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				@@ -97,110 +97,4 @@ function armor_monoid.register_armor_group(name, def)
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					armor_groups[name] = def
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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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				minetest.log("action", "[armor_monoid] loaded.")
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