write something there
525
mods/3d_armor/3d_armor/README.md
Normal file
|
@ -0,0 +1,525 @@
|
|||
# [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*
|
982
mods/3d_armor/3d_armor/api.lua
Normal file
|
@ -0,0 +1,982 @@
|
|||
|
||||
--- 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\_<type>***, ***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
|
62
mods/3d_armor/3d_armor/armor.conf.example
Normal file
|
@ -0,0 +1,62 @@
|
|||
-- 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
|
84
mods/3d_armor/3d_armor/crafting_guide.txt
Normal file
|
@ -0,0 +1,84 @@
|
|||
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
|
502
mods/3d_armor/3d_armor/init.lua
Normal file
|
@ -0,0 +1,502 @@
|
|||
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
|
25
mods/3d_armor/3d_armor/integration_test.lua
Normal file
|
@ -0,0 +1,25 @@
|
|||
|
||||
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)
|
7
mods/3d_armor/3d_armor/locale/3d_armor.de.tr
Normal file
|
@ -0,0 +1,7 @@
|
|||
# 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!
|
7
mods/3d_armor/3d_armor/locale/3d_armor.eo.tr
Normal file
|
@ -0,0 +1,7 @@
|
|||
# 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!
|
7
mods/3d_armor/3d_armor/locale/3d_armor.es.tr
Normal file
|
@ -0,0 +1,7 @@
|
|||
# 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!
|
7
mods/3d_armor/3d_armor/locale/3d_armor.fr.tr
Normal file
|
@ -0,0 +1,7 @@
|
|||
# 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 !
|
7
mods/3d_armor/3d_armor/locale/3d_armor.it.tr
Normal file
|
@ -0,0 +1,7 @@
|
|||
# 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!
|
7
mods/3d_armor/3d_armor/locale/3d_armor.ms.tr
Normal file
|
@ -0,0 +1,7 @@
|
|||
# textdomain: 3d_armor
|
||||
Radiation=Radiasi
|
||||
Level=Tahap
|
||||
Heal=Pulih
|
||||
Fire=Api
|
||||
Your @1 is almost broken!=
|
||||
Your @1 got destroyed!=@1 anda telah musnah!
|
7
mods/3d_armor/3d_armor/locale/3d_armor.pl.tr
Normal file
|
@ -0,0 +1,7 @@
|
|||
# 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!
|
7
mods/3d_armor/3d_armor/locale/3d_armor.pt.tr
Normal file
|
@ -0,0 +1,7 @@
|
|||
# textdomain: 3d_armor
|
||||
Radiation=Radiação
|
||||
Level=Nível
|
||||
Heal=Saúde
|
||||
Fire=Fogo
|
||||
Your @1 is almost broken!=
|
||||
Your @1 got destroyed!=@1 foi destruído(a)!
|
7
mods/3d_armor/3d_armor/locale/3d_armor.pt_BR.tr
Normal file
|
@ -0,0 +1,7 @@
|
|||
# textdomain: 3d_armor
|
||||
Radiation=Radiação
|
||||
Level=Nível
|
||||
Heal=Saúde
|
||||
Fire=Fogo
|
||||
Your @1 is almost broken!=
|
||||
Your @1 got destroyed!=@1 foi destruído(a)!
|
7
mods/3d_armor/3d_armor/locale/3d_armor.ru.tr
Normal file
|
@ -0,0 +1,7 @@
|
|||
# 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)!
|
7
mods/3d_armor/3d_armor/locale/3d_armor.sv.tr
Normal file
|
@ -0,0 +1,7 @@
|
|||
# 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!
|
7
mods/3d_armor/3d_armor/locale/template.txt
Normal file
|
@ -0,0 +1,7 @@
|
|||
# textdomain: 3d_armor
|
||||
Radiation=
|
||||
Level=
|
||||
Heal=
|
||||
Fire=
|
||||
Your @1 is almost broken!=
|
||||
Your @1 got destroyed!=
|
5
mods/3d_armor/3d_armor/mod.conf
Normal file
|
@ -0,0 +1,5 @@
|
|||
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
|
BIN
mods/3d_armor/3d_armor/models/3d_armor_character.b3d
Normal file
BIN
mods/3d_armor/3d_armor/textures/character_preview.png
Normal file
After Width: | Height: | Size: 349 B |
BIN
mods/3d_armor/3d_armor/textures/inventory_plus_armor.png
Normal file
After Width: | Height: | Size: 571 B |
7
mods/3d_armor/3d_armor/tools/README.md
Normal file
|
@ -0,0 +1,7 @@
|
|||
# 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
|
38
mods/3d_armor/3d_armor_ip/init.lua
Normal file
|
@ -0,0 +1,38 @@
|
|||
-- 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)
|
3
mods/3d_armor/3d_armor_ip/locale/3d_armor_ip.de.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: 3d_armor_ip
|
||||
Back=Zurück
|
||||
Armor=Rüstung
|
3
mods/3d_armor/3d_armor_ip/locale/3d_armor_ip.eo.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: 3d_armor_ip
|
||||
Back=Dorso
|
||||
Armor=Armaĵo
|
3
mods/3d_armor/3d_armor_ip/locale/3d_armor_ip.fr.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: 3d_armor_ip
|
||||
Back=Retour
|
||||
Armor=Armure
|
3
mods/3d_armor/3d_armor_ip/locale/3d_armor_ip.pt_BR.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: 3d_armor_ip
|
||||
Back=Voltar
|
||||
Armor=Armadura
|
3
mods/3d_armor/3d_armor_ip/locale/3d_armor_ip.sv.tr
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: 3d_armor_ip
|
||||
Back=Tillbaka
|
||||
Armor=Rustning
|
3
mods/3d_armor/3d_armor_ip/locale/template.txt
Normal file
|
@ -0,0 +1,3 @@
|
|||
# textdomain: 3d_armor_ip
|
||||
Back=
|
||||
Armor=
|
4
mods/3d_armor/3d_armor_ip/mod.conf
Normal file
|
@ -0,0 +1,4 @@
|
|||
name = 3d_armor_ip
|
||||
depends = 3d_armor
|
||||
optional_depends = inventory_plus
|
||||
description = Adds 3d_armor page to the inventory plus.
|
21
mods/3d_armor/3d_armor_sfinv/init.lua
Normal file
|
@ -0,0 +1,21 @@
|
|||
-- 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)
|
2
mods/3d_armor/3d_armor_sfinv/locale/3d_armor_sfinv.de.tr
Normal file
|
@ -0,0 +1,2 @@
|
|||
# textdomain: 3d_armor_sfinv
|
||||
Armor=Rüstung
|
2
mods/3d_armor/3d_armor_sfinv/locale/3d_armor_sfinv.eo.tr
Normal file
|
@ -0,0 +1,2 @@
|
|||
# textdomain: 3d_armor_sfinv
|
||||
Armor=Armaĵoj
|
2
mods/3d_armor/3d_armor_sfinv/locale/3d_armor_sfinv.es.tr
Normal file
|
@ -0,0 +1,2 @@
|
|||
# textdomain: 3d_armor_sfinv
|
||||
Armor=Armadura
|
2
mods/3d_armor/3d_armor_sfinv/locale/3d_armor_sfinv.fr.tr
Normal file
|
@ -0,0 +1,2 @@
|
|||
# textdomain: 3d_armor_sfinv
|
||||
Armor=Armure
|
|
@ -0,0 +1,2 @@
|
|||
# textdomain: 3d_armor_sfinv
|
||||
Armor=Armadura
|
2
mods/3d_armor/3d_armor_sfinv/locale/3d_armor_sfinv.sv.tr
Normal file
|
@ -0,0 +1,2 @@
|
|||
# textdomain: 3d_armor_sfinv
|
||||
Armor=Rustning
|
2
mods/3d_armor/3d_armor_sfinv/locale/template.txt
Normal file
|
@ -0,0 +1,2 @@
|
|||
# textdomain: 3d_armor_sfinv
|
||||
Armor=
|
4
mods/3d_armor/3d_armor_sfinv/mod.conf
Normal file
|
@ -0,0 +1,4 @@
|
|||
name = 3d_armor_sfinv
|
||||
depends = 3d_armor
|
||||
optional_depends = sfinv
|
||||
description = Adds 3d_armor page to the sfinv inventory.
|
21
mods/3d_armor/3d_armor_stand/README.txt
Normal file
|
@ -0,0 +1,21 @@
|
|||
[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 |
|
||||
+---+---+---+
|
||||
|
445
mods/3d_armor/3d_armor_stand/init.lua
Normal file
|
@ -0,0 +1,445 @@
|
|||
-- 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"},
|
||||
}
|
||||
})
|
5
mods/3d_armor/3d_armor_stand/locale/3d_armor_stand.de.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# 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)
|
5
mods/3d_armor/3d_armor_stand/locale/3d_armor_stand.eo.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# 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)
|
6
mods/3d_armor/3d_armor_stand/locale/3d_armor_stand.es.tr
Normal file
|
@ -0,0 +1,6 @@
|
|||
# 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)
|
5
mods/3d_armor/3d_armor_stand/locale/3d_armor_stand.fr.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# 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)
|
|
@ -0,0 +1,5 @@
|
|||
# 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)
|
5
mods/3d_armor/3d_armor_stand/locale/3d_armor_stand.ru.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# 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)
|
5
mods/3d_armor/3d_armor_stand/locale/3d_armor_stand.sv.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# 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)
|
6
mods/3d_armor/3d_armor_stand/locale/template.txt
Normal file
|
@ -0,0 +1,6 @@
|
|||
# textdomain: 3d_armor_stand
|
||||
Armor Stand Top=
|
||||
Armor Stand=
|
||||
Locked Armor Stand=
|
||||
Shared Armor Stand=
|
||||
Armor Stand (owned by @1)=
|
2
mods/3d_armor/3d_armor_stand/mod.conf
Normal file
|
@ -0,0 +1,2 @@
|
|||
name = 3d_armor_stand
|
||||
depends = 3d_armor
|
193
mods/3d_armor/3d_armor_stand/models/3d_armor_entity.obj
Normal file
|
@ -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
|
280
mods/3d_armor/3d_armor_stand/models/3d_armor_stand.obj
Normal file
|
@ -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
|
BIN
mods/3d_armor/3d_armor_stand/models/3d_armor_stand.png
Normal file
After Width: | Height: | Size: 1.6 KiB |
BIN
mods/3d_armor/3d_armor_stand/models/3d_armor_stand_locked.png
Normal file
After Width: | Height: | Size: 1.9 KiB |
BIN
mods/3d_armor/3d_armor_stand/models/3d_armor_stand_shared.png
Normal file
After Width: | Height: | Size: 1,011 B |
BIN
mods/3d_armor/3d_armor_stand/textures/3d_armor_stand_feet.png
Normal file
After Width: | Height: | Size: 160 B |
BIN
mods/3d_armor/3d_armor_stand/textures/3d_armor_stand_head.png
Normal file
After Width: | Height: | Size: 164 B |
BIN
mods/3d_armor/3d_armor_stand/textures/3d_armor_stand_legs.png
Normal file
After Width: | Height: | Size: 159 B |
BIN
mods/3d_armor/3d_armor_stand/textures/3d_armor_stand_shield.png
Normal file
After Width: | Height: | Size: 166 B |
BIN
mods/3d_armor/3d_armor_stand/textures/3d_armor_stand_torso.png
Normal file
After Width: | Height: | Size: 191 B |
58
mods/3d_armor/3d_armor_ui/init.lua
Normal file
|
@ -0,0 +1,58 @@
|
|||
-- 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,
|
||||
})
|
8
mods/3d_armor/3d_armor_ui/locale/3d_armor_ui.de.tr
Normal file
|
@ -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
|
8
mods/3d_armor/3d_armor_ui/locale/3d_armor_ui.eo.tr
Normal file
|
@ -0,0 +1,8 @@
|
|||
# textdomain: 3d_armor_ui
|
||||
3D Armor=3D Armaĵoj
|
||||
Armor not initialized!=Armaĵoj ne pretigitaj!
|
||||
Armor=Armaĵo
|
||||
Level=Nivelo
|
||||
Heal=Sanigi
|
||||
Fire=Fajro
|
||||
Radiation=Radiado
|
8
mods/3d_armor/3d_armor_ui/locale/3d_armor_ui.fr.tr
Normal file
|
@ -0,0 +1,8 @@
|
|||
# textdomain: 3d_armor_ui
|
||||
3D Armor=Armure 3D
|
||||
Armor not initialized!=Armure non initialisée !
|
||||
Armor=Armure
|
||||
Level=Niveau
|
||||
Heal=Soins
|
||||
Fire=Feu
|
||||
Radiation=Radiation
|
8
mods/3d_armor/3d_armor_ui/locale/3d_armor_ui.pt_BR.tr
Normal file
|
@ -0,0 +1,8 @@
|
|||
# textdomain: 3d_armor_ui
|
||||
3D Armor=3D Armor
|
||||
Armor not initialized!=Armadura não inicializada!
|
||||
Armor=Armadura
|
||||
Level=Nível
|
||||
Heal=Vida
|
||||
Fire=Fogo
|
||||
Radiation=Radiação
|
8
mods/3d_armor/3d_armor_ui/locale/3d_armor_ui.sv.tr
Normal file
|
@ -0,0 +1,8 @@
|
|||
# textdomain: 3d_armor_ui
|
||||
3D Armor=
|
||||
Armor not initialized!=Rustning har inte initialiserats
|
||||
Armor=Rustning
|
||||
Level=Nivå
|
||||
Heal=Läkning
|
||||
Fire=Eld
|
||||
Radiation=Strålning
|
8
mods/3d_armor/3d_armor_ui/locale/template.txt
Normal file
|
@ -0,0 +1,8 @@
|
|||
# textdomain: 3d_armor_ui
|
||||
3D Armor=
|
||||
Armor not initialized!=
|
||||
Armor=
|
||||
Level=
|
||||
Heal=
|
||||
Fire=
|
||||
Radiation=
|
5
mods/3d_armor/3d_armor_ui/mod.conf
Normal file
|
@ -0,0 +1,5 @@
|
|||
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
|
10
mods/3d_armor/LICENSE.md
Normal file
|
@ -0,0 +1,10 @@
|
|||
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
|
93
mods/3d_armor/README.md
Normal file
|
@ -0,0 +1,93 @@
|
|||
Modpack - 3d Armor
|
||||
==================
|
||||

|
||||
|
||||
|
||||

|
||||

|
||||
|
||||
### 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.
|
94
mods/3d_armor/armor_admin/init.lua
Normal file
|
@ -0,0 +1,94 @@
|
|||
|
||||
--- 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")
|
5
mods/3d_armor/armor_admin/locale/armor_admin.de.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# textdomain: armor_admin
|
||||
Admin Helmet=Adminhelm
|
||||
Admin Chestplate=Adminbrustplatte
|
||||
Admin Leggings=Adminhose
|
||||
Admin Boots=Adminstiefel
|
5
mods/3d_armor/armor_admin/locale/armor_admin.eo.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# textdomain: armor_admin
|
||||
Admin Helmet=Administra Kasko
|
||||
Admin Chestplate=Administra Kiraso
|
||||
Admin Leggings=Administra Pantalono
|
||||
Admin Boots=Administraj Botoj
|
5
mods/3d_armor/armor_admin/locale/armor_admin.es.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# textdomain: armor_admin
|
||||
Admin Helmet=Casco de admin
|
||||
Admin Chestplate=Peto de admin
|
||||
Admin Leggings=Grebas de admin
|
||||
Admin Boots=Botas de admin
|
5
mods/3d_armor/armor_admin/locale/armor_admin.fr.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# textdomain: armor_admin
|
||||
Admin Helmet=Casque d'admin
|
||||
Admin Chestplate=Cuirasse d'admin
|
||||
Admin Leggings=Jambières d'admin
|
||||
Admin Boots=Bottes d'admin
|
5
mods/3d_armor/armor_admin/locale/armor_admin.it.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# 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
|
5
mods/3d_armor/armor_admin/locale/armor_admin.ms.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# textdomain: armor_admin
|
||||
Admin Helmet=Helmet Pentadbir
|
||||
Admin Chestplate=Perisai Dada Pentadbir
|
||||
Admin Leggings=Perisai Kaki Pentadbir
|
||||
Admin Boots=But Pentadbir
|
5
mods/3d_armor/armor_admin/locale/armor_admin.pt.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# textdomain: armor_admin
|
||||
Admin Helmet=
|
||||
Admin Chestplate=
|
||||
Admin Leggings=
|
||||
Admin Boots=
|
5
mods/3d_armor/armor_admin/locale/armor_admin.pt_BR.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# textdomain: armor_admin
|
||||
Admin Helmet=Capacete de Administrador
|
||||
Admin Chestplate=Peitoral de Administrador
|
||||
Admin Leggings=Calças de Administrador
|
||||
Admin Boots=Botas de Administrador
|
5
mods/3d_armor/armor_admin/locale/armor_admin.ru.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# textdomain: armor_admin
|
||||
Admin Helmet=шлем админа
|
||||
Admin Chestplate=нагрудник админа
|
||||
Admin Leggings=штаны админа
|
||||
Admin Boots=ботинки админа
|
5
mods/3d_armor/armor_admin/locale/armor_admin.sv.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# textdomain: armor_admin
|
||||
Admin Helmet=Adminhjälm
|
||||
Admin Chestplate=Adminbröstplåt
|
||||
Admin Leggings=Adminbyxor
|
||||
Admin Boots=Adminstövlar
|
5
mods/3d_armor/armor_admin/locale/template.txt
Normal file
|
@ -0,0 +1,5 @@
|
|||
# textdomain: armor_admin
|
||||
Admin Helmet=
|
||||
Admin Chestplate=
|
||||
Admin Leggings=
|
||||
Admin Boots=
|
3
mods/3d_armor/armor_admin/mod.conf
Normal file
|
@ -0,0 +1,3 @@
|
|||
name = armor_admin
|
||||
depends = 3d_armor
|
||||
description = Adds admin armor.
|
BIN
mods/3d_armor/armor_admin/textures/3d_armor_boots_admin.png
Normal file
After Width: | Height: | Size: 258 B |
After Width: | Height: | Size: 261 B |
BIN
mods/3d_armor/armor_admin/textures/3d_armor_chestplate_admin.png
Normal file
After Width: | Height: | Size: 409 B |
After Width: | Height: | Size: 285 B |
BIN
mods/3d_armor/armor_admin/textures/3d_armor_helmet_admin.png
Normal file
After Width: | Height: | Size: 348 B |
After Width: | Height: | Size: 261 B |
BIN
mods/3d_armor/armor_admin/textures/3d_armor_inv_boots_admin.png
Normal file
After Width: | Height: | Size: 216 B |
After Width: | Height: | Size: 256 B |
BIN
mods/3d_armor/armor_admin/textures/3d_armor_inv_helmet_admin.png
Normal file
After Width: | Height: | Size: 188 B |
After Width: | Height: | Size: 214 B |
BIN
mods/3d_armor/armor_admin/textures/3d_armor_leggings_admin.png
Normal file
After Width: | Height: | Size: 288 B |
After Width: | Height: | Size: 298 B |
180
mods/3d_armor/armor_bronze/init.lua
Normal file
|
@ -0,0 +1,180 @@
|
|||
|
||||
--- 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
|
5
mods/3d_armor/armor_bronze/locale/armor_bronze.de.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# textdomain: armor_bronze
|
||||
Bronze Helmet=Bronzehelm
|
||||
Bronze Chestplate=Bronzebrustplatte
|
||||
Bronze Leggings=Bronzehose
|
||||
Bronze Boots=Bronzestiefel
|
5
mods/3d_armor/armor_bronze/locale/armor_bronze.eo.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# textdomain: armor_bronze
|
||||
Bronze Helmet=Bronza Kasko
|
||||
Bronze Chestplate=Bronza Kiraso
|
||||
Bronze Leggings=Bronza Pantalono
|
||||
Bronze Boots=Bronzaj Botoj
|
5
mods/3d_armor/armor_bronze/locale/armor_bronze.es.tr
Normal file
|
@ -0,0 +1,5 @@
|
|||
# textdomain: armor_bronze
|
||||
Bronze Helmet=Casco de bronce
|
||||
Bronze Chestplate=Peto de bronce
|
||||
Bronze Leggings=Grebas de bronce
|
||||
Bronze Boots=Botas de bronce
|