first commit
|
@ -0,0 +1,11 @@
|
|||
## Generic ignorable patterns and files
|
||||
*~
|
||||
.*.swp
|
||||
*bak*
|
||||
tags
|
||||
*.vim
|
||||
armor.conf
|
||||
|
||||
## Eclipse project files & directories
|
||||
.project
|
||||
.settings
|
|
@ -0,0 +1,32 @@
|
|||
|
||||
unused_args = false
|
||||
|
||||
globals = {
|
||||
"wieldview",
|
||||
"armor",
|
||||
"inventory_plus"
|
||||
}
|
||||
|
||||
read_globals = {
|
||||
-- Stdlib
|
||||
string = {fields = {"split"}},
|
||||
table = {fields = {"copy", "getn"}},
|
||||
|
||||
-- Minetest
|
||||
"vector", "ItemStack",
|
||||
"dump", "VoxelArea",
|
||||
|
||||
-- deps
|
||||
"default",
|
||||
"minetest",
|
||||
"unified_inventory",
|
||||
"wardrobe",
|
||||
"player_monoids",
|
||||
"armor_monoid",
|
||||
"sfinv",
|
||||
"ARMOR_MATERIALS",
|
||||
"ARMOR_FIRE_NODES",
|
||||
"pova",
|
||||
"skins",
|
||||
"u_skins"
|
||||
}
|
|
@ -0,0 +1,26 @@
|
|||
[mod] 3d Armor [3d_armor]
|
||||
=========================
|
||||
|
||||
License Source Code
|
||||
-------------------
|
||||
|
||||
Copyright (C) 2012-2019 stujones11, Stuart Jones <stujones111@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser 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.
|
||||
|
||||
License Textures
|
||||
----------------
|
||||
|
||||
Copyright (C) 2017-2019 davidthecreator - CC-BY-SA 3.0
|
|
@ -0,0 +1,212 @@
|
|||
[mod] Visible Player Armor [3d_armor]
|
||||
=====================================
|
||||
|
||||
Depends: default
|
||||
|
||||
Recommends: sfinv, unified_inventory or smart_inventory (use only one to avoid conflicts)
|
||||
|
||||
Supports: player_monoids and armor_monoid
|
||||
|
||||
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 but also offers a percentage chance of healing.
|
||||
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.
|
||||
|
||||
Armor Configuration
|
||||
-------------------
|
||||
|
||||
Override the following default settings by adding them to your minetest.conf file.
|
||||
|
||||
-- Set false to disable individual armor materials.
|
||||
armor_material_wood = true
|
||||
armor_material_cactus = true
|
||||
armor_material_steel = true
|
||||
armor_material_bronze = true
|
||||
armor_material_diamond = true
|
||||
armor_material_gold = true
|
||||
armor_material_mithril = true
|
||||
armor_material_crystal = true
|
||||
|
||||
-- Increase this if you get initialization glitches when a player first joins.
|
||||
armor_init_delay = 2
|
||||
|
||||
-- Number of initialization attempts.
|
||||
-- Use in conjunction with armor_init_delay if initialization problems persist.
|
||||
armor_init_times = 10
|
||||
|
||||
-- Increase this if armor is not getting into bones due to server lag.
|
||||
armor_bones_delay = 1
|
||||
|
||||
-- How often player armor 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: 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
|
||||
|
||||
-- Enable water protection (periodically restores breath when activated)
|
||||
armor_water_protect = true
|
||||
|
||||
-- Enable fire protection (defaults true if using ethereal mod)
|
||||
armor_fire_protect = false
|
||||
|
||||
-- Enable punch damage effects.
|
||||
armor_punch_damage = true
|
||||
|
||||
-- Enable migration of old armor inventories
|
||||
armor_migrate_old_inventory = true
|
||||
|
||||
API
|
||||
---
|
||||
|
||||
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:get_pos()
|
||||
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_punched` 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)
|
||||
|
||||
|
||||
Note:
|
||||
|
||||
The player physics modifications won't be applied via `set_physics_override` if `player_physics_locked` is set to 1
|
||||
in the respective player's meta.
|
|
@ -0,0 +1,631 @@
|
|||
-- support for i18n
|
||||
local S = minetest.get_translator(minetest.get_current_modname())
|
||||
|
||||
local skin_previews = {}
|
||||
local use_player_monoids = minetest.global_exists("player_monoids")
|
||||
local use_armor_monoid = minetest.global_exists("armor_monoid")
|
||||
local use_pova_mod = minetest.get_modpath("pova")
|
||||
local armor_def = setmetatable({}, {
|
||||
__index = function()
|
||||
return setmetatable({
|
||||
groups = setmetatable({}, {
|
||||
__index = function()
|
||||
return 0
|
||||
end})
|
||||
}, {
|
||||
__index = function()
|
||||
return 0
|
||||
end
|
||||
})
|
||||
end,
|
||||
})
|
||||
local armor_textures = setmetatable({}, {
|
||||
__index = function()
|
||||
return setmetatable({}, {
|
||||
__index = function()
|
||||
return "blank.png"
|
||||
end
|
||||
})
|
||||
end
|
||||
})
|
||||
|
||||
armor = {
|
||||
timer = 0,
|
||||
elements = {"head", "torso", "legs", "feet"},
|
||||
physics = {"jump", "speed", "gravity"},
|
||||
attributes = {"heal", "fire", "water"},
|
||||
formspec = "image[2.5,0;2,4;armor_preview]"..
|
||||
default.gui_bg..
|
||||
default.gui_bg_img..
|
||||
default.gui_slots..
|
||||
default.get_hotbar_bg(0, 4.7)..
|
||||
"list[current_player;main;0,4.7;8,1;]"..
|
||||
"list[current_player;main;0,5.85;8,3;8]",
|
||||
def = armor_def,
|
||||
textures = armor_textures,
|
||||
default_skin = "character",
|
||||
materials = {
|
||||
wood = "group:wood",
|
||||
cactus = "default:cactus",
|
||||
steel = "default:steel_ingot",
|
||||
bronze = "default:bronze_ingot",
|
||||
diamond = "default:diamond",
|
||||
gold = "default:gold_ingot",
|
||||
mithril = "moreores:mithril_ingot",
|
||||
crystal = "ethereal:crystal_ingot",
|
||||
},
|
||||
fire_nodes = {
|
||||
{"default:lava_source", 5, 8},
|
||||
{"default:lava_flowing", 5, 8},
|
||||
{"fire:basic_flame", 3, 4},
|
||||
{"fire:permanent_flame", 3, 4},
|
||||
{"ethereal:crystal_spike", 2, 1},
|
||||
{"ethereal:fire_flower", 2, 1},
|
||||
{"default:torch", 1, 1},
|
||||
{"default:torch_ceiling", 1, 1},
|
||||
{"default:torch_wall", 1, 1},
|
||||
},
|
||||
registered_groups = {["fleshy"]=100},
|
||||
registered_callbacks = {
|
||||
on_update = {},
|
||||
on_equip = {},
|
||||
on_unequip = {},
|
||||
on_damage = {},
|
||||
on_destroy = {},
|
||||
},
|
||||
migrate_old_inventory = true,
|
||||
version = "0.4.13",
|
||||
get_translator = S
|
||||
}
|
||||
|
||||
armor.config = {
|
||||
init_delay = 2,
|
||||
init_times = 10,
|
||||
bones_delay = 1,
|
||||
update_time = 1,
|
||||
drop = minetest.get_modpath("bones") ~= nil,
|
||||
destroy = false,
|
||||
level_multiplier = 1,
|
||||
heal_multiplier = 1,
|
||||
material_wood = true,
|
||||
material_cactus = true,
|
||||
material_steel = true,
|
||||
material_bronze = true,
|
||||
material_diamond = true,
|
||||
material_gold = true,
|
||||
material_mithril = true,
|
||||
material_crystal = true,
|
||||
water_protect = true,
|
||||
fire_protect = minetest.get_modpath("ethereal") ~= nil,
|
||||
punch_damage = true,
|
||||
}
|
||||
|
||||
-- Armor Registration
|
||||
|
||||
armor.register_armor = function(self, name, def)
|
||||
def.on_secondary_use = function(itemstack, player)
|
||||
return armor:equip(player, itemstack)
|
||||
end
|
||||
def.on_place = function(itemstack, player, pointed_thing)
|
||||
if pointed_thing.type == "node" and player and not player:get_player_control().sneak then
|
||||
local node = minetest.get_node(pointed_thing.under)
|
||||
local ndef = minetest.registered_nodes[node.name]
|
||||
if ndef and ndef.on_rightclick then
|
||||
return ndef.on_rightclick(pointed_thing.under, node, player, itemstack, pointed_thing)
|
||||
end
|
||||
end
|
||||
return armor:equip(player, itemstack)
|
||||
end
|
||||
minetest.register_tool(name, def)
|
||||
end
|
||||
|
||||
armor.register_armor_group = function(self, group, base)
|
||||
base = base or 100
|
||||
self.registered_groups[group] = base
|
||||
if use_armor_monoid then
|
||||
armor_monoid.register_armor_group(group, base)
|
||||
end
|
||||
end
|
||||
|
||||
-- Armor callbacks
|
||||
|
||||
armor.register_on_update = function(self, func)
|
||||
if type(func) == "function" then
|
||||
table.insert(self.registered_callbacks.on_update, func)
|
||||
end
|
||||
end
|
||||
|
||||
armor.register_on_equip = function(self, func)
|
||||
if type(func) == "function" then
|
||||
table.insert(self.registered_callbacks.on_equip, func)
|
||||
end
|
||||
end
|
||||
|
||||
armor.register_on_unequip = function(self, func)
|
||||
if type(func) == "function" then
|
||||
table.insert(self.registered_callbacks.on_unequip, func)
|
||||
end
|
||||
end
|
||||
|
||||
armor.register_on_damage = function(self, func)
|
||||
if type(func) == "function" then
|
||||
table.insert(self.registered_callbacks.on_damage, func)
|
||||
end
|
||||
end
|
||||
|
||||
armor.register_on_destroy = function(self, func)
|
||||
if type(func) == "function" then
|
||||
table.insert(self.registered_callbacks.on_destroy, func)
|
||||
end
|
||||
end
|
||||
|
||||
armor.run_callbacks = function(self, callback, player, index, stack)
|
||||
if stack then
|
||||
local def = stack:get_definition() or {}
|
||||
if type(def[callback]) == "function" then
|
||||
def[callback](player, index, stack)
|
||||
end
|
||||
end
|
||||
local callbacks = self.registered_callbacks[callback]
|
||||
if callbacks then
|
||||
for _, func in pairs(callbacks) do
|
||||
func(player, index, stack)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
armor.update_player_visuals = function(self, player)
|
||||
if not player then
|
||||
return
|
||||
end
|
||||
local name = player:get_player_name()
|
||||
self.textures[name].skin = armor:get_player_skin(name)
|
||||
if self.textures[name] then
|
||||
player:set_properties({
|
||||
textures = {
|
||||
self.textures[name].skin,
|
||||
self.textures[name].armor,
|
||||
self.textures[name].wielditem,
|
||||
}
|
||||
})
|
||||
end
|
||||
self:run_callbacks("on_update", player)
|
||||
end
|
||||
|
||||
armor.set_player_armor = function(self, player)
|
||||
local name, armor_inv = self:get_valid_player(player, "[set_player_armor]")
|
||||
if not name then
|
||||
return
|
||||
end
|
||||
local state = 0
|
||||
local count = 0
|
||||
local material = {count=1}
|
||||
local preview = armor:get_preview(name)
|
||||
local texture = "3d_armor_trans.png"
|
||||
local physics = {}
|
||||
local attributes = {}
|
||||
local levels = {}
|
||||
local groups = {}
|
||||
local change = {}
|
||||
for _, phys in pairs(self.physics) do
|
||||
physics[phys] = 1
|
||||
end
|
||||
for _, attr in pairs(self.attributes) do
|
||||
attributes[attr] = 0
|
||||
end
|
||||
for group, _ in pairs(self.registered_groups) do
|
||||
change[group] = 1
|
||||
levels[group] = 0
|
||||
end
|
||||
local list = armor_inv:get_list("armor")
|
||||
if type(list) ~= "table" then
|
||||
return
|
||||
end
|
||||
for i, stack in pairs(list) do
|
||||
if stack:get_count() == 1 then
|
||||
local def = stack:get_definition()
|
||||
for _, element in pairs(self.elements) do
|
||||
if def.groups["armor_"..element] then
|
||||
if def.armor_groups then
|
||||
for group, level in pairs(def.armor_groups) do
|
||||
if levels[group] then
|
||||
levels[group] = levels[group] + level
|
||||
end
|
||||
end
|
||||
else
|
||||
local level = def.groups["armor_"..element]
|
||||
levels["fleshy"] = levels["fleshy"] + level
|
||||
end
|
||||
break
|
||||
end
|
||||
-- DEPRECATED, use armor_groups instead
|
||||
if def.groups["armor_radiation"] and levels["radiation"] then
|
||||
levels["radiation"] = def.groups["armor_radiation"]
|
||||
end
|
||||
end
|
||||
local item = stack:get_name()
|
||||
local tex = def.texture or item:gsub("%:", "_")
|
||||
tex = tex:gsub(".png$", "")
|
||||
local prev = def.preview or tex.."_preview"
|
||||
prev = prev:gsub(".png$", "")
|
||||
texture = texture.."^"..tex..".png"
|
||||
preview = preview.."^"..prev..".png"
|
||||
state = state + stack:get_wear()
|
||||
count = count + 1
|
||||
for _, phys in pairs(self.physics) do
|
||||
local value = def.groups["physics_"..phys] or 0
|
||||
physics[phys] = physics[phys] + value
|
||||
end
|
||||
for _, attr in pairs(self.attributes) do
|
||||
local value = def.groups["armor_"..attr] or 0
|
||||
attributes[attr] = attributes[attr] + value
|
||||
end
|
||||
local mat = string.match(item, "%:.+_(.+)$")
|
||||
if material.name then
|
||||
if material.name == mat then
|
||||
material.count = material.count + 1
|
||||
end
|
||||
else
|
||||
material.name = mat
|
||||
end
|
||||
end
|
||||
end
|
||||
for group, level in pairs(levels) do
|
||||
if level > 0 then
|
||||
level = level * armor.config.level_multiplier
|
||||
if material.name and material.count == #self.elements then
|
||||
level = level * 1.1
|
||||
end
|
||||
end
|
||||
local base = self.registered_groups[group]
|
||||
self.def[name].groups[group] = level
|
||||
if level > base then
|
||||
level = base
|
||||
end
|
||||
groups[group] = base - level
|
||||
change[group] = groups[group] / base
|
||||
end
|
||||
for _, attr in pairs(self.attributes) do
|
||||
local mult = attr == "heal" and self.config.heal_multiplier or 1
|
||||
self.def[name][attr] = attributes[attr] * mult
|
||||
end
|
||||
for _, phys in pairs(self.physics) do
|
||||
self.def[name][phys] = physics[phys]
|
||||
end
|
||||
if use_armor_monoid then
|
||||
armor_monoid.monoid:add_change(player, change, "3d_armor:armor")
|
||||
else
|
||||
-- Preserve immortal group (damage disabled for player)
|
||||
local immortal = player:get_armor_groups().immortal
|
||||
if immortal and immortal ~= 0 then
|
||||
groups.immortal = 1
|
||||
end
|
||||
player:set_armor_groups(groups)
|
||||
end
|
||||
if use_player_monoids then
|
||||
player_monoids.speed:add_change(player, physics.speed,
|
||||
"3d_armor:physics")
|
||||
player_monoids.jump:add_change(player, physics.jump,
|
||||
"3d_armor:physics")
|
||||
player_monoids.gravity:add_change(player, physics.gravity,
|
||||
"3d_armor:physics")
|
||||
elseif use_pova_mod then
|
||||
-- only add the changes, not the default 1.0 for each physics setting
|
||||
pova.add_override(name, "3d_armor", {
|
||||
speed = physics.speed - 1,
|
||||
jump = physics.jump - 1,
|
||||
gravity = physics.gravity - 1,
|
||||
})
|
||||
pova.do_override(player)
|
||||
else
|
||||
local player_physics_locked = player:get_meta():get_int("player_physics_locked")
|
||||
if player_physics_locked == nil or player_physics_locked == 0 then
|
||||
--player:set_physics_override(physics)
|
||||
end
|
||||
end
|
||||
self.textures[name].armor = texture
|
||||
self.textures[name].preview = preview
|
||||
self.def[name].level = self.def[name].groups.fleshy or 0
|
||||
self.def[name].state = state
|
||||
self.def[name].count = count
|
||||
self:update_player_visuals(player)
|
||||
end
|
||||
|
||||
armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabilities)
|
||||
local name, armor_inv = self:get_valid_player(player, "[punch]")
|
||||
if not name then
|
||||
return
|
||||
end
|
||||
local set_state
|
||||
local set_count
|
||||
local state = 0
|
||||
local count = 0
|
||||
local recip = true
|
||||
local default_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1}
|
||||
local list = armor_inv:get_list("armor")
|
||||
for i, stack in pairs(list) do
|
||||
if stack:get_count() == 1 then
|
||||
local itemname = stack:get_name()
|
||||
local use = minetest.get_item_group(itemname, "armor_use") or 0
|
||||
local damage = use > 0
|
||||
local def = stack:get_definition() or {}
|
||||
if type(def.on_punched) == "function" then
|
||||
damage = def.on_punched(player, hitter, time_from_last_punch,
|
||||
tool_capabilities) ~= false and damage == true
|
||||
end
|
||||
if damage == true and tool_capabilities then
|
||||
local damage_groups = def.damage_groups or default_groups
|
||||
local level = damage_groups.level or 0
|
||||
local groupcaps = tool_capabilities.groupcaps or {}
|
||||
local uses = 0
|
||||
damage = false
|
||||
for group, caps in pairs(groupcaps) do
|
||||
local maxlevel = caps.maxlevel or 0
|
||||
local diff = maxlevel - level
|
||||
if diff == 0 then
|
||||
diff = 1
|
||||
end
|
||||
if diff > 0 and caps.times then
|
||||
local group_level = damage_groups[group]
|
||||
if group_level then
|
||||
local time = caps.times[group_level]
|
||||
if time then
|
||||
local dt = time_from_last_punch or 0
|
||||
if dt > time / diff then
|
||||
if caps.uses then
|
||||
uses = caps.uses * math.pow(3, diff)
|
||||
end
|
||||
damage = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if damage == true and recip == true and hitter and
|
||||
def.reciprocate_damage == true and uses > 0 then
|
||||
local item = hitter:get_wielded_item()
|
||||
if item and item:get_name() ~= "" then
|
||||
item:add_wear(65535 / uses)
|
||||
hitter:set_wielded_item(item)
|
||||
end
|
||||
-- reciprocate tool damage only once
|
||||
recip = false
|
||||
end
|
||||
end
|
||||
if damage == true and hitter == "fire" then
|
||||
damage = minetest.get_item_group(itemname, "flammable") > 0
|
||||
end
|
||||
if damage == true then
|
||||
self:damage(player, i, stack, use)
|
||||
set_state = self.def[name].state
|
||||
set_count = self.def[name].count
|
||||
end
|
||||
state = state + stack:get_wear()
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
if set_count and set_count ~= count then
|
||||
state = set_state or state
|
||||
count = set_count or count
|
||||
end
|
||||
self.def[name].state = state
|
||||
self.def[name].count = count
|
||||
end
|
||||
|
||||
armor.damage = function(self, player, index, stack, use)
|
||||
local old_stack = ItemStack(stack)
|
||||
stack:add_wear(use)
|
||||
self:run_callbacks("on_damage", player, index, stack)
|
||||
self:set_inventory_stack(player, index, stack)
|
||||
if stack:get_count() == 0 then
|
||||
self:run_callbacks("on_unequip", player, index, old_stack)
|
||||
self:run_callbacks("on_destroy", player, index, old_stack)
|
||||
self:set_player_armor(player)
|
||||
end
|
||||
end
|
||||
|
||||
armor.get_weared_armor_elements = function(self, player)
|
||||
local name, inv = self:get_valid_player(player, "[get_weared_armor]")
|
||||
local weared_armor = {}
|
||||
if not name then
|
||||
return
|
||||
end
|
||||
for i=1, inv:get_size("armor") do
|
||||
local item_name = inv:get_stack("armor", i):get_name()
|
||||
local element = self:get_element(item_name)
|
||||
if element ~= nil then
|
||||
weared_armor[element] = item_name
|
||||
end
|
||||
end
|
||||
return weared_armor
|
||||
end
|
||||
|
||||
armor.equip = function(self, player, itemstack)
|
||||
local name, armor_inv = self:get_valid_player(player, "[equip]")
|
||||
local weared_armor = self:get_weared_armor_elements(player)
|
||||
local armor_element = self:get_element(itemstack:get_name())
|
||||
if name and armor_element then
|
||||
if weared_armor[armor_element] ~= nil then
|
||||
self:unequip(player, armor_element)
|
||||
end
|
||||
armor_inv:add_item("armor", itemstack:take_item())
|
||||
self:set_player_armor(player)
|
||||
self:save_armor_inventory(player)
|
||||
end
|
||||
minetest.sound_play("3d_armor_equip", {max_hear_distance = 5, pos = player:get_pos()})
|
||||
return itemstack
|
||||
end
|
||||
|
||||
armor.unequip = function(self, player, armor_element)
|
||||
local name, armor_inv = self:get_valid_player(player, "[unequip]")
|
||||
local weared_armor = self:get_weared_armor_elements(player)
|
||||
if not name or not weared_armor[armor_element] then
|
||||
return
|
||||
end
|
||||
local itemstack = armor_inv:remove_item("armor", ItemStack(weared_armor[armor_element]))
|
||||
minetest.after(0, function()
|
||||
local inv = player:get_inventory()
|
||||
if inv:room_for_item("main", itemstack) then
|
||||
inv:add_item("main", itemstack)
|
||||
else
|
||||
minetest.add_item(player:get_pos(), itemstack)
|
||||
end
|
||||
end)
|
||||
self:set_player_armor(player)
|
||||
self:save_armor_inventory(player)
|
||||
end
|
||||
|
||||
armor.remove_all = function(self, player)
|
||||
local name, inv = self:get_valid_player(player, "[remove_all]")
|
||||
if not name then
|
||||
return
|
||||
end
|
||||
inv:set_list("armor", {})
|
||||
self:set_player_armor(player)
|
||||
self:save_armor_inventory(player)
|
||||
end
|
||||
|
||||
armor.get_player_skin = function(self, name)
|
||||
local player = minetest.get_player_by_name(name)
|
||||
if not player then return end
|
||||
local pl_texture = player:get_properties().textures[1]
|
||||
|
||||
if not pl_texture or pl_texture == "blank.png" then
|
||||
return skins_collectible.get_player_skin(name).texture
|
||||
end
|
||||
|
||||
return pl_texture
|
||||
end
|
||||
|
||||
armor.update_skin = function(self, name)
|
||||
minetest.after(0, function()
|
||||
local pplayer = minetest.get_player_by_name(name)
|
||||
if pplayer then
|
||||
self.textures[name].skin = self:get_player_skin(name)
|
||||
self:set_player_armor(pplayer)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
armor.add_preview = function(self, preview)
|
||||
skin_previews[preview] = true
|
||||
end
|
||||
|
||||
armor.get_preview = function(self, name)
|
||||
local preview = string.gsub(armor:get_player_skin(name), ".png", "_preview.png")
|
||||
if skin_previews[preview] then
|
||||
return preview
|
||||
end
|
||||
return "character_preview.png"
|
||||
end
|
||||
|
||||
armor.get_armor_formspec = function(self, name, listring)
|
||||
if armor.def[name].init_time == 0 then
|
||||
return "label[0,0;Armor not initialized!]"
|
||||
end
|
||||
local formspec = armor.formspec..
|
||||
"list[detached:"..name.."_armor;armor;0,0.5;2,3;]"
|
||||
if listring == true then
|
||||
formspec = formspec.."listring[current_player;main]"..
|
||||
"listring[detached:"..name.."_armor;armor]"
|
||||
end
|
||||
formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
|
||||
formspec = formspec:gsub("armor_level", armor.def[name].level)
|
||||
for _, attr in pairs(self.attributes) do
|
||||
formspec = formspec:gsub("armor_attr_"..attr, armor.def[name][attr])
|
||||
end
|
||||
for group, _ in pairs(self.registered_groups) do
|
||||
formspec = formspec:gsub("armor_group_"..group,
|
||||
armor.def[name].groups[group])
|
||||
end
|
||||
return formspec
|
||||
end
|
||||
|
||||
armor.get_element = function(self, item_name)
|
||||
for _, element in pairs(armor.elements) do
|
||||
if minetest.get_item_group(item_name, "armor_"..element) > 0 then
|
||||
return element
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
armor.serialize_inventory_list = function(self, list)
|
||||
local list_table = {}
|
||||
for _, stack in ipairs(list) do
|
||||
table.insert(list_table, stack:to_string())
|
||||
end
|
||||
return minetest.serialize(list_table)
|
||||
end
|
||||
|
||||
armor.deserialize_inventory_list = function(self, list_string)
|
||||
local list_table = minetest.deserialize(list_string)
|
||||
local list = {}
|
||||
for _, stack in ipairs(list_table or {}) do
|
||||
table.insert(list, ItemStack(stack))
|
||||
end
|
||||
return list
|
||||
end
|
||||
|
||||
armor.load_armor_inventory = function(self, player)
|
||||
local _, inv = self:get_valid_player(player, "[load_armor_inventory]")
|
||||
if inv then
|
||||
local meta = player:get_meta()
|
||||
local armor_list_string = meta:get_string("3d_armor_inventory")
|
||||
if armor_list_string then
|
||||
inv:set_list("armor",
|
||||
self:deserialize_inventory_list(armor_list_string))
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
armor.save_armor_inventory = function(self, player)
|
||||
local _, inv = self:get_valid_player(player, "[save_armor_inventory]")
|
||||
if inv then
|
||||
local meta = player:get_meta()
|
||||
meta:set_string("3d_armor_inventory",
|
||||
self:serialize_inventory_list(inv:get_list("armor")))
|
||||
end
|
||||
end
|
||||
|
||||
armor.update_inventory = function(self, player)
|
||||
-- DEPRECATED: Legacy inventory support
|
||||
end
|
||||
|
||||
armor.set_inventory_stack = function(self, player, i, stack)
|
||||
local _, inv = self:get_valid_player(player, "[set_inventory_stack]")
|
||||
if inv then
|
||||
inv:set_stack("armor", i, stack)
|
||||
self:save_armor_inventory(player)
|
||||
end
|
||||
end
|
||||
|
||||
armor.get_valid_player = function(self, player, msg)
|
||||
msg = msg or ""
|
||||
if not player then
|
||||
minetest.log("warning", S("3d_armor: Player reference is nil @1", msg))
|
||||
return
|
||||
end
|
||||
local name = player:get_player_name()
|
||||
if not name then
|
||||
minetest.log("warning", S("3d_armor: Player name is nil @1", msg))
|
||||
return
|
||||
end
|
||||
local inv = minetest.get_inventory({type="detached", name=name.."_armor"})
|
||||
if not inv then
|
||||
minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg))
|
||||
return
|
||||
end
|
||||
return name, inv
|
||||
end
|
||||
|
||||
armor.drop_armor = function(pos, stack)
|
||||
local node = minetest.get_node_or_nil(pos)
|
||||
if node then
|
||||
local obj = minetest.add_item(pos, stack)
|
||||
if obj then
|
||||
obj:set_velocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)})
|
||||
end
|
||||
end
|
||||
end
|
|
@ -0,0 +1,372 @@
|
|||
-- support for i18n
|
||||
local S = armor.get_translator
|
||||
|
||||
armor:register_armor("3d_armor:helmet_admin", {
|
||||
description = S("Admin Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_admin.png",
|
||||
armor_groups = {fleshy=100},
|
||||
groups = {armor_head=1, armor_heal=100, armor_use=0, armor_water=1,
|
||||
not_in_creative_inventory=1},
|
||||
on_drop = function(itemstack, dropper, pos)
|
||||
return
|
||||
end,
|
||||
})
|
||||
|
||||
armor:register_armor("3d_armor:chestplate_admin", {
|
||||
description = S("Admin Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_admin.png",
|
||||
armor_groups = {fleshy=100},
|
||||
groups = {armor_torso=1, armor_heal=100, armor_use=0,
|
||||
not_in_creative_inventory=1},
|
||||
on_drop = function(itemstack, dropper, pos)
|
||||
return
|
||||
end,
|
||||
})
|
||||
|
||||
armor:register_armor("3d_armor:leggings_admin", {
|
||||
description = S("Admin Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_admin.png",
|
||||
armor_groups = {fleshy=100},
|
||||
groups = {armor_legs=1, armor_heal=100, armor_use=0,
|
||||
not_in_creative_inventory=1},
|
||||
on_drop = function(itemstack, dropper, pos)
|
||||
return
|
||||
end,
|
||||
})
|
||||
|
||||
armor:register_armor("3d_armor:boots_admin", {
|
||||
description = S("Admin Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_admin.png",
|
||||
armor_groups = {fleshy=100},
|
||||
groups = {armor_feet=1, armor_heal=100, armor_use=0,
|
||||
not_in_creative_inventory=1},
|
||||
on_drop = function(itemstack, dropper, pos)
|
||||
return
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_alias("adminboots", "3d_armor:boots_admin")
|
||||
minetest.register_alias("adminhelmet", "3d_armor:helmet_admin")
|
||||
minetest.register_alias("adminchestplate", "3d_armor:chestplate_admin")
|
||||
minetest.register_alias("adminleggings", "3d_armor:leggings_admin")
|
||||
|
||||
if armor.materials.wood then
|
||||
armor:register_armor("3d_armor:helmet_wood", {
|
||||
description = S("Wood Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_wood.png",
|
||||
groups = {armor_head=1, armor_heal=0, armor_use=2000, flammable=1},
|
||||
armor_groups = {fleshy=5},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_wood", {
|
||||
description = S("Wood Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_wood.png",
|
||||
groups = {armor_torso=1, armor_heal=0, armor_use=2000, flammable=1},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_wood", {
|
||||
description = S("Wood Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_wood.png",
|
||||
groups = {armor_legs=1, armor_heal=0, armor_use=2000, flammable=1},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_wood", {
|
||||
description = S("Wood Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_wood.png",
|
||||
armor_groups = {fleshy=5},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
|
||||
groups = {armor_feet=1, armor_heal=0, armor_use=2000, flammable=1},
|
||||
})
|
||||
local wood_armor_fuel = {
|
||||
helmet = 6,
|
||||
chestplate = 8,
|
||||
leggings = 7,
|
||||
boots = 5
|
||||
}
|
||||
for armor, burn in pairs(wood_armor_fuel) do
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "3d_armor:" .. armor .. "_wood",
|
||||
burntime = burn,
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
if armor.materials.cactus then
|
||||
armor:register_armor("3d_armor:helmet_cactus", {
|
||||
description = S("Cactus Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_cactus.png",
|
||||
groups = {armor_head=1, armor_heal=0, armor_use=1000},
|
||||
armor_groups = {fleshy=5},
|
||||
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_cactus", {
|
||||
description = S("Cactus Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_cactus.png",
|
||||
groups = {armor_torso=1, armor_heal=0, armor_use=1000},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_cactus", {
|
||||
description = S("Cactus Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_cactus.png",
|
||||
groups = {armor_legs=1, armor_heal=0, armor_use=1000},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_cactus", {
|
||||
description = S("Cactus Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_cactus.png",
|
||||
groups = {armor_feet=1, armor_heal=0, armor_use=1000},
|
||||
armor_groups = {fleshy=5},
|
||||
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
|
||||
})
|
||||
local cactus_armor_fuel = {
|
||||
helmet = 14,
|
||||
chestplate = 16,
|
||||
leggings = 15,
|
||||
boots = 13
|
||||
}
|
||||
for armor, burn in pairs(cactus_armor_fuel) do
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "3d_armor:" .. armor .. "_cactus",
|
||||
burntime = burn,
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
if armor.materials.steel then
|
||||
armor:register_armor("3d_armor:helmet_steel", {
|
||||
description = S("Steel Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_steel.png",
|
||||
groups = {armor_head=1, armor_heal=0, armor_use=800,
|
||||
physics_speed=-0.01, physics_gravity=0.01},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_steel", {
|
||||
description = S("Steel Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_steel.png",
|
||||
groups = {armor_torso=1, armor_heal=0, armor_use=800,
|
||||
physics_speed=-0.04, physics_gravity=0.04},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_steel", {
|
||||
description = S("Steel Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_steel.png",
|
||||
groups = {armor_legs=1, armor_heal=0, armor_use=800,
|
||||
physics_speed=-0.03, physics_gravity=0.03},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_steel", {
|
||||
description = S("Steel Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_steel.png",
|
||||
groups = {armor_feet=1, armor_heal=0, armor_use=800,
|
||||
physics_speed=-0.01, physics_gravity=0.01},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.bronze then
|
||||
armor:register_armor("3d_armor:helmet_bronze", {
|
||||
description = S("Bronze Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_bronze.png",
|
||||
groups = {armor_head=1, armor_heal=6, armor_use=400,
|
||||
physics_speed=-0.01, physics_gravity=0.01},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_bronze", {
|
||||
description = S("Bronze Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_bronze.png",
|
||||
groups = {armor_torso=1, armor_heal=6, armor_use=400,
|
||||
physics_speed=-0.04, physics_gravity=0.04},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_bronze", {
|
||||
description = S("Bronze Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_bronze.png",
|
||||
groups = {armor_legs=1, armor_heal=6, armor_use=400,
|
||||
physics_speed=-0.03, physics_gravity=0.03},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_bronze", {
|
||||
description = S("Bronze Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_bronze.png",
|
||||
groups = {armor_feet=1, armor_heal=6, armor_use=400,
|
||||
physics_speed=-0.01, physics_gravity=0.01},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.diamond then
|
||||
armor:register_armor("3d_armor:helmet_diamond", {
|
||||
description = S("Diamond Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_diamond.png",
|
||||
groups = {armor_head=1, armor_heal=12, armor_use=200},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_diamond", {
|
||||
description = S("Diamond Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_diamond.png",
|
||||
groups = {armor_torso=1, armor_heal=12, armor_use=200},
|
||||
armor_groups = {fleshy=20},
|
||||
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_diamond", {
|
||||
description = S("Diamond Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_diamond.png",
|
||||
groups = {armor_legs=1, armor_heal=12, armor_use=200},
|
||||
armor_groups = {fleshy=20},
|
||||
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_diamond", {
|
||||
description = S("Diamond Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_diamond.png",
|
||||
groups = {armor_feet=1, armor_heal=12, armor_use=200},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.gold then
|
||||
armor:register_armor("3d_armor:helmet_gold", {
|
||||
description = S("Gold Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_gold.png",
|
||||
groups = {armor_head=1, armor_heal=6, armor_use=300,
|
||||
physics_speed=-0.02, physics_gravity=0.02},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_gold", {
|
||||
description = S("Gold Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_gold.png",
|
||||
groups = {armor_torso=1, armor_heal=6, armor_use=300,
|
||||
physics_speed=-0.05, physics_gravity=0.05},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_gold", {
|
||||
description = S("Gold Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_gold.png",
|
||||
groups = {armor_legs=1, armor_heal=6, armor_use=300,
|
||||
physics_speed=-0.04, physics_gravity=0.04},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_gold", {
|
||||
description = S("Gold Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_gold.png",
|
||||
groups = {armor_feet=1, armor_heal=6, armor_use=300,
|
||||
physics_speed=-0.02, physics_gravity=0.02},
|
||||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.mithril then
|
||||
armor:register_armor("3d_armor:helmet_mithril", {
|
||||
description = S("Mithril Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_mithril.png",
|
||||
groups = {armor_head=1, armor_heal=12, armor_use=100},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_mithril", {
|
||||
description = S("Mithril Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_mithril.png",
|
||||
groups = {armor_torso=1, armor_heal=12, armor_use=100},
|
||||
armor_groups = {fleshy=20},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_mithril", {
|
||||
description = S("Mithril Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_mithril.png",
|
||||
groups = {armor_legs=1, armor_heal=12, armor_use=100},
|
||||
armor_groups = {fleshy=20},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_mithril", {
|
||||
description = S("Mithril Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_mithril.png",
|
||||
groups = {armor_feet=1, armor_heal=12, armor_use=100},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
end
|
||||
|
||||
if armor.materials.crystal then
|
||||
armor:register_armor("3d_armor:helmet_crystal", {
|
||||
description = S("Crystal Helmet"),
|
||||
inventory_image = "3d_armor_inv_helmet_crystal.png",
|
||||
groups = {armor_head=1, armor_heal=12, armor_use=100, armor_fire=1},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:chestplate_crystal", {
|
||||
description = S("Crystal Chestplate"),
|
||||
inventory_image = "3d_armor_inv_chestplate_crystal.png",
|
||||
groups = {armor_torso=1, armor_heal=12, armor_use=100, armor_fire=1},
|
||||
armor_groups = {fleshy=20},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:leggings_crystal", {
|
||||
description = S("Crystal Leggings"),
|
||||
inventory_image = "3d_armor_inv_leggings_crystal.png",
|
||||
groups = {armor_legs=1, armor_heal=12, armor_use=100, armor_fire=1},
|
||||
armor_groups = {fleshy=20},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
armor:register_armor("3d_armor:boots_crystal", {
|
||||
description = S("Crystal Boots"),
|
||||
inventory_image = "3d_armor_inv_boots_crystal.png",
|
||||
groups = {armor_feet=1, armor_heal=12, armor_use=100, physics_speed=1,
|
||||
physics_jump=0.5, armor_fire=1},
|
||||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
})
|
||||
end
|
||||
|
||||
for k, v in pairs(armor.materials) 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
|
|
@ -0,0 +1,79 @@
|
|||
3d_armor -- Crafting Guide
|
||||
--------------------------
|
||||
|
||||
Helmets:
|
||||
|
||||
+---+---+---+
|
||||
| X | X | X |
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
| | | |
|
||||
+---+---+---+
|
||||
|
||||
[3d_armor:helmet_wood] X = [default:wood]
|
||||
[3d_armor:helmet_cactus] X = [default:cactus]
|
||||
[3d_armor:helmet_steel] X = [default:steel_ingot]
|
||||
[3d_armor:helmet_bronze] X = [default:bronze_ingot]
|
||||
[3d_armor:helmet_diamond] X = [default:diamond]
|
||||
[3d_armor:helmet_gold] X = [default:gold_ingot]
|
||||
[3d_armor:helmet_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:helmet_crystal] X = [ethereal:crystal_ingot] **
|
||||
|
||||
Chestplates:
|
||||
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
| X | X | X |
|
||||
+---+---+---+
|
||||
| X | X | X |
|
||||
+---+---+---+
|
||||
|
||||
[3d_armor:chestplate_wood] X = [default:wood]
|
||||
[3d_armor:chestplate_cactus] X = [default:cactus]
|
||||
[3d_armor:chestplate_steel] X = [default:steel_ingot]
|
||||
[3d_armor:chestplate_bronze] X = [default:bronze_ingot]
|
||||
[3d_armor:chestplate_diamond] X = [default:diamond]
|
||||
[3d_armor:chestplate_gold] X = [default:gold_ingot]
|
||||
[3d_armor:chestplate_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:chestplate_crystal] X = [ethereal:crystal_ingot] **
|
||||
|
||||
Leggings:
|
||||
|
||||
+---+---+---+
|
||||
| X | X | X |
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
|
||||
[3d_armor:leggings_wood] X = [default:wood]
|
||||
[3d_armor:leggings_cactus] X = [default:cactus]
|
||||
[3d_armor:leggings_steel] X = [default:steel_ingot]
|
||||
[3d_armor:leggings_bronze] X = [default:bronze_ingot]
|
||||
[3d_armor:leggings_diamond] X = [default:diamond]
|
||||
[3d_armor:leggings_gold] X = [default:gold_ingot]
|
||||
[3d_armor:leggings_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:leggings_crystal] X = [ethereal:crystal_ingot] **
|
||||
|
||||
Boots:
|
||||
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
| X | | X |
|
||||
+---+---+---+
|
||||
|
||||
[3d_armor:boots_wood] X = [default:wood]
|
||||
[3d_armor:boots_cactus] X = [default:cactus]
|
||||
[3d_armor:boots_steel] X = [default:steel_ingot]
|
||||
[3d_armor:boots_bronze] X = [default:bronze_ingot
|
||||
[3d_armor:boots_diamond] X = [default:diamond]
|
||||
[3d_armor:boots_gold] X = [default:gold_ingot]
|
||||
[3d_armor:boots_mithril] X = [moreores:mithril_ingot] *
|
||||
[3d_armor:boots_crystal] X = [ethereal:crystal_ingot] **
|
||||
|
||||
* Requires moreores mod by Calinou - https://forum.minetest.net/viewtopic.php?id=549
|
||||
** Requires ethereal mod by Chinchow & TenPlus1 - https://github.com/tenplus1/ethereal
|
|
@ -0,0 +1,7 @@
|
|||
default
|
||||
player_monoids?
|
||||
armor_monoid?
|
||||
pova?
|
||||
fire?
|
||||
ethereal?
|
||||
bakedclay?
|
|
@ -0,0 +1 @@
|
|||
Adds craftable armor that is visible to other players.
|
|
@ -0,0 +1,491 @@
|
|||
local modname = minetest.get_current_modname()
|
||||
local modpath = minetest.get_modpath(modname)
|
||||
local worldpath = minetest.get_worldpath()
|
||||
local last_punch_time = {}
|
||||
local pending_players = {}
|
||||
local timer = 0
|
||||
|
||||
dofile(modpath.."/api.lua")
|
||||
|
||||
-- local functions
|
||||
local F = minetest.formspec_escape
|
||||
local S = armor.get_translator
|
||||
|
||||
-- integration test
|
||||
if minetest.settings:get_bool("enable_3d_armor_integration_test") then
|
||||
dofile(modpath.."/integration_test.lua")
|
||||
end
|
||||
|
||||
|
||||
-- Legacy Config Support
|
||||
|
||||
local input = io.open(modpath.."/armor.conf", "r")
|
||||
if input then
|
||||
dofile(modpath.."/armor.conf")
|
||||
input:close()
|
||||
end
|
||||
input = io.open(worldpath.."/armor.conf", "r")
|
||||
if input then
|
||||
dofile(worldpath.."/armor.conf")
|
||||
input:close()
|
||||
end
|
||||
for name, _ in pairs(armor.config) do
|
||||
local global = "ARMOR_"..name:upper()
|
||||
if minetest.global_exists(global) then
|
||||
armor.config[name] = _G[global]
|
||||
end
|
||||
end
|
||||
if minetest.global_exists("ARMOR_MATERIALS") then
|
||||
armor.materials = table.copy(ARMOR_MATERIALS)
|
||||
end
|
||||
if minetest.global_exists("ARMOR_FIRE_NODES") then
|
||||
armor.fire_nodes = table.copy(ARMOR_FIRE_NODES)
|
||||
end
|
||||
|
||||
-- Load Configuration
|
||||
|
||||
for name, config in pairs(armor.config) do
|
||||
local setting = minetest.settings:get("armor_"..name)
|
||||
if type(config) == "number" then
|
||||
setting = tonumber(setting)
|
||||
elseif type(config) == "boolean" then
|
||||
setting = minetest.settings:get_bool("armor_"..name)
|
||||
end
|
||||
if setting ~= nil then
|
||||
armor.config[name] = setting
|
||||
end
|
||||
end
|
||||
for material, _ in pairs(armor.materials) do
|
||||
local key = "material_"..material
|
||||
if armor.config[key] == false then
|
||||
armor.materials[material] = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- Mod Compatibility
|
||||
|
||||
if minetest.get_modpath("technic") then
|
||||
armor.formspec = armor.formspec..
|
||||
"label[5,2.5;"..F(S("Radiation"))..": armor_group_radiation]"
|
||||
armor:register_armor_group("radiation")
|
||||
end
|
||||
local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
|
||||
for _, mod in pairs(skin_mods) do
|
||||
local path = minetest.get_modpath(mod)
|
||||
if path then
|
||||
local dir_list = minetest.get_dir_list(path.."/textures")
|
||||
for _, fn in pairs(dir_list) do
|
||||
if fn:find("_preview.png$") then
|
||||
armor:add_preview(fn)
|
||||
end
|
||||
end
|
||||
armor.skin_mod = mod
|
||||
end
|
||||
end
|
||||
if not minetest.get_modpath("moreores") then
|
||||
armor.materials.mithril = nil
|
||||
end
|
||||
if not minetest.get_modpath("ethereal") then
|
||||
armor.materials.crystal = nil
|
||||
end
|
||||
|
||||
dofile(modpath.."/armor.lua")
|
||||
|
||||
-- Armor Initialization
|
||||
|
||||
armor.formspec = armor.formspec..
|
||||
"label[5,1;"..F(S("Level"))..": armor_level]"..
|
||||
"label[5,1.5;"..F(S("Heal"))..": armor_attr_heal]"
|
||||
if armor.config.fire_protect then
|
||||
armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..": armor_attr_fire]"
|
||||
end
|
||||
armor:register_on_damage(function(player, index, stack)
|
||||
local name = player:get_player_name()
|
||||
local def = stack:get_definition()
|
||||
if name and def and def.description and stack:get_wear() > 60100 then
|
||||
minetest.chat_send_player(name, S("Your @1 is almost broken!", def.description))
|
||||
minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
|
||||
end
|
||||
end)
|
||||
armor:register_on_destroy(function(player, index, stack)
|
||||
local name = player:get_player_name()
|
||||
local def = stack:get_definition()
|
||||
if name and def and def.description then
|
||||
minetest.chat_send_player(name, S("Your @1 got destroyed!", def.description))
|
||||
minetest.sound_play("default_tool_breaks", {to_player = name, gain = 2.0})
|
||||
end
|
||||
end)
|
||||
|
||||
local function validate_armor_inventory(player)
|
||||
-- Workaround for detached inventory swap exploit
|
||||
local _, inv = armor:get_valid_player(player, "[validate_armor_inventory]")
|
||||
local pos = player:get_pos()
|
||||
if not inv then
|
||||
return
|
||||
end
|
||||
local armor_prev = {}
|
||||
local attribute_meta = player:get_meta() -- I know, the function's name is weird but let it be like that. ;)
|
||||
local armor_list_string = attribute_meta:get_string("3d_armor_inventory")
|
||||
if armor_list_string then
|
||||
local armor_list = armor:deserialize_inventory_list(armor_list_string)
|
||||
for i, stack in ipairs(armor_list) do
|
||||
if stack:get_count() > 0 then
|
||||
armor_prev[stack:get_name()] = i
|
||||
end
|
||||
end
|
||||
end
|
||||
local elements = {}
|
||||
local player_inv = player:get_inventory()
|
||||
for i = 1, 6 do
|
||||
local stack = inv:get_stack("armor", i)
|
||||
if stack:get_count() > 0 then
|
||||
local item = stack:get_name()
|
||||
local element = armor:get_element(item)
|
||||
if element and not elements[element] then
|
||||
if armor_prev[item] then
|
||||
armor_prev[item] = nil
|
||||
else
|
||||
-- Item was not in previous inventory
|
||||
armor:run_callbacks("on_equip", player, i, stack)
|
||||
end
|
||||
elements[element] = true;
|
||||
else
|
||||
inv:remove_item("armor", stack)
|
||||
minetest.item_drop(stack, player, pos)
|
||||
-- The following code returns invalid items to the player's main
|
||||
-- inventory but could open up the possibity for a hacked client
|
||||
-- to receive items back they never really had. I am not certain
|
||||
-- so remove the is_singleplayer check at your own risk :]
|
||||
if minetest.is_singleplayer() and player_inv and
|
||||
player_inv:room_for_item("main", stack) then
|
||||
player_inv:add_item("main", stack)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
for item, i in pairs(armor_prev) do
|
||||
local stack = ItemStack(item)
|
||||
-- Previous item is not in current inventory
|
||||
armor:run_callbacks("on_unequip", player, i, stack)
|
||||
end
|
||||
end
|
||||
|
||||
local function init_player_armor(initplayer)
|
||||
local name = initplayer:get_player_name()
|
||||
local pos = initplayer:get_pos()
|
||||
if not name or not pos then
|
||||
return false
|
||||
end
|
||||
local armor_inv = minetest.create_detached_inventory(name.."_armor", {
|
||||
on_put = function(inv, listname, index, stack, player)
|
||||
validate_armor_inventory(player)
|
||||
armor:save_armor_inventory(player)
|
||||
armor:set_player_armor(player)
|
||||
end,
|
||||
on_take = function(inv, listname, index, stack, player)
|
||||
validate_armor_inventory(player)
|
||||
armor:save_armor_inventory(player)
|
||||
armor:set_player_armor(player)
|
||||
end,
|
||||
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
|
||||
validate_armor_inventory(player)
|
||||
armor:save_armor_inventory(player)
|
||||
armor:set_player_armor(player)
|
||||
end,
|
||||
allow_put = function(inv, listname, index, put_stack, player)
|
||||
if player:get_player_name() ~= name then
|
||||
return 0
|
||||
end
|
||||
local element = armor:get_element(put_stack:get_name())
|
||||
if not element then
|
||||
return 0
|
||||
end
|
||||
for i = 1, 6 do
|
||||
local stack = inv:get_stack("armor", i)
|
||||
local def = stack:get_definition() or {}
|
||||
if def.groups and def.groups["armor_"..element]
|
||||
and i ~= index then
|
||||
return 0
|
||||
end
|
||||
end
|
||||
return 1
|
||||
end,
|
||||
allow_take = function(inv, listname, index, stack, player)
|
||||
if player:get_player_name() ~= name then
|
||||
return 0
|
||||
end
|
||||
return stack:get_count()
|
||||
end,
|
||||
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
|
||||
if player:get_player_name() ~= name then
|
||||
return 0
|
||||
end
|
||||
return count
|
||||
end,
|
||||
}, name)
|
||||
armor_inv:set_size("armor", 6)
|
||||
if not armor:load_armor_inventory(initplayer) and armor.migrate_old_inventory then
|
||||
local player_inv = initplayer:get_inventory()
|
||||
player_inv:set_size("armor", 6)
|
||||
for i=1, 6 do
|
||||
local stack = player_inv:get_stack("armor", i)
|
||||
armor_inv:set_stack("armor", i, stack)
|
||||
end
|
||||
armor:save_armor_inventory(initplayer)
|
||||
player_inv:set_size("armor", 0)
|
||||
end
|
||||
for i=1, 6 do
|
||||
local stack = armor_inv:get_stack("armor", i)
|
||||
if stack:get_count() > 0 then
|
||||
armor:run_callbacks("on_equip", initplayer, i, stack)
|
||||
end
|
||||
end
|
||||
armor.def[name] = {
|
||||
init_time = minetest.get_gametime(),
|
||||
level = 0,
|
||||
state = 0,
|
||||
count = 0,
|
||||
groups = {},
|
||||
}
|
||||
for _, phys in pairs(armor.physics) do
|
||||
armor.def[name][phys] = 1
|
||||
end
|
||||
for _, attr in pairs(armor.attributes) do
|
||||
armor.def[name][attr] = 0
|
||||
end
|
||||
for group, _ in pairs(armor.registered_groups) do
|
||||
armor.def[name].groups[group] = 0
|
||||
end
|
||||
local skin = armor:get_player_skin(name)
|
||||
armor.textures[name] = {
|
||||
skin = skin,
|
||||
armor = "3d_armor_trans.png",
|
||||
wielditem = "3d_armor_trans.png",
|
||||
preview = armor.default_skin.."_preview.png",
|
||||
}
|
||||
local texture_path = minetest.get_modpath("player_textures")
|
||||
if texture_path then
|
||||
local dir_list = minetest.get_dir_list(texture_path.."/textures")
|
||||
for _, fn in pairs(dir_list) do
|
||||
if fn == "player_"..name..".png" then
|
||||
armor.textures[name].skin = fn
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
armor:set_player_armor(initplayer)
|
||||
return true
|
||||
end
|
||||
|
||||
-- Armor Player Model
|
||||
|
||||
default.player_register_model("3d_armor_character.b3d", {
|
||||
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},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||
local name = armor:get_valid_player(player, "[on_player_receive_fields]")
|
||||
if not name then
|
||||
return
|
||||
end
|
||||
local player_name = player:get_player_name()
|
||||
for field, _ in pairs(fields) do
|
||||
if string.find(field, "skins_set") then
|
||||
armor:update_skin(player_name)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
default.player_set_model(player, "3d_armor_character.b3d")
|
||||
local player_name = player:get_player_name()
|
||||
|
||||
minetest.after(0, function()
|
||||
local pplayer = minetest.get_player_by_name(player_name)
|
||||
if pplayer and init_player_armor(pplayer) == false then
|
||||
pending_players[pplayer] = 0
|
||||
end
|
||||
end)
|
||||
end)
|
||||
|
||||
minetest.register_on_leaveplayer(function(player)
|
||||
local name = player:get_player_name()
|
||||
if name then
|
||||
armor.def[name] = nil
|
||||
armor.textures[name] = nil
|
||||
end
|
||||
pending_players[player] = nil
|
||||
end)
|
||||
|
||||
if armor.config.drop == true or armor.config.destroy == true then
|
||||
minetest.register_on_dieplayer(function(player)
|
||||
local name, armor_inv = armor:get_valid_player(player, "[on_dieplayer]")
|
||||
if not name then
|
||||
return
|
||||
end
|
||||
local drop = {}
|
||||
for i=1, armor_inv:get_size("armor") do
|
||||
local stack = armor_inv:get_stack("armor", i)
|
||||
if stack:get_count() > 0 then
|
||||
table.insert(drop, stack)
|
||||
armor:run_callbacks("on_unequip", player, i, stack)
|
||||
armor_inv:set_stack("armor", i, nil)
|
||||
end
|
||||
end
|
||||
armor:save_armor_inventory(player)
|
||||
armor:set_player_armor(player)
|
||||
local pos = player:get_pos()
|
||||
if pos and armor.config.destroy == false then
|
||||
minetest.after(armor.config.bones_delay, function()
|
||||
local meta = nil
|
||||
local maxp = vector.add(pos, 16)
|
||||
local minp = vector.subtract(pos, 16)
|
||||
local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"})
|
||||
for _, p in pairs(bones) do
|
||||
local m = minetest.get_meta(p)
|
||||
if m:get_string("owner") == name then
|
||||
meta = m
|
||||
break
|
||||
end
|
||||
end
|
||||
if meta then
|
||||
local inv = meta:get_inventory()
|
||||
for _,stack in ipairs(drop) do
|
||||
if inv:room_for_item("main", stack) then
|
||||
inv:add_item("main", stack)
|
||||
else
|
||||
armor.drop_armor(pos, stack)
|
||||
end
|
||||
end
|
||||
else
|
||||
for _,stack in ipairs(drop) do
|
||||
armor.drop_armor(pos, stack)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
if armor.config.punch_damage == true then
|
||||
minetest.register_on_punchplayer(function(player, hitter,
|
||||
time_from_last_punch, tool_capabilities)
|
||||
local name = player:get_player_name()
|
||||
if name then
|
||||
armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
|
||||
last_punch_time[name] = minetest.get_gametime()
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
minetest.register_on_player_hpchange(function(player, hp_change, reason)
|
||||
if player and reason.type ~= "drown" and reason.hunger == nil
|
||||
and hp_change < 0 then
|
||||
local name = player:get_player_name()
|
||||
if name then
|
||||
local heal = armor.def[name].heal
|
||||
if heal >= math.random(100) then
|
||||
hp_change = 0
|
||||
end
|
||||
-- check if armor damage was handled by fire or on_punchplayer
|
||||
local time = last_punch_time[name] or 0
|
||||
if time == 0 or time + 1 < minetest.get_gametime() then
|
||||
armor:punch(player)
|
||||
end
|
||||
end
|
||||
end
|
||||
return hp_change
|
||||
end, true)
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
timer = timer + dtime
|
||||
if timer > armor.config.init_delay then
|
||||
for player, count in pairs(pending_players) do
|
||||
local remove = init_player_armor(player) == true
|
||||
pending_players[player] = count + 1
|
||||
if remove == false and count > armor.config.init_times then
|
||||
minetest.log("warning", S("3d_armor: Failed to initialize player"))
|
||||
remove = true
|
||||
end
|
||||
if remove == true then
|
||||
pending_players[player] = nil
|
||||
end
|
||||
end
|
||||
timer = 0
|
||||
end
|
||||
end)
|
||||
|
||||
-- Fire Protection and water breathing, added by TenPlus1.
|
||||
|
||||
if armor.config.fire_protect == true then
|
||||
-- override hot nodes so they do not hurt player anywhere but mod
|
||||
for _, row in pairs(armor.fire_nodes) do
|
||||
if minetest.registered_nodes[row[1]] then
|
||||
minetest.override_item(row[1], {damage_per_second = 0})
|
||||
end
|
||||
end
|
||||
else
|
||||
print (S("[3d_armor] Fire Nodes disabled"))
|
||||
end
|
||||
|
||||
if armor.config.water_protect == true or armor.config.fire_protect == true then
|
||||
minetest.register_globalstep(function(dtime)
|
||||
armor.timer = armor.timer + dtime
|
||||
if armor.timer < armor.config.update_time then
|
||||
return
|
||||
end
|
||||
for _,player in pairs(minetest.get_connected_players()) do
|
||||
local name = player:get_player_name()
|
||||
local pos = player:get_pos()
|
||||
local hp = player:get_hp()
|
||||
if not name or not pos or not hp then
|
||||
return
|
||||
end
|
||||
-- water breathing
|
||||
if armor.config.water_protect == true then
|
||||
if armor.def[name].water > 0 and
|
||||
player:get_breath() < 10 then
|
||||
player:set_breath(10)
|
||||
end
|
||||
end
|
||||
-- fire protection
|
||||
if armor.config.fire_protect == true then
|
||||
local fire_damage = true
|
||||
pos.y = pos.y + 1.4 -- head level
|
||||
local node_head = minetest.get_node(pos).name
|
||||
pos.y = pos.y - 1.2 -- feet level
|
||||
local node_feet = minetest.get_node(pos).name
|
||||
-- is player inside a hot node?
|
||||
for _, row in pairs(armor.fire_nodes) do
|
||||
-- check fire protection, if not enough then get hurt
|
||||
if row[1] == node_head or row[1] == node_feet then
|
||||
if fire_damage == true then
|
||||
armor:punch(player, "fire")
|
||||
last_punch_time[name] = minetest.get_gametime()
|
||||
fire_damage = false
|
||||
end
|
||||
if hp > 0 and armor.def[name].fire < row[2] then
|
||||
hp = hp - row[3] * armor.config.update_time
|
||||
player:set_hp(hp)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
armor.timer = 0
|
||||
end)
|
||||
end
|
|
@ -0,0 +1,25 @@
|
|||
|
||||
minetest.log("warning", "[TEST] integration-test enabled!")
|
||||
|
||||
minetest.register_on_mods_loaded(function()
|
||||
minetest.after(1, function()
|
||||
|
||||
local data = minetest.write_json({ success = true }, true);
|
||||
local file = io.open(minetest.get_worldpath().."/integration_test.json", "w" );
|
||||
if file then
|
||||
file:write(data)
|
||||
file:close()
|
||||
end
|
||||
|
||||
file = io.open(minetest.get_worldpath().."/registered_nodes.txt", "w" );
|
||||
if file then
|
||||
for name in pairs(minetest.registered_nodes) do
|
||||
file:write(name .. '\n')
|
||||
end
|
||||
file:close()
|
||||
end
|
||||
|
||||
minetest.log("warning", "[TEST] integration tests done!")
|
||||
minetest.request_shutdown("success")
|
||||
end)
|
||||
end)
|
|
@ -0,0 +1,107 @@
|
|||
# textdomain: 3d_armor
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=3d_armor: La armadura desconectada es nula @1
|
||||
3d_armor: Player name is nil @1=3d_armor: El nombre del jugador es nulo @1
|
||||
3d_armor: Player reference is nil @1=3d_armor: La referencia del jugador es nula @1
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=Botas de admin
|
||||
Admin Chestplate=Peto de admin
|
||||
Admin Helmet=Casco de admin
|
||||
Admin Leggings=Polainas de admin
|
||||
Bronze Boots=Botas de bronce
|
||||
Bronze Chestplate=Peto de bronce
|
||||
Bronze Helmet=Casco de bronce
|
||||
Bronze Leggings=Polainas de bronce
|
||||
Cactus Boots=Botas de cactus
|
||||
Cactus Chestplate=Peto de cactus
|
||||
Cactus Helmet=Casco de cactus
|
||||
Cactus Leggings=Polainas de cactus
|
||||
Crystal Boots=Botas de cristal
|
||||
Crystal Chestplate=Peto de cristal
|
||||
Crystal Helmet=Casco de cristal
|
||||
Crystal Leggings=Polainas de cristal
|
||||
Diamond Boots=Botas de diamante
|
||||
Diamond Chestplate=Peto de diamante
|
||||
Diamond Helmet=Casco de diamante
|
||||
Diamond Leggings=Polainas de diamante
|
||||
Gold Boots=Botas de oro
|
||||
Gold Chestplate=Peto de oro
|
||||
Gold Helmet=Casco de oro
|
||||
Gold Leggings=Polainas de oro
|
||||
Mithril Boots=Botas de mitrilo
|
||||
Mithril Chestplate=Peto de mitrilo
|
||||
Mithril Helmet=Casco de mitrilo
|
||||
Mithril Leggings=Polainas de mitrilo
|
||||
Steel Boots=Botas de acero
|
||||
Steel Chestplate=Peto de acero
|
||||
Steel Helmet=Casco de acero
|
||||
Steel Leggings=Polainas de acero
|
||||
Wood Boots=Botas de madera
|
||||
Wood Chestplate=Peto de madera
|
||||
Wood Helmet=Casco de madera
|
||||
Wood Leggings=Polainas de madera
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=3d_armor: Fallo en la inicialización del jugador
|
||||
Fire=Fuego
|
||||
Heal=Salud
|
||||
Level=Nivel
|
||||
Radiation=Radiación
|
||||
Your @1 got destroyed!=¡Tu @1 fue destruído!
|
||||
Your @1 is almost broken!=
|
||||
[3d_armor] Fire Nodes disabled=[3d_armor] Nodos de fuego desabilitados
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
3d_armor: Player inventory is nil @1=3d_armor: El inventario del jugador es nulo @1
|
||||
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: Mod cargado, pero sin ser usado.
|
||||
Back=Volver
|
||||
Armor=Armadura
|
||||
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: Mod cargado, pero sin ser usado.
|
||||
Armor stand top=Parte arriba maniquí armadura
|
||||
Armor stand=Maniquí para armadura
|
||||
Armor Stand=Maniquí para armadura
|
||||
Locked Armor stand=Maniquí para armadura (bloqueado)
|
||||
Armor Stand (owned by @1)=Maniquí para armadura (propiedad de @1)
|
||||
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: Mod cargado, pero sin ser usado.
|
||||
3d Armor=Armadura 3d
|
||||
Armor not initialized!=¡Armadura no inicializada!
|
||||
hazmat_suit: Mod loaded but unused.=hazmat_suit: Mod cargado, pero sin ser usado.
|
||||
Hazmat Helmet=Casco de hazmat
|
||||
Hazmat Chestplate=Peto de hazmat
|
||||
Hazmat Sleeve=Manga de hazmat
|
||||
Hazmat Leggins=Polainas de hazmat
|
||||
Hazmat Boots=Botas de hazmat
|
||||
Hazmat Suit=Traje de hazmat
|
||||
Admin Shield=Escudo de admin
|
||||
Wooden Shield=Escudo de madera
|
||||
Enhanced Wood Shield=Escudo de madera mejorado
|
||||
Cactus Shield=Escudo de cactus
|
||||
Enhanced Cactus Shield=Escudo de cactus mejorado
|
||||
Steel Shield=Escudo de acero
|
||||
Bronze Shield=Escudo de bronce
|
||||
Diamond Shield=Escudo de diamante
|
||||
Gold Shield=Escudo de oro
|
||||
Mithril Shield=Escudo de mitrilo
|
||||
Crystal Shield=Escudo de cristal
|
||||
technic_armor: Mod loaded but unused.=technic_armor: Mod cargado, pero no usado.
|
||||
Lead=Plomo
|
||||
Brass=Latón
|
||||
Cast Iron=Hierro fundido
|
||||
Carbon Steel=Acero carbono
|
||||
Stainless Steel=Acero inoxidable
|
||||
Tin=Estaño
|
||||
Silver=Plata
|
||||
Helmet=Casco
|
||||
Chestplate=Peto
|
||||
Leggins=Polainas
|
||||
Boots=Botas
|
||||
Shield=Escudo
|
||||
@1 @2=@2 de @1
|
|
@ -0,0 +1,58 @@
|
|||
# textdomain: 3d_armor
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=3d_armor : Inventaire détaché pour l'armure non trouvé @1
|
||||
3d_armor: Player name is nil @1=3d_armor : Nom du joueur non trouvé @1
|
||||
3d_armor: Player reference is nil @1=3d_armor : Référence au joueur non trouvée @1
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=Bottes d'admin
|
||||
Admin Chestplate=Cuirasse d'admin
|
||||
Admin Helmet=Casque d'admin
|
||||
Admin Leggings=Jambières d'admin
|
||||
Bronze Boots=Bottes en bronze
|
||||
Bronze Chestplate=Cuirasse en bronze
|
||||
Bronze Helmet=Casque en bronze
|
||||
Bronze Leggings=Jambières en bronze
|
||||
Cactus Boots=Bottes en cactus
|
||||
Cactus Chestplate=Cuirasse en cactus
|
||||
Cactus Helmet=Casque en cactus
|
||||
Cactus Leggings=Jambières en cactus
|
||||
Crystal Boots=Bottes en cristal
|
||||
Crystal Chestplate=Cuirasse en cristal
|
||||
Crystal Helmet=Casque en cristal
|
||||
Crystal Leggings=Jambières en cristal
|
||||
Diamond Boots=Bottes en diamant
|
||||
Diamond Chestplate=Cuirasse en diamant
|
||||
Diamond Helmet=Casque en diamant
|
||||
Diamond Leggings=Jambières en diamant
|
||||
Gold Boots=Bottes en or
|
||||
Gold Chestplate=Cuirasse en or
|
||||
Gold Helmet=Casque en or
|
||||
Gold Leggings=Jambières en or
|
||||
Mithril Boots=Bottes en mithril
|
||||
Mithril Chestplate=Cuirasse en mithril
|
||||
Mithril Helmet=Casque en mithril
|
||||
Mithril Leggings=Jambières en mithril
|
||||
Steel Boots=Bottes en acier
|
||||
Steel Chestplate=Cuirasse en acier
|
||||
Steel Helmet=Casque en acier
|
||||
Steel Leggings=Jambières en acier
|
||||
Wood Boots=Bottes en bois
|
||||
Wood Chestplate=Cuirasse en bois
|
||||
Wood Helmet=Casque en bois
|
||||
Wood Leggings=Jambières en bois
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=3d_armor : Impossible d'initialiser le joueur
|
||||
Fire=Fire
|
||||
Heal=Soins
|
||||
Level=Niveau
|
||||
Radiation=Radiation
|
||||
Your @1 got destroyed!=Une partie de votre armure a été détruite : @1 !
|
||||
Your @1 is almost broken!=Une partie de votre armure est presque détruite : @1 !
|
||||
[3d_armor] Fire Nodes disabled=[3d_armor] Nœuds de type feu désactivés
|
|
@ -0,0 +1,85 @@
|
|||
# textdomain: 3d_armor
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=3d_armor: L'inventario separato dell'armatura è nullo @1
|
||||
3d_armor: Player name is nil @1=3d_armor: Il nome dell'utente è nullo @1
|
||||
3d_armor: Player reference is nil @1=3d_armor: Il riferimento all'utente è nullo @1
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=Stivali dell'amministratrice/tore
|
||||
Admin Chestplate=Corazza dell'amministratrice/tore
|
||||
Admin Helmet=Elmo dell'amministratrice/tore
|
||||
Admin Leggings=Gambali dell'amministratrice/tore
|
||||
Bronze Boots=Stivali di bronzo
|
||||
Bronze Chestplate=Corazza di bronzo
|
||||
Bronze Helmet=Elmo di bronzo
|
||||
Bronze Leggings=Gambali di bronzo
|
||||
Cactus Boots=Stivali di cactus
|
||||
Cactus Chestplate=Corazza di cactus
|
||||
Cactus Helmet=Elmo di cactus
|
||||
Cactus Leggings=Gambali di cactus
|
||||
Crystal Boots=Stivali di cristallo
|
||||
Crystal Chestplate=Corazza di cristallo
|
||||
Crystal Helmet=Elmo di cristallo
|
||||
Crystal Leggings=Gambali di cristallo
|
||||
Diamond Boots=Stivali di diamante
|
||||
Diamond Chestplate=Corazza di diamante
|
||||
Diamond Helmet=Elmo di diamante
|
||||
Diamond Leggings=Gambali di diamante
|
||||
Gold Boots=Stivali d'oro
|
||||
Gold Chestplate=Corazza d'oro
|
||||
Gold Helmet=Elmo d'oro
|
||||
Gold Leggings=Gambali d'oro
|
||||
Mithril Boots=Stivali di mithril
|
||||
Mithril Chestplate=Corazza di mithril
|
||||
Mithril Helmet=Elmo di mithril
|
||||
Mithril Leggings=Gambali di mithril
|
||||
Steel Boots=Stivali d'acciaio
|
||||
Steel Chestplate=Corazza d'acciaio
|
||||
Steel Helmet=Elmo d'acciaio
|
||||
Steel Leggings=Gambali d'acciaio
|
||||
Wood Boots=Stivali di legno
|
||||
Wood Chestplate=Corazza di legno
|
||||
Wood Helmet=Elmo di legno
|
||||
Wood Leggings=Gambali di legno
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=3d_armor: Inizializzazione dell'utente fallita
|
||||
Fire=Fuoco
|
||||
Heal=Guarigione
|
||||
Level=Livello
|
||||
Radiation=Radiazione
|
||||
Your @1 got destroyed!=@1 in frantumi!
|
||||
Your @1 is almost broken!=@1 quasi in frantumi!
|
||||
[3d_armor] Fire Nodes disabled=[3d_armor] Nodi fuoco disabilitati
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: Mod caricata ma inutilizzata.
|
||||
Back=Indietro
|
||||
Armor=Armatura
|
||||
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: Mod caricata ma inutilizzata.
|
||||
Armor stand top=Parte superiore del supporto per armatura
|
||||
Armor stand=Supporto per armatura
|
||||
Armor Stand=Supporto per armatura
|
||||
Locked Armor stand=Supporto per armatura chiuso a chiave
|
||||
Armor Stand (owned by @1)=Supporto per armatura (di proprietà di @1)
|
||||
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: Mod caricata ma inutilizzata.
|
||||
3d Armor=Armatura 3D
|
||||
Armor not initialized!=Armatura non inizializzata!
|
||||
Admin Shield=Scudo dell'amministratrice/tore
|
||||
Wooden Shield=Scudo di legno
|
||||
Enhanced Wood Shield=Scudo di legno migliorato
|
||||
Cactus Shield=Scudo di cactus
|
||||
Enhanced Cactus Shield=Scudo di cactus migliorato
|
||||
Steel Shield=Scudo d'acciaio
|
||||
Bronze Shield=Scudo di bronzo
|
||||
Diamond Shield=Scudo di diamante
|
||||
Gold Shield=Scudo d'oro
|
||||
Mithril Shield=Scudo di mithril
|
||||
Crystal Shield=Scudo di cristallo
|
|
@ -0,0 +1,85 @@
|
|||
# textdomain: 3d_armor
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=3d_armor: Inventori perisai terpisah tiada nilai @1
|
||||
3d_armor: Player name is nil @1=3d_armor: Nama pemain tiada nilai @1
|
||||
3d_armor: Player reference is nil @1=3d_armor: Rujukan pemain tiada nilai @1
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=But Pentadbir
|
||||
Admin Chestplate=Perisai Dada Pentadbir
|
||||
Admin Helmet=Helmet Pentadbir
|
||||
Admin Leggings=Perisai Kaki Pentadbir
|
||||
Bronze Boots=But Gangsa
|
||||
Bronze Chestplate=Perisai Dada Gangsa
|
||||
Bronze Helmet=Helmet Gangsa
|
||||
Bronze Leggings=Perisai Kaki Gangsa
|
||||
Cactus Boots=But Kaktus
|
||||
Cactus Chestplate=Perisai Dada Kaktus
|
||||
Cactus Helmet=Helmet Kaktus
|
||||
Cactus Leggings=Perisai Kaki Kaktus
|
||||
Crystal Boots=But Kristal
|
||||
Crystal Chestplate=Perisai Dada Kristal
|
||||
Crystal Helmet=Helmet Kristal
|
||||
Crystal Leggings=Perisai Kaki Kristal
|
||||
Diamond Boots=But Intan
|
||||
Diamond Chestplate=Perisai Dada Intan
|
||||
Diamond Helmet=Helmet Intan
|
||||
Diamond Leggings=Perisai Kaki Intan
|
||||
Gold Boots=But Emas
|
||||
Gold Chestplate=Perisai Dada Emas
|
||||
Gold Helmet=Helmet Emas
|
||||
Gold Leggings=Perisai Kaki Emas
|
||||
Mithril Boots=But Mithril
|
||||
Mithril Chestplate=Perisai Dada Mithril
|
||||
Mithril Helmet=Helmet Mithril
|
||||
Mithril Leggings=Perisai Kaki Mithril
|
||||
Steel Boots=But Keluli
|
||||
Steel Chestplate=Perisai Dada Keluli
|
||||
Steel Helmet=Helmet Keluli
|
||||
Steel Leggings=Perisai Kaki Keluli
|
||||
Wood Boots=But Kayu
|
||||
Wood Chestplate=Perisai Dada Kayu
|
||||
Wood Helmet=Helmet Kayu
|
||||
Wood Leggings=Perisai Kaki Kayu
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=3d_armor: Gagal mengasalkan pemain
|
||||
Fire=Api
|
||||
Heal=Pulih
|
||||
Level=Tahap
|
||||
Radiation=Radiasi
|
||||
Your @1 got destroyed!=@1 anda telah musnah!
|
||||
Your @1 is almost broken!=
|
||||
[3d_armor] Fire Nodes disabled=[3d_armor] Nod-nod Api dilumpuhkan
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: Mods dimuatkan tetapi tidak digunakan.
|
||||
Back=Kembali
|
||||
Armor=Perisai
|
||||
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: Mods dimuatkan tetapi tidak digunakan.
|
||||
Armor stand top=Bhg atas dirian perisai
|
||||
Armor stand=Dirian perisai
|
||||
Armor Stand=Dirian Perisai
|
||||
Locked Armor stand=Dirian perisai Berkunci
|
||||
Armor Stand (owned by @1)=Dirian Perisai (milik @1)
|
||||
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: Mods dimuatkan tetapi tidak digunakan.
|
||||
3d Armor=Perisai 3d
|
||||
Armor not initialized!=Perisai tidak diasalkan!
|
||||
Admin Shield=Perisai Pegang Pentadbir
|
||||
Wooden Shield=Perisai Pegang Kayu
|
||||
Enhanced Wood Shield=Perisai Pegang Kayu Kukuh
|
||||
Cactus Shield=Perisai Pegang Kaktus
|
||||
Enhanced Cactus Shield=Perisai Pegang Kaktus Kukuh
|
||||
Steel Shield=Perisai Pegang Keluli
|
||||
Bronze Shield=Perisai Pegang Gangsa
|
||||
Diamond Shield=Perisai Pegang Intan
|
||||
Gold Shield=Perisai Pegang Emas
|
||||
Mithril Shield=Perisai Pegang Mithril
|
||||
Crystal Shield=Perisai Pegang Kristal
|
|
@ -0,0 +1,85 @@
|
|||
# textdomain: 3d_armor
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=3d_armor: Inventario avulso de armadura é nulo @1
|
||||
3d_armor: Player name is nil @1=3d_armor: Nome de jogador é nulo @1
|
||||
3d_armor: Player reference is nil @1=3d_armor: Referência Jogador é nula @1
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=Botas de Administrador
|
||||
Admin Chestplate=Peitoral de Administrador
|
||||
Admin Helmet=Capacete de Administrador
|
||||
Admin Leggings=Calças de Administrador
|
||||
Bronze Boots=Botas de Bronze
|
||||
Bronze Chestplate=Peitoral de Bronze
|
||||
Bronze Helmet=Capacete de Bronze
|
||||
Bronze Leggings=Calças de Bronze
|
||||
Cactus Boots=Botas de Madeira
|
||||
Cactus Chestplate=Peitoral de Cacto
|
||||
Cactus Helmet=Capacete de Cacto
|
||||
Cactus Leggings=Calças de Cacto
|
||||
Crystal Boots=Botas de Cristal
|
||||
Crystal Chestplate=Peitoral de Cristal
|
||||
Crystal Helmet=Capacete de Cristal
|
||||
Crystal Leggings=Calças de Cristal
|
||||
Diamond Boots=Botas de Diamante
|
||||
Diamond Chestplate=Peitoral de Diamante
|
||||
Diamond Helmet=Capacete de Diamante
|
||||
Diamond Leggings=Calças de Diamante
|
||||
Gold Boots=Botas de Ouro
|
||||
Gold Chestplate=Peitoral de Ouro
|
||||
Gold Helmet=Capacete de Ouro
|
||||
Gold Leggings=Calças de Ouro
|
||||
Mithril Boots=Botas de Mithril
|
||||
Mithril Chestplate=Peitoral de Mithril
|
||||
Mithril Helmet=Capacete de Mithril
|
||||
Mithril Leggings=Calças de Mithril
|
||||
Steel Boots=Botas de Aço
|
||||
Steel Chestplate=Peitoral de Aço
|
||||
Steel Helmet=Capacete de Aço
|
||||
Steel Leggings=Calças de Aço
|
||||
Wood Boots=Botas de Madeira
|
||||
Wood Chestplate=Peitoral de Madeira
|
||||
Wood Helmet=Capacete de Madeira
|
||||
Wood Leggings=Calças de Madeira
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=3d_armor: Falha ao inicializar jogador
|
||||
Fire=Fogo
|
||||
Heal=Saúde
|
||||
Level=Nível
|
||||
Radiation=Radiação
|
||||
Your @1 got destroyed!=@1 foi destruído(a)!
|
||||
Your @1 is almost broken!=
|
||||
[3d_armor] Fire Nodes disabled=[3d_armor] Nodes de gofo desabilitados
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: Mod carregado mas inoperante.
|
||||
Back=Voltar
|
||||
Armor=Armadura
|
||||
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: Mod carregado mas inoperante.
|
||||
Armor stand top=Topo de estande de armadura
|
||||
Armor stand=Estande de armadura
|
||||
Armor Stand=Estande de Armadura
|
||||
Locked Armor stand=Estande de Armadura Trancada
|
||||
Armor Stand (owned by @1)=Estande de Armadura (pertente a @1)
|
||||
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: Mod carregado mas inoperante.
|
||||
3d Armor=3d Armor
|
||||
Armor not initialized!=Armadura não inicializada!
|
||||
Admin Shield=Escudo de Administrador
|
||||
Wooden Shield=Escudo de Madeira
|
||||
Enhanced Wood Shield=Escudo de Madeira Melhorado
|
||||
Cactus Shield=Escudo de Cacto
|
||||
Enhanced Cactus Shield=Escudo de Cacto Melhorado
|
||||
Steel Shield=Escudo de Aço
|
||||
Bronze Shield=Escudo de Bronze
|
||||
Diamond Shield=Escudo de Diamante
|
||||
Gold Shield=Escudo de Ouro
|
||||
Mithril Shield=Escudo de Mithril
|
||||
Crystal Shield=Escudo de Cristal
|
|
@ -0,0 +1,85 @@
|
|||
# textdomain: 3d_armor
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=3d_armor: Inventario avulso de armadura é nulo @1
|
||||
3d_armor: Player name is nil @1=3d_armor: Nome de jogador é nulo @1
|
||||
3d_armor: Player reference is nil @1=3d_armor: Referência Jogador é nula @1
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=Botas de Administrador
|
||||
Admin Chestplate=Peitoral de Administrador
|
||||
Admin Helmet=Capacete de Administrador
|
||||
Admin Leggings=Calças de Administrador
|
||||
Bronze Boots=Botas de Bronze
|
||||
Bronze Chestplate=Peitoral de Bronze
|
||||
Bronze Helmet=Capacete de Bronze
|
||||
Bronze Leggings=Calças de Bronze
|
||||
Cactus Boots=Botas de Madeira
|
||||
Cactus Chestplate=Peitoral de Cacto
|
||||
Cactus Helmet=Capacete de Cacto
|
||||
Cactus Leggings=Calças de Cacto
|
||||
Crystal Boots=Botas de Cristal
|
||||
Crystal Chestplate=Peitoral de Cristal
|
||||
Crystal Helmet=Capacete de Cristal
|
||||
Crystal Leggings=Calças de Cristal
|
||||
Diamond Boots=Botas de Diamante
|
||||
Diamond Chestplate=Peitoral de Diamante
|
||||
Diamond Helmet=Capacete de Diamante
|
||||
Diamond Leggings=Calças de Diamante
|
||||
Gold Boots=Botas de Ouro
|
||||
Gold Chestplate=Peitoral de Ouro
|
||||
Gold Helmet=Capacete de Ouro
|
||||
Gold Leggings=Calças de Ouro
|
||||
Mithril Boots=Botas de Mithril
|
||||
Mithril Chestplate=Peitoral de Mithril
|
||||
Mithril Helmet=Capacete de Mithril
|
||||
Mithril Leggings=Calças de Mithril
|
||||
Steel Boots=Botas de Aço
|
||||
Steel Chestplate=Peitoral de Aço
|
||||
Steel Helmet=Capacete de Aço
|
||||
Steel Leggings=Calças de Aço
|
||||
Wood Boots=Botas de Madeira
|
||||
Wood Chestplate=Peitoral de Madeira
|
||||
Wood Helmet=Capacete de Madeira
|
||||
Wood Leggings=Calças de Madeira
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=3d_armor: Falha ao inicializar jogador
|
||||
Fire=Fogo
|
||||
Heal=Saúde
|
||||
Level=Nível
|
||||
Radiation=Radiação
|
||||
Your @1 got destroyed!=@1 foi destruído(a)!
|
||||
Your @1 is almost broken!=
|
||||
[3d_armor] Fire Nodes disabled=[3d_armor] Nodes de gofo desabilitados
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: Mod carregado mas inoperante.
|
||||
Back=Voltar
|
||||
Armor=Armadura
|
||||
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: Mod carregado mas inoperante.
|
||||
Armor stand top=Topo de estande de armadura
|
||||
Armor stand=Estande de armadura
|
||||
Armor Stand=Estande de Armadura
|
||||
Locked Armor stand=Estande de Armadura Trancada
|
||||
Armor Stand (owned by @1)=Estande de Armadura (pertente a @1)
|
||||
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: Mod carregado mas inoperante.
|
||||
3d Armor=3d Armor
|
||||
Armor not initialized!=Armadura não inicializada!
|
||||
Admin Shield=Escudo de Administrador
|
||||
Wooden Shield=Escudo de Madeira
|
||||
Enhanced Wood Shield=Escudo de Madeira Melhorado
|
||||
Cactus Shield=Escudo de Cacto
|
||||
Enhanced Cactus Shield=Escudo de Cacto Melhorado
|
||||
Steel Shield=Escudo de Aço
|
||||
Bronze Shield=Escudo de Bronze
|
||||
Diamond Shield=Escudo de Diamante
|
||||
Gold Shield=Escudo de Ouro
|
||||
Mithril Shield=Escudo de Mithril
|
||||
Crystal Shield=Escudo de Cristal
|
|
@ -0,0 +1,85 @@
|
|||
# textdomain: 3d_armor
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=3d_armor: Отдельный инвентарь брони является nil @1
|
||||
3d_armor: Player name is nil @1=3d_armor: Имя игрока является nil @1
|
||||
3d_armor: Player reference is nil @1=3d_armor: Ссылка игрока является nil @1
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=ботинки админа
|
||||
Admin Chestplate=бронежилет админа
|
||||
Admin Helmet=шлем админа
|
||||
Admin Leggings=гамаши админа
|
||||
Bronze Boots=бронзовые ботинки
|
||||
Bronze Chestplate=бронзовый бронежилет
|
||||
Bronze Helmet=бронзовый шлем
|
||||
Bronze Leggings=бронзовые гамаши
|
||||
Cactus Boots=кактусовые ботинки
|
||||
Cactus Chestplate=кактусовый бронежилет
|
||||
Cactus Helmet=кактусовый шлем
|
||||
Cactus Leggings=кактусовые гамаши
|
||||
Crystal Boots=кристалловые ботинки
|
||||
Crystal Chestplate=кристалловый бронежилет
|
||||
Crystal Helmet=кристалловый шлем
|
||||
Crystal Leggings=кристалловые гамаши
|
||||
Diamond Boots=алмазные ботинки
|
||||
Diamond Chestplate=алмазный бронежилет
|
||||
Diamond Helmet=алмазный шлем
|
||||
Diamond Leggings=алмазные гамаши
|
||||
Gold Boots=золотые ботинки
|
||||
Gold Chestplate=золотой бронежилет
|
||||
Gold Helmet=золотой шлем
|
||||
Gold Leggings=золотые гамаши
|
||||
Mithril Boots=мифриловые ботинки
|
||||
Mithril Chestplate=мифриловый бронежилет
|
||||
Mithril Helmet=мифриловый шлем
|
||||
Mithril Leggings=мифриловые гамаши
|
||||
Steel Boots=стальные ботинки
|
||||
Steel Chestplate=стальной бронежилет
|
||||
Steel Helmet=стальной шлем
|
||||
Steel Leggings=стальные гамаши
|
||||
Wood Boots=деревянные ботинки
|
||||
Wood Chestplate=деревянный бронежилет
|
||||
Wood Helmet=деревянный шлем
|
||||
Wood Leggings=деревянные гамаши
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=3d_armor: не смог подготовить игрока
|
||||
Fire=огонь
|
||||
Heal=исцеление
|
||||
Level=уровень
|
||||
Radiation=излучение
|
||||
Your @1 got destroyed!=твой(и) @1 был(и) разрушен(ы)!
|
||||
Your @1 is almost broken!=
|
||||
[3d_armor] Fire Nodes disabled=[3d_armor] блоки огня отключены
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
3d_armor_ip: Mod loaded but unused.=3d_armor_ip: мод загружен но не используется.
|
||||
Back=назад
|
||||
Armor=бронь
|
||||
3d_armor_sfinv: Mod loaded but unused.=3d_armor_sfinv: мод загружен но не используется.
|
||||
Armor stand top=стойка для брони (верх)
|
||||
Armor stand=стойка для брони
|
||||
Armor Stand=стойка для брони
|
||||
Locked Armor stand=защищенная стойка для брони
|
||||
Armor Stand (owned by @1)=стойка для брони (принадлежит @1)
|
||||
3d_armor_ui: Mod loaded but unused.=3d_armor_ui: мод загружен но не используется.
|
||||
3d Armor=3D бронь
|
||||
Armor not initialized!=бронь не подготовлена!
|
||||
Admin Shield=щит админа
|
||||
Wooden Shield=деревянный щит
|
||||
Enhanced Wood Shield=улучшенный деревянный щит
|
||||
Cactus Shield=кактусный щит
|
||||
Enhanced Cactus Shield=улучшенный кактусный щит
|
||||
Steel Shield=стальной щит
|
||||
Bronze Shield=бронзовый щит
|
||||
Diamond Shield=алмазный щит
|
||||
Gold Shield=золотой щит
|
||||
Mithril Shield=мифриловый щит
|
||||
Crystal Shield=кристалловый щит
|
|
@ -0,0 +1,58 @@
|
|||
# textdomain: 3d_armor
|
||||
|
||||
|
||||
### api.lua ###
|
||||
|
||||
3d_armor: Detached armor inventory is nil @1=
|
||||
3d_armor: Player name is nil @1=
|
||||
3d_armor: Player reference is nil @1=
|
||||
|
||||
### armor.lua ###
|
||||
|
||||
Admin Boots=
|
||||
Admin Chestplate=
|
||||
Admin Helmet=
|
||||
Admin Leggings=
|
||||
Bronze Boots=
|
||||
Bronze Chestplate=
|
||||
Bronze Helmet=
|
||||
Bronze Leggings=
|
||||
Cactus Boots=
|
||||
Cactus Chestplate=
|
||||
Cactus Helmet=
|
||||
Cactus Leggings=
|
||||
Crystal Boots=
|
||||
Crystal Chestplate=
|
||||
Crystal Helmet=
|
||||
Crystal Leggings=
|
||||
Diamond Boots=
|
||||
Diamond Chestplate=
|
||||
Diamond Helmet=
|
||||
Diamond Leggings=
|
||||
Gold Boots=
|
||||
Gold Chestplate=
|
||||
Gold Helmet=
|
||||
Gold Leggings=
|
||||
Mithril Boots=
|
||||
Mithril Chestplate=
|
||||
Mithril Helmet=
|
||||
Mithril Leggings=
|
||||
Steel Boots=
|
||||
Steel Chestplate=
|
||||
Steel Helmet=
|
||||
Steel Leggings=
|
||||
Wood Boots=
|
||||
Wood Chestplate=
|
||||
Wood Helmet=
|
||||
Wood Leggings=
|
||||
|
||||
### init.lua ###
|
||||
|
||||
3d_armor: Failed to initialize player=
|
||||
Fire=
|
||||
Heal=
|
||||
Level=
|
||||
Radiation=
|
||||
Your @1 got destroyed!=
|
||||
Your @1 is almost broken!=
|
||||
[3d_armor] Fire Nodes disabled=
|
|
@ -0,0 +1,4 @@
|
|||
name = 3d_armor
|
||||
depends = default
|
||||
optional_depends = player_monoids, armor_monoid, pova, fire, ethereal, bakedclay
|
||||
description = Adds craftable armor that is visible to other players.
|
After Width: | Height: | Size: 258 B |
After Width: | Height: | Size: 261 B |
After Width: | Height: | Size: 253 B |
After Width: | Height: | Size: 241 B |
After Width: | Height: | Size: 252 B |
After Width: | Height: | Size: 239 B |
After Width: | Height: | Size: 261 B |
After Width: | Height: | Size: 258 B |
After Width: | Height: | Size: 265 B |
After Width: | Height: | Size: 270 B |
After Width: | Height: | Size: 245 B |
After Width: | Height: | Size: 226 B |
After Width: | Height: | Size: 261 B |
After Width: | Height: | Size: 272 B |
After Width: | Height: | Size: 233 B |
After Width: | Height: | Size: 232 B |
After Width: | Height: | Size: 267 B |
After Width: | Height: | Size: 233 B |
After Width: | Height: | Size: 409 B |
After Width: | Height: | Size: 285 B |
After Width: | Height: | Size: 396 B |
After Width: | Height: | Size: 282 B |
After Width: | Height: | Size: 393 B |
After Width: | Height: | Size: 286 B |
After Width: | Height: | Size: 404 B |
After Width: | Height: | Size: 289 B |
After Width: | Height: | Size: 429 B |
After Width: | Height: | Size: 290 B |
After Width: | Height: | Size: 402 B |
After Width: | Height: | Size: 281 B |
After Width: | Height: | Size: 416 B |
After Width: | Height: | Size: 286 B |
After Width: | Height: | Size: 385 B |
After Width: | Height: | Size: 274 B |
After Width: | Height: | Size: 324 B |
After Width: | Height: | Size: 275 B |
After Width: | Height: | Size: 348 B |
After Width: | Height: | Size: 261 B |
After Width: | Height: | Size: 337 B |
After Width: | Height: | Size: 271 B |
After Width: | Height: | Size: 325 B |
After Width: | Height: | Size: 203 B |
After Width: | Height: | Size: 350 B |
After Width: | Height: | Size: 257 B |
After Width: | Height: | Size: 353 B |
After Width: | Height: | Size: 269 B |
After Width: | Height: | Size: 353 B |
After Width: | Height: | Size: 251 B |
After Width: | Height: | Size: 338 B |
After Width: | Height: | Size: 253 B |
After Width: | Height: | Size: 354 B |
After Width: | Height: | Size: 267 B |
After Width: | Height: | Size: 327 B |
After Width: | Height: | Size: 237 B |
After Width: | Height: | Size: 216 B |
After Width: | Height: | Size: 207 B |
After Width: | Height: | Size: 194 B |
After Width: | Height: | Size: 217 B |
After Width: | Height: | Size: 220 B |
After Width: | Height: | Size: 202 B |
After Width: | Height: | Size: 224 B |
After Width: | Height: | Size: 209 B |
After Width: | Height: | Size: 215 B |
After Width: | Height: | Size: 256 B |
After Width: | Height: | Size: 261 B |
After Width: | Height: | Size: 246 B |
After Width: | Height: | Size: 258 B |
After Width: | Height: | Size: 264 B |
After Width: | Height: | Size: 256 B |
After Width: | Height: | Size: 246 B |
After Width: | Height: | Size: 252 B |
After Width: | Height: | Size: 244 B |
After Width: | Height: | Size: 188 B |
After Width: | Height: | Size: 180 B |
After Width: | Height: | Size: 183 B |
After Width: | Height: | Size: 186 B |
After Width: | Height: | Size: 189 B |