Update reflects on:
- outdated modpack version deleted as redundant
- MT 5+ version
- the specific "armors as modpack" refactorization
The latter was a little caveat for me as MT server admin as I was not aware of this major change in the modpack design. After an update no armor was available to anybody as all new mods get disabled (entry set to false) by default.
* Begin work on "armors as modpack" refactor letting anyone to enable/disable any armors they want as mods rather than obscure settings
* Fix some steel armor mishaps, remove pointless dependency on "default"
* Move admin armor into mod
* Make wood armor into a mod
* More consistent steel description text etc.
* remove wood references from 3d_armor api locale
* remove admin armor reference from 3d_armor locale template.txt
* Remove steel textures from api
* Bronze armor as mod
* Fix admin, wood armor missing local S translator var
Fix wood locale missing template.txt
* Fix bronze missing locale
* Cactus as mod
* Crystal into mod
* Diamond into mod
* Mithril and Gold as mods
* Register armor fix
* Nether as mod
* Clean-up, add optional depends for mod armors, remove armor.lua from 3d_armor
* Fix badly named mod.conf for admin, gold, nether armors
Fix attempt to register crafting recipe even though the armor is disabled via setting
* Fix steel and wood having bad globals for crafting section, turned them to locals
* Fix brazilian translation getting deleted
Fix cactus armor locales being incorrectly named
* 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
* LDoc: set min-height for "content" element
* LDoc: move generation script to .ldoc directory
* LDoc: add some output messages to gendoc.sh script
* LDoc: copy inventory image textures to reference dir instead of linking to remote files.
* LDoc: hack to compensate for "shields:" prefix being trimmed from item names
* Fix helmet_diamond & chestplate_crystal names in docstrings
* Add Python scripts to generate temp files that can be parsed by LDoc
* Add config & script for generating HTML docs with LDoc...
* Add Lua docstrings for API & items
* Add workflow for building API reference docs on gh-pages branch
* Add LDoc's default stylesheet
* LDoc: make navigation panel fixed
- Add settingtypes of:
- armor_set_elements
- armor_set_multiplier
- Add check to armor.registration_armor for "_materialname", print msg to debug if not found
- Complete change to how an armor set is calculated
- Set elements linked to settingtypes no longer hard linked to num armor.elements
- Set multiplier linked to settingtypes no longer hard coded
- Readme.MD updated:
- Addition of the 2 new settingtypes
- Addition of "Armor Material" topic
See Details contained in #34
Note1: I split out the fix for Issue 13 and it had been applied
Note2: I will also do a seperate pull request for Issue 30
From what I udnerstand smaller specific pull requests allow for reversion of specific additions and features much more easily. Please do correct me if I have the wrong end of the stick on this.
2 line update so that shields when used no longer affects the base armor.config.level_multiplier and hard sets this to 0.9 and overriding whatever value maybe set under the UI for this seeting.
Tested in combination with #34 but no issues detected
Picked up while testing #34 and #30 that this needed to be adjusted from hitter name to hitter is player.
Hitter name was resolving to true even when mob was attacking...nil being counted as a value.
I should have picked this up before and not sure how I missed this.