Change default config files for NotreAmiLeCube Server
Add and activate TNT mod Activate Fire propagation Add Technic modpack Add technic_armor mod Add bakedclay Remove burned_clay Add bonemeal Add digilines Add enchanting Add experience Add lightning Add maidroid Add meshnode Add morefarming Add moreflowers Add moreplants Add pdisc Add playeranim Add playereffects Change cyberpangolin skin Add weather_pack Add witchcraft
7
mods/3d_armor/technic_armor/LICENSE.txt
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[mod] Technic Armor [technic_armor]
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===================================
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License Source Code: Copyright (C) 2013-2017 Stuart Jones - LGPL v2.1
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License Textures: poet.nohit and numberZero - 2015-2017 WTFPL
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9
mods/3d_armor/technic_armor/README.txt
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[mod] Technic Armor [technic_armor]
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===================================
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Adds tin, silver and technic materials to 3d_armor.
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Requires technic (technic_worldgen at least) mod.
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Depends: 3d_armor, technic_worldgen
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Textures by poet.nohit and numberZero
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3
mods/3d_armor/technic_armor/depends.txt
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3d_armor
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technic_worldgen
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moreores?
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1
mods/3d_armor/technic_armor/description.txt
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Adds tin, silver and technic materials to 3d_armor.
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56
mods/3d_armor/technic_armor/init.lua
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local stats = {
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lead = { name="Lead", material="technic:lead_ingot", armor=1.6, heal=0, use=500, radiation=80*1.1 },
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brass = { name="Brass", material="technic:brass_ingot", armor=1.8, heal=0, use=650, radiation=43 },
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cast = { name="Cast Iron", material="technic:cast_iron_ingot", armor=2.5, heal=8, use=200, radiation=40 },
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carbon = { name="Carbon Steel", material="technic:carbon_steel_ingot", armor=2.7, heal=10, use=100, radiation=40 },
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stainless = { name="Stainless Steel", material="technic:stainless_steel_ingot", armor=2.7, heal=10, use=75, radiation=40 },
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}
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if minetest.get_modpath("moreores") then
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stats.tin = { name="Tin", material="moreores:tin_ingot", armor=1.6, heal=0, use=750, radiation=37 }
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stats.silver = { name="Silver", material="moreores:silver_ingot", armor=1.8, heal=6, use=650, radiation=53 }
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end
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local parts = {
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helmet = { place="head", name="Helmet", level=5, radlevel = 0.10, craft={{1,1,1},{1,0,1}} },
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chestplate = { place="torso", name="Chestplate", level=8, radlevel = 0.35, craft={{1,0,1},{1,1,1},{1,1,1}} },
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leggings = { place="legs", name="Leggings", level=7, radlevel = 0.15, craft={{1,1,1},{1,0,1},{1,0,1}} },
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boots = { place="feet", name="Boots", level=4, radlevel = 0.10, craft={{1,0,1},{1,0,1}} },
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}
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if minetest.get_modpath("shields") then
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parts.shield = { place="shield", name="Shield", level=5, radlevel=0.00, craft={{1,1,1},{1,1,1},{0,1,0}} }
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end
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-- Makes a craft recipe based on a template
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-- template is a recipe-like table but indices are used instead of actual item names:
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-- 0 means nothing, everything else is treated as an index in the materials table
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local function make_recipe(template, materials)
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local recipe = {}
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for j, trow in ipairs(template) do
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local rrow = {}
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for i, tcell in ipairs(trow) do
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if tcell == 0 then
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rrow[i] = ""
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else
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rrow[i] = materials[tcell]
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end
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end
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recipe[j] = rrow
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end
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return recipe
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end
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for key, armor in pairs(stats) do
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for partkey, part in pairs(parts) do
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local partname = "technic_armor:"..partkey.."_"..key
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minetest.register_tool(partname, {
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description = armor.name.." "..part.name,
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inventory_image = "technic_armor_inv_"..partkey.."_"..key..".png",
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groups = {["armor_"..part.place]=math.floor(part.level*armor.armor), armor_heal=armor.heal, armor_use=armor.use, armor_radiation=math.floor(part.radlevel*armor.radiation)},
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wear = 0,
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})
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minetest.register_craft({
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output = partname,
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recipe = make_recipe(part.craft, {armor.material}),
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})
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end
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end
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