forked from mtcontrib/3d_armor
a9b8bc4ddd
* 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
412 lines
12 KiB
Lua
412 lines
12 KiB
Lua
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--- 3D Armor Shields
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--
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-- @topic shields
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-- support for i18n
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local S = minetest.get_translator(minetest.get_current_modname())
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local disable_sounds = minetest.settings:get_bool("shields_disable_sounds")
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local function play_sound_effect(player, name)
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if not disable_sounds and player then
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local pos = player:get_pos()
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if pos then
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minetest.sound_play(name, {
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pos = pos,
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max_hear_distance = 10,
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gain = 0.5,
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})
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end
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end
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end
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if minetest.global_exists("armor") and armor.elements then
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table.insert(armor.elements, "shield")
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end
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-- Regisiter Shields
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--- Admin Shield
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--
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-- @shield shields:shield_admin
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-- @img shields_inv_shield_admin.png
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-- @grp armor_shield 1000
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-- @grp armor_heal 100
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-- @grp armor_use 0
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-- @grp not_int_creative_inventory 1
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armor:register_armor("shields:shield_admin", {
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description = S("Admin Shield"),
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inventory_image = "shields_inv_shield_admin.png",
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groups = {armor_shield=1000, armor_heal=100, armor_use=0, not_in_creative_inventory=1},
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})
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minetest.register_alias("adminshield", "shields:shield_admin")
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if armor.materials.wood then
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--- Wood Shield
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--
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-- @shield shields:shield_wood
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-- @img shields_inv_shield_wood.png
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-- @grp armor_shield 1
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-- @grp armor_heal 0
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-- @grp armor_use 2000
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-- @grp flammable 1
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-- @armorgrp fleshy 5
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-- @damagegrp cracky 3
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-- @damagegrp snappy 2
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-- @damagegrp choppy 3
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-- @damagegrp crumbly 2
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-- @damagegrp level 1
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armor:register_armor("shields:shield_wood", {
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description = S("Wooden Shield"),
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inventory_image = "shields_inv_shield_wood.png",
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groups = {armor_shield=1, armor_heal=0, armor_use=2000, flammable=1},
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armor_groups = {fleshy=5},
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damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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})
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--- Enhanced Wood Shield
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--
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-- @shield shields:shield_enhanced_wood
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-- @img shields_inv_shield_enhanced_wood.png
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-- @grp armor_shield 1
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-- @grp armor_heal 0
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-- @grp armor_use 2000
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-- @armorgrp fleshy 8
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-- @damagegrp cracky 3
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-- @damagegrp snappy 2
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-- @damagegrp choppy 3
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-- @damagegrp crumbly 2
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-- @damagegrp level 2
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armor:register_armor("shields:shield_enhanced_wood", {
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description = S("Enhanced Wood Shield"),
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inventory_image = "shields_inv_shield_enhanced_wood.png",
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groups = {armor_shield=1, armor_heal=0, armor_use=2000},
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armor_groups = {fleshy=8},
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damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=2},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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minetest.register_craft({
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output = "shields:shield_enhanced_wood",
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recipe = {
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{"default:steel_ingot"},
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{"shields:shield_wood"},
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{"default:steel_ingot"},
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},
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})
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minetest.register_craft({
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type = "fuel",
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recipe = "shields:shield_wood",
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burntime = 8,
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})
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end
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if armor.materials.cactus then
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--- Cactus Shield
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--
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-- @shield shields:shield_cactus
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-- @img shields_inv_shield_cactus.png
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-- @grp armor_shield 1
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-- @grp armor_heal 0
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-- @grp armor_use 1000
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-- @armorgrp fleshy 5
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-- @damagegrp cracky 3
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-- @damagegrp snappy 3
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-- @damagegrp choppy 2
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-- @damagegrp crumbly 2
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-- @damagegrp level 1
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armor:register_armor("shields:shield_cactus", {
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description = S("Cactus Shield"),
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inventory_image = "shields_inv_shield_cactus.png",
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groups = {armor_shield=1, armor_heal=0, armor_use=1000},
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armor_groups = {fleshy=5},
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damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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})
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--- Enhanced Cactus Shield
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--
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-- @shield shields:shield_enhanced_cactus
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-- @img shields_inv_shield_enhanced_cactus.png
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-- @grp armor_shield 1
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-- @grp armor_heal 0
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-- @grp armor_use 1000
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-- @armorgrp fleshy 8
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-- @damagegrp cracky 3
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-- @damagegrp snappy 3
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-- @damagegrp choppy 2
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-- @damagegrp crumbly 2
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-- @damagegrp level 2
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armor:register_armor("shields:shield_enhanced_cactus", {
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description = S("Enhanced Cactus Shield"),
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inventory_image = "shields_inv_shield_enhanced_cactus.png",
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groups = {armor_shield=1, armor_heal=0, armor_use=1000},
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armor_groups = {fleshy=8},
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damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=2},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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minetest.register_craft({
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output = "shields:shield_enhanced_cactus",
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recipe = {
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{"default:steel_ingot"},
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{"shields:shield_cactus"},
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{"default:steel_ingot"},
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},
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})
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minetest.register_craft({
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type = "fuel",
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recipe = "shields:shield_cactus",
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burntime = 16,
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})
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end
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if armor.materials.steel then
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--- Steel Shield
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--
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-- @shield shields:shield_steel
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-- @img shields_inv_shield_steel.png
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-- @grp armor_shield 1
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-- @grp armor_heal 0
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-- @grp armor_use 800
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-- @grp physics_speed -0.03
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-- @grp physics_gravity 0.03
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-- @armorgrp fleshy 10
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-- @damagegrp cracky 2
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-- @damagegrp snappy 3
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-- @damagegrp choppy 2
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-- @damagegrp crumbly 1
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-- @damagegrp level 2
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armor:register_armor("shields:shield_steel", {
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description = S("Steel Shield"),
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inventory_image = "shields_inv_shield_steel.png",
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groups = {armor_shield=1, armor_heal=0, armor_use=800,
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physics_speed=-0.03, physics_gravity=0.03},
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armor_groups = {fleshy=10},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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end
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if armor.materials.bronze then
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--- Bronze Shield
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--
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-- @shield shields:shield_bronze
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-- @img shields_inv_shield_bronze.png
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-- @grp armor_shield 1
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-- @grp armor_heal 6
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-- @grp armor_use 400
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-- @grp physics_speed -0.03
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-- @grp physics_gravity 0.03
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-- @armorgrp fleshy 10
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-- @damagegrp cracky 2
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-- @damagegrp snappy 3
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-- @damagegrp choppy 2
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-- @damagegrp crumbly 1
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-- @damagegrp level 2
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armor:register_armor("shields:shield_bronze", {
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description = S("Bronze Shield"),
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inventory_image = "shields_inv_shield_bronze.png",
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groups = {armor_shield=1, armor_heal=6, armor_use=400,
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physics_speed=-0.03, physics_gravity=0.03},
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armor_groups = {fleshy=10},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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end
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if armor.materials.diamond then
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--- Diamond Shield
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--
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-- @shield shields:shield_diamond
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-- @img shields_inv_shield_diamond.png
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-- @grp armor_shield 1
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-- @grp armor_heal 12
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-- @grp armor_use 200
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-- @armorgrp fleshy 15
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-- @damagegrp cracky 2
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-- @damagegrp snappy 1
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-- @damagegrp choppy 1
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-- @damagegrp level 3
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armor:register_armor("shields:shield_diamond", {
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description = S("Diamond Shield"),
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inventory_image = "shields_inv_shield_diamond.png",
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groups = {armor_shield=1, armor_heal=12, armor_use=200},
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armor_groups = {fleshy=15},
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damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_glass_footstep")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_break_glass")
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end,
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})
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end
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if armor.materials.gold then
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--- Gold Shield
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--
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-- @shield shields:shield_gold
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-- @img shields_inv_shield_gold.png
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-- @grp armor_shield 1
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-- @grp armor_heal 6
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-- @grp armor_use 300
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-- @grp physics_speed -0.04
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-- @grp physics_gravity 0.04
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-- @armorgrp fleshy 10
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-- @damagegrp cracky 1
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-- @damagegrp snappy 2
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-- @damagegrp choppy 2
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-- @damagegrp crumbly 3
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-- @damagegrp level 2
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armor:register_armor("shields:shield_gold", {
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description = S("Gold Shield"),
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inventory_image = "shields_inv_shield_gold.png",
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groups = {armor_shield=1, armor_heal=6, armor_use=300,
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physics_speed=-0.04, physics_gravity=0.04},
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armor_groups = {fleshy=10},
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damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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end
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if armor.materials.mithril then
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--- Mithril Shield
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--
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-- @shield shields:shield_mithril
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-- @img shields_inv_shield_mithril.png
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-- @grp armor_shield 1
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-- @grp armor_heal 12
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-- @grp armor_use 100
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-- @armorgrp fleshy 15
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-- @damagegrp cracky 2
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-- @damagegrp snappy 1
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-- @damagegrp level 3
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armor:register_armor("shields:shield_mithril", {
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description = S("Mithril Shield"),
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inventory_image = "shields_inv_shield_mithril.png",
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groups = {armor_shield=1, armor_heal=13, armor_use=66},
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armor_groups = {fleshy=16},
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damage_groups = {cracky=2, snappy=1, level=3},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_glass_footstep")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_break_glass")
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end,
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})
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end
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if armor.materials.crystal then
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--- Crystal Shield
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--
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-- @shield shields:shield_crystal
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-- @img shields_inv_shield_crystal.png
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-- @grp armor_shield 1
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-- @grp armor_heal 12
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-- @grp armor_use 100
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-- @grp armor_fire 1
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-- @armorgrp fleshy 15
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-- @damagegrp cracky 2
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-- @damagegrp snappy 1
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-- @damagegrp level 3
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armor:register_armor("shields:shield_crystal", {
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description = S("Crystal Shield"),
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inventory_image = "shields_inv_shield_crystal.png",
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groups = {armor_shield=1, armor_heal=12, armor_use=100, armor_fire=1},
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armor_groups = {fleshy=15},
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damage_groups = {cracky=2, snappy=1, level=3},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_glass_footstep")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_break_glass")
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end,
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})
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end
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if armor.materials.nether then
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--- Nether Shield
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--
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-- @shield shields:shield_nether
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-- @img shields_inv_shield_nether.png
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-- @grp armor_shield 1
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-- @grp armor_heal 17
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-- @grp armor_use 200
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-- @grp armor_fire 1
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-- @armorgrp fleshy 20
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-- @damagegrp cracky 3
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-- @damagegrp snappy 2
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-- @damagegrp level 3
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armor:register_armor("shields:shield_nether", {
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description = S("Nether Shield"),
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inventory_image = "shields_inv_shield_nether.png",
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groups = {armor_shield=1, armor_heal=17, armor_use=200, armor_fire=1},
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armor_groups = {fleshy=20},
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damage_groups = {cracky=3, snappy=2, level=3},
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reciprocate_damage = true,
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_glass_footstep")
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end,
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_break_glass")
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end,
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})
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end
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for k, v in pairs(armor.materials) do
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minetest.register_craft({
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output = "shields:shield_"..k,
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recipe = {
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{v, v, v},
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{v, v, v},
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{"", v, ""},
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},
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})
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end
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