1
0
mirror of https://github.com/sys4-fr/server-nalc.git synced 2025-06-28 06:11:47 +02:00

initial commit

subgame + mods
This commit is contained in:
Ombridride
2014-10-28 18:01:32 +01:00
parent baab1b3f7c
commit 232b274c55
6451 changed files with 226156 additions and 0 deletions

7
mods/3d_armor/.gitignore vendored Normal file
View File

@ -0,0 +1,7 @@
## Generic ignorable patterns and files
*~
.*.swp
*bak*
tags
*.vim

View File

@ -0,0 +1,21 @@
[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.
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.

View File

@ -0,0 +1,37 @@
-- Armor Configuration (defaults)
-- Increase this if you get initialization glitches when a player first joins.
ARMOR_INIT_DELAY = 3
-- Number of initialization attempts.
-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
ARMOR_INIT_TIMES = 3
-- Increase this if armor is not getting into bones due to server lag.
ARMOR_BONES_DELAY = 3
-- 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 = 0.35
-- You can use this to increase or decrease overall armor healing,
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
ARMOR_HEAL_MULTIPLIER = 0
-- You can also use this file to execute arbitary lua code
-- eg: Dumb the armor down if using Simple Mobs
if minetest.get_modpath("mobs") then
ARMOR_LEVEL_MULTIPLIER = 0.35
ARMOR_HEAL_MULTIPLIER = 0
end

View File

@ -0,0 +1,37 @@
-- Armor Configuration (defaults)
-- 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 = 0.5
-- You can also use this file to execute arbitary lua code
-- eg: Dumb the armor down if using Simple Mobs
if minetest.get_modpath("mobs") then
ARMOR_LEVEL_MULTIPLIER = 0.5
ARMOR_HEAL_MULTIPLIER = 0
end

View File

@ -0,0 +1,481 @@
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 = false
ARMOR_LEVEL_MULTIPLIER = 1
ARMOR_HEAL_MULTIPLIER = 1
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
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",
}
if inventory_plus then
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]"
.."list[current_player;main;0,4.5;8,4;]"
elseif unified_inventory then
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.."]"
return {formspec=formspec}
end,
})
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)
if not player then
return
end
local name = player:get_player_name()
local player_inv = player:get_inventory()
if not name then
minetest.log("error", "Failed to read player name")
return
elseif not player_inv then
minetest.log("error", "Failed to read player inventory")
return
end
local armor_texture = "3d_armor_trans.png"
local armor_level = 0
local armor_heal = 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_player_skin(name).."_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
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: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 player_inv then
minetest.log("error", "Failed to read player inventory")
return
elseif not armor_inv then
minetest.log("error", "Failed to read detached inventory")
return
end
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 skins then
skin = skins.skins[name]
elseif u_skins then
skin = u_skins.u_skins[name]
end
return skin or armor.default_skin
end
armor.get_armor_formspec = function(self, name)
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)
return formspec:gsub("armor_heal", armor.def[name].heal)
end
armor.update_inventory = function(self, player)
local name = player:get_player_name()
if 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 inventory_plus then
local page = player:get_inventory_formspec()
if page:find("detached:"..name.."_armor") then
inventory_plus.set_inventory_formspec(player, formspec)
end
else
player:set_inventory_formspec(formspec)
end
end
end
-- Register Player Model
default.player_register_model("3d_armor_character.x", {
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 = player:get_player_name()
if 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.x")
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,
})
if inventory_plus then
inventory_plus.register_button(player,"armor", "Armor")
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
armor.player_hp[name] = 0
armor.def[name] = {
state = 0,
count = 0,
level = 0,
heal = 0,
jump = 1,
speed = 1,
gravity = 1,
}
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 minetest.get_modpath("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 minetest.get_modpath("simple_skins") then
local skin = skins.skins[name]
if skin then
armor.textures[name].skin = skin..".png"
end
elseif minetest.get_modpath("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
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 inventory_plus == nil and unified_inventory == nil then
armor:update_inventory(player)
end
end, player)
end
end)
if ARMOR_DROP == true or ARMOR_DESTROY == true then
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local pos = player:getpos()
if name and pos then
local drop = {}
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
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 unified_inventory then
unified_inventory.set_inventory_formspec(player, "craft")
elseif 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
if minetest.get_modpath("bones") then
minetest.after(ARMOR_BONES_DELAY, function()
pos = vector.round(pos)
local node = minetest.get_node(pos)
if node.name == "bones:bones" then
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
local inv = meta:get_inventory()
if name == owner then
for _,stack in ipairs(drop) do
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
end
end
end
end
end)
else
for _,stack in ipairs(drop) do
local obj = minetest.add_item(pos, stack)
if obj then
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
end
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)

View File

@ -0,0 +1,71 @@
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_diamond] X = [default:gold_ingot]
[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_diamond] X = [default:gold_ingot]
[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_diamond] X = [default:gold_ingot]
[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_diamond] X = [default:gold_ingot]
[3d_armor:boots_mithril] X = [moreores:mithril_ingot] *
* Requires moreores mod by Calinou - https://forum.minetest.net/viewtopic.php?id=549

View File

@ -0,0 +1,4 @@
default
inventory_plus?
unified_inventory?

View File

@ -0,0 +1,236 @@
ARMOR_MOD_NAME = minetest.get_current_modname()
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/armor.lua")
local use_moreores = minetest.get_modpath("moreores")
-- Regisiter Head Armor
minetest.register_tool("3d_armor:helmet_wood", {
description = "Wood Helmet",
inventory_image = "3d_armor_inv_helmet_wood.png",
groups = {armor_head=5, armor_heal=0, armor_use=2000},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_steel", {
description = "Steel Helmet",
inventory_image = "3d_armor_inv_helmet_steel.png",
groups = {armor_head=8, armor_heal=0, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_bronze", {
description = "Bronze Helmet",
inventory_image = "3d_armor_inv_helmet_bronze.png",
groups = {armor_head=10, armor_heal=4, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_diamond", {
description = "Diamond Helmet",
inventory_image = "3d_armor_inv_helmet_diamond.png",
groups = {armor_head=14, armor_heal=12, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_gold", {
description = "Gold Helmet",
inventory_image = "3d_armor_inv_helmet_gold.png",
groups = {armor_head=12, armor_heal=6, armor_use=200},
wear = 0,
})
if use_moreores then
minetest.register_tool("3d_armor:helmet_mithril", {
description = "Mithril Helmet",
inventory_image = "3d_armor_inv_helmet_mithril.png",
groups = {armor_head=15, armor_heal=12, armor_use=50},
wear = 0,
})
end
-- Regisiter Torso Armor
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:chestplate_steel", {
description = "Steel Chestplate",
inventory_image = "3d_armor_inv_chestplate_steel.png",
groups = {armor_torso=10, armor_heal=0, armor_use=500},
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:chestplate_diamond", {
description = "Diamond Chestplate",
inventory_image = "3d_armor_inv_chestplate_diamond.png",
groups = {armor_torso=18, armor_heal=12, armor_use=100},
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=200},
wear = 0,
})
if use_moreores then
minetest.register_tool("3d_armor:chestplate_mithril", {
description = "Mithril Chestplate",
inventory_image = "3d_armor_inv_chestplate_mithril.png",
groups = {armor_torso=20, armor_heal=12, armor_use=50},
wear = 0,
})
end
-- Regisiter Leg Armor
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:leggings_steel", {
description = "Steel Leggings",
inventory_image = "3d_armor_inv_leggings_steel.png",
groups = {armor_legs=10, armor_heal=0, armor_use=500},
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=6, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_diamond", {
description = "Diamond Leggings",
inventory_image = "3d_armor_inv_leggings_diamond.png",
groups = {armor_legs=18, armor_heal=12, armor_use=100},
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=200},
wear = 0,
})
if use_moreores then
minetest.register_tool("3d_armor:leggings_mithril", {
description = "Mithril Leggings",
inventory_image = "3d_armor_inv_leggings_mithril.png",
groups = {armor_legs=20, armor_heal=12, armor_use=50},
wear = 0,
})
end
-- Regisiter Boots
minetest.register_tool("3d_armor:boots_wood", {
description = "Wood Boots",
inventory_image = "3d_armor_inv_boots_wood.png",
groups = {armor_feet=5, armor_heal=0, armor_use=2000},
wear = 0,
})
minetest.register_tool("3d_armor:boots_steel", {
description = "Steel Boots",
inventory_image = "3d_armor_inv_boots_steel.png",
groups = {armor_feet=8, armor_heal=0, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:boots_bronze", {
description = "Bronze Boots",
inventory_image = "3d_armor_inv_boots_bronze.png",
groups = {armor_feet=10, armor_heal=4, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:boots_diamond", {
description = "Diamond Boots",
inventory_image = "3d_armor_inv_boots_diamond.png",
groups = {armor_feet=14, armor_heal=12, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:boots_gold", {
description = "Gold Boots",
inventory_image = "3d_armor_inv_boots_gold.png",
groups = {armor_feet=12, armor_heal=6, armor_use=200},
wear = 0,
})
if use_moreores then
minetest.register_tool("3d_armor:boots_mithril", {
description = "Mithril Boots",
inventory_image = "3d_armor_inv_boots_mithril.png",
groups = {armor_feet=15, armor_heal=12, armor_use=50},
wear = 0,
})
end
-- Register Craft Recipies
local craft_ingreds = {
wood = "default:wood",
steel = "default:steel_ingot",
bronze = "default:bronze_ingot",
diamond = "default:diamond",
gold = "default:gold_ingot",
}
if use_moreores then
craft_ingreds.mithril = "moreores:mithril_ingot"
end
for k, v in pairs(craft_ingreds) 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

Binary file not shown.

File diff suppressed because it is too large Load Diff

Binary file not shown.

After

Width:  |  Height:  |  Size: 632 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 629 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 567 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 472 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 609 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 565 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 933 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 878 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 830 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 858 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 863 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 213 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 212 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 182 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 203 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 209 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 213 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 246 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 247 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 215 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 242 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 258 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 244 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 232 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 232 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 201 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 228 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 229 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 232 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 239 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 242 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 215 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 237 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 234 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 237 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 639 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 622 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 569 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 760 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 578 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 577 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 146 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 13 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 723 B

11
mods/3d_armor/LICENSE.md Normal file
View File

@ -0,0 +1,11 @@
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.

37
mods/3d_armor/README.md Normal file
View File

@ -0,0 +1,37 @@
Modpack - 3d Armor [0.4.1]
==========================
[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, 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.
Armor can be configured by adding a file called armor.conf in 3d_armor mod or world directory.
see armor.conf.example for all available options.
[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.

View File

View File

@ -0,0 +1,6 @@
A 3d character model re-texturing api used as the framework for this modpack.
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.

View File

@ -0,0 +1,16 @@
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]
[shields:shield_gold] X = [default:gold_ingot]

View File

@ -0,0 +1,2 @@
default
3d_armor

View File

@ -0,0 +1,76 @@
local use_moreores = minetest.get_modpath("moreores")
-- Regisiter Shields
minetest.register_tool("shields:shield_wood", {
description = "Wooden Shield",
inventory_image = "shields_inv_shield_wood.png",
groups = {armor_shield=5, armor_heal=0, armor_use=2000},
wear = 0,
})
minetest.register_tool("shields:shield_steel", {
description = "Steel Shield",
inventory_image = "shields_inv_shield_steel.png",
groups = {armor_shield=8, armor_heal=0, armor_use=500},
wear = 0,
})
minetest.register_tool("shields:shield_bronze", {
description = "Bronze Shield",
inventory_image = "shields_inv_shield_bronze.png",
groups = {armor_shield=10, armor_heal=6, armor_use=250},
wear = 0,
})
minetest.register_tool("shields:shield_diamond", {
description = "Diamond Shield",
inventory_image = "shields_inv_shield_diamond.png",
groups = {armor_shield=14, armor_heal=12, armor_use=100},
wear = 0,
})
minetest.register_tool("shields:shield_gold", {
description = "Gold Shield",
inventory_image = "shields_inv_shield_gold.png",
groups = {armor_shield=12, armor_heal=6, armor_use=200},
wear = 0,
})
if use_moreores then
minetest.register_tool("shields:shield_mithril", {
description = "Mithril Shield",
inventory_image = "shields_inv_shield_mithril.png",
groups = {armor_shield=15, armor_heal=12, armor_use=50},
wear = 0,
})
end
local craft_ingreds = {
wood = "default:wood",
steel = "default:steel_ingot",
bronze = "default:bronze_ingot",
diamond = "default:diamond",
gold = "default:gold_ingot",
}
if use_moreores then
craft_ingreds.mithril = "moreores:mithril_ingot"
end
for k, v in pairs(craft_ingreds) 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")
end)

Binary file not shown.

After

Width:  |  Height:  |  Size: 654 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 640 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 610 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 647 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 629 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 600 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 683 B

Some files were not shown because too many files have changed in this diff Show More