhanced_wood",
|
||||
recipe = {
|
||||
{"default:steel_ingot"},
|
||||
{"shields:shield_wood"},
|
||||
{"default:steel_ingot"},
|
||||
},
|
||||
})]]
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.cactus then
|
||||
minetest.register_tool("shields:shield_cactus", {
|
||||
description = "Cactus Shield",
|
||||
inventory_image = "shields_inv_shield_cactus.png",
|
||||
groups = {armor_shield=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("shields:shield_enhanced_cactus", {
|
||||
description = "Enhanced Cactus Shield",
|
||||
inventory_image = "shields_inv_shield_enhanced_cactus.png",
|
||||
groups = {armor_shield=8, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "shields:shield_enhanced_cactus",
|
||||
recipe = {
|
||||
{"default:steel_ingot"},
|
||||
{"shields:shield_cactus"},
|
||||
{"default:steel_ingot"},
|
||||
},
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.steel then
|
||||
minetest.register_tool("shields:shield_steel", {
|
||||
description = "Steel Shield",
|
||||
inventory_image = "shields_inv_shield_steel.png",
|
||||
groups = {armor_shield=5, armor_heal=2, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.bronze then
|
||||
minetest.register_tool("shields:shield_bronze", {
|
||||
description = "Bronze Shield",
|
||||
inventory_image = "shields_inv_shield_bronze.png",
|
||||
groups = {armor_shield=7, armor_heal=4, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.diamond then
|
||||
minetest.register_tool("shields:shield_diamond", {
|
||||
description = "Diamond Shield",
|
||||
inventory_image = "shields_inv_shield_diamond.png",
|
||||
groups = {armor_shield=9, armor_heal=6, armor_use=100},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.gold then
|
||||
minetest.register_tool("shields:shield_gold", {
|
||||
description = "Gold Shield",
|
||||
inventory_image = "shields_inv_shield_gold.png",
|
||||
groups = {armor_shield=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.mithril then
|
||||
minetest.register_tool("shields:shield_mithril", {
|
||||
description = "Mithril Shield",
|
||||
inventory_image = "shields_inv_shield_mithril.png",
|
||||
groups = {armor_shield=11, armor_heal=8, armor_use=50},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.crystal then
|
||||
minetest.register_tool("shields:shield_crystal", {
|
||||
description = "Crystal Shield",
|
||||
inventory_image = "shields_inv_shield_crystal.png",
|
||||
groups = {armor_shield=15, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
for k, v in pairs(ARMOR_MATERIALS) do
|
||||
minetest.register_craft({
|
||||
output = "shields:shield_"..k,
|
||||
recipe = {
|
||||
{v, v, v},
|
||||
{v, v, v},
|
||||
{"", v, ""},
|
||||
},
|
||||
})
|
||||
end
|
||||
|
||||
minetest.after(0, function()
|
||||
table.insert(armor.elements, "shield")
|
||||
armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
|
||||
.."list[current_player;main;0,4.5;8,4;]"
|
||||
.."list[detached:player_name_armor;armor_head;3,0;1,1;]"
|
||||
.."list[detached:player_name_armor;armor_torso;3,1;1,1;]"
|
||||
.."list[detached:player_name_armor;armor_legs;3,2;1,1;]"
|
||||
.."list[detached:player_name_armor;armor_feet;3,3;1,1;]"
|
||||
.."list[detached:player_name_armor;armor_shield;4,1;1,1;]"
|
||||
end)
|
||||
|
Before Width: | Height: | Size: 1.9 KiB |
Before Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 1.7 KiB |
Before Width: | Height: | Size: 1.4 KiB |