pax_global_header00006660000000000000000000000064134375525750014532gustar00rootroot0000000000000052 comment=1d22612664b141222cef848e57c490d6ca079bdb minetest-3d_armor-version-0.4.13/000077500000000000000000000000001343755257500166365ustar00rootroot00000000000000minetest-3d_armor-version-0.4.13/.gitignore000066400000000000000000000002111343755257500206200ustar00rootroot00000000000000## Generic ignorable patterns and files *~ .*.swp *bak* tags *.vim armor.conf ## Eclipse project files & directories .project .settings minetest-3d_armor-version-0.4.13/3d_armor/000077500000000000000000000000001343755257500203445ustar00rootroot00000000000000minetest-3d_armor-version-0.4.13/3d_armor/LICENSE.txt000066400000000000000000000003641343755257500221720ustar00rootroot00000000000000[mod] 3d Armor [3d_armor] ========================= License Source Code: (C) 2012-2017 Stuart Jones - LGPL v2.1 License Textures: Copyright (C) 2017 davidthecreator - CC-BY-SA 3.0 https://github.com/daviddoesminetest/3d-armors-new-textures minetest-3d_armor-version-0.4.13/3d_armor/README.txt000066400000000000000000000136471343755257500220550ustar00rootroot00000000000000[mod] Visible Player Armor [3d_armor] ===================================== Depends: default Recommends: sfinv, unified_inventory or smart_inventory (use only one to avoid conflicts) Supports: player_monoids and armor_monoid Adds craftable armor that is visible to other players. Each armor item worn contributes to a player's armor group level making them less vulnerable to weapons. Armor takes damage when a player is hurt but also offers a percentage chance of healing. Overall level is boosted by 10% when wearing a full matching set. Fire protection added by TenPlus1 when using crystal armor if Ethereal mod active, level 1 protects against torches, level 2 for crystal spike, level 3 for fire, level 5 for lava. Armor Configuration ------------------- Override the following default settings by adding them to your minetest.conf file. -- Set false to disable individual armor materials. armor_material_wood = true armor_material_cactus = true armor_material_steel = true armor_material_bronze = true armor_material_diamond = true armor_material_gold = true armor_material_mithril = true armor_material_crystal = true -- Increase this if you get initialization glitches when a player first joins. armor_init_delay = 2 -- Number of initialization attempts. -- Use in conjunction with armor_init_delay if initialization problems persist. armor_init_times = 10 -- Increase this if armor is not getting into bones due to server lag. armor_bones_delay = 1 -- How often player armor items are updated. armor_update_time = 1 -- Drop armor when a player dies. -- Uses bones mod if present, otherwise items are dropped around the player. armor_drop = true -- Pulverise armor when a player dies, overrides armor_drop. armor_destroy = false -- You can use this to increase or decrease overall armor effectiveness, -- eg: level_multiplier = 0.5 will reduce armor level by half. armor_level_multiplier = 1 -- You can use this to increase or decrease overall armor healing, -- eg: armor_heal_multiplier = 0 will disable healing altogether. armor_heal_multiplier = 1 -- Enable water protection (periodically restores breath when activated) armor_water_protect = true -- Enable fire protection (defaults true if using ethereal mod) armor_fire_protect = false -- Enable punch damage effects. armor_punch_damage = true -- Enable migration of old armor inventories armor_migrate_old_inventory = true API --- Armor Registration: armor:register_armor(name, def) Wrapper function for `minetest.register_tool`, while registering armor as a tool item is still supported, this may be deprecated in future so new code should use this method. Additional fields supported by 3d_armor: texture = preview = armor_groups = damage_groups =
reciprocate_damage = on_equip = on_unequip = on_destroy = on_damage = on_punched = armor:register_armor_group(group, base) Example: armor:register_armor_group("radiation", 100) armor:register_armor("mod_name:speed_boots", { description = "Speed Boots", inventory_image = "mod_name_speed_boots_inv.png", texture = "mod_name_speed_boots.png", preview = "mod_name_speed_boots_preview.png", groups = {armor_feet=1, armor_use=500, physics_speed=1.2, flammable=1}, armor_groups = {fleshy=10, radiation=10}, damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1}, reciprocate_damage = true, on_destroy = function(player, index, stack) local pos = player:get_pos() if pos then minetest.sound_play({ name = "mod_name_break_sound", pos = pos, gain = 0.5, }) end end, }) See armor.lua, technic_armor and shields mods for more examples. Default groups: Elements: armor_head, armor_torso, armor_legs, armor_feet Attributes: armor_heal, armor_fire, armor_water Physics: physics_jump, physics_speed, physics_gravity Durability: armor_use, flammable Notes: Elements may be modified by dependent mods, eg shields adds armor_shield. Attributes and physics values are 'stackable', durability is determined by the level of armor_use, total uses == approx (65535/armor_use), non-fleshy damage groups need to be defined in the tool/weapon used against the player. Reciprocal tool damage will be done only by the first armor inventory item with `reciprocate_damage = true` Armor Functions: armor:set_player_armor(player) Primarily an internal function but can be called externally to apply any changes that might not otherwise get handled. armor:punch(player, hitter, time_from_last_punch, tool_capabilities) Used to apply damage to all equipped armor based on the damage groups of each individual item.`hitter`, `time_from_last_punch` and `tool_capabilities` are optional but should be valid if included. armor:damage(player, index, stack, use) Adds wear to a single armor itemstack, triggers `on_damage` callbacks and updates the necessary inventories. Also handles item destruction callbacks and so should NOT be called from `on_unequip` to avoid an infinite loop. Item Callbacks: on_equip = func(player, index, stack) on_unequip = func(player, index, stack) on_destroy = func(player, index, stack) on_damage = func(player, index, stack) on_punched = func(player, hitter, time_from_last_punch, tool_capabilities) Notes: `on_punched` is called every time a player is punched or takes damage, `hitter`, `time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the case of fall damage, etc. When fire protection is enabled, hitter == "fire" in the event of fire damage. Return `false` to override armor damage effects. When armor is destroyed `stack` will contain a copy of the previous stack. Global Callbacks: armor:register_on_update(func(player)) armor:register_on_equip(func(player, index, stack)) armor:register_on_unequip(func(player, index, stack)) armor:register_on_destroy(func(player, index, stack)) Global Callback Example: armor:register_on_update(function(player) print(player:get_player_name().." armor updated!") end) minetest-3d_armor-version-0.4.13/3d_armor/api.lua000066400000000000000000000345061343755257500216300ustar00rootroot00000000000000-- support for i18n local S = armor_i18n.gettext local skin_previews = {} local use_player_monoids = minetest.global_exists("player_monoids") local use_armor_monoid = minetest.global_exists("armor_monoid") local use_pova_mod = minetest.get_modpath("pova") local armor_def = setmetatable({}, { __index = function() return setmetatable({ groups = setmetatable({}, { __index = function() return 0 end}) }, { __index = function() return 0 end }) end, }) local armor_textures = setmetatable({}, { __index = function() return setmetatable({}, { __index = function() return "blank.png" end }) end }) armor = { timer = 0, elements = {"head", "torso", "legs", "feet"}, physics = {"jump", "speed", "gravity"}, attributes = {"heal", "fire", "water"}, formspec = "image[2.5,0;2,4;armor_preview]".. default.gui_bg.. default.gui_bg_img.. default.gui_slots.. default.get_hotbar_bg(0, 4.7).. "list[current_player;main;0,4.7;8,1;]".. "list[current_player;main;0,5.85;8,3;8]", def = armor_def, textures = armor_textures, default_skin = "character", materials = { wood = "group:wood", cactus = "default:cactus", steel = "default:steel_ingot", bronze = "default:bronze_ingot", diamond = "default:diamond", gold = "default:gold_ingot", mithril = "moreores:mithril_ingot", crystal = "ethereal:crystal_ingot", }, fire_nodes = { {"default:lava_source", 5, 8}, {"default:lava_flowing", 5, 8}, {"fire:basic_flame", 3, 4}, {"fire:permanent_flame", 3, 4}, {"ethereal:crystal_spike", 2, 1}, {"ethereal:fire_flower", 2, 1}, {"default:torch", 1, 1}, {"default:torch_ceiling", 1, 1}, {"default:torch_wall", 1, 1}, }, registered_groups = {["fleshy"]=100}, registered_callbacks = { on_update = {}, on_equip = {}, on_unequip = {}, on_damage = {}, on_destroy = {}, }, migrate_old_inventory = true, version = "0.4.13", } armor.config = { init_delay = 2, init_times = 10, bones_delay = 1, update_time = 1, drop = minetest.get_modpath("bones") ~= nil, destroy = false, level_multiplier = 1, heal_multiplier = 1, material_wood = true, material_cactus = true, material_steel = true, material_bronze = true, material_diamond = true, material_gold = true, material_mithril = true, material_crystal = true, water_protect = true, fire_protect = minetest.get_modpath("ethereal") ~= nil, punch_damage = true, } -- Armor Registration armor.register_armor = function(self, name, def) minetest.register_tool(name, def) end armor.register_armor_group = function(self, group, base) base = base or 100 self.registered_groups[group] = base if use_armor_monoid then armor_monoid.register_armor_group(group, base) end end -- Armor callbacks armor.register_on_update = function(self, func) if type(func) == "function" then table.insert(self.registered_callbacks.on_update, func) end end armor.register_on_equip = function(self, func) if type(func) == "function" then table.insert(self.registered_callbacks.on_equip, func) end end armor.register_on_unequip = function(self, func) if type(func) == "function" then table.insert(self.registered_callbacks.on_unequip, func) end end armor.register_on_damage = function(self, func) if type(func) == "function" then table.insert(self.registered_callbacks.on_damage, func) end end armor.register_on_destroy = function(self, func) if type(func) == "function" then table.insert(self.registered_callbacks.on_destroy, func) end end armor.run_callbacks = function(self, callback, player, index, stack) if stack then local def = stack:get_definition() or {} if type(def[callback]) == "function" then def[callback](player, index, stack) end end local callbacks = self.registered_callbacks[callback] if callbacks then for _, func in pairs(callbacks) do func(player, index, stack) end end end armor.update_player_visuals = function(self, player) if not player then return end local name = player:get_player_name() if self.textures[name] then default.player_set_textures(player, { self.textures[name].skin, self.textures[name].armor, self.textures[name].wielditem, }) end self:run_callbacks("on_update", player) end armor.set_player_armor = function(self, player) local name, armor_inv = self:get_valid_player(player, "[set_player_armor]") if not name then return end local state = 0 local count = 0 local material = {count=1} local preview = armor:get_preview(name) local texture = "3d_armor_trans.png" local textures = {} local physics = {} local attributes = {} local levels = {} local groups = {} local change = {} for _, phys in pairs(self.physics) do physics[phys] = 1 end for _, attr in pairs(self.attributes) do attributes[attr] = 0 end for group, _ in pairs(self.registered_groups) do change[group] = 1 levels[group] = 0 end local list = armor_inv:get_list("armor") if type(list) ~= "table" then return end for i, stack in pairs(list) do if stack:get_count() == 1 then local def = stack:get_definition() for _, element in pairs(self.elements) do if def.groups["armor_"..element] then if def.armor_groups then for group, level in pairs(def.armor_groups) do if levels[group] then levels[group] = levels[group] + level end end else local level = def.groups["armor_"..element] levels["fleshy"] = levels["fleshy"] + level end break end -- DEPRECATED, use armor_groups instead if def.groups["armor_radiation"] and levels["radiation"] then levels["radiation"] = def.groups["armor_radiation"] end end local item = stack:get_name() local tex = def.texture or item:gsub("%:", "_") tex = tex:gsub(".png$", "") local prev = def.preview or tex.."_preview" prev = prev:gsub(".png$", "") texture = texture.."^"..tex..".png" preview = preview.."^"..prev..".png" state = state + stack:get_wear() count = count + 1 for _, phys in pairs(self.physics) do local value = def.groups["physics_"..phys] or 0 physics[phys] = physics[phys] + value end for _, attr in pairs(self.attributes) do local value = def.groups["armor_"..attr] or 0 attributes[attr] = attributes[attr] + value end local mat = string.match(item, "%:.+_(.+)$") if material.name then if material.name == mat then material.count = material.count + 1 end else material.name = mat end end end for group, level in pairs(levels) do if level > 0 then level = level * armor.config.level_multiplier if material.name and material.count == #self.elements then level = level * 1.1 end end local base = self.registered_groups[group] self.def[name].groups[group] = level if level > base then level = base end groups[group] = base - level change[group] = groups[group] / base end for _, attr in pairs(self.attributes) do local mult = attr == "heal" and self.config.heal_multiplier or 1 self.def[name][attr] = attributes[attr] * mult end for _, phys in pairs(self.physics) do self.def[name][phys] = physics[phys] end if use_armor_monoid then armor_monoid.monoid:add_change(player, change, "3d_armor:armor") else player:set_armor_groups(groups) end if use_player_monoids then player_monoids.speed:add_change(player, physics.speed, "3d_armor:physics") player_monoids.jump:add_change(player, physics.jump, "3d_armor:physics") player_monoids.gravity:add_change(player, physics.gravity, "3d_armor:physics") elseif use_pova_mod then -- only add the changes, not the default 1.0 for each physics setting pova.add_override(name, "3d_armor", { speed = physics.speed - 1, jump = physics.jump - 1, gravity = physics.gravity - 1, }) pova.do_override(player) else player:set_physics_override(physics) end self.textures[name].armor = texture self.textures[name].preview = preview self.def[name].level = self.def[name].groups.fleshy or 0 self.def[name].state = state self.def[name].count = count self:update_player_visuals(player) end armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabilities) local name, armor_inv = self:get_valid_player(player, "[punch]") if not name then return end local state = 0 local count = 0 local recip = true local default_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1} local list = armor_inv:get_list("armor") for i, stack in pairs(list) do if stack:get_count() == 1 then local name = stack:get_name() local use = minetest.get_item_group(name, "armor_use") or 0 local damage = use > 0 local def = stack:get_definition() or {} if type(def.on_punched) == "function" then damage = def.on_punched(player, hitter, time_from_last_punch, tool_capabilities) ~= false and damage == true end if damage == true and tool_capabilities then local damage_groups = def.damage_groups or default_groups local level = damage_groups.level or 0 local groupcaps = tool_capabilities.groupcaps or {} local uses = 0 damage = false for group, caps in pairs(groupcaps) do local maxlevel = caps.maxlevel or 0 local diff = maxlevel - level if diff == 0 then diff = 1 end if diff > 0 and caps.times then local group_level = damage_groups[group] if group_level then local time = caps.times[group_level] if time then local dt = time_from_last_punch or 0 if dt > time / diff then if caps.uses then uses = caps.uses * math.pow(3, diff) end damage = true break end end end end end if damage == true and recip == true and hitter and def.reciprocate_damage == true and uses > 0 then local item = hitter:get_wielded_item() if item and item:get_name() ~= "" then item:add_wear(65535 / uses) hitter:set_wielded_item(item) end -- reciprocate tool damage only once recip = false end end if damage == true and hitter == "fire" then damage = minetest.get_item_group(name, "flammable") > 0 end if damage == true then self:damage(player, i, stack, use) end state = state + stack:get_wear() count = count + 1 end end self.def[name].state = state self.def[name].count = count end armor.damage = function(self, player, index, stack, use) local old_stack = ItemStack(stack) stack:add_wear(use) self:run_callbacks("on_damage", player, index, stack) self:set_inventory_stack(player, index, stack) if stack:get_count() == 0 then self:run_callbacks("on_unequip", player, index, old_stack) self:run_callbacks("on_destroy", player, index, old_stack) self:set_player_armor(player) end end armor.get_player_skin = function(self, name) if (self.skin_mod == "skins" or self.skin_mod == "simple_skins") and skins.skins[name] then return skins.skins[name]..".png" elseif self.skin_mod == "u_skins" and u_skins.u_skins[name] then return u_skins.u_skins[name]..".png" elseif self.skin_mod == "wardrobe" and wardrobe.playerSkins and wardrobe.playerSkins[name] then return wardrobe.playerSkins[name] end return armor.default_skin..".png" end armor.add_preview = function(self, preview) skin_previews[preview] = true end armor.get_preview = function(self, name) local preview = string.gsub(armor:get_player_skin(name), ".png", "_preview.png") if skin_previews[preview] then return preview end return "character_preview.png" end armor.get_armor_formspec = function(self, name, listring) if armor.def[name].init_time == 0 then return "label[0,0;Armor not initialized!]" end local formspec = armor.formspec.. "list[detached:"..name.."_armor;armor;0,0.5;2,3;]" if listring == true then formspec = formspec.."listring[current_player;main]".. "listring[detached:"..name.."_armor;armor]" end formspec = formspec:gsub("armor_preview", armor.textures[name].preview) formspec = formspec:gsub("armor_level", armor.def[name].level) for _, attr in pairs(self.attributes) do formspec = formspec:gsub("armor_attr_"..attr, armor.def[name][attr]) end for group, _ in pairs(self.registered_groups) do formspec = formspec:gsub("armor_group_"..group, armor.def[name].groups[group]) end return formspec end armor.get_element = function(self, item_name) for _, element in pairs(armor.elements) do if minetest.get_item_group(item_name, "armor_"..element) > 0 then return element end end end armor.serialize_inventory_list = function(self, list) local list_table = {} for _, stack in ipairs(list) do table.insert(list_table, stack:to_string()) end return minetest.serialize(list_table) end armor.deserialize_inventory_list = function(self, list_string) local list_table = minetest.deserialize(list_string) local list = {} for _, stack in ipairs(list_table or {}) do table.insert(list, ItemStack(stack)) end return list end armor.load_armor_inventory = function(self, player) local _, inv = self:get_valid_player(player, "[load_armor_inventory]") if inv then local armor_list_string = player:get_attribute("3d_armor_inventory") if armor_list_string then inv:set_list("armor", self:deserialize_inventory_list(armor_list_string)) return true end end end armor.save_armor_inventory = function(self, player) local _, inv = self:get_valid_player(player, "[save_armor_inventory]") if inv then player:set_attribute("3d_armor_inventory", self:serialize_inventory_list(inv:get_list("armor"))) end end armor.update_inventory = function(self, player) -- DEPRECATED: Legacy inventory support end armor.set_inventory_stack = function(self, player, i, stack) local _, inv = self:get_valid_player(player, "[set_inventory_stack]") if inv then inv:set_stack("armor", i, stack) self:save_armor_inventory(player) end end armor.get_valid_player = function(self, player, msg) msg = msg or "" if not player then minetest.log("warning", S("3d_armor: Player reference is nil @1", msg)) return end local name = player:get_player_name() if not name then minetest.log("warning", S("3d_armor: Player name is nil @1", msg)) return end local inv = minetest.get_inventory({type="detached", name=name.."_armor"}) if not inv then minetest.log("warning", S("3d_armor: Detached armor inventory is nil @1", msg)) return end return name, inv end armor.drop_armor = function(pos, stack) local node = minetest.get_node_or_nil(pos) if node then local obj = minetest.add_item(pos, stack) if obj then obj:setvelocity({x=math.random(-1, 1), y=5, z=math.random(-1, 1)}) end end end minetest-3d_armor-version-0.4.13/3d_armor/armor.conf.example000066400000000000000000000041741343755257500237730ustar00rootroot00000000000000-- DEPRECATED, will not be supported in future versions -- See README.txt for new configuration options. -- Armor Configuration (defaults) -- You can remove any unwanted armor materials from this table. -- Note that existing armor that is removed will show up as an unknown item. ARMOR_MATERIALS = { wood = "group:wood", cactus = "default:cactus", steel = "default:steel_ingot", bronze = "default:bronze_ingot", diamond = "default:diamond", gold = "default:gold_ingot", mithril = "moreores:mithril_ingot", crystal = "ethereal:crystal_ingot", } -- Enable fire protection (defaults true if using ethereal mod) ARMOR_FIRE_PROTECT = false -- Fire protection nodes, (name, protection level, damage) ARMOR_FIRE_NODES = { {"default:lava_source", 5, 4}, {"default:lava_flowing", 5, 4}, {"fire:basic_flame", 3, 4}, {"fire:permanent_flame", 3, 4}, {"ethereal:crystal_spike", 2, 1}, {"ethereal:fire_flower", 2, 1}, {"default:torch", 1, 1}, } -- Increase this if you get initialization glitches when a player first joins. ARMOR_INIT_DELAY = 1 -- Number of initialization attempts. -- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist. ARMOR_INIT_TIMES = 1 -- Increase this if armor is not getting into bones due to server lag. ARMOR_BONES_DELAY = 1 -- How often player armor/wield items are updated. ARMOR_UPDATE_TIME = 1 -- Drop armor when a player dies. -- Uses bones mod if present, otherwise items are dropped around the player. ARMOR_DROP = true -- Pulverise armor when a player dies, overrides ARMOR_DROP. ARMOR_DESTROY = false -- You can use this to increase or decrease overall armor effectiveness, -- eg: ARMOR_LEVEL_MULTIPLIER = 0.5 will reduce armor level by half. ARMOR_LEVEL_MULTIPLIER = 1 -- You can use this to increase or decrease overall armor healing, -- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether. ARMOR_HEAL_MULTIPLIER = 1 -- You can use this to increase or decrease overall armor radiation protection, -- eg: ARMOR_RADIATION_MULTIPLIER = 0 will completely disable radiation protection. -- Note: patched technic mod is required ARMOR_RADIATION_MULTIPLIER = 1 minetest-3d_armor-version-0.4.13/3d_armor/armor.lua000066400000000000000000000305431343755257500221740ustar00rootroot00000000000000-- support for i18n local S = armor_i18n.gettext armor:register_armor("3d_armor:helmet_admin", { description = S("Admin Helmet"), inventory_image = "3d_armor_inv_helmet_admin.png", armor_groups = {fleshy=100}, groups = {armor_head=1, armor_heal=100, armor_use=0, armor_water=1, not_in_creative_inventory=1}, on_drop = function(itemstack, dropper, pos) return end, }) armor:register_armor("3d_armor:chestplate_admin", { description = S("Admin Chestplate"), inventory_image = "3d_armor_inv_chestplate_admin.png", armor_groups = {fleshy=100}, groups = {armor_torso=1, armor_heal=100, armor_use=0, not_in_creative_inventory=1}, on_drop = function(itemstack, dropper, pos) return end, }) armor:register_armor("3d_armor:leggings_admin", { description = S("Admin Leggings"), inventory_image = "3d_armor_inv_leggings_admin.png", armor_groups = {fleshy=100}, groups = {armor_legs=1, armor_heal=100, armor_use=0, not_in_creative_inventory=1}, on_drop = function(itemstack, dropper, pos) return end, }) armor:register_armor("3d_armor:boots_admin", { description = S("Admin Boots"), inventory_image = "3d_armor_inv_boots_admin.png", armor_groups = {fleshy=100}, groups = {armor_feet=1, armor_heal=100, armor_use=0, not_in_creative_inventory=1}, on_drop = function(itemstack, dropper, pos) return end, }) minetest.register_alias("adminboots", "3d_armor:boots_admin") minetest.register_alias("adminhelmet", "3d_armor:helmet_admin") minetest.register_alias("adminchestplate", "3d_armor:chestplate_admin") minetest.register_alias("adminleggings", "3d_armor:leggings_admin") if armor.materials.wood then armor:register_armor("3d_armor:helmet_wood", { description = S("Wood Helmet"), inventory_image = "3d_armor_inv_helmet_wood.png", groups = {armor_head=1, armor_heal=0, armor_use=2000, flammable=1}, armor_groups = {fleshy=5}, damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1}, }) armor:register_armor("3d_armor:chestplate_wood", { description = S("Wood Chestplate"), inventory_image = "3d_armor_inv_chestplate_wood.png", groups = {armor_torso=1, armor_heal=0, armor_use=2000, flammable=1}, armor_groups = {fleshy=10}, damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1}, }) armor:register_armor("3d_armor:leggings_wood", { description = S("Wood Leggings"), inventory_image = "3d_armor_inv_leggings_wood.png", groups = {armor_legs=1, armor_heal=0, armor_use=2000, flammable=1}, armor_groups = {fleshy=10}, damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1}, }) armor:register_armor("3d_armor:boots_wood", { description = S("Wood Boots"), inventory_image = "3d_armor_inv_boots_wood.png", armor_groups = {fleshy=5}, damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1}, groups = {armor_feet=1, armor_heal=0, armor_use=2000, flammable=1}, }) end if armor.materials.cactus then armor:register_armor("3d_armor:helmet_cactus", { description = S("Cactus Helmet"), inventory_image = "3d_armor_inv_helmet_cactus.png", groups = {armor_head=1, armor_heal=0, armor_use=1000}, armor_groups = {fleshy=5}, damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1}, }) armor:register_armor("3d_armor:chestplate_cactus", { description = S("Cactus Chestplate"), inventory_image = "3d_armor_inv_chestplate_cactus.png", groups = {armor_torso=1, armor_heal=0, armor_use=1000}, armor_groups = {fleshy=10}, damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1}, }) armor:register_armor("3d_armor:leggings_cactus", { description = S("Cactus Leggings"), inventory_image = "3d_armor_inv_leggings_cactus.png", groups = {armor_legs=1, armor_heal=0, armor_use=1000}, armor_groups = {fleshy=10}, damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1}, }) armor:register_armor("3d_armor:boots_cactus", { description = S("Cactus Boots"), inventory_image = "3d_armor_inv_boots_cactus.png", groups = {armor_feet=1, armor_heal=0, armor_use=1000}, armor_groups = {fleshy=5}, damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1}, }) end if armor.materials.steel then armor:register_armor("3d_armor:helmet_steel", { description = S("Steel Helmet"), inventory_image = "3d_armor_inv_helmet_steel.png", groups = {armor_head=1, armor_heal=0, armor_use=800, physics_speed=-0.01, physics_gravity=0.01}, armor_groups = {fleshy=10}, damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2}, }) armor:register_armor("3d_armor:chestplate_steel", { description = S("Steel Chestplate"), inventory_image = "3d_armor_inv_chestplate_steel.png", groups = {armor_torso=1, armor_heal=0, armor_use=800, physics_speed=-0.04, physics_gravity=0.04}, armor_groups = {fleshy=15}, damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2}, }) armor:register_armor("3d_armor:leggings_steel", { description = S("Steel Leggings"), inventory_image = "3d_armor_inv_leggings_steel.png", groups = {armor_legs=1, armor_heal=0, armor_use=800, physics_speed=-0.03, physics_gravity=0.03}, armor_groups = {fleshy=15}, damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2}, }) armor:register_armor("3d_armor:boots_steel", { description = S("Steel Boots"), inventory_image = "3d_armor_inv_boots_steel.png", groups = {armor_feet=1, armor_heal=0, armor_use=800, physics_speed=-0.01, physics_gravity=0.01}, armor_groups = {fleshy=10}, damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2}, }) end if armor.materials.bronze then armor:register_armor("3d_armor:helmet_bronze", { description = S("Bronze Helmet"), inventory_image = "3d_armor_inv_helmet_bronze.png", groups = {armor_head=1, armor_heal=6, armor_use=400, physics_speed=-0.01, physics_gravity=0.01}, armor_groups = {fleshy=10}, damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2}, }) armor:register_armor("3d_armor:chestplate_bronze", { description = S("Bronze Chestplate"), inventory_image = "3d_armor_inv_chestplate_bronze.png", groups = {armor_torso=1, armor_heal=6, armor_use=400, physics_speed=-0.04, physics_gravity=0.04}, armor_groups = {fleshy=15}, damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2}, }) armor:register_armor("3d_armor:leggings_bronze", { description = S("Bronze Leggings"), inventory_image = "3d_armor_inv_leggings_bronze.png", groups = {armor_legs=1, armor_heal=6, armor_use=400, physics_speed=-0.03, physics_gravity=0.03}, armor_groups = {fleshy=15}, damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2}, }) armor:register_armor("3d_armor:boots_bronze", { description = S("Bronze Boots"), inventory_image = "3d_armor_inv_boots_bronze.png", groups = {armor_feet=1, armor_heal=6, armor_use=400, physics_speed=-0.01, physics_gravity=0.01}, armor_groups = {fleshy=10}, damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2}, }) end if armor.materials.diamond then armor:register_armor("3d_armor:helmet_diamond", { description = S("Diamond Helmet"), inventory_image = "3d_armor_inv_helmet_diamond.png", groups = {armor_head=1, armor_heal=12, armor_use=200}, armor_groups = {fleshy=15}, damage_groups = {cracky=2, snappy=1, choppy=1, level=3}, }) armor:register_armor("3d_armor:chestplate_diamond", { description = S("Diamond Chestplate"), inventory_image = "3d_armor_inv_chestplate_diamond.png", groups = {armor_torso=1, armor_heal=12, armor_use=200}, armor_groups = {fleshy=20}, damage_groups = {cracky=2, snappy=1, choppy=1, level=3}, }) armor:register_armor("3d_armor:leggings_diamond", { description = S("Diamond Leggings"), inventory_image = "3d_armor_inv_leggings_diamond.png", groups = {armor_legs=1, armor_heal=12, armor_use=200}, armor_groups = {fleshy=20}, damage_groups = {cracky=2, snappy=1, choppy=1, level=3}, }) armor:register_armor("3d_armor:boots_diamond", { description = S("Diamond Boots"), inventory_image = "3d_armor_inv_boots_diamond.png", groups = {armor_feet=1, armor_heal=12, armor_use=200}, armor_groups = {fleshy=15}, damage_groups = {cracky=2, snappy=1, choppy=1, level=3}, }) end if armor.materials.gold then armor:register_armor("3d_armor:helmet_gold", { description = S("Gold Helmet"), inventory_image = "3d_armor_inv_helmet_gold.png", groups = {armor_head=1, armor_heal=6, armor_use=300, physics_speed=-0.02, physics_gravity=0.02}, armor_groups = {fleshy=10}, damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2}, }) armor:register_armor("3d_armor:chestplate_gold", { description = S("Gold Chestplate"), inventory_image = "3d_armor_inv_chestplate_gold.png", groups = {armor_torso=1, armor_heal=6, armor_use=300, physics_speed=-0.05, physics_gravity=0.05}, armor_groups = {fleshy=15}, damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2}, }) armor:register_armor("3d_armor:leggings_gold", { description = S("Gold Leggings"), inventory_image = "3d_armor_inv_leggings_gold.png", groups = {armor_legs=1, armor_heal=6, armor_use=300, physics_speed=-0.04, physics_gravity=0.04}, armor_groups = {fleshy=15}, damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2}, }) armor:register_armor("3d_armor:boots_gold", { description = S("Gold Boots"), inventory_image = "3d_armor_inv_boots_gold.png", groups = {armor_feet=1, armor_heal=6, armor_use=300, physics_speed=-0.02, physics_gravity=0.02}, armor_groups = {fleshy=10}, damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2}, }) end if armor.materials.mithril then armor:register_armor("3d_armor:helmet_mithril", { description = S("Mithril Helmet"), inventory_image = "3d_armor_inv_helmet_mithril.png", groups = {armor_head=1, armor_heal=12, armor_use=100}, armor_groups = {fleshy=15}, damage_groups = {cracky=2, snappy=1, level=3}, }) armor:register_armor("3d_armor:chestplate_mithril", { description = S("Mithril Chestplate"), inventory_image = "3d_armor_inv_chestplate_mithril.png", groups = {armor_torso=1, armor_heal=12, armor_use=100}, armor_groups = {fleshy=20}, damage_groups = {cracky=2, snappy=1, level=3}, }) armor:register_armor("3d_armor:leggings_mithril", { description = S("Mithril Leggings"), inventory_image = "3d_armor_inv_leggings_mithril.png", groups = {armor_legs=1, armor_heal=12, armor_use=100}, armor_groups = {fleshy=20}, damage_groups = {cracky=2, snappy=1, level=3}, }) armor:register_armor("3d_armor:boots_mithril", { description = S("Mithril Boots"), inventory_image = "3d_armor_inv_boots_mithril.png", groups = {armor_feet=1, armor_heal=12, armor_use=100}, armor_groups = {fleshy=15}, damage_groups = {cracky=2, snappy=1, level=3}, }) end if armor.materials.crystal then armor:register_armor("3d_armor:helmet_crystal", { description = S("Crystal Helmet"), inventory_image = "3d_armor_inv_helmet_crystal.png", groups = {armor_head=1, armor_heal=12, armor_use=100, armor_fire=1}, armor_groups = {fleshy=15}, damage_groups = {cracky=2, snappy=1, level=3}, }) armor:register_armor("3d_armor:chestplate_crystal", { description = S("Crystal Chestplate"), inventory_image = "3d_armor_inv_chestplate_crystal.png", groups = {armor_torso=1, armor_heal=12, armor_use=100, armor_fire=1}, armor_groups = {fleshy=20}, damage_groups = {cracky=2, snappy=1, level=3}, }) armor:register_armor("3d_armor:leggings_crystal", { description = S("Crystal Leggings"), inventory_image = "3d_armor_inv_leggings_crystal.png", groups = {armor_legs=1, armor_heal=12, armor_use=100, armor_fire=1}, armor_groups = {fleshy=20}, damage_groups = {cracky=2, snappy=1, level=3}, }) armor:register_armor("3d_armor:boots_crystal", { description = S("Crystal Boots"), inventory_image = "3d_armor_inv_boots_crystal.png", groups = {armor_feet=1, armor_heal=12, armor_use=100, physics_speed=1, physics_jump=0.5, armor_fire=1}, armor_groups = {fleshy=15}, damage_groups = {cracky=2, snappy=1, level=3}, }) end for k, v in pairs(armor.materials) do minetest.register_craft({ output = "3d_armor:helmet_"..k, recipe = { {v, v, v}, {v, "", v}, {"", "", ""}, }, }) minetest.register_craft({ output = "3d_armor:chestplate_"..k, recipe = { {v, "", v}, {v, v, v}, {v, v, v}, }, }) minetest.register_craft({ output = "3d_armor:leggings_"..k, recipe = { {v, v, v}, {v, "", v}, {v, "", v}, }, }) minetest.register_craft({ output = "3d_armor:boots_"..k, recipe = { {v, "", v}, {v, "", v}, }, }) end minetest-3d_armor-version-0.4.13/3d_armor/crafting_guide.txt000066400000000000000000000043561343755257500240670ustar00rootroot000000000000003d_armor -- Crafting Guide -------------------------- Helmets: +---+---+---+ | X | X | X | +---+---+---+ | X | | X | +---+---+---+ | | | | +---+---+---+ [3d_armor:helmet_wood] X = [default:wood] [3d_armor:helmet_cactus] X = [default:cactus] [3d_armor:helmet_steel] X = [default:steel_ingot] [3d_armor:helmet_bronze] X = [default:bronze_ingot] [3d_armor:helmet_diamond] X = [default:diamond] [3d_armor:helmet_gold] X = [default:gold_ingot] [3d_armor:helmet_mithril] X = [moreores:mithril_ingot] * [3d_armor:helmet_crystal] X = [ethereal:crystal_ingot] ** Chestplates: +---+---+---+ | X | | X | +---+---+---+ | X | X | X | +---+---+---+ | X | X | X | +---+---+---+ [3d_armor:chestplate_wood] X = [default:wood] [3d_armor:chestplate_cactus] X = [default:cactus] [3d_armor:chestplate_steel] X = [default:steel_ingot] [3d_armor:chestplate_bronze] X = [default:bronze_ingot] [3d_armor:chestplate_diamond] X = [default:diamond] [3d_armor:chestplate_gold] X = [default:gold_ingot] [3d_armor:chestplate_mithril] X = [moreores:mithril_ingot] * [3d_armor:chestplate_crystal] X = [ethereal:crystal_ingot] ** Leggings: +---+---+---+ | X | X | X | +---+---+---+ | X | | X | +---+---+---+ | X | | X | +---+---+---+ [3d_armor:leggings_wood] X = [default:wood] [3d_armor:leggings_cactus] X = [default:cactus] [3d_armor:leggings_steel] X = [default:steel_ingot] [3d_armor:leggings_bronze] X = [default:bronze_ingot] [3d_armor:leggings_diamond] X = [default:diamond] [3d_armor:leggings_gold] X = [default:gold_ingot] [3d_armor:leggings_mithril] X = [moreores:mithril_ingot] * [3d_armor:leggings_crystal] X = [ethereal:crystal_ingot] ** Boots: +---+---+---+ | X | | X | +---+---+---+ | X | | X | +---+---+---+ [3d_armor:boots_wood] X = [default:wood] [3d_armor:boots_cactus] X = [default:cactus] [3d_armor:boots_steel] X = [default:steel_ingot] [3d_armor:boots_bronze] X = [default:bronze_ingot [3d_armor:boots_diamond] X = [default:diamond] [3d_armor:boots_gold] X = [default:gold_ingot] [3d_armor:boots_mithril] X = [moreores:mithril_ingot] * [3d_armor:boots_crystal] X = [ethereal:crystal_ingot] ** * Requires moreores mod by Calinou - https://forum.minetest.net/viewtopic.php?id=549 ** Requires ethereal mod by Chinchow & TenPlus1 - https://github.com/tenplus1/ethereal minetest-3d_armor-version-0.4.13/3d_armor/depends.txt000066400000000000000000000001201343755257500225200ustar00rootroot00000000000000default player_monoids? armor_monoid? pova? fire? ethereal? bakedclay? intllib? minetest-3d_armor-version-0.4.13/3d_armor/description.txt000066400000000000000000000000671343755257500234330ustar00rootroot00000000000000Adds craftable armor that is visible to other players. minetest-3d_armor-version-0.4.13/3d_armor/init.lua000066400000000000000000000316761343755257500220270ustar00rootroot00000000000000local modname = minetest.get_current_modname() local modpath = minetest.get_modpath(modname) local worldpath = minetest.get_worldpath() local last_punch_time = {} local pending_players = {} local timer = 0 -- support for i18n armor_i18n = { } armor_i18n.gettext, armor_i18n.ngettext = dofile(modpath.."/intllib.lua") -- local functions local S = armor_i18n.gettext local F = minetest.formspec_escape dofile(modpath.."/api.lua") -- Legacy Config Support local input = io.open(modpath.."/armor.conf", "r") if input then dofile(modpath.."/armor.conf") input:close() input = nil end input = io.open(worldpath.."/armor.conf", "r") if input then dofile(worldpath.."/armor.conf") input:close() input = nil end for name, _ in pairs(armor.config) do local global = "ARMOR_"..name:upper() if minetest.global_exists(global) then armor.config[name] = _G[global] end end if minetest.global_exists("ARMOR_MATERIALS") then armor.materials = table.copy(ARMOR_MATERIALS) end if minetest.global_exists("ARMOR_FIRE_NODES") then armor.fire_nodes = table.copy(ARMOR_FIRE_NODES) end -- Load Configuration for name, config in pairs(armor.config) do local setting = minetest.settings:get("armor_"..name) if type(config) == "number" then setting = tonumber(setting) elseif type(config) == "boolean" then setting = minetest.settings:get_bool("armor_"..name) end if setting ~= nil then armor.config[name] = setting end end for material, _ in pairs(armor.materials) do local key = "material_"..material if armor.config[key] == false then armor.materials[material] = nil end end -- Mod Compatibility if minetest.get_modpath("technic") then armor.formspec = armor.formspec.. "label[5,2.5;"..F(S("Radiation"))..": armor_group_radiation]" armor:register_armor_group("radiation") end local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"} for _, mod in pairs(skin_mods) do local path = minetest.get_modpath(mod) if path then local dir_list = minetest.get_dir_list(path.."/textures") for _, fn in pairs(dir_list) do if fn:find("_preview.png$") then armor:add_preview(fn) end end armor.skin_mod = mod end end if not minetest.get_modpath("moreores") then armor.materials.mithril = nil end if not minetest.get_modpath("ethereal") then armor.materials.crystal = nil end dofile(modpath.."/armor.lua") -- Armor Initialization armor.formspec = armor.formspec.. "label[5,1;"..F(S("Level"))..": armor_level]".. "label[5,1.5;"..F(S("Heal"))..": armor_attr_heal]" if armor.config.fire_protect then armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..": armor_attr_fire]" end armor:register_on_destroy(function(player, index, stack) local name = player:get_player_name() local def = stack:get_definition() if name and def and def.description then minetest.chat_send_player(name, S("Your @1 got destroyed!", def.description)) end end) local function validate_armor_inventory(player) -- Workaround for detached inventory swap exploit local _, inv = armor:get_valid_player(player, "[validate_armor_inventory]") if not inv then return end local armor_prev = {} local armor_list_string = player:get_attribute("3d_armor_inventory") if armor_list_string then local armor_list = armor:deserialize_inventory_list(armor_list_string) for i, stack in ipairs(armor_list) do if stack:get_count() > 0 then armor_prev[stack:get_name()] = i end end end local elements = {} local player_inv = player:get_inventory() for i = 1, 6 do local stack = inv:get_stack("armor", i) if stack:get_count() > 0 then local item = stack:get_name() local element = armor:get_element(item) if element and not elements[element] then if armor_prev[item] then armor_prev[item] = nil else -- Item was not in previous inventory armor:run_callbacks("on_equip", player, i, stack) end elements[element] = true; else inv:remove_item("armor", stack) -- The following code returns invalid items to the player's main -- inventory but could open up the possibity for a hacked client -- to receive items back they never really had. I am not certain -- so remove the is_singleplayer check at your own risk :] if minetest.is_singleplayer() and player_inv and player_inv:room_for_item("main", stack) then player_inv:add_item("main", stack) end end end end for item, i in pairs(armor_prev) do local stack = ItemStack(item) -- Previous item is not in current inventory armor:run_callbacks("on_unequip", player, i, stack) end end local function init_player_armor(player) local name = player:get_player_name() local pos = player:get_pos() if not name or not pos then return false end local armor_inv = minetest.create_detached_inventory(name.."_armor", { on_put = function(inv, listname, index, stack, player) validate_armor_inventory(player) armor:save_armor_inventory(player) armor:set_player_armor(player) end, on_take = function(inv, listname, index, stack, player) validate_armor_inventory(player) armor:save_armor_inventory(player) armor:set_player_armor(player) end, on_move = function(inv, from_list, from_index, to_list, to_index, count, player) validate_armor_inventory(player) armor:save_armor_inventory(player) armor:set_player_armor(player) end, allow_put = function(inv, listname, index, put_stack, player) local element = armor:get_element(put_stack:get_name()) if not element then return 0 end for i = 1, 6 do local stack = inv:get_stack("armor", i) local def = stack:get_definition() or {} if def.groups and def.groups["armor_"..element] and i ~= index then return 0 end end return 1 end, allow_take = function(inv, listname, index, stack, player) return stack:get_count() end, allow_move = function(inv, from_list, from_index, to_list, to_index, count, player) return count end, }, name) armor_inv:set_size("armor", 6) if not armor:load_armor_inventory(player) and armor.migrate_old_inventory then local player_inv = player:get_inventory() player_inv:set_size("armor", 6) for i=1, 6 do local stack = player_inv:get_stack("armor", i) armor_inv:set_stack("armor", i, stack) end armor:save_armor_inventory(player) player_inv:set_size("armor", 0) end for i=1, 6 do local stack = armor_inv:get_stack("armor", i) if stack:get_count() > 0 then armor:run_callbacks("on_equip", player, i, stack) end end armor.def[name] = { init_time = minetest.get_gametime(), level = 0, state = 0, count = 0, groups = {}, } for _, phys in pairs(armor.physics) do armor.def[name][phys] = 1 end for _, attr in pairs(armor.attributes) do armor.def[name][attr] = 0 end for group, _ in pairs(armor.registered_groups) do armor.def[name].groups[group] = 0 end local skin = armor:get_player_skin(name) armor.textures[name] = { skin = skin, armor = "3d_armor_trans.png", wielditem = "3d_armor_trans.png", preview = armor.default_skin.."_preview.png", } local texture_path = minetest.get_modpath("player_textures") if texture_path then local dir_list = minetest.get_dir_list(texture_path.."/textures") for _, fn in pairs(dir_list) do if fn == "player_"..name..".png" then armor.textures[name].skin = fn break end end end armor:set_player_armor(player) return true end -- Armor Player Model default.player_register_model("3d_armor_character.b3d", { animation_speed = 30, textures = { armor.default_skin..".png", "3d_armor_trans.png", "3d_armor_trans.png", }, animations = { stand = {x=0, y=79}, lay = {x=162, y=166}, walk = {x=168, y=187}, mine = {x=189, y=198}, walk_mine = {x=200, y=219}, sit = {x=81, y=160}, }, }) minetest.register_on_player_receive_fields(function(player, formname, fields) local name = armor:get_valid_player(player, "[on_player_receive_fields]") if not name then return end for field, _ in pairs(fields) do if string.find(field, "skins_set") then minetest.after(0, function(player) local skin = armor:get_player_skin(name) armor.textures[name].skin = skin armor:set_player_armor(player) end, player) end end end) minetest.register_on_joinplayer(function(player) default.player_set_model(player, "3d_armor_character.b3d") minetest.after(0, function(player) if init_player_armor(player) == false then pending_players[player] = 0 end end, player) end) minetest.register_on_leaveplayer(function(player) local name = player:get_player_name() if name then armor.def[name] = nil armor.textures[name] = nil end pending_players[player] = nil end) if armor.config.drop == true or armor.config.destroy == true then minetest.register_on_dieplayer(function(player) local name, armor_inv = armor:get_valid_player(player, "[on_dieplayer]") if not name then return end local drop = {} for i=1, armor_inv:get_size("armor") do local stack = armor_inv:get_stack("armor", i) if stack:get_count() > 0 then table.insert(drop, stack) armor:run_callbacks("on_unequip", player, i, stack) armor_inv:set_stack("armor", i, nil) end end armor:save_armor_inventory(player) armor:set_player_armor(player) local pos = player:get_pos() if pos and armor.config.destroy == false then minetest.after(armor.config.bones_delay, function() local meta = nil local maxp = vector.add(pos, 8) local minp = vector.subtract(pos, 8) local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"}) for _, p in pairs(bones) do local m = minetest.get_meta(p) if m:get_string("owner") == name then meta = m break end end if meta then local inv = meta:get_inventory() for _,stack in ipairs(drop) do if inv:room_for_item("main", stack) then inv:add_item("main", stack) else armor.drop_armor(pos, stack) end end else for _,stack in ipairs(drop) do armor.drop_armor(pos, stack) end end end) end end) end if armor.config.punch_damage == true then minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities) local name = player:get_player_name() if name then armor:punch(player, hitter, time_from_last_punch, tool_capabilities) last_punch_time[name] = minetest.get_gametime() end end) end minetest.register_on_player_hpchange(function(player, hp_change) if player and hp_change < 0 then local name = player:get_player_name() if name then local heal = armor.def[name].heal if heal >= math.random(100) then hp_change = 0 end -- check if armor damage was handled by fire or on_punchplayer local time = last_punch_time[name] or 0 if time == 0 or time + 1 < minetest.get_gametime() then armor:punch(player) end end end return hp_change end, true) minetest.register_globalstep(function(dtime) timer = timer + dtime if timer > armor.config.init_delay then for player, count in pairs(pending_players) do local remove = init_player_armor(player) == true pending_players[player] = count + 1 if remove == false and count > armor.config.init_times then minetest.log("warning", S("3d_armor: Failed to initialize player")) remove = true end if remove == true then pending_players[player] = nil end end timer = 0 end end) -- Fire Protection and water breating, added by TenPlus1 if armor.config.fire_protect == true then -- override hot nodes so they do not hurt player anywhere but mod for _, row in pairs(armor.fire_nodes) do if minetest.registered_nodes[row[1]] then minetest.override_item(row[1], {damage_per_second = 0}) end end else print (S("[3d_armor] Fire Nodes disabled")) end if armor.config.water_protect == true or armor.config.fire_protect == true then minetest.register_globalstep(function(dtime) armor.timer = armor.timer + dtime if armor.timer < armor.config.update_time then return end for _,player in pairs(minetest.get_connected_players()) do local name = player:get_player_name() local pos = player:get_pos() local hp = player:get_hp() if not name or not pos or not hp then return end -- water breathing if armor.config.water_protect == true then if armor.def[name].water > 0 and player:get_breath() < 10 then player:set_breath(10) end end -- fire protection if armor.config.fire_protect == true then local fire_damage = true pos.y = pos.y + 1.4 -- head level local node_head = minetest.get_node(pos).name pos.y = pos.y - 1.2 -- feet level local node_feet = minetest.get_node(pos).name -- is player inside a hot node? for _, row in pairs(armor.fire_nodes) do -- check fire protection, if not enough then get hurt if row[1] == node_head or row[1] == node_feet then if fire_damage == true then armor:punch(player, "fire") last_punch_time[name] = minetest.get_gametime() fire_damage = false end if hp > 0 and armor.def[name].fire < row[2] then hp = hp - row[3] * armor.config.update_time player:set_hp(hp) break end end end end end armor.timer = 0 end) end minetest-3d_armor-version-0.4.13/3d_armor/intllib.lua000066400000000000000000000021421343755257500225030ustar00rootroot00000000000000 -- Fallback functions for when `intllib` is not installed. -- Code released under Unlicense . -- Get the latest version of this file at: -- https://raw.githubusercontent.com/minetest-mods/intllib/master/lib/intllib.lua local function format(str, ...) local args = { ... } local function repl(escape, open, num, close) if escape == "" then local replacement = tostring(args[tonumber(num)]) if open == "" then replacement = replacement..close end return replacement else return "@"..open..num..close end end return (str:gsub("(@?)@(%(?)(%d+)(%)?)", repl)) end local gettext, ngettext if minetest.get_modpath("intllib") then if intllib.make_gettext_pair then -- New method using gettext. gettext, ngettext = intllib.make_gettext_pair() else -- Old method using text files. gettext = intllib.Getter() end end -- Fill in missing functions. gettext = gettext or function(msgid, ...) return format(msgid, ...) end ngettext = ngettext or function(msgid, msgid_plural, n, ...) return format(n==1 and msgid or msgid_plural, ...) end return gettext, ngettext minetest-3d_armor-version-0.4.13/3d_armor/locale/000077500000000000000000000000001343755257500216035ustar00rootroot00000000000000minetest-3d_armor-version-0.4.13/3d_armor/locale/es.po000066400000000000000000000201351343755257500225530ustar00rootroot00000000000000# SOME DESCRIPTIVE TITLE. # Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER # This file is distributed under the same license as the PACKAGE package. # FIRST AUTHOR , YEAR. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: PACKAGE VERSION\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2017-08-06 18:20+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" "Language: es\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n > 1);\n" #: ../3d_armor/api.lua msgid "3d_armor: Player name is nil @1" msgstr "3d_armor: El nombre del jugador es nulo @1" #: ../3d_armor/api.lua msgid "3d_armor: Player inventory is nil @1" msgstr "3d_armor: El inventario del jugador es nulo @1" #: ../3d_armor/api.lua msgid "3d_armor: Detached armor inventory is nil @1" msgstr "3d_armor: La armadura desconectada es nula @1" #: ../3d_armor/api.lua msgid "3d_armor: Player reference is nil @1" msgstr "3d_armor: La referencia del jugador es nula @1" #: ../3d_armor/armor.lua msgid "Admin Helmet" msgstr "Casco de admin" #: ../3d_armor/armor.lua msgid "Admin Chestplate" msgstr "Peto de admin" #: ../3d_armor/armor.lua msgid "Admin Leggings" msgstr "Polainas de admin" #: ../3d_armor/armor.lua msgid "Admin Boots" msgstr "Botas de admin" #: ../3d_armor/armor.lua msgid "Wood Helmet" msgstr "Casco de madera" #: ../3d_armor/armor.lua msgid "Wood Chestplate" msgstr "Peto de madera" #: ../3d_armor/armor.lua msgid "Wood Leggings" msgstr "Polainas de madera" #: ../3d_armor/armor.lua msgid "Wood Boots" msgstr "Botas de madera" #: ../3d_armor/armor.lua msgid "Cactus Helmet" msgstr "Casco de cactus" #: ../3d_armor/armor.lua msgid "Cactus Chestplate" msgstr "Peto de cactus" #: ../3d_armor/armor.lua msgid "Cactus Leggings" msgstr "Polainas de cactus" #: ../3d_armor/armor.lua msgid "Cactus Boots" msgstr "Botas de cactus" #: ../3d_armor/armor.lua msgid "Steel Helmet" msgstr "Casco de acero" #: ../3d_armor/armor.lua msgid "Steel Chestplate" msgstr "Peto de acero" #: ../3d_armor/armor.lua msgid "Steel Leggings" msgstr "Polainas de acero" #: ../3d_armor/armor.lua msgid "Steel Boots" msgstr "Botas de acero" #: ../3d_armor/armor.lua msgid "Bronze Helmet" msgstr "Casco de bronce" #: ../3d_armor/armor.lua msgid "Bronze Chestplate" msgstr "Peto de bronce" #: ../3d_armor/armor.lua msgid "Bronze Leggings" msgstr "Polainas de bronce" #: ../3d_armor/armor.lua msgid "Bronze Boots" msgstr "Botas de bronce" #: ../3d_armor/armor.lua msgid "Diamond Helmet" msgstr "Casco de diamante" #: ../3d_armor/armor.lua msgid "Diamond Chestplate" msgstr "Peto de diamante" #: ../3d_armor/armor.lua msgid "Diamond Leggings" msgstr "Polainas de diamante" #: ../3d_armor/armor.lua msgid "Diamond Boots" msgstr "Botas de diamante" #: ../3d_armor/armor.lua msgid "Gold Helmet" msgstr "Casco de oro" #: ../3d_armor/armor.lua msgid "Gold Chestplate" msgstr "Peto de oro" #: ../3d_armor/armor.lua msgid "Gold Leggings" msgstr "Polainas de oro" #: ../3d_armor/armor.lua msgid "Gold Boots" msgstr "Botas de oro" #: ../3d_armor/armor.lua msgid "Mithril Helmet" msgstr "Casco de mitrilo" #: ../3d_armor/armor.lua msgid "Mithril Chestplate" msgstr "Peto de mitrilo" #: ../3d_armor/armor.lua msgid "Mithril Leggings" msgstr "Polainas de mitrilo" #: ../3d_armor/armor.lua msgid "Mithril Boots" msgstr "Botas de mitrilo" #: ../3d_armor/armor.lua msgid "Crystal Helmet" msgstr "Casco de cristal" #: ../3d_armor/armor.lua msgid "Crystal Chestplate" msgstr "Peto de cristal" #: ../3d_armor/armor.lua msgid "Crystal Leggings" msgstr "Polainas de cristal" #: ../3d_armor/armor.lua msgid "Crystal Boots" msgstr "Botas de cristal" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Radiation" msgstr "Radiación" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Level" msgstr "Nivel" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Heal" msgstr "Salud" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Fire" msgstr "Fuego" #: ../3d_armor/init.lua msgid "Your @1 got destroyed!" msgstr "¡Tu @1 fue destruído!" #: ../3d_armor/init.lua msgid "3d_armor: Failed to initialize player" msgstr "3d_armor: Fallo en la inicialización del jugador" #: ../3d_armor/init.lua msgid "[3d_armor] Fire Nodes disabled" msgstr "[3d_armor] Nodos de fuego desabilitados" #: ../3d_armor_ip/init.lua msgid "3d_armor_ip: Mod loaded but unused." msgstr "3d_armor_ip: Mod cargado, pero sin ser usado." #: ../3d_armor_ip/init.lua msgid "Back" msgstr "Volver" #: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua msgid "Armor" msgstr "Armadura" #: ../3d_armor_sfinv/init.lua msgid "3d_armor_sfinv: Mod loaded but unused." msgstr "3d_armor_sfinv: Mod cargado, pero sin ser usado." #: ../3d_armor_stand/init.lua msgid "Armor stand top" msgstr "Parte arriba maniquí armadura" #: ../3d_armor_stand/init.lua msgid "Armor stand" msgstr "Maniquí para armadura" #: ../3d_armor_stand/init.lua msgid "Armor Stand" msgstr "Maniquí para armadura" #: ../3d_armor_stand/init.lua msgid "Locked Armor stand" msgstr "Maniquí para armadura (bloqueado)" #: ../3d_armor_stand/init.lua msgid "Armor Stand (owned by @1)" msgstr "Maniquí para armadura (propiedad de @1)" #: ../3d_armor_ui/init.lua msgid "3d_armor_ui: Mod loaded but unused." msgstr "3d_armor_ui: Mod cargado, pero sin ser usado." #: ../3d_armor_ui/init.lua msgid "3d Armor" msgstr "Armadura 3d" #: ../3d_armor_ui/init.lua msgid "Armor not initialized!" msgstr "¡Armadura no inicializada!" #: ../hazmat_suit/init.lua msgid "hazmat_suit: Mod loaded but unused." msgstr "hazmat_suit: Mod cargado, pero sin ser usado." #: ../hazmat_suit/init.lua msgid "Hazmat Helmet" msgstr "Casco de hazmat" #: ../hazmat_suit/init.lua msgid "Hazmat Chestplate" msgstr "Peto de hazmat" #: ../hazmat_suit/init.lua msgid "Hazmat Sleeve" msgstr "Manga de hazmat" #: ../hazmat_suit/init.lua msgid "Hazmat Leggins" msgstr "Polainas de hazmat" #: ../hazmat_suit/init.lua msgid "Hazmat Boots" msgstr "Botas de hazmat" #: ../hazmat_suit/init.lua msgid "Hazmat Suit" msgstr "Traje de hazmat" #: ../shields/init.lua msgid "Admin Shield" msgstr "Escudo de admin" #: ../shields/init.lua msgid "Wooden Shield" msgstr "Escudo de madera" #: ../shields/init.lua msgid "Enhanced Wood Shield" msgstr "Escudo de madera mejorado" #: ../shields/init.lua msgid "Cactus Shield" msgstr "Escudo de cactus" #: ../shields/init.lua msgid "Enhanced Cactus Shield" msgstr "Escudo de cactus mejorado" #: ../shields/init.lua msgid "Steel Shield" msgstr "Escudo de acero" #: ../shields/init.lua msgid "Bronze Shield" msgstr "Escudo de bronce" #: ../shields/init.lua msgid "Diamond Shield" msgstr "Escudo de diamante" #: ../shields/init.lua msgid "Gold Shield" msgstr "Escudo de oro" #: ../shields/init.lua msgid "Mithril Shield" msgstr "Escudo de mitrilo" #: ../shields/init.lua msgid "Crystal Shield" msgstr "Escudo de cristal" #: ../technic_armor/init.lua msgid "technic_armor: Mod loaded but unused." msgstr "technic_armor: Mod cargado, pero no usado." #: ../technic_armor/init.lua msgid "Lead" msgstr "Plomo" #: ../technic_armor/init.lua msgid "Brass" msgstr "Latón" #: ../technic_armor/init.lua msgid "Cast Iron" msgstr "Hierro fundido" #: ../technic_armor/init.lua msgid "Carbon Steel" msgstr "Acero carbono" #: ../technic_armor/init.lua msgid "Stainless Steel" msgstr "Acero inoxidable" #: ../technic_armor/init.lua msgid "Tin" msgstr "Estaño" #: ../technic_armor/init.lua msgid "Silver" msgstr "Plata" #: ../technic_armor/init.lua msgid "Helmet" msgstr "Casco" #: ../technic_armor/init.lua msgid "Chestplate" msgstr "Peto" #: ../technic_armor/init.lua msgid "Leggins" msgstr "Polainas" #: ../technic_armor/init.lua msgid "Boots" msgstr "Botas" #: ../technic_armor/init.lua msgid "Shield" msgstr "Escudo" #. Translators: @1 stands for material and @2 for part of the armor, so that you could use a conjunction if in your language part name comes first then material (e.g. in french 'Silver Boots' is translated in 'Bottes en argent' by using '@2 en @1' as translated string) #: ../technic_armor/init.lua msgid "@1 @2" msgstr "@2 de @1" minetest-3d_armor-version-0.4.13/3d_armor/locale/fr.po000066400000000000000000000144161343755257500225600ustar00rootroot00000000000000# French translation for 3D ARMOR MOD # Copyright (C) 2018 by Stuart Jones # This file is distributed under the same license as the 3D ARMOR MOD package. # fat115 , 2017. # msgid "" msgstr "" "Project-Id-Version: \n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2018-07-23 21:24+0200\n" "PO-Revision-Date: 2018-07-23 21:30+0200\n" "Last-Translator: fat115 \n" "Language-Team: \n" "Language: fr\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 1.8.12\n" "Plural-Forms: nplurals=2; plural=(n > 1);\n" #: ../3d_armor/api.lua msgid "3d_armor: Player reference is nil @1" msgstr "3d_armor : Référence au joueur non trouvée @1" #: ../3d_armor/api.lua msgid "3d_armor: Player name is nil @1" msgstr "3d_armor : Nom du joueur non trouvé @1" #: ../3d_armor/api.lua msgid "3d_armor: Detached armor inventory is nil @1" msgstr "3d_armor : Inventaire détaché pour l'armure non trouvé @1" #: ../3d_armor/armor.lua msgid "Admin Helmet" msgstr "Casque d'admin" #: ../3d_armor/armor.lua msgid "Admin Chestplate" msgstr "Cuirasse d'admin" #: ../3d_armor/armor.lua msgid "Admin Leggings" msgstr "Jambières d'admin" #: ../3d_armor/armor.lua msgid "Admin Boots" msgstr "Bottes d'admin" #: ../3d_armor/armor.lua msgid "Wood Helmet" msgstr "Casque en bois" #: ../3d_armor/armor.lua msgid "Wood Chestplate" msgstr "Cuirasse en bois" #: ../3d_armor/armor.lua msgid "Wood Leggings" msgstr "Jambières en bois" #: ../3d_armor/armor.lua msgid "Wood Boots" msgstr "Bottes en bois" #: ../3d_armor/armor.lua msgid "Cactus Helmet" msgstr "Casque en cactus" #: ../3d_armor/armor.lua msgid "Cactus Chestplate" msgstr "Cuirasse en cactus" #: ../3d_armor/armor.lua msgid "Cactus Leggings" msgstr "Jambières en cactus" #: ../3d_armor/armor.lua msgid "Cactus Boots" msgstr "Bottes en cactus" #: ../3d_armor/armor.lua msgid "Steel Helmet" msgstr "Casque en acier" #: ../3d_armor/armor.lua msgid "Steel Chestplate" msgstr " = Cuirasse en acier" #: ../3d_armor/armor.lua msgid "Steel Leggings" msgstr "Jambières en acier" #: ../3d_armor/armor.lua msgid "Steel Boots" msgstr "Bottes en acier" #: ../3d_armor/armor.lua msgid "Bronze Helmet" msgstr "Casque en bronze" #: ../3d_armor/armor.lua msgid "Bronze Chestplate" msgstr "Cuirasse en bronze" #: ../3d_armor/armor.lua msgid "Bronze Leggings" msgstr "Jambières en bronze" #: ../3d_armor/armor.lua msgid "Bronze Boots" msgstr "Bottes en bronze" #: ../3d_armor/armor.lua msgid "Diamond Helmet" msgstr "Casque en diamant" #: ../3d_armor/armor.lua msgid "Diamond Chestplate" msgstr "Cuirasse en diamant" #: ../3d_armor/armor.lua msgid "Diamond Leggings" msgstr "Jambières en diamant" #: ../3d_armor/armor.lua msgid "Diamond Boots" msgstr "Bottes en diamant" #: ../3d_armor/armor.lua msgid "Gold Helmet" msgstr "Casque en or" #: ../3d_armor/armor.lua msgid "Gold Chestplate" msgstr "Cuirasse en or" #: ../3d_armor/armor.lua msgid "Gold Leggings" msgstr "Jambières en or" #: ../3d_armor/armor.lua msgid "Gold Boots" msgstr "Bottes en or" #: ../3d_armor/armor.lua msgid "Mithril Helmet" msgstr "Casque en mithril" #: ../3d_armor/armor.lua msgid "Mithril Chestplate" msgstr "Cuirasse en mithril" #: ../3d_armor/armor.lua msgid "Mithril Leggings" msgstr "Jambières en mithril" #: ../3d_armor/armor.lua msgid "Mithril Boots" msgstr "Bottes en mithril" #: ../3d_armor/armor.lua msgid "Crystal Helmet" msgstr "Casque en cristal" #: ../3d_armor/armor.lua msgid "Crystal Chestplate" msgstr "Cuirasse en cristal" #: ../3d_armor/armor.lua msgid "Crystal Leggings" msgstr "Jambières en cristal" #: ../3d_armor/armor.lua msgid "Crystal Boots" msgstr "Bottes en cristal" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Radiation" msgstr "Radiation" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Level" msgstr "Niveau" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Heal" msgstr "Soins" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Fire" msgstr "Fire" #: ../3d_armor/init.lua msgid "Your @1 got destroyed!" msgstr "Une partie de votre armure a été détruite : @1 !" #: ../3d_armor/init.lua msgid "3d_armor: Failed to initialize player" msgstr "3d_armor : Impossible d'initialiser le joueur" #: ../3d_armor/init.lua msgid "[3d_armor] Fire Nodes disabled" msgstr "[3d_armor] Noeuds de type feu désactivés" #: ../3d_armor_ip/init.lua msgid "3d_armor_ip: Mod loaded but unused." msgstr "3d_armor_ip : Mod chargé mais inutilisé." #: ../3d_armor_ip/init.lua msgid "Back" msgstr "Retour" #: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua msgid "Armor" msgstr "Armure" #: ../3d_armor_sfinv/init.lua msgid "3d_armor_sfinv: Mod loaded but unused." msgstr "3d_armor_sfinv : Mod chargé mais inutilisé." #: ../3d_armor_stand/init.lua msgid "Armor stand top" msgstr "Haut de support d'armure" #: ../3d_armor_stand/init.lua msgid "Armor stand" msgstr "Support d'armure" #: ../3d_armor_stand/init.lua msgid "Armor Stand" msgstr "Support d'armure" #: ../3d_armor_stand/init.lua msgid "Locked Armor stand" msgstr "Support d'armure verrouillé" #: ../3d_armor_stand/init.lua msgid "Armor Stand (owned by @1)" msgstr "Support d'armure (propriété de @1)" #: ../3d_armor_ui/init.lua msgid "3d_armor_ui: Mod loaded but unused." msgstr "3d_armor_ui : Mod chargé mais inutilisé." #: ../3d_armor_ui/init.lua msgid "3d Armor" msgstr "Armure 3d" #: ../3d_armor_ui/init.lua msgid "Armor not initialized!" msgstr "Armure non initialisée !" #: ../shields/init.lua msgid "Admin Shield" msgstr "Bouclier d'admin" #: ../shields/init.lua msgid "Wooden Shield" msgstr "Bouclier en bois" #: ../shields/init.lua msgid "Enhanced Wood Shield" msgstr "Bouclier en bois amélioré" #: ../shields/init.lua msgid "Cactus Shield" msgstr "Bouclier en cactus" #: ../shields/init.lua msgid "Enhanced Cactus Shield" msgstr "Bouclier en cactus amélioré" #: ../shields/init.lua msgid "Steel Shield" msgstr "Bouclier en acier" #: ../shields/init.lua msgid "Bronze Shield" msgstr "Bouclier en bronze" #: ../shields/init.lua msgid "Diamond Shield" msgstr "Bouclier en diamant" #: ../shields/init.lua msgid "Gold Shield" msgstr "Bouclier en or" #: ../shields/init.lua msgid "Mithril Shield" msgstr "Bouclier en mithril" #: ../shields/init.lua msgid "Crystal Shield" msgstr "Bouclier en cristal" minetest-3d_armor-version-0.4.13/3d_armor/locale/it.po000066400000000000000000000146771343755257500225760ustar00rootroot00000000000000# Italian translation for 3D ARMOR MOD # Copyright (C) 2018 by Stuart Jones # This file is distributed under the same license as the 3D ARMOR MOD package. # Hamlet , 2017. # msgid "" msgstr "" "Project-Id-Version: Italian localization file for the 3D Armor module\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2018-07-23 21:24+0200\n" "PO-Revision-Date: 2018-07-23 21:30+0200\n" "Last-Translator: H4mlet \n" "Language-Team: ITALIANO\n" "Language: it\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: Poedit 1.6.10\n" #: ../3d_armor/api.lua msgid "3d_armor: Player reference is nil @1" msgstr "3d_armor: Il riferimento alla/al giocatrice/tore è nullo @1" #: ../3d_armor/api.lua msgid "3d_armor: Player name is nil @1" msgstr "3d_armor: Il nome della/del gicatrice/tore è nullo @1" #: ../3d_armor/api.lua msgid "3d_armor: Detached armor inventory is nil @1" msgstr "3d_armor: L'inventario staccato dell'armatura è nullo @1" #: ../3d_armor/armor.lua msgid "Admin Helmet" msgstr "Elmo dell'amministratrice/tore" #: ../3d_armor/armor.lua msgid "Admin Chestplate" msgstr "Corazza dell'amministratrice/tore" #: ../3d_armor/armor.lua msgid "Admin Leggings" msgstr "Gambali dell'amministratrice/tore" #: ../3d_armor/armor.lua msgid "Admin Boots" msgstr "Stivali dell'amministratrice/tore" #: ../3d_armor/armor.lua msgid "Wood Helmet" msgstr "Elmo di legno" #: ../3d_armor/armor.lua msgid "Wood Chestplate" msgstr "Corazza di legno" #: ../3d_armor/armor.lua msgid "Wood Leggings" msgstr "Gambali di legno" #: ../3d_armor/armor.lua msgid "Wood Boots" msgstr "Stivali di legno" #: ../3d_armor/armor.lua msgid "Cactus Helmet" msgstr "Elmo di cactus" #: ../3d_armor/armor.lua msgid "Cactus Chestplate" msgstr "Corazza di cactus" #: ../3d_armor/armor.lua msgid "Cactus Leggings" msgstr "Gambali di cactus" #: ../3d_armor/armor.lua msgid "Cactus Boots" msgstr "Stivali di cactus" #: ../3d_armor/armor.lua msgid "Steel Helmet" msgstr "Elmo di acciaio" #: ../3d_armor/armor.lua msgid "Steel Chestplate" msgstr "Corazza di acciaio" #: ../3d_armor/armor.lua msgid "Steel Leggings" msgstr "Gambali di acciaio" #: ../3d_armor/armor.lua msgid "Steel Boots" msgstr "Stivali di acciaio" #: ../3d_armor/armor.lua msgid "Bronze Helmet" msgstr "Elmo di bronzo" #: ../3d_armor/armor.lua msgid "Bronze Chestplate" msgstr "Corazza di bronzo" #: ../3d_armor/armor.lua msgid "Bronze Leggings" msgstr "Gambali di bronzo" #: ../3d_armor/armor.lua msgid "Bronze Boots" msgstr "Stivali di bronzo" #: ../3d_armor/armor.lua msgid "Diamond Helmet" msgstr "Elmo di diamante" #: ../3d_armor/armor.lua msgid "Diamond Chestplate" msgstr "Corazza di diamante" #: ../3d_armor/armor.lua msgid "Diamond Leggings" msgstr "Gambali di diamante" #: ../3d_armor/armor.lua msgid "Diamond Boots" msgstr "Stivali di diamante" #: ../3d_armor/armor.lua msgid "Gold Helmet" msgstr "Elmo d'oro" #: ../3d_armor/armor.lua msgid "Gold Chestplate" msgstr "Corazza d'oro" #: ../3d_armor/armor.lua msgid "Gold Leggings" msgstr "Gambali d'oro" #: ../3d_armor/armor.lua msgid "Gold Boots" msgstr "Stivali d'oro" #: ../3d_armor/armor.lua msgid "Mithril Helmet" msgstr "Elmo di mithril" #: ../3d_armor/armor.lua msgid "Mithril Chestplate" msgstr "Corazza di mithril" #: ../3d_armor/armor.lua msgid "Mithril Leggings" msgstr "Gambali di mithril" #: ../3d_armor/armor.lua msgid "Mithril Boots" msgstr "Stivali di mithril" #: ../3d_armor/armor.lua msgid "Crystal Helmet" msgstr "Elmo di cristallo" #: ../3d_armor/armor.lua msgid "Crystal Chestplate" msgstr "Corazza di cristallo" #: ../3d_armor/armor.lua msgid "Crystal Leggings" msgstr "Gambali di cristallo" #: ../3d_armor/armor.lua msgid "Crystal Boots" msgstr "Stivali di cristallo" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Radiation" msgstr "Radiazione" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Level" msgstr "Livello" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Heal" msgstr "Guarigione" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Fire" msgstr "Fuoco" #: ../3d_armor/init.lua msgid "Your @1 got destroyed!" msgstr "Il/i vostro/i @1 è/sono stato/i distrutto/i!" #: ../3d_armor/init.lua msgid "3d_armor: Failed to initialize player" msgstr "3d_armor: Inizializzazione della/del giocatrice/tore fallita" #: ../3d_armor/init.lua msgid "[3d_armor] Fire Nodes disabled" msgstr "[3d_armor] Nodi fuoco disabilitati" #: ../3d_armor_ip/init.lua msgid "3d_armor_ip: Mod loaded but unused." msgstr "3d_armor_ip: Mod caricato ma inutilizzato." #: ../3d_armor_ip/init.lua msgid "Back" msgstr "Indietro" #: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua msgid "Armor" msgstr "Armatura" #: ../3d_armor_sfinv/init.lua msgid "3d_armor_sfinv: Mod loaded but unused." msgstr "3d_armor_sfinv: Mod caricato ma inutilizzato." #: ../3d_armor_stand/init.lua msgid "Armor stand top" msgstr "Parte superiore del supporto per armatura" #: ../3d_armor_stand/init.lua msgid "Armor stand" msgstr "Supporto per armatura" #: ../3d_armor_stand/init.lua msgid "Armor Stand" msgstr "Supporto per armatura" #: ../3d_armor_stand/init.lua msgid "Locked Armor stand" msgstr "Supporto per armatura chiuso a chiave" #: ../3d_armor_stand/init.lua msgid "Armor Stand (owned by @1)" msgstr "Supporto per armatura (di proprietà di @1)" #: ../3d_armor_ui/init.lua msgid "3d_armor_ui: Mod loaded but unused." msgstr "3d_armor_ui: Mod caricato ma inutilizzato." #: ../3d_armor_ui/init.lua msgid "3d Armor" msgstr "Armatura 3D" #: ../3d_armor_ui/init.lua msgid "Armor not initialized!" msgstr "Armatura non inizializzata!" #: ../shields/init.lua msgid "Admin Shield" msgstr "Scudo dell'amministratrice/tore" #: ../shields/init.lua msgid "Wooden Shield" msgstr "Scudo di legno" #: ../shields/init.lua msgid "Enhanced Wood Shield" msgstr "Scudo di legno migliorato" #: ../shields/init.lua msgid "Cactus Shield" msgstr "Scudo di cactus" #: ../shields/init.lua msgid "Enhanced Cactus Shield" msgstr "Scudo di cactus migliorato" #: ../shields/init.lua msgid "Steel Shield" msgstr "Scudo di acciaio" #: ../shields/init.lua msgid "Bronze Shield" msgstr "Scudo di bronzo" #: ../shields/init.lua msgid "Diamond Shield" msgstr "Scudo di diamante" #: ../shields/init.lua msgid "Gold Shield" msgstr "Scudo d'oro" #: ../shields/init.lua msgid "Mithril Shield" msgstr "Scudo di mithril" #: ../shields/init.lua msgid "Crystal Shield" msgstr "Scudo di cristallo" minetest-3d_armor-version-0.4.13/3d_armor/locale/ms.po000066400000000000000000000145121343755257500225650ustar00rootroot00000000000000# Malay translation for 3D ARMOR MOD # Copyright (C) 2018 by Stuart Jones # This file is distributed under the same license as the 3D ARMOR MOD package. # MuhdNurHidayat (MNH48) , 2018. # msgid "" msgstr "" "Project-Id-Version: \n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2018-07-23 21:21+0200\n" "PO-Revision-Date: 2018-07-23 21:30+0200\n" "Last-Translator: MuhdNurHidayat (MNH48) \n" "Language-Team: \n" "Language: ms\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 2.0.6\n" "Plural-Forms: nplurals=1; plural=0;\n" #: ../3d_armor/api.lua msgid "3d_armor: Player reference is nil @1" msgstr "3d_armor: Rujukan pemain tiada nilai @1" #: ../3d_armor/api.lua msgid "3d_armor: Player name is nil @1" msgstr "3d_armor: Nama pemain tiada nilai @1" #: ../3d_armor/api.lua msgid "3d_armor: Detached armor inventory is nil @1" msgstr "3d_armor: Inventori perisai terpisah tiada nilai @1" #: ../3d_armor/armor.lua msgid "Admin Helmet" msgstr "Helmet Pentadbir" #: ../3d_armor/armor.lua msgid "Admin Chestplate" msgstr "Perisai Dada Pentadbir" #: ../3d_armor/armor.lua msgid "Admin Leggings" msgstr "Perisai Kaki Pentadbir" #: ../3d_armor/armor.lua msgid "Admin Boots" msgstr "But Pentadbir" #: ../3d_armor/armor.lua msgid "Wood Helmet" msgstr "Helmet Kayu" #: ../3d_armor/armor.lua msgid "Wood Chestplate" msgstr "Perisai Dada Kayu" #: ../3d_armor/armor.lua msgid "Wood Leggings" msgstr "Perisai Kaki Kayu" #: ../3d_armor/armor.lua msgid "Wood Boots" msgstr "But Kayu" #: ../3d_armor/armor.lua msgid "Cactus Helmet" msgstr "Helmet Kaktus" #: ../3d_armor/armor.lua msgid "Cactus Chestplate" msgstr "Perisai Dada Kaktus" #: ../3d_armor/armor.lua msgid "Cactus Leggings" msgstr "Perisai Kaki Kaktus" #: ../3d_armor/armor.lua msgid "Cactus Boots" msgstr "But Kaktus" #: ../3d_armor/armor.lua msgid "Steel Helmet" msgstr "Helmet Keluli" #: ../3d_armor/armor.lua msgid "Steel Chestplate" msgstr "Perisai Dada Keluli" #: ../3d_armor/armor.lua msgid "Steel Leggings" msgstr "Perisai Kaki Keluli" #: ../3d_armor/armor.lua msgid "Steel Boots" msgstr "But Keluli" #: ../3d_armor/armor.lua msgid "Bronze Helmet" msgstr "Helmet Gangsa" #: ../3d_armor/armor.lua msgid "Bronze Chestplate" msgstr "Perisai Dada Gangsa" #: ../3d_armor/armor.lua msgid "Bronze Leggings" msgstr "Perisai Kaki Gangsa" #: ../3d_armor/armor.lua msgid "Bronze Boots" msgstr "But Gangsa" # 'Diamond' should be translated as 'intan' because the more common word 'berlian' is only specifically used for the gemstone diamond. #: ../3d_armor/armor.lua msgid "Diamond Helmet" msgstr "Helmet Intan" #: ../3d_armor/armor.lua msgid "Diamond Chestplate" msgstr "Perisai Dada Intan" #: ../3d_armor/armor.lua msgid "Diamond Leggings" msgstr "Perisai Kaki Intan" #: ../3d_armor/armor.lua msgid "Diamond Boots" msgstr "But Intan" #: ../3d_armor/armor.lua msgid "Gold Helmet" msgstr "Helmet Emas" #: ../3d_armor/armor.lua msgid "Gold Chestplate" msgstr "Perisai Dada Emas" #: ../3d_armor/armor.lua msgid "Gold Leggings" msgstr "Perisai Kaki Emas" #: ../3d_armor/armor.lua msgid "Gold Boots" msgstr "But Emas" #: ../3d_armor/armor.lua msgid "Mithril Helmet" msgstr "Helmet Mithril" #: ../3d_armor/armor.lua msgid "Mithril Chestplate" msgstr "Perisai Dada Mithril" #: ../3d_armor/armor.lua msgid "Mithril Leggings" msgstr "Perisai Kaki Mithril" #: ../3d_armor/armor.lua msgid "Mithril Boots" msgstr "But Mithril" #: ../3d_armor/armor.lua msgid "Crystal Helmet" msgstr "Helmet Kristal" #: ../3d_armor/armor.lua msgid "Crystal Chestplate" msgstr "Perisai Dada Kristal" #: ../3d_armor/armor.lua msgid "Crystal Leggings" msgstr "Perisai Kaki Kristal" #: ../3d_armor/armor.lua msgid "Crystal Boots" msgstr "But Kristal" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Radiation" msgstr "Radiasi" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Level" msgstr "Tahap" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Heal" msgstr "Pulih" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Fire" msgstr "Api" #: ../3d_armor/init.lua msgid "Your @1 got destroyed!" msgstr "@1 anda telah musnah!" #: ../3d_armor/init.lua msgid "3d_armor: Failed to initialize player" msgstr "3d_armor: Gagal mengasalkan pemain" #: ../3d_armor/init.lua msgid "[3d_armor] Fire Nodes disabled" msgstr "[3d_armor] Nod-nod Api dilumpuhkan" #: ../3d_armor_ip/init.lua msgid "3d_armor_ip: Mod loaded but unused." msgstr "3d_armor_ip: Mods dimuatkan tetapi tidak digunakan." #: ../3d_armor_ip/init.lua msgid "Back" msgstr "Kembali" #: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua msgid "Armor" msgstr "Perisai" #: ../3d_armor_sfinv/init.lua msgid "3d_armor_sfinv: Mod loaded but unused." msgstr "3d_armor_sfinv: Mods dimuatkan tetapi tidak digunakan." #: ../3d_armor_stand/init.lua msgid "Armor stand top" msgstr "Bhg atas dirian perisai" #: ../3d_armor_stand/init.lua msgid "Armor stand" msgstr "Dirian perisai" #: ../3d_armor_stand/init.lua msgid "Armor Stand" msgstr "Dirian Perisai" #: ../3d_armor_stand/init.lua msgid "Locked Armor stand" msgstr "Dirian perisai Berkunci" #: ../3d_armor_stand/init.lua msgid "Armor Stand (owned by @1)" msgstr "Dirian Perisai (milik @1)" #: ../3d_armor_ui/init.lua msgid "3d_armor_ui: Mod loaded but unused." msgstr "3d_armor_ui: Mods dimuatkan tetapi tidak digunakan." #: ../3d_armor_ui/init.lua msgid "3d Armor" msgstr "Perisai 3d" #: ../3d_armor_ui/init.lua msgid "Armor not initialized!" msgstr "Perisai tidak diasalkan!" #: ../shields/init.lua msgid "Admin Shield" msgstr "Perisai Pegang Pentadbir" #: ../shields/init.lua msgid "Wooden Shield" msgstr "Perisai Pegang Kayu" #: ../shields/init.lua msgid "Enhanced Wood Shield" msgstr "Perisai Pegang Kayu Kukuh" #: ../shields/init.lua msgid "Cactus Shield" msgstr "Perisai Pegang Kaktus" #: ../shields/init.lua msgid "Enhanced Cactus Shield" msgstr "Perisai Pegang Kaktus Kukuh" #: ../shields/init.lua msgid "Steel Shield" msgstr "Perisai Pegang Keluli" #: ../shields/init.lua msgid "Bronze Shield" msgstr "Perisai Pegang Gangsa" #: ../shields/init.lua msgid "Diamond Shield" msgstr "Perisai Pegang Intan" #: ../shields/init.lua msgid "Gold Shield" msgstr "Perisai Pegang Emas" #: ../shields/init.lua msgid "Mithril Shield" msgstr "Perisai Pegang Mithril" #: ../shields/init.lua msgid "Crystal Shield" msgstr "Perisai Pegang Kristal" minetest-3d_armor-version-0.4.13/3d_armor/locale/pt.po000066400000000000000000000144311343755257500225710ustar00rootroot00000000000000# LANGUAGE translation for 3D ARMOR MOD # Copyright (C) 2018 by Stuart Jones # This file is distributed under the same license as the 3D ARMOR MOD package. # BrunoMine , 2018. # msgid "" msgstr "" "Project-Id-Version: 3d_armor\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2018-07-23 21:24+0200\n" "PO-Revision-Date: 2018-11-08 13:12-0200\n" "Language-Team: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 2.0.6\n" "Last-Translator: BrunoMine \n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "Language: pt\n" #: ../3d_armor/api.lua msgid "3d_armor: Player reference is nil @1" msgstr "3d_armor: Referência Jogador é nula @1" #: ../3d_armor/api.lua msgid "3d_armor: Player name is nil @1" msgstr "3d_armor: Nome de jogador é nulo @1" #: ../3d_armor/api.lua msgid "3d_armor: Detached armor inventory is nil @1" msgstr "3d_armor: Inventario avulso de armadura é nulo @1" #: ../3d_armor/armor.lua msgid "Admin Helmet" msgstr "Capacete de Administrador" #: ../3d_armor/armor.lua msgid "Admin Chestplate" msgstr "Peitoral de Administrador" #: ../3d_armor/armor.lua msgid "Admin Leggings" msgstr "Calças de Administrador" #: ../3d_armor/armor.lua msgid "Admin Boots" msgstr "Botas de Administrador" #: ../3d_armor/armor.lua msgid "Wood Helmet" msgstr "Capacete de Madeira" #: ../3d_armor/armor.lua msgid "Wood Chestplate" msgstr "Peitoral de Madeira" #: ../3d_armor/armor.lua msgid "Wood Leggings" msgstr "Calças de Madeira" #: ../3d_armor/armor.lua msgid "Wood Boots" msgstr "Botas de Madeira" #: ../3d_armor/armor.lua msgid "Cactus Helmet" msgstr "Capacete de Cacto" #: ../3d_armor/armor.lua msgid "Cactus Chestplate" msgstr "Peitoral de Cacto" #: ../3d_armor/armor.lua msgid "Cactus Leggings" msgstr "Calças de Cacto" #: ../3d_armor/armor.lua msgid "Cactus Boots" msgstr "Botas de Madeira" #: ../3d_armor/armor.lua msgid "Steel Helmet" msgstr "Capacete de Aço" #: ../3d_armor/armor.lua msgid "Steel Chestplate" msgstr "Peitoral de Aço" #: ../3d_armor/armor.lua msgid "Steel Leggings" msgstr "Calças de Aço" #: ../3d_armor/armor.lua msgid "Steel Boots" msgstr "Botas de Aço" #: ../3d_armor/armor.lua msgid "Bronze Helmet" msgstr "Capacete de Bronze" #: ../3d_armor/armor.lua msgid "Bronze Chestplate" msgstr "Peitoral de Bronze" #: ../3d_armor/armor.lua msgid "Bronze Leggings" msgstr "Calças de Bronze" #: ../3d_armor/armor.lua msgid "Bronze Boots" msgstr "Botas de Bronze" #: ../3d_armor/armor.lua msgid "Diamond Helmet" msgstr "Capacete de Diamante" #: ../3d_armor/armor.lua msgid "Diamond Chestplate" msgstr "Peitoral de Diamante" #: ../3d_armor/armor.lua msgid "Diamond Leggings" msgstr "Calças de Diamante" #: ../3d_armor/armor.lua msgid "Diamond Boots" msgstr "Botas de Diamante" #: ../3d_armor/armor.lua msgid "Gold Helmet" msgstr "Capacete de Ouro" #: ../3d_armor/armor.lua msgid "Gold Chestplate" msgstr "Peitoral de Ouro" #: ../3d_armor/armor.lua msgid "Gold Leggings" msgstr "Calças de Ouro" #: ../3d_armor/armor.lua msgid "Gold Boots" msgstr "Botas de Ouro" #: ../3d_armor/armor.lua msgid "Mithril Helmet" msgstr "Capacete de Mithril" #: ../3d_armor/armor.lua msgid "Mithril Chestplate" msgstr "Peitoral de Mithril" #: ../3d_armor/armor.lua msgid "Mithril Leggings" msgstr "Calças de Mithril" #: ../3d_armor/armor.lua msgid "Mithril Boots" msgstr "Botas de Mithril" #: ../3d_armor/armor.lua msgid "Crystal Helmet" msgstr "Capacete de Cristal" #: ../3d_armor/armor.lua msgid "Crystal Chestplate" msgstr "Peitoral de Cristal" #: ../3d_armor/armor.lua msgid "Crystal Leggings" msgstr "Calças de Cristal" #: ../3d_armor/armor.lua msgid "Crystal Boots" msgstr "Botas de Cristal" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Radiation" msgstr "Radiação" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Level" msgstr "Nível" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Heal" msgstr "Saúde" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Fire" msgstr "Fogo" #: ../3d_armor/init.lua msgid "Your @1 got destroyed!" msgstr "@1 foi destruído(a)!" #: ../3d_armor/init.lua msgid "3d_armor: Failed to initialize player" msgstr "3d_armor: Falha ao inicializar jogador" #: ../3d_armor/init.lua msgid "[3d_armor] Fire Nodes disabled" msgstr "[3d_armor] Nodes de gofo desabilitados" #: ../3d_armor_ip/init.lua msgid "3d_armor_ip: Mod loaded but unused." msgstr "3d_armor_ip: Mod carregado mas inoperante." #: ../3d_armor_ip/init.lua msgid "Back" msgstr "Voltar" #: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua msgid "Armor" msgstr "Armadura" #: ../3d_armor_sfinv/init.lua msgid "3d_armor_sfinv: Mod loaded but unused." msgstr "3d_armor_sfinv: Mod carregado mas inoperante." #: ../3d_armor_stand/init.lua msgid "Armor stand top" msgstr "Topo de estande de armadura" #: ../3d_armor_stand/init.lua msgid "Armor stand" msgstr "Estande de armadura" #: ../3d_armor_stand/init.lua msgid "Armor Stand" msgstr "Estande de Armadura" #: ../3d_armor_stand/init.lua msgid "Locked Armor stand" msgstr "Estande de Armadura Trancada" #: ../3d_armor_stand/init.lua msgid "Armor Stand (owned by @1)" msgstr "Estande de Armadura (pertente a @1)" #: ../3d_armor_ui/init.lua msgid "3d_armor_ui: Mod loaded but unused." msgstr "3d_armor_ui: Mod carregado mas inoperante." #: ../3d_armor_ui/init.lua msgid "3d Armor" msgstr "3d Armor" #: ../3d_armor_ui/init.lua msgid "Armor not initialized!" msgstr "Armadura não inicializada!" #: ../shields/init.lua msgid "Admin Shield" msgstr "Escudo de Administrador" #: ../shields/init.lua msgid "Wooden Shield" msgstr "Escudo de Madeira" #: ../shields/init.lua msgid "Enhanced Wood Shield" msgstr "Escudo de Madeira Melhorado" #: ../shields/init.lua msgid "Cactus Shield" msgstr "Escudo de Cacto" #: ../shields/init.lua msgid "Enhanced Cactus Shield" msgstr "Escudo de Cacto Melhorado" #: ../shields/init.lua msgid "Steel Shield" msgstr "Escudo de Aço" #: ../shields/init.lua msgid "Bronze Shield" msgstr "Escudo de Bronze" #: ../shields/init.lua msgid "Diamond Shield" msgstr "Escudo de Diamante" #: ../shields/init.lua msgid "Gold Shield" msgstr "Escudo de Ouro" #: ../shields/init.lua msgid "Mithril Shield" msgstr "Escudo de Mithril" #: ../shields/init.lua msgid "Crystal Shield" msgstr "Escudo de Cristal" minetest-3d_armor-version-0.4.13/3d_armor/locale/pt_BR.po000066400000000000000000000144341343755257500231570ustar00rootroot00000000000000# LANGUAGE translation for 3D ARMOR MOD # Copyright (C) 2018 by Stuart Jones # This file is distributed under the same license as the 3D ARMOR MOD package. # BrunoMine , 2018. # msgid "" msgstr "" "Project-Id-Version: 3d_armor\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2018-07-23 21:24+0200\n" "PO-Revision-Date: 2018-11-08 13:12-0200\n" "Language-Team: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 2.0.6\n" "Last-Translator: BrunoMine \n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "Language: pt_BR\n" #: ../3d_armor/api.lua msgid "3d_armor: Player reference is nil @1" msgstr "3d_armor: Referência Jogador é nula @1" #: ../3d_armor/api.lua msgid "3d_armor: Player name is nil @1" msgstr "3d_armor: Nome de jogador é nulo @1" #: ../3d_armor/api.lua msgid "3d_armor: Detached armor inventory is nil @1" msgstr "3d_armor: Inventario avulso de armadura é nulo @1" #: ../3d_armor/armor.lua msgid "Admin Helmet" msgstr "Capacete de Administrador" #: ../3d_armor/armor.lua msgid "Admin Chestplate" msgstr "Peitoral de Administrador" #: ../3d_armor/armor.lua msgid "Admin Leggings" msgstr "Calças de Administrador" #: ../3d_armor/armor.lua msgid "Admin Boots" msgstr "Botas de Administrador" #: ../3d_armor/armor.lua msgid "Wood Helmet" msgstr "Capacete de Madeira" #: ../3d_armor/armor.lua msgid "Wood Chestplate" msgstr "Peitoral de Madeira" #: ../3d_armor/armor.lua msgid "Wood Leggings" msgstr "Calças de Madeira" #: ../3d_armor/armor.lua msgid "Wood Boots" msgstr "Botas de Madeira" #: ../3d_armor/armor.lua msgid "Cactus Helmet" msgstr "Capacete de Cacto" #: ../3d_armor/armor.lua msgid "Cactus Chestplate" msgstr "Peitoral de Cacto" #: ../3d_armor/armor.lua msgid "Cactus Leggings" msgstr "Calças de Cacto" #: ../3d_armor/armor.lua msgid "Cactus Boots" msgstr "Botas de Madeira" #: ../3d_armor/armor.lua msgid "Steel Helmet" msgstr "Capacete de Aço" #: ../3d_armor/armor.lua msgid "Steel Chestplate" msgstr "Peitoral de Aço" #: ../3d_armor/armor.lua msgid "Steel Leggings" msgstr "Calças de Aço" #: ../3d_armor/armor.lua msgid "Steel Boots" msgstr "Botas de Aço" #: ../3d_armor/armor.lua msgid "Bronze Helmet" msgstr "Capacete de Bronze" #: ../3d_armor/armor.lua msgid "Bronze Chestplate" msgstr "Peitoral de Bronze" #: ../3d_armor/armor.lua msgid "Bronze Leggings" msgstr "Calças de Bronze" #: ../3d_armor/armor.lua msgid "Bronze Boots" msgstr "Botas de Bronze" #: ../3d_armor/armor.lua msgid "Diamond Helmet" msgstr "Capacete de Diamante" #: ../3d_armor/armor.lua msgid "Diamond Chestplate" msgstr "Peitoral de Diamante" #: ../3d_armor/armor.lua msgid "Diamond Leggings" msgstr "Calças de Diamante" #: ../3d_armor/armor.lua msgid "Diamond Boots" msgstr "Botas de Diamante" #: ../3d_armor/armor.lua msgid "Gold Helmet" msgstr "Capacete de Ouro" #: ../3d_armor/armor.lua msgid "Gold Chestplate" msgstr "Peitoral de Ouro" #: ../3d_armor/armor.lua msgid "Gold Leggings" msgstr "Calças de Ouro" #: ../3d_armor/armor.lua msgid "Gold Boots" msgstr "Botas de Ouro" #: ../3d_armor/armor.lua msgid "Mithril Helmet" msgstr "Capacete de Mithril" #: ../3d_armor/armor.lua msgid "Mithril Chestplate" msgstr "Peitoral de Mithril" #: ../3d_armor/armor.lua msgid "Mithril Leggings" msgstr "Calças de Mithril" #: ../3d_armor/armor.lua msgid "Mithril Boots" msgstr "Botas de Mithril" #: ../3d_armor/armor.lua msgid "Crystal Helmet" msgstr "Capacete de Cristal" #: ../3d_armor/armor.lua msgid "Crystal Chestplate" msgstr "Peitoral de Cristal" #: ../3d_armor/armor.lua msgid "Crystal Leggings" msgstr "Calças de Cristal" #: ../3d_armor/armor.lua msgid "Crystal Boots" msgstr "Botas de Cristal" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Radiation" msgstr "Radiação" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Level" msgstr "Nível" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Heal" msgstr "Saúde" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Fire" msgstr "Fogo" #: ../3d_armor/init.lua msgid "Your @1 got destroyed!" msgstr "@1 foi destruído(a)!" #: ../3d_armor/init.lua msgid "3d_armor: Failed to initialize player" msgstr "3d_armor: Falha ao inicializar jogador" #: ../3d_armor/init.lua msgid "[3d_armor] Fire Nodes disabled" msgstr "[3d_armor] Nodes de gofo desabilitados" #: ../3d_armor_ip/init.lua msgid "3d_armor_ip: Mod loaded but unused." msgstr "3d_armor_ip: Mod carregado mas inoperante." #: ../3d_armor_ip/init.lua msgid "Back" msgstr "Voltar" #: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua msgid "Armor" msgstr "Armadura" #: ../3d_armor_sfinv/init.lua msgid "3d_armor_sfinv: Mod loaded but unused." msgstr "3d_armor_sfinv: Mod carregado mas inoperante." #: ../3d_armor_stand/init.lua msgid "Armor stand top" msgstr "Topo de estande de armadura" #: ../3d_armor_stand/init.lua msgid "Armor stand" msgstr "Estande de armadura" #: ../3d_armor_stand/init.lua msgid "Armor Stand" msgstr "Estande de Armadura" #: ../3d_armor_stand/init.lua msgid "Locked Armor stand" msgstr "Estande de Armadura Trancada" #: ../3d_armor_stand/init.lua msgid "Armor Stand (owned by @1)" msgstr "Estande de Armadura (pertente a @1)" #: ../3d_armor_ui/init.lua msgid "3d_armor_ui: Mod loaded but unused." msgstr "3d_armor_ui: Mod carregado mas inoperante." #: ../3d_armor_ui/init.lua msgid "3d Armor" msgstr "3d Armor" #: ../3d_armor_ui/init.lua msgid "Armor not initialized!" msgstr "Armadura não inicializada!" #: ../shields/init.lua msgid "Admin Shield" msgstr "Escudo de Administrador" #: ../shields/init.lua msgid "Wooden Shield" msgstr "Escudo de Madeira" #: ../shields/init.lua msgid "Enhanced Wood Shield" msgstr "Escudo de Madeira Melhorado" #: ../shields/init.lua msgid "Cactus Shield" msgstr "Escudo de Cacto" #: ../shields/init.lua msgid "Enhanced Cactus Shield" msgstr "Escudo de Cacto Melhorado" #: ../shields/init.lua msgid "Steel Shield" msgstr "Escudo de Aço" #: ../shields/init.lua msgid "Bronze Shield" msgstr "Escudo de Bronze" #: ../shields/init.lua msgid "Diamond Shield" msgstr "Escudo de Diamante" #: ../shields/init.lua msgid "Gold Shield" msgstr "Escudo de Ouro" #: ../shields/init.lua msgid "Mithril Shield" msgstr "Escudo de Mithril" #: ../shields/init.lua msgid "Crystal Shield" msgstr "Escudo de Cristal" minetest-3d_armor-version-0.4.13/3d_armor/locale/ru.po000066400000000000000000000162141343755257500225750ustar00rootroot00000000000000# Russian translation for 3D ARMOR MOD # Copyright (C) 2018 by Stuart Jones # This file is distributed under the same license as the 3D ARMOR MOD package. # CodeXP , 2018. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: 3d_armor\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2018-07-23 21:21+0200\n" "PO-Revision-Date: 2018-07-23 21:30+0200\n" "Last-Translator: CodeXP \n" "Language-Team: \n" "Language: ru\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" #: ../3d_armor/api.lua msgid "3d_armor: Player reference is nil @1" msgstr "3d_armor: Ссылка игрока является nil @1" #: ../3d_armor/api.lua msgid "3d_armor: Player name is nil @1" msgstr "3d_armor: Имя игрока является nil @1" #: ../3d_armor/api.lua msgid "3d_armor: Detached armor inventory is nil @1" msgstr "3d_armor: Отдельный инвентарь брони является nil @1" #: ../3d_armor/armor.lua msgid "Admin Helmet" msgstr "шлем админа" #: ../3d_armor/armor.lua msgid "Admin Chestplate" msgstr "бронежилет админа" #: ../3d_armor/armor.lua msgid "Admin Leggings" msgstr "гамаши админа" #: ../3d_armor/armor.lua msgid "Admin Boots" msgstr "ботинки админа" #: ../3d_armor/armor.lua msgid "Wood Helmet" msgstr "деревянный шлем" #: ../3d_armor/armor.lua msgid "Wood Chestplate" msgstr "деревянный бронежилет" #: ../3d_armor/armor.lua msgid "Wood Leggings" msgstr "деревянные гамаши" #: ../3d_armor/armor.lua msgid "Wood Boots" msgstr "деревянные ботинки" #: ../3d_armor/armor.lua msgid "Cactus Helmet" msgstr "кактусовый шлем" #: ../3d_armor/armor.lua msgid "Cactus Chestplate" msgstr "кактусовый бронежилет" #: ../3d_armor/armor.lua msgid "Cactus Leggings" msgstr "кактусовые гамаши" #: ../3d_armor/armor.lua msgid "Cactus Boots" msgstr "кактусовые ботинки" #: ../3d_armor/armor.lua msgid "Steel Helmet" msgstr "стальной шлем" #: ../3d_armor/armor.lua msgid "Steel Chestplate" msgstr "стальной бронежилет" #: ../3d_armor/armor.lua msgid "Steel Leggings" msgstr "стальные гамаши" #: ../3d_armor/armor.lua msgid "Steel Boots" msgstr "стальные ботинки" #: ../3d_armor/armor.lua msgid "Bronze Helmet" msgstr "бронзовый шлем" #: ../3d_armor/armor.lua msgid "Bronze Chestplate" msgstr "бронзовый бронежилет" #: ../3d_armor/armor.lua msgid "Bronze Leggings" msgstr "бронзовые гамаши" #: ../3d_armor/armor.lua msgid "Bronze Boots" msgstr "бронзовые ботинки" #: ../3d_armor/armor.lua msgid "Diamond Helmet" msgstr "алмазный шлем" #: ../3d_armor/armor.lua msgid "Diamond Chestplate" msgstr "алмазный бронежилет" #: ../3d_armor/armor.lua msgid "Diamond Leggings" msgstr "алмазные гамаши" #: ../3d_armor/armor.lua msgid "Diamond Boots" msgstr "алмазные ботинки" #: ../3d_armor/armor.lua msgid "Gold Helmet" msgstr "золотой шлем" #: ../3d_armor/armor.lua msgid "Gold Chestplate" msgstr "золотой бронежилет" #: ../3d_armor/armor.lua msgid "Gold Leggings" msgstr "золотые гамаши" #: ../3d_armor/armor.lua msgid "Gold Boots" msgstr "золотые ботинки" #: ../3d_armor/armor.lua msgid "Mithril Helmet" msgstr "мифриловый шлем" #: ../3d_armor/armor.lua msgid "Mithril Chestplate" msgstr "мифриловый бронежилет" #: ../3d_armor/armor.lua msgid "Mithril Leggings" msgstr "мифриловые гамаши" #: ../3d_armor/armor.lua msgid "Mithril Boots" msgstr "мифриловые ботинки" #: ../3d_armor/armor.lua msgid "Crystal Helmet" msgstr "кристалловый шлем" #: ../3d_armor/armor.lua msgid "Crystal Chestplate" msgstr "кристалловый бронежилет" #: ../3d_armor/armor.lua msgid "Crystal Leggings" msgstr "кристалловые гамаши" #: ../3d_armor/armor.lua msgid "Crystal Boots" msgstr "кристалловые ботинки" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Radiation" msgstr "излучение" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Level" msgstr "уровень" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Heal" msgstr "исцеление" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Fire" msgstr "огонь" #: ../3d_armor/init.lua msgid "Your @1 got destroyed!" msgstr "твой(и) @1 был(и) разрушен(ы)!" #: ../3d_armor/init.lua msgid "3d_armor: Failed to initialize player" msgstr "3d_armor: не смог подготовить игрока" #: ../3d_armor/init.lua msgid "[3d_armor] Fire Nodes disabled" msgstr "[3d_armor] блоки огня отключены" #: ../3d_armor_ip/init.lua msgid "3d_armor_ip: Mod loaded but unused." msgstr "3d_armor_ip: мод загружен но не используется." #: ../3d_armor_ip/init.lua msgid "Back" msgstr "назад" #: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua msgid "Armor" msgstr "бронь" #: ../3d_armor_sfinv/init.lua msgid "3d_armor_sfinv: Mod loaded but unused." msgstr "3d_armor_sfinv: мод загружен но не используется." #: ../3d_armor_stand/init.lua msgid "Armor stand top" msgstr "стойка для брони (верх)" #: ../3d_armor_stand/init.lua msgid "Armor stand" msgstr "стойка для брони" #: ../3d_armor_stand/init.lua msgid "Armor Stand" msgstr "стойка для брони" #: ../3d_armor_stand/init.lua msgid "Locked Armor stand" msgstr "защищенная стойка для брони" #: ../3d_armor_stand/init.lua msgid "Armor Stand (owned by @1)" msgstr "стойка для брони (принадлежит @1)" #: ../3d_armor_ui/init.lua msgid "3d_armor_ui: Mod loaded but unused." msgstr "3d_armor_ui: мод загружен но не используется." #: ../3d_armor_ui/init.lua msgid "3d Armor" msgstr "3D бронь" #: ../3d_armor_ui/init.lua msgid "Armor not initialized!" msgstr "бронь не подготовлена!" #: ../shields/init.lua msgid "Admin Shield" msgstr "щит админа" #: ../shields/init.lua msgid "Wooden Shield" msgstr "деревянный щит" #: ../shields/init.lua msgid "Enhanced Wood Shield" msgstr "улучшенный деревянный щит" #: ../shields/init.lua msgid "Cactus Shield" msgstr "кактусный щит" #: ../shields/init.lua msgid "Enhanced Cactus Shield" msgstr "улучшенный кактусный щит" #: ../shields/init.lua msgid "Steel Shield" msgstr "стальной щит" #: ../shields/init.lua msgid "Bronze Shield" msgstr "бронзовый щит" #: ../shields/init.lua msgid "Diamond Shield" msgstr "алмазный щит" #: ../shields/init.lua msgid "Gold Shield" msgstr "золотой щит" #: ../shields/init.lua msgid "Mithril Shield" msgstr "мифриловый щит" #: ../shields/init.lua msgid "Crystal Shield" msgstr "кристалловый щит" minetest-3d_armor-version-0.4.13/3d_armor/locale/template.pot000066400000000000000000000115311343755257500241430ustar00rootroot00000000000000# LANGUAGE translation for 3D ARMOR MOD # Copyright (C) 2018 by Stuart Jones # This file is distributed under the same license as the 3D ARMOR MOD package. # FIRST AUTHOR , YEAR. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: PACKAGE VERSION\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2018-07-23 21:24+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" "Language: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=CHARSET\n" "Content-Transfer-Encoding: 8bit\n" #: ../3d_armor/api.lua msgid "3d_armor: Player reference is nil @1" msgstr "" #: ../3d_armor/api.lua msgid "3d_armor: Player name is nil @1" msgstr "" #: ../3d_armor/api.lua msgid "3d_armor: Detached armor inventory is nil @1" msgstr "" #: ../3d_armor/armor.lua msgid "Admin Helmet" msgstr "" #: ../3d_armor/armor.lua msgid "Admin Chestplate" msgstr "" #: ../3d_armor/armor.lua msgid "Admin Leggings" msgstr "" #: ../3d_armor/armor.lua msgid "Admin Boots" msgstr "" #: ../3d_armor/armor.lua msgid "Wood Helmet" msgstr "" #: ../3d_armor/armor.lua msgid "Wood Chestplate" msgstr "" #: ../3d_armor/armor.lua msgid "Wood Leggings" msgstr "" #: ../3d_armor/armor.lua msgid "Wood Boots" msgstr "" #: ../3d_armor/armor.lua msgid "Cactus Helmet" msgstr "" #: ../3d_armor/armor.lua msgid "Cactus Chestplate" msgstr "" #: ../3d_armor/armor.lua msgid "Cactus Leggings" msgstr "" #: ../3d_armor/armor.lua msgid "Cactus Boots" msgstr "" #: ../3d_armor/armor.lua msgid "Steel Helmet" msgstr "" #: ../3d_armor/armor.lua msgid "Steel Chestplate" msgstr "" #: ../3d_armor/armor.lua msgid "Steel Leggings" msgstr "" #: ../3d_armor/armor.lua msgid "Steel Boots" msgstr "" #: ../3d_armor/armor.lua msgid "Bronze Helmet" msgstr "" #: ../3d_armor/armor.lua msgid "Bronze Chestplate" msgstr "" #: ../3d_armor/armor.lua msgid "Bronze Leggings" msgstr "" #: ../3d_armor/armor.lua msgid "Bronze Boots" msgstr "" #: ../3d_armor/armor.lua msgid "Diamond Helmet" msgstr "" #: ../3d_armor/armor.lua msgid "Diamond Chestplate" msgstr "" #: ../3d_armor/armor.lua msgid "Diamond Leggings" msgstr "" #: ../3d_armor/armor.lua msgid "Diamond Boots" msgstr "" #: ../3d_armor/armor.lua msgid "Gold Helmet" msgstr "" #: ../3d_armor/armor.lua msgid "Gold Chestplate" msgstr "" #: ../3d_armor/armor.lua msgid "Gold Leggings" msgstr "" #: ../3d_armor/armor.lua msgid "Gold Boots" msgstr "" #: ../3d_armor/armor.lua msgid "Mithril Helmet" msgstr "" #: ../3d_armor/armor.lua msgid "Mithril Chestplate" msgstr "" #: ../3d_armor/armor.lua msgid "Mithril Leggings" msgstr "" #: ../3d_armor/armor.lua msgid "Mithril Boots" msgstr "" #: ../3d_armor/armor.lua msgid "Crystal Helmet" msgstr "" #: ../3d_armor/armor.lua msgid "Crystal Chestplate" msgstr "" #: ../3d_armor/armor.lua msgid "Crystal Leggings" msgstr "" #: ../3d_armor/armor.lua msgid "Crystal Boots" msgstr "" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Radiation" msgstr "" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Level" msgstr "" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Heal" msgstr "" #: ../3d_armor/init.lua ../3d_armor_ui/init.lua msgid "Fire" msgstr "" #: ../3d_armor/init.lua msgid "Your @1 got destroyed!" msgstr "" #: ../3d_armor/init.lua msgid "3d_armor: Failed to initialize player" msgstr "" #: ../3d_armor/init.lua msgid "[3d_armor] Fire Nodes disabled" msgstr "" #: ../3d_armor_ip/init.lua msgid "3d_armor_ip: Mod loaded but unused." msgstr "" #: ../3d_armor_ip/init.lua msgid "Back" msgstr "" #: ../3d_armor_ip/init.lua ../3d_armor_sfinv/init.lua ../3d_armor_ui/init.lua msgid "Armor" msgstr "" #: ../3d_armor_sfinv/init.lua msgid "3d_armor_sfinv: Mod loaded but unused." msgstr "" #: ../3d_armor_stand/init.lua msgid "Armor stand top" msgstr "" #: ../3d_armor_stand/init.lua msgid "Armor stand" msgstr "" #: ../3d_armor_stand/init.lua msgid "Armor Stand" msgstr "" #: ../3d_armor_stand/init.lua msgid "Locked Armor stand" msgstr "" #: ../3d_armor_stand/init.lua msgid "Armor Stand (owned by @1)" msgstr "" #: ../3d_armor_ui/init.lua msgid "3d_armor_ui: Mod loaded but unused." msgstr "" #: ../3d_armor_ui/init.lua msgid "3d Armor" msgstr "" #: ../3d_armor_ui/init.lua msgid "Armor not initialized!" msgstr "" #: ../shields/init.lua msgid "Admin Shield" msgstr "" #: ../shields/init.lua msgid "Wooden Shield" msgstr "" #: ../shields/init.lua msgid "Enhanced Wood Shield" msgstr "" #: ../shields/init.lua msgid "Cactus Shield" msgstr "" #: ../shields/init.lua msgid "Enhanced Cactus Shield" msgstr "" #: ../shields/init.lua msgid "Steel Shield" msgstr "" #: ../shields/init.lua msgid "Bronze Shield" msgstr "" #: ../shields/init.lua msgid "Diamond Shield" msgstr "" #: ../shields/init.lua msgid "Gold Shield" msgstr "" #: ../shields/init.lua msgid "Mithril Shield" msgstr "" #: ../shields/init.lua msgid "Crystal Shield" msgstr "" minetest-3d_armor-version-0.4.13/3d_armor/models/000077500000000000000000000000001343755257500216275ustar00rootroot00000000000000minetest-3d_armor-version-0.4.13/3d_armor/models/3d_armor_character.b3d000066400000000000000000004500661343755257500257560ustar00rootroot00000000000000BB3D.PBRUS~CharacterL?L?L??Armor #? #? #??Wielditem #? #? #??NODEOPlayer????MESH܂VRTS n@??@@ ??@XA ? ?XA? ?XA? ?XA?> ?@?>?@??XA??> ?@XA??> ?@@??>?@??>?@@?? ?@@??@>?@?> ?XA??> ?XA?>?@XA?>?@XA??> ?@?> ??>?@>?@@> ?XAP? ?XA`? ?@`??@P??XA??@? ?XA?P? ?@?P??@??@???@> ?@>?>??> ?@ ?@?= ??=??@A?>A>>XA>?@XA??A>>A@>>XA@>?XA>?A@?>>@A@?>>@XA@?>?XA@?>?@XA@>>@XA>XA>XA@>>A@?>>A?>@A?>@A@?>>@@> ?@> ?>?@>?@@??= ?@??=???>?@??> ?@??= ?@??> ???>???=?@@?@? ?@@?P? ?@@P??@@@??@XA??0? ?@XA??@? ?@XA?@??@XA?0??@@> ?@>?@>?@@> ?@??> ?@?@> ??@>???>?@@? ?@??@??=?@@??= ?@XA?> 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C?C?F C?!C?c!C?!C5?"C5?#C5?F %C5?'C5?c'C5?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA(pose.bones["Body"].rotation_quaternionDATA*@}CA;2=A;2=AwA;2=_B B;?B_PB;2=pB;2=НB;2=BBǠB8B5 B tBH 0bB;2=B;2=НB;2=0bBBC1C;2= C;2=C;2=(C !C C^!C !C5?"C5?#C5?F %C5?'C5?c'C5?'C8(C8)CF +C#8-C.C#F 0CѸ2CѸ3CѸF 5C#7C8C#8F :C8CnF @C<2BC<2CC<2F ECGCcGCGCHCICF KC;2=MC;2=NC;2=F PC<2RC<2SC<2F UC;2=WC;2=XC;2=F ZC\C]CDATA(pose.bones["Body"].rotation_quaternionDATAX*@}CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA(xDzpose.bones["Body"].rotation_quaternionDATADz*@}CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA(βpose.bones["Body"].rotation_quaternionDATAϲ*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA8ֲpose.bones["Body"].locationDATAhֲ*@~CAAAwA_B B;?B_PBpBНBBBtǠB38BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATAݲpose.bones["Body"].locationDATAݲ*@~CAAAwA_B B;?B_PBpBНBBBǠB8BiBitBi0bBiBiНBi0bBiBiCi1Ci CiCiF Ci!Cic!Ci!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATApose.bones["Body"].locationDATA*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA(pose.bones["Body"].scaleDATAX*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATAxpose.bones["Body"].scaleDATA*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATApose.bones["Body"].scaleDATA*??@?~CA ?A ?AwA ?_B? B?;?B?_PB ?pB ?НB ?B?B?ǠB?8B?B?tB?0bB ?B ?НB ?0bB?B?C?1C ? C ?C ?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA(pose.bones["Head"].rotation_quaternionDATAX*@}CAX94AX94AwAX94_B B;?B_PBX94pBX94НBX94B`u'BǠB 8B B tB 0bBX94BX94НBX940bBBC1CX94 CX94CX94F C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA(x pose.bones["Head"].rotation_quaternionDATA *@~CAAAwA`Bg Bѡ;?Bg <_PB<pB<НB<B` BǠB/煉8BB/煉tBȊ0bBBНB0bBg BCg <1C< C<C<F C!Cc!C!C"C#CF %C'Cc'C'C(C )C F +C;2=-C;2=.C;2=K 0C<2C(@Q3CF 5C;27C;28C;2G :CCF @C$BC$CC$F ECGCcGCGCHC IC F KC;2=MC;2=NC;2=K PC<RC(@QSCF UC;2WC;2XC;2K ZC\C]CDATA(pose.bones["Head"].rotation_quaternionDATA*@~CA7qyA7qyAwA7qy_B¹ B;?B9_PBry:pBry:НBry:B!iBǠB;8BB;tBO0bB7qyB7qyНB7qy0bB¹BC91Cry: Cry:Cry:F C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +CNb1-CNb1.CNb1F 0CC02C3CCF 5CNb7CNb8CNbF :CCF @CBCCCF ECGCcGCGCHCICF KCNb1MCNb1NCNb1F PCC0RCSCCF UCNbWCNbXCNbF ZC\C]CDATA(8pose.bones["Head"].rotation_quaternionDATAx*ֲֲ@ֲ~CAֲAֲAwAֲ_Bֲ Bֲ;?Bֲ_PBֲpBֲНBֲBֲBֲǠBֲ8BֲBֲtBֲ0bBֲBֲНBֲ0bBֲBֲCֲ1Cֲ CֲCֲF Cֲ!Cֲc!Cֲ!Cֲ"Cֲ#CֲF %Cֲ'Cֲc'Cֲ'Cֲ(Cֲ)CֲF +Cֲ-Cֲ.CֲF 0Cֲ2Cֲ3CֲF 5Cֲ7Cֲ8CֲF :CֲCֲF @CֲBCֲCCֲF ECֲGCֲcGCֲGCֲHCֲICֲF KCֲMCֲNCֲF PCֲRCֲSCֲF UCֲWCֲXCֲF ZCֲ\Cֲ]CֲDATApose.bones["Head"].locationDATA*MM@M~CAMAMAwAM_BM BM;?BM_PBMpBMНBMBMBMǠBM8BMBMtBM0bBMBMНBM0bBMBMCM1CM CMCMF CM!CMc!CM!CM"CM#CMF %CM'CMc'CM'CM(CM)CMF +CM-CM.CMF 0CM2CM3CMF 5CM7CM8CMF :CMCMF @CMBCMCCMF ECMGCMcGCMGCMHCMICMF KCMMCMNCMF PCMRCMSCMF UCMWCMXCMF ZCM\CM]CMDATA&pose.bones["Head"].locationDATA'*⇧⇧@⇧~CA⇧A⇧AwA⇧_B⇧ B⇧;?B⇧_PB⇧pB⇧НB⇧B⇧B⇧ǠB⇧8B⇧B⇧tB⇧0bB⇧B⇧НB⇧0bB⇧B⇧C⇧1C⇧ C⇧C⇧F C⇧!C⇧c!C⇧!C⇧"C⇧#C⇧F %C⇧'C⇧c'C⇧'C⇧(C⇧)C⇧F +C⇧-C⇧.C⇧F 0C⇧2C⇧3C⇧F 5C⇧7C⇧8C⇧F :C⇧C⇧F @C⇧BC⇧CC⇧F EC⇧GC⇧cGC⇧GC⇧HC⇧IC⇧F KC⇧MC⇧NC⇧F PC⇧RC⇧SC⇧F UC⇧WC⇧XC⇧F ZC⇧\C⇧]C⇧DATA8.pose.bones["Head"].locationDATAh.*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA5pose.bones["Head"].scaleDATA5*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA<pose.bones["Head"].scaleDATA=*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA(Dpose.bones["Head"].scaleDATAXD*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?O C?!C?c!C?!Cy?"Cy?#Cy?O %Cy?'Cy?c'Cy?'C?(C?)C?F +C6t?-C6t?.C6t?F 0C?2C?3C?F 5C6t?7C6t?8C6t?G :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC6t?MC6t?NC6t?F PC?RC?SC?F UC6t?WC6t?XC6t?K ZC?\C?]C?DATA,xKpose.bones["Arm_Left"].rotation_quaternionDATAK*@~CA)A)AwA)_B B;?B_PB)pB)НB)BBǠB8BB>tB>0bB)B)НB)0bBBC1C) C)C)G C!Cc!C:!C/;"C/;#C/;G %C/;'C/;c'C/;'C(C)CF +C:>-C:>.C:>" 0CE=2Cu/3CEF 5CR7CR8CR} :Cn4CX F @Cz=BCz=CCz=J ECGCcGCGCHC"Xa IC F KC:>MC:>NC:>" PCE=RCu/SCEF UCRWCRXCR" ZC\C]CDATA,Rpose.bones["Arm_Left"].rotation_quaternionDATAS*@}CAaAaAwAa_B B;?B_PBapBaНBaBBǠB8BB)tB>~0bBaBaНBa0bBBC1Ca CaCaF C>!Cc!C2!C2"C2#C2F %C2'C2c'C2'C2(C)CAF +C[{-C[{.C[{F 0C"2C"3C"F 5C7C8CF :CCF @C\ʼBC\ʼCC\ʼF ECGCcGCGCHCBO<ICr;F KCX{MCX{NCX{F PCs ļRC"SCs <F UCZ{=WCZ{=XCZ{=F ZC\C]CDATA,8Zpose.bones["Arm_Left"].rotation_quaternionDATAxZ*@}CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C]>"C]>#C]>F %C]>'C]>c'C]>'CV$;(C )Cp-9F +Cp-9-Cp-9.Cp-9F 0C2C3CF 5C7C8CF :CCF @CTBCTCCTF ECGCcGCGCHCICF KCm-9MCm-9NCm-9F PC6NRCSC6N;F UCם;WCם;XCם;F ZC\C]CDATA,apose.bones["Arm_Left"].rotation_quaternionDATAa*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA hpose.bones["Arm_Left"].locationDATA(i*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA Hppose.bones["Arm_Left"].locationDATAxp*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA wpose.bones["Arm_Left"].locationDATAw*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA ~pose.bones["Arm_Left"].scaleDATA*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA 8pose.bones["Arm_Left"].scaleDATAh*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA pose.bones["Arm_Left"].scaleDATA*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?O C?!C?c!C?!Cy?"Cy?#Cy?O %Cy?'Cy?c'Cy?'C?(C?)C?F +C6t?-C6t?.C6t?F 0C?2C?3C?F 5C6t?7C6t?8C6t?:C?Cz ?F @C͞\?BC͞\?CC͞\?ECz ?GCz ?tB>0bB)B)НB)0bBBC1C) C)C)G C!Cc!C:!C/;"C/;#C/;G %C/;'C/;c'C/;'C/;(C)ChF +CR-CR.CR" 0CE2Cu/$3CE=F 5C:>7C:>8C:><-:C CR?F @C>?BC>?CC>?tECR?GCR?OcGCR?GCIX?HCIX?aICIX?G KCR?MCR?NCR?F PC>?RC>?SC>?G UCR?WCR?XCR? ZCIX?\CIX?]CIX?DATA,8pose.bones["Arm_Right"].rotation_quaternionDATAx*@}CAa<Aa<AwAa<_B B;?B_PBa<pBa<НBa<BBǠB8BB) tB>~ 0bBa<Ba<НBa<0bBBC1Ca< Ca<Ca<F C>4!Cc!C!C"C#CF %C'Cc'C'CDO<(CDO<)CDO<F +CZ{-CZ{.CZ{F 0C"2C"3C"F 5C7C8CF :CCL=F @CBCCCF ECL=GCL=cGCL=GCHCICF KCL=MCL=NCL=F PCRCSCF UCL=WCL=XCL=F ZC\C]CDATA,pose.bones["Arm_Right"].rotation_quaternionDATAأ*@}CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C]"C]#C]F %C]'C]c'C]'Cl(Cl)ClF +Cם-Cם.CםF 0C2C3CF 5C7C8CF :CCGP=F @CGP=BCGP=CCGP=F EC<GC<cGC<GC{=HC{=IC{=F KC<MC<NC<F PCGP=RCGP=SCGP=F UC<WC<XC<F ZC{=\C{=]C{=DATA,pose.bones["Arm_Right"].rotation_quaternionDATA8*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA$Xpose.bones["Arm_Right"].locationQ DATA*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA$pose.bones["Arm_Right"].locationQ DATA*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA$pose.bones["Arm_Right"].locationQ DATAX*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA xȳpose.bones["Arm_Right"].scaleEEDATAȳ*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA ϳpose.bones["Arm_Right"].scaleEEDATAϳ*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA ׳pose.bones["Arm_Right"].scaleEEDATAH׳*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?#B?B?ŠB?8B5?B5?tB5?0bB6C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC^l?MC^l?NC^l?F PC?RC?SC?F UC`l?WC`l?XC`l?F ZC?\C?]C?DATA,h޳pose.bones["Leg_Right"].rotation_quaternionDATA޳*@~CA;2A;2AwA;2_B B;?B_PB;2pB;2НB;2BBX"ǠB_18B5?B5?tB5?0bB|,?B|,?НB|,?0bB5?B5?C5?1C|,? C|,?C|,?F C5?!C5?c!C5?!C D"C D#C DF %C D'C Dc'C D'C D(Cɷ)Ch u3F +C>-C>.C>F 0C]>2C#3C]F 5Cþ7Cþ8CþF :CoCu F @C<2=BC<2=CC<2=F ECGCcGCGCHCQ ICl F KC>MC>NC>F PC]>RC#SC]F UCþWCþXCþF ZC\C]CDATA,pose.bones["Leg_Right"].rotation_quaternionDATA*@~CA' %A' %AwA' %_B B;?B_PB' %pB' %НB' %BBǠB8B5'B5'tB5'0bB'B'НB'0bB5'B5'C5'1C' C'C'F C5'!C5'c!C5'!C2K"C2K#C2KF %C2K'C2Kc'C2K'C(C)CF +Ctr-Ctr.CtrF 0C@2C3C@&F 5C@&7C@&8C@&F :CCF @C BC CC F ECGCcGCGCHCICF KCtrMCtrNCtrF PC@RCSC@&F UC@&WC@&XC@&F ZC\C]CDATA,(pose.bones["Leg_Right"].rotation_quaternionDATAh*@~CAa1Aa1AwAa1_B B;?B_PBa1pBa1НBa1Ba1BǠBϣQ8BdBdtBd0bBW}BW}НBW}0bBdBdCd1CW} CW}CW}F CW}!Cdc!CV!C"C#CF %C'Cc'C'Cx (Cx )Cx F +Cp-Cp.CpF 0CCd`2C3CCd`2F 5Cn37Cn38Cn3F :CCF @CdBCdCCdF ECGCcGCGCHCICF KCpMCpNCpF PCCd`RCSCCd`2F UCn3WCn3XCn3F ZC\C]CDATA,pose.bones["Leg_Right"].rotation_quaternionDATA*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA$pose.bones["Leg_Right"].locationQ DATA(*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA$Hpose.bones["Leg_Right"].locationQ DATA*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA$ pose.bones["Leg_Right"].locationQ DATA *??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA pose.bones["Leg_Right"].scaleEEDATA8*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA Xpose.bones["Leg_Right"].scaleEEDATA*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA pose.bones["Leg_Right"].scaleEEDATA *??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?#B?B?ŠB?B5?B5?tB5?0bB6C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC`l?MC`l?NC`l?F PC?RC?SC?F UC^l?WC^l?XC^l?F ZC?\C?]C?DATA,'pose.bones["Leg_Left"].rotation_quaternionDATA8(*@~CA;2A;2AwA;2_B B;?B_PB;2pB;2НB;2+BBX"ǠBRi48B5?B5?tB5?0bB|,?B|,?НB|,?0bB5?B5?C5?1C|,? C|,?C|,?F C5?!C5?c!C5?!C D2"C D2#C D2F %C D2'C D2c'C D2'C D2(Cɷ)C_ uF +Cþ-Cþ.CþF 0C]2C3C]>F 5C>7C>8C>F :CCu F @C<2=BC<2=CC<2=F EC# GCcGCOGCHCOICl܋F KCþMCþNCþF PC]RCSC]>F UC>WC>XC>F ZC\C]CDATA,X/pose.bones["Leg_Left"].rotation_quaternionDATA/*@~CA' %A' %AwA' %_B B;?B_PB' %pB' %НB' %BBǠB8B5'B5'tB5'0bB'B'НB'0bB5'B5'C5'1C' C'C'F C'!C5'c!CXl<'!C0K2"C0K2#C0K2F %C0K2'C0K2c'C0K2'C(C)CF +C@&-C@&.C@&F 0C@&2C3C@F 5Ctr7Ctr8CtrF :CCF @C BC CC F ECGCcGCGCHCICF KC@&MC@&NC@&F PC@&RCSC@F UCtrWCtrXCtrF ZC\C]CDATA,6pose.bones["Leg_Left"].rotation_quaternionDATA6*@~CAa1Aa1AwAa1_B B;?B_PBa1pBa1НBa1Ba1BǠBϣQ8BdBdtBd0bBW}BW}НBW}0bBdBdCd1CW} CW}CW}F Cd!Cdc!Cd!C>"C>#C>F %C>'C>c'C>'Cx (Cx )Cx F +Cn3-Cn3.Cn3F 0CCd`22C3CCd`F 5Cp7Cp8CpF :CCF @CdBCdCCdF ECGCcGCGCHCICF KCn3MCn3NCn3F PCCd`2RCSCCd`F UCpWCpXCpF ZC\C]CDATA,>pose.bones["Leg_Left"].rotation_quaternionEDATAX>*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA xEpose.bones["Leg_Left"].locationDATAE*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA Lpose.bones["Leg_Left"].locationDATAL*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA Tpose.bones["Leg_Left"].locationDATAHT*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA h[pose.bones["Leg_Left"].scaleREEDATA[*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA bpose.bones["Leg_Left"].scaleREEDATAb*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA jpose.bones["Leg_Left"].scaleREEDATA8j*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATAXqpose.bones["Cape"].locationDATAq*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATAxpose.bones["Cape"].locationDATAx*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATApose.bones["Cape"].locationDATA(*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATA(Hpose.bones["Cape"].rotation_quaternion DATA*@~CALALAwAL_B B;?B_PBLpBLНBLBBǠB8BBtB0bBLBLНBL0bBBC1CL CLCLAACL!CZ!C &<!C?"C?#C?A%C?'C?eY'C?b'CD=(C)CF +C-C.CF 0C2C3CF 5C7C8C :CCF @C̽BC̽CC̽L ECGCcGCGCHCIC` KCMCNCF PCLRCLSCL` UCWCXC, ZC\C]CDATA(pose.bones["Cape"].rotation_quaternion DATA莴*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA(pose.bones["Cape"].rotation_quaternion DATAH*@~CAAAwA_B B;?B_PBpBНBBBǠB8BBtB0bBBНB0bBBC1C CCF C!Cc!C!C"C#CF %C'Cc'C'C(C)CF +C-C.CF 0C2C3CF 5C7C8CF :CCF @CBCCCF ECGCcGCGCHCICF KCMCNCF PCRCSCF UCWCXCF ZC\C]CDATA(hpose.bones["Cape"].rotation_quaternionDATA*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATAȤpose.bones["Cape"].scaleDATA*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATApose.bones["Cape"].scaleDATAH*??@?~CA?A?AwA?_B? B?;?B?_PB?pB?НB?B?B?ǠB?8B?B?tB?0bB?B?НB?0bB?B?C?1C? C?C?F C?!C?c!C?!C?"C?#C?F %C?'C?c'C?'C?(C?)C?F +C?-C?.C?F 0C?2C?3C?F 5C?7C?8C?F :C?C?F @C?BC?CC?F EC?GC?cGC?GC?HC?IC?F KC?MC?NC?F PC?RC?SC?F UC?WC?XC?F ZC?\C?]C?DATAhpose.bones["Cape"].scaleDATAx>(@BodyDATAx(>CHeadDATAx>H(CArm_Left_LeftDATAxH>صCArm_RightRightDATAxص>hH@Leg_RightRightDATAxh>ص@Leg_Left_LeftDATAx>hCCapeOBشOBArmature001((״  ??????????????????????????;j!"h!"?.?@* BA?d? #=?>=?> A\B@??????@???شDATA`(?DATA :ʴBody ʴ????|9???393?̵T;5??3?3V4@?????V4@V:TWA4444C4C4CDvDATAȿ8DATA 708S@49T@X9x@;IA:1NUT@k9:@$:@z';A8@+c;PK@@g;>{ @ ;qX@#;u@I <.ƾ@%<?!ok8??k $k9?7 3η?* ??dT$ 7dT9?7@@%5HA?????@@%5HA?@r+@4444C4C4CΪDATA д:ҴhδLeg_RightRight????|a!ڸ-??(\U?/@#/?4??.3̡@-?/?4@??????4@?4@4444C4C4CuDATA Ҵ:ԴдLeg_Left_Left_????|a!ڸ-??(\U?/@#/?4??.3̡@-?/4@?????4@4@4444C4C4C DATA Դ:ҴCape001e????Fx??( ף<$OBشߴOBCameraamera.001 f  B???????i!"4I@????.i!"i!"+;3?.?.; B??????33?3?5)?j!"-/83?i!"?0;d`6? ??3 =;1{?-OGlG>z?0@L??d???>6 ?u=> A\B?????h޴DATAh޴??=L> ף<OBߴشOBPlayerere(*4h=   ????????????????? 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a=pJs:d$_,I]!p{hR"']y6,Q!y*,I{Obꉂ,!AK,Q'WylIxbDNeR2rZ7O?3ŵ<6KAxfFm ))^\)4Y4Tvn] Yx'{ΜfI$I$I$I$I$I$I$I$I$I$I$I$I$I$I$I$I$I$I$I$I$I$I$I$I$I$I҃& {6l7=l6ۼ {>z˱pmf n}[Oofm^l,p-##%5s/q@IXõfm^vbFJNFc}6N^`g>(l6/`sv;1'IǎôxCmfJ}Gw6l <|lڴhѤq;p#CMd/;ֱl6/Xs6z&Ie2m4FOyڻ9mr>g(Gv{RmEl)*G94)Hh.9:qc;Sۏu9mlreVydrz_SC-to=bI[/l6/b~r'?{5+)?w'|5`]z\Pj6ۼ Yk8׿_9ytkJ>ӣswA_ ׹:HiѲfm^+tGm~/seZPJHhRG/lK. Afmy<20;Gڿ8QZOhҦKG6lE]vFǚҠm6ۼx)-:f8a?Mfmy!Si=.4qoΐ[/2gb6ۼÿyiQ|!!(h}+4l6/`6d4WA|օ@J?}V ݺ6l6gKu?\HWIhfmyo]'4fv@zXo6l6_(!%:N _fmyod}=M䗱fm^O|Yfyly#a:6ls#$=PdI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A "r fasH6ۼ9:g{ol6/J󰫌ҸMlf9e@9w5)IIGWN<@ml΀]ƈLeVǕ6l͋؜R2`>;ee8c6l5)٥ٜu!Kk;bfXp5N=v>[l6/`s.=6٤GPPМIK l_cmz>TFOl6/`sJm$EK4kLm_<1oh(mf96N?׾8BJ~mOz<G?q:Ǎ>u}mElN82Xwp2Zkl6?޸ؿ__ ׹:FӲfm^c9?y4oOd=l6/XsB.+rcKINA}%2`mz7&[ lf9ntiӦO _io[l:7|:;n=5Rl6/bs6GXOMM& k_cwl_uX~N6l5g@o})1߆{:6l"6'MR222f$e)١Oocfm^d,3rkyiac?ZmiNng z2w{a36l5]E~Tc,l6/PgM_v26l 0]4.bڭ+3!d?=c6l,I$I$I$I$I$I&~ޙ'//4jz[_޼=~6l+sbqQ #ol~p8>i&IM/1`@,7^{S~N6l#[Ufƻ{~G+$BxȀ]ؾTfmySi2).]%zg^:>:ֲ:`@Be'/W6l;hN+sŹi)@jw?lfn^9i4ycWkO'tRl6ssV|3loͧ vLz;OOg6WʾٴKH(~7O$I$I$I$I$I$IAL3O._(^h7]y{m橛WlF`g8>i&IM/1`@,7^{S~N6l#[Ufƻ{_Zg?<~Em4LPC ֯^fmy敳Og\GW{{,}S'W(Hj{%l}-9u⣝6lۧeR\Jϼt|te_utO_z?m橛w< ќ?kcWs6 S>s_%$ V ~l6Oݼrӄi>-Ʈמ\M3Nҥxmmfn*3c|aF5hӦymmfn{?36s%l%4ir[m橛dco+KM Ǫfmy4TsǒdI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A dI A r2뚃Iwe6ۼ(ᮐ6lhN'9& Gk6ۼ8YafNҭmfyqc`999Uno66lS7ͽ_䫽2% 95!!MeV$}=mfnn@A+Ф E~;YfUrdy*Y=QPRR  tXb( 0 then armor.drop_armor(pos, stack) inv:set_stack("armor_"..element, 1, nil) end end end local function get_stand_object(pos) local object = nil local objects = minetest.get_objects_inside_radius(pos, 0.5) or {} for _, obj in pairs(objects) do local ent = obj:get_luaentity() if ent then if ent.name == "3d_armor_stand:armor_entity" then -- Remove duplicates if object then obj:remove() else object = obj end end end end return object end local function update_entity(pos) local node = minetest.get_node(pos) local object = get_stand_object(pos) if object then if not string.find(node.name, "3d_armor_stand:") then object:remove() return end else object = minetest.add_entity(pos, "3d_armor_stand:armor_entity") end if object then local texture = "3d_armor_trans.png" local textures = {} local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local yaw = 0 if inv then for _, element in pairs(elements) do local stack = inv:get_stack("armor_"..element, 1) if stack:get_count() == 1 then local item = stack:get_name() or "" local def = stack:get_definition() or {} local groups = def.groups or {} if groups["armor_"..element] then if def.texture then table.insert(textures, def.texture) else table.insert(textures, item:gsub("%:", "_")..".png") end end end end end if #textures > 0 then texture = table.concat(textures, "^") end if node.param2 then local rot = node.param2 % 4 if rot == 1 then yaw = 3 * math.pi / 2 elseif rot == 2 then yaw = math.pi elseif rot == 3 then yaw = math.pi / 2 end end object:setyaw(yaw) object:set_properties({textures={texture}}) end end local function has_locked_armor_stand_privilege(meta, player) local name = "" if player then if minetest.check_player_privs(player, "protection_bypass") then return true end name = player:get_player_name() end if name ~= meta:get_string("owner") then return false end return true end local function add_hidden_node(pos, player) local p = {x=pos.x, y=pos.y + 1, z=pos.z} local name = player:get_player_name() local node = minetest.get_node(p) if node.name == "air" and not minetest.is_protected(pos, name) then minetest.set_node(p, {name="3d_armor_stand:top"}) end end local function remove_hidden_node(pos) local p = {x=pos.x, y=pos.y + 1, z=pos.z} local node = minetest.get_node(p) if node.name == "3d_armor_stand:top" then minetest.remove_node(p) end end minetest.register_node("3d_armor_stand:top", { description = S("Armor stand top"), paramtype = "light", drawtype = "plantlike", sunlight_propagates = true, walkable = true, pointable = false, diggable = false, buildable_to = false, drop = "", groups = {not_in_creative_inventory = 1}, on_blast = function() end, tiles = {"3d_armor_trans.png"}, }) minetest.register_node("3d_armor_stand:armor_stand", { description = S("Armor stand"), drawtype = "mesh", mesh = "3d_armor_stand.obj", tiles = {"3d_armor_stand.png"}, paramtype = "light", paramtype2 = "facedir", walkable = false, selection_box = { type = "fixed", fixed = { {-0.25, -0.4375, -0.25, 0.25, 1.4, 0.25}, {-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5}, }, }, groups = {choppy=2, oddly_breakable_by_hand=2}, sounds = default.node_sound_wood_defaults(), on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string("formspec", armor_stand_formspec) meta:set_string("infotext", S("Armor Stand")) local inv = meta:get_inventory() for _, element in pairs(elements) do inv:set_size("armor_"..element, 1) end end, can_dig = function(pos, player) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() for _, element in pairs(elements) do if not inv:is_empty("armor_"..element) then return false end end return true end, after_place_node = function(pos, placer) minetest.add_entity(pos, "3d_armor_stand:armor_entity") add_hidden_node(pos, placer) end, allow_metadata_inventory_put = function(pos, listname, index, stack) local def = stack:get_definition() or {} local groups = def.groups or {} if groups[listname] then return 1 end return 0 end, allow_metadata_inventory_move = function(pos) return 0 end, on_metadata_inventory_put = function(pos) update_entity(pos) end, on_metadata_inventory_take = function(pos) update_entity(pos) end, after_destruct = function(pos) update_entity(pos) remove_hidden_node(pos) end, on_blast = function(pos) drop_armor(pos) armor.drop_armor(pos, "3d_armor_stand:armor_stand") minetest.remove_node(pos) end, }) minetest.register_node("3d_armor_stand:locked_armor_stand", { description = S("Locked Armor stand"), drawtype = "mesh", mesh = "3d_armor_stand.obj", tiles = {"3d_armor_stand_locked.png"}, paramtype = "light", paramtype2 = "facedir", walkable = false, selection_box = { type = "fixed", fixed = { {-0.25, -0.4375, -0.25, 0.25, 1.4, 0.25}, {-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5}, }, }, groups = {choppy=2, oddly_breakable_by_hand=2}, sounds = default.node_sound_wood_defaults(), on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string("formspec", armor_stand_formspec) meta:set_string("infotext", S("Armor Stand")) meta:set_string("owner", "") local inv = meta:get_inventory() for _, element in pairs(elements) do inv:set_size("armor_"..element, 1) end end, can_dig = function(pos, player) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() for _, element in pairs(elements) do if not inv:is_empty("armor_"..element) then return false end end return true end, after_place_node = function(pos, placer) minetest.add_entity(pos, "3d_armor_stand:armor_entity") local meta = minetest.get_meta(pos) meta:set_string("owner", placer:get_player_name() or "") meta:set_string("infotext", S("Armor Stand (owned by @1)", meta:get_string("owner"))) add_hidden_node(pos, placer) end, allow_metadata_inventory_put = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos) if not has_locked_armor_stand_privilege(meta, player) then return 0 end local def = stack:get_definition() or {} local groups = def.groups or {} if groups[listname] then return 1 end return 0 end, allow_metadata_inventory_take = function(pos, listname, index, stack, player) local meta = minetest.get_meta(pos) if not has_locked_armor_stand_privilege(meta, player) then return 0 end return stack:get_count() end, allow_metadata_inventory_move = function(pos) return 0 end, on_metadata_inventory_put = function(pos) update_entity(pos) end, on_metadata_inventory_take = function(pos) update_entity(pos) end, after_destruct = function(pos) update_entity(pos) remove_hidden_node(pos) end, on_blast = function(pos) -- Not affected by TNT end, }) minetest.register_entity("3d_armor_stand:armor_entity", { physical = true, visual = "mesh", mesh = "3d_armor_entity.obj", visual_size = {x=1, y=1}, collisionbox = {0,0,0,0,0,0}, textures = {"3d_armor_trans.png"}, pos = nil, timer = 0, on_activate = function(self) local pos = self.object:get_pos() if pos then self.pos = vector.round(pos) update_entity(pos) end end, on_blast = function(self, damage) local drops = {} local node = minetest.get_node(self.pos) if node.name == "3d_armor_stand:armor_stand" then drop_armor(self.pos) self.object:remove() end return false, false, drops end, }) minetest.register_abm({ nodenames = {"3d_armor_stand:locked_armor_stand", "3d_armor_stand:armor_stand"}, interval = 15, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) local num num = #minetest.get_objects_inside_radius(pos, 0.5) if num > 0 then return end update_entity(pos) end }) minetest.register_craft({ output = "3d_armor_stand:armor_stand", recipe = { {"", "group:fence", ""}, {"", "group:fence", ""}, {"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"}, } }) minetest.register_craft({ output = "3d_armor_stand:locked_armor_stand", recipe = { {"3d_armor_stand:armor_stand", "default:steel_ingot"}, } }) minetest-3d_armor-version-0.4.13/3d_armor_stand/models/000077500000000000000000000000001343755257500230205ustar00rootroot00000000000000minetest-3d_armor-version-0.4.13/3d_armor_stand/models/3d_armor_entity.obj000066400000000000000000000115501343755257500266200ustar00rootroot00000000000000# Blender v2.73 (sub 0) OBJ File: '3d_armor_entity_3.blend' # www.blender.org mtllib 3d_armor_entity.mtl o Player_Cube v 2.200000 9.763893 1.200000 v 2.200000 9.763893 -1.200000 v 2.200000 2.663871 1.200000 v 2.200000 2.663871 -1.200000 v -2.200000 9.763893 -1.200000 v -2.200000 9.763893 1.200000 v -2.200000 2.663871 -1.200000 v -2.200000 2.663871 1.200000 v 2.300000 13.863962 2.300000 v 2.300000 13.863962 -2.300000 v 2.300000 9.263885 2.300000 v 2.300000 9.263885 -2.300000 v -2.300000 13.863962 -2.300000 v -2.300000 13.863962 2.300000 v -2.300000 9.263885 -2.300000 v -2.300000 9.263885 2.300000 v -2.322686 2.473175 -1.300000 v -2.322686 2.473175 1.300000 v -4.713554 2.682348 1.300000 v -4.713554 2.682348 -1.300000 v -1.686446 9.745432 -1.300000 v -1.686446 9.745432 1.300000 v -4.077313 9.954605 1.300000 v -4.077313 9.954605 -1.300000 v 4.077313 9.954605 -1.300000 v 4.077313 9.954605 1.300000 v 1.686446 9.745432 1.300000 v 1.686446 9.745432 -1.300000 v 4.713554 2.682348 -1.300000 v 4.713554 2.682348 1.300000 v 2.322686 2.473175 1.300000 v 2.322686 2.473175 -1.300000 v 0.139099 2.938947 -1.200000 v 0.139099 2.938947 1.200000 v 0.261266 -4.059988 1.200000 v 0.261266 -4.059988 -1.200000 v 2.660901 -4.018101 1.190000 v 2.660901 -4.018101 -1.210000 v 2.538733 2.980834 1.190000 v 2.538733 2.980834 -1.210000 v -0.139099 2.938947 -1.200000 v -0.139099 2.938947 1.200000 v -0.261266 -4.059988 1.200000 v -0.261266 -4.059988 -1.200000 v -2.538734 2.980834 -1.210000 v -2.538734 2.980834 1.190000 v -2.660901 -4.018101 -1.210000 v -2.660901 -4.018101 1.190000 v -2.799999 -4.387500 1.390000 v -2.799999 -4.387500 -1.410000 v -2.800000 -0.812499 1.390000 v -2.800000 -0.812499 -1.410000 v 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Each armor item worn contributes to a player's armor group level making them less vulnerable to attack. Armor takes damage when a player is hurt, however, many armor items offer a 'stackable' percentage chance of restoring the lost health points. Overall armor level is boosted by 10% when wearing a full matching set (helmet, chestplate, leggings and boots of the same material) Fire protection has been added by TenPlus1 and in use when ethereal mod is found and crystal armor has been enabled. each piece of armor offers 1 fire protection, level 1 protects against torches, level 2 against crystal spikes, 3 for fire and 5 protects when in lava. Compatible with sfinv, inventory plus or unified inventory by enabling the appropriate inventory module, [3d_armor_sfinv], [3d_armor_ip] and [3d_armor_ui] respectively. Also compatible with [smart_inventory] without the need for additional modules. built in support player skins [skins] by Zeg9 and Player Textures [player_textures] by PilzAdam and [simple_skins] by TenPlus1. Armor can be configured by adding a file called armor.conf in 3d_armor mod or world directory. see armor.conf.example for all available options. For mod installation instructions, please visit: http://wiki.minetest.com/wiki/Installing_Mods [mod] Visible Wielded Items [wieldview] --------------------------------------- Depends: 3d_armor Makes hand wielded items visible to other players. [mod] Shields [shields] ----------------------- Depends: 3d_armor Originally a part of 3d_armor, shields have been re-included as an optional extra. If you do not want shields then simply remove the shields folder from the modpack. [mod] 3d Armor Stand [3d_armor_stand] ------------------------------------- Depends: 3d_armor Adds a chest-like armor stand for armor storage and display. minetest-3d_armor-version-0.4.13/description.txt000066400000000000000000000000461343755257500217220ustar00rootroot00000000000000Visible player armor & wielded items. minetest-3d_armor-version-0.4.13/modpack.txt000066400000000000000000000000001343755257500210030ustar00rootroot00000000000000minetest-3d_armor-version-0.4.13/preview_gen.py000077500000000000000000000040771343755257500215350ustar00rootroot00000000000000#!/usr/bin/python import os import sys import Image try : arg = sys.argv[1] except IndexError : print "Usage: preview_gen.py " sys.exit(1) try : index = open(arg, "r") except IOError : print "Failed to open index file%s" %s (arg) sys.exit(1) preview = [] for line in index.readlines() : if ":" in line : line = line.rstrip('\n') preview.append(line.split(':')) print "Generating preview images..." for fn, place in preview : try : imi = Image.open(fn) except IOError : print "Failed to open %s" % (fn) sys.exit(1) w, h = imi.size if h != w / 2: print "Incompatible texture size %s" % (fn) sys.exit(1) s = w / 64 imo = Image.new("RGBA", (16 * s, 32 * s)) if place == "all" or place == "head" : face = (40 * s, 8 * s, 48 * s, 16 * s) side_l = (56 * s, 8 * s, 57 * s, 16 * s) side_r = (63 * s, 8 * s, 64 * s, 16 * s) imo.paste(imi.crop(side_l), (4 * s, 0, 5 * s, 8 * s)) imo.paste(imi.crop(side_r), (11 * s, 0, 12 * s, 8 * s)) imo.paste(imi.crop(face), (4 * s, 0, 12 * s, 8 * s)) if place == "all" or place == "torso" : arm = (44 * s, 20 * s, 48 * s, 32 * s) body = (20 * s, 20 * s, 28 * s, 32 * s) imo.paste(imi.crop(arm), (0 * s, 8 * s, 4 * s, 20 * s)) imo.paste(imi.crop(arm).transpose(Image.FLIP_LEFT_RIGHT), (12 * s, 8 * s, 16 * s, 20 * s)) imo.paste(imi.crop(body), (4 * s, 8 * s, 12 * s, 20 * s)) if place == "all" or place == "legs" : leg = (4 * s, 20 * s, 8 * s, 32 * s) imo.paste(imi.crop(leg), (4 * s, 20 * s, 8 * s, 32 * s)) imo.paste(imi.crop(leg).transpose(Image.FLIP_LEFT_RIGHT), (8 * s, 20 * s, 12 * s, 32 * s)) if place == "all" or place == "feet" : boot = (20 * s, 4 * s, 24 * s, 11 * s) imo.paste(imi.crop(boot), (4 * s, 25 * s, 8 * s, 32 * s)) imo.paste(imi.crop(boot).transpose(Image.FLIP_LEFT_RIGHT), (8 * s, 25 * s, 12 * s, 32 * s)) size = (32 * s, 64 * s) imo = imo.resize(size) if place == "shield" : shield = (0, 0, 16 * s, 16 * s) imo.paste(imi.crop(shield), (16 * s, 32 * s, 32 * s, 48 * s)) outfile = fn.replace(".png", "_preview.png") imo.save(outfile) print outfile minetest-3d_armor-version-0.4.13/screenshot.png000066400000000000000000002026241343755257500215270ustar00rootroot00000000000000PNG  IHDR XvpbKGD pHYs  tIME IDATxydGu}nYU]U7[ڌB,2b5c،- ƀ|62eF %![ݭګr7=q|5蔂jjZԔPQ4UIIui(hroT"GӏPQ|~ Ԩ,Q捈 }uScB++ sZ$v|tZJS7'ˆVҀ! lu:Q. 1Ϥ.f'3]}uuEz44]4Ţ;F|ѡm+#im-! kG~QQo~tSU|֧zIŏcFQaXy:u|hPR}8OI hG p1h  %B<).MwY ]|@\>| DJ"wkÇax'= |h !S X<Zg㮯ibC /RSSS;33.Șu3/5X)J%~-6K]GtDB;DD )3͛5l34dg4Mз";輤hJi:rۢ\uFGE׉.^ǏFهR/ihe~mh9f3BäB{T:qDۣ1!XX.xĖ@ v&u`~W8=EQϬԸh~GCZf5:@ D{ :rՑE'J/d'Q9^t r'N,|}(`|`t:7#(D"519E3P>:4}9mپ+W6*%Ë@4qj)R\6=B9e:.#"[XNO$NLʯZl4jHSNOM3hu#GC:>+?:99%5eIDr%`ʼa٨RITC K>rU :q;v/o BFد;<л?].~۷M?g,X_+:^&"G`5>:#"R 64}1O5~YTi !pOrIqIuD7I1*/uoE8sqϤ#;FP%!4t||\-Sp o\Y(?Wli:4$oNMMiٺ/UlTCSHۨ¸`Y?T%fw^>UǏBe5UdmT2o4d^en~F4ESqxQ+"tHt3kY;eMT'N(Qw("yo#-7:DP :tHf O0F@_]bn n_"2=Mt p" ◛>k pe~~ |n|}e{ς2Me_W){N+꤫)H,y` u4FEiZ Fs٨T bA>o栣# f#O`F!hMГNv:xםnj/1N=|}',Xw f =De]\ }?uC<LWjW{D迀XZ]ڡ9҇ ,|>?U|VlqFhbdH +/Y!WniǶJ&JjQ]g?R:V:I*ovnVK'}9=~:t𠔦*z&F]ROw iRzN,V:yi.?O6*~x?=ny$^hS[?˼N䅞6yˇs~>4>󡢙g >>F7߶O[SNO}hh|峿n[? 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!QGunJ._yY.o!rDvẗ́V8&KWl2spT.!LTBw' xyRbYRc(wU*.}-[_TP: bs2np3gV !98yD%Zn i‡Kl*JVq+ JE.Ʃȥ\+mD勒qiHʂJ B\ !a S s= d>Q6'gֲ~e$MM*Wz* {Z,J)$8ŴB;"Y%!HAHAG IW#I4M#vxC\bZR_r˥M\٣} ^{2,I4]JfJ\%2DRB .B4|H5%éSJU*fW*ƕa̴Y_I˱PBQ?/1h|d?U W^%olKIOR"Ft2,Ia%9qd)!t"~I9N}_sldwIENDB`minetest-3d_armor-version-0.4.13/settingtypes.txt000066400000000000000000000044711343755257500221470ustar00rootroot00000000000000 [3d_armor] armor_material_wood (Enable wood armor) bool true armor_material_cactus (Enable cactus armor) bool true armor_material_steel (Enable steel armor) bool true armor_material_bronze (Enable bronze armor) bool true armor_material_diamond (Enable diamond armor) bool true armor_material_gold (Enable gold armor) bool true armor_material_mithril (Enable mithril armor) bool true armor_material_crystal (Enable crystal armor) bool true # Increase this if you get initialization glitches when a player first joins. armor_init_delay (Initialization delay) int 2 # Number of initialization attempts. # Use in conjunction with armor_init_delay if initialization problems persist. armor_init_times (Initialization attempts) int 10 # Increase this if armor is not getting into bones due to server lag. armor_bones_delay (Delay for bones) int 1 # How often player armor items are updated. armor_update_time (Armor refresh rate [seconds]) int 1 # Drop armor when a player dies. # Uses bones mod if present, otherwise items are dropped around the player. armor_drop (Drop armor on death) bool true # Pulverize armor when a player dies, overrides armor_drop. armor_destroy (Pulverize armor on death) bool false # You can use this to increase or decrease overall armor effectiveness, # eg: level_multiplier = 0.5 will reduce armor level by half. armor_level_multiplier (Armor effectiveness multiplier) float 1 # You can use this to increase or decrease overall armor healing, # eg: armor_heal_multiplier = 0 will disable healing altogether. armor_heal_multiplier (Armor healing multiplier) float 1 # Enable water protection (periodically restores breath when activated). armor_water_protect (Enable water protection) bool true # Enable fire protection (defaults true if using ethereal mod). armor_fire_protect (Enable fire protection) bool false # Enable punch damage effects. armor_punch_damage (Enable damage effects) bool true # Enable migration of old armor inventories. armor_migrate_old_inventory (Migrate old armor inventories) bool true [shields] shields_disable_sounds (Disable shield sounds) bool false [wieldview] # Set number of seconds between visible wielded item updates. wieldview_update_time (Wieldview refresh rate [seconds]) int 2 # Show nodes as tiles, disabled by default. wieldview_node_tiles (Show nodes as tiles) bool false minetest-3d_armor-version-0.4.13/shields/000077500000000000000000000000001343755257500202715ustar00rootroot00000000000000minetest-3d_armor-version-0.4.13/shields/LICENSE.txt000066400000000000000000000003761343755257500221220ustar00rootroot00000000000000[mod] Shields [shields] ======================= License Source Code: Copyright (C) 2013-2018 Stuart Jones - LGPL v2.1 License Textures: Copyright (C) 2017-2018 davidthecreator - CC-BY-SA 3.0 https://github.com/daviddoesminetest/3d-armors-new-textures minetest-3d_armor-version-0.4.13/shields/README.txt000066400000000000000000000006451343755257500217740ustar00rootroot00000000000000[mod] Shields [shields] ======================= Adds shields to 3d_armor Depends: 3d_armor Originally a part of 3d_armor, shields have been re-included as an optional extra. If you do not what shields then simply remove the shields folder from the modpack. Shields Configuration --------------------- Override the following default settings by adding them to your minetest.conf file. shields_disable_sounds = false minetest-3d_armor-version-0.4.13/shields/crafting_guide.txt000066400000000000000000000013761343755257500240130ustar00rootroot00000000000000Shields -- Crafting Guide -------------------------- +---+---+---+ | X | X | X | +---+---+---+ | X | X | X | +---+---+---+ | | X | | +---+---+---+ [shields:shield_wood] X = [default:wood] [shields:shield_cactus] X = [default:cactus] [shields:shield_steel] X = [default:steel_ingot] [shields:shield_bronze] X = [default:bronze_ingot] [shields:shield_diamond] X = [default:diamond] [shields:shield_gold] X = [default:gold_ingot] [shields:shield_mithril] X = [moreores:mithril_ingot] [shields:shield_crystal] X = [ethereal:crystal_ingot] Enhanced Shields ---------------- +---+ | S | +---+ | X | +---+ | S | +---+ [shields:shield_enhanced_wood] X = [shields:shield_wood] [shields:shield_enhanced_cactus] X = [shields:shield_cactus] S = [default:steel_ingot] minetest-3d_armor-version-0.4.13/shields/depends.txt000066400000000000000000000000211343755257500224450ustar00rootroot00000000000000default 3d_armor minetest-3d_armor-version-0.4.13/shields/description.txt000066400000000000000000000000421343755257500233510ustar00rootroot00000000000000Adds visible shields to 3d armor. minetest-3d_armor-version-0.4.13/shields/init.lua000066400000000000000000000161551343755257500217470ustar00rootroot00000000000000-- support for i18n local S = armor_i18n.gettext local disable_sounds = minetest.settings:get_bool("shields_disable_sounds") local use_moreores = minetest.get_modpath("moreores") local function play_sound_effect(player, name) if not disable_sounds and player then local pos = player:get_pos() if pos then minetest.sound_play(name, { pos = pos, max_hear_distance = 10, gain = 0.5, }) end end end if minetest.global_exists("armor") and armor.elements then table.insert(armor.elements, "shield") local mult = armor.config.level_multiplier or 1 armor.config.level_multiplier = mult * 0.9 end -- Regisiter Shields armor:register_armor("shields:shield_admin", { description = S("Admin Shield"), inventory_image = "shields_inv_shield_admin.png", groups = {armor_shield=1000, armor_heal=100, armor_use=0, not_in_creative_inventory=1}, }) minetest.register_alias("adminshield", "shields:shield_admin") if armor.materials.wood then armor:register_armor("shields:shield_wood", { description = S("Wooden Shield"), inventory_image = "shields_inv_shield_wood.png", groups = {armor_shield=1, armor_heal=0, armor_use=2000, flammable=1}, armor_groups = {fleshy=5}, damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1}, reciprocate_damage = true, on_damage = function(player, index, stack) play_sound_effect(player, "default_wood_footstep") end, on_destroy = function(player, index, stack) play_sound_effect(player, "default_wood_footstep") end, }) armor:register_armor("shields:shield_enhanced_wood", { description = S("Enhanced Wood Shield"), inventory_image = "shields_inv_shield_enhanced_wood.png", groups = {armor_shield=1, armor_heal=0, armor_use=2000}, armor_groups = {fleshy=8}, damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=2}, reciprocate_damage = true, on_damage = function(player, index, stack) play_sound_effect(player, "default_dig_metal") end, on_destroy = function(player, index, stack) play_sound_effect(player, "default_dug_metal") end, }) minetest.register_craft({ output = "shields:shield_enhanced_wood", recipe = { {"default:steel_ingot"}, {"shields:shield_wood"}, {"default:steel_ingot"}, }, }) end if armor.materials.cactus then armor:register_armor("shields:shield_cactus", { description = S("Cactus Shield"), inventory_image = "shields_inv_shield_cactus.png", groups = {armor_shield=1, armor_heal=0, armor_use=1000}, armor_groups = {fleshy=5}, damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1}, reciprocate_damage = true, on_damage = function(player, index, stack) play_sound_effect(player, "default_wood_footstep") end, on_destroy = function(player, index, stack) play_sound_effect(player, "default_wood_footstep") end, }) armor:register_armor("shields:shield_enhanced_cactus", { description = S("Enhanced Cactus Shield"), inventory_image = "shields_inv_shield_enhanced_cactus.png", groups = {armor_shield=1, armor_heal=0, armor_use=1000}, armor_groups = {fleshy=8}, damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=2}, reciprocate_damage = true, on_damage = function(player, index, stack) play_sound_effect(player, "default_dig_metal") end, on_destroy = function(player, index, stack) play_sound_effect(player, "default_dug_metal") end, }) minetest.register_craft({ output = "shields:shield_enhanced_cactus", recipe = { {"default:steel_ingot"}, {"shields:shield_cactus"}, {"default:steel_ingot"}, }, }) end if armor.materials.steel then armor:register_armor("shields:shield_steel", { description = S("Steel Shield"), inventory_image = "shields_inv_shield_steel.png", groups = {armor_shield=1, armor_heal=0, armor_use=800, physics_speed=-0.03, physics_gravity=0.03}, armor_groups = {fleshy=10}, damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2}, reciprocate_damage = true, on_damage = function(player, index, stack) play_sound_effect(player, "default_dig_metal") end, on_destroy = function(player, index, stack) play_sound_effect(player, "default_dug_metal") end, }) end if armor.materials.bronze then armor:register_armor("shields:shield_bronze", { description = S("Bronze Shield"), inventory_image = "shields_inv_shield_bronze.png", groups = {armor_shield=1, armor_heal=6, armor_use=400, physics_speed=-0.03, physics_gravity=0.03}, armor_groups = {fleshy=10}, damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2}, reciprocate_damage = true, on_damage = function(player, index, stack) play_sound_effect(player, "default_dig_metal") end, on_destroy = function(player, index, stack) play_sound_effect(player, "default_dug_metal") end, }) end if armor.materials.diamond then armor:register_armor("shields:shield_diamond", { description = S("Diamond Shield"), inventory_image = "shields_inv_shield_diamond.png", groups = {armor_shield=1, armor_heal=12, armor_use=200}, armor_groups = {fleshy=15}, damage_groups = {cracky=2, snappy=1, choppy=1, level=3}, reciprocate_damage = true, on_damage = function(player, index, stack) play_sound_effect(player, "default_glass_footstep") end, on_destroy = function(player, index, stack) play_sound_effect(player, "default_break_glass") end, }) end if armor.materials.gold then armor:register_armor("shields:shield_gold", { description = S("Gold Shield"), inventory_image = "shields_inv_shield_gold.png", groups = {armor_shield=1, armor_heal=6, armor_use=300, physics_speed=-0.04, physics_gravity=0.04}, armor_groups = {fleshy=10}, damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2}, reciprocate_damage = true, on_damage = function(player, index, stack) play_sound_effect(player, "default_dig_metal") end, on_destroy = function(player, index, stack) play_sound_effect(player, "default_dug_metal") end, }) end if armor.materials.mithril then armor:register_armor("shields:shield_mithril", { description = S("Mithril Shield"), inventory_image = "shields_inv_shield_mithril.png", groups = {armor_shield=1, armor_heal=12, armor_use=100}, armor_groups = {fleshy=15}, damage_groups = {cracky=2, snappy=1, level=3}, reciprocate_damage = true, on_damage = function(player, index, stack) play_sound_effect(player, "default_glass_footstep") end, on_destroy = function(player, index, stack) play_sound_effect(player, "default_break_glass") end, }) end if armor.materials.crystal then armor:register_armor("shields:shield_crystal", { description = S("Crystal Shield"), inventory_image = "shields_inv_shield_crystal.png", groups = {armor_shield=1, armor_heal=12, armor_use=100, armor_fire=1}, armor_groups = {fleshy=15}, damage_groups = {cracky=2, snappy=1, level=3}, reciprocate_damage = true, on_damage = function(player, index, stack) play_sound_effect(player, "default_glass_footstep") end, on_destroy = function(player, index, stack) play_sound_effect(player, "default_break_glass") end, }) end for k, v in pairs(armor.materials) do minetest.register_craft({ output = "shields:shield_"..k, recipe = { {v, v, v}, {v, v, v}, {"", v, ""}, }, }) end minetest-3d_armor-version-0.4.13/shields/textures/000077500000000000000000000000001343755257500221545ustar00rootroot00000000000000minetest-3d_armor-version-0.4.13/shields/textures/preview_index.txt000066400000000000000000000010631343755257500255650ustar00rootroot00000000000000shields/textures/shields_shield_wood.png:shield shields/textures/shields_shield_enhanced_wood.png:shield shields/textures/shields_shield_cactus.png:shield shields/textures/shields_shield_enhanced_cactus.png:shield shields/textures/shields_shield_steel.png:shield shields/textures/shields_shield_bronze.png:shield shields/textures/shields_shield_gold.png:shield shields/textures/shields_shield_diamond.png:shield shields/textures/shields_shield_mithril.png:shield shields/textures/shields_shield_crystal.png:shield shields/textures/shields_shield_admin.png:shield minetest-3d_armor-version-0.4.13/shields/textures/shields_inv_shield_admin.png000066400000000000000000000006731343755257500276770ustar00rootroot00000000000000PNG  IHDRRgAMA a cHRMz%u0`:o_F0PLTEyvKhy~zxI@tRNS@fbKGDH pHYs+tIME /%9fIDAT=A FLŒ0F#`x d~wWstk#Fbb!҆H( l|'d&Z2\%tEXtdate:create2017-10-13T18:47:37+01:004!%tEXtdate:modify2017-10-13T18:47:37+01:00i,IENDB`minetest-3d_armor-version-0.4.13/shields/textures/shields_inv_shield_bronze.png000066400000000000000000000006071343755257500301030ustar00rootroot00000000000000PNG  IHDRRgAMA a cHRMz%u0`:o_FPLTEMr=`,Ji4X)tRNS@fbKGDH pHYs+tIME /%9MIDATc`@PRHD2 * FJ"JJ`%a b0*D 3E$%tEXtdate:create2017-10-13T18:47:37+01:004!%tEXtdate:modify2017-10-13T18:47:37+01:00i,IENDB`minetest-3d_armor-version-0.4.13/shields/textures/shields_inv_shield_cactus.png000066400000000000000000000006721343755257500300700ustar00rootroot00000000000000PNG  IHDRRgAMA a cHRMz%u0`:o_F!PLTEʹ}hV]JN>F8ҬK?OBRE/JKtRNS@fbKGDH pHYs+tIME /%9tIDATc`Fe!c!c@V󌶙30wtu*00wutL1dԨRm-@ 9 sJX`v1mh!)?%tEXtdate:create2017-10-13T18:47:37+01:004!%tEXtdate:modify2017-10-13T18:47:37+01:00i,IENDB`minetest-3d_armor-version-0.4.13/shields/textures/shields_inv_shield_crystal.png000066400000000000000000000006731343755257500302700ustar00rootroot00000000000000PNG  IHDRRgAMA a cHRMz%u0`:o_F0PLTEkVtzsl:XmtRNS@fbKGDH pHYs+tIME /%9fIDAT=A FLŒ0F#`x d~wWstk#Fbb!҆H( l|'d&Z2\%tEXtdate:create2017-10-13T18:47:37+01:004!%tEXtdate:modify2017-10-13T18:47:37+01:00i,IENDB`minetest-3d_armor-version-0.4.13/shields/textures/shields_inv_shield_diamond.png000066400000000000000000000006731343755257500302220ustar00rootroot00000000000000PNG 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PDHoQ? &%tEXtdate:create2017-10-13T18:47:37+01:004!%tEXtdate:modify2017-10-13T18:47:37+01:00i,IENDB`minetest-3d_armor-version-0.4.13/shields/textures/shields_shield_mithril.png000066400000000000000000000006231343755257500273760ustar00rootroot00000000000000PNG  IHDR@ PcgAMA a cHRMz%u0`:o_FPLTE>#dIS7pV\@MNtRNS@fbKGDH pHYs+tIME /%9YIDAT8c` 0 RħPPQHP#%G%%&(50HɅ+P§AX444POP >@ `P+ 3pF%tEXtdate:create2017-10-13T18:47:37+01:004!%tEXtdate:modify2017-10-13T18:47:37+01:00i,IENDB`minetest-3d_armor-version-0.4.13/shields/textures/shields_shield_mithril_preview.png000066400000000000000000000006121343755257500311350ustar00rootroot00000000000000PNG  IHDR @hgAMA a cHRMz&u0`:pQ<PLTE>#dIS7pV\@ *tRNSv8bKGD-tIME /%9aIDAT8c` B@P !d$ldlESqp()*jiiIFHNWQd! PDHoQ? &%tEXtdate:create2017-10-13T18:47:37+01:004!%tEXtdate:modify2017-10-13T18:47:37+01:00i,IENDB`minetest-3d_armor-version-0.4.13/shields/textures/shields_shield_steel.png000066400000000000000000000006671343755257500270520ustar00rootroot00000000000000PNG  IHDR@ gAMA a cHRMz%u0`:o_FbKGD̿ pHYs+tIME /%9IDATX1 b16voll %E>-U | Wx6Z"6%8+j@W0J HA0'9h,j WXVf{!sHO~>kV}MT `06,}taN%tEXtdate:create2017-10-13T18:47:37+01:004!%tEXtdate:modify2017-10-13T18:47:37+01:00i,IENDB`minetest-3d_armor-version-0.4.13/shields/textures/shields_shield_steel_preview.png000066400000000000000000000006361343755257500306070ustar00rootroot00000000000000PNG  IHDR @ч%gAMA a cHRMz&u0`:pQ<bKGD̿tIME /%9IDATX; (RdѸ| ΍E.b"Tiv,aa57A:㯱~Q EQ;E/ +H,V҅R& C\>ĚD~aA?Js0?;nUg~ 0 ,] %%tEXtdate:create2017-10-13T18:47:37+01:004!%tEXtdate:modify2017-10-13T18:47:37+01:00i,IENDB`minetest-3d_armor-version-0.4.13/shields/textures/shields_shield_wood.png000066400000000000000000000006611343755257500267000ustar00rootroot00000000000000PNG  IHDR@ PcgAMA a cHRMz%u0`:o_FPLTE^O9cS=m[Cs`FzeK~iN]͙tRNS@fbKGDH pHYs+tIME /%9tIDAT8a @1" (g> {)vqEIS[H0@Ka`T{h ju2Ie $t:yeu==[%tEXtdate:create2017-10-13T18:47:37+01:004!%tEXtdate:modify2017-10-13T18:47:37+01:00i,IENDB`minetest-3d_armor-version-0.4.13/shields/textures/shields_shield_wood_preview.png000066400000000000000000000006461343755257500304440ustar00rootroot00000000000000PNG  IHDR @hgAMA a cHRMz&u0`:pQ<PLTE^O9cS=m[Cs`FzeK~iNgtRNSv8bKGD-tIME /%9zIDAT8 EQWL L `Y@1Rr.'yT update_time then for _,player in ipairs(minetest.get_connected_players()) do wieldview:update_wielded_item(player) end time = 0 end end) minetest-3d_armor-version-0.4.13/wieldview/transform.lua000066400000000000000000000013261343755257500233550ustar00rootroot00000000000000-- Wielded Item Transformations - http://dev.minetest.net/texture wieldview.transform = { ["default:torch"]="R270", ["default:sapling"]="R270", ["flowers:dandelion_white"]="R270", ["flowers:dandelion_yellow"]="R270", ["flowers:geranium"]="R270", ["flowers:rose"]="R270", ["flowers:tulip"]="R270", ["flowers:viola"]="R270", ["bucket:bucket_empty"]="R270", ["bucket:bucket_water"]="R270", ["bucket:bucket_lava"]="R270", ["screwdriver:screwdriver"]="R270", ["screwdriver:screwdriver1"]="R270", ["screwdriver:screwdriver2"]="R270", ["screwdriver:screwdriver3"]="R270", ["screwdriver:screwdriver4"]="R270", ["vessels:glass_bottle"]="R270", ["vessels:drinking_glass"]="R270", ["vessels:steel_bottle"]="R270", }