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https://github.com/minetest-mods/3d_armor.git
synced 2024-11-22 12:43:42 +01:00
Add support for non-fleshy damage groups, closes #47
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@ -3,7 +3,9 @@
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Depends: default
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Recommends: sfinv, inventory_plus or unified_inventory (use only one to avoid conflicts)
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Recommends: sfinv, unified_inventory or smart_inventory (use only one to avoid conflicts)
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Supports: player_monoids and armor_monoid
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Adds craftable armor that is visible to other players. Each armor item worn contributes to
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a player's armor group level making them less vulnerable to weapons.
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@ -69,13 +71,22 @@ API
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Armor Registration:
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minetest.register_tool("your_mod_name:speed_boots", {
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armor:register_armor(name, def)
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armor:register_armor_group(group, base)
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Example:
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armor:register_armor_group("radiation", 100)
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armor:register_armor("mod_name:speed_boots", {
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description = "Speed Boots",
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inventory_image = "your_mod_name_speed_boots_inv.png",
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texture = "your_mod_name_speed_boots.png",
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groups = {armor_feet=10, physics_speed=0.5, armor_use=2000},
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inventory_image = "mod_name_speed_boots_inv.png",
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texture = "mod_name_speed_boots.png",
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preview = "mod_name_speed_boots_preview.png",
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armor_groups = {fleshy=10, radiation=10},
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groups = {armor_feet=1, physics_speed=0.5, armor_use=2000},
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on_destroy = function(player, item_name)
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minetest.sound_play("your_mod_name_break_sound", {
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minetest.sound_play("mod_name_break_sound", {
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to_player = player:get_player_name(),
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})
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end,
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@ -92,15 +103,15 @@ Durability: armor_use
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Notes:
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Elements may be modified by dependent mods, eg shields adds armor_shield.
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Physics values are 'stackable', durability is determined
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by the level of armor_use. total uses == approx (65535/armor_use)
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Attributes and physics values are 'stackable', durability is determined
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by the level of armor_use, total uses == approx (65535/armor_use), non-fleshy
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damage groups need to be defined in the tool/weapon used against the player
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Item Callbacks:
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on_equip = func(player, stack)
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on_unequip = func(player, stack)
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on_destroy = func(player, item_name)
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on_destroy = func(player, stack)
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Global Callbacks:
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206
3d_armor/api.lua
206
3d_armor/api.lua
@ -6,13 +6,14 @@ armor = {
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timer = 0,
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elements = {"head", "torso", "legs", "feet"},
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physics = {"jump", "speed", "gravity"},
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attributes = {"heal", "fire", "water"},
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formspec = "image[2.5,0;2,4;armor_preview]"..
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default.gui_bg..
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default.gui_bg_img..
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default.gui_slots..
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default.get_hotbar_bg(0, 4.7)..
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"label[5,1;Level: armor_level]"..
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"label[5,1.5;Heal: armor_heal]"..
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"label[5,1.5;Heal: armor_attr_heal]"..
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"list[current_player;main;0,4.7;8,1;]"..
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"list[current_player;main;0,5.85;8,3;8]",
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def = {},
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@ -39,6 +40,7 @@ armor = {
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{"default:torch_ceiling", 1, 1},
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{"default:torch_wall", 1, 1},
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},
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registered_groups = {["fleshy"]=100},
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registered_callbacks = {
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on_update = {},
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on_equip = {},
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@ -69,6 +71,20 @@ armor.config = {
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fire_protect = minetest.get_modpath("ethereal") ~= nil
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}
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-- Armor Registration
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armor.register_armor = function(self, name, def)
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minetest.register_tool(name, def)
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end
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armor.register_armor_group = function(self, group, base)
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base = base or 100
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self.registered_groups[group] = base
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if use_armor_monoid then
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armor_monoid.register_armor_group(group, base)
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end
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end
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-- Armor callbacks
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armor.register_on_update = function(self, func)
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@ -125,112 +141,125 @@ armor.update_player_visuals = function(self, player)
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end
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armor.set_player_armor = function(self, player)
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local name, player_inv = armor:get_valid_player(player, "[set_player_armor]")
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local name, player_inv = self:get_valid_player(player, "[set_player_armor]")
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if not name then
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return
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end
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local armor_texture = "3d_armor_trans.png"
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local armor_level = 0
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local armor_heal = 0
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local armor_fire = 0
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local armor_water = 0
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local armor_radiation = 0
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local state = 0
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local items = 0
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local elements = {}
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local textures = {}
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local physics_o = {speed=1,gravity=1,jump=1}
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local material = {type=nil, count=1}
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local count = 0
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local material = {count=1}
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local preview = armor:get_preview(name)
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for _,v in ipairs(self.elements) do
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elements[v] = false
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local texture = "3d_armor_trans.png"
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local textures = {}
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local physics = {}
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local attributes = {}
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local levels = {}
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local groups = {}
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local change = {}
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for _, phys in pairs(self.physics) do
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physics[phys] = 0
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end
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for i=1, 6 do
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local stack = player_inv:get_stack("armor", i)
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local item = stack:get_name()
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for _, attr in pairs(self.attributes) do
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attributes[attr] = 0
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end
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for group, base in pairs(self.registered_groups) do
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groups[group] = base
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change[group] = 1
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levels[group] = 0
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end
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local list = player_inv:get_list("armor")
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for i, stack in pairs(list) do
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if stack:get_count() == 1 then
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local def = stack:get_definition()
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for k, v in pairs(elements) do
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if v == false then
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local level = def.groups["armor_"..k]
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if level then
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local texture = def.texture or item:gsub("%:", "_")
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table.insert(textures, texture..".png")
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preview = preview.."^"..texture.."_preview.png"
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armor_level = armor_level + level
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state = state + stack:get_wear()
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items = items + 1
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armor_heal = armor_heal + (def.groups["armor_heal"] or 0)
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armor_fire = armor_fire + (def.groups["armor_fire"] or 0)
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armor_water = armor_water + (def.groups["armor_water"] or 0)
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armor_radiation = armor_radiation + (def.groups["armor_radiation"] or 0)
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for kk,vv in ipairs(self.physics) do
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local o_value = def.groups["physics_"..vv]
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if o_value then
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physics_o[vv] = physics_o[vv] + o_value
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for _, element in pairs(self.elements) do
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if def.groups["armor_"..element] then
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if def.armor_groups then
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for group, level in pairs(def.armor_groups) do
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if levels[group] then
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levels[group] = levels[group] + level
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end
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end
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local mat = string.match(item, "%:.+_(.+)$")
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if material.type then
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if material.type == mat then
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material.count = material.count + 1
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end
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else
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material.type = mat
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end
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elements[k] = true
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else
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local level = def.groups["armor_"..element]
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levels["fleshy"] = levels["fleshy"] + level
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end
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end
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-- DEPRECATED, use armor_groups instead
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if def.groups["armor_radiation"] and levels["radiation"] then
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levels["radiation"] = def.groups["armor_radiation"]
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end
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end
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local item = stack:get_name()
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local tex = def.texture or item:gsub("%:", "_")
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local prev = def.preview or tex.."_preview"
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tex = tex:gsub(".png$", "")
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prev = prev:gsub(".png$", "")
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texture = texture.."^"..tex..".png"
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preview = preview.."^"..prev..".png"
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state = state + stack:get_wear()
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count = count + 1
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for _, phys in pairs(self.physics) do
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local value = def.groups["physics_"..phys] or 0
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physics[phys] = physics[phys] + value
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end
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for _, attr in pairs(self.attributes) do
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local value = def.groups["armor_"..attr] or 0
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attributes[attr] = attributes[attr] + value
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end
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local mat = string.match(item, "%:.+_(.+)$")
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if material.name then
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if material.name == mat then
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material.count = material.count + 1
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end
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else
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material.name = mat
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end
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end
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end
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if minetest.get_modpath("shields") then
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armor_level = armor_level * 0.9
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for group, level in pairs(levels) do
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if level > 0 then
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local base = self.registered_groups[group]
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if minetest.get_modpath("shields") then
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level = level * 0.9
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end
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if material.name and material.count == #self.elements then
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level = level * 1.1
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end
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level = level * armor.config.level_multiplier
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self.def[name].groups[group] = level
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if level > base then
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level = base
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end
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groups[group] = base - level
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change[group] = groups[group] / base
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end
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end
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if material.type and material.count == #self.elements then
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armor_level = armor_level * 1.1
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for _, attr in pairs(self.attributes) do
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self.def[name][attr] = attributes[attr]
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end
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armor_level = armor_level * self.config.level_multiplier
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armor_heal = armor_heal * self.config.heal_multiplier
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armor_radiation = armor_radiation * self.config.radiation_multiplier
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if #textures > 0 then
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armor_texture = table.concat(textures, "^")
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end
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local armor_groups = {fleshy=100}
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if armor_level > 0 then
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armor_groups.level = math.floor(armor_level / 20)
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armor_groups.fleshy = 100 - armor_level
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armor_groups.radiation = 100 - armor_radiation
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for _, phys in pairs(self.physics) do
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self.def[name][phys] = physics[phys]
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end
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if use_armor_monoid then
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armor_monoid.monoid:add_change(player, {
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fleshy = armor_groups.fleshy / 100
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}, "3d_armor:armor")
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armor_monoid.monoid:add_change(player, change, "3d_armor:armor")
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else
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player:set_armor_groups(armor_groups)
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player:set_armor_groups(groups)
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end
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if use_player_monoids then
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player_monoids.speed:add_change(player, physics_o.speed,
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player_monoids.speed:add_change(player, physics.speed,
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"3d_armor:physics")
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player_monoids.jump:add_change(player, physics_o.jump,
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player_monoids.jump:add_change(player, physics.jump,
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"3d_armor:physics")
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player_monoids.gravity:add_change(player, physics_o.gravity,
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player_monoids.gravity:add_change(player, physics.gravity,
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"3d_armor:physics")
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else
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player:set_physics_override(physics_o)
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player:set_physics_override(physics)
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end
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self.textures[name].armor = armor_texture
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self.textures[name].armor = texture
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self.textures[name].preview = preview
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self.def[name].level = self.def[name].groups.fleshy or 0
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self.def[name].state = state
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self.def[name].count = items
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self.def[name].level = armor_level
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self.def[name].heal = armor_heal
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self.def[name].jump = physics_o.jump
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self.def[name].speed = physics_o.speed
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self.def[name].gravity = physics_o.gravity
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self.def[name].fire = armor_fire
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self.def[name].water = armor_water
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self.def[name].radiation = armor_radiation
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self.def[name].count = count
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self:update_player_visuals(player)
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self:run_callbacks("on_update", player)
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end
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@ -263,29 +292,28 @@ armor.get_preview = function(self, name)
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end
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armor.get_armor_formspec = function(self, name, listring)
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if not armor.textures[name] then
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minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]")
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if not armor.def[name] or not armor.textures[name] then
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return ""
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end
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if not armor.def[name] then
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minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]")
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return ""
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end
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local formspec = armor.formspec.."list[detached:"..name.."_armor;armor;0,0.5;2,3;]"
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local formspec = armor.formspec..
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"list[detached:"..name.."_armor;armor;0,0.5;2,3;]"
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if listring == true then
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formspec = formspec.."listring[current_player;main]"..
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"listring[detached:"..name.."_armor;armor]"
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end
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formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
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formspec = formspec:gsub("armor_level", armor.def[name].level)
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formspec = formspec:gsub("armor_heal", armor.def[name].heal)
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formspec = formspec:gsub("armor_fire", armor.def[name].fire)
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formspec = formspec:gsub("armor_radiation", armor.def[name].radiation)
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for _, attr in pairs(self.attributes) do
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formspec = formspec:gsub("armor_attr_"..attr, armor.def[name][attr])
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end
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for _, group in pairs(self.attributes) do
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formspec = formspec:gsub("armor_group_"..group, armor.def[name][group])
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end
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return formspec
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end
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armor.update_inventory = function(self, player)
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-- DEPRECIATED: Legacy inventory support
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-- DEPRECATED: Legacy inventory support
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end
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armor.set_inventory_stack = function(self, player, i, stack)
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@ -1,4 +1,4 @@
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-- DEPRECIATED, will not be supported in future versions
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-- DEPRECATED, will not be supported in future versions
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-- See README.txt for new configuration options.
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@ -3,263 +3,264 @@ minetest.register_alias("adminhelmet","3d_armor:helmet_admin")
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minetest.register_alias("adminchestplate","3d_armor:chestplate_admin")
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minetest.register_alias("adminleggings","3d_armor:leggings_admin")
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minetest.register_tool("3d_armor:helmet_admin", {
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armor:register_armor("3d_armor:helmet_admin", {
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description = "Admin Helmet",
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inventory_image = "3d_armor_inv_helmet_admin.png",
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groups = {armor_head=1000, armor_heal=1000, armor_use=0, armor_water=1,
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armor_groups = {fleshy=100},
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groups = {armor_head=1, armor_heal=100, armor_use=0, armor_water=1,
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not_in_creative_inventory=1},
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wear = 0,
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on_drop = function(itemstack, dropper, pos)
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return
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end,
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})
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minetest.register_tool("3d_armor:chestplate_admin", {
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armor:register_armor("3d_armor:chestplate_admin", {
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description = "Admin Chestplate",
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inventory_image = "3d_armor_inv_chestplate_admin.png",
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groups = {armor_torso=1000, armor_heal=1000, armor_use=0,
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armor_groups = {fleshy=100},
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groups = {armor_torso=1, armor_heal=100, armor_use=0,
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not_in_creative_inventory=1},
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wear = 0,
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on_drop = function(itemstack, dropper, pos)
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return
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end,
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})
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minetest.register_tool("3d_armor:leggings_admin", {
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armor:register_armor("3d_armor:leggings_admin", {
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description = "Admin Leggings",
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inventory_image = "3d_armor_inv_leggings_admin.png",
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groups = {armor_legs=1000, armor_heal=1000, armor_use=0,
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armor_groups = {fleshy=100},
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groups = {armor_legs=1, armor_heal=100, armor_use=0,
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not_in_creative_inventory=1},
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wear = 0,
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on_drop = function(itemstack, dropper, pos)
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return
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end,
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})
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minetest.register_tool("3d_armor:boots_admin", {
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armor:register_armor("3d_armor:boots_admin", {
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description = "Admin Boots",
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inventory_image = "3d_armor_inv_boots_admin.png",
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groups = {armor_feet=1000, armor_heal=1000, armor_use=0,
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armor_groups = {fleshy=100},
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groups = {armor_feet=1, armor_heal=100, armor_use=0,
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not_in_creative_inventory=1},
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wear = 0,
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on_drop = function(itemstack, dropper, pos)
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return
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end,
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})
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if armor.materials.wood then
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minetest.register_tool("3d_armor:helmet_wood", {
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armor:register_armor("3d_armor:helmet_wood", {
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description = "Wood Helmet",
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inventory_image = "3d_armor_inv_helmet_wood.png",
|
||||
groups = {armor_head=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=5},
|
||||
groups = {armor_head=1, armor_heal=0, armor_use=2000},
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_wood", {
|
||||
armor:register_armor("3d_armor:chestplate_wood", {
|
||||
description = "Wood Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_wood.png",
|
||||
groups = {armor_torso=10, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=10},
|
||||
groups = {armor_torso=1, armor_heal=0, armor_use=2000},
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_wood", {
|
||||
armor:register_armor("3d_armor:leggings_wood", {
|
||||
description = "Wood Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_wood.png",
|
||||
groups = {armor_legs=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=5},
|
||||
groups = {armor_legs=1, armor_heal=0, armor_use=2000},
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_wood", {
|
||||
armor:register_armor("3d_armor:boots_wood", {
|
||||
description = "Wood Boots",
|
||||
inventory_image = "3d_armor_inv_boots_wood.png",
|
||||
groups = {armor_feet=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=5},
|
||||
groups = {armor_feet=1, armor_heal=0, armor_use=2000},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.cactus then
|
||||
minetest.register_tool("3d_armor:helmet_cactus", {
|
||||
armor:register_armor("3d_armor:helmet_cactus", {
|
||||
description = "Cactus Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_cactus.png",
|
||||
groups = {armor_head=5, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=5},
|
||||
groups = {armor_head=1, armor_heal=0, armor_use=1000},
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_cactus", {
|
||||
armor:register_armor("3d_armor:chestplate_cactus", {
|
||||
description = "Cactus Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_cactus.png",
|
||||
groups = {armor_torso=10, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=10},
|
||||
groups = {armor_torso=1, armor_heal=0, armor_use=1000},
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_cactus", {
|
||||
armor:register_armor("3d_armor:leggings_cactus", {
|
||||
description = "Cactus Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_cactus.png",
|
||||
groups = {armor_legs=5, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=5},
|
||||
groups = {armor_legs=1, armor_heal=0, armor_use=1000},
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_cactus", {
|
||||
armor:register_armor("3d_armor:boots_cactus", {
|
||||
description = "Cactus Boots",
|
||||
inventory_image = "3d_armor_inv_boots_cactus.png",
|
||||
groups = {armor_feet=5, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=5},
|
||||
groups = {armor_feet=1, armor_heal=0, armor_use=1000},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.steel then
|
||||
minetest.register_tool("3d_armor:helmet_steel", {
|
||||
armor:register_armor("3d_armor:helmet_steel", {
|
||||
description = "Steel Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_steel.png",
|
||||
groups = {armor_head=10, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=10},
|
||||
groups = {armor_head=1, armor_heal=0, armor_use=500},
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_steel", {
|
||||
armor:register_armor("3d_armor:chestplate_steel", {
|
||||
description = "Steel Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_steel.png",
|
||||
groups = {armor_torso=15, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=15},
|
||||
groups = {armor_torso=1, armor_heal=0, armor_use=500},
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_steel", {
|
||||
armor:register_armor("3d_armor:leggings_steel", {
|
||||
description = "Steel Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_steel.png",
|
||||
groups = {armor_legs=15, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=15},
|
||||
groups = {armor_legs=1, armor_heal=0, armor_use=500},
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_steel", {
|
||||
armor:register_armor("3d_armor:boots_steel", {
|
||||
description = "Steel Boots",
|
||||
inventory_image = "3d_armor_inv_boots_steel.png",
|
||||
groups = {armor_feet=10, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=10},
|
||||
groups = {armor_feet=1, armor_heal=0, armor_use=500},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.bronze then
|
||||
minetest.register_tool("3d_armor:helmet_bronze", {
|
||||
armor:register_armor("3d_armor:helmet_bronze", {
|
||||
description = "Bronze Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_bronze.png",
|
||||
groups = {armor_head=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=10},
|
||||
groups = {armor_head=1, armor_heal=6, armor_use=250},
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_bronze", {
|
||||
armor:register_armor("3d_armor:chestplate_bronze", {
|
||||
description = "Bronze Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_bronze.png",
|
||||
groups = {armor_torso=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=15},
|
||||
groups = {armor_torso=1, armor_heal=6, armor_use=250},
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_bronze", {
|
||||
armor:register_armor("3d_armor:leggings_bronze", {
|
||||
description = "Bronze Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_bronze.png",
|
||||
groups = {armor_legs=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=15},
|
||||
groups = {armor_legs=1, armor_heal=6, armor_use=250},
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_bronze", {
|
||||
armor:register_armor("3d_armor:boots_bronze", {
|
||||
description = "Bronze Boots",
|
||||
inventory_image = "3d_armor_inv_boots_bronze.png",
|
||||
groups = {armor_feet=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=10},
|
||||
groups = {armor_feet=1, armor_heal=6, armor_use=250},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.diamond then
|
||||
minetest.register_tool("3d_armor:helmet_diamond", {
|
||||
armor:register_armor("3d_armor:helmet_diamond", {
|
||||
description = "Diamond Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_diamond.png",
|
||||
groups = {armor_head=15, armor_heal=12, armor_use=100},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=15},
|
||||
groups = {armor_head=1, armor_heal=12, armor_use=100},
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_diamond", {
|
||||
armor:register_armor("3d_armor:chestplate_diamond", {
|
||||
description = "Diamond Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_diamond.png",
|
||||
groups = {armor_torso=20, armor_heal=12, armor_use=100},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=20},
|
||||
groups = {armor_torso=1, armor_heal=12, armor_use=100},
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_diamond", {
|
||||
armor:register_armor("3d_armor:leggings_diamond", {
|
||||
description = "Diamond Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_diamond.png",
|
||||
groups = {armor_legs=20, armor_heal=12, armor_use=100},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=20},
|
||||
groups = {armor_legs=1, armor_heal=12, armor_use=100},
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_diamond", {
|
||||
armor:register_armor("3d_armor:boots_diamond", {
|
||||
description = "Diamond Boots",
|
||||
inventory_image = "3d_armor_inv_boots_diamond.png",
|
||||
groups = {armor_feet=15, armor_heal=12, armor_use=100},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=15},
|
||||
groups = {armor_feet=1, armor_heal=12, armor_use=100},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.gold then
|
||||
minetest.register_tool("3d_armor:helmet_gold", {
|
||||
armor:register_armor("3d_armor:helmet_gold", {
|
||||
description = "Gold Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_gold.png",
|
||||
groups = {armor_head=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=10},
|
||||
groups = {armor_head=1, armor_heal=6, armor_use=250},
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_gold", {
|
||||
armor:register_armor("3d_armor:chestplate_gold", {
|
||||
description = "Gold Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_gold.png",
|
||||
groups = {armor_torso=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=15},
|
||||
groups = {armor_torso=1, armor_heal=6, armor_use=250},
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_gold", {
|
||||
armor:register_armor("3d_armor:leggings_gold", {
|
||||
description = "Gold Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_gold.png",
|
||||
groups = {armor_legs=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=15},
|
||||
groups = {armor_legs=1, armor_heal=6, armor_use=250},
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_gold", {
|
||||
armor:register_armor("3d_armor:boots_gold", {
|
||||
description = "Gold Boots",
|
||||
inventory_image = "3d_armor_inv_boots_gold.png",
|
||||
groups = {armor_feet=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=10},
|
||||
groups = {armor_feet=1, armor_heal=6, armor_use=250},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.mithril then
|
||||
minetest.register_tool("3d_armor:helmet_mithril", {
|
||||
armor:register_armor("3d_armor:helmet_mithril", {
|
||||
description = "Mithril Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_mithril.png",
|
||||
groups = {armor_head=15, armor_heal=12, armor_use=50},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=15},
|
||||
groups = {armor_head=1, armor_heal=12, armor_use=50},
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_mithril", {
|
||||
armor:register_armor("3d_armor:chestplate_mithril", {
|
||||
description = "Mithril Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_mithril.png",
|
||||
groups = {armor_torso=20, armor_heal=12, armor_use=50},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=20},
|
||||
groups = {armor_torso=1, armor_heal=12, armor_use=50},
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_mithril", {
|
||||
armor:register_armor("3d_armor:leggings_mithril", {
|
||||
description = "Mithril Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_mithril.png",
|
||||
groups = {armor_legs=20, armor_heal=12, armor_use=50},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=20},
|
||||
groups = {armor_legs=1, armor_heal=12, armor_use=50},
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_mithril", {
|
||||
armor:register_armor("3d_armor:boots_mithril", {
|
||||
description = "Mithril Boots",
|
||||
inventory_image = "3d_armor_inv_boots_mithril.png",
|
||||
groups = {armor_feet=15, armor_heal=12, armor_use=50},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=15},
|
||||
groups = {armor_feet=1, armor_heal=12, armor_use=50},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.crystal then
|
||||
minetest.register_tool("3d_armor:helmet_crystal", {
|
||||
armor:register_armor("3d_armor:helmet_crystal", {
|
||||
description = "Crystal Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_crystal.png",
|
||||
groups = {armor_head=15, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=15},
|
||||
groups = {armor_head=1, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_crystal", {
|
||||
armor:register_armor("3d_armor:chestplate_crystal", {
|
||||
description = "Crystal Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_crystal.png",
|
||||
groups = {armor_torso=20, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=20},
|
||||
groups = {armor_torso=1, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_crystal", {
|
||||
armor:register_armor("3d_armor:leggings_crystal", {
|
||||
description = "Crystal Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_crystal.png",
|
||||
groups = {armor_legs=20, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=20},
|
||||
groups = {armor_legs=1, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_crystal", {
|
||||
armor:register_armor("3d_armor:boots_crystal", {
|
||||
description = "Crystal Boots",
|
||||
inventory_image = "3d_armor_inv_boots_crystal.png",
|
||||
groups = {armor_feet=15, armor_heal=12, armor_use=50, physics_speed=1, physics_jump=0.5, armor_fire=1},
|
||||
wear = 0,
|
||||
armor_groups = {fleshy=15},
|
||||
groups = {armor_feet=1, armor_heal=12, armor_use=50, physics_speed=1,
|
||||
physics_jump=0.5, armor_fire=1},
|
||||
})
|
||||
end
|
||||
|
||||
|
@ -50,16 +50,17 @@ for material, _ in pairs(armor.materials) do
|
||||
armor.materials[material] = nil
|
||||
end
|
||||
end
|
||||
if armor.config.fire_protect then
|
||||
armor.formspec = armor.formspec.."label[5,2;Fire: armor_fire]"
|
||||
end
|
||||
|
||||
dofile(modpath.."/armor.lua")
|
||||
|
||||
-- Mod Compatibility
|
||||
|
||||
if armor.config.fire_protect then
|
||||
armor.formspec = armor.formspec.."label[5,2;Fire: armor_fire]"
|
||||
end
|
||||
if minetest.get_modpath("technic") then
|
||||
armor.formspec = armor.formspec.."label[5,2.5;Radiation: armor_radiation]"
|
||||
armor.formspec = armor.formspec.."label[5,2.5;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
|
||||
@ -167,17 +168,20 @@ minetest.register_on_joinplayer(function(player)
|
||||
armor:run_callbacks("on_equip", player, stack)
|
||||
end
|
||||
armor.def[name] = {
|
||||
level = 0,
|
||||
state = 0,
|
||||
count = 0,
|
||||
level = 0,
|
||||
heal = 0,
|
||||
jump = 1,
|
||||
speed = 1,
|
||||
gravity = 1,
|
||||
fire = 0,
|
||||
water = 0,
|
||||
radiation = 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..".png",
|
||||
@ -202,6 +206,14 @@ minetest.register_on_joinplayer(function(player)
|
||||
end
|
||||
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, player_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
|
||||
@ -282,7 +294,7 @@ minetest.register_on_player_hpchange(function(player, hp_change)
|
||||
armor.def[name].state = state
|
||||
armor.def[name].count = items
|
||||
heal_max = heal_max * armor.config.heal_multiplier
|
||||
if heal_max > math.random(100) then
|
||||
if heal_max >= math.random(100) then
|
||||
hp_change = 0
|
||||
end
|
||||
end
|
||||
|
@ -37,7 +37,7 @@ unified_inventory.register_page("armor", {
|
||||
end
|
||||
if minetest.global_exists("technic") then
|
||||
formspec = formspec.."label[5.0,"..(fy + 1.5)..
|
||||
";Radiation: "..armor.def[name].radiation.."]"
|
||||
";Radiation: "..armor.def[name].groups["radiation"].."]"
|
||||
end
|
||||
return {formspec=formspec}
|
||||
end,
|
||||
|
Loading…
Reference in New Issue
Block a user