-- -- Armor mod -- By Kaadmy, for Pixture -- armor = {} armor.update_time = 1 armor.materials = { -- material craftitem % description {"wood", "group:planks", 15, "Wooden"}, {"steel", "default:ingot_steel", 30, "Steel"}, {"chainmail", "armor:chainmail_sheet", 45, "Chainmail"}, {"carbonsteel", "default:ingot_carbonsteel", 60, "Carbonsteel"}, } armor.slots = {"helmet", "chestplate", "boots"} local form_armor = default.ui.get_page("core_2part") default.ui.register_page("core_armor", form_armor) local armor_timer = 10 function armor.is_armor(itemname) local item = minetest.registered_items[itemname] if item ~= nil and item.groups ~= nil then if item.groups.is_armor then return true end end end function armor.is_slot(itemname, slot) local match = string.find(itemname, "armor:" .. slot .. "_") local matchbool = false if match ~= nil and match >= 1 then matchbool = true end return matchbool end function armor.get_texture(player, base) local inv = player:get_inventory() local image = base for _, slot in ipairs(armor.slots) do local itemstack = inv:get_stack("armor_"..slot, 1) local itemname = itemstack:get_name() if armor.is_armor(itemname) and armor.is_slot(itemname, slot) then local item = minetest.registered_items[itemname] local mat = armor.materials[item.groups.armor_material][1] image = image .. "^armor_" .. slot .. "_" .. mat ..".png" end end -- print("[armor] Got armor texture: " .. image) return image end function armor.get_groups(player) local groups = {fleshy = 100} local match_mat = nil local match_amt = 0 local inv = player:get_inventory() for _, slot in ipairs(armor.slots) do local itemstack = inv:get_stack("armor_"..slot, 1) local itemname = itemstack:get_name() if armor.is_armor(itemname) then local item = minetest.registered_items[itemname] for mat_index, _ in ipairs(armor.materials) do local mat = armor.materials[mat_index][1] if mat_index == item.groups.armor_material then groups.fleshy = groups.fleshy - item.groups.armor if match_mat == nil then match_mat = mat end if mat == match_mat then match_amt = match_amt + 1 end break end end end end if match_amt == #armor.slots then -- if full set of same armor material, then boost armor by 10% groups.fleshy = groups.fleshy - 10 end -- print("[armor] Armor groups: " .. dump(groups)) return groups end function armor.init(player) local inv = player:get_inventory() for _, slot in ipairs(armor.slots) do if inv:get_size("armor_"..slot) ~= 1 then inv:set_size("armor_"..slot, 1) end end end function armor.update(player) local groups = armor.get_groups(player) player:set_armor_groups({fleshy = groups.fleshy}) local image = armor.get_texture(player, "character.png") if image ~= default.player_get_textures(player)[1] then default.player_set_textures(player, {image}) end end local function on_newplayer(player) armor.init(player) end local function on_joinplayer(player) armor.init(player) end local function on_die(player) -- remove your armor(when i get to doing it...) end local function step(dtime) armor_timer = armor_timer + dtime if armor_timer > armor.update_time then for _, player in pairs(minetest.get_connected_players()) do armor.update(player) end armor_timer = 0 end end minetest.register_craftitem( "armor:chainmail_sheet", { description = "Chainmail sheet", inventory_image = "armor_chainmail.png", wield_image = "armor_chainmail.png", stack_max = 20, }) minetest.register_craft( { output = "armor:chainmail_sheet 3", recipe = { {"default:ingot_steel", "", "default:ingot_steel"}, {"", "default:ingot_steel", ""}, {"default:ingot_steel", "", "default:ingot_steel"}, } }) for mat_index, _ in ipairs(armor.materials) do local def = armor.materials[mat_index] local mat = def[1] local armor_def = math.floor(def[3] / #armor.slots) -- print("Material " .. mat .. ": " .. armor_def) for _, slot in ipairs(armor.slots) do minetest.register_craftitem( "armor:"..slot.."_"..mat, { description = def[4].." "..slot, inventory_image = "armor_"..slot.."_"..mat.."_inventory.png", wield_image = "armor_"..slot.."_"..mat.."_inventory.png", groups = { is_armor = 1, armor = armor_def, armor_material = mat_index }, stack_max = 1, }) end local n = def[2] minetest.register_craft( { output = "armor:helmet_"..mat, recipe = { {n, n, n}, {n, "", n}, {"", "", ""}, } }) minetest.register_craft( { output = "armor:chestplate_"..mat, recipe = { {n, "", n}, {n, n, n}, {n, n, n}, } }) minetest.register_craft( { output = "armor:boots_"..mat, recipe = { {"", "", ""}, {n, "", n}, {n, "", n}, } }) end minetest.register_on_newplayer(on_newplayer) minetest.register_on_joinplayer(on_joinplayer) minetest.register_on_dieplayer(on_die) minetest.register_globalstep(step) local form_armor = default.ui.get_page("core_2part") form_armor = form_armor .. "list[current_player;main;0.25,4.75;8,4;]" form_armor = form_armor .. default.ui.get_hotbar_itemslot_bg(0.25, 4.75, 8, 1) form_armor = form_armor .. default.ui.get_itemslot_bg(0.25, 5.75, 8, 3) form_armor = form_armor .. "listring[current_player;main]" form_armor = form_armor .. "label[3.25,3;Boots]" form_armor = form_armor .. "list[current_player;armor_boots;2.25,2.75;1,1;]" form_armor = form_armor .. "listring[current_player;armor_boots]" form_armor = form_armor .. default.ui.get_itemslot_bg(2.25, 2.75, 1, 1) form_armor = form_armor .. "label[3.25,2;Chestplate]" form_armor = form_armor .. "list[current_player;armor_chestplate;2.25,1.75;1,1;]" form_armor = form_armor .. "listring[current_player;armor_chestplate]" form_armor = form_armor .. default.ui.get_itemslot_bg(2.25, 1.75, 1, 1) form_armor = form_armor .. "label[3.25,1;Helmet]" form_armor = form_armor .. "list[current_player;armor_helmet;2.25,0.75;1,1;]" form_armor = form_armor .. "listring[current_player;armor_helmet]" form_armor = form_armor .. default.ui.get_itemslot_bg(2.25, 0.75, 1, 1) default.ui.register_page("core_armor", form_armor)