minetest-3d_armor/shields/init.lua

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local S = function(s) return s end
if minetest.global_exists("intllib") then
S = intllib.Getter()
end
local use_moreores = minetest.get_modpath("moreores")
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local function play_sound_effect(player, name)
if player then
local pos = player:getpos()
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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
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-- Regisiter Shields
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armor:register_armor("shields:shield_admin", {
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description = S("Admin Shield"),
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inventory_image = "shields_inv_shield_admin.png",
groups = {armor_shield=1000, armor_heal=100, armor_use=0, not_in_creative_inventory=1},
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on_punch = function(player, hitter, time_from_last_punch, tool_capabilities)
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if type(hitter) == "userdata" then
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if hitter:is_player() then
hitter:set_wielded_item("")
end
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play_sound_effect(player, "default_dig_metal")
end
return false
end,
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})
minetest.register_alias("adminshield", "shields:shield_admin")
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if armor.materials.wood then
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armor:register_armor("shields:shield_wood", {
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description = S("Wooden Shield"),
inventory_image = "shields_inv_shield_wood.png",
groups = {armor_shield=1, armor_heal=0, armor_use=2000, flammable=1},
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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,
})
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armor:register_armor("shields:shield_enhanced_wood", {
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description = S("Enhanced Wood Shield"),
inventory_image = "shields_inv_shield_enhanced_wood.png",
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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)
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play_sound_effect(player, "default_dig_metal")
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end,
on_destroy = function(player, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
})
minetest.register_craft({
output = "shields:shield_enhanced_wood",
recipe = {
{"default:steel_ingot"},
{"shields:shield_wood"},
{"default:steel_ingot"},
},
})
end
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if armor.materials.cactus then
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armor:register_armor("shields:shield_cactus", {
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description = S("Cactus Shield"),
inventory_image = "shields_inv_shield_cactus.png",
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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,
})
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armor:register_armor("shields:shield_enhanced_cactus", {
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description = S("Enhanced Cactus Shield"),
inventory_image = "shields_inv_shield_enhanced_cactus.png",
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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)
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play_sound_effect(player, "default_dig_metal")
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end,
on_destroy = function(player, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
})
minetest.register_craft({
output = "shields:shield_enhanced_cactus",
recipe = {
{"default:steel_ingot"},
{"shields:shield_cactus"},
{"default:steel_ingot"},
},
})
end
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if armor.materials.steel then
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armor:register_armor("shields:shield_steel", {
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description = S("Steel Shield"),
inventory_image = "shields_inv_shield_steel.png",
groups = {armor_shield=1, armor_heal=0, armor_use=800,
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physics_speed=-0.03, physics_gravity=0.03},
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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
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if armor.materials.bronze then
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armor:register_armor("shields:shield_bronze", {
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description = S("Bronze Shield"),
inventory_image = "shields_inv_shield_bronze.png",
groups = {armor_shield=1, armor_heal=6, armor_use=400,
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physics_speed=-0.03, physics_gravity=0.03},
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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
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if armor.materials.diamond then
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armor:register_armor("shields:shield_diamond", {
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description = S("Diamond Shield"),
inventory_image = "shields_inv_shield_diamond.png",
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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
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if armor.materials.gold then
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armor:register_armor("shields:shield_gold", {
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description = S("Gold Shield"),
inventory_image = "shields_inv_shield_gold.png",
groups = {armor_shield=1, armor_heal=6, armor_use=300,
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physics_speed=-0.04, physics_gravity=0.04},
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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
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if armor.materials.mithril then
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armor:register_armor("shields:shield_mithril", {
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description = S("Mithril Shield"),
inventory_image = "shields_inv_shield_mithril.png",
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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
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if armor.materials.crystal then
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armor:register_armor("shields:shield_crystal", {
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description = S("Crystal Shield"),
inventory_image = "shields_inv_shield_crystal.png",
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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
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for k, v in pairs(armor.materials) do
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minetest.register_craft({
output = "shields:shield_"..k,
recipe = {
{v, v, v},
{v, v, v},
{"", v, ""},
},
})
end