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3D Armor - Visible Player Armor
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===============================
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License Source Code: Copyright (C) 2013-2018 Stuart Jones - LGPL v2.1
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Armor Textures: Copyright (C) 2017-2018 davidthecreator - CC-BY-SA 3.0
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Special credit to Jordach and MirceaKitsune for providing the default 3d character model.
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Modpack - 3d Armor [0.4.13]
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===========================
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### Table of Contents
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- [[mod] Visible Player Armor [3d_armor]](#mod-visible-player-armor-3d_armor)
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- [[mod] Visible Wielded Items [wieldview]](#mod-visible-wielded-items-wieldview)
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- [[mod] Shields [shields]](#mod-shields-shields)
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- [[mod] 3d Armor Stand [3d_armor_stand]](#mod-3d-armor-stand-3d_armor_stand)
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<!-- END doctoc generated TOC please keep comment here to allow auto update -->
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[mod] Visible Player Armor [3d_armor]
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-------------------------------------
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Minetest Version: 5.0.0
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Game: minetest_game and many derivatives
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Depends: default
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Adds craftable armor that is visible to other players. Each armor item worn contributes to
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a player's armor group level making them less vulnerable to attack.
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Armor takes damage when a player is hurt, however, many armor items offer a 'stackable'
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percentage chance of restoring the lost health points. Overall armor level is boosted by 10%
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when wearing a full matching set (helmet, chestplate, leggings and boots of the same material)
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Fire protection has been added by TenPlus1 and in use when ethereal mod is found and crystal
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armor has been enabled. each piece of armor offers 1 fire protection, level 1 protects
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against torches, level 2 against crystal spikes, 3 for fire and 5 protects when in lava.
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Compatible with sfinv, inventory plus or unified inventory by enabling the appropriate
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inventory module, [3d_armor_sfinv], [3d_armor_ip] and [3d_armor_ui] respectively.
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Also compatible with [smart_inventory] without the need for additional modules.
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built in support player skins [skins] by Zeg9 and Player Textures [player_textures] by PilzAdam
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and [simple_skins] by TenPlus1.
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Armor can be configured by adding a file called armor.conf in 3d_armor mod or world directory.
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see armor.conf.example for all available options.
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For mod installation instructions, please visit: http://wiki.minetest.com/wiki/Installing_Mods
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[mod] Visible Wielded Items [wieldview]
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---------------------------------------
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Depends: 3d_armor
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Makes hand wielded items visible to other players.
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[mod] Shields [shields]
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-----------------------
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Depends: 3d_armor
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Originally a part of 3d_armor, shields have been re-included as an optional extra.
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If you do not want shields then simply remove the shields folder from the modpack.
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[mod] 3d Armor Stand [3d_armor_stand]
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-------------------------------------
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Depends: 3d_armor
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Adds a chest-like armor stand for armor storage and display.
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Visible player armor & wielded items.
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#!/usr/bin/python
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import os
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import sys
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import Image
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try :
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arg = sys.argv[1]
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except IndexError :
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print "Usage: preview_gen.py <index_file>"
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sys.exit(1)
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try :
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index = open(arg, "r")
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except IOError :
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print "Failed to open index file%s" %s (arg)
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sys.exit(1)
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preview = []
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for line in index.readlines() :
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if ":" in line :
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line = line.rstrip('\n')
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preview.append(line.split(':'))
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print "Generating preview images..."
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for fn, place in preview :
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try :
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imi = Image.open(fn)
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except IOError :
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print "Failed to open %s" % (fn)
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sys.exit(1)
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w, h = imi.size
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if h != w / 2:
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print "Incompatible texture size %s" % (fn)
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sys.exit(1)
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s = w / 64
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imo = Image.new("RGBA", (16 * s, 32 * s))
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if place == "all" or place == "head" :
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face = (40 * s, 8 * s, 48 * s, 16 * s)
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side_l = (56 * s, 8 * s, 57 * s, 16 * s)
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side_r = (63 * s, 8 * s, 64 * s, 16 * s)
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imo.paste(imi.crop(side_l), (4 * s, 0, 5 * s, 8 * s))
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imo.paste(imi.crop(side_r), (11 * s, 0, 12 * s, 8 * s))
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imo.paste(imi.crop(face), (4 * s, 0, 12 * s, 8 * s))
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if place == "all" or place == "torso" :
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arm = (44 * s, 20 * s, 48 * s, 32 * s)
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body = (20 * s, 20 * s, 28 * s, 32 * s)
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imo.paste(imi.crop(arm), (0 * s, 8 * s, 4 * s, 20 * s))
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imo.paste(imi.crop(arm).transpose(Image.FLIP_LEFT_RIGHT),
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(12 * s, 8 * s, 16 * s, 20 * s))
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imo.paste(imi.crop(body), (4 * s, 8 * s, 12 * s, 20 * s))
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if place == "all" or place == "legs" :
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leg = (4 * s, 20 * s, 8 * s, 32 * s)
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imo.paste(imi.crop(leg), (4 * s, 20 * s, 8 * s, 32 * s))
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imo.paste(imi.crop(leg).transpose(Image.FLIP_LEFT_RIGHT),
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(8 * s, 20 * s, 12 * s, 32 * s))
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if place == "all" or place == "feet" :
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boot = (20 * s, 4 * s, 24 * s, 11 * s)
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imo.paste(imi.crop(boot), (4 * s, 25 * s, 8 * s, 32 * s))
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imo.paste(imi.crop(boot).transpose(Image.FLIP_LEFT_RIGHT),
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(8 * s, 25 * s, 12 * s, 32 * s))
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size = (32 * s, 64 * s)
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imo = imo.resize(size)
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if place == "shield" :
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shield = (0, 0, 16 * s, 16 * s)
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imo.paste(imi.crop(shield), (16 * s, 32 * s, 32 * s, 48 * s))
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outfile = fn.replace(".png", "_preview.png")
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imo.save(outfile)
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print outfile
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Binary file not shown.
After Width: | Height: | Size: 65 KiB |
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[3d_armor]
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armor_material_wood (Enable wood armor) bool true
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armor_material_cactus (Enable cactus armor) bool true
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armor_material_steel (Enable steel armor) bool true
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armor_material_bronze (Enable bronze armor) bool true
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armor_material_diamond (Enable diamond armor) bool true
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armor_material_gold (Enable gold armor) bool true
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armor_material_mithril (Enable mithril armor) bool true
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armor_material_crystal (Enable crystal armor) bool true
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# Increase this if you get initialization glitches when a player first joins.
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armor_init_delay (Initialization delay) int 2
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# Number of initialization attempts.
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# Use in conjunction with armor_init_delay if initialization problems persist.
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armor_init_times (Initialization attempts) int 10
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# Increase this if armor is not getting into bones due to server lag.
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armor_bones_delay (Delay for bones) int 1
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# How often player armor items are updated.
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armor_update_time (Armor refresh rate [seconds]) int 1
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# Drop armor when a player dies.
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# Uses bones mod if present, otherwise items are dropped around the player.
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armor_drop (Drop armor on death) bool true
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# Pulverize armor when a player dies, overrides armor_drop.
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armor_destroy (Pulverize armor on death) bool false
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# You can use this to increase or decrease overall armor effectiveness,
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# eg: level_multiplier = 0.5 will reduce armor level by half.
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armor_level_multiplier (Armor effectiveness multiplier) float 1
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# You can use this to increase or decrease overall armor healing,
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# eg: armor_heal_multiplier = 0 will disable healing altogether.
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armor_heal_multiplier (Armor healing multiplier) float 1
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# Enable water protection (periodically restores breath when activated).
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armor_water_protect (Enable water protection) bool true
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# Enable fire protection (defaults true if using ethereal mod).
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armor_fire_protect (Enable fire protection) bool false
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# Enable punch damage effects.
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armor_punch_damage (Enable damage effects) bool true
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# Enable migration of old armor inventories.
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armor_migrate_old_inventory (Migrate old armor inventories) bool true
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[shields]
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shields_disable_sounds (Disable shield sounds) bool false
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[wieldview]
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# Set number of seconds between visible wielded item updates.
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wieldview_update_time (Wieldview refresh rate [seconds]) int 2
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# Show nodes as tiles, disabled by default.
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wieldview_node_tiles (Show nodes as tiles) bool false
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