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Brett O'Donnell 2012-09-17 19:01:06 +09:30
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README.txt Normal file
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----------------------------------
Armor for Minetest
----------------------------------
Copyright (c) 2012 cornernote, Brett O'Donnell <cornernote@gmail.com>
Source Code: https://github.com/cornernote/minetest-armor
License: GPLv3
Textures by: Jordan Snelling (Jordach)
Texture License: GPLv3
----------------------------------
Description
----------------------------------
Allows players to craft and attach armor to their inventory to increase player strength.
----------------------------------
Crafts
----------------------------------
M = Material: Wood, Steel, Mese
Helmet:
MMM
M-M
M-M
Chestplate:
MMM
MMM
-M-
Boots:
M-M
M-M
M-M
Shield:
MMM
M-M
MMM
----------------------------------
Modders Guide
----------------------------------
To turn your craftitem into armor simply add one of the following to the groups in the node definition.
armor_helmet=X
armor_chest=X
armor_boots=X
armor_shield=X
X is from 1 to 4, where 1 is the highest grade armor (mese)
EG:
minetest.register_tool("your_mod:your_armor", {
description = "Your Armor",
groups = {armor_helmet=2},
})
----------------------------------
License
----------------------------------
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, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
----------------------------------
Credits
----------------------------------
Thank you to the minetest community who has shared their code and knowledge with me.

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--[[
Armor for Minetest
Copyright (c) 2012 cornernote, Brett O'Donnell <cornernote@gmail.com>
Source Code: https://github.com/cornernote/minetest-particles
License: GPLv3
API
]]--
-- expose api
armor = {}
-- get_armor_level
armor.get_armor_level = function(stack,armor_type)
if stack then
return stack:get_definition().groups[armor_type]
end
end
-- set_armor_groups
armor.set_armor_groups = function(player)
local level
local armor_groups = {level=4,fleshy=4,snappy=4,choppy=4}
player_inv = player:get_inventory()
-- helmet
level = armor.get_armor_level(player_inv:get_stack("armor_helmet", 1),"armor_helmet")
if level~=nil then
armor_groups.level = level
end
-- chest
level = armor.get_armor_level(player_inv:get_stack("armor_chest", 1),"armor_chest")
if level~=nil then
armor_groups.fleshy = level
end
-- boots
level = armor.get_armor_level(player_inv:get_stack("armor_boots", 1),"armor_boots")
if level~=nil then
armor_groups.snappy = level
end
-- shield
level = armor.get_armor_level(player_inv:get_stack("armor_shield", 1),"armor_shield")
if level~=nil then
armor_groups.choppy = level
end
player:set_armor_groups(armor_groups)
print(dump(armor_groups))
end
-- register armor
armor.register_armor = function(mod_name,name,label,material,level)
-- tools
minetest.register_tool(mod_name..":"..name.."helmet", {
description = label.." Helmet",
inventory_image = mod_name.."_"..name.."_helmet.png",
groups = {armor_helmet=level},
wear = 0,
})
minetest.register_tool(mod_name..":"..name.."_chest", {
description = label.." Chestplate",
inventory_image = mod_name.."_"..name.."_chest.png",
groups = {armor_chest=level},
wear = 0,
})
minetest.register_tool(mod_name..":"..name.."_boots", {
description = label.." Boots",
inventory_image = mod_name.."_"..name.."_boots.png",
groups = {armor_boots=level},
wear = 0,
})
minetest.register_tool(mod_name..":"..name.."shield", {
description = label.." Shield",
inventory_image = mod_name.."_"..name.."_shield.png",
groups = {armor_shield=level},
wear = 0,
})
-- crafts
minetest.register_craft({
output = mod_name..":"..name.."_helmet_",
recipe = {
{material, material, material},
{material, "", material},
{material, "", material},
},
})
minetest.register_craft({
output = mod_name..":"..name.."_chest_",
recipe = {
{material, material, material},
{material, material, material},
{"", material, ""},
},
})
minetest.register_craft({
output = mod_name..":"..name.."_boots_",
recipe = {
{material, "", material},
{material, "", material},
{material, "", material},
},
})
minetest.register_craft({
output = mod_name..":"..name.."_shield_",
recipe = {
{material, material, material},
{material, "", material},
{material, material, material},
},
})
end

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inventory_plus

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--[[
Armor for Minetest
Copyright (c) 2012 cornernote, Brett O'Donnell <cornernote@gmail.com>
Source Code: https://github.com/cornernote/minetest-particles
License: GPLv3
]]--
-- load api
dofile(minetest.get_modpath("armor").."/api.lua")
-- add inventory_plus page
inventory_plus.pages["armor"] = "Armor"
-- get_formspec
local get_formspec = function(player,page)
return "size[8,7.5]"
.."button[0,0;2,0.5;main;Back]"
.."list[current_player;main;0,3.5;8,4;]"
.."list[detached:"..player:get_player_name().."_armor;armor_helmet;3,0;1,1;]"
.."list[detached:"..player:get_player_name().."_armor;armor_chest;3,1;1,1;]"
.."list[detached:"..player:get_player_name().."_armor;armor_boots;3,2;1,1;]"
.."list[detached:"..player:get_player_name().."_armor;armor_shield;5,1;1,1;]"
.."image[4,0.5;1,2;player.png]"
end
-- register_on_player_receive_fields
minetest.register_on_player_receive_fields(function(player, formname, fields)
if fields.armor then
inventory_plus.set_inventory_formspec(player, get_formspec(player,"armor"))
return
end
end)
-- register_on_joinplayer
minetest.register_on_joinplayer(function(player)
local player_inv = player:get_inventory()
local armor_inv = minetest.create_detached_inventory(player:get_player_name().."_armor",{
on_put = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, stack)
armor.set_armor_groups(player)
end,
on_take = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, nil)
armor.set_armor_groups(player)
end,
allow_put = function(inv, listname, index, stack, player)
if inv:is_empty(listname) and armor.get_armor_level(stack,listname) then
return 1
else
return 0
end
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 0
end,
})
for _,v in ipairs({"boots","chest","helmet","shield"}) do
local armor = "armor_"..v
player_inv:set_size(armor, 1)
armor_inv:set_size(armor, 1)
armor_inv:set_stack(armor,1,player_inv:get_stack(armor,1))
end
armor.set_armor_groups(player)
end)
-- register armors
local armors = {
{name="wood",label="Wooden",material="default:wood",level=3},
{name="steel",label="Steel",material="default:steel_ingot",level=2},
{name="mese",label="Mese",material="default:mese",level=1},
}
for _,params in pairs(armors) do
armor.register_armor("armor",params.name,params.label,params.material,params.level)
end

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