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Fix regression with heal_multiplier config
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@ -59,10 +59,6 @@ armor_level_multiplier = 1
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-- eg: armor_heal_multiplier = 0 will disable healing altogether.
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armor_heal_multiplier = 1
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-- You can use this to increase or decrease overall armor radiation protection,
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-- eg: armor_radiation_multiplier = 0 will completely disable radiation protection.
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armor_radiation_multiplier = 1
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-- Enable water protection (periodically restores breath when activated)
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armor_water_protect = true
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@ -111,7 +107,7 @@ armor:register_armor("mod_name:speed_boots", {
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armor_groups = {fleshy=10, radiation=10},
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damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1},
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reciprocate_damage = true,
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on_destroy = function(player, item_name)
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on_destroy = function(player, stack)
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local pos = player:getpos()
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if pos then
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minetest.sound_play({
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@ -150,7 +146,9 @@ on_destroy = func(player, stack)
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on_damage = func(player, stack)
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on_punch = func(player, hitter, time_from_last_punch, tool_capabilities)
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Notes: on_punch is called every time the player takes damage, `hitter`,
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Notes:
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`on_punch` is called every time a player is punched or takes damage, `hitter`,
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`time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the
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case of fall damage, etc. Return `false` to override armor damage effects.
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When armor is destroyed `stack` will contain a copy of the previous stack.
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@ -58,7 +58,6 @@ armor.config = {
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destroy = false,
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level_multiplier = 1,
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heal_multiplier = 1,
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radiation_multiplier = 1,
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material_wood = true,
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material_cactus = true,
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material_steel = true,
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@ -295,6 +295,7 @@ minetest.register_on_player_hpchange(function(player, hp_change)
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local name = player:get_player_name()
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if name and armor.def[name] then
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local heal = armor.def[name].heal or 0
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heal = heal * armor.config.heal_multiplier
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if heal >= math.random(100) then
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hp_change = 0
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end
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