diff --git a/.gitignore b/.gitignore index ba96b08..23de171 100644 --- a/.gitignore +++ b/.gitignore @@ -4,7 +4,6 @@ *bak* tags *.vim -armor.conf ## Eclipse project files & directories .project diff --git a/3d_armor/armor.conf b/3d_armor/armor.conf new file mode 100755 index 0000000..b097f3d --- /dev/null +++ b/3d_armor/armor.conf @@ -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 + diff --git a/3d_armor_ui/init.lua b/3d_armor_ui/init.lua index 41eec7b..c8fdac8 100644 --- a/3d_armor_ui/init.lua +++ b/3d_armor_ui/init.lua @@ -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}