Fix `mcl_enchanting` formating
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2cb9eca8e1
commit
06e2022c6d
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@ -82,7 +82,8 @@ function mcl_enchanting.not_enchantable_on_enchanting_table(itemname)
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end
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function mcl_enchanting.is_enchantable(itemname)
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return mcl_enchanting.get_enchantability(itemname) > 0 or mcl_enchanting.not_enchantable_on_enchanting_table(itemname)
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return mcl_enchanting.get_enchantability(itemname) > 0 or
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mcl_enchanting.not_enchantable_on_enchanting_table(itemname)
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end
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function mcl_enchanting.can_enchant_freshly(itemname)
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@ -153,7 +154,8 @@ function mcl_enchanting.can_enchant(itemstack, enchantment, level)
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for incompatible in pairs(enchantment_def.incompatible) do
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local incompatible_level = item_enchantments[incompatible]
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if incompatible_level then
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return false, "incompatible", mcl_enchanting.get_enchantment_description(incompatible, incompatible_level)
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return false, "incompatible",
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mcl_enchanting.get_enchantment_description(incompatible, incompatible_level)
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end
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end
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end
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@ -334,7 +336,7 @@ function mcl_enchanting.get_random_enchantment(itemstack, treasure, weighted, ex
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end
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function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_level, treasure, no_reduced_bonus_chance,
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ignore_already_enchanted, pr)
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ignore_already_enchanted, pr)
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local itemname = itemstack:get_name()
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if (not mcl_enchanting.can_enchant_freshly(itemname) and not ignore_already_enchanted) or
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@ -396,14 +398,13 @@ function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_leve
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enchantments[selected_enchantment] = enchantment_power
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mcl_enchanting.enchant(itemstack, selected_enchantment, enchantment_power)
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end
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until not no_reduced_bonus_chance and mcl_enchanting.random(pr) >= (enchantment_level + 1) / 50
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return enchantments, description
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end
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function mcl_enchanting.generate_random_enchantments_reliable(itemstack, enchantment_level, treasure,
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no_reduced_bonus_chance, ignore_already_enchanted, pr)
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no_reduced_bonus_chance, ignore_already_enchanted, pr)
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local enchantments
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repeat
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@ -415,7 +416,7 @@ function mcl_enchanting.generate_random_enchantments_reliable(itemstack, enchant
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end
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function mcl_enchanting.enchant_randomly(itemstack, enchantment_level, treasure, no_reduced_bonus_chance,
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ignore_already_enchanted, pr)
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ignore_already_enchanted, pr)
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local enchantments = mcl_enchanting.generate_random_enchantments_reliable(itemstack, enchantment_level, treasure,
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no_reduced_bonus_chance, ignore_already_enchanted, pr)
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@ -512,17 +513,13 @@ function mcl_enchanting.show_enchanting_formspec(player)
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"size[11.75,10.425]",
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"label[0.375,0.375;" .. F(C(mcl_formspec.label_color) .. table_name) .. "]",
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mcl_formspec.get_itemslot_bg_v4(1, 3.25, 1, 1),
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"list[current_player;enchanting_item;1,3.25;1,1]",
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mcl_formspec.get_itemslot_bg_v4(2.25, 3.25, 1, 1),
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"image[2.25,3.25;1,1;mcl_enchanting_lapis_background.png]",
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"list[current_player;enchanting_lapis;2.25,3.25;1,1]",
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"image[4.125,0.56;7.25,4.1;mcl_enchanting_button_background.png]",
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"label[0.375,4.7;" .. F(C(mcl_formspec.label_color) .. S("Inventory")) .. "]",
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mcl_formspec.get_itemslot_bg_v4(0.375, 5.1, 9, 3),
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"list[current_player;main;0.375,5.1;9,3;9]",
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@ -544,7 +541,7 @@ function mcl_enchanting.show_enchanting_formspec(player)
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local table_slots = mcl_enchanting.get_table_slots(player, itemstack, num_bookshelves)
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for i, slot in ipairs(table_slots) do
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any_enchantment = any_enchantment or slot
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local enough_lapis = inv:contains_item("enchanting_lapis", ItemStack({name = "mcl_core:lapis", count = i}))
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local enough_lapis = inv:contains_item("enchanting_lapis", ItemStack({ name = "mcl_core:lapis", count = i }))
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local enough_levels = slot and slot.level_requirement <= player_levels
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local can_enchant = (slot and enough_lapis and enough_levels)
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local ending = (can_enchant and "" or "_off")
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@ -553,7 +550,7 @@ function mcl_enchanting.show_enchanting_formspec(player)
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.. "container[4.125," .. y .. "]"
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..
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(
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slot and
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slot and
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"tooltip[button_" ..
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i ..
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";" ..
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@ -563,7 +560,7 @@ function mcl_enchanting.show_enchanting_formspec(player)
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C("#FFFFFF") ..
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" . . . ?\n\n" ..
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(
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enough_levels and
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enough_levels and
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C(enough_lapis and "#818181" or "#FC5454") ..
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F(S("@1 Lapis Lazuli", i)) .. "\n" .. C("#818181") .. F(S("@1 Enchantment Levels", i)) or
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C("#FC5454") .. F(S("Level requirement: @1", slot.level_requirement))) .. "]" or "")
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@ -586,7 +583,8 @@ function mcl_enchanting.show_enchanting_formspec(player)
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"image[" ..
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(any_enchantment and 1.1 or 1.67) ..
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",1.2;" ..
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(any_enchantment and 2 or 0.87) .. ",1.43;mcl_enchanting_book_" .. (any_enchantment and "open" or "closed") .. ".png]"
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(any_enchantment and 2 or 0.87) ..
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",1.43;mcl_enchanting_book_" .. (any_enchantment and "open" or "closed") .. ".png]"
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minetest.show_formspec(name, "mcl_enchanting:table", formspec)
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end
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@ -604,7 +602,7 @@ function mcl_enchanting.handle_formspec_fields(player, formname, fields)
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local meta = player:get_meta()
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local num_bookshelfes = meta:get_int("mcl_enchanting:num_bookshelves")
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local itemstack = inv:get_stack("enchanting_item", 1)
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local cost = ItemStack({name = "mcl_core:lapis", count = button_pressed})
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local cost = ItemStack({ name = "mcl_core:lapis", count = button_pressed })
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if not inv:contains_item("enchanting_lapis", cost) then
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return
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end
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@ -652,7 +650,8 @@ function mcl_enchanting.is_enchanting_inventory_action(action, inventory, invent
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end
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function mcl_enchanting.allow_inventory_action(player, action, inventory, inventory_info)
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local is_enchanting_action, do_limit = mcl_enchanting.is_enchanting_inventory_action(action, inventory, inventory_info)
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local is_enchanting_action, do_limit = mcl_enchanting.is_enchanting_inventory_action(action, inventory,
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inventory_info)
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if is_enchanting_action and do_limit then
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if action == "move" then
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local listname = inventory_info.to_list
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@ -700,8 +699,7 @@ end
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function mcl_enchanting.set_book_animation(self, anim)
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local anim_index = mcl_enchanting.book_animations[anim]
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local start, stop = mcl_enchanting.book_animation_steps[anim_index],
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mcl_enchanting.book_animation_steps[anim_index + 1
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]
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mcl_enchanting.book_animation_steps[anim_index + 1]
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self.object:set_animation({ x = start, y = stop }, mcl_enchanting.book_animation_speed, 0,
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mcl_enchanting.book_animation_loop[anim] or false)
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self.scheduled_anim = nil
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