VS plugin mod for Basic Armour
Révision | 3c3693c35a5a395190341bd1151d966f833b80e0 (tree) |
---|---|
l'heure | 2019-07-31 05:27:09 |
Auteur | melchior <melchior@user...> |
Commiter | melchior |
Incomplete shield bash feature *wip*
Addl. debugging logging
@@ -7,7 +7,6 @@ using Vintagestory.API.Common; | ||
7 | 7 | using Vintagestory.API.Client; |
8 | 8 | using Vintagestory.API.Server; |
9 | 9 | |
10 | - | |
11 | 10 | namespace ArmourMod |
12 | 11 | { |
13 | 12 | public class EntityArmourPlayer : EntityPlayer |
@@ -151,6 +150,10 @@ namespace ArmourMod | ||
151 | 150 | float beforeDamage = damage; |
152 | 151 | //TODO: evaluate postion vector of strike to determine WHEN position of armour offers protection |
153 | 152 | |
153 | + #if DEBUG | |
154 | + Logger.VerboseDebug($"DamageSource:{damageSource.Source} HitPos:{damageSource.HitPosition} Type: {damageSource.Type} Entity: {damageSource.SourceEntity} Block: {damageSource.sourceBlock} ORIGIN : {damageSource.sourcePos} "); | |
155 | + #endif | |
156 | + | |
154 | 157 | if (DamageFilters != null && DamageFilters.Count > 0) |
155 | 158 | { |
156 | 159 | //Evaluate damge type |
@@ -158,7 +161,7 @@ namespace ArmourMod | ||
158 | 161 | //Pass along |
159 | 162 | |
160 | 163 | #if DEBUG |
161 | - Logger.VerboseDebug("{0} has Damage Filters#{1}", this.PlayerUID, DamageFilters.Count); | |
164 | + Logger.VerboseDebug("{0} has Damage Filters# {1}", this.GetName(), DamageFilters.Count); | |
162 | 165 | #endif |
163 | 166 | |
164 | 167 | switch (damageSource.Type) { |
@@ -199,13 +202,21 @@ namespace ArmourMod | ||
199 | 202 | Logger.VerboseDebug("Reduced: {0} Dmg from {2}; [{1}]", damage, damageSource.Type.ToString( ), beforeDamage); |
200 | 203 | #endif |
201 | 204 | |
202 | - //All worn Armours adsorb damage themselves... | |
205 | + //All worn Armours absorb damage themselves... | |
203 | 206 | List<EnumCharacterDressType> slotsList = this.DamageFilters.Keys.ToList( ); |
204 | 207 | |
205 | 208 | foreach (var slotId in slotsList) { |
206 | - ItemSlot slot = this.GearInventory[( int )slotId]; | |
207 | - Item armourItem = slot.Itemstack.Item; | |
208 | 209 | |
210 | + ItemSlot slot; | |
211 | + if (slotId != EnumCharacterDressType.Arm) { | |
212 | + slot = this.GearInventory[( int )slotId]; | |
213 | + | |
214 | + } else { | |
215 | + slot = this.LeftHandItemSlot; | |
216 | + } | |
217 | + | |
218 | + Item armourItem = slot.Itemstack.Item; | |
219 | + //RESEARCH: Why does this trigger modify events on item slot from server? SPAMMY! | |
209 | 220 | armourItem.DamageItem(ServerAPI.World, this, slot, 1); |
210 | 221 | } |
211 | 222 | } |
@@ -255,14 +266,14 @@ namespace ArmourMod | ||
255 | 266 | { |
256 | 267 | var watchedSlot = this.GearInventory[slotId]; |
257 | 268 | #if DEBUG |
258 | - Logger.VerboseDebug( "GearSlotModified:{0}", slotId ); | |
269 | + Logger.VerboseDebug( "GearSlotModified:{0} ({1})", (EnumCharacterDressType)slotId, slotId ); | |
259 | 270 | #endif |
260 | 271 | if ( !watchedSlot.Empty ) { |
261 | 272 | |
262 | 273 | if ( (watchedSlot.StorageType.HasFlag( EnumItemStorageFlags.Outfit) || watchedSlot.StorageType.HasFlag(EnumItemStorageFlags.Offhand) ) |
263 | 274 | && watchedSlot.Itemstack.Class == EnumItemClass.Item ) { |
264 | 275 | #if DEBUG |
265 | - Logger.VerboseDebug( "Equiped a AF this: {0}", watchedSlot.Itemstack.Item.Code.ToString() ); | |
276 | + Logger.VerboseDebug( "Equiped this: {0}", watchedSlot.Itemstack.Item.Code.ToString() ); | |
266 | 277 | #endif |
267 | 278 | //replace / add damage filter when applicable armor item in slot (which ever that is?) |
268 | 279 |
@@ -412,10 +423,14 @@ namespace ArmourMod | ||
412 | 423 | { |
413 | 424 | DamageFilters = new Dictionary<EnumCharacterDressType, DamageFilter>( Enum.GetNames(typeof(EnumCharacterDressType)).Length ); |
414 | 425 | |
415 | - if ( this.GearInventory.Count > 0 ) { | |
416 | - foreach(ItemSlot itemSlot in this.GearInventory ) { | |
426 | + if ( this.GearInventory.Count > 0 || this.LeftHandItemSlot.StackSize > 0) { | |
427 | + | |
428 | + var combinedInventory = new List<ItemSlot>(this.GearInventory); | |
429 | + combinedInventory.Add(this.LeftHandItemSlot); | |
417 | 430 | |
418 | - int slotId = this.GearInventory.GetSlotId( itemSlot ); | |
431 | + foreach(ItemSlot itemSlot in combinedInventory ) { | |
432 | + | |
433 | + int slotId = itemSlot.Inventory.GetSlotId( itemSlot ); | |
419 | 434 | if ( !itemSlot.Empty ) { |
420 | 435 | |
421 | 436 | if ( (itemSlot.StorageType.HasFlag(EnumItemStorageFlags.Outfit) || itemSlot.StorageType.HasFlag(EnumItemStorageFlags.Offhand) ) && itemSlot.Itemstack.Class == EnumItemClass.Item ) { |
@@ -423,7 +438,7 @@ namespace ArmourMod | ||
423 | 438 | if ( CheckIfItemHasDamageFilter(itemSlot) ) |
424 | 439 | { |
425 | 440 | #if DEBUG |
426 | - CoreAPI.World.Logger.VerboseDebug( "DF: Consider item:{0}", itemSlot.Itemstack.Item.Code.ToString( ) ); | |
441 | + CoreAPI.World.Logger.VerboseDebug( "DF: Consider thing:{0}", itemSlot.Itemstack.Item.Code.ToString( ) ); | |
427 | 442 | #endif |
428 | 443 | |
429 | 444 | DamageFilter dmgFilt = DamageFilter.ConstructFilter( itemSlot); |
@@ -472,7 +487,7 @@ namespace ArmourMod | ||
472 | 487 | //Encumberance needs direct application / removal here; |
473 | 488 | if (finalFilter.encumberanceMultiplier > 0 && finalFilter.encumberanceMultiplier < 1.0) { |
474 | 489 | this.SetWalkSpeedModifier(armourEncumberanceKey, finalFilter.encumberanceMultiplier, false); |
475 | - Logger.VerboseDebug("New Walk Speed Mult: {0}", this.GetWalkSpeedMultiplier( )); | |
490 | + Logger.VerboseDebug("New Walk Speed Mult: {0:N2}", this.GetWalkSpeedMultiplier( )); | |
476 | 491 | } else { |
477 | 492 | this.RemoveWalkSpeedModifier(armourEncumberanceKey); |
478 | 493 | } |
@@ -545,6 +560,7 @@ namespace ArmourMod | ||
545 | 560 | |
546 | 561 | |
547 | 562 | |
563 | + | |
548 | 564 | } |
549 | 565 | } |
550 | 566 |
@@ -13,13 +13,13 @@ namespace ArmourMod | ||
13 | 13 | { |
14 | 14 | public class ItemArmour : ItemDress |
15 | 15 | { |
16 | - public override void GetHeldItemInfo(ItemStack stack, StringBuilder dsc, IWorldAccessor world, bool withDebugInfo) | |
16 | + public override void GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, bool withDebugInfo) | |
17 | 17 | { |
18 | 18 | //base.GetHeldItemInfo(stack, dsc, world, withDebugInfo); |
19 | 19 | |
20 | 20 | if (this.Durability > 1) { |
21 | 21 | |
22 | - int defDur = stack.Attributes.GetInt("durability", this.Durability); | |
22 | + int defDur = inSlot.Itemstack.Attributes.GetInt("durability", this.Durability); | |
23 | 23 | |
24 | 24 | //byte greenComponent = (byte)(255 * (float)this.Durability / (float)defDur); |
25 | 25 | //byte redComponent = (byte)(0xff - greenComponent); |
@@ -30,20 +30,20 @@ namespace ArmourMod | ||
30 | 30 | } |
31 | 31 | |
32 | 32 | //Display Protection values & Weight / dissadvantages |
33 | - var blunt = stack.ItemAttributes["BluntProtection"].AsFloat( ); | |
34 | - var piercing = stack.ItemAttributes["PiercingProtection"].AsFloat( ); | |
35 | - var slashing = stack.ItemAttributes["SlashingProtection"].AsFloat( ); | |
36 | - var crushing = stack.ItemAttributes["CrushingProtection"].AsFloat( ); | |
37 | - var flame = stack.ItemAttributes["FireProtection"].AsFloat( ); | |
38 | - var encumberance = stack.ItemAttributes["Encumberance"].AsFloat(1F ); | |
33 | + var blunt = inSlot.Itemstack.ItemAttributes["BluntProtection"].AsFloat( ); | |
34 | + var piercing = inSlot.Itemstack.ItemAttributes["PiercingProtection"].AsFloat( ); | |
35 | + var slashing = inSlot.Itemstack.ItemAttributes["SlashingProtection"].AsFloat( ); | |
36 | + var crushing = inSlot.Itemstack.ItemAttributes["CrushingProtection"].AsFloat( ); | |
37 | + var flame = inSlot.Itemstack.ItemAttributes["FireProtection"].AsFloat( ); | |
38 | + var encumberance = inSlot.Itemstack.ItemAttributes["Encumberance"].AsFloat(1F ); | |
39 | 39 | |
40 | 40 | dsc.AppendFormat($"Blunt {blunt:P1}\n Piercing {piercing:P1}\n Slashing {slashing:P1}\n Crushing {crushing:P1}\n Flame {flame:P1}\n Encumberance {encumberance:N2}X\n"); |
41 | 41 | |
42 | 42 | EnumCharacterDressType dresstype; |
43 | - string strdress = stack.ItemAttributes["clothescategory"].AsString( ); | |
43 | + string strdress = inSlot.Itemstack.ItemAttributes["clothescategory"].AsString( ); | |
44 | 44 | |
45 | 45 | if (Enum.TryParse(strdress, true, out dresstype)) { |
46 | - dsc.AppendLine(Lang.Get("Cloth Category: {0}", Lang.Get("clothcategory-" + stack.ItemAttributes["clothescategory"].AsString( )))); | |
46 | + dsc.AppendLine(Lang.Get("Cloth Category: {0}", Lang.Get("clothcategory-" + inSlot.Itemstack.ItemAttributes["clothescategory"].AsString( )))); | |
47 | 47 | } |
48 | 48 | |
49 | 49 | } |
@@ -0,0 +1,54 @@ | ||
1 | +using System; | |
2 | + | |
3 | +using Vintagestory.API.Common; | |
4 | +using Vintagestory.API.Client; | |
5 | +using Vintagestory.API.Server; | |
6 | +using Vintagestory.API.MathTools; | |
7 | + | |
8 | + | |
9 | +namespace ArmourMod | |
10 | +{ | |
11 | + public class ShieldBasher | |
12 | + { | |
13 | + protected ICoreAPI CoreAPI; | |
14 | + protected ICoreClientAPI ClientAPI; | |
15 | + protected ICoreServerAPI ServerAPI; | |
16 | + protected ILogger Logger; | |
17 | + | |
18 | + private const string _shieldBaskKey = @"shieldbash"; | |
19 | + | |
20 | + public ShieldBasher( ) | |
21 | + { | |
22 | + ClientAPI.Input.RegisterHotKey(_shieldBaskKey, "Shield Bash", GlKeys.BackSlash, HotkeyType.CharacterControls); | |
23 | + ClientAPI.Input.SetHotKeyHandler(_shieldBaskKey, TriggerShieldBash); | |
24 | + } | |
25 | + | |
26 | + //CLIENT SIDE! | |
27 | + protected bool TriggerShieldBash(KeyCombination keyCmb) | |
28 | + { | |
29 | + //Send Channel Packet to server... | |
30 | + | |
31 | + //Start, client side animations? | |
32 | + | |
33 | + | |
34 | + | |
35 | + return true;//What does this do?? | |
36 | + } | |
37 | + | |
38 | + | |
39 | + private void PerformShieldBash(EntitySelection bonkee, EntityPlayer player) | |
40 | + { | |
41 | + DamageSource damageSource = new DamageSource( ); | |
42 | + | |
43 | + //Push away from...self | |
44 | + bonkee.Entity.ServerPos.Motion.Add( | |
45 | + GameMath.Sin(damageSource.SourceEntity.ServerPos.Yaw + GameMath.PIHALF) / 10, | |
46 | + damageSource.SourceEntity.ServerPos.Pitch + GameMath.PIHALF / 10, | |
47 | + GameMath.Cos(damageSource.SourceEntity.ServerPos.Yaw + GameMath.PIHALF) / 10 | |
48 | + ); | |
49 | + | |
50 | + (( IServerPlayer )ServerAPI.World.PlayerByUid(player.PlayerUID)).SendPositionToClient( ); | |
51 | + } | |
52 | + } | |
53 | +} | |
54 | + |
@@ -0,0 +1,51 @@ | ||
1 | +{ | |
2 | + code: "buckler-wood", | |
3 | + class: "ItemArmour", | |
4 | + storageFlags: 257, | |
5 | + heldRightTpIdleAnimation: "holdinglanternrighthand", | |
6 | + heldLeftTpIdleAnimation: "holdinglanternlefthand", | |
7 | + attributes: | |
8 | + { | |
9 | + BluntProtection:0.13, | |
10 | + PiercingProtection:0.1, | |
11 | + SlashingProtection:0.1, | |
12 | + CrushingProtection:0.05, | |
13 | + FireProtection:0.01 | |
14 | + }, | |
15 | + shape: { | |
16 | + base: "item/armour/buckler" | |
17 | + }, | |
18 | + durability: 50, | |
19 | + creativeinventory: { "general": ["*"], "items": ["*"], "clothing": ["*"] }, | |
20 | + textures: { | |
21 | + aged:{ base: "game:block/wood/debarked/aged"}, | |
22 | + }, | |
23 | + fpHandTransform: { | |
24 | + translation: { x: 0, y: -0.05, z: -0.6 }, | |
25 | + rotation: { x: -100, y: -180, z: 90 }, | |
26 | + origin: { x: 0.5, y: 0, z: 0.5 }, | |
27 | + scale: 0.8 | |
28 | + }, | |
29 | + guiTransform: { | |
30 | + translation: { x: 0, y: 1, z: 0 }, | |
31 | + rotation: { x: 2, y: 0, z: 0 }, | |
32 | + origin: { x: 0.45, y: 0.55, z: 0.5 }, | |
33 | + scale: 1.6 | |
34 | + }, | |
35 | + tpHandTransform: { | |
36 | + translation: { x: 0, y: -0.05, z: -0.6 }, | |
37 | + rotation: { x: -90, y: -180, z: 90 }, | |
38 | + origin: { x: 0.5, y: 0, z: 0.5 }, | |
39 | + scale: 0.8 | |
40 | + }, | |
41 | + groundTransform: { | |
42 | + rotation: { x: 0, y: -1, z: 90 }, | |
43 | + origin: { x: 0.39, y: 0.25, z: 0.5 }, | |
44 | + scale: 2.8 | |
45 | + }, | |
46 | + combustibleProps: { | |
47 | + burnTemperature: 600, | |
48 | + burnDuration: 12, | |
49 | + }, | |
50 | + materialDensity: 600 | |
51 | +} | |
\ No newline at end of file |
@@ -0,0 +1,132 @@ | ||
1 | +{ | |
2 | + "editor": { | |
3 | + "allAngles": false, | |
4 | + "singleTexture": false | |
5 | + }, | |
6 | + "textureWidth": 16, | |
7 | + "textureHeight": 16, | |
8 | + "textures": { | |
9 | + "shield_buckler": "shield_buckler" | |
10 | + }, | |
11 | + "elements": [ | |
12 | + { | |
13 | + "name": "buckler_root", | |
14 | + "from": [ 6.0, 7.0, 6.0 ], | |
15 | + "to": [ 10.0, 8.0, 10.0 ], | |
16 | + "rotationOrigin": [ 8.0, 7.0, 8.0 ], | |
17 | + "rotationX": 90.0, | |
18 | + "faces": { | |
19 | + "north": { "texture": "#shield_buckler", "uv": [ 2.0, 9.0, 6.0, 10.0 ] }, | |
20 | + "east": { "texture": "#shield_buckler", "uv": [ 2.0, 9.0, 6.0, 10.0 ] }, | |
21 | + "south": { "texture": "#shield_buckler", "uv": [ 2.0, 9.0, 6.0, 10.0 ] }, | |
22 | + "west": { "texture": "#shield_buckler", "uv": [ 2.0, 9.0, 6.0, 10.0 ] }, | |
23 | + "up": { "texture": "#shield_buckler", "uv": [ 2.0, 2.0, 6.0, 6.0 ] }, | |
24 | + "down": { "texture": "#shield_buckler", "uv": [ 10.0, 2.0, 14.0, 6.0 ] } | |
25 | + }, | |
26 | + "children": [ | |
27 | + { | |
28 | + "name": "s_01", | |
29 | + "from": [ -1.0, -1.0, -1.0 ], | |
30 | + "to": [ 5.0, 0.0, 0.0 ], | |
31 | + "rotationOrigin": [ 2.0, 0.0, 2.0 ], | |
32 | + "faces": { | |
33 | + "north": { "texture": "#shield_buckler", "uv": [ 1.0, 9.0, 7.0, 10.0 ] }, | |
34 | + "east": { "texture": "#shield_buckler", "uv": [ 3.5, 9.0, 4.5, 10.0 ] }, | |
35 | + "south": { "texture": "#shield_buckler", "uv": [ 1.0, 9.0, 7.0, 10.0 ] }, | |
36 | + "west": { "texture": "#shield_buckler", "uv": [ 3.5, 9.0, 4.5, 10.0 ] }, | |
37 | + "up": { "texture": "#shield_buckler", "uv": [ 1.0, 1.0, 2.0, 7.0 ], "rotation": 90 }, | |
38 | + "down": { "texture": "#shield_buckler", "uv": [ 1.0, 1.0, 2.0, 7.0 ], "rotation": 90 } | |
39 | + } | |
40 | + }, | |
41 | + { | |
42 | + "name": "s_02", | |
43 | + "from": [ 0.0, -1.0, -2.0 ], | |
44 | + "to": [ 4.0, 0.0, -1.0 ], | |
45 | + "rotationOrigin": [ 2.0, 0.0, 2.0 ], | |
46 | + "faces": { | |
47 | + "north": { "texture": "#shield_buckler", "uv": [ 2.0, 9.0, 6.0, 10.0 ] }, | |
48 | + "east": { "texture": "#shield_buckler", "uv": [ 3.5, 9.0, 4.5, 10.0 ] }, | |
49 | + "south": { "texture": "#shield_buckler", "uv": [ 2.0, 9.0, 6.0, 10.0 ] }, | |
50 | + "west": { "texture": "#shield_buckler", "uv": [ 3.5, 9.0, 4.5, 10.0 ] }, | |
51 | + "up": { "texture": "#shield_buckler", "uv": [ 0.0, 2.0, 1.0, 6.0 ], "rotation": 90 }, | |
52 | + "down": { "texture": "#shield_buckler", "uv": [ 8.0, 2.0, 9.0, 6.0 ], "rotation": 90 } | |
53 | + } | |
54 | + }, | |
55 | + { | |
56 | + "name": "s_03", | |
57 | + "from": [ 0.0, -1.0, -2.0 ], | |
58 | + "to": [ 4.0, 0.0, 0.0 ], | |
59 | + "rotationOrigin": [ 2.0, 0.0, 2.0 ], | |
60 | + "rotationY": 90.0, | |
61 | + "faces": { | |
62 | + "north": { "texture": "#shield_buckler", "uv": [ 2.0, 9.0, 6.0, 10.0 ] }, | |
63 | + "east": { "texture": "#shield_buckler", "uv": [ 3.0, 9.0, 5.0, 10.0 ] }, | |
64 | + "south": { "texture": "#shield_buckler", "uv": [ 2.0, 9.0, 6.0, 10.0 ] }, | |
65 | + "west": { "texture": "#shield_buckler", "uv": [ 3.0, 9.0, 5.0, 10.0 ] }, | |
66 | + "up": { "texture": "#shield_buckler", "uv": [ 2.0, 6.0, 6.0, 8.0 ] }, | |
67 | + "down": { "texture": "#shield_buckler", "uv": [ 10.0, 6.0, 14.0, 8.0 ] } | |
68 | + } | |
69 | + }, | |
70 | + { | |
71 | + "name": "s_04", | |
72 | + "from": [ 0.0, -1.0, -2.0 ], | |
73 | + "to": [ 4.0, 0.0, -1.0 ], | |
74 | + "rotationOrigin": [ 2.0, 0.0, 2.0 ], | |
75 | + "rotationY": 180.0, | |
76 | + "faces": { | |
77 | + "north": { "texture": "#shield_buckler", "uv": [ 2.0, 9.0, 6.0, 10.0 ] }, | |
78 | + "east": { "texture": "#shield_buckler", "uv": [ 3.5, 9.0, 4.5, 10.0 ] }, | |
79 | + "south": { "texture": "#shield_buckler", "uv": [ 2.0, 9.0, 6.0, 10.0 ] }, | |
80 | + "west": { "texture": "#shield_buckler", "uv": [ 3.5, 9.0, 4.5, 10.0 ] }, | |
81 | + "up": { "texture": "#shield_buckler", "uv": [ 7.0, 2.0, 8.0, 6.0 ], "rotation": 90 }, | |
82 | + "down": { "texture": "#shield_buckler", "uv": [ 15.0, 2.0, 16.0, 6.0 ], "rotation": 90 } | |
83 | + } | |
84 | + }, | |
85 | + { | |
86 | + "name": "s_05", | |
87 | + "from": [ 0.0, -1.0, -2.0 ], | |
88 | + "to": [ 4.0, 0.0, 0.0 ], | |
89 | + "rotationOrigin": [ 2.0, 0.0, 2.0 ], | |
90 | + "rotationY": -90.0, | |
91 | + "faces": { | |
92 | + "north": { "texture": "#shield_buckler", "uv": [ 2.0, 9.0, 6.0, 10.0 ] }, | |
93 | + "east": { "texture": "#shield_buckler", "uv": [ 3.0, 9.0, 5.0, 10.0 ] }, | |
94 | + "south": { "texture": "#shield_buckler", "uv": [ 2.0, 9.0, 6.0, 10.0 ] }, | |
95 | + "west": { "texture": "#shield_buckler", "uv": [ 3.0, 9.0, 5.0, 10.0 ] }, | |
96 | + "up": { "texture": "#shield_buckler", "uv": [ 2.0, 0.0, 6.0, 2.0 ] }, | |
97 | + "down": { "texture": "#shield_buckler", "uv": [ 10.0, 0.0, 14.0, 2.0 ] } | |
98 | + } | |
99 | + }, | |
100 | + { | |
101 | + "name": "s_06", | |
102 | + "from": [ -1.0, -1.0, -1.0 ], | |
103 | + "to": [ 5.0, 0.0, 0.0 ], | |
104 | + "rotationOrigin": [ 2.0, 0.0, 2.0 ], | |
105 | + "rotationY": -180.0, | |
106 | + "faces": { | |
107 | + "north": { "texture": "#shield_buckler", "uv": [ 1.0, 9.0, 7.0, 10.0 ] }, | |
108 | + "east": { "texture": "#shield_buckler", "uv": [ 3.5, 9.0, 4.5, 10.0 ] }, | |
109 | + "south": { "texture": "#shield_buckler", "uv": [ 1.0, 9.0, 7.0, 10.0 ] }, | |
110 | + "west": { "texture": "#shield_buckler", "uv": [ 3.5, 9.0, 4.5, 10.0 ] }, | |
111 | + "up": { "texture": "#shield_buckler", "uv": [ 6.0, 1.0, 7.0, 7.0 ], "rotation": 90 }, | |
112 | + "down": { "texture": "#shield_buckler", "uv": [ 14.0, 1.0, 15.0, 7.0 ], "rotation": 90 } | |
113 | + } | |
114 | + }, | |
115 | + { | |
116 | + "name": "grip", | |
117 | + "from": [ -1.0, -1.3, 1.5 ], | |
118 | + "to": [ 5.0, -1.1, 2.5 ], | |
119 | + "shade": false, | |
120 | + "rotationOrigin": [ 2.0, -1.1, 1.5 ], | |
121 | + "faces": { | |
122 | + "north": { "texture": "#shield_buckler", "uv": [ 9.0, 9.0, 15.0, 10.0 ], "rotation": 90, "autoUv": false }, | |
123 | + "east": { "texture": "#shield_buckler", "uv": [ 9.0, 9.0, 10.0, 10.0 ], "autoUv": false }, | |
124 | + "south": { "texture": "#shield_buckler", "uv": [ 9.0, 9.0, 15.0, 10.0 ], "autoUv": false }, | |
125 | + "west": { "texture": "#shield_buckler", "uv": [ 14.0, 9.0, 15.0, 10.0 ], "autoUv": false }, | |
126 | + "up": { "texture": "#shield_buckler", "uv": [ 9.0, 9.0, 15.0, 10.0 ], "autoUv": false }, | |
127 | + "down": { "texture": "#shield_buckler", "uv": [ 9.0, 9.0, 15.0, 10.0 ], "autoUv": false } | |
128 | + } | |
129 | + } | |
130 | + ] | |
131 | + } | |
132 | + ]} | |
\ No newline at end of file |
@@ -0,0 +1,144 @@ | ||
1 | +{ | |
2 | + "editor": { | |
3 | + "allAngles": false, | |
4 | + "singleTexture": false | |
5 | + }, | |
6 | + "textureWidth": 16, | |
7 | + "textureHeight": 16, | |
8 | + "textures": { | |
9 | + "shield_heater": "shield_heater", | |
10 | + "shield_heater_back": "shield_heater_back" | |
11 | + }, | |
12 | + "elements": [ | |
13 | + { | |
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\ No newline at end of file |