-- Armorball: Test entity for testing armor groups -- Rightclick to change armor group local phasearmor = { [0]={icy=100}, [1]={fiery=100}, [2]={icy=100, fiery=100}, [3]={fleshy=-100}, [4]={fleshy=1}, [5]={fleshy=10}, [6]={fleshy=50}, [7]={fleshy=100}, [8]={fleshy=200}, [9]={fleshy=1000}, [10]={fleshy=32767}, [11]={immortal=1}, [12]={punch_operable=1}, } local max_phase = 12 core.register_entity("testentities:armorball", { initial_properties = { hp_max = 20, physical = false, collisionbox = {-0.4,-0.4,-0.4, 0.4,0.4,0.4}, visual = "sprite", visual_size = {x=1, y=1}, textures = {"testentities_armorball.png"}, spritediv = {x=1, y=max_phase+1}, initial_sprite_basepos = {x=0, y=0}, }, _phase = 7, on_activate = function(self, staticdata) core.log("action", "[testentities] armorball.on_activate") self.object:set_armor_groups(phasearmor[self._phase]) self.object:set_sprite({x=0, y=self._phase}) end, on_rightclick = function(self, clicker) -- Change armor group and sprite self._phase = self._phase + 1 if self._phase >= max_phase + 1 then self._phase = 0 end self.object:set_sprite({x=0, y=self._phase}) self.object:set_armor_groups(phasearmor[self._phase]) end, on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage) if not puncher then return end local name = puncher:get_player_name() if not name then return end core.chat_send_player(name, "time_from_last_punch="..string.format("%.3f", time_from_last_punch).."; damage="..tostring(damage)) end, })