forked from mtcontrib/3d_armor
Add minor physics penalties to metal armors
This commit is contained in:
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20d4728829
commit
6e58d1280b
@ -118,28 +118,32 @@ if armor.materials.steel then
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armor:register_armor("3d_armor:helmet_steel", {
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armor:register_armor("3d_armor:helmet_steel", {
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description = S("Steel Helmet"),
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description = S("Steel Helmet"),
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inventory_image = "3d_armor_inv_helmet_steel.png",
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inventory_image = "3d_armor_inv_helmet_steel.png",
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groups = {armor_head=1, armor_heal=0, armor_use=800},
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groups = {armor_head=1, armor_heal=0, armor_use=800,
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physics_speed=-0.025, physics_gravity=0.025},
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armor_groups = {fleshy=10},
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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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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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})
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})
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armor:register_armor("3d_armor:chestplate_steel", {
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armor:register_armor("3d_armor:chestplate_steel", {
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description = S("Steel Chestplate"),
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description = S("Steel Chestplate"),
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inventory_image = "3d_armor_inv_chestplate_steel.png",
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inventory_image = "3d_armor_inv_chestplate_steel.png",
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groups = {armor_torso=1, armor_heal=0, armor_use=800},
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groups = {armor_torso=1, armor_heal=0, armor_use=800,
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physics_speed=-0.025, physics_gravity=0.025},
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armor_groups = {fleshy=15},
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armor_groups = {fleshy=15},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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})
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})
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armor:register_armor("3d_armor:leggings_steel", {
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armor:register_armor("3d_armor:leggings_steel", {
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description = S("Steel Leggings"),
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description = S("Steel Leggings"),
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inventory_image = "3d_armor_inv_leggings_steel.png",
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inventory_image = "3d_armor_inv_leggings_steel.png",
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groups = {armor_legs=1, armor_heal=0, armor_use=800},
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groups = {armor_legs=1, armor_heal=0, armor_use=800,
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physics_speed=-0.025, physics_gravity=0.025},
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armor_groups = {fleshy=15},
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armor_groups = {fleshy=15},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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})
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})
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armor:register_armor("3d_armor:boots_steel", {
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armor:register_armor("3d_armor:boots_steel", {
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description = S("Steel Boots"),
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description = S("Steel Boots"),
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inventory_image = "3d_armor_inv_boots_steel.png",
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inventory_image = "3d_armor_inv_boots_steel.png",
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groups = {armor_feet=1, armor_heal=0, armor_use=800},
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groups = {armor_feet=1, armor_heal=0, armor_use=800,
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physics_speed=-0.025, physics_gravity=0.025},
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armor_groups = {fleshy=10},
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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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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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})
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})
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@ -149,28 +153,32 @@ if armor.materials.bronze then
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armor:register_armor("3d_armor:helmet_bronze", {
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armor:register_armor("3d_armor:helmet_bronze", {
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description = S("Bronze Helmet"),
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description = S("Bronze Helmet"),
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inventory_image = "3d_armor_inv_helmet_bronze.png",
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inventory_image = "3d_armor_inv_helmet_bronze.png",
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groups = {armor_head=1, armor_heal=6, armor_use=400},
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groups = {armor_head=1, armor_heal=6, armor_use=400,
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physics_speed=-0.025, physics_gravity=0.025},
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armor_groups = {fleshy=10},
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armor_groups = {fleshy=10},
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damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
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damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
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})
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})
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armor:register_armor("3d_armor:chestplate_bronze", {
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armor:register_armor("3d_armor:chestplate_bronze", {
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description = S("Bronze Chestplate"),
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description = S("Bronze Chestplate"),
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inventory_image = "3d_armor_inv_chestplate_bronze.png",
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inventory_image = "3d_armor_inv_chestplate_bronze.png",
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groups = {armor_torso=1, armor_heal=6, armor_use=400},
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groups = {armor_torso=1, armor_heal=6, armor_use=400,
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physics_speed=-0.025, physics_gravity=0.025},
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armor_groups = {fleshy=15},
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armor_groups = {fleshy=15},
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damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
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damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
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})
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})
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armor:register_armor("3d_armor:leggings_bronze", {
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armor:register_armor("3d_armor:leggings_bronze", {
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description = S("Bronze Leggings"),
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description = S("Bronze Leggings"),
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inventory_image = "3d_armor_inv_leggings_bronze.png",
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inventory_image = "3d_armor_inv_leggings_bronze.png",
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groups = {armor_legs=1, armor_heal=6, armor_use=400},
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groups = {armor_legs=1, armor_heal=6, armor_use=400,
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physics_speed=-0.025, physics_gravity=0.025},
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armor_groups = {fleshy=15},
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armor_groups = {fleshy=15},
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damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
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damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
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})
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})
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armor:register_armor("3d_armor:boots_bronze", {
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armor:register_armor("3d_armor:boots_bronze", {
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description = S("Bronze Boots"),
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description = S("Bronze Boots"),
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inventory_image = "3d_armor_inv_boots_bronze.png",
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inventory_image = "3d_armor_inv_boots_bronze.png",
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groups = {armor_feet=1, armor_heal=6, armor_use=400},
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groups = {armor_feet=1, armor_heal=6, armor_use=400,
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physics_speed=-0.025, physics_gravity=0.025},
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armor_groups = {fleshy=10},
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armor_groups = {fleshy=10},
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damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
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damage_groups = {cracky=3, snappy=2, choppy=2, crumbly=1, level=2},
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})
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})
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@ -211,28 +219,32 @@ if armor.materials.gold then
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armor:register_armor("3d_armor:helmet_gold", {
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armor:register_armor("3d_armor:helmet_gold", {
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description = S("Gold Helmet"),
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description = S("Gold Helmet"),
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inventory_image = "3d_armor_inv_helmet_gold.png",
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inventory_image = "3d_armor_inv_helmet_gold.png",
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groups = {armor_head=1, armor_heal=6, armor_use=300},
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groups = {armor_head=1, armor_heal=6, armor_use=300,
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physics_speed=-0.025, physics_gravity=0.025},
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armor_groups = {fleshy=10},
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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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damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
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})
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})
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armor:register_armor("3d_armor:chestplate_gold", {
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armor:register_armor("3d_armor:chestplate_gold", {
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description = S("Gold Chestplate"),
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description = S("Gold Chestplate"),
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inventory_image = "3d_armor_inv_chestplate_gold.png",
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inventory_image = "3d_armor_inv_chestplate_gold.png",
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groups = {armor_torso=1, armor_heal=6, armor_use=300},
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groups = {armor_torso=1, armor_heal=6, armor_use=300,
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physics_speed=-0.03, physics_gravity=0.03},
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armor_groups = {fleshy=15},
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armor_groups = {fleshy=15},
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damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
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damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
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})
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})
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armor:register_armor("3d_armor:leggings_gold", {
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armor:register_armor("3d_armor:leggings_gold", {
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description = S("Gold Leggings"),
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description = S("Gold Leggings"),
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inventory_image = "3d_armor_inv_leggings_gold.png",
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inventory_image = "3d_armor_inv_leggings_gold.png",
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groups = {armor_legs=1, armor_heal=6, armor_use=300},
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groups = {armor_legs=1, armor_heal=6, armor_use=300,
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physics_speed=-0.03, physics_gravity=0.03},
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armor_groups = {fleshy=15},
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armor_groups = {fleshy=15},
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damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
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damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
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})
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})
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armor:register_armor("3d_armor:boots_gold", {
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armor:register_armor("3d_armor:boots_gold", {
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description = S("Gold Boots"),
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description = S("Gold Boots"),
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inventory_image = "3d_armor_inv_boots_gold.png",
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inventory_image = "3d_armor_inv_boots_gold.png",
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groups = {armor_feet=1, armor_heal=6, armor_use=300},
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groups = {armor_feet=1, armor_heal=6, armor_use=300,
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physics_speed=-0.03, physics_gravity=0.03},
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armor_groups = {fleshy=10},
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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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damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
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})
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})
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@ -120,7 +120,8 @@ if armor.materials.steel then
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armor:register_armor("shields:shield_steel", {
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armor:register_armor("shields:shield_steel", {
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description = S("Steel Shield"),
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description = S("Steel Shield"),
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inventory_image = "shields_inv_shield_steel.png",
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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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groups = {armor_shield=1, armor_heal=0, armor_use=800,
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physics_speed=-0.025, physics_gravity=0.025},
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armor_groups = {fleshy=10},
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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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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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reciprocate_damage = true,
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reciprocate_damage = true,
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@ -137,7 +138,8 @@ if armor.materials.bronze then
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armor:register_armor("shields:shield_bronze", {
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armor:register_armor("shields:shield_bronze", {
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description = S("Bronze Shield"),
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description = S("Bronze Shield"),
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inventory_image = "shields_inv_shield_bronze.png",
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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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groups = {armor_shield=1, armor_heal=6, armor_use=400,
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physics_speed=-0.025, physics_gravity=0.025},
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armor_groups = {fleshy=10},
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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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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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reciprocate_damage = true,
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reciprocate_damage = true,
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@ -171,7 +173,8 @@ if armor.materials.gold then
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armor:register_armor("shields:shield_gold", {
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armor:register_armor("shields:shield_gold", {
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description = S("Gold Shield"),
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description = S("Gold Shield"),
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inventory_image = "shields_inv_shield_gold.png",
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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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groups = {armor_shield=1, armor_heal=6, armor_use=300,
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physics_speed=-0.03, physics_gravity=0.03},
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armor_groups = {fleshy=10},
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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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damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
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reciprocate_damage = true,
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reciprocate_damage = true,
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