added new character model
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@ -1 +1,2 @@
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blueprint
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character_editor
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@ -10,24 +10,31 @@ function armor.register_armor(name, def)
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inventory_image = def.tex .. "_chestplate.png",
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protection = def.protection,
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skin = def.skin .. "_chestplate.png",
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skin_pos = 0,
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})
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minetest.register_craftitem("armor:" .. name .. "_boots", {
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description = def.description .. " Boots",
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inventory_image = def.tex .. "_boots.png",
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protection = def.protection,
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skin = def.skin .. "_boots.png",
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skin_pos = 3,
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})
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minetest.register_craftitem("armor:" .. name .. "_leggings", {
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description = def.description .. " Leggings",
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inventory_image = def.tex .. "_leggings.png",
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protection = def.protection,
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skin = def.skin .. "_leggings.png",
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skin_pos = 2,
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})
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minetest.register_craftitem("armor:" .. name .. "_helm", {
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description = def.description .. " Helm",
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inventory_image = def.tex .. "_helm.png",
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protection = def.protection,
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skin = def.skin .. "_helm.png",
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skin_pos = 1,
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})
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blueprint.register_blueprint("armor_" .. name .. "_chestplate", {
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@ -62,13 +69,27 @@ end
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function armor.update_armor(name, pl)
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local a = armor.invs[name]:get_list("main")
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local p = 100
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local skin = {}
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for k,v in pairs(a) do
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if v:get_definition() and v:get_definition().protection then
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p = p - v:get_definition().protection
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end
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if v:get_definition() and v:get_definition().skin then
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table.insert(skin, v:get_definition().skin)
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end
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armor.data[name][k] = v:to_string()
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print(armor.data[name][k])
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print("[armor] " .. armor.data[name][k])
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end
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if #skin == 0 then
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character_editor.set_texture(pl, 2, nil)
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else
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character_editor.set_texture(pl, 2, table.concat(skin, "^"))
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end
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pl:set_armor_groups({friendly = p})
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armor.save_armor()
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end
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BIN
mods/armor/textures/armor_skin_iron_chestplate.png
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BIN
mods/armor/textures/armor_skin_iron_chestplate.png
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mods/armor/textures/armor_skin_iron_leggings.png
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mods/armor/textures/armor_skin_iron_leggings.png
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@ -13,7 +13,7 @@ function character_editor.update_character(player)
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visual = "mesh",
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visual_size = {x=1, y=1},
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})
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print(table.concat(character_editor.characters[name], "^"))
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print("[character_editor] skin : " .. table.concat(character_editor.characters[name], "^"))
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end
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function character_editor.set_mesh(player, mesh)
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@ -29,7 +29,6 @@ function character_editor.set_texture(player, pos, texture)
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end
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character_editor.characters[name][pos] = texture
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print(character_editor.characters[name][pos])
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character_editor.update_character(player)
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end
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