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Add damage method and update README.txt
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@ -138,6 +138,25 @@ damage groups need to be defined in the tool/weapon used against the player.
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Reciprocal tool damage will be done only by the first armor inventory item
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Reciprocal tool damage will be done only by the first armor inventory item
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with `reciprocate_damage = true`
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with `reciprocate_damage = true`
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Armor Functions:
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armor:set_player_armor(player)
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Primarily an internal function but can be called externally to apply any
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changes that might not otherwise get handled.
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armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
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Used to apply damage to all equipped armor based on the damage groups of
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each individual item.`hitter`, `time_from_last_punch` and `tool_capabilities`
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are optional but should be valid if included.
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armor:damage(player, index, stack, use)
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Adds wear to a single armor itemstack, triggers `on_damage` callbacks and
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updates the necessary inventories. Also handles item destruction callbacks
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and so should NOT be called from `on_unequip` to avoid an infinite loop.
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Item Callbacks:
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Item Callbacks:
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on_equip = func(player, index, stack)
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on_equip = func(player, index, stack)
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@ -445,15 +445,7 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
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damage = minetest.get_item_group(name, "flammable") > 0
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damage = minetest.get_item_group(name, "flammable") > 0
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end
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end
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if damage == true then
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if damage == true then
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local old_stack = ItemStack(stack)
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self:damage(player, i, stack, use)
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stack:add_wear(use)
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self:set_inventory_stack(player, i, stack)
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self:run_callbacks("on_damage", player, i, stack)
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if stack:get_count() == 0 then
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self:run_callbacks("on_unequip", player, i, old_stack)
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self:run_callbacks("on_destroy", player, i, old_stack)
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self:set_player_armor(player)
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end
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end
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end
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state = state + stack:get_wear()
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state = state + stack:get_wear()
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count = count + 1
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count = count + 1
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@ -463,6 +455,18 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
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self.def[name].count = count
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self.def[name].count = count
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end
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end
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armor.damage = function(self, player, index, stack, use)
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local old_stack = ItemStack(stack)
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stack:add_wear(use)
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self:run_callbacks("on_damage", player, i, stack)
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self:set_inventory_stack(player, index, stack)
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if stack:get_count() == 0 then
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self:run_callbacks("on_unequip", player, index, old_stack)
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self:run_callbacks("on_destroy", player, index, old_stack)
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self:set_player_armor(player)
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end
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end
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armor.get_player_skin = function(self, name)
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armor.get_player_skin = function(self, name)
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local skin = nil
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local skin = nil
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if self.skin_mod == "skins" or self.skin_mod == "simple_skins" then
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if self.skin_mod == "skins" or self.skin_mod == "simple_skins" then
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