write something there

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# [mod] Visible Player Armor [3d_armor]
| | | | |
|--|--|--|--|
|-[Overview](#overview) |||-[API](#api)
|-[Armor Configuration](#armor-configuration) |||- - [3d_Armor Item Storage](#3d_armor-item-storage)
|- - [disable_specific_materials](#to-disable-individual-armor-materials) |||- - [Armor Registration](#armor-registration)
|- - [armor_init_delay](#initialization-glitches-when-a-player-first-joins) |||- - [Registering Armor Groups](#registering-armor-groups)
|- - [wieldview_update_time](#how-often-player-wield-items-are-updated) |||- - [Groups used by 3d_Armor](#groups-used-by-3d_armor)
|- - [armor_bones_delay](#armor-not-in-bones-due-to-server-lag) |||- - - [Elements](#elements)
|- - [armor_update_time](#how-often-player-armor-items-are-updated) |||- - - [Attributes](#attributes)
|- - [armor_drop](#drop-armor-when-a-player-dies) |||- - - [Physics](#physics)
|- - [armor_destroy](#destroy-armor-when-a-player-dies) |||- - - [Durability](#durability)
|- - [armor_level_multiplier](#armor-level-multiplyer) |||- - - [Armor Material](#armor-material)
|- - [armor_heal_multiplier](#armor-healing-multiplyer) |||- - [Armour Functions](#armor-functions)
|- - [armor_set_elements](#allows-the-customisation-of-armor-set) |||- - - [armor:set_player_armor](#armor-set_player_armor)
|- - [armor_set_bonus](#armor-set-bonus-multiplier) |||- - - [armor:punch](#armor-punch)
|- - [armor_water_protect](#enable-water-protection) |||- - - [armor:damage](#armor-damage)
|- - [armor_fire_protect](#enable-fire-protection) |||- - - [armor:remove_all](#armor-remove_all)
|- - [armor_punch_damage](#enable-punch-damage-effects) |||- - - [armor:equip](#armor-equip)
|- - [armor_migrate_old_inventory](#migration-of-old-armor-inventories) |||- - - [armor:unequip](#armor-unequip)
| |||- - - [armor:update_skin](#armor-update_skin)
|-[Credits](#credits) |||- - [Callbacks](#Callbacks)
| |||- - - [Item callbacks](#item-callbacks)
| |||- - - [Global callbacks](#global-callbacks)
# Overview
**Depends:** default
**Recommends:** sfinv, unified_inventory or smart_inventory (use only one to avoid conflicts)
**Supports:** player_monoids, armor_monoid and POVA
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.
# Armor Configuration
Change the following default settings by going to Main Menu>>Settings(Tab)>>All Settings(Button)>>Mods>>minetest-3d_Armor>>3d_Armor
### To disable individual armor materials
**set the below to false**
armor_material_wood = true
armor_material_cactus = true
armor_material_steel = true
armor_material_bronze = true
armor_material_diamond = true
armor_material_gold = true
armor_material_mithril = true
armor_material_crystal = true
armor_material_nether = true
### Initialization glitches when a player first joins
**Increase to prevent glitches**
armor_init_delay = 2
### Armor not in bones due to server lag
**Increase to help resolve**
armor_bones_delay = 1
### How often player armor items are updated
**Number represents how often per second update is performed, higher value means less performance hit for servers but armor items maybe delayed in updating when switching.Fractional seconds also supported eg 0.1**
armor_update_time = 1
### Drop armor when a player dies
**Uses bones mod if present, otherwise items are dropped around the player when false.**
armor_drop = true
### Destroy armor when a player dies
**overrides armor_drop.**
armor_destroy = false
### Armor level multiplyer
**Increase to make armor more effective and decrease to make armor less effective**
**eg: level_multiplier = 0.5 will reduce armor level by half.**
armor_level_multiplier = 1
### Armor healing multiplyer
**Increase to make armor healing more effective and decrease to make healing less effective**
**eg: armor_heal_multiplier = 0 will disable healing altogether.**
armor_heal_multiplier = 1
### Allows the customisation of armor set
**Shields already configured as need to be worn to complete an armor set**
**These names come from [Element names](#groups-used-by-3d_armor), the second half of the element name only is used eg armor_head is head**
armor_set_elements = head torso legs feet shield
### Armor set bonus multiplier
**Set to 1 to disable set bonus**
armor_set_multiplier = 1.1
### Enable water protection
**periodically restores breath when activated**
armor_water_protect = true
### Enable fire protection
**defaults to true if using ethereal mod**
armor_fire_protect = false
### Fire protection enabled, disable torch fire damage
**when fire protection is enabled allows you to disable fire damage from torches**
**defaults to true if using ethereal mod**
armor_fire_protect_torch = false
### Enable punch damage effects
armor_punch_damage = true
### Migration of old armor inventories
armor_migrate_old_inventory = true
### How often player wield items are updated
**Number represents how often per second update is performed, higher value means less performance hit for servers but wield items maybe delayed in updating when switching. Fractional seconds also supported eg 0.1**
***Note this is MT engine functionality but included for completness***
wieldview_update_time = 1
# API
## 3d_Armor item storage
3d_Armor stores each armor piece a player currently has equiped in a ***detached*** inventory. The easiest way to access this inventory if needed is using this line of code
local _, armor_inv = armor:get_valid_player(player, "3d_armor")
**Example**
armor:register_on_equip(function(player, index, stack)
local _, armor_inv = armor:get_valid_player(player, "3d_armor")
for i = 1, 6 do
local stack = armor_inv:get_stack("armor", i)
if stack:get_name() == "3d_armor:chestplate_gold" then
minetest.chat_send_player(player:get_player_name(),"Got to love the Bling!!!")
end
end
end)
## Armor Registration
armor:register_armor(name, def)
Wrapper function for `minetest.register_tool`, which enables the easy registration of new armor items. While registering armor as a tool item is still supported, this may be deprecated in future so all armor items should be registered using *armor:register_armor(name,def)*.
### Additional fields supported by 3d_armor
texture = <filename>
preview = <filename>
armor_groups = <table>
damage_groups = <table>
reciprocate_damage = <bool>
on_equip = <function>
on_unequip = <function>
on_destroy = <function>
on_damage = <function>
on_punched = <function>
***Reciprocal tool*** damage will apply damage back onto the attacking tool/weapon, however this will only be done by the first armor inventory item with `reciprocate_damage = true`, damage does not stack.
**Example Simple:**
armor:register_armor("mod_name:chestplate_leather", {
description = "Leather Chestplate",
inventory_image = "mod_name_inv_chestplate_leather.png",
texture = "mod_name_leather_chestplate.png",
preview = "mod_name_leather_chestplate_preview.png",
groups = {armor_torso=1, armor_heal=0, armor_use=2000, flammable=1},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1}
})
*See ***armor.lua*** under **3d_armor>>3d_armor** for further examples*
**Extended functionality**
The values for ***texture*** and ***preview*** do not need to be included when registering armor if they follow the naming convention in the textures mod folder of:
***texture:*** *mod_name_leather_chestplate.png*
***preview:*** *mod_name_leather_chestplate_preview.png*
## Registering Armor Groups
3d armor has a built in armor group which is ***fleshy*** all players base vulnerability to being fleshy is ***100***.
3d armour allows for the easy registration/addition of new armor groups::
armor:register_armor_group(group, base)
***group:*** Is the name of the new armor group
***base*** Is the starting vulnerability that all players have to that new group. This dosent need to be 100.
**Example**
armor:register_armor_group("radiation", 100)
New armor group is registered called *radiation* and all players start off with a base vulnerability of *100* to radiation.
**Example** *Showing armor reg, new group usage and custom function*
armor:register_armor("mod_name:speed_boots", {
description = "Speed Boots",
inventory_image = "mod_name_speed_boots_inv.png",
texture = "mod_name_speed_boots.png",
preview = "mod_name_speed_boots_preview.png",
groups = {armor_feet=1, armor_use=500, physics_speed=1.2, flammable=1},
armor_groups = {fleshy=10, radiation=10},
damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1},
reciprocate_damage = true,
on_destroy = function(player, index, stack)
local pos = player:get_pos()
if pos then
minetest.sound_play({
name = "mod_name_break_sound",
pos = pos,
gain = 0.5,
})
end
end,
})
### Tools/weapons and new armor groups
The above allows armor to block/prevent new damage types but you also need to assign the new damage group to a tool/weapon or even a node (see technic mod) to make wearing the armor item meaningful. Simply add the ***armor_groups*** name to the tool items ***damage_groups***.
**Example**
minetest.register_tool("mod_name:glowing_sword", {
description = "Glowing Sword",
inventory_image = "mod_name_tool_glowingsword.png",
tool_capabilities = {full_punch_interval = 1.2,max_drop_level=0,
groupcaps={
cracky = {times={[3]=1.60}, uses=10, maxlevel=1},},
damage_groups = {fleshy=10,radiation=20},
},
sound = {breaks = "default_tool_breaks"},
groups = {pickaxe = 1, flammable = 2}
})
## Groups used by 3d_Armor
3d_armor has many default groups already registered, these are categorized under 4 main headings
- **Elements:** armor_head, armor_torso, armor_legs, armor_feet
- **Attributes:** armor_heal, armor_fire, armor_water, armor_feather
- **Physics:** physics_jump, physics_speed, physics_gravity
- **Durability:** armor_use, flammable
***Note: for calculation purposes "Attributes" and "Physics" values stack***
### Elements
Additional armor elements can be added by dependant mods, for example shields adds the group armor_shield which has by default a limit that only 1 shield can be worn at a time.
Adding Elements is more complex but the below code can be used to add new elements;
if minetest.global_exists("armor") and armor.elements then
table.insert(armor.elements, "hands")
end
**1st line** not strictly needed but checks that the global table "armor" and subtable "elements" exists
**2nd line** adds a new value to the armor.elements table called "hands"
See ***init.lua*** under **3d_armor>>shields** for a further example
The new armor item can now be registered using the new element
**Example**
armor:register_armor("mod_name:gloves_wood", {
description = "Wood Gauntlets",
inventory_image = "mod_name_inv_gloves_wood.png",
texture = "mod_name_gloves_wood.png",
preview = "mod_name_gloves_wood_preview.png",
groups = {armor_hands=1, armor_heal=0, armor_use=2000, flammable=1},
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
})
### Attributes
Three attributes are avaliable in 3d_armor these are armor_heal, armor_fire and armor_water. Although possible to add additional attributes they would do nothing as code needs to be provide to specifiy the behaviour this could be done in a dependant mod
#### Armor_heal
This isn't how much the armor will heal but relates to the chance the armor will completely block the damage. For each point of ***armor_heal*** there is a 1% chance that damage will be completely blocked, this value will stack between all armor pieces
**Example**
The below Diamond chestplate has a 12% chance to completely block all damage (armor_heal=12), however so do boots, helmet and trousers so if the player was wearing all 4 pieces they would have a 48% chance of blocking all damage each attack.
armor:register_armor("3d_armor:chestplate_diamond", {
description = S("Diamond Chestplate"),
inventory_image = "3d_armor_inv_chestplate_diamond.png",
groups = {armor_torso=1, armor_heal=12, armor_use=200},
armor_groups = {fleshy=20},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
#### Armor_fire
***"Armor_fire"*** provides 5 levels of fire protection
- level 1 protects against torches
- level 2 protects against crystal spike (Ethereal mod)
- level 3 protects against fire
- level 4 unused
- level 5 protects against lava
**Example**
armor:register_armor("mod_name:fire_proof_jacket", {
description = "Fire Proof Jacket",
inventory_image = "mod_name_inv_fire_proof_jacket.png",
groups = {armor_torso=1, armor_fire=3, armor_use=1000},
armor_groups = {fleshy=10},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
#### Armor_water
***"Armor_water"*** will periodically restore a players breath when underwater. This only has one level or state, which is armor_water=1
**Example**
armor:register_armor("mod_name:helmet_underwater_breath", {
description = "Helmet of Underwater Breathing",
inventory_image = "mod_name_inv_helmet_underwater_breath.png",
groups = {armor_head=1, armor_water=1, armor_use=1000},
armor_groups = {fleshy=5},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
})
#### Armor_feather
***"Armor_feather"*** will slow a player when falling. This only has one level or state, which is armor_feather=1
### Physics
The physics attributes supported by 3d_armor are ***physics_jump, physics_speed and physics_gravity***. Although 3d_armor supports the use of this with no other mods it is recommended that the mod [player_monoids](https://forum.minetest.net/viewtopic.php?t=14895) is used to help with intermod compatability.
***physics_jump*** - Will increase/decrease the jump strength of the player so they can jump more/less. The base number is "1" and any value is added or subtracted, supports fractional so "physics_jump=1" will increase jump strength by 100%. "physics_jump= -0.5" will decrease jump by 50%.
***physics_speed*** - Will increase/decrease the walk speed of the player so they walk faster/slower. The base number is "1" and any value is added or subtracted, supports fractional so "physics_speed=1.5" will increase speed by 150%, "physics_speed= -0.5" will decrease speed by 50%.
***physics_gravity*** - Will increase/decrease gravity the player experiences so it's higher/lower. The base number is "1" and any value is added or subtracted, supports fractional so "physics_gravity=2" will increase gravity by 200%, "physics_gravity= -1" will decrease gravity by 100%.
*Note: The player physics modifications won't be applied via `set_physics_override` if `player_physics_locked` is set to 1 in the respective player's meta.*
### Durability
Durability is determined by the value assigned to the group ***armor_use***. The higher the ***armor_use*** value the faster/more quickly it is damaged/degrades. This is calculated using the formula:
Total uses = approx(65535/armor_use)
**Example**
All wood armor items have an ***armor_use=2000***;
65535/2000 = 32.76 (32)
After 32 uses(hits) the armor item will break.
All diamond armor items have an ***armor_use=200***;
65535/2000 = 327.6 (327)
After 327 uses(hits) the armor item will break.
### Armor Material
The material the armor is made from is defined by adding the material to the end of registered armor item name. It is very important the material is the last item in the registered item name and it is preceeded by an "_" eg "_materialname".
The material name is what 3d_armor uses to determine if a player is wearing a set of armor. To recieve the set bonus all items worn must be made of the same material.
So to get a set bonus under the default set settings the players armor items listed below must be made of the same material:
* head - Helmet
* torso - Chestplate
* legs - Leggings
* feet - Boots
* shield - Shields
If all of the above were made of material "wood" the player would recieve an ***armor_set_bonus*** of armor_level * 1.1, essentially +10%
**Example One**
armor:register_armor("3d_armor:helmet_bronze", {
description = S("Bronze Helmet"),
inventory_image = "3d_armor_inv_helmet_bronze.png",
groups = {armor_head=1, armor_heal=6, armor_use=400, physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
**Example Two**
armor:register_armor("new_mod:helmet_spartan_bronze", {
description = S("Spartan Helmet"),
inventory_image = "new_mod_inv_helmet_spartan_bronze.png",
groups = {armor_head=1, armor_heal=6, armor_use=350, physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=12},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
***Note: At the moment an armor item can only be made of one material***
## Armor Functions
See also: [API Reference](https://minetest-mods.github.io/3d_armor/reference/)
### armor set_player_armor
armor:set_player_armor(player)
Primarily an internal function but can be called externally to apply any
changes that might not otherwise get handled.
### armor punch
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
Used to apply damage to all equipped armor based on the damage groups of
each individual item.`hitter`, `time_from_last_punch` and `tool_capabilities`
are optional but should be valid if included.
### armor damage
armor:damage(player, index, stack, use)
Adds wear to a single armor itemstack, triggers `on_damage` callbacks and
updates the necessary inventories. Also handles item destruction callbacks
and so should NOT be called from `on_unequip` to avoid an infinite loop.
### armor remove_all
armor:remove_all(player)
Removes all armors from the player's inventory without triggering any callback.
### armor equip
armor:equip(player, armor_name)
Equip the armor, removing the itemstack from the main inventory if there's one.
### armor unequip
armor:unequip(player, armor_name)
Unequip the armor, adding the itemstack to the main inventory.
### armor update_skin
armor:update_skin(player_name)
Triggers a skin update with the same action as if a field with `skins_set` was submitted.
## Callbacks
### Item Callbacks
In all of the below when armor is destroyed `stack` will contain a copy of the previous stack.
*unsure what this note means may apply to all item callbacks or just on_punched*
Return `false` to override armor damage effects.
#### on_equip
on_equip = func(player, index, stack)
#### on_unequip
on_unequip = func(player, index, stack)
#### on_destroy
on_destroy = func(player, index, stack)
#### on_damage
on_damage = func(player, index, stack)
#### on_punched
on_punched = func(player, hitter, time_from_last_punch, tool_capabilities)
`on_punched` is called every time a player is punched or takes damage, `hitter`, `time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the case of fall damage.
When fire protection is enabled, hitter == "fire" in the event of fire damage.
### Global Callbacks
#### armor register_on_update
armor:register_on_update(function(player))
#### armor register_on_equip
armor:register_on_equip(function(player, index, stack))
#### armor register_on_unequip
armor:register_on_unequip(function(player, index, stack))
#### armor register_on_destroy
armor:register_on_destroy(function(player, index, stack))
**Example**
armor:register_on_update(function(player)
print(player:get_player_name().." armor updated!")
end)
# Credits
### The below have added too, tested or in other ways contributed to the development and ongoing support of 3d_Armor
|Stu |Stujones11 |Stu |Github Ghosts |
|:---------------:|:---------------:|:---------------:|:---------------:|
|Pavel_S |BlockMen |Tenplus1 |donat-b |
|JPRuehmann |BrandonReese |Megaf |Zeg9 |
|poet.nohit |Echoes91 |Adimgar |Khonkhortisan |
|VanessaE |CraigyDavi |proller |Thomasrudin |
|Byakuren |kilbith (jp) |afflatus |G1ov4 |
|Thomas-S |Dragonop |Napiophelios |Emojigit |
|rubenwardy |daviddoesminetest|bell07 |OgelGames |
|tobyplowy |crazyginger72 |fireglow |bhree |
|Lone_Wolf(HT) |Wuzzy(2) |numberZero |Monte48 |
|AntumDeluge |Terumoc |runsy |Dacmot |
|codexp |davidthecreator |SmallJoker |orbea |
|BuckarooBanzay |daret |Exeterdad |Calinou |
|Pilcrow182 |indriApollo |HybridDog |CraigyDavi |
|Paly-2 |Diogogomes | | |
*Note: Names gathered from 3d_armor forum thread and github, I may have missed some people, apologises if I have - S01*

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--- 3D Armor API
--
-- @topic api
local transparent_armor = minetest.settings:get_bool("armor_transparent", false)
--- Tables
--
-- @section tables
--- Armor definition table used for registering armor.
--
-- @table ArmorDef
-- @tfield string description Human-readable name/description.
-- @tfield string inventory_image Image filename used for icon.
-- @tfield table groups See: `ArmorDef.groups`
-- @tfield table armor_groups See: `ArmorDef.armor_groups`
-- @tfield table damage_groups See: `ArmorDef.damage_groups`
-- @see ItemDef
-- @usage local def = {
-- description = "Wood Helmet",
-- inventory_image = "3d_armor_inv_helmet_wood.png",
-- groups = {armor_head=1, armor_heal=0, armor_use=2000, flammable=1},
-- armor_groups = {fleshy=5},
-- damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
-- }
--- Groups table.
--
-- General groups defining item behavior.
--
-- Some commonly used groups: ***armor\_&lt;type&gt;***, ***armor\_heal***, ***armor\_use***
--
-- @table ArmorDef.groups
-- @tfield int armor_type The armor type. "head", "torso", "hands", "shield", etc.
-- (**Note:** replace "type" with actual type).
-- @tfield int armor_heal Healing value of armor when equipped.
-- @tfield int armor_use Amount of uses/damage before armor "breaks".
-- @see groups
-- @usage groups = {
-- armor_head = 1,
-- armor_heal = 5,
-- armor_use = 2000,
-- flammable = 1,
-- }
--- Armor groups table.
--
-- Groups that this item is effective against when taking damage.
--
-- Some commonly used groups: ***fleshy***
--
-- @table ArmorDef.armor_groups
-- @usage armor_groups = {
-- fleshy = 5,
-- }
--- Damage groups table.
--
-- Groups that this item is effective on when used as a weapon/tool.
--
-- Some commonly used groups: ***cracky***, ***snappy***, ***choppy***, ***crumbly***, ***level***
--
-- @table ArmorDef.damage_groups
-- @see entity_damage_mechanism
-- @usage damage_groups = {
-- cracky = 3,
-- snappy = 2,
-- choppy = 3,
-- crumbly = 2,
-- level = 1,
-- }
--- @section end
-- support for i18n
local S = minetest.get_translator(minetest.get_current_modname())
local skin_previews = {}
local use_player_monoids = minetest.global_exists("player_monoids")
local use_armor_monoid = minetest.global_exists("armor_monoid")
local use_pova_mod = minetest.get_modpath("pova")
local armor_def = setmetatable({}, {
__index = function()
return setmetatable({
groups = setmetatable({}, {
__index = function()
return 0
end})
}, {
__index = function()
return 0
end
})
end,
})
local armor_textures = setmetatable({}, {
__index = function()
return setmetatable({}, {
__index = function()
return "blank.png"
end
})
end
})
armor = {
timer = 0,
elements = {"head", "torso", "legs", "feet"},
physics = {"jump", "speed", "gravity"},
attributes = {"heal", "fire", "water", "feather"},
formspec = "image[2.5,0;2,4;armor_preview]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
default.get_hotbar_bg(0, 4.7)..
"list[current_player;main;0,4.7;8,1;]"..
"list[current_player;main;0,5.85;8,3;8]",
def = armor_def,
textures = armor_textures,
default_skin = "character",
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",
nether = "nether:nether_ingot",
},
fire_nodes = {
{"nether:lava_source", 5, 8},
{"default:lava_source", 5, 8},
{"default:lava_flowing", 5, 8},
{"fire:basic_flame", 3, 4},
{"fire:permanent_flame", 3, 4},
{"ethereal:crystal_spike", 2, 1},
{"ethereal:fire_flower", 2, 1},
{"nether:lava_crust", 2, 1},
{"default:torch", 1, 1},
{"default:torch_ceiling", 1, 1},
{"default:torch_wall", 1, 1},
},
registered_groups = {["fleshy"]=100},
registered_callbacks = {
on_update = {},
on_equip = {},
on_unequip = {},
on_damage = {},
on_destroy = {},
},
migrate_old_inventory = true,
version = "0.4.13",
get_translator = S
}
armor.config = {
init_delay = 2,
bones_delay = 1,
update_time = 1,
drop = minetest.get_modpath("bones") ~= nil,
destroy = false,
level_multiplier = 1,
heal_multiplier = 1,
material_wood = true,
material_cactus = true,
material_steel = true,
material_bronze = true,
material_diamond = true,
material_gold = true,
material_mithril = true,
material_crystal = true,
material_nether = true,
set_elements = "head torso legs feet shield",
set_multiplier = 1.1,
water_protect = true,
fire_protect = true,
fire_protect_torch = false,
feather_fall = true,
punch_damage = true,
}
--- Methods
--
-- @section methods
--- Registers a new armor item.
--
-- @function armor:register_armor
-- @tparam string name Armor item technical name (ex: "3d\_armor:helmet\_gold").
-- @tparam ArmorDef def Armor definition table.
-- @usage armor:register_armor("3d_armor:helmet_wood", {
-- description = "Wood Helmet",
-- inventory_image = "3d_armor_inv_helmet_wood.png",
-- groups = {armor_head=1, armor_heal=0, armor_use=2000, flammable=1},
-- armor_groups = {fleshy=5},
-- damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
-- })
armor.register_armor = function(self, name, def)
def.on_secondary_use = function(itemstack, player)
return armor:equip(player, itemstack)
end
def.on_place = function(itemstack, player, pointed_thing)
if pointed_thing.type == "node" and player and not player:get_player_control().sneak then
local node = minetest.get_node(pointed_thing.under)
local ndef = minetest.registered_nodes[node.name]
if ndef and ndef.on_rightclick then
return ndef.on_rightclick(pointed_thing.under, node, player, itemstack, pointed_thing)
end
end
return armor:equip(player, itemstack)
end
-- The below is a very basic check to try and see if a material name exists as part
-- of the item name. However this check is very simple and just checks theres "_something"
-- at the end of the item name and logging an error to debug if not.
local check_mat_exists = string.match(name, "%:.+_(.+)$")
if check_mat_exists == nil then
minetest.log("warning:[3d_armor] Registered armor "..name..
" does not have \"_material\" specified at the end of the item registration name")
end
minetest.register_tool(name, def)
end
--- Registers a new armor group.
--
-- @function armor:register_armor_group
-- @tparam string group Group ID.
-- @tparam int base Base armor value.
armor.register_armor_group = function(self, group, base)
base = base or 100
self.registered_groups[group] = base
if use_armor_monoid then
armor_monoid.register_armor_group(group, base)
end
end
--- Armor Callbacks Registration
--
-- @section callbacks
--- Registers a callback for when player visuals are update.
--
-- @function armor:register_on_update
-- @tparam function func Function to be executed.
-- @see armor:update_player_visuals
-- @usage armor:register_on_update(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_update = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_update, func)
end
end
--- Registers a callback for when armor is equipped.
--
-- @function armor:register_on_equip
-- @tparam function func Function to be executed.
-- @usage armor:register_on_equip(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_equip = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_equip, func)
end
end
--- Registers a callback for when armor is unequipped.
--
-- @function armor:register_on_unequip
-- @tparam function func Function to be executed.
-- @usage armor:register_on_unequip(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_unequip = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_unequip, func)
end
end
--- Registers a callback for when armor is damaged.
--
-- @function armor:register_on_damage
-- @tparam function func Function to be executed.
-- @see armor:damage
-- @usage armor:register_on_damage(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_damage = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_damage, func)
end
end
--- Registers a callback for when armor is destroyed.
--
-- @function armor:register_on_destroy
-- @tparam function func Function to be executed.
-- @see armor:damage
-- @usage armor:register_on_destroy(function(player, index, stack)
-- -- code to execute
-- end)
armor.register_on_destroy = function(self, func)
if type(func) == "function" then
table.insert(self.registered_callbacks.on_destroy, func)
end
end
--- @section end
--- Methods
--
-- @section methods
--- Runs callbacks.
--
-- @function armor:run_callbacks
-- @tparam function callback Function to execute.
-- @tparam ObjectRef player First parameter passed to callback.
-- @tparam int index Second parameter passed to callback.
-- @tparam ItemStack stack Callback owner.
armor.run_callbacks = function(self, callback, player, index, stack)
if stack then
local def = stack:get_definition() or {}
if type(def[callback]) == "function" then
def[callback](player, index, stack)
end
end
local callbacks = self.registered_callbacks[callback]
if callbacks then
for _, func in pairs(callbacks) do
func(player, index, stack)
end
end
end
--- Updates visuals.
--
-- @function armor:update_player_visuals
-- @tparam ObjectRef player
armor.update_player_visuals = function(self, player)
if not player then
return
end
local name = player:get_player_name()
if self.textures[name] then
player_api.set_textures(player, {
self.textures[name].skin,
self.textures[name].armor,
self.textures[name].wielditem,
})
end
self:run_callbacks("on_update", player)
end
--- Sets player's armor attributes.
--
-- @function armor:set_player_armor
-- @tparam ObjectRef player
armor.set_player_armor = function(self, player)
local name, armor_inv = self:get_valid_player(player, "[set_player_armor]")
if not name then
return
end
local state = 0
local count = 0
local preview = armor:get_preview(name)
local texture = "blank.png"
local physics = {}
local attributes = {}
local levels = {}
local groups = {}
local change = {}
local set_worn = {}
local armor_multi = 0
local worn_armor = armor:get_weared_armor_elements(player)
for _, phys in pairs(self.physics) do
physics[phys] = 1
end
for _, attr in pairs(self.attributes) do
attributes[attr] = 0
end
for group, _ in pairs(self.registered_groups) do
change[group] = 1
levels[group] = 0
end
local list = armor_inv:get_list("armor")
if type(list) ~= "table" then
return
end
for i, stack in pairs(list) do
if stack:get_count() == 1 then
local def = stack:get_definition()
for _, element in pairs(self.elements) do
if def.groups["armor_"..element] then
if def.armor_groups then
for group, level in pairs(def.armor_groups) do
if levels[group] then
levels[group] = levels[group] + level
end
end
else
local level = def.groups["armor_"..element]
levels["fleshy"] = levels["fleshy"] + level
end
break
end
-- DEPRECATED, use armor_groups instead
if def.groups["armor_radiation"] and levels["radiation"] then
levels["radiation"] = levels["radiation"] + def.groups["armor_radiation"]
end
end
local item = stack:get_name()
local tex = def.texture or item:gsub("%:", "_")
tex = tex:gsub(".png$", "")
local prev = def.preview or tex.."_preview"
prev = prev:gsub(".png$", "")
if not transparent_armor then
texture = texture.."^"..tex..".png"
end
preview = preview.."^"..prev..".png"
state = state + stack:get_wear()
count = count + 1
for _, phys in pairs(self.physics) do
local value = def.groups["physics_"..phys] or 0
physics[phys] = physics[phys] + value
end
for _, attr in pairs(self.attributes) do
local value = def.groups["armor_"..attr] or 0
attributes[attr] = attributes[attr] + value
end
end
end
-- The following code compares player worn armor items against requirements
-- of which armor pieces are needed to be worn to meet set bonus requirements
for loc,item in pairs(worn_armor) do
local item_mat = string.match(item, "%:.+_(.+)$")
local worn_key = item_mat or "unknown"
-- Perform location checks to ensure the armor is worn correctly
for k,set_loc in pairs(armor.config.set_elements)do
if set_loc == loc then
if set_worn[worn_key] == nil then
set_worn[worn_key] = 0
set_worn[worn_key] = set_worn[worn_key] + 1
else
set_worn[worn_key] = set_worn[worn_key] + 1
end
end
end
end
-- Apply the armor multiplier only if the player is wearing a full set of armor
for mat_name,arm_piece_num in pairs(set_worn) do
if arm_piece_num == #armor.config.set_elements then
armor_multi = armor.config.set_multiplier
end
end
for group, level in pairs(levels) do
if level > 0 then
level = level * armor.config.level_multiplier
if armor_multi ~= 0 then
level = level * armor.config.set_multiplier
end
end
local base = self.registered_groups[group]
self.def[name].groups[group] = level
if level > base then
level = base
end
groups[group] = base - level
change[group] = groups[group] / base
end
for _, attr in pairs(self.attributes) do
local mult = attr == "heal" and self.config.heal_multiplier or 1
self.def[name][attr] = attributes[attr] * mult
end
for _, phys in pairs(self.physics) do
self.def[name][phys] = physics[phys]
end
if use_armor_monoid then
armor_monoid.monoid:add_change(player, change, "3d_armor:armor")
else
-- Preserve immortal group (damage disabled for player)
local player_groups = player:get_armor_groups()
local immortal = player_groups.immortal
if immortal and immortal ~= 0 then
groups.immortal = 1
end
-- Preserve fall_damage_add_percent group (fall damage modifier)
groups.fall_damage_add_percent = player_groups.fall_damage_add_percent
player:set_armor_groups(groups)
end
if use_player_monoids then
player_monoids.speed:add_change(player, physics.speed,
"3d_armor:physics")
player_monoids.jump:add_change(player, physics.jump,
"3d_armor:physics")
player_monoids.gravity:add_change(player, physics.gravity,
"3d_armor:physics")
elseif use_pova_mod then
-- only add the changes, not the default 1.0 for each physics setting
pova.add_override(name, "3d_armor", {
speed = physics.speed - 1,
jump = physics.jump - 1,
gravity = physics.gravity - 1,
})
pova.do_override(player)
else
local player_physics_locked = player:get_meta():get_int("player_physics_locked")
if player_physics_locked == nil or player_physics_locked == 0 then
player:set_physics_override(physics)
end
end
self.textures[name].armor = texture
self.textures[name].preview = preview
self.def[name].level = self.def[name].groups.fleshy or 0
self.def[name].state = state
self.def[name].count = count
self:update_player_visuals(player)
end
--- Action when armor is punched.
--
-- @function armor:punch
-- @tparam ObjectRef player Player wearing the armor.
-- @tparam ObjectRef hitter Entity attacking player.
-- @tparam[opt] int time_from_last_punch Time in seconds since last punch action.
-- @tparam[opt] table tool_capabilities See `entity_damage_mechanism`.
armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabilities)
local name, armor_inv = self:get_valid_player(player, "[punch]")
if not name then
return
end
local set_state
local set_count
local state = 0
local count = 0
local recip = true
local default_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1}
local list = armor_inv:get_list("armor")
for i, stack in pairs(list) do
if stack:get_count() == 1 then
local itemname = stack:get_name()
local use = minetest.get_item_group(itemname, "armor_use") or 0
local damage = use > 0
local def = stack:get_definition() or {}
if type(def.on_punched) == "function" then
damage = def.on_punched(player, hitter, time_from_last_punch,
tool_capabilities) ~= false and damage == true
end
if damage == true and tool_capabilities then
local damage_groups = def.damage_groups or default_groups
local level = damage_groups.level or 0
local groupcaps = tool_capabilities.groupcaps or {}
local uses = 0
damage = false
if next(groupcaps) == nil then
damage = true
end
for group, caps in pairs(groupcaps) do
local maxlevel = caps.maxlevel or 0
local diff = maxlevel - level
if diff == 0 then
diff = 1
end
if diff > 0 and caps.times then
local group_level = damage_groups[group]
if group_level then
local time = caps.times[group_level]
if time then
local dt = time_from_last_punch or 0
if dt > time / diff then
if caps.uses then
uses = caps.uses * math.pow(3, diff)
end
damage = true
break
end
end
end
end
end
if damage == true and recip == true and hitter and
def.reciprocate_damage == true and uses > 0 then
local item = hitter:get_wielded_item()
if item and item:get_name() ~= "" then
item:add_wear(65535 / uses)
hitter:set_wielded_item(item)
end
-- reciprocate tool damage only once
recip = false
end
end
if damage == true and hitter == "fire" then
damage = minetest.get_item_group(itemname, "flammable") > 0
end
if damage == true then
self:damage(player, i, stack, use)
set_state = self.def[name].state
set_count = self.def[name].count
end
state = state + stack:get_wear()
count = count + 1
end
end
if set_count and set_count ~= count then
state = set_state or state
count = set_count or count
end
self.def[name].state = state
self.def[name].count = count
end
--- Action when armor is damaged.
--
-- @function armor:damage
-- @tparam ObjectRef player
-- @tparam int index Inventory index where armor is equipped.
-- @tparam ItemStack stack Armor item receiving damaged.
-- @tparam int use Amount of wear to add to armor item.
armor.damage = function(self, player, index, stack, use)
local old_stack = ItemStack(stack)
local worn_armor = armor:get_weared_armor_elements(player)
if not worn_armor then
return
end
local armor_worn_cnt = 0
for k,v in pairs(worn_armor) do
armor_worn_cnt = armor_worn_cnt + 1
end
use = math.ceil(use/armor_worn_cnt)
stack:add_wear(use)
self:run_callbacks("on_damage", player, index, stack)
self:set_inventory_stack(player, index, stack)
if stack:get_count() == 0 then
self:run_callbacks("on_unequip", player, index, old_stack)
self:run_callbacks("on_destroy", player, index, old_stack)
self:set_player_armor(player)
end
end
--- Get elements of equipped armor.
--
-- @function armor:get_weared_armor_elements
-- @tparam ObjectRef player
-- @treturn table List of equipped armors.
armor.get_weared_armor_elements = function(self, player)
local name, inv = self:get_valid_player(player, "[get_weared_armor]")
local weared_armor = {}
if not name then
return
end
for i=1, inv:get_size("armor") do
local item_name = inv:get_stack("armor", i):get_name()
local element = self:get_element(item_name)
if element ~= nil then
weared_armor[element] = item_name
end
end
return weared_armor
end
--- Equips a piece of armor to a player.
--
-- @function armor:equip
-- @tparam ObjectRef player Player to whom item is equipped.
-- @tparam ItemStack itemstack Armor item to be equipped.
-- @treturn ItemStack Leftover item stack.
armor.equip = function(self, player, itemstack)
local name, armor_inv = self:get_valid_player(player, "[equip]")
local armor_element = self:get_element(itemstack:get_name())
if name and armor_element then
local index
for i=1, armor_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if self:get_element(stack:get_name()) == armor_element then
--prevents equiping an armor that would unequip a cursed armor.
if minetest.get_item_group(stack:get_name(), "cursed") ~= 0 then
return itemstack
end
index = i
self:unequip(player, armor_element)
break
elseif not index and stack:is_empty() then
index = i
end
end
local stack = itemstack:take_item()
armor_inv:set_stack("armor", index, stack)
self:run_callbacks("on_equip", player, index, stack)
self:set_player_armor(player)
self:save_armor_inventory(player)
end
return itemstack
end
--- Unequips a piece of armor from a player.
--
-- @function armor:unequip
-- @tparam ObjectRef player Player from whom item is removed.
-- @tparam string armor_element Armor type identifier associated with the item
-- to be removed ("head", "torso", "hands", "shield", "legs", "feet", etc.).
armor.unequip = function(self, player, armor_element)
local name, armor_inv = self:get_valid_player(player, "[unequip]")
if not name then
return
end
for i=1, armor_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if self:get_element(stack:get_name()) == armor_element then
armor_inv:set_stack("armor", i, "")
minetest.after(0, function()
local pplayer = minetest.get_player_by_name(name)
if pplayer then -- player is still online
local inv = pplayer:get_inventory()
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
minetest.add_item(pplayer:get_pos(), stack)
end
end
end)
self:run_callbacks("on_unequip", player, i, stack)
self:set_player_armor(player)
self:save_armor_inventory(player)
return
end
end
end
--- Removes all armor worn by player.
--
-- @function armor:remove_all
-- @tparam ObjectRef player
armor.remove_all = function(self, player)
local name, inv = self:get_valid_player(player, "[remove_all]")
if not name then
return
end
inv:set_list("armor", {})
self:set_player_armor(player)
self:save_armor_inventory(player)
end
local skin_mod
--- Retrieves player's current skin.
--
-- @function armor:get_player_skin
-- @tparam string name Player name.
-- @treturn string Skin filename.
armor.get_player_skin = function(self, name)
if (skin_mod == "skins" or skin_mod == "simple_skins") and skins.skins[name] then
return skins.skins[name]..".png"
elseif skin_mod == "u_skins" and u_skins.u_skins[name] then
return u_skins.u_skins[name]..".png"
elseif skin_mod == "wardrobe" and wardrobe.playerSkins and wardrobe.playerSkins[name] then
return wardrobe.playerSkins[name]
end
return armor.default_skin..".png"
end
--- Updates skin.
--
-- @function armor:update_skin
-- @tparam string name Player name.
armor.update_skin = function(self, name)
minetest.after(0, function()
local pplayer = minetest.get_player_by_name(name)
if pplayer then
self.textures[name].skin = self:get_player_skin(name)
self:set_player_armor(pplayer)
end
end)
end
--- Adds preview for armor inventory.
--
-- @function armor:add_preview
-- @tparam string preview Preview image filename.
armor.add_preview = function(self, preview)
skin_previews[preview] = true
end
--- Retrieves preview for armor inventory.
--
-- @function armor:get_preview
-- @tparam string name Player name.
-- @treturn string Preview image filename.
armor.get_preview = function(self, name)
local preview = string.gsub(armor:get_player_skin(name), ".png", "_preview.png")
if skin_previews[preview] then
return preview
end
return "character_preview.png"
end
--- Retrieves armor formspec.
--
-- @function armor:get_armor_formspec
-- @tparam string name Player name.
-- @tparam[opt] bool listring Use `listring` formspec element (default: `false`).
-- @treturn string Formspec formatted string.
armor.get_armor_formspec = function(self, name, listring)
local formspec = armor.formspec..
"list[detached:"..name.."_armor;armor;0,0.5;2,3;]"
if listring == true then
formspec = formspec.."listring[current_player;main]"..
"listring[detached:"..name.."_armor;armor]"
end
formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
formspec = formspec:gsub("armor_level", armor.def[name].level)
for _, attr in pairs(self.attributes) do
formspec = formspec:gsub("armor_attr_"..attr, armor.def[name][attr])
end
for group, _ in pairs(self.registered_groups) do
formspec = formspec:gsub("armor_group_"..group,
armor.def[name].groups[group])
end
return formspec
end
--- Retrieves element.
--
-- @function armor:get_element
-- @tparam string item_name
-- @return Armor element.
armor.get_element = function(self, item_name)
for _, element in pairs(armor.elements) do
if minetest.get_item_group(item_name, "armor_"..element) > 0 then
return element
end
end
end
--- Serializes armor inventory.
--
-- @function armor:serialize_inventory_list
-- @tparam table list Inventory contents.
-- @treturn string
armor.serialize_inventory_list = function(self, list)
local list_table = {}
for _, stack in ipairs(list) do
table.insert(list_table, stack:to_string())
end
return minetest.serialize(list_table)
end
--- Deserializes armor inventory.
--
-- @function armor:deserialize_inventory_list
-- @tparam string list_string Serialized inventory contents.
-- @treturn table
armor.deserialize_inventory_list = function(self, list_string)
local list_table = minetest.deserialize(list_string)
local list = {}
for _, stack in ipairs(list_table or {}) do
table.insert(list, ItemStack(stack))
end
return list
end
--- Loads armor inventory.
--
-- @function armor:load_armor_inventory
-- @tparam ObjectRef player
-- @treturn bool
armor.load_armor_inventory = function(self, player)
local _, inv = self:get_valid_player(player, "[load_armor_inventory]")
if inv then
local meta = player:get_meta()
local armor_list_string = meta:get_string("3d_armor_inventory")
if armor_list_string then
inv:set_list("armor",
self:deserialize_inventory_list(armor_list_string))
return true
end
end
end
--- Saves armor inventory.
--
-- Inventory is stored in `PlayerMetaRef` string "3d\_armor\_inventory".
--
-- @function armor:save_armor_inventory
-- @tparam ObjectRef player
armor.save_armor_inventory = function(self, player)
local _, inv = self:get_valid_player(player, "[save_armor_inventory]")
if inv then
local meta = player:get_meta()
meta:set_string("3d_armor_inventory",
self:serialize_inventory_list(inv:get_list("armor")))
end
end
--- Updates inventory.
--
-- DEPRECATED: Legacy inventory support.
--
-- @function armor:update_inventory
-- @param player
armor.update_inventory = function(self, player)
-- DEPRECATED: Legacy inventory support
end
--- Sets inventory stack.
--
-- @function armor:set_inventory_stack
-- @tparam ObjectRef player
-- @tparam int i Armor inventory index.
-- @tparam ItemStack stack Armor item.
armor.set_inventory_stack = function(self, player, i, stack)
local _, inv = self:get_valid_player(player, "[set_inventory_stack]")
if inv then
inv:set_stack("armor", i, stack)
self:save_armor_inventory(player)
end
end
--- Checks for a player that can use armor.
--
-- @function armor:get_valid_player
-- @tparam ObjectRef player
-- @tparam string msg Additional info for log messages.
-- @treturn list Player name & armor inventory.
-- @usage local name, inv = armor:get_valid_player(player, "[equip]")
armor.get_valid_player = function(self, player, msg)
msg = msg or ""
if not player then
minetest.log("warning", ("3d_armor%s: Player reference is nil"):format(msg))
return
end
if type(player) ~= "userdata" then
-- Fake player, fail silently
return
end
local name = player:get_player_name()
if not name then
minetest.log("warning", ("3d_armor%s: Player name is nil"):format(msg))
return
end
local inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not inv then
-- This check may fail when called inside `on_joinplayer`
-- in that case, the armor will be initialized/updated later on
minetest.log("warning", ("3d_armor%s: Detached armor inventory is nil"):format(msg))
return
end
return name, inv
end
--- Drops armor item at given position.
--
-- @tparam vector pos
-- @tparam ItemStack stack Armor item to be dropped.
armor.drop_armor = function(pos, stack)
local node = minetest.get_node_or_nil(pos)
if node then
local obj = minetest.add_item(pos, stack)
if obj then
obj:set_velocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
end
end
end
--- Allows skin mod to be set manually.
--
-- Useful for skin mod forks that do not use the same name.
--
-- @tparam string mod Name of skin mod. Recognized names are "simple\_skins", "u\_skins", & "wardrobe".
armor.set_skin_mod = function(mod)
skin_mod = mod
end

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-- DEPRECATED, will not be supported in future versions
-- See README.txt for new configuration options.
-- 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",
nether = "nether:nether_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},
{"fire:permanent_flame", 3, 4},
{"ethereal:crystal_spike", 2, 1},
{"ethereal:fire_flower", 2, 1},
{"default:torch", 1, 1},
}
-- Increase this if you get initialization glitches when a player first joins.
ARMOR_INIT_DELAY = 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
-- You can use this to increase or decrease overall armor radiation protection,
-- eg: ARMOR_RADIATION_MULTIPLIER = 0 will completely disable radiation protection.
-- Note: patched technic mod is required
ARMOR_RADIATION_MULTIPLIER = 1

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3d_armor -- Crafting Guide
--------------------------
Helmets:
+---+---+---+
| X | X | X |
+---+---+---+
| X | | X |
+---+---+---+
| | | |
+---+---+---+
[3d_armor:helmet_wood] X = [default:wood]
[3d_armor:helmet_cactus] X = [default:cactus]
[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_gold] X = [default:gold_ingot]
[3d_armor:helmet_mithril] X = [moreores:mithril_ingot] *
[3d_armor:helmet_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:helmet_nether] X = [ethereal:nether_ingot] **
Chestplates:
+---+---+---+
| X | | X |
+---+---+---+
| X | X | X |
+---+---+---+
| X | X | X |
+---+---+---+
[3d_armor:chestplate_wood] X = [default:wood]
[3d_armor:chestplate_cactus] X = [default:cactus]
[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_gold] X = [default:gold_ingot]
[3d_armor:chestplate_mithril] X = [moreores:mithril_ingot] *
[3d_armor:chestplate_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:chestplate_nether] X = [ethereal:nether_ingot] **
Leggings:
+---+---+---+
| X | X | X |
+---+---+---+
| X | | X |
+---+---+---+
| X | | X |
+---+---+---+
[3d_armor:leggings_wood] X = [default:wood]
[3d_armor:leggings_cactus] X = [default:cactus]
[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_gold] X = [default:gold_ingot]
[3d_armor:leggings_mithril] X = [moreores:mithril_ingot] *
[3d_armor:leggings_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:leggings_nether] X = [ethereal:nether_ingot] **
Boots:
+---+---+---+
| X | | X |
+---+---+---+
| X | | X |
+---+---+---+
[3d_armor:boots_wood] X = [default:wood]
[3d_armor:boots_cactus] X = [default:cactus]
[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_gold] X = [default:gold_ingot]
[3d_armor:boots_mithril] X = [moreores:mithril_ingot] *
[3d_armor:boots_crystal] X = [ethereal:crystal_ingot] **
[3d_armor:boots_nether] X = [ethereal:nether_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
** Requires nether mod - https://github.com/minetest-mods/nether.git

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local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local worldpath = minetest.get_worldpath()
local last_punch_time = {}
local timer = 0
dofile(modpath.."/api.lua")
-- local functions
local F = minetest.formspec_escape
local S = armor.get_translator
-- integration test
if minetest.settings:get_bool("enable_3d_armor_integration_test") then
dofile(modpath.."/integration_test.lua")
end
-- Legacy Config Support
local input = io.open(modpath.."/armor.conf", "r")
if input then
dofile(modpath.."/armor.conf")
input:close()
end
input = io.open(worldpath.."/armor.conf", "r")
if input then
dofile(worldpath.."/armor.conf")
input:close()
end
for name, _ in pairs(armor.config) do
local global = "ARMOR_"..name:upper()
if minetest.global_exists(global) then
armor.config[name] = _G[global]
end
end
if minetest.global_exists("ARMOR_MATERIALS") then
armor.materials = table.copy(ARMOR_MATERIALS)
end
if minetest.global_exists("ARMOR_FIRE_NODES") then
armor.fire_nodes = table.copy(ARMOR_FIRE_NODES)
end
-- Load Configuration
for name, config in pairs(armor.config) do
local setting = minetest.settings:get("armor_"..name)
if type(config) == "number" then
setting = tonumber(setting)
elseif type(config) == "string" then
setting = tostring(setting)
elseif type(config) == "boolean" then
setting = minetest.settings:get_bool("armor_"..name)
end
if setting ~= nil then
armor.config[name] = setting
end
end
for material, _ in pairs(armor.materials) do
local key = "material_"..material
if armor.config[key] == false then
armor.materials[material] = nil
end
end
-- Convert set_elements to a Lua table splitting on blank spaces
local t_set_elements = armor.config.set_elements
armor.config.set_elements = string.split(t_set_elements, " ")
-- Remove torch damage if fire_protect_torch == false
if armor.config.fire_protect_torch == false and armor.config.fire_protect == true then
for k,v in pairs(armor.fire_nodes) do
for k2,v2 in pairs(v) do
if string.find (v2,"torch") then
armor.fire_nodes[k] = nil
end
end
end
end
-- Mod Compatibility
if minetest.get_modpath("technic") then
armor.formspec = armor.formspec..
"label[5,2.5;"..F(S("Radiation"))..": armor_group_radiation]"
armor:register_armor_group("radiation")
end
local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
for _, mod in pairs(skin_mods) do
local path = minetest.get_modpath(mod)
if path then
local dir_list = minetest.get_dir_list(path.."/textures")
for _, fn in pairs(dir_list) do
if fn:find("_preview.png$") then
armor:add_preview(fn)
end
end
armor.set_skin_mod(mod)
end
end
-- Armor Initialization
armor.formspec = armor.formspec..
"label[5,1;"..F(S("Level"))..": armor_level]"..
"label[5,1.5;"..F(S("Heal"))..": armor_attr_heal]"
if armor.config.fire_protect then
armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..": armor_attr_fire]"
end
armor:register_on_damage(function(player, index, stack)
local name = player:get_player_name()
local def = stack:get_definition()
if name and def and def.description and stack:get_wear() > 60100 then
minetest.chat_send_player(name, S("Your @1 is almost broken!", def.description))
minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
end
end)
armor:register_on_destroy(function(player, index, stack)
local name = player:get_player_name()
local def = stack:get_definition()
if name and def and def.description then
minetest.chat_send_player(name, S("Your @1 got destroyed!", def.description))
minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
end
end)
local function validate_armor_inventory(player)
-- Workaround for detached inventory swap exploit
local _, inv = armor:get_valid_player(player, "[validate_armor_inventory]")
local pos = player:get_pos()
if not inv then
return
end
local armor_prev = {}
local attribute_meta = player:get_meta() -- I know, the function's name is weird but let it be like that. ;)
local armor_list_string = attribute_meta:get_string("3d_armor_inventory")
if armor_list_string then
local armor_list = armor:deserialize_inventory_list(armor_list_string)
for i, stack in ipairs(armor_list) do
if stack:get_count() > 0 then
armor_prev[stack:get_name()] = i
end
end
end
local elements = {}
local player_inv = player:get_inventory()
for i = 1, 6 do
local stack = inv:get_stack("armor", i)
if stack:get_count() > 0 then
local item = stack:get_name()
local element = armor:get_element(item)
if element and not elements[element] then
if armor_prev[item] then
armor_prev[item] = nil
else
-- Item was not in previous inventory
armor:run_callbacks("on_equip", player, i, stack)
end
elements[element] = true;
else
inv:remove_item("armor", stack)
minetest.item_drop(stack, player, pos)
-- The following code returns invalid items to the player's main
-- inventory but could open up the possibity for a hacked client
-- to receive items back they never really had. I am not certain
-- so remove the is_singleplayer check at your own risk :]
if minetest.is_singleplayer() and player_inv and
player_inv:room_for_item("main", stack) then
player_inv:add_item("main", stack)
end
end
end
end
for item, i in pairs(armor_prev) do
local stack = ItemStack(item)
-- Previous item is not in current inventory
armor:run_callbacks("on_unequip", player, i, stack)
end
end
local function init_player_armor(initplayer)
local name = assert(initplayer:get_player_name())
local armor_inv = minetest.create_detached_inventory(name.."_armor", {
on_put = function(inv, listname, index, stack, player)
validate_armor_inventory(player)
armor:save_armor_inventory(player)
armor:set_player_armor(player)
end,
on_take = function(inv, listname, index, stack, player)
validate_armor_inventory(player)
armor:save_armor_inventory(player)
armor:set_player_armor(player)
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
validate_armor_inventory(player)
armor:save_armor_inventory(player)
armor:set_player_armor(player)
end,
allow_put = function(inv, listname, index, put_stack, player)
if player:get_player_name() ~= name then
return 0
end
local element = armor:get_element(put_stack:get_name())
if not element then
return 0
end
for i = 1, 6 do
local stack = inv:get_stack("armor", i)
local def = stack:get_definition() or {}
if def.groups and def.groups["armor_"..element]
and i ~= index then
return 0
end
end
return 1
end,
allow_take = function(inv, listname, index, stack, player)
if player:get_player_name() ~= name then
return 0
end
--cursed items cannot be unequiped by the player
local is_cursed = minetest.get_item_group(stack:get_name(), "cursed") ~= 0
if not minetest.is_creative_enabled(player) and is_cursed then
return 0
end
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if player:get_player_name() ~= name then
return 0
end
return count
end,
}, name)
armor_inv:set_size("armor", 6)
if not armor:load_armor_inventory(initplayer) and armor.migrate_old_inventory then
local player_inv = initplayer:get_inventory()
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
armor:save_armor_inventory(initplayer)
player_inv:set_size("armor", 0)
end
for i=1, 6 do
local stack = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
armor:run_callbacks("on_equip", initplayer, i, stack)
end
end
armor.def[name] = {
level = 0,
state = 0,
count = 0,
groups = {},
}
for _, phys in pairs(armor.physics) do
armor.def[name][phys] = 1
end
for _, attr in pairs(armor.attributes) do
armor.def[name][attr] = 0
end
for group, _ in pairs(armor.registered_groups) do
armor.def[name].groups[group] = 0
end
local skin = armor:get_player_skin(name)
armor.textures[name] = {
skin = skin,
armor = "blank.png",
wielditem = "blank.png",
preview = armor.default_skin.."_preview.png",
}
local texture_path = minetest.get_modpath("player_textures")
if texture_path then
local dir_list = minetest.get_dir_list(texture_path.."/textures")
for _, fn in pairs(dir_list) do
if fn == "player_"..name..".png" then
armor.textures[name].skin = fn
break
end
end
end
armor:set_player_armor(initplayer)
end
-- Armor Player Model
player_api.register_model("3d_armor_character.b3d", {
animation_speed = 30,
textures = {
armor.default_skin..".png",
"blank.png",
"blank.png",
},
animations = {
stand = {x=0, y=79},
lay = {x=162, y=166, eye_height = 0.3, override_local = true,
collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}},
walk = {x=168, y=187},
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160, eye_height = 0.8, override_local = true,
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}},
-- compatibility w/ the emote mod
wave = {x = 192, y = 196, override_local = true},
point = {x = 196, y = 196, override_local = true},
freeze = {x = 205, y = 205, override_local = true},
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
-- stepheight: use default
eye_height = 1.47,
})
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
return
end
local player_name = player:get_player_name()
for field, _ in pairs(fields) do
if string.find(field, "skins_set") then
armor:update_skin(player_name)
end
end
end)
minetest.register_on_joinplayer(function(player)
player_api.set_model(player, "3d_armor_character.b3d")
init_player_armor(player)
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
if name then
armor.def[name] = nil
armor.textures[name] = nil
end
end)
if armor.config.drop == true or armor.config.destroy == true then
minetest.register_on_dieplayer(function(player)
local name, armor_inv = armor:get_valid_player(player, "[on_dieplayer]")
if not name then
return
end
local drop = {}
for i=1, armor_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
--soulbound armors remain equipped after death
if minetest.get_item_group(stack:get_name(), "soulbound") == 0 then
table.insert(drop, stack)
armor:run_callbacks("on_unequip", player, i, stack)
armor_inv:set_stack("armor", i, nil)
end
end
end
armor:save_armor_inventory(player)
armor:set_player_armor(player)
local pos = player:get_pos()
if pos and armor.config.destroy == false then
minetest.after(armor.config.bones_delay, function()
local meta = nil
local maxp = vector.add(pos, 16)
local minp = vector.subtract(pos, 16)
local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"})
for _, p in pairs(bones) do
local m = minetest.get_meta(p)
if m:get_string("owner") == name then
meta = m
break
end
end
if meta then
local inv = meta:get_inventory()
for _,stack in ipairs(drop) do
if 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)
minetest.register_on_respawnplayer(function(player)
-- reset un-dropped armor and it's effects
armor:set_player_armor(player)
end)
end
if armor.config.punch_damage == true then
minetest.register_on_punchplayer(function(player, hitter,
time_from_last_punch, tool_capabilities)
local name = player:get_player_name()
if hitter then
local hit_ip = hitter:is_player()
if name and hit_ip and minetest.is_protected(player:get_pos(), "") then
return
end
end
if name then
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
last_punch_time[name] = minetest.get_gametime()
end
end)
end
minetest.register_on_player_hpchange(function(player, hp_change, reason)
if not minetest.is_player(player) then
return hp_change
end
if reason.type == "drown" or reason.hunger or hp_change >= 0 then
return hp_change
end
local name = player:get_player_name()
local properties = player:get_properties()
local hp = player:get_hp()
if hp + hp_change < properties.hp_max then
local heal = armor.def[name].heal
if heal >= math.random(100) then
hp_change = 0
end
-- check if armor damage was handled by fire or on_punchplayer
local time = last_punch_time[name] or 0
if time == 0 or time + 1 < minetest.get_gametime() then
armor:punch(player)
end
end
return hp_change
end, true)
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if armor.config.feather_fall == true then
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if armor.def[name].feather > 0 then
local vel_y = player:get_velocity().y
if vel_y < -0.5 then
vel_y = -(vel_y * 0.05)
player:add_velocity({x = 0, y = vel_y, z = 0})
end
end
end
end
if timer <= armor.config.init_delay then
return
end
timer = 0
-- water breathing protection, added by TenPlus1
if armor.config.water_protect == true then
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if armor.def[name].water > 0 and
player:get_breath() < 10 then
player:set_breath(10)
end
end
end
end)
if armor.config.fire_protect == true then
-- don't make torches hurt :D
--minetest.override_item("default:torch", {damage_per_second = 1})
--minetest.override_item("default:torch_wall", {damage_per_second = 1})
--minetest.override_item("default:torch_ceiling", {damage_per_second = 1})
-- check player damage for any hot nodes we may be protected against
minetest.register_on_player_hpchange(function(player, hp_change, reason)
if reason.type == "node_damage" and reason.node then
-- fire protection
if armor.config.fire_protect == true and hp_change < 0 then
local name = player:get_player_name()
for _,igniter in pairs(armor.fire_nodes) do
if reason.node == igniter[1] then
if armor.def[name].fire >= igniter[2] then
hp_change = 0
end
end
end
end
end
return hp_change
end, true)
end

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minetest.log("warning", "[TEST] integration-test enabled!")
minetest.register_on_mods_loaded(function()
minetest.after(1, function()
local data = minetest.write_json({ success = true }, true);
local file = io.open(minetest.get_worldpath().."/integration_test.json", "w" );
if file then
file:write(data)
file:close()
end
file = io.open(minetest.get_worldpath().."/registered_nodes.txt", "w" );
if file then
for name in pairs(minetest.registered_nodes) do
file:write(name .. '\n')
end
file:close()
end
minetest.log("warning", "[TEST] integration tests done!")
minetest.request_shutdown("success")
end)
end)

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# textdomain: 3d_armor
Radiation=Strahlung
Level=Stufe
Heal=Heilung
Fire=Feuer
Your @1 is almost broken!=@1 ist fast kaputt!
Your @1 got destroyed!=@1 wurde zerstört!

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# textdomain: 3d_armor
Radiation=Radiado
Level=Nivelo
Heal=Blokŝanco
Fire=Fajro
Your @1 is almost broken!=Via @1 estas preskaŭ rompita!
Your @1 got destroyed!=Via @1 detruiĝis!

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# textdomain: 3d_armor
Radiation=Radiación
Level=Nivel
Heal=Salud
Fire=Fuego
Your @1 is almost broken!=¡Tu @1 esta a punto de romperse!
Your @1 got destroyed!=¡Tu @1 fue destruído!

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# textdomain: 3d_armor
Radiation=Radiation
Level=Niveau
Heal=Soins
Fire=Fire
Your @1 is almost broken!=Une partie de votre armure est presque détruite : @1 !
Your @1 got destroyed!=Une partie de votre armure a été détruite : @1 !

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# textdomain: 3d_armor
Radiation=Radiazione
Level=Livello
Heal=Guarigione
Fire=Fuoco
Your @1 is almost broken!=@1 quasi in frantumi!
Your @1 got destroyed!=@1 in frantumi!

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# textdomain: 3d_armor
Radiation=Radiasi
Level=Tahap
Heal=Pulih
Fire=Api
Your @1 is almost broken!=
Your @1 got destroyed!=@1 anda telah musnah!

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# textdomain: 3d_armor
Radiation=Promieniowanie
Level=Poziom
Heal=Uzdrawianie
Fire=Ogień
Your @1 is almost broken!=Twój @1 jest prawie zepsuty!
Your @1 got destroyed!=Twój @1 został zniszczony!

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# textdomain: 3d_armor
Radiation=Radiação
Level=Nível
Heal=Saúde
Fire=Fogo
Your @1 is almost broken!=
Your @1 got destroyed!=@1 foi destruído(a)!

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# textdomain: 3d_armor
Radiation=Radiação
Level=Nível
Heal=Saúde
Fire=Fogo
Your @1 is almost broken!=
Your @1 got destroyed!=@1 foi destruído(a)!

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# textdomain: 3d_armor
Radiation=излучение
Level=уровень
Heal=исцеление
Fire=огонь
Your @1 is almost broken!=
Your @1 got destroyed!=твой(и) @1 был(и) разрушен(ы)!

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# textdomain: 3d_armor
Radiation=Strålning
Level=Nivå
Heal=Läkning
Fire=Eld
Your @1 is almost broken!=Din @1 är nästan förstörd!
Your @1 got destroyed!=Din @1 blev förstörd!

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# textdomain: 3d_armor
Radiation=
Level=
Heal=
Fire=
Your @1 is almost broken!=
Your @1 got destroyed!=

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name = 3d_armor
depends = default, player_api
optional_depends = player_monoids, armor_monoid, pova, moreores
description = Adds craftable armor that is visible to other players.
min_minetest_version = 5.0

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# Intllib tool
please consider using the intllib tool to update locale files:
```../../intllib/tools/xgettext.sh ../**/*.lua```
make sure you are in `3d_armor` derectory before running this command

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-- support for i18n
local S = minetest.get_translator(minetest.get_current_modname())
local F = minetest.formspec_escape
if not minetest.global_exists("inventory_plus") then
minetest.log("warning", "3d_armor_ip: Mod loaded but unused.")
return
end
armor.formspec = "size[8,8.5]button[6,0;2,0.5;main;"..F(S("Back")).."]"..armor.formspec
armor:register_on_update(function(player)
local name = player:get_player_name()
local formspec = armor:get_armor_formspec(name, true)
local page = player:get_inventory_formspec()
if page:find("detached:"..name.."_armor") then
inventory_plus.set_inventory_formspec(player, formspec)
end
end)
if minetest.get_modpath("crafting") then
inventory_plus.get_formspec = function(player, page)
end
end
minetest.register_on_joinplayer(function(player)
inventory_plus.register_button(player,"armor", S("Armor"))
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if fields.armor then
local name = armor:get_valid_player(player, "[on_player_receive_fields]")
if not name then
return
end
local formspec = armor:get_armor_formspec(name, true)
inventory_plus.set_inventory_formspec(player, formspec)
end
end)

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# textdomain: 3d_armor_ip
Back=Zurück
Armor=Rüstung

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# textdomain: 3d_armor_ip
Back=Dorso
Armor=Armaĵo

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# textdomain: 3d_armor_ip
Back=Retour
Armor=Armure

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# textdomain: 3d_armor_ip
Back=Voltar
Armor=Armadura

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# textdomain: 3d_armor_ip
Back=Tillbaka
Armor=Rustning

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# textdomain: 3d_armor_ip
Back=
Armor=

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name = 3d_armor_ip
depends = 3d_armor
optional_depends = inventory_plus
description = Adds 3d_armor page to the inventory plus.

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-- support for i18n
local S = minetest.get_translator(minetest.get_current_modname())
if not minetest.global_exists("sfinv") then
minetest.log("warning", "3d_armor_sfinv: Mod loaded but unused.")
return
end
sfinv.register_page("3d_armor:armor", {
title = S("Armor"),
get = function(self, player, context)
local name = player:get_player_name()
local formspec = armor:get_armor_formspec(name, true)
return sfinv.make_formspec(player, context, formspec, false)
end
})
armor:register_on_update(function(player)
if sfinv.enabled then
sfinv.set_player_inventory_formspec(player)
end
end)

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# textdomain: 3d_armor_sfinv
Armor=Rüstung

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# textdomain: 3d_armor_sfinv
Armor=Armaĵoj

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# textdomain: 3d_armor_sfinv
Armor=Armadura

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# textdomain: 3d_armor_sfinv
Armor=Armure

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# textdomain: 3d_armor_sfinv
Armor=Armadura

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# textdomain: 3d_armor_sfinv
Armor=Rustning

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# textdomain: 3d_armor_sfinv
Armor=

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name = 3d_armor_sfinv
depends = 3d_armor
optional_depends = sfinv
description = Adds 3d_armor page to the sfinv inventory.

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[mod] 3d Armor Stand [3d_armor_stand]
=====================================
Depends: 3d_armor
Adds a chest-like armor stand for armor storage and display.
Crafting
--------
F = Wooden Fence [default:fence_wood]
S = Steel Ingot [default:steel_ingot]
+---+---+---+
| | F | |
+---+---+---+
| | F | |
+---+---+---+
| S | S | S |
+---+---+---+

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-- support for i18n
local S = minetest.get_translator(minetest.get_current_modname())
local armor_stand_formspec = "size[8,7]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
default.get_hotbar_bg(0,3) ..
"list[current_name;armor_head;3,0.5;1,1;]" ..
"list[current_name;armor_torso;4,0.5;1,1;]" ..
"list[current_name;armor_legs;3,1.5;1,1;]" ..
"list[current_name;armor_feet;4,1.5;1,1;]" ..
"image[3,0.5;1,1;3d_armor_stand_head.png]" ..
"image[4,0.5;1,1;3d_armor_stand_torso.png]" ..
"image[3,1.5;1,1;3d_armor_stand_legs.png]" ..
"image[4,1.5;1,1;3d_armor_stand_feet.png]" ..
"list[current_player;main;0,3;8,1;]" ..
"list[current_player;main;0,4.25;8,3;8]"
local elements = {"head", "torso", "legs", "feet"}
local function drop_armor(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for _, element in pairs(elements) do
local stack = inv:get_stack("armor_"..element, 1)
if stack and stack:get_count() > 0 then
armor.drop_armor(pos, stack)
inv:set_stack("armor_"..element, 1, nil)
end
end
end
local function get_stand_object(pos)
local object = nil
local objects = minetest.get_objects_inside_radius(pos, 0.5) or {}
for _, obj in pairs(objects) do
local ent = obj:get_luaentity()
if ent then
if ent.name == "3d_armor_stand:armor_entity" then
-- Remove duplicates
if object then
obj:remove()
else
object = obj
end
end
end
end
return object
end
local function update_entity(pos)
local node = minetest.get_node(pos)
local object = get_stand_object(pos)
if object then
if not string.find(node.name, "3d_armor_stand:") then
object:remove()
return
end
else
object = minetest.add_entity(pos, "3d_armor_stand:armor_entity")
end
if object then
local texture = "blank.png"
local textures = {}
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local yaw = 0
if inv then
for _, element in pairs(elements) do
local stack = inv:get_stack("armor_"..element, 1)
if stack:get_count() == 1 then
local item = stack:get_name() or ""
local def = stack:get_definition() or {}
local groups = def.groups or {}
if groups["armor_"..element] then
if def.texture then
table.insert(textures, def.texture)
else
table.insert(textures, item:gsub("%:", "_")..".png")
end
end
end
end
end
if #textures > 0 then
texture = table.concat(textures, "^")
end
if node.param2 then
local rot = node.param2 % 4
if rot == 1 then
yaw = 3 * math.pi / 2
elseif rot == 2 then
yaw = math.pi
elseif rot == 3 then
yaw = math.pi / 2
end
end
object:set_yaw(yaw)
object:set_properties({textures={texture}})
end
end
local function has_locked_armor_stand_privilege(meta, player)
local name = ""
if player then
if minetest.check_player_privs(player, "protection_bypass") then
return true
end
name = player:get_player_name()
end
if name ~= meta:get_string("owner") then
return false
end
return true
end
local function add_hidden_node(pos, player)
local p = {x=pos.x, y=pos.y + 1, z=pos.z}
local name = player:get_player_name()
local node = minetest.get_node(p)
if node.name == "air" and not minetest.is_protected(pos, name) then
minetest.set_node(p, {name="3d_armor_stand:top"})
end
end
local function remove_hidden_node(pos)
local p = {x=pos.x, y=pos.y + 1, z=pos.z}
local node = minetest.get_node(p)
if node.name == "3d_armor_stand:top" then
minetest.remove_node(p)
end
end
minetest.register_node("3d_armor_stand:top", {
description = S("Armor Stand Top"),
paramtype = "light",
drawtype = "plantlike",
sunlight_propagates = true,
walkable = true,
pointable = false,
diggable = false,
buildable_to = false,
drop = "",
groups = {not_in_creative_inventory = 1},
is_ground_content = false,
on_blast = function() end,
tiles = {"blank.png"},
})
minetest.register_node("3d_armor_stand:armor_stand", {
description = S("Armor Stand"),
drawtype = "mesh",
mesh = "3d_armor_stand.obj",
tiles = {"3d_armor_stand.png"},
use_texture_alpha = "clip",
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
selection_box = {
type = "fixed",
fixed = {
{-0.25, -0.4375, -0.25, 0.25, 1.4, 0.25},
{-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5},
},
},
groups = {choppy=2, oddly_breakable_by_hand=2},
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", armor_stand_formspec)
meta:set_string("infotext", S("Armor Stand"))
local inv = meta:get_inventory()
for _, element in pairs(elements) do
inv:set_size("armor_"..element, 1)
end
end,
can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for _, element in pairs(elements) do
if not inv:is_empty("armor_"..element) then
return false
end
end
return true
end,
after_place_node = function(pos, placer)
minetest.add_entity(pos, "3d_armor_stand:armor_entity")
add_hidden_node(pos, placer)
end,
allow_metadata_inventory_put = function(pos, listname, index, stack)
local def = stack:get_definition() or {}
local groups = def.groups or {}
if groups[listname] then
return 1
end
return 0
end,
allow_metadata_inventory_move = function(pos)
return 0
end,
on_metadata_inventory_put = function(pos)
update_entity(pos)
end,
on_metadata_inventory_take = function(pos)
update_entity(pos)
end,
after_destruct = function(pos)
update_entity(pos)
remove_hidden_node(pos)
end,
on_blast = function(pos)
drop_armor(pos)
armor.drop_armor(pos, "3d_armor_stand:armor_stand")
minetest.remove_node(pos)
end,
})
minetest.register_node("3d_armor_stand:locked_armor_stand", {
description = S("Locked Armor Stand"),
drawtype = "mesh",
mesh = "3d_armor_stand.obj",
tiles = {"3d_armor_stand_locked.png"},
use_texture_alpha = "clip",
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
selection_box = {
type = "fixed",
fixed = {
{-0.25, -0.4375, -0.25, 0.25, 1.4, 0.25},
{-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5},
},
},
groups = {choppy=2, oddly_breakable_by_hand=2},
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", armor_stand_formspec)
meta:set_string("infotext", S("Armor Stand"))
meta:set_string("owner", "")
local inv = meta:get_inventory()
for _, element in pairs(elements) do
inv:set_size("armor_"..element, 1)
end
end,
can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for _, element in pairs(elements) do
if not inv:is_empty("armor_"..element) then
return false
end
end
return true
end,
after_place_node = function(pos, placer)
minetest.add_entity(pos, "3d_armor_stand:armor_entity")
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name() or "")
meta:set_string("infotext", S("Armor Stand (owned by @1)", meta:get_string("owner")))
add_hidden_node(pos, placer)
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if not has_locked_armor_stand_privilege(meta, player) then
return 0
end
local def = stack:get_definition() or {}
local groups = def.groups or {}
if groups[listname] then
return 1
end
return 0
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if not has_locked_armor_stand_privilege(meta, player) then
return 0
end
return stack:get_count()
end,
allow_metadata_inventory_move = function(pos)
return 0
end,
on_metadata_inventory_put = function(pos)
update_entity(pos)
end,
on_metadata_inventory_take = function(pos)
update_entity(pos)
end,
after_destruct = function(pos)
update_entity(pos)
remove_hidden_node(pos)
end,
on_blast = function(pos)
-- Not affected by TNT
end,
})
minetest.register_node("3d_armor_stand:shared_armor_stand", {
description = S("Shared Armor Stand"),
drawtype = "mesh",
mesh = "3d_armor_stand.obj",
tiles = {"3d_armor_stand_shared.png"},
use_texture_alpha = "clip",
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
selection_box = {
type = "fixed",
fixed = {
{-0.25, -0.4375, -0.25, 0.25, 1.4, 0.25},
{-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5},
},
},
groups = {choppy=2, oddly_breakable_by_hand=2},
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", armor_stand_formspec)
meta:set_string("infotext", S("Shared Armor Stand"))
local inv = meta:get_inventory()
for _, element in pairs(elements) do
inv:set_size("armor_"..element, 1)
end
end,
can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for _, element in pairs(elements) do
if not inv:is_empty("armor_"..element) then
return false
end
end
return true
end,
after_place_node = function(pos, placer)
minetest.add_entity(pos, "3d_armor_stand:armor_entity")
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("Shared Armor Stand"))
add_hidden_node(pos, placer)
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if not minetest.is_player(player) or minetest.is_protected(pos, player:get_player_name()) then
return 0
end
local def = stack:get_definition() or {}
local groups = def.groups or {}
if groups[listname] then
return 1
end
return 0
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if not minetest.is_player(player) or minetest.is_protected(pos, player:get_player_name()) then
return 0
end
return stack:get_count()
end,
allow_metadata_inventory_move = function(pos)
return 0
end,
on_metadata_inventory_put = function(pos)
update_entity(pos)
end,
on_metadata_inventory_take = function(pos)
update_entity(pos)
end,
after_destruct = function(pos)
update_entity(pos)
remove_hidden_node(pos)
end,
on_blast = function(pos)
-- Not affected by TNT
end,
})
minetest.register_entity("3d_armor_stand:armor_entity", {
initial_properties = {
physical = true,
visual = "mesh",
mesh = "3d_armor_entity.obj",
visual_size = {x=1, y=1},
collisionbox = {0,0,0,0,0,0},
textures = {"blank.png"},
},
_pos = nil,
on_activate = function(self)
local pos = self.object:get_pos()
if pos then
self._pos = vector.round(pos)
update_entity(pos)
end
end,
on_blast = function(self, damage)
local drops = {}
local node = minetest.get_node(self._pos)
if node.name == "3d_armor_stand:armor_stand" then
drop_armor(self._pos)
self.object:remove()
end
return false, false, drops
end,
})
minetest.register_abm({
nodenames = {"3d_armor_stand:locked_armor_stand", "3d_armor_stand:shared_armor_stand", "3d_armor_stand:armor_stand"},
interval = 15,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local num
num = #minetest.get_objects_inside_radius(pos, 0.5)
if num > 0 then return end
update_entity(pos)
end
})
minetest.register_craft({
output = "3d_armor_stand:armor_stand",
recipe = {
{"", "group:fence", ""},
{"", "group:fence", ""},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
}
})
minetest.register_craft({
output = "3d_armor_stand:locked_armor_stand",
recipe = {
{"3d_armor_stand:armor_stand", "default:steel_ingot"},
}
})
minetest.register_craft({
output = "3d_armor_stand:shared_armor_stand",
recipe = {
{"3d_armor_stand:armor_stand", "default:copper_ingot"},
}
})

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# textdomain: 3d_armor_stand
Armor Stand Top=Rüstungsständeroberseite
Armor Stand=Rüstungsständer
Locked Armor Stand=Abgeschlossener Rüstungsständer
Armor Stand (owned by @1)=Rüstungsständer (Eigentum von @1)

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# textdomain: 3d_armor_stand
Armor Stand Top=Armaĵtenila Supro
Armor Stand=Armaĵtenilo
Locked Armor Stand=Ŝlosita Armaĵtenilo
Armor Stand (owned by @1)=Ŝlosita Armaĵtenilo (posedata de @1)

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# textdomain: 3d_armor_stand
Armor Stand Top=
Armor Stand=Soporte de armadura
Locked Armor Stand=Soporte de armadura privado
Shared Armor Stand=Soporte de armadura compartido
Armor Stand (owned by @1)=Soporte de armadura (de @1)

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# textdomain: 3d_armor_stand
Armor Stand Top=Haut de support d'armure
Armor Stand=Support d'armure
Locked Armor Stand=Support d'armure verrouillé
Armor Stand (owned by @1)=Support d'armure (propriété de @1)

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# textdomain: 3d_armor_stand
Armor Stand Top=Topo do suporte de armadura
Armor Stand=Suporte de Armadura
Locked Armor Stand=Suporte de armadura trancado
Armor Stand (owned by @1)=Suporte de Armadura (dono: @1)

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# textdomain: 3d_armor_stand
Armor Stand Top=верх стойки для брони
Armor Stand=стойка для брони
Locked Armor Stand=стойка для брони с замком
Armor Stand (owned by @1)=стойка для бони (владелец @1)

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# textdomain: 3d_armor_stand
Armor Stand Top=Rustningställstopp
Armor Stand=Rustningställ
Locked Armor Stand=Låst rustningställ
Armor Stand (owned by @1)=Rustningställ (ägd av @1)

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@ -0,0 +1,6 @@
# textdomain: 3d_armor_stand
Armor Stand Top=
Armor Stand=
Locked Armor Stand=
Shared Armor Stand=
Armor Stand (owned by @1)=

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@ -0,0 +1,2 @@
name = 3d_armor_stand
depends = 3d_armor

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@ -0,0 +1,193 @@
# Blender v2.73 (sub 0) OBJ File: '3d_armor_entity_3.blend'
# www.blender.org
mtllib 3d_armor_entity.mtl
o Player_Cube
v 2.200000 9.763893 1.200000
v 2.200000 9.763893 -1.200000
v 2.200000 2.663871 1.200000
v 2.200000 2.663871 -1.200000
v -2.200000 9.763893 -1.200000
v -2.200000 9.763893 1.200000
v -2.200000 2.663871 -1.200000
v -2.200000 2.663871 1.200000
v 2.300000 13.863962 2.300000
v 2.300000 13.863962 -2.300000
v 2.300000 9.263885 2.300000
v 2.300000 9.263885 -2.300000
v -2.300000 13.863962 -2.300000
v -2.300000 13.863962 2.300000
v -2.300000 9.263885 -2.300000
v -2.300000 9.263885 2.300000
v -2.322686 2.473175 -1.300000
v -2.322686 2.473175 1.300000
v -4.713554 2.682348 1.300000
v -4.713554 2.682348 -1.300000
v -1.686446 9.745432 -1.300000
v -1.686446 9.745432 1.300000
v -4.077313 9.954605 1.300000
v -4.077313 9.954605 -1.300000
v 4.077313 9.954605 -1.300000
v 4.077313 9.954605 1.300000
v 1.686446 9.745432 1.300000
v 1.686446 9.745432 -1.300000
v 4.713554 2.682348 -1.300000
v 4.713554 2.682348 1.300000
v 2.322686 2.473175 1.300000
v 2.322686 2.473175 -1.300000
v 0.139099 2.938947 -1.200000
v 0.139099 2.938947 1.200000
v 0.261266 -4.059988 1.200000
v 0.261266 -4.059988 -1.200000
v 2.660901 -4.018101 1.190000
v 2.660901 -4.018101 -1.210000
v 2.538733 2.980834 1.190000
v 2.538733 2.980834 -1.210000
v -0.139099 2.938947 -1.200000
v -0.139099 2.938947 1.200000
v -0.261266 -4.059988 1.200000
v -0.261266 -4.059988 -1.200000
v -2.538734 2.980834 -1.210000
v -2.538734 2.980834 1.190000
v -2.660901 -4.018101 -1.210000
v -2.660901 -4.018101 1.190000
v -2.799999 -4.387500 1.390000
v -2.799999 -4.387500 -1.410000
v -2.800000 -0.812499 1.390000
v -2.800000 -0.812499 -1.410000
v -0.000000 -4.387500 -1.400000
v -0.000000 -4.387500 1.400000
v -0.000000 -0.812499 1.400000
v -0.000000 -0.812499 -1.400000
v 2.800000 -0.812499 -1.410000
v 2.800000 -0.812499 1.390000
v 2.799999 -4.387500 -1.410000
v 2.799999 -4.387500 1.390000
v 0.000000 -4.387500 -1.400000
v 0.000000 -4.387500 1.400000
v 0.000000 -0.812499 1.400000
v 0.000000 -0.812499 -1.400000
v 2.267006 13.830965 2.267006
v 2.267006 13.830965 -2.267006
v 2.267006 9.296881 2.267006
v 2.267006 9.296881 -2.267006
v -2.267006 13.830965 -2.267006
v -2.267006 13.830965 2.267006
v -2.267006 9.296881 -2.267006
v -2.267006 9.296881 2.267006
vt 0.250000 0.375000
vt 0.250000 0.000000
vt 0.312500 0.000000
vt 0.312500 0.375000
vt 0.437500 0.375000
vt 0.437500 0.500000
vt 0.312500 0.500000
vt 0.562500 0.375000
vt 0.562500 0.500000
vt 0.437500 0.000000
vt 0.500000 0.000000
vt 0.500000 0.375000
vt 0.625000 0.000000
vt 0.625000 0.375000
vt 0.500000 0.750000
vt 0.500000 0.500000
vt 0.625000 0.500000
vt 0.625000 0.750000
vt 0.750000 0.750000
vt 0.750000 1.000000
vt 0.625000 1.000000
vt 0.875000 0.750000
vt 0.875000 1.000000
vt 0.750000 0.500000
vt 0.875000 0.500000
vt 1.000000 0.750000
vt 1.000000 0.500000
vt 0.750000 0.375000
vt 0.812500 0.500000
vt 0.812500 0.375000
vt 0.687500 0.375000
vt 0.687500 0.500000
vt 0.687500 0.000000
vt 0.750000 0.000000
vt 0.812500 0.000000
vt 0.875000 0.375000
vt 0.875000 0.000000
vt 0.125000 0.375000
vt 0.062500 0.375000
vt 0.062500 0.500000
vt 0.125000 0.500000
vt 0.187500 0.375000
vt 0.187500 0.500000
vt 0.000000 0.375000
vt 0.000000 0.000000
vt 0.062500 0.000000
vt 0.187500 0.000000
vt 0.125000 0.000000
vt 0.437500 0.875000
vt 0.437500 1.000000
vt 0.375000 1.000000
vt 0.375000 0.875000
vt 0.250000 0.875000
vt 0.312500 0.875000
vt 0.312500 0.656250
vt 0.250000 0.656250
vt 0.500000 0.875000
vt 0.437500 0.656250
vt 0.500000 0.656250
vt 0.375000 0.656250
vt 0.312500 1.000000
usemtl Armor
s off
f 1/1 3/2 4/3 2/4
f 5/5 6/6 1/7 2/4
f 8/6 7/5 4/8 3/9
f 5/5 2/4 4/3 7/10
f 7/10 8/11 6/12 5/5
f 8/11 3/13 1/14 6/12
f 9/15 11/16 12/17 10/18
f 13/19 14/20 9/21 10/18
f 12/22 11/23 16/20 15/19
f 13/19 10/18 12/17 15/24
f 14/22 13/19 15/24 16/25
f 9/26 14/22 16/25 11/27
f 17/28 18/24 19/29 20/30
f 24/31 23/32 22/24 21/28
f 23/31 24/14 20/13 19/33
f 24/31 21/28 17/34 20/33
f 21/28 22/30 18/35 17/34
f 22/30 23/36 19/37 18/35
f 27/30 31/35 30/37 26/36
f 28/28 32/34 31/35 27/30
f 25/31 29/33 32/34 28/28
f 26/31 30/33 29/13 25/14
f 25/31 28/28 27/24 26/32
f 32/28 29/30 30/29 31/24
f 40/38 33/39 34/40 39/41
f 36/42 38/38 37/41 35/43
f 39/44 37/45 38/46 40/39
f 34/1 35/2 37/47 39/42
f 40/38 38/48 36/46 33/39
f 33/42 36/47 35/48 34/38
f 45/38 46/41 42/40 41/39
f 41/42 42/38 43/48 44/47
f 45/38 41/39 44/46 47/48
f 42/1 46/42 48/47 43/2
f 46/44 45/39 47/46 48/45
f 44/42 43/43 48/41 47/38
f 53/49 54/50 49/51 50/52
f 51/53 52/54 50/55 49/56
f 55/57 51/49 49/58 54/59
f 52/52 56/54 53/55 50/60
f 56/49 55/52 54/60 53/58
f 52/52 51/51 55/61 56/54
f 64/49 61/58 62/60 63/52
f 57/52 59/60 61/55 64/54
f 63/57 62/59 60/58 58/49
f 58/53 60/56 59/55 57/54
f 61/49 59/52 60/51 62/50
f 57/52 64/54 63/61 58/51
f 65/15 66/18 68/17 67/16
f 69/19 66/18 65/21 70/20
f 68/22 71/19 72/20 67/23
f 69/19 71/24 68/17 66/18
f 70/22 72/25 71/24 69/19
f 65/26 67/27 72/25 70/22

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@ -0,0 +1,280 @@
# Blender v2.72 (sub 0) OBJ File: ''
# www.blender.org
mtllib 3d_armor_stand.mtl
o Armor_Stand_Player_Cube_Stand
v 0.062500 0.125002 -0.062500
v 0.062500 -0.437500 -0.062500
v 0.062500 -0.437500 0.062500
v 0.062500 0.125002 0.062500
v -0.187500 0.250004 0.062500
v -0.187500 0.250004 -0.062500
v -0.250000 0.250004 -0.062500
v -0.250000 0.250004 0.062500
v -0.062500 -0.437500 -0.062500
v -0.062500 -0.437500 0.062500
v -0.187500 -0.437500 0.062500
v -0.187500 -0.437500 -0.062500
v -0.187500 0.125002 0.062500
v -0.187500 0.125002 -0.062500
v -0.187500 0.937504 0.062500
v -0.187500 0.937504 -0.062500
v -0.375000 0.937504 -0.062500
v -0.375000 0.937504 0.062500
v -0.062500 0.125002 0.062500
v 0.187500 0.125002 -0.062500
v 0.187500 -0.437500 -0.062500
v -0.062500 0.125002 -0.062500
v -0.250000 0.125007 -0.062500
v -0.250000 0.125007 0.062500
v 0.187500 -0.437500 0.062500
v 0.187500 0.125002 0.062500
v -0.062500 0.937504 0.062500
v -0.187500 0.812504 0.062500
v -0.062500 0.812504 0.062500
v -0.062500 0.937504 -0.062500
v 0.187500 0.250004 -0.062500
v 0.187500 0.250004 0.062500
v 0.250000 0.250004 0.062500
v 0.250000 0.250004 -0.062500
v 0.250000 0.125007 0.062500
v 0.250000 0.125007 -0.062500
v 0.187500 0.812504 0.062500
v 0.187500 0.812504 -0.062500
v 0.375000 0.812504 -0.062500
v 0.375000 0.812504 0.062500
v 0.187500 0.937504 -0.062500
v 0.187500 0.937504 0.062500
v 0.375000 0.937504 0.062500
v 0.375000 0.937504 -0.062500
v 0.062500 0.937504 -0.062500
v 0.062500 0.937504 0.062500
v -0.062500 0.812504 -0.062500
v -0.187500 0.812504 -0.062500
v 0.062500 0.812504 -0.062500
v 0.062500 0.812504 0.062500
v -0.375000 0.812504 -0.062500
v -0.375000 0.812504 0.062500
v -0.062500 0.250004 0.062500
v 0.062500 0.250004 0.062500
v 0.062500 0.250004 -0.062500
v -0.062500 0.250004 -0.062500
v -0.062500 1.312504 -0.062500
v 0.062500 1.312504 -0.062500
v -0.062500 1.312504 0.062500
v 0.062500 1.312504 0.062500
v -0.500000 -0.437500 -0.500000
v -0.500000 -0.437500 0.500000
v 0.500000 -0.437500 0.500000
v 0.500000 -0.437500 -0.500000
v -0.500000 -0.500000 -0.500000
v 0.500000 -0.500000 -0.500000
v 0.500000 -0.500000 0.500000
v -0.500000 -0.500000 0.500000
vt 0.062500 0.140625
vt 0.062500 0.000000
vt 0.093750 0.000000
vt 0.093750 0.140625
vt 0.140625 0.234375
vt 0.140625 0.203125
vt 0.156250 0.203125
vt 0.156250 0.234375
vt 0.093750 0.171875
vt 0.062500 0.171875
vt 0.218750 0.140625
vt 0.187500 0.140625
vt 0.187500 0.000000
vt 0.218750 0.000000
vt 0.078125 0.437500
vt 0.078125 0.468750
vt 0.031250 0.468750
vt 0.031250 0.437500
vt 0.250000 0.140625
vt 0.250000 0.000000
vt 0.031250 0.140625
vt 0.031250 0.000000
vt 0.156250 0.140625
vt 0.156250 0.000000
vt 0.187500 0.203125
vt 0.156250 0.171875
vt 0.187500 0.171875
vt 0.125000 0.000000
vt 0.125000 0.140625
vt 0.000000 0.140625
vt 0.000000 0.000000
vt 0.328125 0.437500
vt 0.296875 0.437500
vt 0.296875 0.406250
vt 0.328125 0.406250
vt 0.109375 0.437500
vt 0.109375 0.468750
vt 0.046875 0.203125
vt 0.046875 0.234375
vt 0.031250 0.234375
vt 0.031250 0.203125
vt 0.000000 0.203125
vt 0.000000 0.171875
vt 0.031250 0.171875
vt 0.265625 0.468750
vt 0.265625 0.437500
vt 0.218750 0.437500
vt 0.218750 0.468750
vt 0.218750 0.171875
vt 0.171875 0.468750
vt 0.171875 0.437500
vt 0.078125 0.406250
vt 0.031250 0.406250
vt 0.140625 0.468750
vt 0.140625 0.437500
vt 0.140625 0.406250
vt 0.171875 0.406250
vt 0.109375 0.406250
vt 0.359375 0.437500
vt 0.359375 0.406250
vt 0.390625 0.406250
vt 0.390625 0.437500
vt 0.437500 0.406250
vt 0.437500 0.437500
vt 0.000000 0.437500
vt 0.000000 0.406250
vt 0.250000 0.437500
vt 0.218750 0.406250
vt 0.250000 0.406250
vt 0.359375 0.468750
vt 0.406250 0.468750
vt 0.406250 0.437500
vt 0.109375 0.234375
vt 0.078125 0.234375
vt 0.078125 0.203125
vt 0.109375 0.203125
vt 0.062500 0.468750
vt 0.062500 0.562500
vt 0.031250 0.562500
vt 0.328125 0.468750
vt 0.296875 0.468750
vt 0.062500 0.593750
vt 0.031250 0.593750
vt 0.093750 0.468750
vt 0.093750 0.562500
vt 0.125000 0.468750
vt 0.125000 0.562500
vt 0.000000 0.562500
vt 0.000000 0.468750
vt 0.078125 0.171875
vt 0.046875 0.171875
vt 0.265625 0.203125
vt 0.265625 0.171875
vt 0.296875 0.171875
vt 0.296875 0.203125
vt 0.265625 0.234375
vt 0.281250 0.234375
vt 0.281250 0.203125
vt 0.312500 0.171875
vt 0.312500 0.203125
vt 0.140625 0.171875
vt 0.171875 0.234375
vt 0.171875 0.203125
vt 0.109375 0.171875
vt 0.234375 0.203125
vt 0.203125 0.203125
vt 0.203125 0.171875
vt 0.234375 0.171875
vt 0.234375 0.234375
vt 0.203125 0.234375
vt 0.062500 0.375000
vt 0.062500 0.234375
vt 0.093750 0.234375
vt 0.093750 0.375000
vt 0.031250 0.375000
vt 0.125000 0.234375
vt 0.125000 0.375000
vt 0.000000 0.375000
vt 0.000000 0.234375
vt 0.218750 0.375000
vt 0.187500 0.375000
vt 0.187500 0.234375
vt 0.218750 0.234375
vt 0.250000 0.375000
vt 0.250000 0.234375
vt 0.156250 0.375000
vt 0.250000 1.000000
vt 0.250000 0.750000
vt 0.500000 0.750000
vt 0.500000 1.000000
vt 0.750000 0.750000
vt 0.750000 1.000000
vt 0.750000 0.734375
vt 1.000000 0.734375
vt 1.000000 0.750000
vt 0.000000 0.750000
vt 0.000000 0.734375
vt 0.250000 0.734375
vt 0.500000 0.734375
usemtl Stand
s off
f 1/1 2/2 3/3 4/4
f 5/5 6/6 7/7 8/8
f 9/1 10/4 11/9 12/10
f 13/11 14/12 12/13 11/14
f 15/15 16/16 17/17 18/18
f 19/19 13/11 11/14 10/20
f 2/2 1/1 20/21 21/22
f 14/12 22/23 9/24 12/13
f 8/25 7/7 23/26 24/27
f 4/4 3/3 25/28 26/29
f 22/23 19/29 10/28 9/24
f 26/30 25/31 21/22 20/21
f 27/32 15/33 28/34 29/35
f 16/16 15/15 27/36 30/37
f 31/38 32/39 33/40 34/41
f 33/42 35/43 36/44 34/41
f 37/45 38/46 39/47 40/48
f 2/49 21/27 25/12 3/11
f 41/50 42/51 43/47 44/48
f 38/52 41/15 44/18 39/53
f 41/50 45/54 46/55 42/51
f 16/51 30/55 47/56 48/57
f 41/15 38/52 49/58 45/36
f 46/59 50/60 37/61 42/62
f 42/62 37/61 40/63 43/64
f 43/65 40/66 39/53 44/18
f 18/67 17/47 51/68 52/69
f 28/34 15/33 18/67 52/69
f 16/51 48/57 51/68 17/47
f 48/59 28/70 52/71 51/72
f 53/73 54/74 55/75 56/76
f 30/77 57/78 58/79 45/17
f 50/60 46/59 27/32 29/35
f 29/80 47/32 49/33 50/81
f 47/56 30/55 45/36 49/58
f 57/78 59/82 60/83 58/79
f 27/84 59/85 57/78 30/77
f 46/86 60/87 59/85 27/84
f 45/17 58/79 60/88 46/89
f 1/90 55/75 31/38 20/91
f 54/92 4/93 26/94 32/95
f 26/92 20/96 36/97 35/98
f 20/91 31/38 34/41 36/44
f 32/95 26/94 35/99 33/100
f 6/6 14/101 23/26 7/7
f 14/102 13/103 24/7 23/8
f 6/6 56/76 22/104 14/101
f 53/105 5/106 13/107 19/108
f 13/107 5/106 8/25 24/27
f 1/90 22/104 56/76 55/75
f 53/105 19/108 4/93 54/92
f 1/109 4/105 19/106 22/110
f 49/111 55/112 54/113 50/114
f 38/115 31/40 55/112 49/111
f 50/114 54/113 32/116 37/117
f 37/118 32/119 31/40 38/115
f 28/120 48/121 6/122 5/123
f 29/124 28/120 5/123 53/125
f 48/121 47/126 56/8 6/122
f 47/126 29/117 53/116 56/8
usemtl Base
f 61/127 62/128 63/129 64/130
f 65/129 66/131 67/132 68/130
f 62/131 68/133 67/134 63/135
f 63/136 67/137 66/138 64/128
f 61/129 64/128 66/138 65/139
f 62/131 61/129 65/139 68/133

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-- support for i18n
local S = minetest.get_translator(minetest.get_current_modname())
local F = minetest.formspec_escape
local has_technic = minetest.get_modpath("technic") ~= nil
if not minetest.global_exists("unified_inventory") then
minetest.log("warning", "3d_armor_ui: Mod loaded but unused.")
return
end
local ui = unified_inventory
if ui.sfinv_compat_layer then
return
end
armor:register_on_update(function(player)
local name = player:get_player_name()
if unified_inventory.current_page[name] == "armor" then
unified_inventory.set_inventory_formspec(player, "armor")
end
end)
unified_inventory.register_button("armor", {
type = "image",
image = "inventory_plus_armor.png",
tooltip = S("3D Armor")
})
unified_inventory.register_page("armor", {
get_formspec = function(player, perplayer_formspec)
local fy = perplayer_formspec.form_header_y + 0.5
local gridx = perplayer_formspec.std_inv_x
local gridy = 0.6
local name = player:get_player_name()
local formspec = perplayer_formspec.standard_inv_bg..
perplayer_formspec.standard_inv..
ui.make_inv_img_grid(gridx, gridy, 2, 3)..
string.format("label[%f,%f;%s]",
perplayer_formspec.form_header_x, perplayer_formspec.form_header_y, F(S("Armor")))..
string.format("list[detached:%s_armor;armor;%f,%f;2,3;]",
name, gridx + ui.list_img_offset, gridy + ui.list_img_offset) ..
"image[3.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]"..
"label[6.0,"..(fy + 0.0)..";"..F(S("Level"))..": "..armor.def[name].level.."]"..
"label[6.0,"..(fy + 0.5)..";"..F(S("Heal"))..": "..armor.def[name].heal.."]"..
"listring[current_player;main]"..
"listring[detached:"..name.."_armor;armor]"
if armor.config.fire_protect then
formspec = formspec.."label[6.0,"..(fy + 1.0)..";"..
F(S("Fire"))..": "..armor.def[name].fire.."]"
end
if has_technic then
formspec = formspec.."label[6.0,"..(fy + 1.5)..";"..
F(S("Radiation"))..": "..armor.def[name].groups["radiation"].."]"
end
return {formspec=formspec}
end,
})

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@ -0,0 +1,8 @@
# textdomain: 3d_armor_ui
3D Armor=3D-Rüstung
Armor not initialized!=Rüstung ist nicht initialisiert!
Armor=Rüstung
Level=Stufe
Heal=Heilung
Fire=Feuer
Radiation=Strahlung

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# textdomain: 3d_armor_ui
3D Armor=3D Armaĵoj
Armor not initialized!=Armaĵoj ne pretigitaj!
Armor=Armaĵo
Level=Nivelo
Heal=Sanigi
Fire=Fajro
Radiation=Radiado

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# textdomain: 3d_armor_ui
3D Armor=Armure 3D
Armor not initialized!=Armure non initialisée !
Armor=Armure
Level=Niveau
Heal=Soins
Fire=Feu
Radiation=Radiation

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# textdomain: 3d_armor_ui
3D Armor=3D Armor
Armor not initialized!=Armadura não inicializada!
Armor=Armadura
Level=Nível
Heal=Vida
Fire=Fogo
Radiation=Radiação

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# textdomain: 3d_armor_ui
3D Armor=
Armor not initialized!=Rustning har inte initialiserats
Armor=Rustning
Level=Nivå
Heal=Läkning
Fire=Eld
Radiation=Strålning

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# textdomain: 3d_armor_ui
3D Armor=
Armor not initialized!=
Armor=
Level=
Heal=
Fire=
Radiation=

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name = 3d_armor_ui
depends = 3d_armor
optional_depends = unified_inventory
description = Adds 3d_armor page to the unified inventory.
min_minetest_version = 5.4.0

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mods/3d_armor/LICENSE.md Normal file
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3D Armor - Visible Player Armor
===============================
License Source Code: Copyright (C) 2013-2023 Stuart Jones - LGPL v2.1
Armor Textures: Copyright (C) 2017-2023 davidthecreator - CC-BY-SA 3.0
Special credit to Jordach and MirceaKitsune for providing the default 3d character model.
New armor/shield textures CC-BY-SA 3.0 / davidthecreator / https://forum.minetest.net/viewtopic.php?f=11&t=4654&start=800#p356448

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Modpack - 3d Armor
==================
![3d_armor screenshot](https://github.com/minetest-mods/3d_armor/blob/master/screenshot.png)
![](https://github.com/minetest-mods/3d_armor/workflows/luacheck/badge.svg)
![](https://github.com/minetest-mods/3d_armor/workflows/integration-test/badge.svg)
### Table of Contents
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
- [[mod] Visible Player Armor [3d_armor]](#mod-visible-player-armor-3d_armor)
- [[mod] Visible Wielded Items [wieldview]](#mod-visible-wielded-items-wieldview)
- [[mod] Shields [shields]](#mod-shields-shields)
- [[mod] 3d Armor Stand [3d_armor_stand]](#mod-3d-armor-stand-3d_armor_stand)
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
[mod] Visible Player Armor [3d_armor]
-------------------------------------
Minetest Version: 5.0.0 and newer
Game: minetest_game and many derivatives
Depends: default
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 attack.
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)
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 sfinv, inventory plus or unified inventory by enabling the appropriate
inventory module, [3d_armor_sfinv], [3d_armor_ip] and [3d_armor_ui] respectively.
Also compatible with [smart_inventory] without the need for additional modules.
built in support player skins [skins] by Zeg9 and Player Textures [player_textures] by PilzAdam
and [simple_skins] by TenPlus1.
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.
For **mod installation** instructions, please visit: http://wiki.minetest.com/wiki/Installing_Mods
The specific "armors as modpack" refactorization allows anyone to enable/disable any armors they want as mods rather than obscure settings of the past. (See [#78](https://github.com/minetest-mods/3d_armor/commit/9444afd7222a71fc17d40c9793506812d715dcc3) for further explanation.)
Currently, the modpack includes:
- armor_admin
- armor_bronze
- armor_cactus
- armor_crystal
- armor_diamond
- armor_gold
- armor_mithril
- armor_nether
- armor_steel
- armor_wood
as separate armor mods intentionally. All these mods depend on 3d_armor.
[API Reference](https://minetest-mods.github.io/3d_armor/reference/)
[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.
[mod] 3d Armor Stand [3d_armor_stand]
-------------------------------------
Depends: 3d_armor
Adds a chest-like armor stand for armor storage and display.

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--- Registered armors.
--
-- @topic armor
-- support for i18n
local S = minetest.get_translator(minetest.get_current_modname())
--- Admin Helmet
--
-- @helmet 3d_armor:helmet_admin
-- @img 3d_armor_inv_helmet_admin.png
-- @grp armor_head 1
-- @grp armor_heal 100
-- @grp armor_use 0
-- @grp armor_water 1
-- @grp not_in_creative_inventory 1
-- @armorgrp fleshy 100
armor:register_armor(":3d_armor:helmet_admin", {
description = S("Admin Helmet"),
inventory_image = "3d_armor_inv_helmet_admin.png",
armor_groups = {fleshy=100},
groups = {armor_head=1, armor_heal=100, armor_use=0, armor_water=1,
not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
end,
})
--- Admin Chestplate
--
-- @chestplate 3d_armor:chestplate_admin
-- @img 3d_armor_inv_chestplate_admin.png
-- @grp armor_torso 1
-- @grp armor_heal 100
-- @grp armor_use 0
-- @grp not_in_creative_inventory 1
-- @armorgrp fleshy 100
armor:register_armor(":3d_armor:chestplate_admin", {
description = S("Admin Chestplate"),
inventory_image = "3d_armor_inv_chestplate_admin.png",
armor_groups = {fleshy=100},
groups = {armor_torso=1, armor_heal=100, armor_use=0, armor_water=1,
not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
end,
})
--- Admin Leggings
--
-- @leggings 3d_armor:leggings_admin
-- @img 3d_armor_inv_leggings_admin.png
-- @grp armor_legs 1
-- @grp armor_heal 100
-- @grp armor_use 0
-- @grp not_in_creative_inventory 1
-- @armorgrp fleshy 100
armor:register_armor(":3d_armor:leggings_admin", {
description = S("Admin Leggings"),
inventory_image = "3d_armor_inv_leggings_admin.png",
armor_groups = {fleshy=100},
groups = {armor_legs=1, armor_heal=100, armor_use=0, armor_water=1,
not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
end,
})
--- Admin Boots
--
-- @boots 3d_armor:boots_admin
-- @img 3d_armor_inv_boots_admin.png
-- @grp armor_feet 1
-- @grp armor_heal 100
-- @grp armor_use 0
-- @grp not_in_creative_inventory 1
-- @armorgrp fleshy 100
armor:register_armor(":3d_armor:boots_admin", {
description = S("Admin Boots"),
inventory_image = "3d_armor_inv_boots_admin.png",
armor_groups = {fleshy=100},
groups = {armor_feet=1, armor_heal=100, armor_use=0, physics_speed=1,
armor_water=1, not_in_creative_inventory=1},
on_drop = function(itemstack, dropper, pos)
return
end,
})
minetest.register_alias("adminboots", "3d_armor:boots_admin")
minetest.register_alias("adminhelmet", "3d_armor:helmet_admin")
minetest.register_alias("adminchestplate", "3d_armor:chestplate_admin")
minetest.register_alias("adminleggings", "3d_armor:leggings_admin")

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# textdomain: armor_admin
Admin Helmet=Adminhelm
Admin Chestplate=Adminbrustplatte
Admin Leggings=Adminhose
Admin Boots=Adminstiefel

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# textdomain: armor_admin
Admin Helmet=Administra Kasko
Admin Chestplate=Administra Kiraso
Admin Leggings=Administra Pantalono
Admin Boots=Administraj Botoj

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# textdomain: armor_admin
Admin Helmet=Casco de admin
Admin Chestplate=Peto de admin
Admin Leggings=Grebas de admin
Admin Boots=Botas de admin

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# textdomain: armor_admin
Admin Helmet=Casque d'admin
Admin Chestplate=Cuirasse d'admin
Admin Leggings=Jambières d'admin
Admin Boots=Bottes d'admin

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# textdomain: armor_admin
Admin Helmet=Elmo dell'amministratrice/tore
Admin Chestplate=Corazza dell'amministratrice/tore
Admin Leggings=Gambali dell'amministratrice/tore
Admin Boots=Stivali dell'amministratrice/tore

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# textdomain: armor_admin
Admin Helmet=Helmet Pentadbir
Admin Chestplate=Perisai Dada Pentadbir
Admin Leggings=Perisai Kaki Pentadbir
Admin Boots=But Pentadbir

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# textdomain: armor_admin
Admin Helmet=
Admin Chestplate=
Admin Leggings=
Admin Boots=

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# textdomain: armor_admin
Admin Helmet=Capacete de Administrador
Admin Chestplate=Peitoral de Administrador
Admin Leggings=Calças de Administrador
Admin Boots=Botas de Administrador

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# textdomain: armor_admin
Admin Helmet=шлем админа
Admin Chestplate=нагрудник админа
Admin Leggings=штаны админа
Admin Boots=ботинки админа

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# textdomain: armor_admin
Admin Helmet=Adminhjälm
Admin Chestplate=Adminbröstplåt
Admin Leggings=Adminbyxor
Admin Boots=Adminstövlar

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# textdomain: armor_admin
Admin Helmet=
Admin Chestplate=
Admin Leggings=
Admin Boots=

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name = armor_admin
depends = 3d_armor
description = Adds admin armor.

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--- Registered armors.
--
-- @topic armor
-- support for i18n
local S = minetest.get_translator(minetest.get_current_modname())
--- Bronze
--
-- Requires setting `armor_material_bronze`.
--
-- @section bronze
if armor.materials.bronze then
--- Bronze Helmet
--
-- @helmet 3d_armor:helmet_bronze
-- @img 3d_armor_inv_helmet_bronze.png
-- @grp armor_head 1
-- @grp armor_heal 6
-- @grp armor_use 400
-- @grp physics_speed -0.01
-- @grp physics_gravity 0.01
-- @armorgrp fleshy 10
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp choppy 2
-- @damagegrp crumbly 1
-- @damagegrp level 2
armor:register_armor(":3d_armor:helmet_bronze", {
description = S("Bronze Helmet"),
inventory_image = "3d_armor_inv_helmet_bronze.png",
groups = {armor_head=1, armor_heal=6, armor_use=400,
physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
--- Bronze Chestplate
--
-- @chestplate 3d_armor:chestplate_bronze
-- @img 3d_armor_inv_chestplate_bronze.png
-- @grp armor_torso 1
-- @grp armor_heal 6
-- @grp armor_use 400
-- @grp physics_speed -0.04
-- @grp physics_gravity 0.04
-- @armorgrp fleshy 15
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp choppy 2
-- @damagegrp crumbly 1
-- @damagegrp level 2
armor:register_armor(":3d_armor:chestplate_bronze", {
description = S("Bronze Chestplate"),
inventory_image = "3d_armor_inv_chestplate_bronze.png",
groups = {armor_torso=1, armor_heal=6, armor_use=400,
physics_speed=-0.04, physics_gravity=0.04},
armor_groups = {fleshy=15},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
--- Bronze Leggings
--
-- @leggings 3d_armor:leggings_bronze
-- @img 3d_armor_inv_leggings_bronze.png
-- @grp armor_legs 1
-- @grp armor_heal 6
-- @grp armor_use 400
-- @grp physics_speed -0.03
-- @grp physics_gravity 0.03
-- @armorgrp fleshy 15
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp choppy 2
-- @damagegrp crumbly 1
-- @damagegrp level 2
armor:register_armor(":3d_armor:leggings_bronze", {
description = S("Bronze Leggings"),
inventory_image = "3d_armor_inv_leggings_bronze.png",
groups = {armor_legs=1, armor_heal=6, armor_use=400,
physics_speed=-0.03, physics_gravity=0.03},
armor_groups = {fleshy=15},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
--- Bronze Boots
--
-- @boots 3d_armor:boots_bronze
-- @img 3d_armor_inv_boots_bronze.png
-- @grp armor_feet 1
-- @grp armor_heal 6
-- @grp armor_use 400
-- @grp physics_speed -0.01
-- @grp physics_gravity 0.01
-- @armorgrp fleshy 10
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp choppy 2
-- @damagegrp crumbly 1
-- @damagegrp level 2
armor:register_armor(":3d_armor:boots_bronze", {
description = S("Bronze Boots"),
inventory_image = "3d_armor_inv_boots_bronze.png",
groups = {armor_feet=1, armor_heal=6, armor_use=400,
physics_speed=-0.01, physics_gravity=0.01},
armor_groups = {fleshy=10},
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
})
--- Crafting
--
-- @section craft
--- Craft recipes for helmets, chestplates, leggings, boots, & shields.
--
-- @craft armor
-- @usage
-- Key:
-- - m: material
-- - 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
-- - nether: nether:nether_ingot
--
-- helmet: chestplate: leggings:
-- ┌───┬───┬───┐ ┌───┬───┬───┐ ┌───┬───┬───┐
-- │ m │ m │ m │ │ m │ │ m │ │ m │ m │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤ ├───┼───┼───┤
-- │ m │ │ m │ │ m │ m │ m │ │ m │ │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤ ├───┼───┼───┤
-- │ │ │ │ │ m │ m │ m │ │ m │ │ m │
-- └───┴───┴───┘ └───┴───┴───┘ └───┴───┴───┘
--
-- boots: shield:
-- ┌───┬───┬───┐ ┌───┬───┬───┐
-- │ │ │ │ │ m │ m │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤
-- │ m │ │ m │ │ m │ m │ m │
-- ├───┼───┼───┤ ├───┼───┼───┤
-- │ m │ │ m │ │ │ m │ │
-- └───┴───┴───┘ └───┴───┴───┘
local s = "bronze"
local m = armor.materials.bronze
minetest.register_craft({
output = "3d_armor:helmet_"..s,
recipe = {
{m, m, m},
{m, "", m},
{"", "", ""},
},
})
minetest.register_craft({
output = "3d_armor:chestplate_"..s,
recipe = {
{m, "", m},
{m, m, m},
{m, m, m},
},
})
minetest.register_craft({
output = "3d_armor:leggings_"..s,
recipe = {
{m, m, m},
{m, "", m},
{m, "", m},
},
})
minetest.register_craft({
output = "3d_armor:boots_"..s,
recipe = {
{m, "", m},
{m, "", m},
},
})
end

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# textdomain: armor_bronze
Bronze Helmet=Bronzehelm
Bronze Chestplate=Bronzebrustplatte
Bronze Leggings=Bronzehose
Bronze Boots=Bronzestiefel

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# textdomain: armor_bronze
Bronze Helmet=Bronza Kasko
Bronze Chestplate=Bronza Kiraso
Bronze Leggings=Bronza Pantalono
Bronze Boots=Bronzaj Botoj

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# textdomain: armor_bronze
Bronze Helmet=Casco de bronce
Bronze Chestplate=Peto de bronce
Bronze Leggings=Grebas de bronce
Bronze Boots=Botas de bronce

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