Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

import release archive #1

Open
wants to merge 2 commits into
base: master
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
The table of contents is too big for display.
Diff view
Diff view
  •  
  •  
  •  
The diff you're trying to view is too large. We only load the first 3000 changed files.
1 change: 1 addition & 0 deletions game.conf
Original file line number Diff line number Diff line change
@@ -0,0 +1 @@
name = EarthCraft!
Binary file added menu/header.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added menu/icon.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Empty file added minetest.conf
Empty file.
53 changes: 53 additions & 0 deletions minetest.conf.example
Original file line number Diff line number Diff line change
@@ -0,0 +1,53 @@
# This file contains settings of Minetest Game that can be changed in minetest.conf
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.

# Whether creative mode (fast digging of all blocks, unlimited resources) should be enabled
#creative_mode = false

# Sets the behaviour of the inventory items when a player dies.
# "bones": Store all items inside a bone node but drop items if inside protected area
# "drop": Drop all items on the ground
# "keep": Player keeps all items
#bones_mode = "bones"

# The time in seconds after which the bones of a dead player can be looted by everyone
# 0 to disable
#share_bones_time = 1200

# How much earlier the bones of a dead player can be looted by
# everyone if the player dies in a protected area they don't own.
# 0 to disable. By default it is "share_bones_time" divide by four.
#share_bones_time_early = 300

# Whether fire should be enabled. If disabled, 'basic flame' nodes will disappear.
# 'permanent flame' nodes will remain with either setting.
#enable_fire = true

# Enable flame sound.
#flame_sound = true

# Whether lavacooling should be enabled.
#enable_lavacooling = true

# Whether the stuff in initial_stuff should be given to new players
#give_initial_stuff = false
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,default:torch 99,default:cobble 99

# Whether the TNT mod should be enabled
#enable_tnt = <true in singleplayer, false in multiplayer>

# The radius of a TNT explosion
#tnt_radius = 3

# Enable the stairs mod ABM that replaces the old 'upside down'
# stair and slab nodes in old maps with the new param2 versions.
#enable_stairs_replace_abm = false

# Whether you allow respawning in beds
# Default value is true
#enable_bed_respawn = true

# Whether players can skip night by sleeping
# Default value is true
#enable_bed_night_skip = true
11 changes: 11 additions & 0 deletions mods/3d_armor/.gitignore
Original file line number Diff line number Diff line change
@@ -0,0 +1,11 @@
## Generic ignorable patterns and files
*~
.*.swp
*bak*
tags
*.vim
armor.conf

## Eclipse project files & directories
.project
.settings
9 changes: 9 additions & 0 deletions mods/3d_armor/3d_armor/LICENSE.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,9 @@
[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

191 changes: 191 additions & 0 deletions mods/3d_armor/3d_armor/README.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,191 @@
[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 = 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 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 = <filename>
preview = <filename>
armor_groups = <table>
damage_groups = <table>
reciprocate_damage = <bool>
on_equip = <function>
on_unequip = <function>
on_destroy = <function>
on_damage = <function>
on_punched = <function>

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:getpos()
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)

Loading