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Fix `mcl_enchanting` formating

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AFCMS 2023-06-29 21:11:58 +02:00
parent 2cb9eca8e1
commit 06e2022c6d
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GPG Key ID: 8720389A25B652E3
1 changed files with 16 additions and 18 deletions

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@ -82,7 +82,8 @@ function mcl_enchanting.not_enchantable_on_enchanting_table(itemname)
end
function mcl_enchanting.is_enchantable(itemname)
return mcl_enchanting.get_enchantability(itemname) > 0 or mcl_enchanting.not_enchantable_on_enchanting_table(itemname)
return mcl_enchanting.get_enchantability(itemname) > 0 or
mcl_enchanting.not_enchantable_on_enchanting_table(itemname)
end
function mcl_enchanting.can_enchant_freshly(itemname)
@ -153,7 +154,8 @@ function mcl_enchanting.can_enchant(itemstack, enchantment, level)
for incompatible in pairs(enchantment_def.incompatible) do
local incompatible_level = item_enchantments[incompatible]
if incompatible_level then
return false, "incompatible", mcl_enchanting.get_enchantment_description(incompatible, incompatible_level)
return false, "incompatible",
mcl_enchanting.get_enchantment_description(incompatible, incompatible_level)
end
end
end
@ -334,7 +336,7 @@ function mcl_enchanting.get_random_enchantment(itemstack, treasure, weighted, ex
end
function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_level, treasure, no_reduced_bonus_chance,
ignore_already_enchanted, pr)
ignore_already_enchanted, pr)
local itemname = itemstack:get_name()
if (not mcl_enchanting.can_enchant_freshly(itemname) and not ignore_already_enchanted) or
@ -396,14 +398,13 @@ function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_leve
enchantments[selected_enchantment] = enchantment_power
mcl_enchanting.enchant(itemstack, selected_enchantment, enchantment_power)
end
until not no_reduced_bonus_chance and mcl_enchanting.random(pr) >= (enchantment_level + 1) / 50
return enchantments, description
end
function mcl_enchanting.generate_random_enchantments_reliable(itemstack, enchantment_level, treasure,
no_reduced_bonus_chance, ignore_already_enchanted, pr)
no_reduced_bonus_chance, ignore_already_enchanted, pr)
local enchantments
repeat
@ -415,7 +416,7 @@ function mcl_enchanting.generate_random_enchantments_reliable(itemstack, enchant
end
function mcl_enchanting.enchant_randomly(itemstack, enchantment_level, treasure, no_reduced_bonus_chance,
ignore_already_enchanted, pr)
ignore_already_enchanted, pr)
local enchantments = mcl_enchanting.generate_random_enchantments_reliable(itemstack, enchantment_level, treasure,
no_reduced_bonus_chance, ignore_already_enchanted, pr)
@ -512,17 +513,13 @@ function mcl_enchanting.show_enchanting_formspec(player)
"size[11.75,10.425]",
"label[0.375,0.375;" .. F(C(mcl_formspec.label_color) .. table_name) .. "]",
mcl_formspec.get_itemslot_bg_v4(1, 3.25, 1, 1),
"list[current_player;enchanting_item;1,3.25;1,1]",
mcl_formspec.get_itemslot_bg_v4(2.25, 3.25, 1, 1),
"image[2.25,3.25;1,1;mcl_enchanting_lapis_background.png]",
"list[current_player;enchanting_lapis;2.25,3.25;1,1]",
"image[4.125,0.56;7.25,4.1;mcl_enchanting_button_background.png]",
"label[0.375,4.7;" .. F(C(mcl_formspec.label_color) .. S("Inventory")) .. "]",
mcl_formspec.get_itemslot_bg_v4(0.375, 5.1, 9, 3),
"list[current_player;main;0.375,5.1;9,3;9]",
@ -544,7 +541,7 @@ function mcl_enchanting.show_enchanting_formspec(player)
local table_slots = mcl_enchanting.get_table_slots(player, itemstack, num_bookshelves)
for i, slot in ipairs(table_slots) do
any_enchantment = any_enchantment or slot
local enough_lapis = inv:contains_item("enchanting_lapis", ItemStack({name = "mcl_core:lapis", count = i}))
local enough_lapis = inv:contains_item("enchanting_lapis", ItemStack({ name = "mcl_core:lapis", count = i }))
local enough_levels = slot and slot.level_requirement <= player_levels
local can_enchant = (slot and enough_lapis and enough_levels)
local ending = (can_enchant and "" or "_off")
@ -553,7 +550,7 @@ function mcl_enchanting.show_enchanting_formspec(player)
.. "container[4.125," .. y .. "]"
..
(
slot and
slot and
"tooltip[button_" ..
i ..
";" ..
@ -563,7 +560,7 @@ function mcl_enchanting.show_enchanting_formspec(player)
C("#FFFFFF") ..
" . . . ?\n\n" ..
(
enough_levels and
enough_levels and
C(enough_lapis and "#818181" or "#FC5454") ..
F(S("@1 Lapis Lazuli", i)) .. "\n" .. C("#818181") .. F(S("@1 Enchantment Levels", i)) or
C("#FC5454") .. F(S("Level requirement: @1", slot.level_requirement))) .. "]" or "")
@ -586,7 +583,8 @@ function mcl_enchanting.show_enchanting_formspec(player)
"image[" ..
(any_enchantment and 1.1 or 1.67) ..
",1.2;" ..
(any_enchantment and 2 or 0.87) .. ",1.43;mcl_enchanting_book_" .. (any_enchantment and "open" or "closed") .. ".png]"
(any_enchantment and 2 or 0.87) ..
",1.43;mcl_enchanting_book_" .. (any_enchantment and "open" or "closed") .. ".png]"
minetest.show_formspec(name, "mcl_enchanting:table", formspec)
end
@ -604,7 +602,7 @@ function mcl_enchanting.handle_formspec_fields(player, formname, fields)
local meta = player:get_meta()
local num_bookshelfes = meta:get_int("mcl_enchanting:num_bookshelves")
local itemstack = inv:get_stack("enchanting_item", 1)
local cost = ItemStack({name = "mcl_core:lapis", count = button_pressed})
local cost = ItemStack({ name = "mcl_core:lapis", count = button_pressed })
if not inv:contains_item("enchanting_lapis", cost) then
return
end
@ -652,7 +650,8 @@ function mcl_enchanting.is_enchanting_inventory_action(action, inventory, invent
end
function mcl_enchanting.allow_inventory_action(player, action, inventory, inventory_info)
local is_enchanting_action, do_limit = mcl_enchanting.is_enchanting_inventory_action(action, inventory, inventory_info)
local is_enchanting_action, do_limit = mcl_enchanting.is_enchanting_inventory_action(action, inventory,
inventory_info)
if is_enchanting_action and do_limit then
if action == "move" then
local listname = inventory_info.to_list
@ -700,8 +699,7 @@ end
function mcl_enchanting.set_book_animation(self, anim)
local anim_index = mcl_enchanting.book_animations[anim]
local start, stop = mcl_enchanting.book_animation_steps[anim_index],
mcl_enchanting.book_animation_steps[anim_index + 1
]
mcl_enchanting.book_animation_steps[anim_index + 1]
self.object:set_animation({ x = start, y = stop }, mcl_enchanting.book_animation_speed, 0,
mcl_enchanting.book_animation_loop[anim] or false)
self.scheduled_anim = nil