Minor fixes for latest release
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@ -227,17 +227,6 @@ armor.set_player_armor = function(self, player)
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armor_groups.level = floor(armor_level / 20)
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armor_groups.level = floor(armor_level / 20)
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armor_groups.fleshy = 100 - armor_level
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armor_groups.fleshy = 100 - armor_level
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end
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end
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if use_pova_mod then
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-- only add the changes, not the default 1.0 for each physics setting
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pova.add_override(player, "3d_armor", {
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speed = physics.speed - 1,
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jump = physics.jump - 1,
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gravity = physics.gravity - 1,
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})
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pova.do_override(player)
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else
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player:set_physics_override(physics)
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end
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self.textures[name].armor = texture
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self.textures[name].armor = texture
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self.def[name].state = state
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self.def[name].state = state
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self.def[name].count = count
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self.def[name].count = count
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@ -250,6 +239,20 @@ armor.set_player_armor = function(self, player)
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if enable_damage then
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if enable_damage then
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player:set_armor_groups(armor_groups)
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player:set_armor_groups(armor_groups)
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if use_pova_mod then
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-- only add the changes, not the default 1.0 for each physics setting
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pova.add_override(player, "3d_armor", {
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speed = physics.speed - 1,
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jump = physics.jump - 1,
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gravity = physics.gravity - 1,
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})
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pova.do_override(player)
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else
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player:set_physics_override(physics)
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end
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-- Update HUD
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local max_level = 80 -- full emerald armor
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local max_level = 80 -- full emerald armor
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local armor_lvl = floor(20 * (armor_level/max_level)) or 0
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local armor_lvl = floor(20 * (armor_level/max_level)) or 0
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hud.change_item(player, "armor", {number = armor_lvl})
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hud.change_item(player, "armor", {number = armor_lvl})
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@ -30,7 +30,7 @@ dye.dyes = {
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}
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}
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-- Define items
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-- Define items
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for _, row in pairs(dye.dyes) do
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for _, row in ipairs(dye.dyes) do
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local name = row[1]
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local name = row[1]
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local description = row[2]
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local description = row[2]
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local groups = {dye = 1, nohit = 1}
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local groups = {dye = 1, nohit = 1}
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@ -61,11 +61,11 @@ minetest.register_craft({
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-- Manually add flowers recipes
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-- Manually add flowers recipes
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local flowers_recipes = {
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local flowers_recipes = {
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"blue", "orange", "red",
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"blue", "magenta", "orange", "pink",
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"violet", "yellow"
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"red", "violet", "yellow"
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}
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}
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for _, name in pairs(flowers_recipes) do
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for _, name in ipairs(flowers_recipes) do
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minetest.register_craft({
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minetest.register_craft({
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output = "dye:" .. name .. " 4",
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output = "dye:" .. name .. " 4",
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recipe = {
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recipe = {
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