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added breathability for mod materials #56099

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merged 1 commit into from
Mar 16, 2022

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bombasticSlacks
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Summary

None

Purpose of change

Fixes #56020

Describe the solution

Added breathability,

Metals are 0 and default is 0 so I can ignore those.

Describe alternatives you've considered

Numbers could be up for debate.

Testing

Additional context

@github-actions github-actions bot added [JSON] Changes (can be) made in JSON Mods: Aftershock Anything to do with the Aftershock mod Mods: Dark Skies Anything to do with Dark Skies Above, alien invasion mod with no zombies Mods: Magiclysm Anything to do with the Magiclysm mod astyled astyled PR, label is assigned by github actions json-styled JSON lint passed, label assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions labels Mar 14, 2022
@KorGgenT
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i think maybe dragon hide and scales are swapped?

@bombasticSlacks
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bombasticSlacks commented Mar 15, 2022

Leathers are poor in general so I figured hide would be too. My thought with scales is they would be layered with gaps close to the skin in any armor so it would still leave some room for the material to breath.

It is your call though

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@Maleclypse Maleclypse left a comment

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Aftershock looks good.

@kevingranade kevingranade merged commit c5cf02e into CleverRaven:master Mar 16, 2022
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astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions [JSON] Changes (can be) made in JSON json-styled JSON lint passed, label assigned by github actions Mods: Aftershock Anything to do with the Aftershock mod Mods: Dark Skies Anything to do with Dark Skies Above, alien invasion mod with no zombies Mods: Magiclysm Anything to do with the Magiclysm mod
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Give Magiclysm's clothes and armors some breathability
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