changes to accomodate 3d_armor
This commit is contained in:
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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74
init.lua
74
init.lua
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@ -5,6 +5,8 @@ fun_caves.light_max = 8 -- light intensity for mushroom growth
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fun_caves.path = minetest.get_modpath(minetest.get_current_modname())
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fun_caves.world = minetest.get_worldpath()
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local armor_mod = minetest.get_modpath("3d_armor") and armor and armor.set_player_armor
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fun_caves.elixir_armor = minetest.setting_getbool('fun_caves_use_armor_elixirs')
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if fun_caves.elixir_armor == nil then
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fun_caves.elixir_armor = true
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@ -188,7 +190,7 @@ dofile(fun_caves.path .. "/spec_bomb.lua")
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dofile(fun_caves.path .. "/elixir.lua") -- must go after all items are registered
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dofile(fun_caves.path .. "/chat.lua")
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if mobs and mobs.mod == "redo" then
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if minetest.get_modpath("mobs_redo") and mobs and mobs.mod == "redo" then
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dofile(fun_caves.path .. "/mobs.lua")
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end
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@ -276,35 +278,41 @@ if not hunger_mod then
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fun_caves.hunger_change(user, hp_change)
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end
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end)
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end
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minetest.register_on_dieplayer(function(player)
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if not (player and fun_caves.db.hunger and fun_caves.hunger_id) then
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if fun_caves.db.status and not player 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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local pos = vector.round(player:getpos())
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if not (player_name and pos) then
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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 not hunger_mod then
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if fun_caves.db.status[player_name] then
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for status in pairs(fun_caves.db.status[player_name]) do
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local def = fun_caves.registered_status[status]
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if not def.remain_after_death then
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fun_caves.remove_status(player_name, status)
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end
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end
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end
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if fun_caves.db.hunger and fun_caves.hunger_id and not hunger_mod then
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fun_caves.db.hunger[player_name] = 20
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player:hud_change(fun_caves.hunger_id[player_name], 'number', 20)
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end
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local pos = vector.round(player:getpos())
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if pos then
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minetest.chat_send_player(player_name, 'Your bones will lie at ('..pos.x..','..pos.y..','..pos.z..'), in ignominy, unless you collect them.')
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end)
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end
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end)
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local armor_mod = minetest.get_modpath("3d_armor")
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fun_caves.armor_id = {}
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local armor_hud
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if armor_mod then
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fun_caves.display_armor = function()
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end
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else
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if not armor_mod then
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armor_hud = function(player)
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if not (player and fun_caves.armor_id) then
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return
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@ -361,7 +369,7 @@ minetest.register_on_joinplayer(function(player)
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local player_name = player:get_player_name()
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if not player_name then
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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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@ -377,15 +385,35 @@ minetest.register_on_joinplayer(function(player)
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hunger_hud(player)
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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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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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if fun_caves.display_armor then
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minetest.after(3, function()
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fun_caves.display_armor(player)
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end)
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end
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-- If there's an armor mod, we wait for it to load armor.
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if fun_caves.load_armor_elixir and not armor_mod then
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fun_caves.load_armor_elixir(player)
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end
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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.
|
||||
if armor_mod then
|
||||
local old_set_player_armor = armor.set_player_armor
|
||||
|
||||
armor.set_player_armor = function(self, player)
|
||||
old_set_player_armor(self, player)
|
||||
if fun_caves.load_armor_elixir then
|
||||
fun_caves.load_armor_elixir(player)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
----------------------------------------------------------------------
|
||||
-- Change old factor to current value.
|
||||
if fun_caves.db.status then
|
||||
for player_name, status in pairs(fun_caves.db.status) do
|
||||
if status.armor_elixir and status.armor_elixir.factor then
|
||||
status.armor_elixir.value = status.armor_elixir.factor * 100
|
||||
status.armor_elixir.factor = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
----------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -275,7 +275,7 @@ minetest.register_craftitem("fun_caves:apple_pie_uncooked", {
|
|||
inventory_image = "fun_caves_apple_pie_uncooked.png",
|
||||
})
|
||||
|
||||
if mobs and mobs.mod == "redo" then
|
||||
if minetest.get_modpath("mobs_redo") and mobs and mobs.mod == "redo" then
|
||||
minetest.register_craft({
|
||||
output = 'fun_caves:apple_pie_uncooked',
|
||||
type = 'shapeless',
|
||||
|
|
|
@ -5,7 +5,7 @@ minetest.register_node("fun_caves:hut_floor", newnode)
|
|||
local farming = minetest.get_modpath('farming')
|
||||
|
||||
|
||||
if mobs and mobs.mod == "redo" then
|
||||
if minetest.get_modpath("mobs_redo") and mobs and mobs.mod == "redo" then
|
||||
local drops = {
|
||||
{name = "default:axe_stone", chance = 3, min = 1, max = 1},
|
||||
{name = "default:hoe_stone", chance = 3, min = 1, max = 1},
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue