3d_armor - integrate technic if mod detected

This commit is contained in:
mckaygerhard 2023-01-13 14:18:35 -04:00
parent f05fb09554
commit ca1702d5f4
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License Source Code: Copyright (C) 2013-2018 Stuart Jones - LGPL v2.1
License Source Code: Copyright (C) 2023 mckayerhard CC-BY-SA-NC
License Textures: poet-nohit and numberZero - 2015-2018 WTFPL

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minetest mod 3d_armor_technic
============================
ARMOR from procesed materials
Information
-----------
Adds armor made from lead, brass, cast iron, carbon steel, stainless steel, tin and silver.
![](screenshot.png)
Technical information
---------------------
This mod is named `3d_armor_technic` and is(was) part of the `3d_armor`,
it was slited since version 0.4.11 of `3d_armor` now in minenux flavor merged again
#### Depends
* default
* 3d_armor
* technic (technic_worldgen)
* moreores
## LICENSE
Textures by @poet-nohit and @numberZero
Copyright (C) 2013-2018 Stuart Jones - LGPL v2.1

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3d_armor
technic_worldgen?
moreores?

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ARMOR TECH made from lead, brass, cast iron, carbon steel, stainless steel, tin and silver

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-- Use 3d_armor translator to take advantage of existing translations for armor parts
local S = armor_i18n.gettext
local F = armor_i18n.fgettext
if not minetest.get_modpath("technic_worldgen") then
minetest.log("warning", S("[3d_armor_technic]: Mod loaded but unused."))
return
end
local materials = {}
if minetest.get_modpath("technic_worldgen") then
materials.lead = {
name = S("Lead"),
craft_item = "technic:lead_ingot",
armor = 1.6,
heal = 0,
use = 500,
radiation = 88
}
materials.brass = {
name = S("Brass"),
craft_item = "technic:brass_ingot",
armor = 1.8,
heal = 0,
use = 650,
radiation = 43
}
materials.cast = {
name = S("Cast Iron"),
craft_item = "technic:cast_iron_ingot",
armor = 2.5,
heal = 8,
use = 200,
radiation = 40
}
materials.carbon = {
name = S("Carbon Steel"),
craft_item = "technic:carbon_steel_ingot",
armor = 2.7,
heal = 10,
use = 100,
radiation = 40
}
materials.stainless = {
name = S("Stainless Steel"),
craft_item = "technic:stainless_steel_ingot",
armor = 2.7,
heal = 10,
use = 75,
radiation = 40
}
end
local tin_ingot
if minetest.registered_items["default:tin_ingot"] then
tin_ingot = "default:tin_ingot"
end
if minetest.get_modpath("moreores") then
tin_ingot = "moreores:tin_ingot"
materials.silver = {
name = S("Silver"),
craft_item = "moreores:silver_ingot",
armor = 1.8,
heal = 6,
use = 650,
radiation = 53
}
end
if tin_ingot then
materials.tin = {
name = S("Tin"),
craft_item = tin_ingot,
armor = 1.6,
heal = 0,
use = 750,
radiation = 37
}
end
local parts = {
helmet = {
name = S("Helmet"),
place = "head",
level = 5,
radlevel = 0.10,
craft = {{1, 1, 1}, {1, 0, 1}}
},
chestplate = {
name = S("Chestplate"),
place = "torso",
level = 8,
radlevel = 0.35,
craft = {{1, 0, 1}, {1, 1, 1}, {1, 1, 1}}
},
leggings = {
name = S("Leggings"),
place = "legs",
level = 7,
radlevel = 0.15,
craft = {{1, 1, 1}, {1, 0, 1}, {1, 0, 1}}
},
boots = {
name = S("Boots"),
place = "feet",
level = 4,
radlevel = 0.10,
craft = {{1, 0, 1}, {1, 0, 1}}
}
}
if minetest.get_modpath("shields") then
parts.shield = {
name = S("Shield"),
place = "shield",
level = 5,
radlevel = 0.00,
craft = {{1, 1, 1}, {1, 1, 1}, {0, 1, 0}}
}
end
local function make_recipe(template, material)
local recipe = {}
for i, row in ipairs(template) do
recipe[i] = {}
for j, item in ipairs(row) do
recipe[i][j] = item == 0 and "" or material
end
end
return recipe
end
for material, m in pairs(materials) do
for part, p in pairs(parts) do
local name = ":3d_armor:"..part.."_"..material
armor:register_armor(name, {
description = S("@1 @2", m.name, p.name),
inventory_image = "3d_armor_inv_"..part.."_"..material..".png",
groups = {
["armor_"..p.place] = math.floor(p.level * m.armor),
armor_heal = m.heal,
armor_use = m.use,
armor_radiation = math.floor(p.radlevel * m.radiation)
}
})
minetest.register_craft({
output = name,
recipe = make_recipe(p.craft, m.craft_item),
})
end
end

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title = technic_armor
name = technic_armor
description = ARMOR TECH made from lead, brass, cast iron, carbon steel, stainless steel, tin and silver
depends = 3d_armor
optional_depends = default, moreores, technic_worldgen

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