mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-23 02:51:06 +01:00
288 lines
12 KiB
Markdown
288 lines
12 KiB
Markdown
# mcl_armor
|
|
|
|
This mod implements the ability of registering armors.
|
|
|
|
## Registering an Armor Set
|
|
|
|
The `mcl_armor.register_set()` function aims to simplify the process of registering a full set of armor.
|
|
|
|
This function register four pieces of armor (head, torso, leggings, feets) based on 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 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
|
|
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,
|
|
},
|
|
|
|
--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",
|
|
})
|
|
```
|
|
|
|
## 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, the armor can be worn by 10 points before breaking
|
|
--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
|
|
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,
|
|
})
|
|
```
|
|
|
|
## Interacting with Armor of an Entity
|
|
|
|
Mods may want to interact with armor of an entity.
|
|
|
|
Most global functions not described here may not be stable or may be for internal use only.
|
|
|
|
You can equip a piece of armor on an entity inside a mod by using `mcl_armor.equip()`.
|
|
|
|
```lua
|
|
--itemstack: an itemstack containing the armor piece to equip
|
|
--obj: the entity you want to equip the armor on
|
|
--swap: boolean, force equiping the armor piece, even if the entity already have one of the same type
|
|
mcl_armor.equip(itemstack, obj, swap)
|
|
```
|
|
|
|
You can update the entity apparence by using `mcl_armor.update()`.
|
|
|
|
This function put the armor overlay on the object's base texture.
|
|
If the object is player it will update his displayed armor points count in HUD.
|
|
|
|
This function will work both on players and mobs.
|
|
|
|
```lua
|
|
--obj: the entity you want the apparence to be updated
|
|
mcl_armor.update(obj)
|
|
```
|
|
|
|
## Handling Enchantments
|
|
|
|
Armors can be enchanted in most cases.
|
|
|
|
The enchanting part of VoxeLibre is separated from the armor part, but closely linked.
|
|
|
|
Existing armor enchantments in Minecraft improve most of the time how the armor protect the entity from damage.
|
|
|
|
The `mcl_armor.register_protection_enchantment()` function aims to simplificate the creation of such enchants.
|
|
|
|
```lua
|
|
mcl_armor.register_protection_enchantment({
|
|
--this field is the id that will be used for registering enchanted book and store the enchant inside armor metadata.
|
|
--(his internal name)
|
|
id = "magic_protection",
|
|
|
|
--visible name of the enchant
|
|
--this field is used as the name of registered enchanted book and inside armor tooltip
|
|
--translation should be added
|
|
name = S("Magic Protection"),
|
|
|
|
--this field is used to know that the enchant currently do
|
|
--translation should be added
|
|
description = S("Reduces magic damage."),
|
|
|
|
--how many levels can the enchant have
|
|
--ex: 4 => I, II, III, IV
|
|
--default: 4
|
|
max_level = 4,
|
|
|
|
--which enchants this enchant will not be compatible with
|
|
--each of these values is a enchant id
|
|
incompatible = {blast_protection = true, fire_protection = true, projectile_protection = true},
|
|
|
|
--how much will the enchant consume from the enchantability group of the armor item
|
|
--default: 5
|
|
weight = 5,
|
|
|
|
--false => the enchant can be obtained in an enchanting table
|
|
--true => the enchant isn't obtainable in the enchanting table
|
|
--is true, you will probably need to implement some ways to obtain it
|
|
--even it the field is named "treasure", it will be no way to find it
|
|
--default: false
|
|
treasure = false,
|
|
|
|
--how much will damage be reduced
|
|
--see Minecraft Wiki for more informations
|
|
--https://minecraft.gamepedia.com/Armor#Damage_protection
|
|
--https://minecraft.gamepedia.com/Armor#Enchantments
|
|
factor = 1,
|
|
|
|
--restrict damage to one type
|
|
--allow the enchant to only protect of one type of damage
|
|
damage_type = "magic",
|
|
|
|
--restrict damage to one category
|
|
--allow to protect from many type of damage at once
|
|
--this is much less specific than damage_type and also much more customisable
|
|
--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",
|
|
})
|
|
```
|