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ObjectRef:set_armor_groups() and ObjectRef:set_properties() - works on players too!
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6 changed files with 154 additions and 64 deletions
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@ -614,6 +614,7 @@ methods:
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- get_wielded_item() -> ItemStack
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- set_wielded_item(item): replaces the wielded item, returns true if successful
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- set_armor_groups({group1=rating, group2=rating, ...})
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- set_properties(object property table)
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LuaEntitySAO-only: (no-op for other objects)
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- setvelocity({x=num, y=num, z=num})
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- getvelocity() -> {x=num, y=num, z=num}
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@ -716,20 +717,30 @@ Registered entities
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Definition tables
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------------------
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Entity definition (register_entity)
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Object Properties
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{
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physical = true,
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
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visual = "cube"/"sprite",
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visual = "cube"/"sprite"/"upright_sprite",
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visual_size = {x=1, y=1},
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textures = {texture,texture,texture,texture,texture,texture},
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textures = {}, -- number of required textures depends on visual
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spritediv = {x=1, y=1},
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initial_sprite_basepos = {x=0, y=0},
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is_visible = true,
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makes_footstep_sound = false,
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}
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Entity definition (register_entity)
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{
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Everything from object properties,
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-- entity specific --
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on_activate = function(self, staticdata),
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on_step = function(self, dtime),
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on_punch = function(self, hitter),
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on_rightclick = function(self, clicker),
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get_staticdata = function(self),
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^ Called sometimes; the string returned is passed to on_activate when
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the entity is re-activated from static state
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# Also you can define arbitrary member variables here
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myvariable = whatever,
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}
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