Add shields back as a separate mod
@ -7,6 +7,13 @@ end
|
|||||||
|
|
||||||
armor = {
|
armor = {
|
||||||
player_hp = {},
|
player_hp = {},
|
||||||
|
elements = {"head", "torso", "legs", "feet"},
|
||||||
|
formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
|
||||||
|
.."list[current_player;main;0,4.5;8,4;]"
|
||||||
|
.."list[detached:player_name_armor;armor_head;3,0;1,1;]"
|
||||||
|
.."list[detached:player_name_armor;armor_torso;3,1;1,1;]"
|
||||||
|
.."list[detached:player_name_armor;armor_legs;3,2;1,1;]"
|
||||||
|
.."list[detached:player_name_armor;armor_feet;3,3;1,1;]",
|
||||||
}
|
}
|
||||||
|
|
||||||
armor.set_player_armor = function(self, player)
|
armor.set_player_armor = function(self, player)
|
||||||
@ -18,7 +25,7 @@ armor.set_player_armor = function(self, player)
|
|||||||
local armor_texture = uniskins.default_texture
|
local armor_texture = uniskins.default_texture
|
||||||
local armor_level = 0
|
local armor_level = 0
|
||||||
local textures = {}
|
local textures = {}
|
||||||
for _,v in ipairs({"head", "torso", "legs", "feet"}) do
|
for _,v in ipairs(self.elements) do
|
||||||
local stack = player_inv:get_stack("armor_"..v, 1)
|
local stack = player_inv:get_stack("armor_"..v, 1)
|
||||||
local level = stack:get_definition().groups["armor_"..v]
|
local level = stack:get_definition().groups["armor_"..v]
|
||||||
if level then
|
if level then
|
||||||
@ -56,7 +63,7 @@ armor.update_armor = function(self, player)
|
|||||||
return
|
return
|
||||||
end
|
end
|
||||||
local heal_max = 0
|
local heal_max = 0
|
||||||
for _,v in ipairs({"head", "torso", "legs", "feet"}) do
|
for _,v in ipairs(self.elements) do
|
||||||
local stack = armor_inv:get_stack("armor_"..v, 1)
|
local stack = armor_inv:get_stack("armor_"..v, 1)
|
||||||
if stack:get_count() > 0 then
|
if stack:get_count() > 0 then
|
||||||
local use = stack:get_definition().groups["armor_use"] or 0
|
local use = stack:get_definition().groups["armor_use"] or 0
|
||||||
@ -87,14 +94,9 @@ end
|
|||||||
|
|
||||||
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||||
local name = player:get_player_name()
|
local name = player:get_player_name()
|
||||||
|
local formspec = armor.formspec:gsub("player_name", name)
|
||||||
if fields.armor then
|
if fields.armor then
|
||||||
inventory_plus.set_inventory_formspec(player, "size[8,8.5]"
|
inventory_plus.set_inventory_formspec(player, formspec)
|
||||||
.."button[0,0;2,0.5;main;Back]"
|
|
||||||
.."list[current_player;main;0,4.5;8,4;]"
|
|
||||||
.."list[detached:"..name.."_armor;armor_head;3,0;1,1;]"
|
|
||||||
.."list[detached:"..name.."_armor;armor_torso;3,1;1,1;]"
|
|
||||||
.."list[detached:"..name.."_armor;armor_legs;3,2;1,1;]"
|
|
||||||
.."list[detached:"..name.."_armor;armor_feet;3,3;1,1;]")
|
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
for field, _ in pairs(fields) do
|
for field, _ in pairs(fields) do
|
||||||
@ -133,7 +135,7 @@ minetest.register_on_joinplayer(function(player)
|
|||||||
return 0
|
return 0
|
||||||
end,
|
end,
|
||||||
})
|
})
|
||||||
for _,v in ipairs({"head", "torso", "legs", "feet"}) do
|
for _,v in ipairs(armor.elements) do
|
||||||
local list = "armor_"..v
|
local list = "armor_"..v
|
||||||
player_inv:set_size(list, 1)
|
player_inv:set_size(list, 1)
|
||||||
armor_inv:set_size(list, 1)
|
armor_inv:set_size(list, 1)
|
||||||
|
@ -14,6 +14,7 @@ Helmets:
|
|||||||
[3d_armor:helmet_wood] X = [default:wood]
|
[3d_armor:helmet_wood] X = [default:wood]
|
||||||
[3d_armor:helmet_steel] X = [default:steel_ingot]
|
[3d_armor:helmet_steel] X = [default:steel_ingot]
|
||||||
[3d_armor:helmet_bronze] X = [default:bronze_ingot]
|
[3d_armor:helmet_bronze] X = [default:bronze_ingot]
|
||||||
|
[3d_armor:helmet_diamond] X = [default:diamond]
|
||||||
|
|
||||||
Chestplates:
|
Chestplates:
|
||||||
|
|
||||||
@ -28,6 +29,7 @@ Chestplates:
|
|||||||
[3d_armor:chestplate_wood] X = [default:wood]
|
[3d_armor:chestplate_wood] X = [default:wood]
|
||||||
[3d_armor:chestplate_steel] X = [default:steel_ingot]
|
[3d_armor:chestplate_steel] X = [default:steel_ingot]
|
||||||
[3d_armor:chestplate_bronze] X = [default:bronze_ingot]
|
[3d_armor:chestplate_bronze] X = [default:bronze_ingot]
|
||||||
|
[3d_armor:chestplate_diamond] X = [default:diamond]
|
||||||
|
|
||||||
Leggings:
|
Leggings:
|
||||||
|
|
||||||
@ -42,6 +44,7 @@ Leggings:
|
|||||||
[3d_armor:leggings_wood] X = [default:wood]
|
[3d_armor:leggings_wood] X = [default:wood]
|
||||||
[3d_armor:leggings_steel] X = [default:steel_ingot]
|
[3d_armor:leggings_steel] X = [default:steel_ingot]
|
||||||
[3d_armor:leggings_bronze] X = [default:bronze_ingot]
|
[3d_armor:leggings_bronze] X = [default:bronze_ingot]
|
||||||
|
[3d_armor:leggings_diamond] X = [default:diamond]
|
||||||
|
|
||||||
Boots:
|
Boots:
|
||||||
|
|
||||||
@ -54,5 +57,5 @@ Boots:
|
|||||||
[3d_armor:boots_wood] X = [default:wood]
|
[3d_armor:boots_wood] X = [default:wood]
|
||||||
[3d_armor:boots_steel] X = [default:steel_ingot]
|
[3d_armor:boots_steel] X = [default:steel_ingot]
|
||||||
[3d_armor:boots_bronze] X = [default:bronze_ingot
|
[3d_armor:boots_bronze] X = [default:bronze_ingot
|
||||||
|
[3d_armor:boots_diamond] X = [default:diamond]
|
||||||
|
|
||||||
|
15
README.md
@ -4,16 +4,18 @@ Modpack - 3d Armor
|
|||||||
[mod] Unified Skins [unified_skins]
|
[mod] Unified Skins [unified_skins]
|
||||||
-----------------------------------
|
-----------------------------------
|
||||||
|
|
||||||
|
depends: default
|
||||||
|
|
||||||
A 3d character model re-texturing api used as the framework for this modpack.
|
A 3d character model re-texturing api used as the framework for this modpack.
|
||||||
|
|
||||||
Compatible with player skins mod [skins] by Zeg9 and Player Textures [player_textures] by sdzen.
|
Compatible with player skins mod [skins] by Zeg9 and Player Textures [player_textures] by sdzen.
|
||||||
|
|
||||||
Note: Currently only 64x32px player skins.
|
Note: Currently only supports 64x32px player skins.
|
||||||
|
|
||||||
[mod] Visible Wielded Items [wieldview]
|
[mod] Visible Wielded Items [wieldview]
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
depends: default, unified_skins
|
depends: unified_skins
|
||||||
|
|
||||||
Makes hand wielded items visible to other players.
|
Makes hand wielded items visible to other players.
|
||||||
|
|
||||||
@ -22,7 +24,7 @@ Note: Currently only supports 16x16px texture packs, sorry!
|
|||||||
[mod] Visible Player Armor [3d_armor]
|
[mod] Visible Player Armor [3d_armor]
|
||||||
-------------------------------------
|
-------------------------------------
|
||||||
|
|
||||||
depends: default, unified_skins, inventory_plus
|
depends: unified_skins, inventory_plus
|
||||||
|
|
||||||
Adds craftable armor that is visible to other players. Each armor item worn contributes to
|
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.
|
a player's armor group level making them less vulnerable to weapons.
|
||||||
@ -30,3 +32,10 @@ a player's armor group level making them less vulnerable to weapons.
|
|||||||
Armor takes damage when a player is hurt, however, many armor items offer a 'stackable'
|
Armor takes damage when a player is hurt, however, many armor items offer a 'stackable'
|
||||||
percentage chance of restoring the lost health points.
|
percentage chance of restoring the lost health points.
|
||||||
|
|
||||||
|
[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 what shields then simply remove the shields folder from the modpack.
|
||||||
|
6
shields/README.txt
Normal file
@ -0,0 +1,6 @@
|
|||||||
|
A 3d character model re-texturing api used as the framework for this modpack.
|
||||||
|
|
||||||
|
depends: 3d_armor
|
||||||
|
|
||||||
|
Originally a part of 3d_armor, shields have been re-included as an optional extra.
|
||||||
|
If you do not what shields then simply remove the shields folder from the modpack.
|
17
shields/crafting_guide.txt
Normal file
@ -0,0 +1,17 @@
|
|||||||
|
Shields -- Crafting Guide
|
||||||
|
--------------------------
|
||||||
|
|
||||||
|
+---+---+---+
|
||||||
|
| X | X | X |
|
||||||
|
+---+---+---+
|
||||||
|
| X | X | X |
|
||||||
|
+---+---+---+
|
||||||
|
| | X | |
|
||||||
|
+---+---+---+
|
||||||
|
|
||||||
|
[shields:shield_wood] X = [default:wood]
|
||||||
|
[shields:shield_steel] X = [default:steel_ingot]
|
||||||
|
[shields:shield_bronze] X = [default:bronze_ingot]
|
||||||
|
[shields:shield_diamond] X = [default:diamond]
|
||||||
|
|
||||||
|
|
3
shields/depends.txt
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
default
|
||||||
|
inventory_plus
|
||||||
|
3d_armor
|
60
shields/init.lua
Normal file
@ -0,0 +1,60 @@
|
|||||||
|
-- Regisiter Shields
|
||||||
|
|
||||||
|
minetest.register_tool("shields:shield_wood", {
|
||||||
|
description = "Wooden Shield",
|
||||||
|
inventory_image = "shields_inv_shield_wood.png",
|
||||||
|
groups = {armor_shield=5, armor_heal=0, armor_use=2000},
|
||||||
|
wear = 0,
|
||||||
|
})
|
||||||
|
|
||||||
|
minetest.register_tool("shields:shield_steel", {
|
||||||
|
description = "Steel Shield",
|
||||||
|
inventory_image = "shields_inv_shield_steel.png",
|
||||||
|
groups = {armor_shield=10, armor_heal=0, armor_use=500},
|
||||||
|
wear = 0,
|
||||||
|
})
|
||||||
|
|
||||||
|
minetest.register_tool("shields:shield_bronze", {
|
||||||
|
description = "Bronze Shield",
|
||||||
|
inventory_image = "shields_inv_shield_bronze.png",
|
||||||
|
groups = {armor_shield=10, armor_heal=6, armor_use=250},
|
||||||
|
wear = 0,
|
||||||
|
})
|
||||||
|
|
||||||
|
minetest.register_tool("shields:shield_diamond", {
|
||||||
|
description = "Diamond Shield",
|
||||||
|
inventory_image = "shields_inv_shield_diamond.png",
|
||||||
|
groups = {armor_shield=15, armor_heal=12, armor_use=100},
|
||||||
|
wear = 0,
|
||||||
|
})
|
||||||
|
|
||||||
|
|
||||||
|
local craft_ingreds = {
|
||||||
|
wood = "default:wood",
|
||||||
|
steel = "default:steel_ingot",
|
||||||
|
bronze = "default:bronze_ingot",
|
||||||
|
}
|
||||||
|
|
||||||
|
for k, v in pairs(craft_ingreds) do
|
||||||
|
minetest.register_craft({
|
||||||
|
output = "shields:shield_"..k,
|
||||||
|
recipe = {
|
||||||
|
{v, v, v},
|
||||||
|
{v, v, v},
|
||||||
|
{"", v, ""},
|
||||||
|
},
|
||||||
|
})
|
||||||
|
end
|
||||||
|
|
||||||
|
minetest.after(0, function()
|
||||||
|
table.insert(armor.elements, "shield")
|
||||||
|
armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
|
||||||
|
.."list[current_player;main;0,4.5;8,4;]"
|
||||||
|
.."list[detached:player_name_armor;armor_head;3,0;1,1;]"
|
||||||
|
.."list[detached:player_name_armor;armor_torso;3,1;1,1;]"
|
||||||
|
.."list[detached:player_name_armor;armor_legs;3,2;1,1;]"
|
||||||
|
.."list[detached:player_name_armor;armor_feet;3,3;1,1;]"
|
||||||
|
.."list[detached:player_name_armor;armor_shield;4,1;1,1;]"
|
||||||
|
end)
|
||||||
|
|
||||||
|
|
BIN
shields/textures/shields_inv_shield_bronze.png
Normal file
After Width: | Height: | Size: 654 B |
BIN
shields/textures/shields_inv_shield_diamond.png
Normal file
After Width: | Height: | Size: 640 B |
BIN
shields/textures/shields_inv_shield_steel.png
Normal file
After Width: | Height: | Size: 629 B |
BIN
shields/textures/shields_inv_shield_wood.png
Normal file
After Width: | Height: | Size: 600 B |
BIN
shields/textures/shields_shield_bronze.png
Normal file
After Width: | Height: | Size: 683 B |
BIN
shields/textures/shields_shield_diamond.png
Normal file
After Width: | Height: | Size: 668 B |
BIN
shields/textures/shields_shield_steel.png
Normal file
After Width: | Height: | Size: 657 B |
BIN
shields/textures/shields_shield_wood.png
Normal file
After Width: | Height: | Size: 626 B |
@ -4,7 +4,7 @@ uniskins = {
|
|||||||
armor = {},
|
armor = {},
|
||||||
wielditem = {},
|
wielditem = {},
|
||||||
default_skin = "character.png",
|
default_skin = "character.png",
|
||||||
default_texture = nil
|
default_texture = nil,
|
||||||
}
|
}
|
||||||
|
|
||||||
uniskins.update_player_visuals = function(self, player)
|
uniskins.update_player_visuals = function(self, player)
|
||||||
@ -14,13 +14,13 @@ uniskins.update_player_visuals = function(self, player)
|
|||||||
local name = player:get_player_name()
|
local name = player:get_player_name()
|
||||||
local texture = "uniskins_trans.png"
|
local texture = "uniskins_trans.png"
|
||||||
if self.wielditem[name] then
|
if self.wielditem[name] then
|
||||||
texture = texture.."^[combine:64x64:0,0="..self.wielditem[name]
|
texture = texture.."^[combine:64x80:48,64="..self.wielditem[name]
|
||||||
end
|
end
|
||||||
if self.skin[name] then
|
if self.skin[name] then
|
||||||
texture = texture.."^[combine:64x64:0,32="..self.skin[name]
|
texture = texture.."^[combine:64x80:0,32="..self.skin[name]
|
||||||
end
|
end
|
||||||
if self.armor[name] then
|
if self.armor[name] then
|
||||||
texture = texture.."^[combine:64x64:0,0="..self.armor[name]
|
texture = texture.."^[combine:64x80:0,0="..self.armor[name]
|
||||||
end
|
end
|
||||||
player:set_properties({
|
player:set_properties({
|
||||||
visual = "mesh",
|
visual = "mesh",
|
||||||
|
BIN
unified_skins/models/armor_character_tmp.png
Normal file
After Width: | Height: | Size: 5.3 KiB |
Before Width: | Height: | Size: 167 B After Width: | Height: | Size: 171 B |