246 lines
8.2 KiB
Plaintext
246 lines
8.2 KiB
Plaintext
minetest mod 3d_armor
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=====================
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ARMOR for players
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## Information
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--------------
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Adds craftable armor that is visible to other players that allows players to equip
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making them less vulnerable to weapons, takes damage when a player is hurt but
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also offers a percentage chance of healing.
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![screenshot.png](screenshot.png)
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## Technical info
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-----------------
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This mod is named `3d_armor` and each armor item worn contributes to a player's
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armor group level Armor Overall level is boosted by 10% when wearing a full matching set.
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Fire protection added by TenPlus1 when using crystal armor if Ethereal mod active, level 1
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protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava.
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### Depends:
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* default
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Following are need to manage armors on the player:
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* sfinv
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* unified_inventory
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* smart_inventory
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You must use only one.
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Optional depends
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* player_monoids
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* armor_monoid
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* fire
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* ethereal
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* nether
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* moreores
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### Configuration
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-------------------
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Override the following default settings by adding them to your minetest.conf file.
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| Setting | type | default | descripton |
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| ---------------------- | ---- | ---- | --------------------------------- |
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| armor_material_wood | bool | true | Set false to disable wood armors |
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| armor_material_cactus | bool | true | Set false to disable cactus armor |
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| armor_material_steel | bool | true | Set false to disable steel armor|
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| armor_material_bronze | bool | true | Set false to disable bronze armor |
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| armor_material_diamond | bool | true | Set false to disable diamond armor |
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| armor_material_gold | bool | true | Set false to disable gold armor |
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| armor_material_mithril | bool | true | Set false to disable mitrhil armor |
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| armor_material_crystal | bool | true | Set false to disable crystal armors |
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| armor_material_nether | bool | true | Set false to disable nether armor |
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| armor_init_delay | int | 1 | Increase it if get glitches when a player first joins |
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| armor_init_times | int | 1 | Number of initialization attempts if previous still happnes |
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| armor_bones_delay | int | 1 | Increase it if armor is not getting into bones due to server lag.
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| armor_update_time | int | 1 | How often player armor items are updated |
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| armor_drop | bool | true | If false will be into bones,otherwise Drop armor when a player dies |
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| armor_destroy | bool | false | Pulverise armor when a player dies, overrides armor_drop |
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| armor_level_multiplier | int | 1 | level to increaseeffects, 0.5 will reduce armor by half |
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| armor_heal_multiplier | int | 1 | increase or decrease overall armor healing, 0 disable it |
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| armor_water_protect | bool | true | water protection (periodically restores breath when activated)
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| armor_punch_damage | bool | true | Enable punch damage effects. |
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| armor_migrate_old_inventory | bool | true | Enable migration of old armor inventories |
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| armor_fire_protect | bool | false | fire protection (defaults true if using ethereal mod) |
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| armor_fire_protect_torch | bool | false | allows you to disable fire damage from torches |
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### API
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##### player_api compatibility and default old mod
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`armor.registered_player_models`
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If `player_api` is present will be same as `player_api.registered_models` or `default.registered_player_models` otherwise
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`armor.player_register_model`
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If `player_api` is present will be same as `player_api.register_model` or `default.player_register_model` otherwise
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`armor.player_set_textures`
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If `player_api` is present will be same as `player_api.set_textures`or `default.player_set_textures` otherwise
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`armor.player_attached`
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If `player_api` is present will be same as `player_api.player_attached` otherwise `default.player_attached`
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`armor.player_set_model`
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If `player_api` is present will be same as `player_api.set_model` otherwise then `default.player_set_model`
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##### Armor Registration:
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`armor:register_armor(name, def)`
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Wrapper function for `minetest.register_tool`, while registering armor as
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a tool item is still supported, this may be deprecated in future so new code
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should use this method.
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Additional fields supported by 3d_armor:
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```
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texture = <filename>
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preview = <filename>
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armor_groups = <table>
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damage_groups = <table>
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reciprocate_damage = <bool>
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on_equip = <function>
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on_unequip = <function>
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on_destroy = <function>
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on_damage = <function>
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on_punched = <function>
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armor:register_armor_group(group, base)
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```
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Example:
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```
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armor:register_armor_group("radiation", 100)
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armor:register_armor("mod_name:speed_boots", {
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description = "Speed Boots",
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inventory_image = "mod_name_speed_boots_inv.png",
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texture = "mod_name_speed_boots.png",
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preview = "mod_name_speed_boots_preview.png",
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groups = {armor_feet=1, armor_use=500, physics_speed=1.2, flammable=1},
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armor_groups = {fleshy=10, radiation=10},
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damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1},
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reciprocate_damage = true,
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on_destroy = function(player, index, stack)
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local pos = player:getpos()
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if pos then
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minetest.sound_play({
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name = "mod_name_break_sound",
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pos = pos,
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gain = 0.5,
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})
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end
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end,
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})
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```
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See armor.lua, technic_armor and shields mods for more examples.
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##### Default groups:
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Elements: armor_head, armor_torso, armor_legs, armor_feet
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Attributes: armor_heal, armor_fire, armor_water
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Physics: physics_jump, physics_speed, physics_gravity
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Durability: armor_use, flammable
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Notes:
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Elements may be modified by dependent mods, eg shields adds armor_shield.
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Attributes and physics values are 'stackable', durability is determined
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by the level of armor_use, total uses == approx (65535/armor_use), non-fleshy
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damage groups need to be defined in the tool/weapon used against the player.
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Reciprocal tool damage will be done only by the first armor inventory item
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with `reciprocate_damage = true`
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##### Armor Functions:
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`armor:set_player_armor(player)`
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Primarily an internal function but can be called externally to apply any
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changes that might not otherwise get handled.
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`armor:punch(player, hitter, time_from_last_punch, tool_capabilities)`
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Used to apply damage to all equipped armor based on the damage groups of
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each individual item.`hitter`, `time_from_last_punch` and `tool_capabilities`
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are optional but should be valid if included.
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`armor:damage(player, index, stack, use)`
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Adds wear to a single armor itemstack, triggers `on_damage` callbacks and
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updates the necessary inventories. Also handles item destruction callbacks
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and so should NOT be called from `on_unequip` to avoid an infinite loop.
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`armor:remove_all(player)`
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Removes all armors from the player's inventory without triggering any callback.
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`armor:equip(player, armor_name)`
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Equip the armor, removing the itemstack from the main inventory if there's one.
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`armor:unequip(player, armor_name)`
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Unequip the armor, adding the itemstack to the main inventory.
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`armor:update_skin(player_name)`
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Triggers a skin update with the same action as if a field with `skins_set` was submitted.
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##### Item Callbacks:
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on_equip = func(player, index, stack)
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on_unequip = func(player, index, stack)
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on_destroy = func(player, index, stack)
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on_damage = func(player, index, stack)
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on_punched = func(player, hitter, time_from_last_punch, tool_capabilities)
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Notes:
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`on_punch` is called every time a player is punched or takes damage, `hitter`,
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`time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the
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case of fall damage, etc. When fire protection is enabled, hitter == "fire"
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in the event of fire damage. Return `false` to override armor damage effects.
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When armor is destroyed `stack` will contain a copy of the previous stack.
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##### Global Callbacks:
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armor:register_on_update(func(player))
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armor:register_on_equip(func(player, index, stack))
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armor:register_on_unequip(func(player, index, stack))
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armor:register_on_destroy(func(player, index, stack))
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Global Callback Example:
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```
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armor:register_on_update(function(player)
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print(player:get_player_name().." armor updated!")
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end)
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```
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## LICENSE
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License Source Code: (C) 2023 PICCORO Lenz McKAY
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License Source Code: (C) 2012-2017 Stuart Jones - LGPL v2.1
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License Textures: Copyright (C) 2017 davidthecreator - CC-BY-SA 3.0
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https://github.com/daviddoesminetest/3d-armors-new-textures
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