Accomodate armor mods.
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parent
dffcc72cbd
commit
02337a1187
5 changed files with 51 additions and 26 deletions
20
abms.lua
20
abms.lua
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@ -97,7 +97,6 @@ minetest.register_globalstep(function(dtime)
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-- Spawn mobs in fortresses -- only when a player is near
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local minetest_find_nodes_in_area = minetest.find_nodes_in_area
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local armor_expire = fun_caves.armor_expire
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local players = minetest.get_connected_players()
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local do_fortress_spawns = (fun_caves.fortress_spawns and #fun_caves.fortress_spawns > 0)
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for i = 1, #players do
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@ -156,14 +155,6 @@ minetest.register_globalstep(function(dtime)
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player:set_hp(20)
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return
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else
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if fun_caves.elixir_armor and armor_expire and armor_expire[player_name] and armor_expire[player_name] < time then
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local armor = player:get_armor_groups()
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armor.fleshy = 100
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player:set_armor_groups(armor)
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minetest.chat_send_player(player_name, minetest.colorize('#FF0000', 'Your skin feels softer...'))
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armor_expire[player_name] = nil
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end
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local minp = vector.subtract(pos, 0.5)
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local maxp = vector.add(pos, 0.5)
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@ -185,6 +176,17 @@ minetest.register_globalstep(function(dtime)
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if #counts > 1 then
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player:set_hp(player:get_hp() - 1)
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end
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-- Check for elixirs. This doesn't have to be precise.
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local armor_expire = fun_caves.db.armor_expire
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if fun_caves.elixir_armor and armor_expire and armor_expire[player_name] and armor_expire[player_name].time < time then
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local factor = armor_expire[player_name].factor
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local armor = player:get_armor_groups()
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armor.fleshy = math.min(100, math.max(1, math.ceil(armor.fleshy / factor)))
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player:set_armor_groups(armor)
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minetest.chat_send_player(player_name, minetest.colorize('#FF0000', 'Your skin feels softer...'))
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armor_expire[player_name] = nil
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end
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end
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-- ... from hunger (even less often).
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