Activation du HEAL_MULTIPLIER et affichage de stats supplémentaires

- Stats speed+jump+gravity affichées dans Unified Inventory
This commit is contained in:
sys4-fr 2018-12-04 22:51:53 +01:00
parent 4c032e8c7e
commit f991b676f4
3 changed files with 44 additions and 5 deletions

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

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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@ -36,16 +36,19 @@ unified_inventory.register_page("armor", {
"label[0,0;"..F(S("Armor")).."]"..
"list[detached:"..name.."_armor;armor;0,"..fy..";2,3;]"..
"image[2.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]"..
"label[5.0,"..(fy + 0.0)..";"..F(S("Level"))..": "..armor.def[name].level.."]"..
"label[5.0,"..(fy + 0.5)..";"..F(S("Heal"))..": "..armor.def[name].heal.."]"..
"label[5.0,"..(fy + 0.0)..";"..F(S("Level"))..": "..armor.def[name].level.."]"..
"label[5.0,"..(fy + 0.4)..";"..F(S("Heal"))..": "..armor.def[name].heal.."]"..
"label[5.0,"..(fy + 1.6)..";"..F(S("Speed"))..": "..armor.def[name].speed.."]"..
"label[5.0,"..(fy + 2)..";"..F(S("Jump"))..": "..armor.def[name].jump.."]"..
"label[5.0,"..(fy + 2.4)..";"..F(S("Gravity"))..": "..armor.def[name].gravity.."]"..
"listring[current_player;main]"..
"listring[detached:"..name.."_armor;armor]"
if armor.config.fire_protect then
formspec = formspec.."label[5.0,"..(fy + 1.0)..";"..
formspec = formspec.."label[5.0,"..(fy + 0.8)..";"..
F(S("Fire"))..": "..armor.def[name].fire.."]"
end
if has_technic then
formspec = formspec.."label[5.0,"..(fy + 1.5)..";"..
formspec = formspec.."label[5.0,"..(fy + 1.2)..";"..
F(S("Radiation"))..": "..armor.def[name].groups["radiation"].."]"
end
return {formspec=formspec}