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3D Armor - Visible Player Armor
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===============================
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Default Item Textures (C) Cisoun - WTFPL
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Armor Textures: Copyright (C) 2013 Ryan Jones - CC-BY-SA
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Source Code: Copyright (C) 2013 Stuart Jones - LGPL
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Special credit to Jordach and MirceaKitsune for providing the default 3d character model.
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51
README.md
51
README.md
@ -2,7 +2,7 @@
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This mod provides a player_monoids monoid for handling armor groups. It
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This mod provides a player_monoids monoid for handling armor groups. It
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provides a monoid for damage resistance, and a way to register new damage types
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provides a monoid for damage resistance, and a way to register new damage types
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for players. It is also compatible with 3d_armor.
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for players.
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Using the monoid
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Using the monoid
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================
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================
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@ -29,3 +29,52 @@ armor_monoid.register_armor_group("arcane", 100)
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As you can see, the argument is not a multiplier, but the base armor group
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As you can see, the argument is not a multiplier, but the base armor group
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rating. Calling this would mean players start off with an armor rating in
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rating. Calling this would mean players start off with an armor rating in
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"arcane" of 100 (no protection).
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"arcane" of 100 (no protection).
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Special armor groups
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====================
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Luanti defines a number of [special armor groups](https://github.com/luanti-org/luanti/blob/master/doc/lua_api.md#objectref-armor-groups)
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that have an engine-based effect and therefore must be handled uniquely by this
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monoid.
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`fall_damage_add_percent`
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-------------------------
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The `fall_damage_add_percent` armor group controls how much additional damage
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that a player will incur when falling from a high height. The armor monoid
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handles this group exactly like normal armor groups that have a base value of
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100.
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The armor monoid uses the following range of values for the
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`fall_damage_add_percent` armor group:
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- `value = 100`: player takes normal fall damage (100%)
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- `value = 0`: player takes no fall damage (0%)
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- `value = X`: player takes X% less fall damage (1%-99%)
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- default value: 100
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To grant a player fall damage reduction, use the `fall_damage_add_percent` group
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as you would any normal armor group:
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```lua
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armor_monoid.monoid:add_change(player,{fall_damage_add_percent=0.5},"mymod:half_fall_damage")
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```
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`immortal`
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----------
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The `immortal` armor group controls whether or not a player can suffer damage
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and experience drowning. Due to limitations of this monoid, the values of this
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armor group are handled differently than most armor groups.
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The armor monoid uses the following values for the `immortal` armor group:
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- `value <= 1`: player is not immortal, subject to damage and drowning
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- `value > 1`: player is immortal, will not suffer damage and cannot drown
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- default value: 1
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To grant a player immortality, set this group to a value greater than 1 like so:
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```lua
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armor_monoid.monoid:add_change(player,{immortal=2},"mymod:immortality")
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```
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@ -1,2 +1 @@
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player_monoids
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player_monoids
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3d_armor?
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123
init.lua
123
init.lua
@ -1,7 +1,11 @@
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armor_monoid = {}
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armor_monoid = {}
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local armor_groups = { fleshy = 100 }
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local armor_groups = {
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fleshy = 100,
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fall_damage_add_percent = 100,
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immortal = 1,
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}
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armor_monoid.registered_groups = armor_groups
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armor_monoid.registered_groups = armor_groups
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@ -71,6 +75,15 @@ armor_monoid.monoid = player_monoids.make_monoid({
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end
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end
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end
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end
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-- fall_damage_add_percent is a special armor group that has an inherent
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-- value of 0 rather than 100, so its final value is offset by -100 here
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final.fall_damage_add_percent = final.fall_damage_add_percent - 100
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-- immortal is a special armor group that must be either 0 or 1 to indicate
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-- mortality or immortality, respectively, so its final value is constrained
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-- here
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final.immortal = final.immortal > 1 and 1 or 0
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join_handled[player:get_player_name()] = true
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join_handled[player:get_player_name()] = true
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player:set_armor_groups(final)
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player:set_armor_groups(final)
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@ -96,111 +109,3 @@ end)
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function armor_monoid.register_armor_group(name, def)
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function armor_monoid.register_armor_group(name, def)
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armor_groups[name] = def
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armor_groups[name] = def
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end
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end
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if not minetest.global_exists("armor") then return end
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-- Armor override
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armor.set_player_armor = function(self, player)
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local name, player_inv = armor:get_valid_player(player, "[set_player_armor]")
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if not name then
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return
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end
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local armor_texture = "3d_armor_trans.png"
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local armor_level = 0
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local armor_heal = 0
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local armor_fire = 0
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local armor_water = 0
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local state = 0
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local items = 0
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local elements = {}
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local textures = {}
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local physics_o = {speed=1,gravity=1,jump=1}
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local material = {type=nil, count=1}
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local preview = armor:get_preview(name) or "character_preview.png"
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for _,v in ipairs(self.elements) do
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elements[v] = false
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end
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for i=1, 6 do
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local stack = player_inv:get_stack("armor", i)
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local item = stack:get_name()
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if stack:get_count() == 1 then
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local def = stack:get_definition()
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for k, v in pairs(elements) do
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if v == false then
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local level = def.groups["armor_"..k]
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if level then
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local texture = def.texture or item:gsub("%:", "_")
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table.insert(textures, texture..".png")
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preview = preview.."^"..texture.."_preview.png"
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armor_level = armor_level + level
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state = state + stack:get_wear()
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items = items + 1
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armor_heal = armor_heal + (def.groups["armor_heal"] or 0)
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armor_fire = armor_fire + (def.groups["armor_fire"] or 0)
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armor_water = armor_water + (def.groups["armor_water"] or 0)
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for kk,vv in ipairs(self.physics) do
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local o_value = def.groups["physics_"..vv]
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if o_value then
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physics_o[vv] = physics_o[vv] + o_value
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end
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end
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local mat = string.match(item, "%:.+_(.+)$")
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if material.type then
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if material.type == mat then
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material.count = material.count + 1
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end
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else
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material.type = mat
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end
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elements[k] = true
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end
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end
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end
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end
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end
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if minetest.get_modpath("shields") then
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armor_level = armor_level * 0.9
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end
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if material.type and material.count == #self.elements then
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armor_level = armor_level * 1.1
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end
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armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
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armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
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if #textures > 0 then
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armor_texture = table.concat(textures, "^")
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end
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local armor_groups = {fleshy=100}
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if armor_level > 0 then
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armor_groups.level = math.floor(armor_level / 20)
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armor_groups.fleshy = 100 - armor_level
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end
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armor_monoid.monoid:del_change(player, "armor_monoid:compat")
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player_monoids.speed:del_change(player, "armor_monoid:compat")
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player_monoids.jump:del_change(player, "armor_monoid:compat")
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player_monoids.gravity:del_change(player, "armor_monoid:compat")
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armor_monoid.monoid:add_change(player, { fleshy = armor_groups.fleshy / 100 },
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"armor_monoid:compat")
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player_monoids.speed:add_change(player, physics_o.speed,
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"armor_monoid:compat")
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player_monoids.jump:add_change(player, physics_o.jump,
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"armor_monoid:compat")
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player_monoids.gravity:add_change(player, physics_o.gravity,
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"armor_monoid:compat")
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self.textures[name].armor = armor_texture
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self.textures[name].preview = preview
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self.def[name].state = state
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self.def[name].count = items
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self.def[name].level = armor_level
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self.def[name].heal = armor_heal
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self.def[name].jump = physics_o.jump
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self.def[name].speed = physics_o.speed
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self.def[name].gravity = physics_o.gravity
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self.def[name].fire = armor_fire
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self.def[name].water = armor_water
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self:update_player_visuals(player)
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end
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Reference in New Issue
Block a user