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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-11-16 07:20:31 +01:00

Updated 3d_armor

- Updated 3d_armor
 - Neither Ethereal's crystal armor nor technic one are enabled
This commit is contained in:
LeMagnesium 2015-05-14 11:52:05 +02:00
parent ea1d7b65be
commit 939aa7ae59
117 changed files with 249 additions and 45 deletions

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@ -11,6 +11,9 @@ 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
-------------

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@ -10,6 +10,20 @@ ARMOR_MATERIALS = {
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.
@ -40,10 +54,3 @@ ARMOR_LEVEL_MULTIPLIER = 1
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
ARMOR_HEAL_MULTIPLIER = 1
-- 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

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@ -14,6 +14,16 @@ ARMOR_MATERIALS = {
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
@ -36,7 +46,20 @@ end
if not minetest.get_modpath("moreores") then
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
minetest.after(2, function()
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)
end
local time = 0
@ -61,6 +84,7 @@ if minetest.get_modpath("inventory_plus") then
.."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"
@ -77,9 +101,12 @@ elseif minetest.get_modpath("unified_inventory") then
.."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.."]"
return {formspec=formspec}
end,
})
elseif minetest.get_modpath("inventory_enhanced") then
inv_mod = "inventory_enhanced"
end
if minetest.get_modpath("skins") then
@ -119,6 +146,7 @@ armor.set_player_armor = function(self, player)
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 = {}
@ -146,6 +174,8 @@ armor.set_player_armor = function(self, player)
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
@ -193,16 +223,34 @@ armor.set_player_armor = function(self, player)
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 = armor:get_valid_player(player, "[update_armor]")
armor.update_armor = function(self, player, dtime)
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 hp == 0 or hp == self.player_hp[name] then
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] * dtime
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
@ -249,7 +297,7 @@ armor.get_player_skin = function(self, 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$','')
skin = string.gsub(wardrobe.playerSkins[name], "%.png$","")
end
return skin or armor.default_skin
end
@ -272,12 +320,14 @@ 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)
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 then
if not name or inv_mod == "inventory_enhanced" then
return
end
if inv_mod == "unified_inventory" then
@ -346,9 +396,8 @@ default.player_register_model("3d_armor_character.b3d", {
-- 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 then
if not name or inv_mod == "inventory_enhanced" then
return
end
if inv_mod == "inventory_plus" and fields.armor then
@ -427,6 +476,7 @@ minetest.register_on_joinplayer(function(player)
jump = 1,
speed = 1,
gravity = 1,
fire = 0,
}
armor.textures[name] = {
skin = armor.default_skin..".png",
@ -477,18 +527,9 @@ 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
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})
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
@ -514,12 +555,10 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
end
if ARMOR_DESTROY == false then
minetest.after(ARMOR_BONES_DELAY, function()
pos = vector.round(pos)
local node = minetest.get_node(pos)
print(node)
print(node.name)
if node and node.name == "bones:bones" then
local meta = minetest.get_meta(pos)
local node = minetest.get_node(vector.round(pos))
if node then
if 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
@ -529,6 +568,7 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
armor.drop_armor(pos, stack)
end
end
end
else
for _,stack in ipairs(drop) do
armor.drop_armor(pos, stack)
@ -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

View File

@ -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:
@ -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:
@ -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:
@ -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,

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@ -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.

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@ -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.

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@ -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
----------------

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@ -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,

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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

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@ -0,0 +1 @@
3d_armor

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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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