document mcl_armor function (WIP)
parent
13f8fd457c
commit
5aa18d573e
|
@ -169,8 +169,9 @@ minetest.register_tool("dummy_mod:random_armor", {
|
|||
|
||||
--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
|
||||
--"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
|
||||
|
@ -206,4 +207,96 @@ minetest.register_tool("dummy_mod:random_armor", {
|
|||
_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 MineClone2 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",
|
||||
})
|
||||
```
|
||||
|
|
Loading…
Reference in New Issue