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3d_armor/shields/init.lua
Dirkfried a9b8bc4ddd
Enhance mithril armor (#70)
* Enhance mithril armor

Mithril armor should be (at least) tougher than diamond armor. Mithril is found rarer and deeper than diamond and mithril tools are already better than diamond tools.

* Enhance mithril shield

Mithril armor should be (at least) tougher than diamond armor. Mithril is found rarer and deeper than diamond and mithril tools are already better than diamond tools.

* Correct armor_use

Now this enhance the durability by a factor 3 (instead of a factor 2) compared to diamond. Which can be justified by the ore generation update in moreores (deeper and rarer (but less scattered)).

* Correct armor_use

Now this enhance the durability by a factor 3 (instead of a factor 2) compared to diamond. Which can be justified by the ore generation update in moreores (deeper and rarer (but less scattered)).

* correct typo
2022-02-05 13:33:41 +01:00

412 lines
12 KiB
Lua

--- 3D Armor Shields
--
-- @topic shields
-- support for i18n
local S = minetest.get_translator(minetest.get_current_modname())
local disable_sounds = minetest.settings:get_bool("shields_disable_sounds")
local function play_sound_effect(player, name)
if not disable_sounds and player then
local pos = player:get_pos()
if pos then
minetest.sound_play(name, {
pos = pos,
max_hear_distance = 10,
gain = 0.5,
})
end
end
end
if minetest.global_exists("armor") and armor.elements then
table.insert(armor.elements, "shield")
end
-- Regisiter Shields
--- Admin Shield
--
-- @shield shields:shield_admin
-- @img shields_inv_shield_admin.png
-- @grp armor_shield 1000
-- @grp armor_heal 100
-- @grp armor_use 0
-- @grp not_int_creative_inventory 1
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},
})
minetest.register_alias("adminshield", "shields:shield_admin")
if armor.materials.wood then
--- Wood Shield
--
-- @shield shields:shield_wood
-- @img shields_inv_shield_wood.png
-- @grp armor_shield 1
-- @grp armor_heal 0
-- @grp armor_use 2000
-- @grp flammable 1
-- @armorgrp fleshy 5
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp choppy 3
-- @damagegrp crumbly 2
-- @damagegrp level 1
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, index, stack)
play_sound_effect(player, "default_wood_footstep")
end,
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_wood_footstep")
end,
})
--- Enhanced Wood Shield
--
-- @shield shields:shield_enhanced_wood
-- @img shields_inv_shield_enhanced_wood.png
-- @grp armor_shield 1
-- @grp armor_heal 0
-- @grp armor_use 2000
-- @armorgrp fleshy 8
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp choppy 3
-- @damagegrp crumbly 2
-- @damagegrp level 2
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, index, stack)
play_sound_effect(player, "default_dig_metal")
end,
on_destroy = function(player, index, 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"},
},
})
minetest.register_craft({
type = "fuel",
recipe = "shields:shield_wood",
burntime = 8,
})
end
if armor.materials.cactus then
--- Cactus Shield
--
-- @shield shields:shield_cactus
-- @img shields_inv_shield_cactus.png
-- @grp armor_shield 1
-- @grp armor_heal 0
-- @grp armor_use 1000
-- @armorgrp fleshy 5
-- @damagegrp cracky 3
-- @damagegrp snappy 3
-- @damagegrp choppy 2
-- @damagegrp crumbly 2
-- @damagegrp level 1
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, index, stack)
play_sound_effect(player, "default_wood_footstep")
end,
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_wood_footstep")
end,
})
--- Enhanced Cactus Shield
--
-- @shield shields:shield_enhanced_cactus
-- @img shields_inv_shield_enhanced_cactus.png
-- @grp armor_shield 1
-- @grp armor_heal 0
-- @grp armor_use 1000
-- @armorgrp fleshy 8
-- @damagegrp cracky 3
-- @damagegrp snappy 3
-- @damagegrp choppy 2
-- @damagegrp crumbly 2
-- @damagegrp level 2
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, index, stack)
play_sound_effect(player, "default_dig_metal")
end,
on_destroy = function(player, index, 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"},
},
})
minetest.register_craft({
type = "fuel",
recipe = "shields:shield_cactus",
burntime = 16,
})
end
if armor.materials.steel then
--- Steel Shield
--
-- @shield shields:shield_steel
-- @img shields_inv_shield_steel.png
-- @grp armor_shield 1
-- @grp armor_heal 0
-- @grp armor_use 800
-- @grp physics_speed -0.03
-- @grp physics_gravity 0.03
-- @armorgrp fleshy 10
-- @damagegrp cracky 2
-- @damagegrp snappy 3
-- @damagegrp choppy 2
-- @damagegrp crumbly 1
-- @damagegrp level 2
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,
physics_speed=-0.03, physics_gravity=0.03},
armor_groups = {fleshy=10},
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
reciprocate_damage = true,
on_damage = function(player, index, stack)
play_sound_effect(player, "default_dig_metal")
end,
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_dug_metal")
end,
})
end
if armor.materials.bronze then
--- Bronze Shield
--
-- @shield shields:shield_bronze
-- @img shields_inv_shield_bronze.png
-- @grp armor_shield 1
-- @grp armor_heal 6
-- @grp armor_use 400
-- @grp physics_speed -0.03
-- @grp physics_gravity 0.03
-- @armorgrp fleshy 10
-- @damagegrp cracky 2
-- @damagegrp snappy 3
-- @damagegrp choppy 2
-- @damagegrp crumbly 1
-- @damagegrp level 2
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,
physics_speed=-0.03, physics_gravity=0.03},
armor_groups = {fleshy=10},
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
reciprocate_damage = true,
on_damage = function(player, index, stack)
play_sound_effect(player, "default_dig_metal")
end,
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_dug_metal")
end,
})
end
if armor.materials.diamond then
--- Diamond Shield
--
-- @shield shields:shield_diamond
-- @img shields_inv_shield_diamond.png
-- @grp armor_shield 1
-- @grp armor_heal 12
-- @grp armor_use 200
-- @armorgrp fleshy 15
-- @damagegrp cracky 2
-- @damagegrp snappy 1
-- @damagegrp choppy 1
-- @damagegrp level 3
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, index, stack)
play_sound_effect(player, "default_glass_footstep")
end,
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_break_glass")
end,
})
end
if armor.materials.gold then
--- Gold Shield
--
-- @shield shields:shield_gold
-- @img shields_inv_shield_gold.png
-- @grp armor_shield 1
-- @grp armor_heal 6
-- @grp armor_use 300
-- @grp physics_speed -0.04
-- @grp physics_gravity 0.04
-- @armorgrp fleshy 10
-- @damagegrp cracky 1
-- @damagegrp snappy 2
-- @damagegrp choppy 2
-- @damagegrp crumbly 3
-- @damagegrp level 2
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,
physics_speed=-0.04, physics_gravity=0.04},
armor_groups = {fleshy=10},
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
reciprocate_damage = true,
on_damage = function(player, index, stack)
play_sound_effect(player, "default_dig_metal")
end,
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_dug_metal")
end,
})
end
if armor.materials.mithril then
--- Mithril Shield
--
-- @shield shields:shield_mithril
-- @img shields_inv_shield_mithril.png
-- @grp armor_shield 1
-- @grp armor_heal 12
-- @grp armor_use 100
-- @armorgrp fleshy 15
-- @damagegrp cracky 2
-- @damagegrp snappy 1
-- @damagegrp level 3
armor:register_armor("shields:shield_mithril", {
description = S("Mithril Shield"),
inventory_image = "shields_inv_shield_mithril.png",
groups = {armor_shield=1, armor_heal=13, armor_use=66},
armor_groups = {fleshy=16},
damage_groups = {cracky=2, snappy=1, level=3},
reciprocate_damage = true,
on_damage = function(player, index, stack)
play_sound_effect(player, "default_glass_footstep")
end,
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_break_glass")
end,
})
end
if armor.materials.crystal then
--- Crystal Shield
--
-- @shield shields:shield_crystal
-- @img shields_inv_shield_crystal.png
-- @grp armor_shield 1
-- @grp armor_heal 12
-- @grp armor_use 100
-- @grp armor_fire 1
-- @armorgrp fleshy 15
-- @damagegrp cracky 2
-- @damagegrp snappy 1
-- @damagegrp level 3
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, index, stack)
play_sound_effect(player, "default_glass_footstep")
end,
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_break_glass")
end,
})
end
if armor.materials.nether then
--- Nether Shield
--
-- @shield shields:shield_nether
-- @img shields_inv_shield_nether.png
-- @grp armor_shield 1
-- @grp armor_heal 17
-- @grp armor_use 200
-- @grp armor_fire 1
-- @armorgrp fleshy 20
-- @damagegrp cracky 3
-- @damagegrp snappy 2
-- @damagegrp level 3
armor:register_armor("shields:shield_nether", {
description = S("Nether Shield"),
inventory_image = "shields_inv_shield_nether.png",
groups = {armor_shield=1, armor_heal=17, armor_use=200, armor_fire=1},
armor_groups = {fleshy=20},
damage_groups = {cracky=3, snappy=2, level=3},
reciprocate_damage = true,
on_damage = function(player, index, stack)
play_sound_effect(player, "default_glass_footstep")
end,
on_destroy = function(player, index, 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