|  |  |  | @@ -96,111 +96,3 @@ end) | 
		
	
		
			
				|  |  |  |  | function armor_monoid.register_armor_group(name, def) | 
		
	
		
			
				|  |  |  |  | 	armor_groups[name] = def | 
		
	
		
			
				|  |  |  |  | end | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | if not minetest.global_exists("armor") then return end | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | -- Armor override | 
		
	
		
			
				|  |  |  |  | armor.set_player_armor = function(self, player) | 
		
	
		
			
				|  |  |  |  | 	local name, player_inv = armor:get_valid_player(player, "[set_player_armor]") | 
		
	
		
			
				|  |  |  |  | 	if not name then | 
		
	
		
			
				|  |  |  |  | 		return | 
		
	
		
			
				|  |  |  |  | 	end | 
		
	
		
			
				|  |  |  |  | 	local armor_texture = "3d_armor_trans.png" | 
		
	
		
			
				|  |  |  |  | 	local armor_level = 0 | 
		
	
		
			
				|  |  |  |  | 	local armor_heal = 0 | 
		
	
		
			
				|  |  |  |  | 	local armor_fire = 0 | 
		
	
		
			
				|  |  |  |  | 	local armor_water = 0 | 
		
	
		
			
				|  |  |  |  | 	local state = 0 | 
		
	
		
			
				|  |  |  |  | 	local items = 0 | 
		
	
		
			
				|  |  |  |  | 	local elements = {} | 
		
	
		
			
				|  |  |  |  | 	local textures = {} | 
		
	
		
			
				|  |  |  |  | 	local physics_o = {speed=1,gravity=1,jump=1} | 
		
	
		
			
				|  |  |  |  | 	local material = {type=nil, count=1} | 
		
	
		
			
				|  |  |  |  | 	local preview = armor:get_preview(name) or "character_preview.png" | 
		
	
		
			
				|  |  |  |  | 	for _,v in ipairs(self.elements) do | 
		
	
		
			
				|  |  |  |  | 		elements[v] = false | 
		
	
		
			
				|  |  |  |  | 	end | 
		
	
		
			
				|  |  |  |  | 	for i=1, 6 do | 
		
	
		
			
				|  |  |  |  | 		local stack = player_inv:get_stack("armor", i) | 
		
	
		
			
				|  |  |  |  | 		local item = stack:get_name() | 
		
	
		
			
				|  |  |  |  | 		if stack:get_count() == 1 then | 
		
	
		
			
				|  |  |  |  | 			local def = stack:get_definition() | 
		
	
		
			
				|  |  |  |  | 			for k, v in pairs(elements) do | 
		
	
		
			
				|  |  |  |  | 				if v == false then | 
		
	
		
			
				|  |  |  |  | 					local level = def.groups["armor_"..k] | 
		
	
		
			
				|  |  |  |  | 					if level then | 
		
	
		
			
				|  |  |  |  | 						local texture = def.texture or item:gsub("%:", "_") | 
		
	
		
			
				|  |  |  |  | 						table.insert(textures, texture..".png") | 
		
	
		
			
				|  |  |  |  | 						preview = preview.."^"..texture.."_preview.png" | 
		
	
		
			
				|  |  |  |  | 						armor_level = armor_level + level | 
		
	
		
			
				|  |  |  |  | 						state = state + stack:get_wear() | 
		
	
		
			
				|  |  |  |  | 						items = items + 1 | 
		
	
		
			
				|  |  |  |  | 						armor_heal = armor_heal + (def.groups["armor_heal"] or 0) | 
		
	
		
			
				|  |  |  |  | 						armor_fire = armor_fire + (def.groups["armor_fire"] or 0) | 
		
	
		
			
				|  |  |  |  | 						armor_water = armor_water + (def.groups["armor_water"] or 0) | 
		
	
		
			
				|  |  |  |  | 						for kk,vv in ipairs(self.physics) do | 
		
	
		
			
				|  |  |  |  | 							local o_value = def.groups["physics_"..vv] | 
		
	
		
			
				|  |  |  |  | 							if o_value then | 
		
	
		
			
				|  |  |  |  | 								physics_o[vv] = physics_o[vv] + o_value | 
		
	
		
			
				|  |  |  |  | 							end | 
		
	
		
			
				|  |  |  |  | 						end | 
		
	
		
			
				|  |  |  |  | 						local mat = string.match(item, "%:.+_(.+)$") | 
		
	
		
			
				|  |  |  |  | 						if material.type then | 
		
	
		
			
				|  |  |  |  | 							if material.type == mat then | 
		
	
		
			
				|  |  |  |  | 								material.count = material.count + 1 | 
		
	
		
			
				|  |  |  |  | 							end | 
		
	
		
			
				|  |  |  |  | 						else | 
		
	
		
			
				|  |  |  |  | 							material.type = mat | 
		
	
		
			
				|  |  |  |  | 						end | 
		
	
		
			
				|  |  |  |  | 						elements[k] = true | 
		
	
		
			
				|  |  |  |  | 					end | 
		
	
		
			
				|  |  |  |  | 				end | 
		
	
		
			
				|  |  |  |  | 			end | 
		
	
		
			
				|  |  |  |  | 		end | 
		
	
		
			
				|  |  |  |  | 	end | 
		
	
		
			
				|  |  |  |  | 	if minetest.get_modpath("shields") then | 
		
	
		
			
				|  |  |  |  | 		armor_level = armor_level * 0.9 | 
		
	
		
			
				|  |  |  |  | 	end | 
		
	
		
			
				|  |  |  |  | 	if material.type and material.count == #self.elements then | 
		
	
		
			
				|  |  |  |  | 		armor_level = armor_level * 1.1 | 
		
	
		
			
				|  |  |  |  | 	end | 
		
	
		
			
				|  |  |  |  | 	armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER | 
		
	
		
			
				|  |  |  |  | 	armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER | 
		
	
		
			
				|  |  |  |  | 	if #textures > 0 then | 
		
	
		
			
				|  |  |  |  | 		armor_texture = table.concat(textures, "^") | 
		
	
		
			
				|  |  |  |  | 	end | 
		
	
		
			
				|  |  |  |  | 	local armor_groups = {fleshy=100} | 
		
	
		
			
				|  |  |  |  | 	if armor_level > 0 then | 
		
	
		
			
				|  |  |  |  | 		armor_groups.level = math.floor(armor_level / 20) | 
		
	
		
			
				|  |  |  |  | 		armor_groups.fleshy = 100 - armor_level | 
		
	
		
			
				|  |  |  |  | 	end | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 	armor_monoid.monoid:del_change(player, "armor_monoid:compat") | 
		
	
		
			
				|  |  |  |  | 	player_monoids.speed:del_change(player, "armor_monoid:compat") | 
		
	
		
			
				|  |  |  |  | 	player_monoids.jump:del_change(player, "armor_monoid:compat") | 
		
	
		
			
				|  |  |  |  | 	player_monoids.gravity:del_change(player, "armor_monoid:compat") | 
		
	
		
			
				|  |  |  |  | 	 | 
		
	
		
			
				|  |  |  |  | 	armor_monoid.monoid:add_change(player, { fleshy = armor_groups.fleshy / 100 }, | 
		
	
		
			
				|  |  |  |  | 		"armor_monoid:compat") | 
		
	
		
			
				|  |  |  |  | 	player_monoids.speed:add_change(player, physics_o.speed, | 
		
	
		
			
				|  |  |  |  | 		"armor_monoid:compat") | 
		
	
		
			
				|  |  |  |  | 	player_monoids.jump:add_change(player, physics_o.jump, | 
		
	
		
			
				|  |  |  |  | 		"armor_monoid:compat") | 
		
	
		
			
				|  |  |  |  | 	player_monoids.gravity:add_change(player, physics_o.gravity, | 
		
	
		
			
				|  |  |  |  | 		"armor_monoid:compat") | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 	self.textures[name].armor = armor_texture | 
		
	
		
			
				|  |  |  |  | 	self.textures[name].preview = preview | 
		
	
		
			
				|  |  |  |  | 	self.def[name].state = state | 
		
	
		
			
				|  |  |  |  | 	self.def[name].count = items | 
		
	
		
			
				|  |  |  |  | 	self.def[name].level = armor_level | 
		
	
		
			
				|  |  |  |  | 	self.def[name].heal = armor_heal | 
		
	
		
			
				|  |  |  |  | 	self.def[name].jump = physics_o.jump | 
		
	
		
			
				|  |  |  |  | 	self.def[name].speed = physics_o.speed | 
		
	
		
			
				|  |  |  |  | 	self.def[name].gravity = physics_o.gravity | 
		
	
		
			
				|  |  |  |  | 	self.def[name].fire = armor_fire | 
		
	
		
			
				|  |  |  |  | 	self.def[name].water = armor_water | 
		
	
		
			
				|  |  |  |  | 	self:update_player_visuals(player) | 
		
	
		
			
				|  |  |  |  | end | 
		
	
	
		
			
				
					
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