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mirror of https://github.com/minetest-mods/3d_armor.git synced 2025-09-08 15:35:37 +02:00

27 Commits

Author SHA1 Message Date
3ae2529c9f Add physics_speed to mithril armor 2025-04-21 16:35:52 +02:00
a6779e7911 Merge remote-tracking branch 'upstream/master' 2025-03-19 18:57:29 +01:00
357cc3aada Merge remote-tracking branch 'upstream/master' 2024-09-15 07:59:24 +02:00
6b2f83e8e3 Merge remote-tracking branch 'upstream/master' 2023-12-13 20:49:05 +01:00
babb15262d Merge remote-tracking branch 'upstream/master' 2023-11-22 23:00:52 +01:00
19b8ea4028 Merge commit '053c30b' 2023-06-04 23:00:43 +02:00
1869d4b0c3 Merge remote-tracking branch 'upstream/master' 2022-05-27 18:25:27 +02:00
c95eb77a4e Merge remote-tracking branch 'upstream/master' 2022-03-05 11:19:05 +01:00
6757013da2 Merge remote-tracking branch 'upstream/master' 2021-11-26 21:30:41 +01:00
5845d3682d Merge remote-tracking branch 'upstream/master' 2021-08-01 18:50:16 +02:00
e8f938bd2c Merge remote-tracking branch 'upstream/master' 2021-07-16 23:31:01 +02:00
3bc7ed06e2 Merge remote-tracking branch 'upstream/master' 2021-07-05 21:54:46 +02:00
2d280a5a1e Merge remote-tracking branch 'upstream/master' 2021-06-26 19:09:48 +02:00
9417629f51 Merge remote-tracking branch 'upstream/master' 2021-06-20 17:01:50 +02:00
8eaf8edb4c Merge remote-tracking branch 'upstream/master' 2021-04-17 13:35:15 +02:00
bcdd82980b Merge remote-tracking branch 'upstream/master' 2021-03-25 21:37:40 +01:00
3ca25f7ec4 Merge remote-tracking branch 'upstream/master' 2021-03-12 12:08:30 +01:00
52f4c52271 Merge branch 'github' 2021-03-06 17:12:37 +01:00
2ebefb332f Add use_texture_alpha to avoid warnings from 3d_armor_stand 2021-03-06 17:04:41 +01:00
bda0db7c04 Merge remote-tracking branch 'upstream/master' 2021-03-06 16:49:10 +01:00
2b535ee887 Change bouton inventaire en version legacy 2020-06-14 23:18:59 +02:00
afee335dc2 Merge branch 'master' of yunohost:mtcontrib/minetest-3d_armor into dev 2019-10-12 14:35:06 +02:00
sys4-fr
5da2f3060a Ajoute les textures MFF 2019-02-10 00:47:13 +01:00
sys4-fr
1ff3bb0041 Ajout de messages de chargement des mods dans le journal "action"
- [3d_armor_ui] et [shields] sont concernés
2018-12-24 02:03:21 +01:00
sys4-fr
41b8c3e343 [3d_armor_stand] Ajout message de chargement du mod dans le journal 2018-12-24 02:00:14 +01:00
sys4-fr
941bfc27f9 Ajout message de chargement du mod dans le journal "action" 2018-12-24 01:57:58 +01:00
sys4-fr
f991b676f4 Activation du HEAL_MULTIPLIER et affichage de stats supplémentaires
- Stats speed+jump+gravity affichées dans Unified Inventory
2018-12-04 22:51:53 +01:00
184 changed files with 341 additions and 328 deletions

1
.gitignore vendored
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@@ -4,7 +4,6 @@
*bak*
tags
*.vim
armor.conf
## Eclipse project files & directories
.project

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@@ -694,9 +694,6 @@ armor.equip = function(self, player, itemstack)
index = i
end
end
if not index then -- armor inventory is full with other armor elements
return itemstack
end
local stack = itemstack:take_item()
armor_inv:set_stack("armor", index, stack)
self:run_callbacks("on_equip", player, index, stack)

37
3d_armor/armor.conf Executable file
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@@ -0,0 +1,37 @@
-- Armor Configuration (defaults)
-- Increase this if you get initialization glitches when a player first joins.
ARMOR_INIT_DELAY = 3
-- Number of initialization attempts.
-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
ARMOR_INIT_TIMES = 3
-- Increase this if armor is not getting into bones due to server lag.
ARMOR_BONES_DELAY = 3
-- How often player armor/wield items are updated.
ARMOR_UPDATE_TIME = 1
-- Drop armor when a player dies.
-- Uses bones mod if present, otherwise items are dropped around the player.
ARMOR_DROP = true
-- Pulverise armor when a player dies, overrides ARMOR_DROP.
ARMOR_DESTROY = false
-- You can use this to increase or decrease overall armor effectiveness,
-- eg: ARMOR_LEVEL_MULTIPLIER = 0.5 will reduce armor level by half.
ARMOR_LEVEL_MULTIPLIER = 1
-- You can use this to increase or decrease overall armor healing,
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
ARMOR_HEAL_MULTIPLIER = 1
-- You can also use this file to execute arbitary lua code
-- eg: Dumb the armor down if using Simple Mobs
--if minetest.get_modpath("mobs") then
-- ARMOR_LEVEL_MULTIPLIER = 1
-- ARMOR_HEAL_MULTIPLIER = 0
--end

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@@ -500,3 +500,5 @@ if armor.config.fire_protect == true then
return hp_change
end, true)
end
minetest.log("action", "[3d_armor] loaded.")

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@@ -1,7 +1,7 @@
# textdomain: 3d_armor
Radiation=Излучение
Level=Уровень
Heal=Исцеление
Fire=Пламя
Your @1 is almost broken!=Ваш предмет «@1» почти сломан!
Your @1 got destroyed!=Ваш предмет «@1» был уничтожен!
Radiation=излучение
Level=уровень
Heal=исцеление
Fire=огонь
Your @1 is almost broken!=
Your @1 got destroyed!=твой(и) @1 был(и) разрушен(ы)!

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@@ -1,7 +0,0 @@
# textdomain: 3d_armor
Radiation=Радіація
Level=Рівень
Heal=Зцілення
Fire=Вогонь
Your @1 is almost broken!=Ваш @1 майже зламаний!
Your @1 got destroyed!=Ваш(і) @1 був(ли) зламаний(і)!

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@@ -1,3 +0,0 @@
# textdomain: 3d_armor_ip
Back=Назад
Armor=Броня

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@@ -1,3 +0,0 @@
# textdomain: 3d_armor_ip
Back=Назад
Armor=Броня

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@@ -15,7 +15,7 @@ sfinv.register_page("3d_armor:armor", {
end
})
armor:register_on_update(function(player)
if sfinv.enabled and sfinv.get_page(player) == "3d_armor:armor" then
if sfinv.enabled then
sfinv.set_player_inventory_formspec(player)
end
end)

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@@ -1,2 +0,0 @@
# textdomain: 3d_armor_sfinv
Armor=Броня

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@@ -1,2 +0,0 @@
# textdomain: 3d_armor_sfinv
Armor=Броня

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@@ -6,27 +6,27 @@ local armor_stand_formspec = "size[8,7]" ..
default.gui_bg_img ..
default.gui_slots ..
default.get_hotbar_bg(0,3) ..
"list[current_name;main;3,0.5;2,1;]" ..
"list[current_name;main;3,1.5;2,1;2]" ..
"list[current_name;armor_head;3,0.5;1,1;]" ..
"list[current_name;armor_torso;4,0.5;1,1;]" ..
"list[current_name;armor_legs;3,1.5;1,1;]" ..
"list[current_name;armor_feet;4,1.5;1,1;]" ..
"image[3,0.5;1,1;3d_armor_stand_head.png]" ..
"image[4,0.5;1,1;3d_armor_stand_torso.png]" ..
"image[3,1.5;1,1;3d_armor_stand_legs.png]" ..
"image[4,1.5;1,1;3d_armor_stand_feet.png]" ..
"list[current_player;main;0,3;8,1;]" ..
"list[current_player;main;0,4.25;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]"
"list[current_player;main;0,4.25;8,3;8]"
local elements = {"head", "torso", "legs", "feet"}
local function drop_armor(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for i = 1, 4 do
local stack = inv:get_stack("main", i)
for _, element in pairs(elements) do
local stack = inv:get_stack("armor_"..element, 1)
if stack and stack:get_count() > 0 then
armor.drop_armor(pos, stack)
inv:set_stack("main", i, nil)
inv:set_stack("armor_"..element, 1, nil)
end
end
end
@@ -68,8 +68,8 @@ local function update_entity(pos)
local inv = meta:get_inventory()
local yaw = 0
if inv then
for i, element in ipairs(elements) do
local stack = inv:get_stack("main", i)
for _, element in pairs(elements) do
local stack = inv:get_stack("armor_"..element, 1)
if stack:get_count() == 1 then
local item = stack:get_name() or ""
local def = stack:get_definition() or {}
@@ -149,139 +149,236 @@ minetest.register_node("3d_armor_stand:top", {
tiles = {"blank.png"},
})
local function register_armor_stand(def)
local function owns_armor_stand(pos, meta, player)
if def.name == "locked_armor_stand" and not has_locked_armor_stand_privilege(meta, player) then
return false
end
local has_access = minetest.is_player(player) and not minetest.is_protected(pos, player:get_player_name())
if def.name == "shared_armor_stand" and not has_access then
return false
end
return true
end
minetest.register_node("3d_armor_stand:" .. def.name, {
description = def.description,
drawtype = "mesh",
mesh = "3d_armor_stand.obj",
tiles = {def.texture},
use_texture_alpha = "clip",
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
selection_box = {
type = "fixed",
fixed = {
{-0.25, -0.4375, -0.25, 0.25, 1.4, 0.25},
{-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5},
},
minetest.register_node("3d_armor_stand:armor_stand", {
description = S("Armor Stand"),
drawtype = "mesh",
mesh = "3d_armor_stand.obj",
tiles = {"3d_armor_stand.png"},
use_texture_alpha = "clip",
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
selection_box = {
type = "fixed",
fixed = {
{-0.25, -0.4375, -0.25, 0.25, 1.4, 0.25},
{-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5},
},
groups = {choppy=2, oddly_breakable_by_hand=2},
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", armor_stand_formspec)
meta:set_string("infotext", def.description)
if def.name == "locked_armor_stand" then
meta:set_string("owner", "")
end
local inv = meta:get_inventory()
inv:set_size("main", 4)
end,
can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
if not inv:is_empty("main") then
},
groups = {choppy=2, oddly_breakable_by_hand=2},
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", armor_stand_formspec)
meta:set_string("infotext", S("Armor Stand"))
local inv = meta:get_inventory()
for _, element in pairs(elements) do
inv:set_size("armor_"..element, 1)
end
end,
can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for _, element in pairs(elements) do
if not inv:is_empty("armor_"..element) then
return false
end
return true
end,
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos)
minetest.add_entity(pos, "3d_armor_stand:armor_entity")
if def.name == "locked_armor_stand" then
meta:set_string("owner", placer:get_player_name() or "")
meta:set_string("infotext", S("Armor Stand (owned by @1)", meta:get_string("owner")))
elseif def.name == "shared_armor_stand" then
meta:set_string("infotext", def.description)
end
add_hidden_node(pos, placer)
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if not owns_armor_stand(pos, meta, player) then
return 0
end
local inv = meta:get_inventory()
local stack_def = stack:get_definition() or {}
local groups = stack_def.groups or {}
for i, element in ipairs(elements) do
if groups["armor_"..element] and inv:get_stack(listname, i):is_empty() then
return 1
end
end
return 0
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if not owns_armor_stand(pos, meta, player) then
return 0
end
end
return true
end,
after_place_node = function(pos, placer)
minetest.add_entity(pos, "3d_armor_stand:armor_entity")
add_hidden_node(pos, placer)
end,
allow_metadata_inventory_put = function(pos, listname, index, stack)
local def = stack:get_definition() or {}
local groups = def.groups or {}
if groups[listname] then
return 1
end,
allow_metadata_inventory_move = function(pos)
return 0
end,
on_metadata_inventory_put = function(pos, listname, index, stack)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local stack_def = stack:get_definition() or {}
local groups = stack_def.groups or {}
for i, element in ipairs(elements) do
if groups["armor_"..element] then
inv:set_stack(listname, i, stack)
if index ~= i then
inv:set_stack(listname, index, nil)
end
break
end
end
update_entity(pos)
end,
on_metadata_inventory_take = function(pos)
update_entity(pos)
end,
after_destruct = function(pos)
update_entity(pos)
remove_hidden_node(pos)
end,
on_blast = def.on_blast
})
end
register_armor_stand({
name = "armor_stand",
description = S("Armor Stand"),
texture = "3d_armor_stand.png",
end
return 0
end,
allow_metadata_inventory_move = function(pos)
return 0
end,
on_metadata_inventory_put = function(pos)
update_entity(pos)
end,
on_metadata_inventory_take = function(pos)
update_entity(pos)
end,
after_destruct = function(pos)
update_entity(pos)
remove_hidden_node(pos)
end,
on_blast = function(pos)
drop_armor(pos)
armor.drop_armor(pos, "3d_armor_stand:armor_stand")
minetest.remove_node(pos)
end
end,
})
register_armor_stand({
name = "locked_armor_stand",
minetest.register_node("3d_armor_stand:locked_armor_stand", {
description = S("Locked Armor Stand"),
texture = "3d_armor_stand_locked.png"
drawtype = "mesh",
mesh = "3d_armor_stand.obj",
tiles = {"3d_armor_stand_locked.png"},
use_texture_alpha = "clip",
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
selection_box = {
type = "fixed",
fixed = {
{-0.25, -0.4375, -0.25, 0.25, 1.4, 0.25},
{-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5},
},
},
groups = {choppy=2, oddly_breakable_by_hand=2},
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", armor_stand_formspec)
meta:set_string("infotext", S("Armor Stand"))
meta:set_string("owner", "")
local inv = meta:get_inventory()
for _, element in pairs(elements) do
inv:set_size("armor_"..element, 1)
end
end,
can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for _, element in pairs(elements) do
if not inv:is_empty("armor_"..element) then
return false
end
end
return true
end,
after_place_node = function(pos, placer)
minetest.add_entity(pos, "3d_armor_stand:armor_entity")
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name() or "")
meta:set_string("infotext", S("Armor Stand (owned by @1)", meta:get_string("owner")))
add_hidden_node(pos, placer)
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if not has_locked_armor_stand_privilege(meta, player) then
return 0
end
local def = stack:get_definition() or {}
local groups = def.groups or {}
if groups[listname] then
return 1
end
return 0
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if not has_locked_armor_stand_privilege(meta, player) then
return 0
end
return stack:get_count()
end,
allow_metadata_inventory_move = function(pos)
return 0
end,
on_metadata_inventory_put = function(pos)
update_entity(pos)
end,
on_metadata_inventory_take = function(pos)
update_entity(pos)
end,
after_destruct = function(pos)
update_entity(pos)
remove_hidden_node(pos)
end,
on_blast = function(pos)
-- Not affected by TNT
end,
})
register_armor_stand({
name = "shared_armor_stand",
minetest.register_node("3d_armor_stand:shared_armor_stand", {
description = S("Shared Armor Stand"),
texture = "3d_armor_stand_shared.png"
drawtype = "mesh",
mesh = "3d_armor_stand.obj",
tiles = {"3d_armor_stand_shared.png"},
use_texture_alpha = "clip",
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
selection_box = {
type = "fixed",
fixed = {
{-0.25, -0.4375, -0.25, 0.25, 1.4, 0.25},
{-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5},
},
},
groups = {choppy=2, oddly_breakable_by_hand=2},
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", armor_stand_formspec)
meta:set_string("infotext", S("Shared Armor Stand"))
local inv = meta:get_inventory()
for _, element in pairs(elements) do
inv:set_size("armor_"..element, 1)
end
end,
can_dig = function(pos, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for _, element in pairs(elements) do
if not inv:is_empty("armor_"..element) then
return false
end
end
return true
end,
after_place_node = function(pos, placer)
minetest.add_entity(pos, "3d_armor_stand:armor_entity")
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("Shared Armor Stand"))
add_hidden_node(pos, placer)
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if not minetest.is_player(player) or minetest.is_protected(pos, player:get_player_name()) then
return 0
end
local def = stack:get_definition() or {}
local groups = def.groups or {}
if groups[listname] then
return 1
end
return 0
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if not minetest.is_player(player) or minetest.is_protected(pos, player:get_player_name()) then
return 0
end
return stack:get_count()
end,
allow_metadata_inventory_move = function(pos)
return 0
end,
on_metadata_inventory_put = function(pos)
update_entity(pos)
end,
on_metadata_inventory_take = function(pos)
update_entity(pos)
end,
after_destruct = function(pos)
update_entity(pos)
remove_hidden_node(pos)
end,
on_blast = function(pos)
-- Not affected by TNT
end,
})
minetest.register_entity("3d_armor_stand:armor_entity", {
@@ -324,32 +421,6 @@ minetest.register_abm({
end
})
minetest.register_lbm({
label = "Update armor stand inventories",
name = "3d_armor_stand:update_inventories",
nodenames = {"3d_armor_stand:locked_armor_stand", "3d_armor_stand:shared_armor_stand", "3d_armor_stand:armor_stand"},
run_at_every_load = false,
action = function(pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local lists = inv:get_lists()
for _, element in pairs(elements) do
if not lists["armor_"..element] then
-- Abort to avoid item loss in case env_meta.txt is corrupted/deleted
return
end
end
inv:set_lists({main = {
lists.armor_head[1],
lists.armor_torso[1],
lists.armor_legs[1],
lists.armor_feet[1]
}})
meta:set_string("formspec", armor_stand_formspec)
update_entity(pos)
end
})
minetest.register_craft({
output = "3d_armor_stand:armor_stand",
recipe = {
@@ -372,3 +443,5 @@ minetest.register_craft({
{"3d_armor_stand:armor_stand", "default:copper_ingot"},
}
})
minetest.log("action", "[3d_armor_stand] loaded.")

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@@ -1,6 +1,5 @@
# textdomain: 3d_armor_stand
Armor Stand Top=Верх Стойки для Брони
Armor Stand=Стойка для Брони
Locked Armor Stand=Заблокированная Стойка для Брони
Shared Armor Stand=Публичная Стойка для Брони
Armor Stand (owned by @1)=Стойка для Брони (владалец: @1)
Armor Stand Top=верх стойки для брони
Armor Stand=стойка для брони
Locked Armor Stand=стойка для брони с замком
Armor Stand (owned by @1)=стойка для бони (владелец @1)

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@@ -1,5 +0,0 @@
# textdomain: 3d_armor_stand
Armor Stand Top=Верх Стійки для Броні
Armor Stand=Стійка для Броні
Locked Armor Stand=Закрита Стійка для Броні
Armor Stand (owned by @1)=Стійка для Броні (власник @1)

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@@ -43,6 +43,9 @@ unified_inventory.register_page("armor", {
"image[3.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]"..
"label[6.0,"..(fy + 0.0)..";"..F(S("Level"))..": "..armor.def[name].level.."]"..
"label[6.0,"..(fy + 0.5)..";"..F(S("Heal"))..": "..armor.def[name].heal.."]"..
"label[6.0,"..(fy + 2.0)..";"..F(S("Speed"))..": "..armor.def[name].speed.."]"..
"label[6.0,"..(fy + 2.5)..";"..F(S("Jump"))..": "..armor.def[name].jump.."]"..
"label[6.0,"..(fy + 3.0)..";"..F(S("Gravity"))..": "..armor.def[name].gravity.."]"..
"listring[current_player;main]"..
"listring[detached:"..name.."_armor;armor]"
if armor.config.fire_protect then
@@ -56,3 +59,5 @@ unified_inventory.register_page("armor", {
return {formspec=formspec}
end,
})
minetest.log("action", "[3d_armor_ui] loaded.")

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@@ -1,8 +0,0 @@
# textdomain: 3d_armor_ui
3D Armor=3D Броня
Armor not initialized!=Броня не инициализирована!
Armor=Броня
Level=Уровень
Heal=Исцеление
Fire=Пламя
Radiation=Излучение

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@@ -1,8 +0,0 @@
# textdomain: 3d_armor_ui
3D Armor=3D Броня
Armor not initialized!=Броня не ініціалізована!
Armor=Броня
Level=Рівень
Heal=Зцілення
Fire=Вогонь
Radiation=Радіація

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@@ -1,5 +1,5 @@
# textdomain: armor_admin
Admin Helmet=Шлем Админа
Admin Chestplate=Нагрудник Админа
Admin Leggings=Поножи Админа
Admin Boots=Ботинки Админа
Admin Helmet=шлем админа
Admin Chestplate=нагрудник админа
Admin Leggings=штаны админа
Admin Boots=ботинки админа

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@@ -1,5 +0,0 @@
# textdomain: armor_admin
Admin Helmet=Шолом адміна
Admin Chestplate=Броня адміна
Admin Leggings=Штани адміна
Admin Boots=Взуття адміна

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# textdomain: armor_bronze
Bronze Helmet=Бронзовый Шлем
Bronze Chestplate=Бронзовый Нагрудник
Bronze Leggings=Бронзовые Поножи
Bronze Boots=Бронзовые Ботинки
Bronze Helmet=бронзовый шлем
Bronze Chestplate=бронзовый нагрудник
Bronze Leggings=бронзовые штаны
Bronze Boots=бронзовые ботинки

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# textdomain: armor_bronze
Bronze Helmet=Бронзовий шолом
Bronze Chestplate=Бронзова броня
Bronze Leggings=Бронзові штани
Bronze Boots=Бронзове взуття

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# textdomain: armor_cactus
Cactus Helmet=Кактусовый Шлем
Cactus Chestplate=Кактусовый Нагрудник
Cactus Leggings=Кактусовые Поножи
Cactus Boots=Кактусовые Ботинки
Cactus Helmet=кактусовый шлем
Cactus Chestplate=кактусовый нагрудник
Cactus Leggings=кактусовые штаны
Cactus Boots=кактусовые ботинки

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# textdomain: armor_cactus
Cactus Helmet=Кактусовий шолом
Cactus Chestplate=Кактусова броня
Cactus Leggings=Кактусові штани
Cactus Boots=Кактусове взуття

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# textdomain: armor_crystal
Crystal Helmet=Кристальный Шлем
Crystal Chestplate=Кристальный Нагрудник
Crystal Leggings=Кристальные Поножи
Crystal Boots=Кристальные Ботинки
Crystal Helmet=кристалловый шлем
Crystal Chestplate=кристалловый нагрудник
Crystal Leggings=кристалловые штаны
Crystal Boots=кристалловые ботинки

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# textdomain: armor_crystal
Crystal Helmet=Кришталевий шолом
Crystal Chestplate=Кришталева броня
Crystal Leggings=Кришталеві штани
Crystal Boots=Кришталеве взуття

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# textdomain: armor_diamond
Diamond Helmet=Алмазный Шлем
Diamond Chestplate=Алмазный Нагрудник
Diamond Leggings=Алмазные Поножи
Diamond Boots=Алмазные Ботинки
Diamond Helmet=алмазный шлем
Diamond Chestplate=алмазный нагрудник
Diamond Leggings=алмазные штаны
Diamond Boots=алмазные ботинки

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# textdomain: armor_diamond
Diamond Helmet=Діамантовий шолом
Diamond Chestplate=Діамантова броня
Diamond Leggings=Діамантові штани
Diamond Boots=Діамантове взуття

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# textdomain: armor_gold
Gold Helmet=Золотой Шлем
Gold Chestplate=Золотой Нагрудник
Gold Leggings=Золотые Поножи
Gold Boots=Золотые Ботинки
Gold Helmet=золотой шлем
Gold Chestplate=золотой нагрудник
Gold Leggings=золотые штаны
Gold Boots=золотые ботинки

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# textdomain: armor_gold
Gold Helmet=Золотий шолом
Gold Chestplate=Золота броня
Gold Leggings=Золоті штани
Gold Boots=Золоте взуття

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