Update Fork #9
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@ -339,14 +339,6 @@ function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size,
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if name == "inv" then
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if name == "inv" then
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inv_bg = "crafting_inventory_creative_survival.png"
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inv_bg = "crafting_inventory_creative_survival.png"
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-- Show armor and player image
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local player_preview
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if minetest.settings:get_bool("3d_player_preview", true) then
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player_preview = mcl_player.get_player_formspec_model(player, 3.9, 1.4, 1.2333, 2.4666, "")
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else
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player_preview = "image[3.9,1.4;1.2333,2.4666;"..mcl_player.player_get_preview(player).."]"
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end
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-- Background images for armor slots (hide if occupied)
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-- Background images for armor slots (hide if occupied)
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local armor_slot_imgs = ""
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local armor_slot_imgs = ""
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local inv = player:get_inventory()
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local inv = player:get_inventory()
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@ -386,8 +378,7 @@ function mcl_inventory.set_creative_formspec(player, start_i, pagenum, inv_size,
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armor_slot_imgs..
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armor_slot_imgs..
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-- player preview
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-- player preview
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player_preview..
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mcl_player.get_player_formspec_model(player, 3.9, 1.4, 1.2333, 2.4666, "")..
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-- crafting guide button
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-- crafting guide button
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"image_button[9,1;1,1;craftguide_book.png;__mcl_craftguide;]"..
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"image_button[9,1;1,1;craftguide_book.png;__mcl_craftguide;]"..
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"tooltip[__mcl_craftguide;"..F(S("Recipe book")).."]"..
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"tooltip[__mcl_craftguide;"..F(S("Recipe book")).."]"..
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@ -61,14 +61,6 @@ local function set_inventory(player, armor_change_only)
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inv:set_width("craft", 2)
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inv:set_width("craft", 2)
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inv:set_size("craft", 4)
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inv:set_size("craft", 4)
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-- Show armor and player image
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local player_preview
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if minetest.settings:get_bool("3d_player_preview", true) then
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player_preview = mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "")
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else
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player_preview = "image[1.1,0.2;2,4;"..mcl_player.player_get_preview(player).."]"
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end
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local armor_slots = {"helmet", "chestplate", "leggings", "boots"}
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local armor_slots = {"helmet", "chestplate", "leggings", "boots"}
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local armor_slot_imgs = ""
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local armor_slot_imgs = ""
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for a=1,4 do
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for a=1,4 do
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@ -83,7 +75,7 @@ local function set_inventory(player, armor_change_only)
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local form = "size[9,8.75]"..
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local form = "size[9,8.75]"..
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"background[-0.19,-0.25;9.41,9.49;crafting_formspec_bg.png]"..
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"background[-0.19,-0.25;9.41,9.49;crafting_formspec_bg.png]"..
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player_preview..
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mcl_player.get_player_formspec_model(player, 1.0, 0.0, 2.25, 4.5, "")..
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--armor
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--armor
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"list[current_player;armor;0,0;1,1;1]"..
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"list[current_player;armor;0,0;1,1;1]"..
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"list[current_player;armor;0,1;1,1;2]"..
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"list[current_player;armor;0,1;1,1;2]"..
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@ -0,0 +1,288 @@
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# mcl_armor
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This mod implements the ability of registering armors.
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## Registering an Armor Set
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The `mcl_armor.register_set()` function aims to simplify the process of registering a full set of armor.
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This function register four pieces of armor (head, torso, leggings, feets) based on a definition table:
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```lua
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mcl_armor.register_set({
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--name of the armor material (used for generating itemstrings)
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name = "dummy_armor",
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--description of the armor material
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--do NOT translate 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
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description = "Dummy Armor",
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--overide description of each armor piece
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--do NOT localize this string
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descriptions = {
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head = "Cap", --default: "Helmet"
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torso = "Tunic", --default: "Chestplate"
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legs = "Pants", --default: "Leggings"
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feet = "Shoes", --default: "Boots"
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},
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--this is used to calculate each armor piece durability with the minecraft algorithm
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--head durability = durability * 0.6857 + 1
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--torso durability = durability * 1.0 + 1
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--legs durability = durability * 0.9375 + 1
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--feet durability = durability * 0.8125 + 1
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durability = 80,
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--this is used then you need to specify the durability of each piece of armor
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--this field have the priority over the durability one
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--if the durability of some pieces of armor isn't specified in this field, the durability field will be used insteed
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durabilities = {
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head = 200,
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torso = 500,
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legs = 400,
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feet = 300,
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},
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--this define how good enchants you will get then enchanting one piece of the armor in an enchanting table
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--if set to zero or nil, the armor will not be enchantable
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enchantability = 15,
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--this define how much each piece of armor protect the player
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--these points will be shown in the HUD (chestplate bar above the health bar)
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points = {
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head = 1,
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torso = 3,
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legs = 2,
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feet = 1,
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},
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--this attribute reduce strong damage even more
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--See https://minecraft.fandom.com/wiki/Armor#Armor_toughness for more explanations
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--default: 0
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toughness = 2,
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--this field is used to specify some items groups that will be added to each piece of armor
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--please note that some groups do NOT need to be added by hand, because they are already handeled by the register function:
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--(armor, combat_armor, armor_<element>, combat_armor_<element>, mcl_armor_points, mcl_armor_toughness, mcl_armor_uses, enchantability)
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groups = {op_armor = 1},
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--specify textures that will be overlayed on the entity wearing the armor
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--these fields have default values and its recommanded to keep the code clean by just using the default name for your textures
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textures = {
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head = "dummy_texture.png", --default: "<modname>_helmet_<material>.png"
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torso = "dummy_texture.png", --default: "<modname>_chestplate_<material>.png"
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legs = "dummy_texture.png", --default: "<modname>_leggings_<material>.png"
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feet = "dummy_texture.png", --default: "<modname>_boots_<material>.png"
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},
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--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)
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--note that the enchanting overlay will not appear unless you implement it in the function
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--this allow to make armors where the textures change whitout needing to register many other armors with different textures
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textures = {
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head = function(obj, itemstack)
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if mcl_enchanting.is_enchanted(itemstack) then
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return "dummy_texture.png^"..mcl_enchanting.overlay
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else
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return "dummy_texture.png"
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end
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end,
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},
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--inventory textures aren't definable using a table similar to textures or previews
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--you are forced to use the default texture names which are:
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--head: "<modname>_inv_helmet_<material>.png
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--torso: "<modname>_inv_chestplate_<material>.png
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--legs: "<modname>_inv_leggings_<material>.png
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--feet: "<modname>_inv_boots_<material>.png
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--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
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--the functions accept two arguments: obj and itemstack
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on_equip_callbacks = {
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head = function(obj, itemstack)
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--do stuff
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end,
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},
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--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
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--the functions accept two arguments: obj and itemstack
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on_unequip_callbacks = {
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head = function(obj, itemstack)
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--do stuff
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end,
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},
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--this callback table allow you to define functions that will be called then an armor piece break
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--the functions accept one arguments: obj
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--the itemstack isn't sended due to how minetest handle items which have a zero durability
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on_break_callbacks = {
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head = function(obj)
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--do stuff
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end,
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},
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--this is used to generate automaticaly armor crafts based on each element type folowing the regular minecraft pattern
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--if set to nil no craft will be added
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craft_material = "mcl_mobitems:leather",
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--this is used to generate cooking crafts for each piece of armor
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--if set to nil no craft will be added
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cook_material = "mcl_core:gold_nugget", --cooking any piece of this armor will output a gold nugged
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--this is used for allowing each piece of the armor to be repaired by using an anvil with repair_material as aditionnal material
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--it basicaly set the _repair_material item field of each piece of the armor
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--if set to nil no repair material will be added
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repair_material = "mcl_core:iron_ingot",
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})
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```
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## Creating an Armor Piece
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If you don't want to register a full set of armor, then you will need to manually register your own single item.
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```lua
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minetest.register_tool("dummy_mod:random_armor", {
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description = S("Random Armor"),
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--these two item fields are used for ingame documentation
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--the mcl_armor.longdesc and mcl_armor.usage vars contains the basic usage and purpose of a piece of armor
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--these vars may not be enough for that you want to do, so you may add some extra informations like that:
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--_doc_items_longdesc = mcl_armor.longdesc.." "..S("Some extra informations.")
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_doc_items_longdesc = mcl_armor.longdesc,
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_doc_items_usagehelp = mcl_armor.usage,
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--this field is similar to any item definition in minetest
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--it just set the image shown then the armor is dropped as an item or inside an inventory
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inventory_image = "mcl_armor_inv_elytra.png",
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--this field is used by minetest internally and also by some helper functions
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--in order for the tool to be shown is the right creative inventory tab, the right groups should be added
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--"mcl_armor_uses" is required to give your armor a durability
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--in that case, the armor can be worn by 10 points before breaking
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--if you want the armor to be enchantable, you should also add the "enchantability" group, with the highest number the better enchants you can apply
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groups = {armor = 1, non_combat_armor = 1, armor_torso = 1, non_combat_torso = 1, mcl_armor_uses = 10},
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--this table is used by minetest for seraching item specific sounds
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--the _mcl_armor_equip and _mcl_armor_unequip are used by the armor implementation to play sounds on equip and unequip
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--note that you don't need to provide any file extention
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sounds = {
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_mcl_armor_equip = "mcl_armor_equip_leather",
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_mcl_armor_unequip = "mcl_armor_unequip_leather",
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},
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--these fields should be initialised like that in most cases
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--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
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on_place = mcl_armor.equip_on_use,
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on_secondary_use = mcl_armor.equip_on_use,
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--this field define that the tool is ACTUALLY an armor piece and in which armor slot you can put it
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--it should be set to "head", "torso", "legs" or "feet"
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_mcl_armor_element = "torso",
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--this field is used to provide the texture that will be overlayed on the object (player or mob) skin
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--this field can be a texture name or a function that will be called each time the mcl_armor.update(obj) function is called
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--see the mcl_armor.register_set() documentation for more explanations
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_mcl_armor_texture = "mcl_armor_elytra.png"
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--callbacks
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--see the mcl_armor.register_set() documentation for more explanations
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_on_equip = function(obj, itemstack)
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end,
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_on_unequip = function(obj, itemstack)
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end,
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_on_break = function(obj)
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end,
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})
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```
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## Interacting with Armor of an Entity
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Mods may want to interact with armor of an entity.
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Most global functions not described here may not be stable or may be for internal use only.
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You can equip a piece of armor on an entity inside a mod by using `mcl_armor.equip()`.
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```lua
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--itemstack: an itemstack containing the armor piece to equip
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--obj: the entity you want to equip the armor on
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--swap: boolean, force equiping the armor piece, even if the entity already have one of the same type
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mcl_armor.equip(itemstack, obj, swap)
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```
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You can update the entity apparence by using `mcl_armor.update()`.
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This function put the armor overlay on the object's base texture.
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If the object is player it will update his displayed armor points count in HUD.
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This function will work both on players and mobs.
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```lua
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--obj: the entity you want the apparence to be updated
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mcl_armor.update(obj)
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```
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## Handling Enchantments
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Armors can be enchanted in most cases.
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The enchanting part of MineClone2 is separated from the armor part, but closely linked.
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Existing armor enchantments in Minecraft improve most of the time how the armor protect the entity from damage.
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The `mcl_armor.register_protection_enchantment()` function aims to simplificate the creation of such enchants.
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```lua
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mcl_armor.register_protection_enchantment({
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--this field is the id that will be used for registering enchanted book and store the enchant inside armor metadata.
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--(his internal name)
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id = "magic_protection",
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--visible name of the enchant
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--this field is used as the name of registered enchanted book and inside armor tooltip
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--translation should be added
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name = S("Magic Protection"),
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--this field is used to know that the enchant currently do
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--translation should be added
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description = S("Reduces magic damage."),
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--how many levels can the enchant have
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--ex: 4 => I, II, III, IV
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--default: 4
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max_level = 4,
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--which enchants this enchant will not be compatible with
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--each of these values is a enchant id
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incompatible = {blast_protection = true, fire_protection = true, projectile_protection = true},
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--how much will the enchant consume from the enchantability group of the armor item
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--default: 5
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weight = 5,
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--false => the enchant can be obtained in an enchanting table
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--true => the enchant isn't obtainable in the enchanting table
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--is true, you will probably need to implement some ways to obtain it
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--even it the field is named "treasure", it will be no way to find it
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--default: false
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treasure = false,
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--how much will damage be reduced
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--see Minecraft Wiki for more informations
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--https://minecraft.gamepedia.com/Armor#Damage_protection
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--https://minecraft.gamepedia.com/Armor#Enchantments
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factor = 1,
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--restrict damage to one type
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--allow the enchant to only protect of one type of damage
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damage_type = "magic",
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--restrict damage to one category
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--allow to protect from many type of damage at once
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--this is much less specific than damage_type and also much more customisable
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||||||
|
--the "is_magic" flag is used in the "magic", "dragon_breath", "wither_skull" and "thorns" damage types
|
||||||
|
--you can checkout the mcl_damage source code for a list of availlable damage types and associated flags
|
||||||
|
--but be warned that mods can register additionnal damage types
|
||||||
|
damage_flag = "is_magic",
|
||||||
|
})
|
||||||
|
```
|
|
@ -94,7 +94,6 @@ function mcl_armor.register_set(def)
|
||||||
local on_unequip_callbacks = def.on_unequip_callbacks or {}
|
local on_unequip_callbacks = def.on_unequip_callbacks or {}
|
||||||
local on_break_callbacks = def.on_break_callbacks or {}
|
local on_break_callbacks = def.on_break_callbacks or {}
|
||||||
local textures = def.textures or {}
|
local textures = def.textures or {}
|
||||||
local previews = def.previews or {}
|
|
||||||
local durabilities = def.durabilities or {}
|
local durabilities = def.durabilities or {}
|
||||||
local element_groups = def.element_groups or {}
|
local element_groups = def.element_groups or {}
|
||||||
|
|
||||||
|
@ -134,8 +133,7 @@ function mcl_armor.register_set(def)
|
||||||
_on_break = on_break_callbacks[name] or def.on_break,
|
_on_break = on_break_callbacks[name] or def.on_break,
|
||||||
_mcl_armor_element = name,
|
_mcl_armor_element = name,
|
||||||
_mcl_armor_texture = textures[name] or modname .. "_" .. itemname .. ".png",
|
_mcl_armor_texture = textures[name] or modname .. "_" .. itemname .. ".png",
|
||||||
_mcl_armor_preview = previews[name] or modname .. "_" .. itemname .. "_preview.png",
|
_mcl_upgradable = def.upgradable
|
||||||
_mcl_upgradable = def.upgradable,
|
|
||||||
})
|
})
|
||||||
|
|
||||||
if def.craft_material then
|
if def.craft_material then
|
||||||
|
@ -222,17 +220,6 @@ function mcl_armor.update(obj)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
local preview = def._mcl_armor_preview
|
|
||||||
|
|
||||||
if obj:is_player() and preview then
|
|
||||||
if type(preview) == "function" then
|
|
||||||
preview = preview(obj, itemstack)
|
|
||||||
end
|
|
||||||
if preview then
|
|
||||||
info.preview = "(player.png^[opacity:0^" .. def._mcl_armor_preview .. ")" .. (info.preview and "^" .. info.preview or "" )
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
info.points = info.points + minetest.get_item_group(itemname, "mcl_armor_points")
|
info.points = info.points + minetest.get_item_group(itemname, "mcl_armor_points")
|
||||||
|
|
||||||
local mob_range_mob = def._mcl_armor_mob_range_mob
|
local mob_range_mob = def._mcl_armor_mob_range_mob
|
||||||
|
@ -255,8 +242,6 @@ function mcl_armor.update(obj)
|
||||||
info.texture = info.texture or "blank.png"
|
info.texture = info.texture or "blank.png"
|
||||||
|
|
||||||
if obj:is_player() then
|
if obj:is_player() then
|
||||||
info.preview = info.preview or "blank.png"
|
|
||||||
|
|
||||||
mcl_armor.update_player(obj, info)
|
mcl_armor.update_player(obj, info)
|
||||||
else
|
else
|
||||||
local luaentity = obj:get_luaentity()
|
local luaentity = obj:get_luaentity()
|
||||||
|
|
|
@ -63,7 +63,7 @@ mcl_player.player_register_model("mcl_armor_character_female.b3d", {
|
||||||
})
|
})
|
||||||
|
|
||||||
function mcl_armor.update_player(player, info)
|
function mcl_armor.update_player(player, info)
|
||||||
mcl_player.player_set_armor(player, info.texture, info.preview)
|
mcl_player.player_set_armor(player, info.texture)
|
||||||
|
|
||||||
local meta = player:get_meta()
|
local meta = player:get_meta()
|
||||||
meta:set_int("mcl_armor:armor_points", info.points)
|
meta:set_int("mcl_armor:armor_points", info.points)
|
||||||
|
|
Before Width: | Height: | Size: 156 B |
Before Width: | Height: | Size: 157 B |
Before Width: | Height: | Size: 150 B |
Before Width: | Height: | Size: 140 B |
Before Width: | Height: | Size: 131 B |
Before Width: | Height: | Size: 255 B |
Before Width: | Height: | Size: 210 B |
Before Width: | Height: | Size: 202 B |
Before Width: | Height: | Size: 215 B |
Before Width: | Height: | Size: 150 B |
Before Width: | Height: | Size: 149 B |
Before Width: | Height: | Size: 208 B |
Before Width: | Height: | Size: 190 B |
Before Width: | Height: | Size: 162 B |
Before Width: | Height: | Size: 147 B |
Before Width: | Height: | Size: 133 B |
Before Width: | Height: | Size: 197 B |
Before Width: | Height: | Size: 171 B |
Before Width: | Height: | Size: 168 B |
Before Width: | Height: | Size: 165 B |
|
@ -271,11 +271,10 @@ function mcl_enchanting.initialize()
|
||||||
new_def.groups.not_in_craft_guide = 1
|
new_def.groups.not_in_craft_guide = 1
|
||||||
new_def.groups.enchanted = 1
|
new_def.groups.enchanted = 1
|
||||||
|
|
||||||
if new_def._mcl_armor_texture and not type(new_def._mcl_armor_texture) == "function" then
|
if new_def._mcl_armor_texture then
|
||||||
|
if type(new_def._mcl_armor_texture) == "string" then
|
||||||
new_def._mcl_armor_texture = new_def._mcl_armor_texture .. mcl_enchanting.overlay
|
new_def._mcl_armor_texture = new_def._mcl_armor_texture .. mcl_enchanting.overlay
|
||||||
end
|
end
|
||||||
if new_def._mcl_armor_preview and not type(new_def._mcl_armor_preview) == "function" then
|
|
||||||
new_def._mcl_armor_preview = new_def._mcl_armor_preview .. mcl_enchanting.overlay
|
|
||||||
end
|
end
|
||||||
|
|
||||||
new_def._mcl_enchanting_enchanted_tool = new_name
|
new_def._mcl_enchanting_enchanted_tool = new_name
|
||||||
|
|
|
@ -120,7 +120,6 @@ pumpkin_face_base_def._mcl_armor_mob_range_factor = 0
|
||||||
pumpkin_face_base_def._mcl_armor_mob_range_mob = "mobs_mc:enderman"
|
pumpkin_face_base_def._mcl_armor_mob_range_mob = "mobs_mc:enderman"
|
||||||
pumpkin_face_base_def._mcl_armor_element = "head"
|
pumpkin_face_base_def._mcl_armor_element = "head"
|
||||||
pumpkin_face_base_def._mcl_armor_texture = "mcl_farming_pumpkin_face.png"
|
pumpkin_face_base_def._mcl_armor_texture = "mcl_farming_pumpkin_face.png"
|
||||||
pumpkin_face_base_def._mcl_armor_preview = "mcl_farming_pumpkin_face_preview.png"
|
|
||||||
|
|
||||||
if minetest.get_modpath("mcl_armor") then
|
if minetest.get_modpath("mcl_armor") then
|
||||||
local pumpkin_hud = {}
|
local pumpkin_hud = {}
|
||||||
|
|
Before Width: | Height: | Size: 240 B |
|
@ -113,7 +113,6 @@ local function addhead(name, texture, desc, longdesc, rangemob, rangefactor)
|
||||||
_mcl_armor_mob_range_factor = rangefactor,
|
_mcl_armor_mob_range_factor = rangefactor,
|
||||||
_mcl_armor_element = "head",
|
_mcl_armor_element = "head",
|
||||||
_mcl_armor_texture = "mcl_heads_" .. name .. ".png",
|
_mcl_armor_texture = "mcl_heads_" .. name .. ".png",
|
||||||
_mcl_armor_preview = "mcl_heads_" .. name .. "_preview.png",
|
|
||||||
_mcl_blast_resistance = 1,
|
_mcl_blast_resistance = 1,
|
||||||
_mcl_hardness = 1,
|
_mcl_hardness = 1,
|
||||||
})
|
})
|
||||||
|
|
Before Width: | Height: | Size: 165 B |
Before Width: | Height: | Size: 156 B |
Before Width: | Height: | Size: 166 B |
Before Width: | Height: | Size: 156 B |
Before Width: | Height: | Size: 161 B |
|
@ -95,31 +95,16 @@ local function set_texture(player, index, texture)
|
||||||
player:set_properties({textures = textures})
|
player:set_properties({textures = textures})
|
||||||
end
|
end
|
||||||
|
|
||||||
local function set_preview(player, field, preview)
|
function mcl_player.player_set_skin(player, texture)
|
||||||
player:get_meta():set_string("mcl_player:" .. field .. "_preview", preview)
|
|
||||||
end
|
|
||||||
|
|
||||||
function mcl_player.player_set_skin(player, texture, preview)
|
|
||||||
set_texture(player, 1, texture)
|
set_texture(player, 1, texture)
|
||||||
set_preview(player, "skin", preview)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function mcl_player.player_set_armor(player, texture, preview)
|
function mcl_player.player_set_armor(player, texture)
|
||||||
set_texture(player, 2, texture)
|
set_texture(player, 2, texture)
|
||||||
set_preview(player, "armor", preview)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function mcl_player.player_get_preview(player)
|
function mcl_player.player_set_wielditem(player, texture)
|
||||||
local preview = player:get_meta():get_string("mcl_player:skin_preview")
|
set_texture(player, 3, texture)
|
||||||
if preview == "" then
|
|
||||||
preview = "player.png"
|
|
||||||
end
|
|
||||||
local armor_preview = player:get_meta():set_string("mcl_player:armor_preview")
|
|
||||||
if armor_preview ~= "" then
|
|
||||||
preview = preview .. "^" .. armor_preview
|
|
||||||
end
|
|
||||||
return preview
|
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname)
|
function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname)
|
||||||
|
|
|
@ -0,0 +1,4 @@
|
||||||
|
!textures/mcl_skins_character_1.png
|
||||||
|
textures/mcl_skins_character_*
|
||||||
|
!meta/mcl_skins_character_1.txt
|
||||||
|
meta/mcl_skins_character_*
|
|
@ -3,7 +3,7 @@
|
||||||
local modname = minetest.get_current_modname()
|
local modname = minetest.get_current_modname()
|
||||||
|
|
||||||
mcl_skins = {
|
mcl_skins = {
|
||||||
skins = {}, list = {}, previews = {}, meta = {}, has_preview = {},
|
skins = {}, list = {}, meta = {},
|
||||||
modpath = minetest.get_modpath(modname),
|
modpath = minetest.get_modpath(modname),
|
||||||
skin_count = 0, -- counter of _custom_ skins (all skins except character.png)
|
skin_count = 0, -- counter of _custom_ skins (all skins except character.png)
|
||||||
}
|
}
|
||||||
|
@ -18,10 +18,8 @@ while true do
|
||||||
|
|
||||||
if id == 0 then
|
if id == 0 then
|
||||||
skin = "character"
|
skin = "character"
|
||||||
mcl_skins.has_preview[id] = true
|
|
||||||
else
|
else
|
||||||
skin = "mcl_skins_character_" .. id
|
skin = "mcl_skins_character_" .. id
|
||||||
local preview = "mcl_skins_player_" .. id
|
|
||||||
|
|
||||||
-- Does skin file exist?
|
-- Does skin file exist?
|
||||||
f = io.open(mcl_skins.modpath .. "/textures/" .. skin .. ".png")
|
f = io.open(mcl_skins.modpath .. "/textures/" .. skin .. ".png")
|
||||||
|
@ -31,20 +29,12 @@ while true do
|
||||||
break
|
break
|
||||||
end
|
end
|
||||||
f:close()
|
f:close()
|
||||||
|
|
||||||
-- Does skin preview file exist?
|
|
||||||
local file_preview = io.open(mcl_skins.modpath .. "/textures/" .. preview .. ".png")
|
|
||||||
if file_preview == nil then
|
|
||||||
minetest.log("warning", "[mcl_skins] Player skin #"..id.." does not have preview image (player_"..id..".png)")
|
|
||||||
mcl_skins.has_preview[id] = false
|
|
||||||
else
|
|
||||||
mcl_skins.has_preview[id] = true
|
|
||||||
file_preview:close()
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
mcl_skins.list[id] = skin
|
mcl_skins.list[id] = skin
|
||||||
|
|
||||||
|
local metafile
|
||||||
|
|
||||||
-- does metadata exist for that skin file ?
|
-- does metadata exist for that skin file ?
|
||||||
if id == 0 then
|
if id == 0 then
|
||||||
metafile = "mcl_skins_character.txt"
|
metafile = "mcl_skins_character.txt"
|
||||||
|
@ -89,12 +79,11 @@ function mcl_skins.set_player_skin(player, skin_id)
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
local playername = player:get_player_name()
|
local playername = player:get_player_name()
|
||||||
local skin, preview
|
local skin
|
||||||
if skin_id == nil or type(skin_id) ~= "number" or skin_id < 0 or skin_id > mcl_skins.skin_count then
|
if skin_id == nil or type(skin_id) ~= "number" or skin_id < 0 or skin_id > mcl_skins.skin_count then
|
||||||
return false
|
return false
|
||||||
elseif skin_id == 0 then
|
elseif skin_id == 0 then
|
||||||
skin = "character"
|
skin = "character"
|
||||||
preview = "player"
|
|
||||||
mcl_player.player_set_model(player, "mcl_armor_character.b3d")
|
mcl_player.player_set_model(player, "mcl_armor_character.b3d")
|
||||||
else
|
else
|
||||||
skin = "mcl_skins_character_" .. tostring(skin_id)
|
skin = "mcl_skins_character_" .. tostring(skin_id)
|
||||||
|
@ -104,16 +93,9 @@ function mcl_skins.set_player_skin(player, skin_id)
|
||||||
else
|
else
|
||||||
mcl_player.player_set_model(player, "mcl_armor_character.b3d")
|
mcl_player.player_set_model(player, "mcl_armor_character.b3d")
|
||||||
end
|
end
|
||||||
if mcl_skins.has_preview[skin_id] then
|
|
||||||
preview = "mcl_skins_player_" .. tostring(skin_id)
|
|
||||||
else
|
|
||||||
-- Fallback preview image if preview image is missing
|
|
||||||
preview = "mcl_skins_player_dummy"
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
--local skin_file = skin .. ".png"
|
--local skin_file = skin .. ".png"
|
||||||
mcl_skins.skins[playername] = skin
|
mcl_skins.skins[playername] = skin
|
||||||
mcl_skins.previews[playername] = preview
|
|
||||||
player:get_meta():set_string("mcl_skins:skin_id", tostring(skin_id))
|
player:get_meta():set_string("mcl_skins:skin_id", tostring(skin_id))
|
||||||
mcl_skins.update_player_skin(player)
|
mcl_skins.update_player_skin(player)
|
||||||
if has_mcl_inventory then
|
if has_mcl_inventory then
|
||||||
|
@ -131,7 +113,7 @@ function mcl_skins.update_player_skin(player)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
local playername = player:get_player_name()
|
local playername = player:get_player_name()
|
||||||
mcl_player.player_set_skin(player, mcl_skins.skins[playername] .. ".png", mcl_skins.previews[playername] .. ".png")
|
mcl_player.player_set_skin(player, mcl_skins.skins[playername] .. ".png")
|
||||||
end
|
end
|
||||||
|
|
||||||
-- load player skin on join
|
-- load player skin on join
|
||||||
|
@ -259,7 +241,11 @@ function mcl_skins.show_formspec(playername)
|
||||||
|
|
||||||
formspec = formspec .. ";" .. selected .. ";false]"
|
formspec = formspec .. ";" .. selected .. ";false]"
|
||||||
|
|
||||||
formspec = formspec .. "image[0,0;1.35,2.7;" .. mcl_skins.previews[playername] .. ".png]"
|
local player = minetest.get_player_by_name(playername)
|
||||||
|
if player then
|
||||||
|
--maybe the function could accept both player object and player name?
|
||||||
|
formspec = formspec .. mcl_player.get_player_formspec_model(player, 0, 0, 1.35, 2.7, "mcl_skins:skin_select")
|
||||||
|
end
|
||||||
|
|
||||||
if meta then
|
if meta then
|
||||||
if meta.name and meta.name ~= "" then
|
if meta.name and meta.name ~= "" then
|
||||||
|
|
Before Width: | Height: | Size: 2.6 KiB |
Before Width: | Height: | Size: 982 B |
|
@ -101,9 +101,6 @@ fire_animation_frames (Fire Animation Frames) int 8
|
||||||
# Whether to animate chests when open / close
|
# Whether to animate chests when open / close
|
||||||
animated_chests (Animated chests) bool true
|
animated_chests (Animated chests) bool true
|
||||||
|
|
||||||
# Whether to preview the player in inventory in 3D (requires Minetest 5.4)
|
|
||||||
3d_player_preview (3D Player preview) bool true
|
|
||||||
|
|
||||||
# The maximum number of boss bars to simultaniously display on the screen
|
# The maximum number of boss bars to simultaniously display on the screen
|
||||||
max_bossbars (Maximum Boss bars) int 5
|
max_bossbars (Maximum Boss bars) int 5
|
||||||
|
|
||||||
|
|