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Minetest armor crafting
Minetest armor crafting













minetest armor crafting
  1. #MINETEST ARMOR CRAFTING MOD#
  2. #MINETEST ARMOR CRAFTING FULL#
  3. #MINETEST ARMOR CRAFTING CODE#

  • Steel sword vs full diamond nil damage - P.
  • Pl vs Pl owner armor - nil damage - P - PĪll above match when protector active alone.
  • Minor defect I missed in Armor still damageable in (pvp) protected arear #13, "local name2 = hitter:get_player_name()" needs to be "local name2 = hitter:is_player()".
  • M vs Pl armor - Damage - F (investigating) -P.
  • Weapon takes use damage and at correct rate- P.
  • Player can't damage armor with incorrect weapon level - P.
  • The below in Singleplayer and Server, for the attacks full diamond armor with shield and gloves to push lvl over 100 Tested so far, with this and #30 in place

    #MINETEST ARMOR CRAFTING CODE#

    I did contemplate making Chestplate take a larger proportion (say 2/6 when wearing 5 pieces ie have chestplate count as "2" not 1) but that makes the fix significantly more complex and I thought for an initial enhancement simple might be best? I'm very happy to take suggestions and ideas and code imporvements etc and even roll in that chestplate fix although I was worried ppl might then not wear chestplates. Helmet 500 use/damage, Chestplate 50 use/damage, Leggings 100 use/damage, boots 200 use/damage. Wood Helmet, Diamond Chest, Bronze Leggings, Steel Boots: Wearing Diamond Chestplate and Wooden Boots - Chestplate 100 use/damage, Boots 1000 use/damageįull Wooden armor Chest, Boots, Leggings, Helmet - Each recieved 500 use/damage Wearing Wooden Chestplate and Wooden Boots - Each Recieved 1000 use/damage Wearing just Wooden Chestplate - Recieved full 2000 use/damage Testing and outcomes all as expected - short-hand test cases: Self: run_callbacks( "on_destroy ", player, index, old_stack) If stack: get_count() = 0 then self: run_callbacks( "on_unequip ", player, index, old_stack) Self: set_inventory_stack(player, index, stack) stack: get_wear()) - Added for testing self: run_callbacks( "on_damage ", player, index, stack) Use = math.ceil(use /armor_p_cnt) -Addition End

    minetest armor crafting

    Local worn_armor = armor: get_weared_armor_elements(player) - Addition Start local armor_p_cnt = 0 for k,v in pairs(worn_armor) do damage = function( self, player, index, stack, use) This could imply some blood effects when hitting.Armor. Living things like animals and the player. Something that can be cut using force e.g. leaves, smallplants, wire, sheets of metal Something that can be cut using fine tools e.g. Physically, and what tools are best to destroy it. Dig types specify what type of the material the node is register_craftitem ( "mymod:diamond_fragments", Ĭracky is a digtype. They are used in recipes to create other items, or they can be used by the player, such as food. Craftitems cannot be placed in the world.

    minetest armor crafting

    Registering a CraftitemĬraftitems are the simplest items in Minetest. JPEGs are supported, but they do not support transparency and are generally bad quality at low resolutions. Their name should match modname_itemname.png. They can be any resolution, but it is recommended that they are in the order of 2 (eg, 16, 32, 64, 128, etc),Īs other resolutions may not be supported correctly on older devices. ĭeclaring an item as :default:dirt will override the default:dirt in the default mod. To override, you prefix the item string with a colon. Use an item string with a different modname.What the item is and it can’t already be registered. You may call the itemname anything you like however, it should be relevant to

    #MINETEST ARMOR CRAFTING MOD#

    The modname is the name of the folder your mod is in.















    Minetest armor crafting