|
@ -0,0 +1,44 @@
|
|||
changelog incomple(v0.2 changes missing)
|
||||
|
||||
V0.4
|
||||
>fixed mapgen problems, forests are now much less scarce
|
||||
>spawning is improved in biomes with dirt_with_grass2 and 3
|
||||
>fixed spawning of fairies
|
||||
>added aspen trees
|
||||
>doomshrooms, flat dandelions and new tree shapes spawn on new worlds.
|
||||
>wild trees are improved, leaves changed to orange/red
|
||||
>Unified inventory removed, but worktables are given to new players(for crafting recipes)
|
||||
>Throwing has been replaced with bowsv3
|
||||
>doors and tnt updated(from minetest_game for 0.4.14)
|
||||
>New tool and weapon textures(swords, picks, and axes)
|
||||
>New obsidian axe(like steel but more durable), and ice axe(about the same as diamond but slightly weaker)
|
||||
>Finished seed effects
|
||||
>Added roc's feather(found in dungeons)
|
||||
>Improved temporary player effects from tools(such as zora scales)
|
||||
>removed player_effects mod, and made cacti hurt
|
||||
>Added experience, and the triforce spawns experience orbs when used.
|
||||
>Added crafting recipes for kblocks
|
||||
>Gorons, and Scrubs now trade items for rupees if they are right-clicked with them.
|
||||
>There are now multiple Npc textures.
|
||||
>Added many more plants(moreplants)
|
||||
>improved quartz ore texture
|
||||
>removed deku nuts
|
||||
>red ocarina's now set the weather to stormy
|
||||
>The sky is grey when there is stormy weather, even if the player is inside
|
||||
>Added the sun texture that was removed with twilight
|
||||
>Added a new moon texture(there are other texture improvements that are not listed)
|
||||
>Nyan rupees are now required for enchantment, they can be found in dungeons.
|
||||
>buckets are much easier to craft, since less poe souls are required, however the original crafting recipe is the same(loz_mode=false)
|
||||
>added boost cart(may have been in there since last version?)
|
||||
>Added a background to creative and changed the default ui background
|
||||
|
||||
V0.3
|
||||
>changed papyrus and brick textures
|
||||
>added magic tree, wild tree, and lost wood biomes
|
||||
>added loz_mode and enable_weather to config. This allows loz related items/mobs and weather to be enabled/disabled
|
||||
>added sprinting
|
||||
>removed old traders, pmobs npc now trade using rupees.
|
||||
>buckets must be crafted from poe souls in loz mode
|
||||
>added plants to jungle, coniferous, grassland and lava biomes (moreplants mod)
|
||||
>goron huts now spawn in lavabiomes
|
||||
|
|
@ -0,0 +1,674 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
|
@ -0,0 +1,53 @@
|
|||
--readme of LegendofMinetest
|
||||
Since most of this subgame is a modification of Minetest Next, please do not give credit for the default code, unless it is for something added(see changes in forum post).
|
||||
Mods by D00Med:
|
||||
decor_shield
|
||||
decor_vase
|
||||
doomshrooms
|
||||
hyrule_mapgen
|
||||
hyruletools
|
||||
icetools
|
||||
lavabiome
|
||||
mobs_fairy(based on mobs_bat)
|
||||
moreplants
|
||||
rocks
|
||||
For other mods see license.txt in the folder of each mod.
|
||||
License of code: GNU GPL v3 (C) 2016 D00Med
|
||||
License of textures: CC BY-SA 3.0 (C) 2016 D00Med
|
||||
|
||||
An edit of Minetest Next, all code licensed as shown below unless otherwise stated.
|
||||
see readme below;
|
||||
|
||||
--readme of MinetestNext
|
||||
An improved game for the Minetest game engine [minetest_next]
|
||||
=================================================================
|
||||
|
||||
To use this game with Minetest, insert this repository as
|
||||
/games/minetest_next
|
||||
in the Minetest Engine.
|
||||
|
||||
The Minetest engine can be found in:
|
||||
https://github.com/minetest/minetest/
|
||||
|
||||
|
||||
License of source code
|
||||
----------------------
|
||||
See README.txt in each mod directory for information about other authors.
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
|
||||
License of media (textures and sounds)
|
||||
--------------------------------------
|
||||
See README.txt in each mod directory for information about other authors.
|
|
@ -0,0 +1,464 @@
|
|||
Minetest NeXt - Game API
|
||||
========================
|
||||
GitHub Repo: https://github.com/BlockMen/minetest_next
|
||||
|
||||
Introduction
|
||||
------------
|
||||
Minetest NeXt offers multiple new possibilities in addition to the Minetest engine's API,
|
||||
allowing you to add new plants, stairs and much more.
|
||||
For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
|
||||
|
||||
Please note:
|
||||
[XYZ] refers to a section the Minetest API
|
||||
[#ABC] refers to a section in this document
|
||||
^ Explanation for line above
|
||||
|
||||
Bucket API
|
||||
----------
|
||||
The bucket API allows registering new types of buckets for non-default liquids.
|
||||
|
||||
bucket.register_liquid(
|
||||
"default:lava_source", -- name of the source node
|
||||
"default:lava_flowing", -- name of the flowing node
|
||||
"bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
|
||||
"bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
|
||||
"Lava Bucket", -- text description of the bucket item
|
||||
{lava_bucket = 1} -- groups of the bucket item, OPTIONAL
|
||||
)
|
||||
|
||||
Beds API
|
||||
--------
|
||||
beds.register_bed(
|
||||
"beds:bed", -- Bed name
|
||||
def: See [#Bed definition] -- Bed definition
|
||||
)
|
||||
|
||||
beds.read_spawns() -- returns a table containing players respawn positions
|
||||
beds.kick_players() -- forces all players to leave bed
|
||||
beds.skip_night() -- sets world time to morning and saves respawn position of all players currently sleeping
|
||||
|
||||
#Bed definition
|
||||
---------------
|
||||
{
|
||||
description = "Simple Bed",
|
||||
inventory_image = "beds_bed.png",
|
||||
wield_image = "beds_bed.png",
|
||||
tiles = {
|
||||
bottom = {[Tile definition],
|
||||
^ the tiles of the bottom part of the bed
|
||||
},
|
||||
top = {[Tile definition],
|
||||
^ the tiles of the bottom part of the bed
|
||||
}
|
||||
},
|
||||
nodebox = {
|
||||
bottom = regular nodebox, see [Node boxes], -- bottm part of bed
|
||||
top = regular nodebox, see [Node boxes], -- top part of bed
|
||||
},
|
||||
selectionbox = regular nodebox, see [Node boxes], -- for both nodeboxes
|
||||
recipe = { -- Craft recipe
|
||||
{"group:wool", "group:wool", "group:wool"},
|
||||
{"group:wood", "group:wood", "group:wood"}
|
||||
}
|
||||
}
|
||||
|
||||
Doors API
|
||||
---------
|
||||
The doors mod allows modders to register custom doors and trapdoors.
|
||||
|
||||
doors.register_door(name, def)
|
||||
^ name: "Door name"
|
||||
^ def: See [#Door definition]
|
||||
-> Registers new door
|
||||
|
||||
doors.register_trapdoor(name, def)
|
||||
^ name: "Trapdoor name"
|
||||
^ def: See [#Trapdoor definition]
|
||||
-> Registers new trapdoor
|
||||
|
||||
#Door definition
|
||||
----------------
|
||||
{
|
||||
description = "Door description",
|
||||
inventory_image = "mod_door_inv.png",
|
||||
groups = {group = 1},
|
||||
tiles_bottom: [Tile definition],
|
||||
^ the tiles of the bottom part of the door {front, side}
|
||||
tiles_top: [Tile definition],
|
||||
^ the tiles of the bottom part of the door {front, side}
|
||||
node_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
|
||||
node_box_top = regular nodebox, see [Node boxes], OPTIONAL,
|
||||
selection_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
|
||||
selection_box_top = regular nodebox, see [Node boxes], OPTIONAL,
|
||||
sound_open_door = sound play for open door, OPTIONAL,
|
||||
sound_close_door = sound play for close door, OPTIONAL,
|
||||
only_placer_can_open = true/false,
|
||||
^ If true, only placer can open the door (locked for others)
|
||||
}
|
||||
|
||||
#Trapdoor definition
|
||||
----------------
|
||||
{
|
||||
tile_front = "doors_trapdoor.png",
|
||||
^ the texture for the front and back of the trapdoor
|
||||
tile_side: "doors_trapdoor_side.png",
|
||||
^ the tiles of the four side parts of the trapdoor
|
||||
sound_open = sound to play when opening the trapdoor, OPTIONAL,
|
||||
sound_close = sound to play when closing the trapdoor, OPTIONAL,
|
||||
-> You can add any other node definition properties for minetest.register_node,
|
||||
such as wield_image, inventory_image, sounds, groups, description, ...
|
||||
Only node_box, selection_box, tiles, drop, drawtype, paramtype, paramtype2, on_rightclick
|
||||
will be overwritten by the trapdoor registration function
|
||||
}
|
||||
|
||||
Farming API
|
||||
-----------
|
||||
The farming API allows you to easily register plants and hoes.
|
||||
|
||||
farming.register_hoe(name, hoe definition)
|
||||
-> Register a new hoe, see [#hoe definition]
|
||||
|
||||
farming.register_plant(name, Plant definition)
|
||||
-> Register a new growing plant, see [#Plant definition]
|
||||
|
||||
#Hoe Definition
|
||||
---------------
|
||||
{
|
||||
description = "", -- Description for tooltip
|
||||
inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
|
||||
max_uses = 30, -- Uses until destroyed
|
||||
material = "", -- Material for recipes
|
||||
recipe = { -- Craft recipe, if material isn't used
|
||||
{"air", "air", "air"},
|
||||
{"", "group:stick"},
|
||||
{"", "group:stick"},
|
||||
}
|
||||
}
|
||||
|
||||
#Plant definition
|
||||
-----------------
|
||||
{
|
||||
description = "", -- Description of seed item
|
||||
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
|
||||
steps = 8, -- How many steps the plant has to grow, until it can be harvested
|
||||
^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
|
||||
minlight = 13, -- Minimum light to grow
|
||||
maxlight = default.LIGHT_MAX -- Maximum light to grow
|
||||
}
|
||||
|
||||
|
||||
TNT API
|
||||
-------
|
||||
tnt.register_tnt(name, def)
|
||||
^ name: "TNT name"
|
||||
^ def: See [#TNT definition]
|
||||
-> Register a new type of TNT
|
||||
|
||||
tnt.boom(position, radius, damage_radius, disable_drops)
|
||||
^ position: position of explosion (center)
|
||||
^ radius: Radius in which nodes can get removed
|
||||
^ damage_radius: Radius in which players and mobs get damaged
|
||||
^ disable_drops: Removed nodes are dropped
|
||||
-> Create an explosion.
|
||||
|
||||
#TNT definition
|
||||
---------------
|
||||
{
|
||||
description = "TNT", -- Description for TNT
|
||||
radius = 3, -- Radius in which nodes can get removed
|
||||
damage_radius = 6, -- Radius in which players and mobs get damaged
|
||||
disable_drops = false, -- Removed nodes are dropped
|
||||
tiles = {
|
||||
bottom = {[Tile definition],
|
||||
^ tiles of bottom
|
||||
},
|
||||
top = {[Tile definition],
|
||||
^ tiles of top
|
||||
},
|
||||
side = {[Tile definition],
|
||||
^ tiles of bottom
|
||||
},
|
||||
burning = {[Tile definition],
|
||||
^ tiles of top when burning
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
Screwdriver API
|
||||
---------------
|
||||
The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
|
||||
To use it, add the on_screwdriver function to the node definition.
|
||||
on_rotate(pos, node, user, mode, new_param2)
|
||||
^ pos: position of the node that the screwdriver is being used on
|
||||
^ node: that node
|
||||
^ user: the player who used the screwdriver
|
||||
^ mode: screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
|
||||
^ new_param2: the new value of param2 that would have been set if on_rotate wasn't there
|
||||
^ return value: false to disallow rotation, nil to keep default behaviour, true to allow
|
||||
it but to indicate that changed have already been made (so the screwdriver will wear out)
|
||||
^ use on_rotate = screwdriver.disallow to always disallow rotation
|
||||
^ use on_rotate = screwdriver.rotate_simple to allow only face rotation
|
||||
|
||||
Stairs API
|
||||
----------
|
||||
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
|
||||
delivered with minetest_game, to keep them compatible with other mods.
|
||||
|
||||
stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
|
||||
-> Registers a stair.
|
||||
-> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
|
||||
-> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
|
||||
-> groups: see [Known damage and digging time defining groups]
|
||||
-> images: see [Tile definition]
|
||||
-> description: used for the description field in the stair's definition
|
||||
-> sounds: see [#Default sounds]
|
||||
|
||||
stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
|
||||
-> Registers a slabs
|
||||
-> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
|
||||
-> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
|
||||
-> groups: see [Known damage and digging time defining groups]
|
||||
-> images: see [Tile definition]
|
||||
-> description: used for the description field in the stair's definition
|
||||
-> sounds: see [#Default sounds]
|
||||
|
||||
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)
|
||||
-> A wrapper for stairs.register_stair and stairs.register_slab
|
||||
-> Uses almost the same arguments as stairs.register_stair
|
||||
-> desc_stair: Description for stair node
|
||||
-> desc_slab: Description for slab node
|
||||
|
||||
Xpanes API
|
||||
----------
|
||||
Creates panes that automatically connect to each other.
|
||||
|
||||
xpanes.register_pane(subname, def)
|
||||
-> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
|
||||
-> def: See [#Pane definition]
|
||||
|
||||
#Pane definition
|
||||
----------------
|
||||
{
|
||||
textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"},
|
||||
^ More tiles aren't supported
|
||||
groups = {group = rating},
|
||||
^ Uses the known node groups, see [Known damage and digging time defining groups]
|
||||
sounds = SoundSpec,
|
||||
^ See [#Default sounds]
|
||||
recipe = {{"","","","","","","","",""}},
|
||||
^ Recipe field only
|
||||
}
|
||||
|
||||
Fence API
|
||||
---------
|
||||
Creates fences of given material.
|
||||
|
||||
default.register_fence(itemstring, def)
|
||||
-> itemstring: used for nodename and crafting recipes.
|
||||
-> def: See [#Fence deinition]
|
||||
|
||||
#Fence definition
|
||||
-----------------
|
||||
{
|
||||
description = "Wooden Fence",
|
||||
^ The name / description of the fence
|
||||
texture = "default_wood.png",
|
||||
^ The texture for the node. It is used to create the inventory texture too.
|
||||
material = "default:wood",
|
||||
^ The material which you need to craft the fence.
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, fuel = 4},
|
||||
^ The groups of the fence. If it isn't defined it equals {choppy = 2,
|
||||
oddly_breakable_by_hand = 2, flammable = 2, fuel = 4}.
|
||||
sounds = default.node_sound_wood_defaults()
|
||||
^ The sounds of the fence. If it isn't defined it equals default.node_sound_wood_defaults().
|
||||
}
|
||||
|
||||
Raillike definitions
|
||||
--------------------
|
||||
The following nodes use the group `connect_to_raillike` and will only connect to
|
||||
raillike nodes within this group and the same group value.
|
||||
Use `minetest.raillike_group(<Name>)` to get the group value.
|
||||
|
||||
| Node type | Raillike group name
|
||||
+-----------------------+--------------------
|
||||
| default:rail | "rail"
|
||||
| tnt:gunpowder | "gunpowder"
|
||||
| tnt:gunpowder_burning | "gunpowder"
|
||||
|
||||
Example:
|
||||
If you want to add a new rail type and want it to connect with default:rail,
|
||||
add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
|
||||
of your node.
|
||||
|
||||
|
||||
Default sounds
|
||||
--------------
|
||||
Sounds inside the default table can be used within the sounds field of node definitions.
|
||||
|
||||
default.node_sound_defaults()
|
||||
default.node_sound_stone_defaults()
|
||||
default.node_sound_dirt_defaults()
|
||||
default.node_sound_sand_defaults()
|
||||
default.node_sound_wood_defaults()
|
||||
default.node_sound_leaves_defaults()
|
||||
default.node_sound_glass_defaults()
|
||||
|
||||
Default constants
|
||||
-----------------
|
||||
default.LIGHT_MAX
|
||||
^ The maximum light level (see [Node definition] light_source)
|
||||
|
||||
Player API
|
||||
----------
|
||||
The player API can register player models and update the player's appearence
|
||||
|
||||
default.player_register_model(name, def)
|
||||
^ Register a new model to be used by players.
|
||||
-> name: model filename such as "character.x", "foo.b3d", etc.
|
||||
-> def: See [#Model definition]
|
||||
|
||||
default.registered_player_models[name]
|
||||
^ Get a model's definition
|
||||
-> see [#Model definition]
|
||||
|
||||
default.player_set_model(player, model_name)
|
||||
^ Change a player's model
|
||||
-> player: PlayerRef
|
||||
-> model_name: model registered with player_register_model()
|
||||
|
||||
default.player_set_animation(player, anim_name [, speed])
|
||||
^ Applies an animation to a player
|
||||
-> anim_name: name of the animation.
|
||||
-> speed: frames per second. If nil, default from the model is used
|
||||
|
||||
default.player_set_armor_texture(player, texture)
|
||||
^ Sets texture for armor layer
|
||||
-> player: PlayerRef
|
||||
-> texture: texture name as string
|
||||
|
||||
default.player_set_skin(player, texture)
|
||||
^ Sets players skin (texture)
|
||||
-> player: PlayerRef
|
||||
-> texture: texture name as string
|
||||
|
||||
default.player_get_animation(player)
|
||||
^ Returns a table containing fields "model", "textures" and "animation".
|
||||
^ Any of the fields of the returned table may be nil.
|
||||
-> player: PlayerRef
|
||||
|
||||
Model Definition
|
||||
----------------
|
||||
{
|
||||
animation_speed = 30, -- Default animation speed, in FPS.
|
||||
textures = {"character.png", }, -- Default array of textures.
|
||||
visual_size = {x = 1, y = 1}, -- Used to scale the model.
|
||||
animations = {
|
||||
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
|
||||
foo = {x = 0, y = 19},
|
||||
bar = {x = 20, y = 39},
|
||||
-- ...
|
||||
},
|
||||
}
|
||||
|
||||
Leafdecay
|
||||
---------
|
||||
To enable leaf decay for a node, add it to the "leafdecay" group.
|
||||
|
||||
The rating of the group determines how far from a node in the group "tree"
|
||||
the node can be without decaying.
|
||||
|
||||
If param2 of the node is ~= 0, the node will always be preserved. Thus, if
|
||||
the player places a node of that kind, you will want to set param2=1 or so.
|
||||
|
||||
The function default.after_place_leaves can be set as after_place_node of a node
|
||||
to set param2 to 1 if the player places the node (should not be used for nodes
|
||||
that use param2 otherwise (e.g. facedir)).
|
||||
|
||||
If the node is in the leafdecay_drop group then it will always be dropped as an
|
||||
item.
|
||||
|
||||
Dyes
|
||||
----
|
||||
To make recipes that will work with any dye ever made by anybody, define
|
||||
them based on groups. You can select any group of groups, based on your need for
|
||||
amount of colors.
|
||||
|
||||
#Color groups
|
||||
-------------
|
||||
Base color groups:
|
||||
- basecolor_white
|
||||
- basecolor_grey
|
||||
- basecolor_black
|
||||
- basecolor_red
|
||||
- basecolor_yellow
|
||||
- basecolor_green
|
||||
- basecolor_cyan
|
||||
- basecolor_blue
|
||||
- basecolor_magenta
|
||||
|
||||
Extended color groups (* = equal to a base color):
|
||||
* excolor_white
|
||||
- excolor_lightgrey
|
||||
* excolor_grey
|
||||
- excolor_darkgrey
|
||||
* excolor_black
|
||||
* excolor_red
|
||||
- excolor_orange
|
||||
* excolor_yellow
|
||||
- excolor_lime
|
||||
* excolor_green
|
||||
- excolor_aqua
|
||||
* excolor_cyan
|
||||
- excolor_sky_blue
|
||||
* excolor_blue
|
||||
- excolor_violet
|
||||
* excolor_magenta
|
||||
- excolor_red_violet
|
||||
|
||||
The whole unifieddyes palette as groups:
|
||||
- unicolor_<excolor>
|
||||
For the following, no white/grey/black is allowed:
|
||||
- unicolor_medium_<excolor>
|
||||
- unicolor_dark_<excolor>
|
||||
- unicolor_light_<excolor>
|
||||
- unicolor_<excolor>_s50
|
||||
- unicolor_medium_<excolor>_s50
|
||||
- unicolor_dark_<excolor>_s50
|
||||
|
||||
Example of one shapeless recipe using a color group:
|
||||
minetest.register_craft({
|
||||
type = "shapeless",
|
||||
output = '<mod>:item_yellow',
|
||||
recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
|
||||
})
|
||||
|
||||
#Color lists
|
||||
------------
|
||||
dye.basecolors
|
||||
^ Array containing the names of available base colors
|
||||
|
||||
dye.excolors
|
||||
^ Array containing the names of the available extended colors
|
||||
|
||||
Trees
|
||||
-----
|
||||
default.grow_tree(pos, is_apple_tree)
|
||||
^ Grows a mgv6 tree or apple tree at pos
|
||||
|
||||
default.grow_jungle_tree(pos)
|
||||
^ Grows a mgv6 jungletree at pos
|
||||
|
||||
default.grow_pine_tree(pos)
|
||||
^ Grows a mgv6 pinetree at pos
|
||||
|
||||
default.grow_new_apple_tree(pos)
|
||||
^ Grows a new design apple tree at pos
|
||||
|
||||
default.grow_new_jungle_tree(pos)
|
||||
^ Grows a new design jungle tree at pos
|
||||
|
||||
default.grow_new_pine_tree(pos)
|
||||
^ Grows a new design pine tree at pos
|
||||
|
||||
default.grow_new_acacia_tree(pos)
|
||||
^ Grows a new design acacia tree at pos
|
After Width: | Height: | Size: 535 KiB |
After Width: | Height: | Size: 452 KiB |
After Width: | Height: | Size: 753 KiB |
After Width: | Height: | Size: 62 KiB |
After Width: | Height: | Size: 4.5 KiB |
|
@ -0,0 +1,19 @@
|
|||
movement_liquid_sink = 15
|
||||
|
||||
movement_liquid_fluidity = 0.75
|
||||
|
||||
movement_liquid_fluidity_smooth = 1
|
||||
|
||||
tnt_radius = 3
|
||||
enable_bed_respawn = true
|
||||
give_initial_stuff = true
|
||||
enable_weather = true
|
||||
loz_mode = true
|
||||
enable_armour = true
|
||||
ARMOR_UPDATE_TIME = 1.5
|
||||
enable_tnt=true
|
||||
hud_item_wheel = false
|
||||
weather_allow_override_nodes = false
|
||||
weather_allow_abm = true
|
||||
enable_moreplants = true
|
||||
twilight = false
|
|
@ -0,0 +1,44 @@
|
|||
# This file contains settings of LegendofMinetest that can be changed in minetest.conf
|
||||
# By default, all the settings are commented and not functional.
|
||||
# Uncomment settings by removing the preceding #.
|
||||
|
||||
# Whether creative mode (fast digging of all blocks, unlimited resources) should be enabled
|
||||
#creative_mode = false
|
||||
|
||||
# Whether players inventory is placed into a node on death (bones node)
|
||||
#enable_bones = true
|
||||
|
||||
# The time in seconds after which the bones of a dead player can be looted by everyone
|
||||
# 0 to disable
|
||||
#share_bones_time = 1200
|
||||
|
||||
# Whether fire should be disabled (all fire nodes will instantly disappear)
|
||||
#disable_fire = false
|
||||
|
||||
# Whether steel tools, torches and cobblestone should be given to new players
|
||||
#give_initial_stuff = false
|
||||
|
||||
# Whether the TNT mod should be enabled
|
||||
#enable_tnt = <true in singleplayer, false in multiplayer>
|
||||
|
||||
# The radius of a TNT explosion
|
||||
#tnt_radius = 3
|
||||
|
||||
# Enable the stairs mod ABM that replaces the old 'upside down'
|
||||
# stair and slab nodes in old maps with the new param2 versions.
|
||||
#enable_stairs_replace_abm = false
|
||||
|
||||
# Whether you allow respawning in beds
|
||||
# Default value is true
|
||||
#enable_bed_respawn = true
|
||||
|
||||
# Whether players can skip night by sleeping
|
||||
# Default value is true
|
||||
#enable_bed_night_skip = true
|
||||
|
||||
# Whether there is weather
|
||||
# enable_weather = true
|
||||
|
||||
# Loz mode
|
||||
# if false will disable most loz based mobs and items
|
||||
# loz_mode = true
|
|
@ -0,0 +1,28 @@
|
|||
[mod] Visible Player Armor [3d_armor]
|
||||
=====================================
|
||||
|
||||
Depends: default
|
||||
|
||||
Recommends: inventory_plus or unified_inventory (use only one)
|
||||
|
||||
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.
|
||||
|
||||
Armor takes damage when a player is hurt but also offers a percentage chance of healing.
|
||||
Overall level is boosted by 10% when wearing a full matching set.
|
||||
|
||||
Fire protection added by TenPlus1 when using crystal armor if Ethereal mod active, level 1
|
||||
protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava.
|
||||
|
||||
Configuration
|
||||
-------------
|
||||
|
||||
Armor can be configured by adding a file called armor.conf in 3d_armor mod and/or world directory.
|
||||
see armor.conf.example for all available options.
|
||||
|
||||
Note: worldpath config settings override any settings made in the mod's directory.
|
||||
|
||||
Textures from:
|
||||
Summerfields for minetest 32x
|
||||
Adaptation of ressources pack Summerfield by LithiumSound for Minetest
|
||||
http://cuddlewoozle.github.io/SummerFields/
|
|
@ -0,0 +1,33 @@
|
|||
minetest.register_alias("adminboots","3d_armor:boots_admin")
|
||||
minetest.register_alias("adminhelmet","3d_armor:helmet_admin")
|
||||
minetest.register_alias("adminchestplate","3d_armor:chestplate_admin")
|
||||
minetest.register_alias("adminlegginss","3d_armor:leggings_admin")
|
||||
|
||||
minetest.register_tool("3d_armor:helmet_admin", {
|
||||
description = "Admin Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_admin.png",
|
||||
groups = {armor_head=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
|
||||
wear = 0,
|
||||
})
|
||||
|
||||
minetest.register_tool("3d_armor:chestplate_admin", {
|
||||
description = "Admin Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_admin.png",
|
||||
groups = {armor_torso=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
|
||||
wear = 0,
|
||||
})
|
||||
|
||||
minetest.register_tool("3d_armor:leggings_admin", {
|
||||
description = "Admin Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_admin.png",
|
||||
groups = {armor_legs=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
|
||||
wear = 0,
|
||||
})
|
||||
|
||||
minetest.register_tool("3d_armor:boots_admin", {
|
||||
description = "Admin Boots",
|
||||
inventory_image = "3d_armor_inv_boots_admin.png",
|
||||
groups = {armor_feet=1000, armor_heal=1000, armor_use=0, not_in_creative_inventory=1},
|
||||
wear = 0,
|
||||
})
|
||||
|
|
@ -0,0 +1 @@
|
|||
ARMOR_UPDATE_TIME = 1
|
|
@ -0,0 +1,56 @@
|
|||
-- Armor Configuration (defaults)
|
||||
|
||||
-- You can remove any unwanted armor materials from this table.
|
||||
-- Note that existing armor that is removed will show up as an unknown item.
|
||||
ARMOR_MATERIALS = {
|
||||
wood = "group:wood",
|
||||
cactus = "default:cactus",
|
||||
steel = "default:steel_ingot",
|
||||
bronze = "default:bronze_ingot",
|
||||
diamond = "default:diamond",
|
||||
gold = "default:gold_ingot",
|
||||
mithril = "moreores:mithril_ingot",
|
||||
crystal = "ethereal:crystal_ingot",
|
||||
}
|
||||
|
||||
-- Enable fire protection (defaults true if using ethereal mod)
|
||||
ARMOR_FIRE_PROTECT = false
|
||||
|
||||
-- Fire protection nodes, (name, protection level, damage)
|
||||
ARMOR_FIRE_NODES = {
|
||||
{"default:lava_source", 5, 4},
|
||||
{"default:lava_flowing", 5, 4},
|
||||
{"fire:basic_flame", 3, 4},
|
||||
{"ethereal:crystal_spike", 2, 1},
|
||||
{"bakedclay:safe_fire", 2, 1},
|
||||
{"default:torch", 1, 1},
|
||||
}
|
||||
|
||||
-- Increase this if you get initialization glitches when a player first joins.
|
||||
ARMOR_INIT_DELAY = 1
|
||||
|
||||
-- Number of initialization attempts.
|
||||
-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
|
||||
ARMOR_INIT_TIMES = 1
|
||||
|
||||
-- Increase this if armor is not getting into bones due to server lag.
|
||||
ARMOR_BONES_DELAY = 1
|
||||
|
||||
-- How often player armor/wield items are updated.
|
||||
ARMOR_UPDATE_TIME = 1
|
||||
|
||||
-- Drop armor when a player dies.
|
||||
-- Uses bones mod if present, otherwise items are dropped around the player.
|
||||
ARMOR_DROP = true
|
||||
|
||||
-- Pulverise armor when a player dies, overrides ARMOR_DROP.
|
||||
ARMOR_DESTROY = false
|
||||
|
||||
-- You can use this to increase or decrease overall armor effectiveness,
|
||||
-- eg: ARMOR_LEVEL_MULTIPLIER = 0.5 will reduce armor level by half.
|
||||
ARMOR_LEVEL_MULTIPLIER = 1
|
||||
|
||||
-- You can use this to increase or decrease overall armor healing,
|
||||
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
|
||||
ARMOR_HEAL_MULTIPLIER = 1
|
||||
|
|
@ -0,0 +1,601 @@
|
|||
ARMOR_INIT_DELAY = 1
|
||||
ARMOR_INIT_TIMES = 1
|
||||
ARMOR_BONES_DELAY = 1
|
||||
ARMOR_UPDATE_TIME = 1
|
||||
ARMOR_DROP = minetest.get_modpath("bones") ~= nil
|
||||
ARMOR_DESTROY = false
|
||||
ARMOR_LEVEL_MULTIPLIER = 1
|
||||
ARMOR_HEAL_MULTIPLIER = 1
|
||||
ARMOR_MATERIALS = {
|
||||
wood = "group:wood",
|
||||
cactus = "default:cactus",
|
||||
steel = "default:steel_ingot",
|
||||
bronze = "default:bronze_ingot",
|
||||
diamond = "default:diamond",
|
||||
gold = "default:gold_ingot",
|
||||
mithril = "moreores:mithril_ingot",
|
||||
crystal = "ethereal:crystal_ingot",
|
||||
}
|
||||
ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
|
||||
ARMOR_FIRE_NODES = {
|
||||
{"default:lava_source", 5, 4},
|
||||
{"default:lava_flowing", 5, 4},
|
||||
{"fire:basic_flame", 3, 4},
|
||||
{"ethereal:crystal_spike", 2, 1},
|
||||
{"bakedclay:safe_fire", 2, 1},
|
||||
{"default:torch", 1, 1},
|
||||
}
|
||||
|
||||
local skin_mod = nil
|
||||
local inv_mod = nil
|
||||
|
||||
local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
|
||||
local worldpath = minetest.get_worldpath()
|
||||
local input = io.open(modpath.."/armor.conf", "r")
|
||||
if input then
|
||||
dofile(modpath.."/armor.conf")
|
||||
input:close()
|
||||
input = nil
|
||||
end
|
||||
input = io.open(worldpath.."/armor.conf", "r")
|
||||
if input then
|
||||
dofile(worldpath.."/armor.conf")
|
||||
input:close()
|
||||
input = nil
|
||||
end
|
||||
if not minetest.get_modpath("moreores") then
|
||||
ARMOR_MATERIALS.mithril = nil
|
||||
end
|
||||
if not minetest.get_modpath("ethereal") then
|
||||
ARMOR_MATERIALS.crystal = nil
|
||||
end
|
||||
|
||||
-- override hot nodes so they do not hurt player anywhere but mod
|
||||
if ARMOR_FIRE_PROTECT == true then
|
||||
for _, row in ipairs(ARMOR_FIRE_NODES) do
|
||||
if minetest.registered_nodes[row[1]] then
|
||||
minetest.override_item(row[1], {damage_per_second = 0})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local time = 0
|
||||
|
||||
|
||||
armor = {
|
||||
player_hp = {},
|
||||
elements = {"head", "torso", "legs", "feet"},
|
||||
physics = {"jump","speed","gravity"},
|
||||
formspec = "size[8,8.5]list[detached:player_name_armor;armor;0,1;2,3;]"
|
||||
.."background[5,5;1,1;gui_formbg.png;true]"
|
||||
.."background[-0.5,-0.5;8.5,9;gui_formbg_creative.png]"
|
||||
.."image[2,0.75;2,4;armor_preview]"
|
||||
.."list[current_player;main;0,4.5;8,4;]"
|
||||
.."list[current_player;craft;4,1;3,3;]"
|
||||
.."list[current_player;craftpreview;7,2;1,1;]",
|
||||
textures = {},
|
||||
default_skin = "character",
|
||||
version = "0.4.3",
|
||||
}
|
||||
|
||||
if minetest.get_modpath("inventory_plus") then
|
||||
inv_mod = "inventory_plus"
|
||||
armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
|
||||
.."list[detached:player_name_armor;armor;0,1;2,3;]"
|
||||
.."image[2.5,0.75;2,4;armor_preview]"
|
||||
.."label[5,1;Level: armor_level]"
|
||||
.."label[5,1.5;Heal: armor_heal]"
|
||||
.."label[5,2;Fire: armor_fire]"
|
||||
.."list[current_player;main;0,4.5;8,4;]"
|
||||
elseif minetest.get_modpath("unified_inventory") then
|
||||
inv_mod = "unified_inventory"
|
||||
unified_inventory.register_button("armor", {
|
||||
type = "image",
|
||||
image = "inventory_plus_armor.png",
|
||||
})
|
||||
unified_inventory.register_page("armor", {
|
||||
get_formspec = function(player)
|
||||
local name = player:get_player_name()
|
||||
local formspec = "background[0.06,0.99;7.92,7.52;3d_armor_ui_form.png]"
|
||||
.."label[0,0;Armor]"
|
||||
.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
|
||||
.."image[2.5,0.75;2,4;"..armor.textures[name].preview.."]"
|
||||
.."label[5,1;Level: "..armor.def[name].level.."]"
|
||||
.."label[5,1.5;Heal: "..armor.def[name].heal.."]"
|
||||
.."label[5,2;Fire: "..armor.def[name].fire.."]"
|
||||
if minetest.setting_getbool("unified_inventory_lite") then
|
||||
formspec = "background[0.06,0.49;7.92,7.52;3d_armor_ui_form.png]"
|
||||
.."label[0,0;Armor]"
|
||||
.."list[detached:"..name.."_armor;armor;0,0.5;2,3;]"
|
||||
.."image[2.5,0.25;2,4;"..armor.textures[name].preview.."]"
|
||||
.."label[5,0.5;Level: "..armor.def[name].level.."]"
|
||||
.."label[5,1;Heal: "..armor.def[name].heal.."]"
|
||||
.."label[5,1.5;Fire: "..armor.def[name].fire.."]"
|
||||
end
|
||||
return {formspec=formspec}
|
||||
end,
|
||||
})
|
||||
elseif minetest.get_modpath("inventory_enhanced") then
|
||||
inv_mod = "inventory_enhanced"
|
||||
end
|
||||
|
||||
if minetest.get_modpath("skins") then
|
||||
skin_mod = "skins"
|
||||
elseif minetest.get_modpath("simple_skins") then
|
||||
skin_mod = "simple_skins"
|
||||
elseif minetest.get_modpath("u_skins") then
|
||||
skin_mod = "u_skins"
|
||||
elseif minetest.get_modpath("wardrobe") then
|
||||
skin_mod = "wardrobe"
|
||||
end
|
||||
|
||||
armor.def = {
|
||||
state = 0,
|
||||
count = 0,
|
||||
}
|
||||
|
||||
armor.update_player_visuals = function(self, player)
|
||||
if not player then
|
||||
return
|
||||
end
|
||||
local name = player:get_player_name()
|
||||
if self.textures[name] then
|
||||
default.player_set_textures(player, {
|
||||
self.textures[name].skin,
|
||||
self.textures[name].armor,
|
||||
self.textures[name].wielditem,
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
armor.set_player_armor = function(self, player)
|
||||
local name, player_inv = armor:get_valid_player(player, "[set_player_armor]")
|
||||
if not name then
|
||||
return
|
||||
end
|
||||
local armor_texture = "3d_armor_trans.png"
|
||||
local armor_level = 0
|
||||
local armor_heal = 0
|
||||
local armor_fire = 0
|
||||
local state = 0
|
||||
local items = 0
|
||||
local elements = {}
|
||||
local textures = {}
|
||||
local physics_o = {speed=1,gravity=1,jump=1}
|
||||
local material = {type=nil, count=1}
|
||||
local preview = armor:get_preview(name) or "character_preview.png"
|
||||
for _,v in ipairs(self.elements) do
|
||||
elements[v] = false
|
||||
end
|
||||
for i=1, 6 do
|
||||
local stack = player_inv:get_stack("armor", i)
|
||||
local item = stack:get_name()
|
||||
if stack:get_count() == 1 then
|
||||
local def = stack:get_definition()
|
||||
for k, v in pairs(elements) do
|
||||
if v == false then
|
||||
local level = def.groups["armor_"..k]
|
||||
if level then
|
||||
local texture = item:gsub("%:", "_")
|
||||
table.insert(textures, texture..".png")
|
||||
preview = preview.."^"..texture.."_preview.png"
|
||||
armor_level = armor_level + level
|
||||
state = state + stack:get_wear()
|
||||
items = items + 1
|
||||
local heal = def.groups["armor_heal"] or 0
|
||||
armor_heal = armor_heal + heal
|
||||
local fire = def.groups["armor_fire"] or 0
|
||||
armor_fire = armor_fire + fire
|
||||
for kk,vv in ipairs(self.physics) do
|
||||
local o_value = def.groups["physics_"..vv]
|
||||
if o_value then
|
||||
physics_o[vv] = physics_o[vv] + o_value
|
||||
end
|
||||
end
|
||||
local mat = string.match(item, "%:.+_(.+)$")
|
||||
if material.type then
|
||||
if material.type == mat then
|
||||
material.count = material.count + 1
|
||||
end
|
||||
else
|
||||
material.type = mat
|
||||
end
|
||||
elements[k] = true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if minetest.get_modpath("shields") then
|
||||
armor_level = armor_level * 0.9
|
||||
end
|
||||
if material.type and material.count == #self.elements then
|
||||
armor_level = armor_level * 1.1
|
||||
end
|
||||
armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
|
||||
armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
|
||||
if #textures > 0 then
|
||||
armor_texture = table.concat(textures, "^")
|
||||
end
|
||||
local armor_groups = {fleshy=100}
|
||||
if armor_level > 0 then
|
||||
armor_groups.level = math.floor(armor_level / 20)
|
||||
armor_groups.fleshy = 100 - armor_level
|
||||
end
|
||||
player:set_armor_groups(armor_groups)
|
||||
player:set_physics_override(physics_o)
|
||||
self.textures[name].armor = armor_texture
|
||||
self.textures[name].preview = preview
|
||||
self.def[name].state = state
|
||||
self.def[name].count = items
|
||||
self.def[name].level = armor_level
|
||||
self.def[name].heal = armor_heal
|
||||
self.def[name].jump = physics_o.jump
|
||||
self.def[name].speed = physics_o.speed
|
||||
self.def[name].gravity = physics_o.gravity
|
||||
self.def[name].fire = armor_fire
|
||||
self:update_player_visuals(player)
|
||||
end
|
||||
|
||||
armor.update_armor = function(self, player, dtime)
|
||||
local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[update_armor]")
|
||||
if not name then
|
||||
return
|
||||
end
|
||||
local hp = player:get_hp() or 0
|
||||
if ARMOR_FIRE_PROTECT == true and dtime then
|
||||
pos.y = pos.y + 1.4 -- head level
|
||||
local node_head = minetest.get_node(pos).name
|
||||
pos.y = pos.y - 1.2 -- feet level
|
||||
local node_feet = minetest.get_node(pos).name
|
||||
-- is player inside a hot node?
|
||||
for _, row in ipairs(ARMOR_FIRE_NODES) do
|
||||
-- check for fire protection, if not enough then get hurt
|
||||
if row[1] == node_head or row[1] == node_feet then
|
||||
if hp > 0 and armor.def[name].fire < row[2] then
|
||||
hp = hp - row[3] * dtime
|
||||
player:set_hp(hp)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if hp <= 0 or hp == self.player_hp[name] then
|
||||
return
|
||||
end
|
||||
if self.player_hp[name] > hp then
|
||||
local heal_max = 0
|
||||
local state = 0
|
||||
local items = 0
|
||||
for i=1, 6 do
|
||||
local stack = player_inv:get_stack("armor", i)
|
||||
if stack:get_count() > 0 then
|
||||
local use = stack:get_definition().groups["armor_use"] or 0
|
||||
local heal = stack:get_definition().groups["armor_heal"] or 0
|
||||
local item = stack:get_name()
|
||||
stack:add_wear(use)
|
||||
armor_inv:set_stack("armor", i, stack)
|
||||
player_inv:set_stack("armor", i, stack)
|
||||
state = state + stack:get_wear()
|
||||
items = items + 1
|
||||
if stack:get_count() == 0 then
|
||||
local desc = minetest.registered_items[item].description
|
||||
if desc then
|
||||
minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
|
||||
end
|
||||
self:set_player_armor(player)
|
||||
armor:update_inventory(player)
|
||||
end
|
||||
heal_max = heal_max + heal
|
||||
end
|
||||
end
|
||||
self.def[name].state = state
|
||||
self.def[name].count = items
|
||||
heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
|
||||
if heal_max > math.random(100) then
|
||||
player:set_hp(self.player_hp[name])
|
||||
return
|
||||
end
|
||||
end
|
||||
self.player_hp[name] = hp
|
||||
end
|
||||
|
||||
armor.get_player_skin = function(self, name)
|
||||
local skin = nil
|
||||
if skin_mod == "skins" or skin_mod == "simple_skins" then
|
||||
skin = skins.skins[name]
|
||||
elseif skin_mod == "u_skins" then
|
||||
skin = u_skins.u_skins[name]
|
||||
elseif skin_mod == "wardrobe" then
|
||||
skin = string.gsub(wardrobe.playerSkins[name], "%.png$","")
|
||||
end
|
||||
return skin or armor.default_skin
|
||||
end
|
||||
|
||||
armor.get_preview = function(self, name)
|
||||
if skin_mod == "skins" then
|
||||
return armor:get_player_skin(name).."_preview.png"
|
||||
end
|
||||
end
|
||||
|
||||
armor.get_armor_formspec = function(self, name)
|
||||
if not armor.textures[name] then
|
||||
minetest.log("error", "3d_armor: Player texture["..name.."] is nil [get_armor_formspec]")
|
||||
return ""
|
||||
end
|
||||
if not armor.def[name] then
|
||||
minetest.log("error", "3d_armor: Armor def["..name.."] is nil [get_armor_formspec]")
|
||||
return ""
|
||||
end
|
||||
local formspec = armor.formspec:gsub("player_name", name)
|
||||
formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
|
||||
formspec = formspec:gsub("armor_level", armor.def[name].level)
|
||||
formspec = formspec:gsub("armor_heal", armor.def[name].heal)
|
||||
formspec = formspec:gsub("armor_fire", armor.def[name].fire)
|
||||
return formspec
|
||||
end
|
||||
|
||||
armor.update_inventory = function(self, player)
|
||||
local name = armor:get_valid_player(player, "[set_player_armor]")
|
||||
if not name or inv_mod == "inventory_enhanced" then
|
||||
return
|
||||
end
|
||||
if inv_mod == "unified_inventory" then
|
||||
if unified_inventory.current_page[name] == "armor" then
|
||||
unified_inventory.set_inventory_formspec(player, "armor")
|
||||
end
|
||||
else
|
||||
local formspec = armor:get_armor_formspec(name)
|
||||
if inv_mod == "inventory_plus" then
|
||||
local page = player:get_inventory_formspec()
|
||||
if page:find("detached:"..name.."_armor") then
|
||||
inventory_plus.set_inventory_formspec(player, formspec)
|
||||
end
|
||||
else
|
||||
player:set_inventory_formspec(formspec)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
armor.get_valid_player = function(self, player, msg)
|
||||
msg = msg or ""
|
||||
if not player then
|
||||
minetest.log("error", "3d_armor: Player reference is nil "..msg)
|
||||
return
|
||||
end
|
||||
local name = player:get_player_name()
|
||||
if not name then
|
||||
minetest.log("error", "3d_armor: Player name is nil "..msg)
|
||||
return
|
||||
end
|
||||
local pos = player:getpos()
|
||||
local player_inv = player:get_inventory()
|
||||
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
|
||||
if not pos then
|
||||
minetest.log("error", "3d_armor: Player position is nil "..msg)
|
||||
return
|
||||
elseif not player_inv then
|
||||
minetest.log("error", "3d_armor: Player inventory is nil "..msg)
|
||||
return
|
||||
elseif not armor_inv then
|
||||
minetest.log("error", "3d_armor: Detached armor inventory is nil "..msg)
|
||||
return
|
||||
end
|
||||
return name, player_inv, armor_inv, pos
|
||||
end
|
||||
|
||||
-- Register Player Model
|
||||
|
||||
default.player_register_model("3d_armor_character.b3d", {
|
||||
animation_speed = 30,
|
||||
textures = {
|
||||
armor.default_skin..".png",
|
||||
"3d_armor_trans.png",
|
||||
"3d_armor_trans.png",
|
||||
},
|
||||
animations = {
|
||||
stand = {x=0, y=79},
|
||||
lay = {x=162, y=166},
|
||||
walk = {x=168, y=187},
|
||||
mine = {x=189, y=198},
|
||||
walk_mine = {x=200, y=219},
|
||||
sit = {x=81, y=160},
|
||||
},
|
||||
})
|
||||
|
||||
-- Register Callbacks
|
||||
|
||||
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||
local name = armor:get_valid_player(player, "[on_player_receive_fields]")
|
||||
if not name or inv_mod == "inventory_enhanced" then
|
||||
return
|
||||
end
|
||||
if inv_mod == "inventory_plus" and fields.armor then
|
||||
local formspec = armor:get_armor_formspec(name)
|
||||
inventory_plus.set_inventory_formspec(player, formspec)
|
||||
return
|
||||
end
|
||||
for field, _ in pairs(fields) do
|
||||
if string.find(field, "skins_set") then
|
||||
minetest.after(0, function(player)
|
||||
local skin = armor:get_player_skin(name)
|
||||
armor.textures[name].skin = skin..".png"
|
||||
armor:set_player_armor(player)
|
||||
end, player)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
default.player_set_model(player, "3d_armor_character.b3d")
|
||||
local name = player:get_player_name()
|
||||
local player_inv = player:get_inventory()
|
||||
local armor_inv = minetest.create_detached_inventory(name.."_armor", {
|
||||
on_put = function(inv, listname, index, stack, player)
|
||||
player:get_inventory():set_stack(listname, index, stack)
|
||||
armor:set_player_armor(player)
|
||||
armor:update_inventory(player)
|
||||
end,
|
||||
on_take = function(inv, listname, index, stack, player)
|
||||
player:get_inventory():set_stack(listname, index, nil)
|
||||
armor:set_player_armor(player)
|
||||
armor:update_inventory(player)
|
||||
end,
|
||||
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
|
||||
local plaver_inv = player:get_inventory()
|
||||
local stack = inv:get_stack(to_list, to_index)
|
||||
player_inv:set_stack(to_list, to_index, stack)
|
||||
player_inv:set_stack(from_list, from_index, nil)
|
||||
armor:set_player_armor(player)
|
||||
armor:update_inventory(player)
|
||||
end,
|
||||
allow_put = function(inv, listname, index, stack, player)
|
||||
return 1
|
||||
end,
|
||||
allow_take = function(inv, listname, index, stack, player)
|
||||
return stack:get_count()
|
||||
end,
|
||||
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
|
||||
return count
|
||||
end,
|
||||
})
|
||||
if inv_mod == "inventory_plus" then
|
||||
inventory_plus.register_button(player,"armor", "Armor")
|
||||
end
|
||||
armor_inv:set_size("armor", 6)
|
||||
player_inv:set_size("armor", 6)
|
||||
for i=1, 6 do
|
||||
local stack = player_inv:get_stack("armor", i)
|
||||
armor_inv:set_stack("armor", i, stack)
|
||||
end
|
||||
|
||||
-- Legacy support, import player's armor from old inventory format
|
||||
for _,v in pairs(armor.elements) do
|
||||
local list = "armor_"..v
|
||||
armor_inv:add_item("armor", player_inv:get_stack(list, 1))
|
||||
player_inv:set_stack(list, 1, nil)
|
||||
end
|
||||
-- TODO Remove this on the next version upate
|
||||
|
||||
armor.player_hp[name] = 0
|
||||
armor.def[name] = {
|
||||
state = 0,
|
||||
count = 0,
|
||||
level = 0,
|
||||
heal = 0,
|
||||
jump = 1,
|
||||
speed = 1,
|
||||
gravity = 1,
|
||||
fire = 0,
|
||||
}
|
||||
armor.textures[name] = {
|
||||
skin = armor.default_skin..".png",
|
||||
armor = "3d_armor_trans.png",
|
||||
wielditem = "3d_armor_trans.png",
|
||||
preview = armor.default_skin.."_preview.png",
|
||||
}
|
||||
if skin_mod == "skins" then
|
||||
local skin = skins.skins[name]
|
||||
if skin and skins.get_type(skin) == skins.type.MODEL then
|
||||
armor.textures[name].skin = skin..".png"
|
||||
end
|
||||
elseif skin_mod == "simple_skins" then
|
||||
local skin = skins.skins[name]
|
||||
if skin then
|
||||
armor.textures[name].skin = skin..".png"
|
||||
end
|
||||
elseif skin_mod == "u_skins" then
|
||||
local skin = u_skins.u_skins[name]
|
||||
if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
|
||||
armor.textures[name].skin = skin..".png"
|
||||
end
|
||||
elseif skin_mod == "wardrobe" then
|
||||
local skin = wardrobe.playerSkins[name]
|
||||
if skin then
|
||||
armor.textures[name].skin = skin
|
||||
end
|
||||
end
|
||||
if minetest.get_modpath("player_textures") then
|
||||
local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
|
||||
local f = io.open(filename..".png")
|
||||
if f then
|
||||
f:close()
|
||||
armor.textures[name].skin = "player_"..name..".png"
|
||||
end
|
||||
end
|
||||
for i=1, ARMOR_INIT_TIMES do
|
||||
minetest.after(ARMOR_INIT_DELAY * i, function(player)
|
||||
armor:set_player_armor(player)
|
||||
if not inv_mod then
|
||||
armor:update_inventory(player)
|
||||
end
|
||||
end, player)
|
||||
end
|
||||
end)
|
||||
|
||||
if ARMOR_DROP == true or ARMOR_DESTROY == true then
|
||||
armor.drop_armor = function(pos, stack)
|
||||
local obj = minetest.add_item(pos, stack)
|
||||
if obj then
|
||||
obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
|
||||
end
|
||||
end
|
||||
minetest.register_on_dieplayer(function(player)
|
||||
local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
|
||||
if not name then
|
||||
return
|
||||
end
|
||||
local drop = {}
|
||||
for i=1, player_inv:get_size("armor") do
|
||||
local stack = armor_inv:get_stack("armor", i)
|
||||
if stack:get_count() > 0 then
|
||||
table.insert(drop, stack)
|
||||
armor_inv:set_stack("armor", i, nil)
|
||||
player_inv:set_stack("armor", i, nil)
|
||||
end
|
||||
end
|
||||
armor:set_player_armor(player)
|
||||
if inv_mod == "unified_inventory" then
|
||||
unified_inventory.set_inventory_formspec(player, "craft")
|
||||
elseif inv_mod == "inventory_plus" then
|
||||
local formspec = inventory_plus.get_formspec(player,"main")
|
||||
inventory_plus.set_inventory_formspec(player, formspec)
|
||||
else
|
||||
armor:update_inventory(player)
|
||||
end
|
||||
if ARMOR_DESTROY == false then
|
||||
minetest.after(ARMOR_BONES_DELAY, function()
|
||||
local node = minetest.get_node(vector.round(pos))
|
||||
if node then
|
||||
if node.name == "bones:bones" then
|
||||
local meta = minetest.get_meta(vector.round(pos))
|
||||
local owner = meta:get_string("owner")
|
||||
local inv = meta:get_inventory()
|
||||
for _,stack in ipairs(drop) do
|
||||
if name == owner and inv:room_for_item("main", stack) then
|
||||
inv:add_item("main", stack)
|
||||
else
|
||||
armor.drop_armor(pos, stack)
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
for _,stack in ipairs(drop) do
|
||||
armor.drop_armor(pos, stack)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
time = time + dtime
|
||||
if time > ARMOR_UPDATE_TIME then
|
||||
for _,player in ipairs(minetest.get_connected_players()) do
|
||||
armor:update_armor(player, time)
|
||||
end
|
||||
time = 0
|
||||
end
|
||||
end)
|
||||
|
|
@ -0,0 +1,79 @@
|
|||
3d_armor -- Crafting Guide
|
||||
--------------------------
|
||||
|
||||
Helmets:
|
||||
|
||||
+---+---+---+
|
||||
| X | X | X |
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
| | | |
|
||||
+---+---+---+
|
||||
|
||||
[3d_armor:helmet_wood] X = [default:wood]
|
||||
[3d_armor:helmet_cactus] X = [default:cactus]
|
||||
[3d_armor:helmet_steel] X = [default:steel_ingot]
|
||||
[3d_armor:helmet_bronze] X = [default:bronze_ingot]
|
||||
[3d_armor:helmet_diamond] X = [default:diamond]
|
||||
[3d_armor:helmet_gold] X = [default:gold_ingot]
|
||||
[3d_armor:helmet_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:helmet_crystal] X = [ethereal:crystal_ingot] **
|
||||
|
||||
Chestplates:
|
||||
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
| X | X | X |
|
||||
+---+---+---+
|
||||
| X | X | X |
|
||||
+---+---+---+
|
||||
|
||||
[3d_armor:chestplate_wood] X = [default:wood]
|
||||
[3d_armor:chestplate_cactus] X = [default:cactus]
|
||||
[3d_armor:chestplate_steel] X = [default:steel_ingot]
|
||||
[3d_armor:chestplate_bronze] X = [default:bronze_ingot]
|
||||
[3d_armor:chestplate_diamond] X = [default:diamond]
|
||||
[3d_armor:chestplate_gold] X = [default:gold_ingot]
|
||||
[3d_armor:chestplate_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:chestplate_crystal] X = [ethereal:crystal_ingot] **
|
||||
|
||||
Leggings:
|
||||
|
||||
+---+---+---+
|
||||
| X | X | X |
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
|
||||
[3d_armor:leggings_wood] X = [default:wood]
|
||||
[3d_armor:leggings_cactus] X = [default:cactus]
|
||||
[3d_armor:leggings_steel] X = [default:steel_ingot]
|
||||
[3d_armor:leggings_bronze] X = [default:bronze_ingot]
|
||||
[3d_armor:leggings_diamond] X = [default:diamond]
|
||||
[3d_armor:leggings_gold] X = [default:gold_ingot]
|
||||
[3d_armor:leggings_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:leggings_crystal] X = [ethereal:crystal_ingot] **
|
||||
|
||||
Boots:
|
||||
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
|
||||
[3d_armor:boots_wood] X = [default:wood]
|
||||
[3d_armor:boots_cactus] X = [default:cactus]
|
||||
[3d_armor:boots_steel] X = [default:steel_ingot]
|
||||
[3d_armor:boots_bronze] X = [default:bronze_ingot
|
||||
[3d_armor:boots_diamond] X = [default:diamond]
|
||||
[3d_armor:boots_gold] X = [default:gold_ingot]
|
||||
[3d_armor:boots_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:boots_crystal] X = [ethereal:crystal_ingot] **
|
||||
|
||||
* Requires moreores mod by Calinou - https://forum.minetest.net/viewtopic.php?id=549
|
||||
** Requires ethereal mod by Chinchow & TenPlus1 - https://github.com/tenplus1/ethereal
|
|
@ -0,0 +1,6 @@
|
|||
default
|
||||
inventory_plus?
|
||||
unified_inventory?
|
||||
fire?
|
||||
ethereal?
|
||||
bakedclay?
|
|
@ -0,0 +1,256 @@
|
|||
ARMOR_MOD_NAME = minetest.get_current_modname()
|
||||
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/armor.lua")
|
||||
dofile(minetest.get_modpath(ARMOR_MOD_NAME).."/admin.lua")
|
||||
|
||||
if minetest.setting_getbool("enable_armour") then
|
||||
if ARMOR_MATERIALS.wood then
|
||||
minetest.register_tool("3d_armor:helmet_wood", {
|
||||
description = "Wood Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_wood.png",
|
||||
groups = {armor_head=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_wood", {
|
||||
description = "Wood Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_wood.png",
|
||||
groups = {armor_torso=10, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_wood", {
|
||||
description = "Wood Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_wood.png",
|
||||
groups = {armor_legs=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_wood", {
|
||||
description = "Wood Boots",
|
||||
inventory_image = "3d_armor_inv_boots_wood.png",
|
||||
groups = {armor_feet=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.cactus then
|
||||
minetest.register_tool("3d_armor:helmet_cactus", {
|
||||
description = "Cactuc Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_cactus.png",
|
||||
groups = {armor_head=5, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_cactus", {
|
||||
description = "Cactus Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_cactus.png",
|
||||
groups = {armor_torso=10, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_cactus", {
|
||||
description = "Cactus Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_cactus.png",
|
||||
groups = {armor_legs=5, armor_heal=0, armor_use=1000},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_cactus", {
|
||||
description = "Cactus Boots",
|
||||
inventory_image = "3d_armor_inv_boots_cactus.png",
|
||||
groups = {armor_feet=5, armor_heal=0, armor_use=2000},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.steel then
|
||||
minetest.register_tool("3d_armor:helmet_steel", {
|
||||
description = "Steel Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_steel.png",
|
||||
groups = {armor_head=10, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_steel", {
|
||||
description = "Steel Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_steel.png",
|
||||
groups = {armor_torso=15, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_steel", {
|
||||
description = "Steel Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_steel.png",
|
||||
groups = {armor_legs=15, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_steel", {
|
||||
description = "Steel Boots",
|
||||
inventory_image = "3d_armor_inv_boots_steel.png",
|
||||
groups = {armor_feet=10, armor_heal=0, armor_use=500},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.bronze then
|
||||
minetest.register_tool("3d_armor:helmet_bronze", {
|
||||
description = "Bronze Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_bronze.png",
|
||||
groups = {armor_head=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_bronze", {
|
||||
description = "Bronze Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_bronze.png",
|
||||
groups = {armor_torso=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_bronze", {
|
||||
description = "Bronze Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_bronze.png",
|
||||
groups = {armor_legs=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_bronze", {
|
||||
description = "Bronze Boots",
|
||||
inventory_image = "3d_armor_inv_boots_bronze.png",
|
||||
groups = {armor_feet=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.diamond then
|
||||
minetest.register_tool("3d_armor:helmet_diamond", {
|
||||
description = "Diamond Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_diamond.png",
|
||||
groups = {armor_head=15, armor_heal=12, armor_use=100},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_diamond", {
|
||||
description = "Diamond Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_diamond.png",
|
||||
groups = {armor_torso=20, armor_heal=12, armor_use=100},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_diamond", {
|
||||
description = "Diamond Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_diamond.png",
|
||||
groups = {armor_legs=20, armor_heal=12, armor_use=100},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_diamond", {
|
||||
description = "Diamond Boots",
|
||||
inventory_image = "3d_armor_inv_boots_diamond.png",
|
||||
groups = {armor_feet=15, armor_heal=12, armor_use=100},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.gold then
|
||||
minetest.register_tool("3d_armor:helmet_gold", {
|
||||
description = "Gold Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_gold.png",
|
||||
groups = {armor_head=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_gold", {
|
||||
description = "Gold Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_gold.png",
|
||||
groups = {armor_torso=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_gold", {
|
||||
description = "Gold Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_gold.png",
|
||||
groups = {armor_legs=15, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_gold", {
|
||||
description = "Gold Boots",
|
||||
inventory_image = "3d_armor_inv_boots_gold.png",
|
||||
groups = {armor_feet=10, armor_heal=6, armor_use=250},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.mithril then
|
||||
minetest.register_tool("3d_armor:helmet_mithril", {
|
||||
description = "Mithril Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_mithril.png",
|
||||
groups = {armor_head=15, armor_heal=12, armor_use=50},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_mithril", {
|
||||
description = "Mithril Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_mithril.png",
|
||||
groups = {armor_torso=20, armor_heal=12, armor_use=50},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_mithril", {
|
||||
description = "Mithril Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_mithril.png",
|
||||
groups = {armor_legs=20, armor_heal=12, armor_use=50},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_mithril", {
|
||||
description = "Mithril Boots",
|
||||
inventory_image = "3d_armor_inv_boots_mithril.png",
|
||||
groups = {armor_feet=15, armor_heal=12, armor_use=50},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
if ARMOR_MATERIALS.crystal then
|
||||
minetest.register_tool("3d_armor:helmet_crystal", {
|
||||
description = "Crystal Helmet",
|
||||
inventory_image = "3d_armor_inv_helmet_crystal.png",
|
||||
groups = {armor_head=15, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:chestplate_crystal", {
|
||||
description = "Crystal Chestplate",
|
||||
inventory_image = "3d_armor_inv_chestplate_crystal.png",
|
||||
groups = {armor_torso=20, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:leggings_crystal", {
|
||||
description = "Crystal Leggings",
|
||||
inventory_image = "3d_armor_inv_leggings_crystal.png",
|
||||
groups = {armor_legs=20, armor_heal=12, armor_use=50, armor_fire=1},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_tool("3d_armor:boots_crystal", {
|
||||
description = "Crystal Boots",
|
||||
inventory_image = "3d_armor_inv_boots_crystal.png",
|
||||
groups = {armor_feet=15, armor_heal=12, armor_use=50, physics_speed=1, physics_jump=0.5, armor_fire=1},
|
||||
wear = 0,
|
||||
})
|
||||
end
|
||||
|
||||
for k, v in pairs(ARMOR_MATERIALS) do
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:helmet_"..k,
|
||||
recipe = {
|
||||
{v, v, v},
|
||||
{v, "", v},
|
||||
{"", "", ""},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:chestplate_"..k,
|
||||
recipe = {
|
||||
{v, "", v},
|
||||
{v, v, v},
|
||||
{v, v, v},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:leggings_"..k,
|
||||
recipe = {
|
||||
{v, v, v},
|
||||
{v, "", v},
|
||||
{v, "", v},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "3d_armor:boots_"..k,
|
||||
recipe = {
|
||||
{v, "", v},
|
||||
{v, "", v},
|
||||
},
|
||||
})
|
||||
end
|
||||
end
|
||||
|
After Width: | Height: | Size: 1.6 KiB |
After Width: | Height: | Size: 568 B |
After Width: | Height: | Size: 1.3 KiB |
After Width: | Height: | Size: 629 B |
After Width: | Height: | Size: 907 B |
After Width: | Height: | Size: 748 B |
After Width: | Height: | Size: 494 B |
After Width: | Height: | Size: 2.0 KiB |
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 897 B |
After Width: | Height: | Size: 1.2 KiB |
After Width: | Height: | Size: 779 B |
After Width: | Height: | Size: 1.6 KiB |
After Width: | Height: | Size: 815 B |
After Width: | Height: | Size: 11 KiB |
After Width: | Height: | Size: 896 B |
After Width: | Height: | Size: 1.2 KiB |
After Width: | Height: | Size: 417 B |
After Width: | Height: | Size: 5.4 KiB |
After Width: | Height: | Size: 2.3 KiB |
After Width: | Height: | Size: 5.7 KiB |
After Width: | Height: | Size: 2.2 KiB |
After Width: | Height: | Size: 3.3 KiB |
After Width: | Height: | Size: 2.1 KiB |
After Width: | Height: | Size: 1.3 KiB |
After Width: | Height: | Size: 1.7 KiB |
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 2.4 KiB |
After Width: | Height: | Size: 6.8 KiB |
After Width: | Height: | Size: 2.4 KiB |
After Width: | Height: | Size: 5.3 KiB |
After Width: | Height: | Size: 2.2 KiB |
After Width: | Height: | Size: 11 KiB |
After Width: | Height: | Size: 2.3 KiB |
After Width: | Height: | Size: 3.1 KiB |
After Width: | Height: | Size: 1.4 KiB |
After Width: | Height: | Size: 3.4 KiB |
After Width: | Height: | Size: 848 B |
After Width: | Height: | Size: 2.9 KiB |
After Width: | Height: | Size: 782 B |
After Width: | Height: | Size: 3.5 KiB |
After Width: | Height: | Size: 865 B |
After Width: | Height: | Size: 1.1 KiB |
After Width: | Height: | Size: 1.2 KiB |
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 889 B |
After Width: | Height: | Size: 1.4 KiB |
After Width: | Height: | Size: 465 B |
After Width: | Height: | Size: 3.4 KiB |
After Width: | Height: | Size: 851 B |
After Width: | Height: | Size: 11 KiB |
After Width: | Height: | Size: 810 B |
After Width: | Height: | Size: 932 B |
After Width: | Height: | Size: 351 B |
After Width: | Height: | Size: 2.4 KiB |
After Width: | Height: | Size: 2.1 KiB |
After Width: | Height: | Size: 2.1 KiB |
After Width: | Height: | Size: 200 B |
After Width: | Height: | Size: 2.6 KiB |
After Width: | Height: | Size: 2.1 KiB |
After Width: | Height: | Size: 2.4 KiB |
After Width: | Height: | Size: 2.2 KiB |
After Width: | Height: | Size: 2.1 KiB |
After Width: | Height: | Size: 2.8 KiB |
After Width: | Height: | Size: 2.9 KiB |
After Width: | Height: | Size: 3.0 KiB |
After Width: | Height: | Size: 236 B |
After Width: | Height: | Size: 3.0 KiB |
After Width: | Height: | Size: 3.0 KiB |
After Width: | Height: | Size: 2.8 KiB |
After Width: | Height: | Size: 3.0 KiB |
After Width: | Height: | Size: 2.2 KiB |
After Width: | Height: | Size: 2.6 KiB |
After Width: | Height: | Size: 2.5 KiB |
After Width: | Height: | Size: 2.7 KiB |
After Width: | Height: | Size: 219 B |
After Width: | Height: | Size: 2.7 KiB |
After Width: | Height: | Size: 1.9 KiB |