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- [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.
- 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)
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