diff --git a/mods/ITEMS/mcl_armor/API.md b/mods/ITEMS/mcl_armor/API.md index a269edd81..1b9f1a12c 100644 --- a/mods/ITEMS/mcl_armor/API.md +++ b/mods/ITEMS/mcl_armor/API.md @@ -1,8 +1,16 @@ # mcl_armor -## `mcl_armor.register_set(def)` +This mod implement the ability of creating armors. -This function register a set of armor (head, torso, leggings, feets) using a definition table: +Armors are basically items that a player can equip on four different slots on him (head, feet, torso and feet) to get advantages. + +These armors have also a texture which is visible to other players, inside inventory or in 3rd person view. + +## Creating an Armor Set + +The `mcl_armor.register_set()` function aims to simplificate the process of creating a full set of armor. + +This function register a four piece of armor (head, torso, leggings, feets) using a definition table: ```lua mcl_armor.register_set({ @@ -138,4 +146,64 @@ mcl_armor.register_set({ --if set to nil no repair material will be added repair_material = "mcl_core:iron_ingot", }) +``` + +## Creating an Armor Piece + +If you don't want to register a full set of armor, then you will need to manually register your own single item. + +```lua +minetest.register_tool("dummy_mod:random_armor", { + description = S("Random Armor"), + + --these two item fields are used for ingame documentation + --the mcl_armor.longdesc and mcl_armor.usage vars contains the basic usage and purpose of a piece of armor + --these vars may not be enough for that you want to do, so you may add some extra informations like that: + --_doc_items_longdesc = mcl_armor.longdesc.." "..S("Some extra informations.") + _doc_items_longdesc = mcl_armor.longdesc, + _doc_items_usagehelp = mcl_armor.usage, + + --this field is similar to any item definition in minetest + --it just set the image shown then the armor is dropped as an item or inside an inventory + inventory_image = "mcl_armor_inv_elytra.png", + + --this field is used by minetest internally and also by some helper functions + --in order for the tool to be shown is the right creative inventory tab, the right groups should be added + --mcl_armor_uses is required to give your armor a durability + --in that case, tha armor can be worn by 10 points before breaking + groups = {armor = 1, non_combat_armor = 1, armor_torso = 1, non_combat_torso = 1, mcl_armor_uses = 10}, + + --this table is used by minetest for seraching item specific sounds + --the _mcl_armor_equip and _mcl_armor_unequip are used by the armor implementation to play sounds on equip and unequip + --note that you don't need to provide any file extention + sounds = { + _mcl_armor_equip = "mcl_armor_equip_leather", + _mcl_armor_unequip = "mcl_armor_unequip_leather", + }, + + --these fields should be initialised like that in most cases + --mcl_armor.equip_on_use is a function that try to equip the piece of armor you have in hand inside the right armor slot if the slot is empty + on_place = mcl_armor.equip_on_use, + on_secondary_use = mcl_armor.equip_on_use, + + --this field define that the tool is ACTUALLY an armor piece and in which armor slot you can put it + --it should be set to "head", "torso", "legs" or "feet" + _mcl_armor_element = "torso", + + + --this field is used to provide the texture that will be overlayed on the object (player or mob) skin + --this field can be a texture name or a function that will be called each time the mcl_armor.update(obj) function is called + --see the mcl_armor.register_set() documentation for more explanations + _mcl_armor_texture = "mcl_armor_elytra.png" + + --callbacks + --see the mcl_armor.register_set() documentation for more explanations + + _on_equip = function(obj, itemstack) + end, + _on_unequip = function(obj, itemstack) + end, + _on_break = function(obj) + end, +}) ``` \ No newline at end of file