Patch 3d_armor so armor visuals can be disabled...
Patch: https://github.com/AntumMT/mp-3d_armor/tree/f30a747
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@ -625,7 +625,7 @@ The game includes the mods from the default [minetest_game](https://github.com/m
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[ver.workbench]: https://github.com/minetest-mods/workbench/tree/bd14f59
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[ver.zombie]: https://github.com/AntumMT/mod-cmer/tree/4edb18e
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[patch.3d_armor]: https://github.com/AntumMT/mp-3d_armor/tree/269b6ae
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[patch.3d_armor]: https://github.com/AntumMT/mp-3d_armor/tree/f30a747
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[patch.airtanks]: https://github.com/AntumMT/mod-airtanks/tree/8b7fd12
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[patch.amber]: https://github.com/AntumMT/mod-amber/tree/39b852a
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[patch.atm]: https://github.com/AntumMT/mod-atm/tree/2ab0e78
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@ -2731,6 +2731,11 @@ areas.self_protection_max_areas = 10
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# default: true
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#armor_migrate_old_inventory = true
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## Don't show armor on character model.
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# type: bool
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# default: false
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#armor_transparent = false
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# ## shields
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@ -61,6 +61,9 @@ armor = {
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{"fire:permanent_flame", 3, 4},
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{"ethereal:crystal_spike", 2, 1},
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{"ethereal:fire_flower", 2, 1},
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{"default:torch", 1, 1},
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{"default:torch_ceiling", 1, 1},
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{"default:torch_wall", 1, 1},
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},
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registered_groups = {["fleshy"]=100},
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registered_callbacks = {
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@ -197,6 +200,10 @@ armor.update_player_visuals = function(self, player)
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self:run_callbacks("on_update", player)
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end
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-- armor is not visible on player model if enabled
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local transparent_armor = core.settings:get_bool("armor_transparent", false)
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armor.set_player_armor = function(self, player)
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local name, armor_inv = self:get_valid_player(player, "[set_player_armor]")
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if not name then
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@ -255,7 +262,9 @@ armor.set_player_armor = function(self, player)
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tex = tex:gsub(".png$", "")
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local prev = def.preview or tex.."_preview"
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prev = prev:gsub(".png$", "")
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if not transparent_armor then
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texture = texture.."^"..tex..".png"
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end
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preview = preview.."^"..prev..".png"
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state = state + stack:get_wear()
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count = count + 1
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@ -58,6 +58,9 @@ armor_punch_damage (Enable damage effects) bool true
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# Enable migration of old armor inventories.
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armor_migrate_old_inventory (Migrate old armor inventories) bool true
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# Don't show armor on character model.
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armor_transparent (Transparent armor) bool false
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[shields]
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@ -1,5 +1,5 @@
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if not core.settings:get_bool("armor_enable_technic", true) then
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if not minetest.settings:get_bool("armor_enable_technic", true) then
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return
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end
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@ -16,7 +16,9 @@ local stats = {
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brass = { name=S("Brass"), material="technic:brass_ingot", armor=1.8, heal=0, use=650, radiation=43 },
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cast = { name=S("Cast Iron"), material="technic:cast_iron_ingot", armor=2.5, heal=8, use=200, radiation=40 },
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carbon = { name=S("Carbon Steel"), material="technic:carbon_steel_ingot", armor=2.7, heal=10, use=100, radiation=40 },
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stainless = { name=S("Stainless Steel"), material="technic:stainless_steel_ingot", armor=2.7, heal=10, use=75, radiation=40 },
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stainless = {
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name=S("Stainless Steel"), material="technic:stainless_steel_ingot", armor=2.7, heal=10, use=75, radiation=40
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},
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}
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if minetest.get_modpath("moreores") then
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stats.tin = { name=S("Tin"), material="moreores:tin_ingot", armor=1.6, heal=0, use=750, radiation=37 }
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@ -56,10 +58,19 @@ for key, armor in pairs(stats) do
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for partkey, part in pairs(parts) do
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local partname = "technic_armor:"..partkey.."_"..key
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minetest.register_tool(partname, {
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-- Translators: @1 stands for material and @2 for part of the armor, so that you could use a conjunction if in your language part name comes first then material (e.g. in french 'Silver Boots' is translated in 'Bottes en argent' by using '@2 en @1' as translated string)
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-- Translators:
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-- @1 stands for material and @2 for part of the armor, so that you
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-- could use a conjunction if in your language part name comes first
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-- then material (e.g. in french 'Silver Boots' is translated in
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-- 'Bottes en argent' by using '@2 en @1' as translated string)
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description = S("@1 @2", armor.name, part.name),
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inventory_image = "technic_armor_inv_"..partkey.."_"..key..".png",
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groups = {["armor_"..part.place]=math.floor(part.level*armor.armor), armor_heal=armor.heal, armor_use=armor.use, armor_radiation=math.floor(part.radlevel*armor.radiation)},
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groups = {
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["armor_"..part.place] = math.floor(part.level*armor.armor),
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armor_heal = armor.heal,
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armor_use = armor.use,
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armor_radiation = math.floor(part.radlevel*armor.radiation)
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},
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wear = 0,
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})
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minetest.register_craft({
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@ -883,6 +883,9 @@ armor_punch_damage (Enable damage effects) bool true
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# Enable migration of old armor inventories.
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armor_migrate_old_inventory (Migrate old armor inventories) bool true
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# Don't show armor on character model.
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armor_transparent (Transparent armor) bool false
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[**shields]
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