changes to accomodate 3d_armor
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parent
39a38703a8
commit
89627afc78
4 changed files with 241 additions and 185 deletions
320
elixir.lua
320
elixir.lua
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@ -1,4 +1,5 @@
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local elixir_duration = 3600
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local armor_mod = minetest.get_modpath("3d_armor") and armor and armor.set_player_armor
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local elixir_ingredients = {
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@ -133,7 +134,6 @@ if count > 15 then
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'mobs_slimes:green_slimeball',
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'group:elixir_ingredient',
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'group:elixir_ingredient',
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'group:elixir_ingredient',
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"vessels:glass_bottle",
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},
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})
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@ -230,67 +230,14 @@ if fun_caves.register_status and fun_caves.set_status then
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end
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local player_name = player:get_player_name()
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if not (player_name and type(player_name) == 'string' and player_name ~= '') then
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return
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end
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minetest.chat_send_player(player_name, minetest.colorize('#FF0000', 'You feel weaker...'))
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fun_caves.db.status[player_name].damage_elixir = nil
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end,
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})
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fun_caves.register_status({
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name = 'armor_elixir',
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terminate = function(player)
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if not (player and fun_caves.db.status and fun_caves.display_armor) then
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return
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end
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local player_name = player:get_player_name()
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if not (player_name and type(player_name) == 'string' and player_name ~= '') then
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return
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end
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local armor_elixir = fun_caves.db.status[player_name].armor_elixir
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local factor = armor_elixir.factor
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local armor = player:get_armor_groups()
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if not (armor and armor.fleshy) then
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return
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end
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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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fun_caves.db.status[player_name].armor_elixir = nil
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fun_caves.display_armor(player)
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end,
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})
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if fun_caves.expire_elixir_on_death then
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minetest.register_on_dieplayer(function(player)
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if not (player and fun_caves.db.status and fun_caves.display_armor) then
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return
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end
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local player_name = player:get_player_name()
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if not (player_name and type(player_name) == 'string' and player_name ~= '') then
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return
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end
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if fun_caves.db.status[player_name] and fun_caves.db.status[player_name].armor_elixir then
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local factor = fun_caves.db.status[player_name].armor_elixir.factor
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local armor = player:get_armor_groups()
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if not (armor and armor.fleshy) then
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return
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end
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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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fun_caves.db.status[player_name].armor_elixir = nil
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fun_caves.display_armor(player)
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end
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end)
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end
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local function increase_damage(user, bonus)
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if not (user and fun_caves.set_status) then
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return
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@ -305,94 +252,6 @@ if fun_caves.register_status and fun_caves.set_status then
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fun_caves.set_status(player_name, 'damage_elixir', elixir_duration, {bonus = bonus})
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end
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local function armor(user, factor)
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if not (user and fun_caves.db.status and fun_caves.display_armor and fun_caves.set_status) then
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return
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end
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local player_name = user:get_player_name()
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if not (player_name and type(player_name) == 'string' and player_name ~= '') then
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return
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end
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local armor = user:get_armor_groups()
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if not (armor and armor.fleshy) then
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return
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end
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if fun_caves.db.status[player_name].armor_elixir then
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local old_factor = fun_caves.db.status[player_name].armor_elixir.factor
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armor.fleshy = math.min(100, math.max(1, math.ceil(armor.fleshy / old_factor)))
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end
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armor.fleshy = math.min(100, math.max(1, math.ceil(armor.fleshy * factor)))
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user:set_armor_groups(armor)
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minetest.chat_send_player(player_name, 'Your skin feels harder...')
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fun_caves.set_status(player_name, 'armor_elixir', elixir_duration, {factor = factor})
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fun_caves.display_armor(user)
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end
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local descs = {
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{'wood', 0.95, 'group:wood'},
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{'stone', 0.9, 'group:stone'},
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{'steel', 0.8, 'default:steel_ingot'},
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{'copper', 0.85, 'default:copper_ingot'},
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{'bronze', 0.7, 'default:bronze_ingot'},
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{'gold', 0.6, 'default:gold_ingot'},
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{'diamond', 0.5, 'default:diamond'},
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{'silver', 0.4, 'fun_caves:silver_ingot'},
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{'mese', 0.3, 'default:mese_crystal'},
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--{'', 0.2, ''},
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--{'adamant', 0.1, 'fun_caves:adamant'},
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}
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if fun_caves.elixir_armor then
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for _, desc in pairs(descs) do
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local name = desc[1]
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local value = desc[2]
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local cap = name:gsub('^%l', string.upper)
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minetest.register_craftitem("fun_caves:liquid_"..name, {
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description = 'Dr Robertson\'s Patented Liquid '..cap..' Elixir',
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drawtype = "plantlike",
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paramtype = "light",
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tiles = {'fun_caves_liquid_'..name..'.png'},
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inventory_image = 'fun_caves_liquid_'..name..'.png',
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groups = {dig_immediate = 3, vessel = 1},
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sounds = default.node_sound_glass_defaults(),
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on_use = function(itemstack, user, pointed_thing)
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if not (itemstack and user) then
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return
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end
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armor(user, value)
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itemstack:take_item()
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return itemstack
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end,
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})
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minetest.register_craft({
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type = "shapeless",
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output = 'fun_caves:liquid_'..name,
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recipe = {
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'mobs_slimes:green_slimeball',
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desc[3],
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"vessels:glass_bottle",
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},
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})
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minetest.register_craft({
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type = "shapeless",
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output = 'fun_caves:liquid_'..name,
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recipe = {
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'fun_caves:syrup',
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desc[3],
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},
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})
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end
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end
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local descs = {
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{'boar', 2, 'fun_caves:meteorite'},
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{'lion', 4, 'fun_caves:eternal_ice_crystal'},
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@ -446,4 +305,173 @@ if fun_caves.register_status and fun_caves.set_status then
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})
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end
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end
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fun_caves.reconcile_armor = function(elixir_armor, worn_armor)
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if elixir_armor < worn_armor then
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return elixir_armor
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end
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return worn_armor
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end
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-- set_armor assumes any armor mods have already set the normal armor values.
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local function set_armor(player, value, delay)
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if not (player and fun_caves.reconcile_armor) then
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return
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end
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local armor = player:get_armor_groups()
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if not (armor and armor.fleshy and armor.fleshy ~= value) then
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return
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end
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if armor_mod then
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armor.fleshy = fun_caves.reconcile_armor(value, armor.fleshy)
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else
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armor.fleshy = value
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end
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player:set_armor_groups(armor)
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if fun_caves.display_armor then
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if delay then
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-- Delay display, in case of lag.
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minetest.after(delay, function()
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fun_caves.display_armor(player)
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end)
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else
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fun_caves.display_armor(player)
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end
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end
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return true
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end
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-- called only by armor elixirs
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local function ingest_armor_elixir(player, value)
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if not (player and fun_caves.set_status) then
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return
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end
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-- support for 3d_armor
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-- This may or may not work with all versions.
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if armor_mod then
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armor:set_player_armor(player)
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end
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if not set_armor(player, value) then
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return
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end
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local player_name = player:get_player_name()
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if not (player_name and type(player_name) == 'string' and player_name ~= '') then
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return
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end
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minetest.chat_send_player(player_name, 'Your skin feels harder...')
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fun_caves.set_status(player_name, 'armor_elixir', elixir_duration, {value = value})
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end
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-- called on joinplayer and every time an armor mod updates
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fun_caves.load_armor_elixir = function(player)
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if not (player and fun_caves.db.status) then
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return
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end
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local player_name = player:get_player_name()
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if not (player_name and type(player_name) == 'string' and player_name ~= '') then
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return
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end
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if fun_caves.db.status[player_name] and fun_caves.db.status[player_name].armor_elixir then
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local value = fun_caves.db.status[player_name].armor_elixir.value
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set_armor(player, value, 3)
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end
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end
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fun_caves.register_status({
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name = 'armor_elixir',
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terminate = function(player)
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if not player then
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return
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end
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player:set_armor_groups({fleshy = 100})
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-- support for 3d_armor
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-- This may or may not work with all versions.
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if armor_mod then
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minetest.after(1, function()
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armor:set_player_armor(player)
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end)
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end
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local player_name = player:get_player_name()
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if not (player_name and type(player_name) == 'string' and player_name ~= '') then
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return
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end
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minetest.chat_send_player(player_name, minetest.colorize('#FF0000', 'Your skin feels softer...'))
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end,
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})
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local descs = {
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{'wood', 95, 'group:wood'},
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{'stone', 90, 'group:stone'},
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{'steel', 80, 'default:steel_ingot'},
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{'copper', 85, 'default:copper_ingot'},
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{'bronze', 70, 'default:bronze_ingot'},
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{'gold', 60, 'default:gold_ingot'},
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{'diamond', 50, 'default:diamond'},
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{'silver', 40, 'fun_caves:silver_ingot'},
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{'mese', 30, 'default:mese_crystal'},
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--{'', 20, ''},
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--{'adamant', 10, 'fun_caves:adamant'},
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}
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if fun_caves.elixir_armor then
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for _, desc in pairs(descs) do
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local name = desc[1]
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local value = desc[2]
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local cap = name:gsub('^%l', string.upper)
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minetest.register_craftitem("fun_caves:liquid_"..name, {
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description = 'Dr Robertson\'s Patented Liquid '..cap..' Elixir',
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drawtype = "plantlike",
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paramtype = "light",
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tiles = {'fun_caves_liquid_'..name..'.png'},
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inventory_image = 'fun_caves_liquid_'..name..'.png',
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groups = {dig_immediate = 3, vessel = 1},
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sounds = default.node_sound_glass_defaults(),
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on_use = function(itemstack, user, pointed_thing)
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if not (itemstack and user) then
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return
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end
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ingest_armor_elixir(user, value)
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itemstack:take_item()
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return itemstack
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end,
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})
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minetest.register_craft({
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type = "shapeless",
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output = 'fun_caves:liquid_'..name,
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recipe = {
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'mobs_slimes:green_slimeball',
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desc[3],
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"vessels:glass_bottle",
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},
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})
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minetest.register_craft({
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type = "shapeless",
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output = 'fun_caves:liquid_'..name,
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recipe = {
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'fun_caves:syrup',
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desc[3],
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},
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})
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end
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end
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end
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