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https://github.com/minetest-mods/3d_armor.git
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Make armor more configurable
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@ -1,7 +1,9 @@
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[mod] Visible Player Armor [3d_armor]
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[mod] Visible Player Armor [3d_armor]
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=====================================
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=====================================
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depends: default, inventory_plus
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Depends: default
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Recommends: inventory_plus or unified_inventory (use only one)
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Adds craftable armor that is visible to other players. Each armor item worn contributes to
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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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a player's armor group level making them less vulnerable to weapons.
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@ -9,8 +11,9 @@ a player's armor group level making them less vulnerable to weapons.
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Armor takes damage when a player is hurt but also offers a percentage chance of healing.
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Armor takes damage when a player is hurt but also offers a percentage chance of healing.
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Overall level is boosted by 10% when wearing a full matching set.
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Overall level is boosted by 10% when wearing a full matching set.
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default settings: [minetest.conf]
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Configuration
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-------------
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# Set number of seconds between armor updates.
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Armor can be configured by adding a file called armor.conf in 3d_armor mod directory.
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3d_armor_update_time = 1
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see armor.conf.example for all available options.
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30
3d_armor/armor.conf.example
Normal file
30
3d_armor/armor.conf.example
Normal file
@ -0,0 +1,30 @@
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--Armor Configuration (defaults)
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-- Increase this if you get initialization glitches when a player first joins.
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ARMOR_INIT_DELAY = 1
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-- Number of initialization attempts.
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-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
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ARMOR_INIT_TIMES = 1
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-- Increase this if armor is not getting into bones due to server lag.
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ARMOR_BONES_DELAY = 1
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-- How often player armor/wield items are updated.
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ARMOR_UPDATE_TIME = 1
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-- Drop armor when a player dies.
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-- Uses bones mod if present, otherwise items are dropped around the player.
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ARMOR_DROP = true
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-- Pulverise armor when a player dies, overrides ARMOR_DROP.
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ARMOR_DESTROY = false
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-- You can use this to increase or decrease armor effectiveness,
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-- eg: ARMOR_LEVEL_MULTIPLIER = 0.5 will reduce armor level by half,
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ARMOR_LEVEL_MULTIPLIER = 1
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-- You can use this to increase or decrease armor effectiveness,
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-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
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ARMOR_HEAL_MULTIPLIER = 1
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@ -1,9 +1,20 @@
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local time = 0
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ARMOR_INIT_DELAY = 1
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local update_time = tonumber(minetest.setting_get("3d_armor_update_time"))
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ARMOR_INIT_TIMES = 1
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if not update_time then
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ARMOR_BONES_DELAY = 1
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update_time = 1
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ARMOR_UPDATE_TIME = 1
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minetest.setting_set("3d_armor_update_time", tostring(update_time))
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ARMOR_DROP = true
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ARMOR_DESTROY = false
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ARMOR_LEVEL_MULTIPLIER = 1
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ARMOR_HEAL_MULTIPLIER = 1
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local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
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local input = io.open(modpath.."/armor.conf", "r")
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if input then
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dofile(modpath.."/armor.conf")
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input:close()
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input = nil
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end
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end
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local time = 0
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armor = {
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armor = {
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player_hp = {},
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player_hp = {},
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@ -125,6 +136,8 @@ armor.set_player_armor = function(self, player)
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if material.type and material.count == #self.elements then
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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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armor_level = armor_level * 1.1
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end
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end
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armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
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armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
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if #textures > 0 then
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if #textures > 0 then
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armor_texture = table.concat(textures, "^")
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armor_texture = table.concat(textures, "^")
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end
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end
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@ -185,6 +198,7 @@ armor.update_armor = function(self, player)
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end
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end
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self.def[name].state = state
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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].count = items
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heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
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if heal_max > math.random(100) then
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if heal_max > math.random(100) then
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player:set_hp(self.player_hp[name])
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player:set_hp(self.player_hp[name])
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return
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return
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@ -225,7 +239,7 @@ end
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default.player_register_model("3d_armor_character.x", {
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default.player_register_model("3d_armor_character.x", {
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animation_speed = 30,
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animation_speed = 30,
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textures = {
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textures = {
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armor.default_skin,
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armor.default_skin..".png",
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"3d_armor_trans.png",
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"3d_armor_trans.png",
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"3d_armor_trans.png",
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"3d_armor_trans.png",
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},
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},
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@ -340,15 +354,17 @@ minetest.register_on_joinplayer(function(player)
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armor.textures[name].skin = "player_"..name..".png"
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armor.textures[name].skin = "player_"..name..".png"
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end
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end
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end
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end
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minetest.after(1, function(player)
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for i=1, ARMOR_INIT_TIMES do
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minetest.after(ARMOR_INIT_DELAY * i, function(player)
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armor:set_player_armor(player)
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armor:set_player_armor(player)
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if inventory_plus == nil and unified_inventory == nil then
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if inventory_plus == nil and unified_inventory == nil then
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armor:update_inventory(player)
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armor:update_inventory(player)
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end
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end
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end, player)
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end, player)
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end
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end)
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end)
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if minetest.get_modpath("bones") then
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if ARMOR_DROP == true or ARMOR_DESTROY == true then
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minetest.register_on_dieplayer(function(player)
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minetest.register_on_dieplayer(function(player)
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local name = player:get_player_name()
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local name = player:get_player_name()
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local pos = player:getpos()
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local pos = player:getpos()
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@ -359,12 +375,24 @@ if minetest.get_modpath("bones") then
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local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
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local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
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for i=1, player_inv:get_size("armor") do
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for i=1, player_inv:get_size("armor") do
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local stack = armor_inv:get_stack("armor", i)
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local stack = armor_inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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table.insert(drop, stack)
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table.insert(drop, stack)
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armor_inv:set_stack("armor", i, nil)
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armor_inv:set_stack("armor", i, nil)
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player_inv:set_stack("armor", i, nil)
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player_inv:set_stack("armor", i, nil)
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end
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end
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end
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armor:set_player_armor(player)
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armor:set_player_armor(player)
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minetest.after(1, function() --TODO: Make delay configurable
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if unified_inventory then
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unified_inventory.set_inventory_formspec(player, "craft")
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elseif inventory_plus then
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local formspec = inventory_plus.get_formspec(player,"main")
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inventory_plus.set_inventory_formspec(player, formspec)
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else
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armor:update_inventory(player)
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end
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if ARMOR_DESTROY == false then
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if minetest.get_modpath("bones") then
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minetest.after(ARMOR_BONES_DELAY, function()
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local node = minetest.get_node(pos)
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local node = minetest.get_node(pos)
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if node.name == "bones:bones" then
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if node.name == "bones:bones" then
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local meta = minetest.get_meta(pos)
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local meta = minetest.get_meta(pos)
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@ -379,13 +407,30 @@ if minetest.get_modpath("bones") then
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end
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end
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end
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end
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end)
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end)
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else
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for _,stack in ipairs(drop) do
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local obj = minetest.add_item(pos, stack:get_name())
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if obj then
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local x = math.random(1, 5)
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if math.random(1,2) == 1 then
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x = -x
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end
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local z = math.random(1, 5)
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if math.random(1,2) == 1 then
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z = -z
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end
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obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
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end
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end
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end
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end
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end
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end
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end)
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end)
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end
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end
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function(dtime)
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time = time + dtime
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time = time + dtime
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if time > update_time then
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if time > ARMOR_UPDATE_TIME then
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for _,player in ipairs(minetest.get_connected_players()) do
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for _,player in ipairs(minetest.get_connected_players()) do
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armor:update_armor(player)
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armor:update_armor(player)
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end
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end
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@ -1,4 +1,5 @@
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dofile(minetest.get_modpath(minetest.get_current_modname()).."/armor.lua")
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ARMOR_MOD_NAME = minetest.get_current_modname()
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dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/armor.lua")
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local use_moreores = minetest.get_modpath("moreores")
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local use_moreores = minetest.get_modpath("moreores")
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-- Regisiter Head Armor
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-- Regisiter Head Armor
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@ -17,6 +17,9 @@ when wearing a full matching set (helmet, chestplate, leggings and boots of the
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Compatible with player skins [skins] by Zeg9 and Player Textures [player_textures] by PilzAdam.
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Compatible with player skins [skins] by Zeg9 and Player Textures [player_textures] by PilzAdam.
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Armor can be configured by adding a file called armor.conf in 3d_armor mod directory.
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see armor.conf.example for all available options.
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[mod] Visible Wielded Items [wieldview]
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[mod] Visible Wielded Items [wieldview]
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---------------------------------------
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---------------------------------------
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