* 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
Previously, if bones were on a slab, or some non-buildable_to but walkable
node, then the armor would fail to find the bones node (which is Y+1,
typically) and the armor would disappear. This is an attempt to address that.
Some armor was too powerful that killing yourself to respawn wouldn't work or instant kill tools for admin didn't have effect, so I've added a check so that if the player is dealt with more than -100 damage points it instantly kills them but doesn't damage armor. Also added /kill command.