local S = function(s) return s end if minetest.global_exists("intllib") then S = intllib.Getter() end local use_moreores = minetest.get_modpath("moreores") local function play_sound_effect(player, name) if player then local pos = player:getpos() if pos then minetest.sound_play({ pos = pos, name = name, max_hear_distance = 10, gain = 0.5, }) end end end if minetest.global_exists("armor") and armor.elements then table.insert(armor.elements, "shield") local mult = armor.config.level_multiplier or 1 armor.config.level_multiplier = mult * 0.9 end -- Regisiter Shields armor:register_armor("shields:shield_admin", { description = S("Admin Shield"), inventory_image = "shields_inv_shield_admin.png", groups = {armor_shield=1000, armor_heal=100, armor_use=0, not_in_creative_inventory=1}, on_punch = function(player, hitter, time_from_last_punch, tool_capabilities) if hitter then hitter:punch(player, time_from_last_punch, tool_capabilities) play_sound_effect(player, "default_dig_metal") end return false end, }) if armor.materials.wood then armor:register_armor("shields:shield_wood", { description = S("Wooden Shield"), inventory_image = "shields_inv_shield_wood.png", groups = {armor_shield=1, armor_heal=0, armor_use=2000, flammable=1}, armor_groups = {fleshy=5}, damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1}, reciprocate_damage = true, on_damage = function(player, stack) play_sound_effect(player, "default_wood_footstep") end, on_destroy = function(player, stack) play_sound_effect(player, "default_wood_footstep") end, }) armor:register_armor("shields:shield_enhanced_wood", { description = S("Enhanced Wood Shield"), inventory_image = "shields_inv_shield_enhanced_wood.png", groups = {armor_shield=1, armor_heal=0, armor_use=2000}, armor_groups = {fleshy=8}, damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=2}, reciprocate_damage = true, on_damage = function(player, stack) play_sound_effect(player, "default_dig_metal") end, on_destroy = function(player, stack) play_sound_effect(player, "default_dug_metal") end, }) minetest.register_craft({ output = "shields:shield_enhanced_wood", recipe = { {"default:steel_ingot"}, {"shields:shield_wood"}, {"default:steel_ingot"}, }, }) end if armor.materials.cactus then armor:register_armor("shields:shield_cactus", { description = S("Cactus Shield"), inventory_image = "shields_inv_shield_cactus.png", groups = {armor_shield=1, armor_heal=0, armor_use=1000}, armor_groups = {fleshy=5}, damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1}, reciprocate_damage = true, on_damage = function(player, stack) play_sound_effect(player, "default_wood_footstep") end, on_destroy = function(player, stack) play_sound_effect(player, "default_wood_footstep") end, }) armor:register_armor("shields:shield_enhanced_cactus", { description = S("Enhanced Cactus Shield"), inventory_image = "shields_inv_shield_enhanced_cactus.png", groups = {armor_shield=1, armor_heal=0, armor_use=1000}, armor_groups = {fleshy=8}, damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=2}, reciprocate_damage = true, on_damage = function(player, stack) play_sound_effect(player, "default_dig_metal") end, on_destroy = function(player, stack) play_sound_effect(player, "default_dug_metal") end, }) minetest.register_craft({ output = "shields:shield_enhanced_cactus", recipe = { {"default:steel_ingot"}, {"shields:shield_cactus"}, {"default:steel_ingot"}, }, }) end if armor.materials.steel then armor:register_armor("shields:shield_steel", { description = S("Steel Shield"), inventory_image = "shields_inv_shield_steel.png", groups = {armor_shield=1, armor_heal=0, armor_use=800}, armor_groups = {fleshy=10}, damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2}, reciprocate_damage = true, on_damage = function(player, stack) play_sound_effect(player, "default_dig_metal") end, on_destroy = function(player, stack) play_sound_effect(player, "default_dug_metal") end, }) end if armor.materials.bronze then armor:register_armor("shields:shield_bronze", { description = S("Bronze Shield"), inventory_image = "shields_inv_shield_bronze.png", groups = {armor_shield=1, armor_heal=6, armor_use=400}, armor_groups = {fleshy=10}, damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2}, reciprocate_damage = true, on_damage = function(player, stack) play_sound_effect(player, "default_dig_metal") end, on_destroy = function(player, stack) play_sound_effect(player, "default_dug_metal") end, }) end if armor.materials.diamond then armor:register_armor("shields:shield_diamond", { description = S("Diamond Shield"), inventory_image = "shields_inv_shield_diamond.png", groups = {armor_shield=1, armor_heal=12, armor_use=200}, armor_groups = {fleshy=15}, damage_groups = {cracky=2, snappy=1, choppy=1, level=3}, reciprocate_damage = true, on_damage = function(player, stack) play_sound_effect(player, "default_glass_footstep") end, on_destroy = function(player, stack) play_sound_effect(player, "default_break_glass") end, }) end if armor.materials.gold then armor:register_armor("shields:shield_gold", { description = S("Gold Shield"), inventory_image = "shields_inv_shield_gold.png", groups = {armor_shield=1, armor_heal=6, armor_use=300}, armor_groups = {fleshy=10}, damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2}, reciprocate_damage = true, on_damage = function(player, stack) play_sound_effect(player, "default_dig_metal") end, on_destroy = function(player, stack) play_sound_effect(player, "default_dug_metal") end, }) end if armor.materials.mithril then armor:register_armor("shields:shield_mithril", { description = S("Mithril Shield"), inventory_image = "shields_inv_shield_mithril.png", groups = {armor_shield=1, armor_heal=12, armor_use=100}, armor_groups = {fleshy=15}, damage_groups = {cracky=2, snappy=1, level=3}, reciprocate_damage = true, on_damage = function(player, stack) play_sound_effect(player, "default_glass_footstep") end, on_destroy = function(player, stack) play_sound_effect(player, "default_break_glass") end, }) end if armor.materials.crystal then armor:register_armor("shields:shield_crystal", { description = S("Crystal Shield"), inventory_image = "shields_inv_shield_crystal.png", groups = {armor_shield=1, armor_heal=12, armor_use=100, armor_fire=1}, armor_groups = {fleshy=15}, damage_groups = {cracky=2, snappy=1, level=3}, reciprocate_damage = true, on_damage = function(player, stack) play_sound_effect(player, "default_glass_footstep") end, on_destroy = function(player, stack) play_sound_effect(player, "default_break_glass") end, }) end for k, v in pairs(armor.materials) do minetest.register_craft({ output = "shields:shield_"..k, recipe = { {v, v, v}, {v, v, v}, {"", v, ""}, }, }) end