# 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", }) ```