minetest-game-nssg/mods/3d_armor/3d_armor/README.txt

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