Alpha-v0.0.2a #1
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[mod] Shields [shields]
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=======================
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License Source Code
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-------------------
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Copyright (C) 2012-2019 stujones11, Stuart Jones <stujones111@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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License Textures
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----------------
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Copyright (C) 2017-2019 davidthecreator - CC-BY-SA 3.0
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[mod] Shields [shields]
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=======================
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Adds shields to 3d_armor
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Depends: 3d_armor
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Originally a part of 3d_armor, shields have been re-included as an optional extra.
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If you do not what shields then simply remove the shields folder from the modpack.
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Shields Configuration
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---------------------
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Override the following default settings by adding them to your minetest.conf file.
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shields_disable_sounds = false
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default
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3d_armor
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Adds visible shields to 3d armor.
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-- support for i18n
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local S = armor_i18n.gettext
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local disable_sounds = minetest.settings:get_bool("shields_disable_sounds")
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local use_moreores = minetest.get_modpath("moreores")
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local function play_sound_effect(player, name)
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if not disable_sounds and player then
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local pos = player:get_pos()
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if pos then
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minetest.sound_play(name, {
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pos = pos,
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max_hear_distance = 10,
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gain = 0.5,
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})
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end
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end
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end
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if minetest.global_exists("armor") and armor.elements then
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table.insert(armor.elements, "shield")
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local mult = armor.config.level_multiplier or 1
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armor.config.level_multiplier = mult * 0.9
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end
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-- Regisiter Shields
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armor:register_armor("shields:shield_admin", {
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description = S("Admin Shield"),
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inventory_image = "shields_inv_shield_admin.png",
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groups = {armor_shield=1000, armor_heal=100, armor_use=0, not_in_creative_inventory=1},
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})
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minetest.register_alias("adminshield", "shields:shield_admin")
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if armor.materials.wood then
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armor:register_armor("shields:shield_wood", {
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description = S("Wooden Shield"),
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inventory_image = "shields_inv_shield_wood.png",
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groups = {armor_shield=1, armor_heal=0, armor_use=2000, flammable=1},
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armor_groups = {fleshy=5},
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damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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})
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armor:register_armor("shields:shield_enhanced_wood", {
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description = S("Enhanced Wood Shield"),
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inventory_image = "shields_inv_shield_enhanced_wood.png",
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groups = {armor_shield=1, armor_heal=0, armor_use=2000},
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armor_groups = {fleshy=8},
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damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=2},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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minetest.register_craft({
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output = "shields:shield_enhanced_wood",
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recipe = {
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{"default:steel_ingot"},
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{"shields:shield_wood"},
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{"default:steel_ingot"},
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},
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})
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end
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if armor.materials.cactus then
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armor:register_armor("shields:shield_cactus", {
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description = S("Cactus Shield"),
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inventory_image = "shields_inv_shield_cactus.png",
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groups = {armor_shield=1, armor_heal=0, armor_use=1000},
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armor_groups = {fleshy=5},
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damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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})
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armor:register_armor("shields:shield_enhanced_cactus", {
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description = S("Enhanced Cactus Shield"),
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inventory_image = "shields_inv_shield_enhanced_cactus.png",
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groups = {armor_shield=1, armor_heal=0, armor_use=1000},
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armor_groups = {fleshy=8},
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damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=2},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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minetest.register_craft({
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output = "shields:shield_enhanced_cactus",
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recipe = {
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{"default:steel_ingot"},
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{"shields:shield_cactus"},
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{"default:steel_ingot"},
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},
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})
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end
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if armor.materials.steel then
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armor:register_armor("shields:shield_steel", {
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description = S("Steel Shield"),
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inventory_image = "shields_inv_shield_steel.png",
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groups = {armor_shield=1, armor_heal=0, armor_use=800,
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physics_speed=-0.03, physics_gravity=0.03},
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armor_groups = {fleshy=10},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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end
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if armor.materials.bronze then
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armor:register_armor("shields:shield_bronze", {
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description = S("Bronze Shield"),
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inventory_image = "shields_inv_shield_bronze.png",
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groups = {armor_shield=1, armor_heal=6, armor_use=400,
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physics_speed=-0.03, physics_gravity=0.03},
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armor_groups = {fleshy=10},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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end
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if armor.materials.diamond then
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armor:register_armor("shields:shield_diamond", {
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description = S("Diamond Shield"),
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inventory_image = "shields_inv_shield_diamond.png",
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groups = {armor_shield=1, armor_heal=12, armor_use=200},
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armor_groups = {fleshy=15},
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damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_glass_footstep")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_break_glass")
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end,
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})
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end
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if armor.materials.gold then
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armor:register_armor("shields:shield_gold", {
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description = S("Gold Shield"),
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inventory_image = "shields_inv_shield_gold.png",
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groups = {armor_shield=1, armor_heal=6, armor_use=300,
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physics_speed=-0.04, physics_gravity=0.04},
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armor_groups = {fleshy=10},
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damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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end
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if armor.materials.mithril then
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armor:register_armor("shields:shield_mithril", {
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description = S("Mithril Shield"),
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inventory_image = "shields_inv_shield_mithril.png",
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groups = {armor_shield=1, armor_heal=12, armor_use=100},
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armor_groups = {fleshy=15},
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damage_groups = {cracky=2, snappy=1, level=3},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_glass_footstep")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_break_glass")
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end,
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})
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end
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if armor.materials.crystal then
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armor:register_armor("shields:shield_crystal", {
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description = S("Crystal Shield"),
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inventory_image = "shields_inv_shield_crystal.png",
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groups = {armor_shield=1, armor_heal=12, armor_use=100, armor_fire=1},
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armor_groups = {fleshy=15},
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damage_groups = {cracky=2, snappy=1, level=3},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_glass_footstep")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_break_glass")
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end,
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})
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end
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for k, v in pairs(armor.materials) do
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minetest.register_craft({
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output = "shields:shield_"..k,
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recipe = {
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{v, v, v},
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{v, v, v},
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{"", v, ""},
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},
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})
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end
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Reference in New Issue