forked from mtcontrib/3d_armor
Activation du HEAL_MULTIPLIER et affichage de stats supplémentaires
- Stats speed+jump+gravity affichées dans Unified Inventory
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.gitignore
vendored
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.gitignore
vendored
@ -4,7 +4,6 @@
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*bak*
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tags
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*.vim
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armor.conf
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## Eclipse project files & directories
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.project
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37
3d_armor/armor.conf
Executable file
37
3d_armor/armor.conf
Executable file
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-- Armor Configuration (defaults)
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-- Increase this if you get initialization glitches when a player first joins.
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ARMOR_INIT_DELAY = 3
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-- Number of initialization attempts.
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-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
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ARMOR_INIT_TIMES = 3
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-- Increase this if armor is not getting into bones due to server lag.
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ARMOR_BONES_DELAY = 3
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-- How often player armor/wield items are updated.
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ARMOR_UPDATE_TIME = 1
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-- Drop armor when a player dies.
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-- Uses bones mod if present, otherwise items are dropped around the player.
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ARMOR_DROP = true
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-- Pulverise armor when a player dies, overrides ARMOR_DROP.
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ARMOR_DESTROY = false
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-- You can use this to increase or decrease overall armor effectiveness,
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-- eg: ARMOR_LEVEL_MULTIPLIER = 0.5 will reduce armor level by half.
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ARMOR_LEVEL_MULTIPLIER = 1
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-- You can use this to increase or decrease overall armor healing,
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-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
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ARMOR_HEAL_MULTIPLIER = 1
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-- You can also use this file to execute arbitary lua code
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-- eg: Dumb the armor down if using Simple Mobs
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--if minetest.get_modpath("mobs") then
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-- ARMOR_LEVEL_MULTIPLIER = 1
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-- ARMOR_HEAL_MULTIPLIER = 0
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--end
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@ -36,16 +36,19 @@ unified_inventory.register_page("armor", {
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"label[0,0;"..F(S("Armor")).."]"..
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"list[detached:"..name.."_armor;armor;0,"..fy..";2,3;]"..
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"image[2.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]"..
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"label[5.0,"..(fy + 0.0)..";"..F(S("Level"))..": "..armor.def[name].level.."]"..
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"label[5.0,"..(fy + 0.5)..";"..F(S("Heal"))..": "..armor.def[name].heal.."]"..
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"label[5.0,"..(fy + 0.0)..";"..F(S("Level"))..": "..armor.def[name].level.."]"..
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"label[5.0,"..(fy + 0.4)..";"..F(S("Heal"))..": "..armor.def[name].heal.."]"..
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"label[5.0,"..(fy + 1.6)..";"..F(S("Speed"))..": "..armor.def[name].speed.."]"..
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"label[5.0,"..(fy + 2)..";"..F(S("Jump"))..": "..armor.def[name].jump.."]"..
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"label[5.0,"..(fy + 2.4)..";"..F(S("Gravity"))..": "..armor.def[name].gravity.."]"..
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"listring[current_player;main]"..
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"listring[detached:"..name.."_armor;armor]"
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if armor.config.fire_protect then
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formspec = formspec.."label[5.0,"..(fy + 1.0)..";"..
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formspec = formspec.."label[5.0,"..(fy + 0.8)..";"..
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F(S("Fire"))..": "..armor.def[name].fire.."]"
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end
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if has_technic then
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formspec = formspec.."label[5.0,"..(fy + 1.5)..";"..
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formspec = formspec.."label[5.0,"..(fy + 1.2)..";"..
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F(S("Radiation"))..": "..armor.def[name].groups["radiation"].."]"
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end
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return {formspec=formspec}
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