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DigWorks/mods/ITEMS/mcl_armor/API.md

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# mcl_armor
2021-11-30 19:45:12 +01:00
This mod implement the ability of creating armors.
2021-11-30 19:45:12 +01:00
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({
--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_<element>, combat_armor_<element>, 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: "<modname>_helmet_<material>.png"
torso = "dummy_texture.png", --default: "<modname>_chestplate_<material>.png"
legs = "dummy_texture.png", --default: "<modname>_leggings_<material>.png"
feet = "dummy_texture.png", --default: "<modname>_boots_<material>.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: "<modname>_helmet_<material>_preview.png"
torso = "dummy_texture.png", --default: "<modname>_chestplate_<material>_preview.png"
legs = "dummy_texture.png", --default: "<modname>_leggings_<material>_preview.png"
feet = "dummy_texture.png", --default: "<modname>_boots_<material>_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: "<modname>_inv_helmet_<material>.png
--torso: "<modname>_inv_chestplate_<material>.png
--legs: "<modname>_inv_leggings_<material>.png
--feet: "<modname>_inv_boots_<material>.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",
})
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```
## 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,
})
```