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298 lines
12 KiB
Markdown
298 lines
12 KiB
Markdown
# 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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--WARNING: 2d preview is deprecated and will be removed soon
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--specify textures that will be shown in player inventory then you disabled the 3d player inventory preview
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--its similar to how works the textures field
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previews = {
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head = "dummy_texture.png", --default: "<modname>_helmet_<material>_preview.png"
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torso = "dummy_texture.png", --default: "<modname>_chestplate_<material>_preview.png"
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legs = "dummy_texture.png", --default: "<modname>_leggings_<material>_preview.png"
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feet = "dummy_texture.png", --default: "<modname>_boots_<material>_preview.png"
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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
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--you can checkout the mcl_damage source code for a list of availlable damage types and associated flags
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--but be warned that mods can register additionnal damage types
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damage_flag = "is_magic",
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})
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```
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