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document manual armor creation

newmobs-master
AFCMS 2021-11-30 19:45:12 +01:00
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# mcl_armor # mcl_armor
## `mcl_armor.register_set(def)` This mod implement the ability of creating armors.
This function register a set of armor (head, torso, leggings, feets) using a definition table: Armors are basically items that a player can equip on four different slots on him (head, feet, torso and feet) to get advantages.
These armors have also a texture which is visible to other players, inside inventory or in 3rd person view.
## Creating an Armor Set
The `mcl_armor.register_set()` function aims to simplificate the process of creating a full set of armor.
This function register a four piece of armor (head, torso, leggings, feets) using a definition table:
```lua ```lua
mcl_armor.register_set({ mcl_armor.register_set({
@ -138,4 +146,64 @@ mcl_armor.register_set({
--if set to nil no repair material will be added --if set to nil no repair material will be added
repair_material = "mcl_core:iron_ingot", 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, tha armor can be worn by 10 points before breaking
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,
})
``` ```