Modificado el 3D Armor y añadidos mobs

-- Yawin
master
Yawin 2017-03-17 00:38:39 +01:00
parent cfd74a5abd
commit cd0ccf85da
67 changed files with 8 additions and 19333 deletions

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@ -9,6 +9,9 @@ git clone https://github.com/Ezhh/under_sky.git
git clone https://github.com/tenplus1/ethereal.git
git clone https://github.com/orwell96/advtrains.git
git clone https://github.com/Jeija/minetest-mod-mesecons.git
git clone https://github.com/BlockMen/cme.git
git clone https://github.com/stujones11/minetest-3d_armor.git
mv minetest-3d_armor/ 3d_armor/
mkdir octacian
cd octacian
@ -23,7 +26,7 @@ git clone https://gitlab.com/yawin/Mod_Magic.git
git clone https://github.com/yawin123/utilities.git
cd ../../mods/
rm -f advtrains beds boats bucket carts creative datalib default digicompute doors dye ethereal farming fire flowers give_initial_stuff killme microexpansion mini_sun Mod_Magic minetest-mod-mesecons Minetest-WorldEdit screwdriver sethome sfinv stairs tnt under_sky unified_inventory utilities vessels walls wool xpanes
rm -f 3d_armor advtrains beds boats bucket carts cme creative datalib default digicompute doors dye ethereal farming fire flowers give_initial_stuff killme microexpansion mini_sun Mod_Magic minetest-mod-mesecons Minetest-WorldEdit screwdriver sethome sfinv stairs tnt under_sky unified_inventory utilities vessels walls wool xpanes
ln -s ../referenced-mods/minetest_game/mods/beds/
ln -s ../referenced-mods/minetest_game/mods/boats/
@ -49,6 +52,8 @@ ln -s ../referenced-mods/minetest_game/mods/wool/
ln -s ../referenced-mods/minetest_game/mods/xpanes/
ln -s ../referenced-mods/mini_sun/
ln -s ../referenced-mods/3d_armor/
ln -s ../referenced-mods/cme/
ln -s ../referenced-mods/advtrains/
ln -s ../referenced-mods/ethereal/

1
mods/3d_armor Symbolic link
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@ -0,0 +1 @@
../referenced-mods/3d_armor/

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@ -1,15 +0,0 @@
[mod] Visible Player Armor [3d_armor]
=====================================
depends: default, inventory_plus, unified_skins
Adds craftable armor that is visible to other players. Each armor item worn contibutes to
a player's armor group level making them less vulnerable to weapons.
Armor takes damage when a player is hurt but also offers a percentage chance of healing.
default settings: [minetest.conf]
# Set number of seconds between armor updates.
3d_armor_update_time = 1

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@ -1,37 +0,0 @@
-- Armor Configuration (defaults)
-- Increase this if you get initialization glitches when a player first joins.
ARMOR_INIT_DELAY = 1
-- Number of initialization attempts.
-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
ARMOR_INIT_TIMES = 1
-- Increase this if armor is not getting into bones due to server lag.
ARMOR_BONES_DELAY = 1
-- How often player armor/wield items are updated.
ARMOR_UPDATE_TIME = 1
-- Drop armor when a player dies.
-- Uses bones mod if present, otherwise items are dropped around the player.
ARMOR_DROP = true
-- Pulverise armor when a player dies, overrides ARMOR_DROP.
ARMOR_DESTROY = false
-- You can use this to increase or decrease overall armor effectiveness,
-- eg: ARMOR_LEVEL_MULTIPLIER = 0.5 will reduce armor level by half.
ARMOR_LEVEL_MULTIPLIER = 1
-- You can use this to increase or decrease overall armor healing,
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
ARMOR_HEAL_MULTIPLIER = 1
-- You can also use this file to execute arbitary lua code
-- eg: Dumb the armor down if using Simple Mobs
if minetest.get_modpath("mobs") then
ARMOR_LEVEL_MULTIPLIER = 0.5
ARMOR_HEAL_MULTIPLIER = 0
end

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@ -1,481 +0,0 @@
ARMOR_INIT_DELAY = 1
ARMOR_INIT_TIMES = 1
ARMOR_BONES_DELAY = 1
ARMOR_UPDATE_TIME = 1
ARMOR_DROP = minetest.get_modpath("bones") ~= nil
ARMOR_DESTROY = false
ARMOR_LEVEL_MULTIPLIER = 1
ARMOR_HEAL_MULTIPLIER = 1
local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
local worldpath = minetest.get_worldpath()
local input = io.open(modpath.."/armor.conf", "r")
if input then
dofile(modpath.."/armor.conf")
input:close()
input = nil
end
input = io.open(worldpath.."/armor.conf", "r")
if input then
dofile(worldpath.."/armor.conf")
input:close()
input = nil
end
local time = 0
armor = {
player_hp = {},
elements = {"head", "torso", "legs", "feet"},
physics = {"jump","speed","gravity"},
--[[formspec = "size[8,8.5]list[detached:player_name_armor;armor;0,1;2,3;]"
.."image[2,0.75;2,4;armor_preview]"
.."list[current_player;main;0,4.5;8,4;]"
.."list[current_player;craft;4,1;3,3;]"
.."list[current_player;craftpreview;7,2;1,1;]",]]
textures = {},
default_skin = "character",
}
--[[if inventory_plus then
armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
.."list[detached:player_name_armor;armor;0,1;2,3;]"
.."image[2.5,0.75;2,4;armor_preview]"
.."label[5,1;Level: armor_level]"
.."label[5,1.5;Heal: armor_heal]"
.."list[current_player;main;0,4.5;8,4;]"
elseif unified_inventory then
unified_inventory.register_button("armor", {
type = "image",
image = "inventory_plus_armor.png",
})
unified_inventory.register_page("armor", {
get_formspec = function(player)
local name = player:get_player_name()
local formspec = "background[0.06,0.99;7.92,7.52;3d_armor_ui_form.png]"
.."label[0,0;Armor]"
.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
.."image[2.5,0.75;2,4;"..armor.textures[name].preview.."]"
.."label[5,1;Level: "..armor.def[name].level.."]"
.."label[5,1.5;Heal: "..armor.def[name].heal.."]"
return {formspec=formspec}
end,
})
end]]
armor.def = {
state = 0,
count = 0,
}
armor.update_player_visuals = function(self, player)
if not player then
return
end
local name = player:get_player_name()
if self.textures[name] then
default.player_set_textures(player, {
self.textures[name].skin,
self.textures[name].armor,
self.textures[name].wielditem,
})
end
end
armor.set_player_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local player_inv = player:get_inventory()
if not name then
minetest.log("error", "Failed to read player name")
return
elseif not player_inv then
minetest.log("error", "Failed to read player inventory")
return
end
local armor_texture = "3d_armor_trans.png"
local armor_level = 0
local armor_heal = 0
local state = 0
local items = 0
local elements = {}
local textures = {}
local physics_o = {speed=1,gravity=1,jump=1}
local material = {type=nil, count=1}
--local preview = armor:get_player_skin(name).."_preview.png"
for _,v in ipairs(self.elements) do
elements[v] = false
end
for i=1, 4 do
local stack = player_inv:get_stack("armor", i)
local item = stack:get_name()
if stack:get_count() == 1 then
local def = stack:get_definition()
for k, v in pairs(elements) do
if v == false then
local level = def.groups["armor_"..k]
if level then
local texture = item:gsub("%:", "_")
table.insert(textures, texture..".png")
--preview = preview.."^"..texture.."_preview.png"
armor_level = armor_level + level
state = state + stack:get_wear()
items = items + 1
local heal = def.groups["armor_heal"] or 0
armor_heal = armor_heal + heal
for kk,vv in ipairs(self.physics) do
local o_value = def.groups["physics_"..vv]
if o_value then
physics_o[vv] = physics_o[vv] + o_value
end
end
local mat = string.match(item, "%:.+_(.+)$")
if material.type then
if material.type == mat then
material.count = material.count + 1
end
else
material.type = mat
end
elements[k] = true
end
end
end
end
end
--[[if minetest.get_modpath("shields") then
armor_level = armor_level * 0.9
end]]
if material.type and material.count == #self.elements then
armor_level = armor_level * 1.1
end
armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
if #textures > 0 then
armor_texture = table.concat(textures, "^")
end
local armor_groups = {fleshy=100}
if armor_level > 0 then
armor_groups.level = math.floor(armor_level / 20)
armor_groups.fleshy = 100 - armor_level
end
player:set_armor_groups(armor_groups)
player:set_physics_override(physics_o)
self.textures[name].armor = armor_texture
--self.textures[name].preview = preview
self.def[name].state = state
self.def[name].count = items
self.def[name].level = armor_level
self.def[name].heal = armor_heal
self.def[name].jump = physics_o.jump
self.def[name].speed = physics_o.speed
self.def[name].gravity = physics_o.gravity
self:update_player_visuals(player)
end
armor.update_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local hp = player:get_hp() or 0
if hp == 0 or hp == self.player_hp[name] then
return
end
if self.player_hp[name] > hp then
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not player_inv then
minetest.log("error", "Failed to read player inventory")
return
elseif not armor_inv then
minetest.log("error", "Failed to read detached inventory")
return
end
local heal_max = 0
local state = 0
local items = 0
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
if stack:get_count() > 0 then
local use = stack:get_definition().groups["armor_use"] or 0
local heal = stack:get_definition().groups["armor_heal"] or 0
local item = stack:get_name()
stack:add_wear(use)
armor_inv:set_stack("armor", i, stack)
player_inv:set_stack("armor", i, stack)
state = state + stack:get_wear()
items = items + 1
if stack:get_count() == 0 then
local desc = minetest.registered_items[item].description
if desc then
minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
end
self:set_player_armor(player)
armor:update_inventory(player)
end
heal_max = heal_max + heal
end
end
self.def[name].state = state
self.def[name].count = items
heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
if heal_max > math.random(100) then
player:set_hp(self.player_hp[name])
return
end
end
self.player_hp[name] = hp
end
armor.get_player_skin = function(self, name)
local skin = nil
if skins then
skin = skins.skins[name]
elseif u_skins then
skin = u_skins.u_skins[name]
end
return skin or armor.default_skin
end
armor.get_armor_formspec = function(self, name)
local formspec = armor.formspec:gsub("player_name", name)
--formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
formspec = formspec:gsub("armor_level", armor.def[name].level)
return formspec:gsub("armor_heal", armor.def[name].heal)
end
--[[armor.update_inventory = function(self, player)
local name = player:get_player_name()
if unified_inventory then
if unified_inventory.current_page[name] == "armor" then
unified_inventory.set_inventory_formspec(player, "armor")
end
else
local formspec = armor:get_armor_formspec(name)
if inventory_plus then
local page = player:get_inventory_formspec()
if page:find("detached:"..name.."_armor") then
inventory_plus.set_inventory_formspec(player, formspec)
end
else
player:set_inventory_formspec(formspec)
end
end
end]]
-- Register Player Model
default.player_register_model("3d_armor_character.x", {
animation_speed = 30,
textures = {
armor.default_skin..".png",
"3d_armor_trans.png",
"3d_armor_trans.png",
},
animations = {
stand = {x=0, y=79},
lay = {x=162, y=166},
walk = {x=168, y=187},
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160},
},
})
-- Register Callbacks
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if inventory_plus and fields.armor then
local formspec = armor:get_armor_formspec(name)
inventory_plus.set_inventory_formspec(player, formspec)
return
end
for field, _ in pairs(fields) do
if string.find(field, "skins_set_") then
minetest.after(0, function(player)
local skin = armor:get_player_skin(name)
armor.textures[name].skin = skin..".png"
armor:set_player_armor(player)
end, player)
end
end
end)
minetest.register_on_joinplayer(function(player)
default.player_set_model(player, "3d_armor_character.x")
local name = player:get_player_name()
local player_inv = player:get_inventory()
local armor_inv = minetest.create_detached_inventory(name.."_armor",{
on_put = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, stack)
armor:set_player_armor(player)
--armor:update_inventory(player)
end,
on_take = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, nil)
armor:set_player_armor(player)
--armor:update_inventory(player)
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
local plaver_inv = player:get_inventory()
local stack = inv:get_stack(to_list, to_index)
player_inv:set_stack(to_list, to_index, stack)
player_inv:set_stack(from_list, from_index, nil)
armor:set_player_armor(player)
--armor:update_inventory(player)
end,
allow_put = function(inv, listname, index, stack, player)
return 1
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 count
end,
})
--[[if inventory_plus then
inventory_plus.register_button(player,"armor", "Armor")
end]]
armor_inv:set_size("armor", 4)
player_inv:set_size("armor", 4)
for i=1, 4 do
local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
end
-- Legacy support, import player's armor from old inventory format
for _,v in pairs(armor.elements) do
local list = "armor_"..v
armor_inv:add_item("armor", player_inv:get_stack(list, 1))
player_inv:set_stack(list, 1, nil)
end
armor.player_hp[name] = 0
armor.def[name] = {
state = 0,
count = 0,
level = 0,
heal = 0,
jump = 1,
speed = 1,
gravity = 1,
}
armor.textures[name] = {
skin = armor.default_skin..".png",
armor = "3d_armor_trans.png",
wielditem = "3d_armor_trans.png",
preview = armor.default_skin.."_preview.png",
}
if minetest.get_modpath("skins") then
local skin = skins.skins[name]
if skin and skins.get_type(skin) == skins.type.MODEL then
armor.textures[name].skin = skin..".png"
end
elseif minetest.get_modpath("simple_skins") then
local skin = skins.skins[name]
if skin then
armor.textures[name].skin = skin..".png"
end
--[[elseif minetest.get_modpath("u_skins") then
local skin = u_skins.u_skins[name]
if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
armor.textures[name].skin = skin..".png"
end]]
end
if minetest.get_modpath("player_textures") then
local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
local f = io.open(filename..".png")
if f then
f:close()
armor.textures[name].skin = "player_"..name..".png"
end
end
for i=1, ARMOR_INIT_TIMES do
minetest.after(ARMOR_INIT_DELAY * i, function(player)
armor:set_player_armor(player)
if inventory_plus == nil and unified_inventory == nil then
--armor:update_inventory(player)
end
end, player)
end
end)
if ARMOR_DROP == true or ARMOR_DESTROY == true then
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local pos = player:getpos()
if name and pos then
local drop = {}
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
for i=1, player_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
table.insert(drop, stack)
armor_inv:set_stack("armor", i, nil)
player_inv:set_stack("armor", i, nil)
end
end
armor:set_player_armor(player)
--[[if unified_inventory then
unified_inventory.set_inventory_formspec(player, "craft")
elseif inventory_plus then
local formspec = inventory_plus.get_formspec(player,"main")
inventory_plus.set_inventory_formspec(player, formspec)
else
armor:update_inventory(player)
end]]
if ARMOR_DESTROY == false then
if minetest.get_modpath("bones") then
minetest.after(ARMOR_BONES_DELAY, function()
pos = vector.round(pos)
local node = minetest.get_node(pos)
if node.name == "bones:bones" then
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
local inv = meta:get_inventory()
if name == owner then
for _,stack in ipairs(drop) do
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
end
end
end
end
end)
else
for _,stack in ipairs(drop) do
local obj = minetest.add_item(pos, stack)
if obj then
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
end
end
end
end
end
end)
end
minetest.register_globalstep(function(dtime)
time = time + dtime
if time > ARMOR_UPDATE_TIME then
for _,player in ipairs(minetest.get_connected_players()) do
armor:update_armor(player)
end
time = 0
end
end)

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@ -1,61 +0,0 @@
3d_armor -- Crafting Guide
--------------------------
Helmets:
+---+---+---+
| X | X | X |
+---+---+---+
| X | | X |
+---+---+---+
| | | |
+---+---+---+
[3d_armor:helmet_wood] X = [default:wood]
[3d_armor:helmet_steel] X = [default:steel_ingot]
[3d_armor:helmet_bronze] X = [default:bronze_ingot]
[3d_armor:helmet_diamond] X = [default:diamond]
Chestplates:
+---+---+---+
| X | | X |
+---+---+---+
| X | X | X |
+---+---+---+
| X | X | X |
+---+---+---+
[3d_armor:chestplate_wood] X = [default:wood]
[3d_armor:chestplate_steel] X = [default:steel_ingot]
[3d_armor:chestplate_bronze] X = [default:bronze_ingot]
[3d_armor:chestplate_diamond] X = [default:diamond]
Leggings:
+---+---+---+
| X | X | X |
+---+---+---+
| X | | X |
+---+---+---+
| X | | X |
+---+---+---+
[3d_armor:leggings_wood] X = [default:wood]
[3d_armor:leggings_steel] X = [default:steel_ingot]
[3d_armor:leggings_bronze] X = [default:bronze_ingot]
[3d_armor:leggings_diamond] X = [default:diamond]
Boots:
+---+---+---+
| X | | X |
+---+---+---+
| X | | X |
+---+---+---+
[3d_armor:boots_wood] X = [default:wood]
[3d_armor:boots_steel] X = [default:steel_ingot]
[3d_armor:boots_bronze] X = [default:bronze_ingot
[3d_armor:boots_diamond] X = [default:diamond]

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default

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ARMOR_MOD_NAME = minetest.get_current_modname()
dofile(minetest.get_modpath(minetest.get_current_modname()).."/armor.lua")
-- Regisiter Head Armor
minetest.register_tool("3d_armor:helmet_leather", {
description = "Leather Helmet",
inventory_image = "3d_armor_inv_helmet_leather.png",
groups = {armor_head=5, armor_heal=0, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_steel", {
description = "Steel Helmet",
inventory_image = "3d_armor_inv_helmet_steel.png",
groups = {armor_head=10, armor_heal=5, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_gold", {
description = "Golden Helmet",
inventory_image = "3d_armor_inv_helmet_gold.png",
groups = {armor_head=15, armor_heal=10, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_diamond",{
description = "Diamond Helmet",
inventory_image = "3d_armor_inv_helmet_diamond.png",
groups = {armor_head=20, armor_heal=15, armor_use=750},
wear = 0,
})
minetest.register_tool("3d_armor:helmet_chain", {
description = "Chain Helmet",
inventory_image = "3d_armor_inv_helmet_chain.png",
groups = {armor_head=15, armor_heal=10, armor_use=500},
wear = 0,
})
-- Regisiter Torso Armor
minetest.register_tool("3d_armor:chestplate_leather", {
description = "Leather Chestplate",
inventory_image = "3d_armor_inv_chestplate_leather.png",
groups = {armor_torso=15, armor_heal=0, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_steel", {
description = "Steel Chestplate",
inventory_image = "3d_armor_inv_chestplate_steel.png",
groups = {armor_torso=20, armor_heal=5, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_gold", {
description = "Golden Chestplate",
inventory_image = "3d_armor_inv_chestplate_gold.png",
groups = {armor_torso=25, armor_heal=10, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_diamond",{
description = "Diamond Helmet",
inventory_image = "3d_armor_inv_chestplate_diamond.png",
groups = {armor_torso=30, armor_heal=15, armor_use=750},
wear = 0,
})
minetest.register_tool("3d_armor:chestplate_chain", {
description = "Chain Chestplate",
inventory_image = "3d_armor_inv_chestplate_chain.png",
groups = {armor_torso=25, armor_heal=10, armor_use=500},
wear = 0,
})
-- Regisiter Leg Armor
minetest.register_tool("3d_armor:leggings_leather", {
description = "Leather Leggings",
inventory_image = "3d_armor_inv_leggings_leather.png",
groups = {armor_legs=10, armor_heal=0, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_steel", {
description = "Steel Leggings",
inventory_image = "3d_armor_inv_leggings_steel.png",
groups = {armor_legs=15, armor_heal=5, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_gold", {
description = "Golden Leggings",
inventory_image = "3d_armor_inv_leggings_gold.png",
groups = {armor_legs=20, armor_heal=10, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_diamond",{
description = "Diamond Helmet",
inventory_image = "3d_armor_inv_leggings_diamond.png",
groups = {armor_legs=25, armor_heal=15, armor_use=750},
wear = 0,
})
minetest.register_tool("3d_armor:leggings_chain", {
description = "Chain Leggings",
inventory_image = "3d_armor_inv_leggings_chain.png",
groups = {armor_legs=20, armor_heal=10, armor_use=500},
wear = 0,
})
-- Regisiter Boots
minetest.register_tool("3d_armor:boots_leather", {
description = "Leather Boots",
inventory_image = "3d_armor_inv_boots_leather.png",
groups = {armor_feet=5, armor_heal=0, armor_use=100},
wear = 0,
})
minetest.register_tool("3d_armor:boots_steel", {
description = "Steel Boots",
inventory_image = "3d_armor_inv_boots_steel.png",
groups = {armor_feet=10, armor_heal=5, armor_use=250},
wear = 0,
})
minetest.register_tool("3d_armor:boots_gold", {
description = "Golden Boots",
inventory_image = "3d_armor_inv_boots_gold.png",
groups = {armor_feet=15, armor_heal=10, armor_use=500},
wear = 0,
})
minetest.register_tool("3d_armor:boots_diamond",{
description = "Diamond Helmet",
inventory_image = "3d_armor_inv_boots_diamond.png",
groups = {armor_feet=20, armor_heal=15, armor_use=750},
wear = 0,
})
minetest.register_tool("3d_armor:boots_chain", {
description = "Chain Boots",
inventory_image = "3d_armor_inv_boots_chain.png",
groups = {armor_feet=15, armor_heal=10, armor_use=500},
wear = 0,
})
-- Register Craft Recipies
local craft_ingreds = {
leather = "default:wood",
steel = "default:steel_ingot",
gold = "default:gold_ingot",
diamond = "default:diamond",
chain = "fire:fire",
}
for k, v in pairs(craft_ingreds) do
minetest.register_craft({
output = "3d_armor:helmet_"..k,
recipe = {
{v, v, v},
{v, "", v},
{"", "", ""},
},
})
minetest.register_craft({
output = "3d_armor:chestplate_"..k,
recipe = {
{v, "", v},
{v, v, v},
{v, v, v},
},
})
minetest.register_craft({
output = "3d_armor:leggings_"..k,
recipe = {
{v, v, v},
{v, "", v},
{v, "", v},
},
})
minetest.register_craft({
output = "3d_armor:boots_"..k,
recipe = {
{v, "", v},
{v, "", v},
},
})
end

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Version=3

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3D Armor - Visible Player Armor
===============================
Source Code: Copyright (C) 2013 Stuart Jones - LGPL
Special credit to Jordach and MirceaKitsune for providing the default 3d character model.

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Modpack - 3d Armor
==================
[mod] Unified Skins [unified_skins]
-----------------------------------
depends: default
A 3d character model re-texturing api used as the framework for this modpack.
Compatible with player skins mod [skins] by Zeg9 and Player Textures [player_textures] by sdzen.
Note: Currently only supports 64x32px player skins.
[mod] Visible Wielded Items [wieldview]
---------------------------------------
depends: unified_skins
Makes hand wielded items visible to other players.
Note: Currently only supports 16x16px texture packs, sorry!
[mod] Visible Player Armor [3d_armor]
-------------------------------------
depends: unified_skins, inventory_plus
Adds craftable armor that is visible to other players. Each armor item worn contributes to
a player's armor group level making them less vulnerable to weapons.
Armor takes damage when a player is hurt, however, many armor items offer a 'stackable'
percentage chance of restoring the lost health points.
[mod] Shields [shields]
-------------------------------------
depends: 3d_armor
Originally a part of 3d_armor, shields have been re-included as an optional extra.
If you do not want shields then simply remove the shields folder from the modpack.

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A 3d character model re-texturing api used as the framework for this modpack.
depends: default
Compatible with player skins mod [skins] by Zeg9 and Player Textures [player_textures] by sdzen.
Note: Currently only 64x32px player skins.

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default

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--[[
uniskins = {
skin = {},
armor = {},
wielditem = {},
default_skin = "character.png",
default_texture = "uniskins_trans.png",
}
uniskins.update_player_visuals = function(self, player)
if not player then
return
end
local name = player:get_player_name()
player:set_properties({
visual = "mesh",
mesh = "uniskins_character.x",
textures = {
self.skin[name],
self.armor[name],
self.wielditem[name]
},
visual_size = {x=1, y=1},
})
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
uniskins.skin[name] = uniskins.default_skin
uniskins.armor[name] = uniskins.default_texture
uniskins.wielditem[name] = uniskins.default_texture
if minetest.get_modpath("player_textures") then
local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
local f = io.open(filename..".png")
if f then
f:close()
uniskins.skin[name] = "player_"..name..".png"
end
end
if minetest.get_modpath("skins") then
local skin = skins.skins[name]
if skin and skins.get_type(skin) == skins.type.MODEL then
uniskins.skin[name] = skin..".png"
end
end
end)
]]

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[mod] visible wielded items [wieldview]
=======================================
depends: default, unified_skins
Makes hand wielded items visible to other players. Compatible with player skins mod [skins].
Note: Currently only supports 16x16px texture packs, sorry!
default settings: [minetest.conf]
# Set number of seconds between visible wielded item updates.
wieldview_update_time = 2
# Show nodes as tiles, disabled by default
wieldview_node_tiles = false

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default
3d_armor

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local time = 0
local update_time = tonumber(minetest.setting_get("wieldview_update_time"))
if not update_time then
update_time = 2
minetest.setting_set("wieldview_update_time", tostring(update_time))
end
local node_tiles = minetest.setting_getbool("wieldview_node_tiles")
if not node_tiles then
node_tiles = false
minetest.setting_set("wieldview_node_tiles", "false")
end
wieldview = {
wielded_item = {},
transform = {},
}
dofile(minetest.get_modpath(minetest.get_current_modname()).."/transform.lua")
wieldview.get_item_texture = function(self, item)
local texture = "3d_armor_trans.png"
if item ~= "" then
if minetest.registered_items[item] then
local inventory_image = minetest.registered_items[item].inventory_image
if inventory_image and inventory_image ~= "" then
texture = inventory_image
elseif node_tiles == true and minetest.registered_items[item].tiles then
texture = minetest.registered_items[item].tiles[1]
end
end
if wieldview.transform[item] then
texture = texture.."^[transform"..wieldview.transform[item]
end
end
return texture
end
wieldview.update_wielded_item = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local stack = player:get_wielded_item()
local item = stack:get_name()
if not item then
return
end
if self.wielded_item[name] then
if self.wielded_item[name] == item then
return
end
armor.textures[name].wielditem = self:get_item_texture(item)
armor:update_player_visuals(player)
end
self.wielded_item[name] = item
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
wieldview.wielded_item[name] = ""
minetest.after(0, function(player)
wieldview:update_wielded_item(player)
end, player)
end)
minetest.register_globalstep(function(dtime)
time = time + dtime
if time > update_time then
for _,player in ipairs(minetest.get_connected_players()) do
wieldview:update_wielded_item(player)
end
time = 0
end
end)

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-- Wielded Item Transformations - http://dev.minetest.net/texture
wieldview_transform = {
["default:torch"]="R270",
["default:sapling"]="R270",
["flowers:dandelion_white"]="R270",
["flowers:dandelion_yellow"]="R270",
["flowers:geranium"]="R270",
["flowers:rose"]="R270",
["flowers:tulip"]="R270",
["flowers:viola"]="R270",
["bucket:bucket_empty"]="R270",
["bucket:bucket_water"]="R270",
["bucket:bucket_lava"]="R270",
["screwdriver:screwdriver"]="R270",
["screwdriver:screwdriver1"]="R270",
["screwdriver:screwdriver2"]="R270",
["screwdriver:screwdriver3"]="R270",
["screwdriver:screwdriver4"]="R270",
["vessels:glass_bottle"]="R270",
["vessels:drinking_glass"]="R270",
["vessels:steel_bottle"]="R270",
}

1
mods/cme Symbolic link
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../referenced-mods/cme/