Corrected directory structure.
142
armor_api.lua
@ -1,142 +0,0 @@
|
||||
|
||||
armor_api = {
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||||
default_character_skin = "3d_armor_character.png",
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||||
player_hp = {},
|
||||
wielded_items = {},
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||||
}
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||||
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||||
armor_api.get_player_skin = function(self, name)
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||||
local mod_path = minetest.get_modpath("skins")
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if mod_path then
|
||||
local skin = skins.skins[name]
|
||||
if skin then
|
||||
if skin ~= skins.default() and skins.get_type(skin) == skins.type.MODEL then
|
||||
return skin..".png"
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end
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end
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end
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return self.default_character_skin
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end
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armor_api.get_wielded_item_texture = function(self, player)
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if not player then
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return nil
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end
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local stack = player:get_wielded_item()
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local item = stack:get_name()
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if not item then
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return nil
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end
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if not minetest.registered_items[item] then
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return nil
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end
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local texture = minetest.registered_items[item].inventory_image
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if texture == "" then
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if not minetest.registered_items[item].tiles then
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return nil
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end
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texture = minetest.registered_items[item].tiles[1]
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end
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return texture
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end
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armor_api.set_player_armor = function(self, player)
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if not player then
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return
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end
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local name = player:get_player_name()
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local texture = "3d_armor_character_bg.png^[combine:64x64:0,32="..self:get_player_skin(name)
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local player_inv = player:get_inventory()
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local wielded_item_texture = self:get_wielded_item_texture(player)
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if wielded_item_texture then
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texture = texture.."^[combine:64x64:0,0="..wielded_item_texture
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end
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local armor = {head, torso, legs, shield}
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for _,v in ipairs({"head", "torso", "legs"}) do
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local stack = player_inv:get_stack("armor_"..v, 1)
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armor[v] = stack:get_definition().groups["armor_"..v] or 0
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if armor[v] > 0 then
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item = stack:get_name()
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texture = texture.."^[combine:64x64:0,32="..item:gsub("%:", "_")..".png"
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end
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end
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local stack = player_inv:get_stack("armor_shield", 1)
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armor["shield"] = stack:get_definition().groups["armor_shield"] or 0
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if armor["shield"] > 0 then
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item = stack:get_name()
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texture = texture.."^[combine:64x64:16,0="..minetest.registered_items[item].inventory_image
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end
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local armor_level = math.floor(
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(.2*armor["head"]) +
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(.3*armor["torso"]) +
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(.2*armor["legs"]) +
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(.3*armor["shield"])
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)
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local level = (armor_level / 2) + 0.5
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local fleshy = 3 - (armor_level / 2)
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local armor_groups = {level=1, fleshy=3, snappy=1, choppy=1}
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armor_groups.level = level
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armor_groups.fleshy = fleshy
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player:set_armor_groups(armor_groups)
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player:set_properties({
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visual = "mesh",
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textures = {texture},
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visual_size = {x=1, y=1},
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})
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end
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armor_api.update_wielded_item = function(self, player)
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if not player then
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return
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end
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local name = player:get_player_name()
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local stack = player:get_wielded_item()
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local item = stack:get_name()
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if not item then
|
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return
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end
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if self.wielded_items[name] then
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if self.wielded_items[name] == item then
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return
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end
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self:set_player_armor(player)
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end
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self.wielded_items[name] = item
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end
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armor_api.update_armor = function(self, player)
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if not player then
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return
|
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end
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local name = player:get_player_name()
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local hp = player:get_hp()
|
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if hp == nil or hp == self.player_hp[name] then
|
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return
|
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end
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if self.player_hp[name] > hp then
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local player_inv = player:get_inventory()
|
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local armor_inv = minetest.get_inventory({type="detached", name=name.."_outfit"})
|
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if armor_inv == nil then
|
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return
|
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end
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local heal_max = 0
|
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for _,v in ipairs({"head", "torso", "legs", "shield"}) do
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local stack = armor_inv:get_stack("armor_"..v, 1)
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local use = stack:get_definition().groups["armor_use"] or 0
|
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local heal = stack:get_definition().groups["armor_heal"] or 0
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stack:add_wear(use)
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armor_inv:set_stack("armor_"..v, 1, stack)
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player_inv:set_stack("armor_"..v, 1, stack)
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if stack:get_count() == 0 then
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self:set_player_armor(player)
|
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end
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heal_max = heal_max + heal
|
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end
|
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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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return
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end
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end
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self.player_hp[name] = hp
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end
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|
@ -1,84 +0,0 @@
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3D Armor -- Visible Player Armor
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--------------------------------
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Crafting Guide
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--------------
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S = Steel Ingot [default:steel_ingot], W = Wood [default:wood]
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Steel Helmet [3d_armor:helmet_steel]
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+---+---+---+
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| S | S | S |
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+---+---+---+
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| S | | S |
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+---+---+---+
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| | | |
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+---+---+---+
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Steel Chestplate [3d_armor:chestplate_steel]
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+---+---+---+
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| S | | S |
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+---+---+---+
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| S | S | S |
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+---+---+---+
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| S | S | S |
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+---+---+---+
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Steel Leggings [3d_armor:leggings_steel]
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+---+---+---+
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| S | S | S |
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+---+---+---+
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| S | | S |
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+---+---+---+
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| S | | S |
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+---+---+---+
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Steel Shield [3d_armor:shield_steel]
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+---+---+---+
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| S | S | S |
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+---+---+---+
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| S | S | S |
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+---+---+---+
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| | S | |
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+---+---+---+
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Wooden Shield [3d_armor:shield_wood]
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+---+---+---+
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| W | W | W |
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+---+---+---+
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| w | W | W |
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+---+---+---+
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| | W | |
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+---+---+---+
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Enhanced Wooden Shield [3d_armor:shield_enhanced_wood]
|
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+---+---+---+
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| S | W | S |
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+---+---+---+
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||||
| W | S | W |
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+---+---+---+
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||||
| | W | |
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||||
+---+---+---+
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|
@ -1,2 +0,0 @@
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inventory_plus
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default
|
180
init.lua
@ -1,180 +0,0 @@
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local time = 0
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local update_time = tonumber(minetest.setting_get("3d_armor_update_time"))
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if update_time == nil then
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update_time = 2
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minetest.setting_set("3d_armor_update_time", tostring(update_time))
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end
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dofile(minetest.get_modpath(minetest.get_current_modname()).."/armor_api.lua")
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minetest.register_tool("3d_armor:helmet_steel", {
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description = "Steel Helmet",
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inventory_image = "3d_armor_inv_helmet_steel.png",
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groups = {armor_head=3, armor_heal=15, armor_use=1000},
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wear = 0,
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})
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minetest.register_tool("3d_armor:chestplate_steel", {
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description = "Steel Chestplate",
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inventory_image = "3d_armor_inv_chestplate_steel.png",
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groups = {armor_torso=3, armor_heal=20, armor_use=2500},
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wear = 0,
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})
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minetest.register_tool("3d_armor:leggings_steel", {
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description = "Steel Leggings",
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inventory_image = "3d_armor_inv_leggings_steel.png",
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groups = {armor_legs=3, armor_heal=15, armor_use=1500},
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wear = 0,
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})
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minetest.register_tool("3d_armor:shield_steel", {
|
||||
description = "Steel Shield",
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inventory_image = "3d_armor_inv_shield_steel.png",
|
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groups = {armor_shield=3, armor_heal=20, armor_use=1500},
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wear = 0,
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})
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minetest.register_tool("3d_armor:shield_wood", {
|
||||
description = "Wooden Shield",
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inventory_image = "3d_armor_inv_shield_wood.png",
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||||
groups = {armor_shield=2, armor_heal=10, armor_use=10000},
|
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wear = 0,
|
||||
})
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minetest.register_tool("3d_armor:shield_enhanced_wood", {
|
||||
description = "Enhanced Wooden Shield",
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||||
inventory_image = "3d_armor_inv_shield_enhanced_wood.png",
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groups = {armor_shield=2, armor_heal=15, armor_use=3000},
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wear = 0,
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})
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minetest.register_craft({
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output = "3d_armor:helmet_steel",
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||||
recipe = {
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "", "default:steel_ingot"},
|
||||
{"", "", ""},
|
||||
},
|
||||
})
|
||||
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||||
minetest.register_craft({
|
||||
output = "3d_armor:chestplate_steel",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:leggings_steel",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "", "default:steel_ingot"},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:shield_steel",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
|
||||
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
|
||||
{"", "default:steel_ingot", ""},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:shield_wood",
|
||||
recipe = {
|
||||
{"default:wood", "default:wood", "default:wood"},
|
||||
{"default:wood", "default:wood", "default:wood"},
|
||||
{"", "default:wood", ""},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:shield_enhanced_wood",
|
||||
recipe = {
|
||||
{"default:steel_ingot", "default:wood", "default:steel_ingot"},
|
||||
{"default:wood", "default:steel_ingot", "default:wood"},
|
||||
{"", "default:wood", ""},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||
local name = player:get_player_name()
|
||||
if fields.outfit then
|
||||
inventory_plus.set_inventory_formspec(player, "size[8,7.5]"
|
||||
.."button[0,0;2,0.5;main;Back]"
|
||||
.."list[current_player;main;0,3.5;8,4;]"
|
||||
.."list[detached:"..name.."_outfit;armor_head;3,0;1,1;]"
|
||||
.."list[detached:"..name.."_outfit;armor_torso;3,1;1,1;]"
|
||||
.."list[detached:"..name.."_outfit;armor_legs;3,2;1,1;]"
|
||||
.."list[detached:"..name.."_outfit;armor_shield;4,1;1,1;]")
|
||||
return
|
||||
end
|
||||
for field, _ in pairs(fields) do
|
||||
if string.sub(field,0,string.len("skins_set_")) == "skins_set_" then
|
||||
minetest.after(1, function(player)
|
||||
armor_api:set_player_armor(player)
|
||||
end, player)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
inventory_plus.register_button(player,"outfit", "Outfit")
|
||||
local player_inv = player:get_inventory()
|
||||
local name = player:get_player_name()
|
||||
local armor_inv = minetest.create_detached_inventory(name.."_outfit",{
|
||||
on_put = function(inv, listname, index, stack, player)
|
||||
player:get_inventory():set_stack(listname, index, stack)
|
||||
armor_api:set_player_armor(player)
|
||||
end,
|
||||
on_take = function(inv, listname, index, stack, player)
|
||||
player:get_inventory():set_stack(listname, index, nil)
|
||||
armor_api:set_player_armor(player)
|
||||
end,
|
||||
allow_put = function(inv, listname, index, stack, player)
|
||||
if inv:is_empty(listname) then
|
||||
return 1
|
||||
end
|
||||
return 0
|
||||
end,
|
||||
allow_take = function(inv, listname, index, stack, player)
|
||||
return stack:get_count()
|
||||
end,
|
||||
})
|
||||
for _,v in ipairs({"head", "torso", "legs", "shield"}) do
|
||||
local armor = "armor_"..v
|
||||
player_inv:set_size(armor, 1)
|
||||
armor_inv:set_size(armor, 1)
|
||||
armor_inv:set_stack(armor, 1, player_inv:get_stack(armor, 1))
|
||||
end
|
||||
armor_api.player_hp[name] = 0
|
||||
local texture = armor_api:get_player_skin(name)
|
||||
player:set_properties({
|
||||
visual = "mesh",
|
||||
mesh = "3d_armor_character.x",
|
||||
textures = {texture},
|
||||
visual_size = {x=1, y=1},
|
||||
})
|
||||
minetest.after(1, function(player)
|
||||
armor_api:set_player_armor(player)
|
||||
end, player)
|
||||
end)
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
time = time + dtime
|
||||
if time > update_time then
|
||||
for _,player in ipairs(minetest.get_connected_players()) do
|
||||
armor_api:update_wielded_item(player)
|
||||
armor_api:update_armor(player)
|
||||
end
|
||||
time = 0
|
||||
end
|
||||
end)
|
||||
|
Before Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 167 B |
Before Width: | Height: | Size: 1.4 KiB |
Before Width: | Height: | Size: 1.1 KiB |
Before Width: | Height: | Size: 258 B |
Before Width: | Height: | Size: 255 B |
Before Width: | Height: | Size: 251 B |
Before Width: | Height: | Size: 747 B |
Before Width: | Height: | Size: 697 B |
Before Width: | Height: | Size: 667 B |
Before Width: | Height: | Size: 774 B |