diff --git a/mods/ITEMS/mcl_armor/API.md b/mods/ITEMS/mcl_armor/API.md new file mode 100644 index 000000000..a269edd81 --- /dev/null +++ b/mods/ITEMS/mcl_armor/API.md @@ -0,0 +1,141 @@ +# mcl_armor + +## `mcl_armor.register_set(def)` + +This function register a set of armor (head, torso, leggings, feets) using a definition table: + +```lua +mcl_armor.register_set({ + --name of the armor material (used for generating itemstrings) + name = "dummy_armor", + + --description of the armor material + --do NOT localize this string, it will be concatenated will each piece of armor's description and result will be automatically fetched from your mod's translation files + description = "Dummy Armor", + + --overide description of each armor piece + --do NOT localize this string + descriptions = { + head = "Cap", --default: "Helmet" + torso = "Tunic", --default: "Chestplate" + legs = "Pants", --default: "Leggings" + feet = "Shoes", --default: "Boots" + }, + + --this is used to calculate each armor piece durability with the minecraft algorithm + --head durability = durability * 0.6857 + 1 + --torso durability = durability * 1.0 + 1 + --legs durability = durability * 0.9375 + 1 + --feet durability = durability * 0.8125 + 1 + durability = 80, + + --this is used then you need to specify the durability of each piece of armor + --this field have the priority over the durability one + --if the durability of some pieces of armor isn't specified in this field, the durability field will be used insteed + durabilities = { + head = 200, + torso = 500, + legs = 400, + feet = 300, + }, + + --this define how good enchants you will get then enchanting one piece of the armor in an enchanting table + --if set to zero or nil, the armor will not be enchantable + enchantability = 15, + + --this define how much each piece of armor protect the player + --these points will be shown in the HUD (chestplate bar above the health bar) + points = { + head = 1, + torso = 3, + legs = 2, + feet = 1, + }, + + --this attribute reduce strong damage even more + --See https://minecraft.fandom.com/wiki/Armor#Armor_toughness for more explanations + --default: 0 + toughness = 2, + + --this field is used to specify some items groups that will be added to each piece of armor + --please note that some groups do NOT need to be added by hand, because they are already handeled by the register function: + --(armor, combat_armor, armor_, combat_armor_, mcl_armor_points, mcl_armor_toughness, mcl_armor_uses, enchantability) + groups = {op_armor = 1}, + + --specify textures that will be overlayed on the entity wearing the armor + --these fields have default values and its recommanded to keep the code clean by just using the default name for your textures + textures = { + head = "dummy_texture.png", --default: "_helmet_.png" + torso = "dummy_texture.png", --default: "_chestplate_.png" + legs = "dummy_texture.png", --default: "_leggings_.png" + feet = "dummy_texture.png", --default: "_boots_.png" + }, + --you can also define these fields as functions, that will be called each time the API function mcl_armor.update(obj) is called (every time you equip/unequip some armor piece, take damage, and more) + --note that the enchanting overlay will not appear unless you implement it in the function + --this allow to make armors where the textures change whitout needing to register many other armors with different textures + textures = { + head = function(obj, itemstack) + if mcl_enchanting.is_enchanted(itemstack) then + return "dummy_texture.png^"..mcl_enchanting.overlay + else + return "dummy_texture.png" + end + end, + }, + + --WARNING: 2d preview will be deprecated soon + --specify textures that will be shown in player inventory then you disabled the 3d player inventory preview + --its similar to how works the textures field + previews = { + head = "dummy_texture.png", --default: "_helmet__preview.png" + torso = "dummy_texture.png", --default: "_chestplate__preview.png" + legs = "dummy_texture.png", --default: "_leggings__preview.png" + feet = "dummy_texture.png", --default: "_boots__preview.png" + }, + + --inventory textures aren't definable using a table similar to textures or previews + --you are forced to use the default texture names which are: + --head: "_inv_helmet_.png + --torso: "_inv_chestplate_.png + --legs: "_inv_leggings_.png + --feet: "_inv_boots_.png + + --this callback table allow you to define functions that will be called each time an entity equip an armor piece or the mcl_armor.on_equip() function is called + --the functions accept two arguments: obj and itemstack + on_equip_callbacks = { + head = function(obj, itemstack) + --do stuff + end, + }, + + --this callback table allow you to define functions that will be called each time an entity unequip an armor piece or the mcl_armor.on_unequip() function is called + --the functions accept two arguments: obj and itemstack + on_unequip_callbacks = { + head = function(obj, itemstack) + --do stuff + end, + }, + + --this callback table allow you to define functions that will be called then an armor piece break + --the functions accept one arguments: obj + --the itemstack isn't sended due to how minetest handle items which have a zero durability + on_break_callbacks = { + head = function(obj) + --do stuff + end, + }, + + --this is used to generate automaticaly armor crafts based on each element type folowing the regular minecraft pattern + --if set to nil no craft will be added + craft_material = "mcl_mobitems:leather", + + --this is used to generate cooking crafts for each piece of armor + --if set to nil no craft will be added + cook_material = "mcl_core:gold_nugget", --cooking any piece of this armor will output a gold nugged + + --this is used for allowing each piece of the armor to be repaired by using an anvil with repair_material as aditionnal material + --it basicaly set the _repair_material item field of each piece of the armor + --if set to nil no repair material will be added + repair_material = "mcl_core:iron_ingot", +}) +``` \ No newline at end of file