Updated 3d_armor
- Updated 3d_armor - Neither Ethereal's crystal armor nor technic one are enabled
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@ -11,6 +11,9 @@ 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
|
||||
protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava.
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||||
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Configuration
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-------------
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@ -10,6 +10,20 @@ ARMOR_MATERIALS = {
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diamond = "default:diamond",
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gold = "default:gold_ingot",
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mithril = "moreores:mithril_ingot",
|
||||
crystal = "ethereal:crystal_ingot",
|
||||
}
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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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|
||||
-- Fire protection nodes, (name, protection level, damage)
|
||||
ARMOR_FIRE_NODES = {
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{"default:lava_source", 5, 4},
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{"default:lava_flowing", 5, 4},
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{"fire:basic_flame", 3, 4},
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{"ethereal:crystal_spike", 2, 1},
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{"bakedclay:safe_fire", 2, 1},
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{"default:torch", 1, 1},
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}
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-- Increase this if you get initialization glitches when a player first joins.
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@ -40,10 +54,3 @@ ARMOR_LEVEL_MULTIPLIER = 1
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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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-- You can also use this file to execute arbitary lua code
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-- eg: Dumb the armor down if using Simple Mobs
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if minetest.get_modpath("mobs") then
|
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ARMOR_LEVEL_MULTIPLIER = 0.5
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ARMOR_HEAL_MULTIPLIER = 0
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end
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@ -14,6 +14,16 @@ ARMOR_MATERIALS = {
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diamond = "default:diamond",
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gold = "default:gold_ingot",
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mithril = "moreores:mithril_ingot",
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crystal = "ethereal:crystal_ingot",
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}
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ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
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ARMOR_FIRE_NODES = {
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{"default:lava_source", 5, 4},
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{"default:lava_flowing", 5, 4},
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{"fire:basic_flame", 3, 4},
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{"ethereal:crystal_spike", 2, 1},
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{"bakedclay:safe_fire", 2, 1},
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{"default:torch", 1, 1},
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}
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local skin_mod = nil
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@ -36,7 +46,20 @@ end
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if not minetest.get_modpath("moreores") then
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ARMOR_MATERIALS.mithril = nil
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end
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if not minetest.get_modpath("ethereal") then
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ARMOR_MATERIALS.crystal = nil
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end
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-- override hot nodes so they do not hurt player anywhere but mod
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if ARMOR_FIRE_PROTECT == true then
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minetest.after(2, function()
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for _, row in ipairs(ARMOR_FIRE_NODES) do
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if minetest.registered_nodes[row[1]] then
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minetest.override_item(row[1], {damage_per_second = 0})
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end
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end
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end)
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end
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local time = 0
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@ -61,6 +84,7 @@ if minetest.get_modpath("inventory_plus") then
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.."image[2.5,0.75;2,4;armor_preview]"
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.."label[5,1;Level: armor_level]"
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.."label[5,1.5;Heal: armor_heal]"
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.."label[5,2;Fire: armor_fire]"
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.."list[current_player;main;0,4.5;8,4;]"
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elseif minetest.get_modpath("unified_inventory") then
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inv_mod = "unified_inventory"
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@ -77,9 +101,12 @@ elseif minetest.get_modpath("unified_inventory") then
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.."image[2.5,0.75;2,4;"..armor.textures[name].preview.."]"
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.."label[5,1;Level: "..armor.def[name].level.."]"
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.."label[5,1.5;Heal: "..armor.def[name].heal.."]"
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.."label[5,2;Fire: "..armor.def[name].fire.."]"
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return {formspec=formspec}
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end,
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})
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elseif minetest.get_modpath("inventory_enhanced") then
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inv_mod = "inventory_enhanced"
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end
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if minetest.get_modpath("skins") then
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@ -119,6 +146,7 @@ armor.set_player_armor = function(self, player)
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local armor_texture = "3d_armor_trans.png"
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local armor_level = 0
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local armor_heal = 0
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local armor_fire = 0
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local state = 0
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local items = 0
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local elements = {}
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@ -146,6 +174,8 @@ armor.set_player_armor = function(self, player)
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items = items + 1
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local heal = def.groups["armor_heal"] or 0
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armor_heal = armor_heal + heal
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local fire = def.groups["armor_fire"] or 0
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armor_fire = armor_fire + fire
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for kk,vv in ipairs(self.physics) do
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local o_value = def.groups["physics_"..vv]
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if o_value then
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@ -193,16 +223,34 @@ armor.set_player_armor = function(self, player)
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self.def[name].jump = physics_o.jump
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self.def[name].speed = physics_o.speed
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self.def[name].gravity = physics_o.gravity
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self.def[name].fire = armor_fire
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self:update_player_visuals(player)
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end
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armor.update_armor = function(self, player)
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local name, player_inv, armor_inv = armor:get_valid_player(player, "[update_armor]")
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armor.update_armor = function(self, player, dtime)
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local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[update_armor]")
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if not name then
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return
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end
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local hp = player:get_hp() or 0
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if hp == 0 or hp == self.player_hp[name] then
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if ARMOR_FIRE_PROTECT == true then
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pos.y = pos.y + 1.4 -- head level
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local node_head = minetest.get_node(pos).name
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pos.y = pos.y - 1.2 -- feet level
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local node_feet = minetest.get_node(pos).name
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-- is player inside a hot node?
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for _, row in ipairs(ARMOR_FIRE_NODES) do
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-- check for fire protection, if not enough then get hurt
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||||
if row[1] == node_head or row[1] == node_feet then
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if hp > 0 and armor.def[name].fire < row[2] then
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hp = hp - row[3] * dtime
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||||
player:set_hp(hp)
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||||
break
|
||||
end
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||||
end
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||||
end
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||||
end
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if hp <= 0 or hp == self.player_hp[name] then
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||||
return
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||||
end
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if self.player_hp[name] > hp then
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@ -249,7 +297,7 @@ armor.get_player_skin = function(self, name)
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elseif skin_mod == "u_skins" then
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||||
skin = u_skins.u_skins[name]
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||||
elseif skin_mod == "wardrobe" then
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||||
skin = string.gsub(wardrobe.playerSkins[name], '.png$','')
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||||
skin = string.gsub(wardrobe.playerSkins[name], "%.png$","")
|
||||
end
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return skin or armor.default_skin
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end
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@ -272,12 +320,14 @@ armor.get_armor_formspec = function(self, name)
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|||
local formspec = armor.formspec:gsub("player_name", name)
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||||
formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
|
||||
formspec = formspec:gsub("armor_level", armor.def[name].level)
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||||
return formspec:gsub("armor_heal", armor.def[name].heal)
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||||
formspec = formspec:gsub("armor_heal", armor.def[name].heal)
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||||
formspec = formspec:gsub("armor_fire", armor.def[name].fire)
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return formspec
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||||
end
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armor.update_inventory = function(self, player)
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local name = armor:get_valid_player(player, "[set_player_armor]")
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if not name then
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if not name or inv_mod == "inventory_enhanced" then
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||||
return
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||||
end
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if inv_mod == "unified_inventory" then
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@ -346,9 +396,8 @@ default.player_register_model("3d_armor_character.b3d", {
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-- Register Callbacks
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||||
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||||
minetest.register_on_player_receive_fields(function(player, formname, fields)
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||||
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||||
local name = armor:get_valid_player(player, "[on_player_receive_fields]")
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||||
if not name then
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if not name or inv_mod == "inventory_enhanced" then
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return
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end
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if inv_mod == "inventory_plus" and fields.armor then
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@ -427,6 +476,7 @@ minetest.register_on_joinplayer(function(player)
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jump = 1,
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||||
speed = 1,
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||||
gravity = 1,
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||||
fire = 0,
|
||||
}
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armor.textures[name] = {
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skin = armor.default_skin..".png",
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@ -477,18 +527,9 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
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armor.drop_armor = function(pos, stack)
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||||
local obj = minetest.add_item(pos, stack)
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if obj then
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local x = math.random(1, 5)
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if math.random(1,2) == 1 then
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||||
x = -x
|
||||
end
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||||
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})
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||||
obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
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||||
end
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||||
end
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minetest.register_on_dieplayer(function(player)
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local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
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if not name then
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@ -514,12 +555,10 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
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end
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if ARMOR_DESTROY == false then
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minetest.after(ARMOR_BONES_DELAY, function()
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pos = vector.round(pos)
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local node = minetest.get_node(pos)
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print(node)
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print(node.name)
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if node and node.name == "bones:bones" then
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local meta = minetest.get_meta(pos)
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local node = minetest.get_node(vector.round(pos))
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if node then
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if node.name == "bones:bones" then
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local meta = minetest.get_meta(vector.round(pos))
|
||||
local owner = meta:get_string("owner")
|
||||
local inv = meta:get_inventory()
|
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for _,stack in ipairs(drop) do
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@ -529,6 +568,7 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
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armor.drop_armor(pos, stack)
|
||||
end
|
||||
end
|
||||
end
|
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else
|
||||
for _,stack in ipairs(drop) do
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||||
armor.drop_armor(pos, stack)
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@ -543,7 +583,7 @@ 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)
|
||||
armor:update_armor(player, time)
|
||||
end
|
||||
time = 0
|
||||
end
|
||||
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|
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@ -18,6 +18,7 @@ Helmets:
|
|||
[3d_armor:helmet_diamond] X = [default:diamond]
|
||||
[3d_armor:helmet_gold] X = [default:gold_ingot]
|
||||
[3d_armor:helmet_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:helmet_crystal] X = [ethereal:crystal_ingot] **
|
||||
|
||||
Chestplates:
|
||||
|
||||
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@ -36,6 +37,7 @@ Chestplates:
|
|||
[3d_armor:chestplate_diamond] X = [default:diamond]
|
||||
[3d_armor:chestplate_gold] X = [default:gold_ingot]
|
||||
[3d_armor:chestplate_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:chestplate_crystal] X = [ethereal:crystal_ingot] **
|
||||
|
||||
Leggings:
|
||||
|
||||
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@ -54,6 +56,7 @@ Leggings:
|
|||
[3d_armor:leggings_diamond] X = [default:diamond]
|
||||
[3d_armor:leggings_gold] X = [default:gold_ingot]
|
||||
[3d_armor:leggings_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:leggings_crystal] X = [ethereal:crystal_ingot] **
|
||||
|
||||
Boots:
|
||||
|
||||
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@ -70,6 +73,7 @@ Boots:
|
|||
[3d_armor:boots_diamond] X = [default:diamond]
|
||||
[3d_armor:boots_gold] X = [default:gold_ingot]
|
||||
[3d_armor:boots_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:boots_crystal] X = [ethereal:crystal_ingot] **
|
||||
|
||||
* Requires moreores mod by Calinou - https://forum.minetest.net/viewtopic.php?id=549
|
||||
|
||||
** Requires ethereal mod by Chinchow & TenPlus1 - https://github.com/tenplus1/ethereal
|
||||
|
|
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@ -191,6 +191,33 @@ if ARMOR_MATERIALS.mithril then
|
|||
})
|
||||
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,
|
||||
|
|
BIN
mods/3d_armor/3d_armor/textures/3d_armor_boots_crystal.png
Normal file
After Width: | Height: | Size: 494 B |
After Width: | Height: | Size: 2.0 KiB |
BIN
mods/3d_armor/3d_armor/textures/3d_armor_chestplate_crystal.png
Normal file
After Width: | Height: | Size: 1.3 KiB |
After Width: | Height: | Size: 1.7 KiB |
BIN
mods/3d_armor/3d_armor/textures/3d_armor_helmet_crystal.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
After Width: | Height: | Size: 1.2 KiB |
BIN
mods/3d_armor/3d_armor/textures/3d_armor_inv_boots_crystal.png
Normal file
After Width: | Height: | Size: 200 B |
After Width: | Height: | Size: 236 B |
BIN
mods/3d_armor/3d_armor/textures/3d_armor_inv_helmet_crystal.png
Normal file
After Width: | Height: | Size: 219 B |
After Width: | Height: | Size: 233 B |
BIN
mods/3d_armor/3d_armor/textures/3d_armor_leggings_crystal.png
Normal file
After Width: | Height: | Size: 835 B |
After Width: | Height: | Size: 1.9 KiB |
|
@ -1,4 +1,4 @@
|
|||
Modpack - 3d Armor [0.4.3]
|
||||
Modpack - 3d Armor [0.4.4]
|
||||
==========================
|
||||
|
||||
[mod] Visible Player Armor [3d_armor]
|
||||
|
@ -15,6 +15,10 @@ Armor takes damage when a player is hurt, however, many armor items offer a 'sta
|
|||
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)
|
||||
|
||||
Fire protection has been added by TenPlus1 and in use when ethereal mod is found and crystal
|
||||
armor has been enabled. each piece of armor offers 1 fire protection, level 1 protects
|
||||
against torches, level 2 against crystal spikes, 3 for fire and 5 protects when in lava.
|
||||
|
||||
Compatible with player skins [skins] by Zeg9 and Player Textures [player_textures] by PilzAdam
|
||||
and [simple_skins] by TenPlus1.
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
A 3d character model re-texturing api used as the framework for this modpack.
|
||||
Adds shields to 3d_armor
|
||||
|
||||
depends: 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.
|
||||
|
|
|
@ -15,6 +15,8 @@ Shields -- Crafting Guide
|
|||
[shields:shield_bronze] X = [default:bronze_ingot]
|
||||
[shields:shield_diamond] X = [default:diamond]
|
||||
[shields:shield_gold] X = [default:gold_ingot]
|
||||
[shields:shield_mithril] X = [moreores:mithril_ingot]
|
||||
[shields:shield_crystal] X = [ethereal:crystal_ingot]
|
||||
|
||||
Enhanced Shields
|
||||
----------------
|
||||
|
|
|
@ -100,6 +100,15 @@ if ARMOR_MATERIALS.mithril then
|
|||
})
|
||||
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,
|
||||
|
|
BIN
mods/3d_armor/shields/textures/shields_inv_shield_crystal.png
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mods/3d_armor/shields/textures/shields_shield_crystal.png
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6
mods/3d_armor/technic_armor/README.txt
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@ -0,0 +1,6 @@
|
|||
Adds tin, silver and technic materials to 3d_armor.
|
||||
Requires technic mod to be installed for craft registration.
|
||||
|
||||
Depends: 3d_armor
|
||||
|
||||
Source code and textures by poet.nohit
|
1
mods/3d_armor/technic_armor/depends.txt
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|
@ -0,0 +1 @@
|
|||
3d_armor
|
101
mods/3d_armor/technic_armor/init.lua
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@ -0,0 +1,101 @@
|
|||
if minetest.get_modpath("technic") then
|
||||
local stats = {
|
||||
brass = { name="Brass", armor=1.8, heal=0, use=650 },
|
||||
cast = { name="Cast Iron", armor=2.5, heal=8, use=200 },
|
||||
carbon = { name="Carbon Steel", armor=2.7, heal=10, use=100 },
|
||||
stainless = { name="Stainless Steel", armor=2.7, heal=10, use=75 },
|
||||
}
|
||||
local mats = {
|
||||
brass="technic:brass_ingot",
|
||||
cast="technic:cast_iron_ingot",
|
||||
carbon="technic:carbon_steel_ingot",
|
||||
stainless="technic:stainless_steel_ingot",
|
||||
}
|
||||
if minetest.get_modpath("moreores") then
|
||||
stats.tin = { name="Tin", armor=1.6, heal=0, use=750 }
|
||||
stats.silver = { name="Silver", armor=1.8, heal=6, use=650 }
|
||||
mats.tin = "moreores:tin_ingot"
|
||||
mats.silver = "moreores:silver_ingot"
|
||||
end
|
||||
|
||||
for k, v in pairs(stats) do
|
||||
minetest.register_tool("technic_armor:helmet_"..k, {
|
||||
description = v.name.." Helmet",
|
||||
inventory_image = "technic_armor_inv_helmet_"..k..".png",
|
||||
groups = {armor_head=math.floor(5*v.armor), armor_heal=v.heal, armor_use=v.use},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("technic_armor:chestplate_"..k, {
|
||||
description = v.name.." Chestplate",
|
||||
inventory_image = "technic_armor_inv_chestplate_"..k..".png",
|
||||
groups = {armor_torso=math.floor(8*v.armor), armor_heal=v.heal, armor_use=v.use},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("technic_armor:leggings_"..k, {
|
||||
description = v.name.." Leggings",
|
||||
inventory_image = "technic_armor_inv_leggings_"..k..".png",
|
||||
groups = {armor_legs=math.floor(7*v.armor), armor_heal=v.heal, armor_use=v.use},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("technic_armor:boots_"..k, {
|
||||
description = v.name.." Boots",
|
||||
inventory_image = "technic_armor_inv_boots_"..k..".png",
|
||||
groups = {armor_feet=math.floor(4*v.armor), armor_heal=v.heal, armor_use=v.use},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
for k, v in pairs(mats) do
|
||||
minetest.register_craft({
|
||||
output = "technic_armor:helmet_"..k,
|
||||
recipe = {
|
||||
{v, v, v},
|
||||
{v, "", v},
|
||||
{"", "", ""},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "technic_armor:chestplate_"..k,
|
||||
recipe = {
|
||||
{v, "", v},
|
||||
{v, v, v},
|
||||
{v, v, v},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "technic_armor:leggings_"..k,
|
||||
recipe = {
|
||||
{v, v, v},
|
||||
{v, "", v},
|
||||
{v, "", v},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "technic_armor:boots_"..k,
|
||||
recipe = {
|
||||
{v, "", v},
|
||||
{v, "", v},
|
||||
},
|
||||
})
|
||||
end
|
||||
|
||||
if minetest.get_modpath("shields") then
|
||||
for k, v in pairs(stats) do
|
||||
minetest.register_tool("technic_armor:shield_"..k, {
|
||||
description = v.name.." Shield",
|
||||
inventory_image = "technic_armor_inv_shield_"..k..".png",
|
||||
groups = {armor_shield=math.floor(5*v.armor), armor_heal=v.heal, armor_use=v.use},
|
||||
wear = 0,
|
||||
})
|
||||
local m = mats[k]
|
||||
minetest.register_craft({
|
||||
output = "technic_armor:shield_"..k,
|
||||
recipe = {
|
||||
{m, m, m},
|
||||
{m, m, m},
|
||||
{"", m, ""},
|
||||
},
|
||||
})
|
||||
end
|
||||
end
|
||||
end
|
||||
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BIN
mods/3d_armor/technic_armor/textures/technic_armor_boots_tin.png
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