move mcl_armor_trims to mcl_armor
parent
2f8bb9726b
commit
da024bb4b8
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@ -85,6 +85,22 @@ function mcl_armor.equip_on_use(itemstack, player, pointed_thing)
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return mcl_armor.equip(itemstack, player)
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end
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local function get_armor_texture(textures, name, modname, itemname, itemstring)
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local core_texture = textures[name] or modname .. "_" .. itemname .. ".png"
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if type(core_texture) == "function" then return core_texture end
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mcl_armor.trims.core_textures[itemstring] = core_texture
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local func = function(obj, itemstack)
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local overlay = itemstack:get_meta():get_string("mcl_armor:trim_overlay")
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local core_armor_texture = mcl_armor.trims.core_textures[itemstack:get_name()]
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if overlay == "" then return core_armor_texture end -- key not present; armor not trimmed
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return core_armor_texture .. overlay
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end
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return func
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end
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function mcl_armor.register_set(def)
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local modname = minetest.get_current_modname()
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local S = minetest.get_translator(modname)
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@ -136,7 +152,7 @@ function mcl_armor.register_set(def)
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_on_unequip = on_unequip_callbacks[name] or def.on_unequip,
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_on_break = on_break_callbacks[name] or def.on_break,
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_mcl_armor_element = name,
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_mcl_armor_texture = textures[name] or modname .. "_" .. itemname .. ".png",
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_mcl_armor_texture = get_armor_texture(textures, name, modname, itemname, itemstring),
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_mcl_upgradable = def._mcl_upgradable,
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_mcl_upgrade_item = upgrade_item
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})
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@ -257,3 +273,43 @@ function mcl_armor.update(obj)
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end
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end
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function mcl_armor.trim(itemstack, overlay, color_string)
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local def = itemstack:get_definition()
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if not def._mcl_armor_texture and not mcl_armor.trims.blacklisted[itemstack:get_name()] then return end
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local meta = itemstack:get_meta()
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local piece_overlay = overlay
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local inv_overlay = ""
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local piece_type = def._mcl_armor_element
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if piece_type == "head" then --helmet
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inv_overlay = "^(helmet_trim.png"
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piece_overlay = piece_overlay .. "_helmet"
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elseif piece_type == "torso" then --chestplate
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inv_overlay = "^(chestplate_trim.png"
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piece_overlay = piece_overlay .. "_chestplate"
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elseif piece_type == "legs" then --leggings
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inv_overlay = "^(leggings_trim.png"
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piece_overlay = piece_overlay .. "_leggings"
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elseif piece_type == "feet" then --boots
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inv_overlay = "^(boots_trim.png"
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piece_overlay = piece_overlay .. "_boots"
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end
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local color = mcl_armor.trims.colors[color_string]
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inv_overlay = inv_overlay .. "^[colorize:" .. color .. ":150)"
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piece_overlay = piece_overlay .. ".png"
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piece_overlay = "^(" .. piece_overlay .. "^[colorize:" .. color .. ":150)"
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meta:set_string("mcl_armor:trim_overlay" , piece_overlay) -- set textures to render on the player, will work for clients below 5.8 as well
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meta:set_string("mcl_armor:inv", inv_overlay) -- make 5.8+ clients display the fancy inv image, older ones will see no change in the *inventory* image
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meta:set_string("inventory_image", def.inventory_image .. inv_overlay) -- dont use reload_inv_image as it's a one liner in this enviorment
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end
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function mcl_armor.reload_trim_inv_image(itemstack)
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local meta = itemstack:get_meta()
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local inv_overlay = meta:get_string("mcl_armor:inv")
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local def = itemstack:get_definition()
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if inv_overlay == "" then return end
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meta:set_string("inventory_image", def.inventory_image .. inv_overlay)
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end
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@ -57,6 +57,12 @@ mcl_armor = {
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}
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},
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player_view_range_factors = {},
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trims = {
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core_textures = {},
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blacklisted = {["mcl_armor:elytra"]=true, ["mcl_armor:elytra_enchanted"]=true},
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overlays = {"sentry","dune","coast","wild","tide","ward","vex","rib","snout","eye","spire"},
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colors = {["amethyst"]="#8246a5",["gold"]="#ce9627",["emerald"]="#1b9958",["copper"]="#c36447",["diamond"]="#5faed8",["iron"]="#938e88",["lapis"]="#1c306b",["netherite"]="#302a26",["quartz"]="#c9bcb9",["redstone"]="#af2c23"},
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},
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}
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local modpath = minetest.get_modpath("mcl_armor")
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@ -66,3 +72,4 @@ dofile(modpath .. "/player.lua")
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dofile(modpath .. "/damage.lua")
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dofile(modpath .. "/register.lua")
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dofile(modpath .. "/alias.lua")
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dofile(modpath .. "/trims.lua")
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@ -21,3 +21,6 @@ Iron Boots=Eisenstiefel
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Golden Boots=Goldstiefel
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Diamond Boots=Diamantstiefel
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Chain Boots=Kettenstiefel
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Smithing Template '@1'=Schiedevorlage '@1'
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@ -45,4 +45,7 @@ Protection=
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Reduces most types of damage by 4% for each level.=
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Thorns=
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Reflects some of the damage taken when hit, at the cost of reducing durability with each proc.=
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Aqua Affinity=
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Aqua Affinity=
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#Translations for armor trims
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Smithing Template '@1'=
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@ -1,7 +1,7 @@
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local mod_registername = minetest.get_current_modname() .. ":"
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local S = minetest.get_translator(modname)
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for _, template_name in pairs(mcl_armor_trims.overlays) do
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for _, template_name in pairs(mcl_armor.trims.overlays) do
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minetest.register_craftitem(mod_registername .. template_name, {
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description = S("Smithing Template '@1'", template_name),
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inventory_image = template_name .. "_armor_trim_smithing_template.png",
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@ -1,77 +0,0 @@
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--TODO: put this mod entirely into mcl_armor
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mcl_armor_trims = {
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blacklisted = {["mcl_farming:pumpkin_face"]=true, ["mcl_armor:elytra"]=true, ["mcl_armor:elytra_enchanted"]=true},
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overlays = {"sentry","dune","coast","wild","tide","ward","vex","rib","snout","eye","spire"},
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colors = {["amethyst"]="#8246a5",["gold"]="#ce9627",["emerald"]="#1b9958",["copper"]="#c36447",["diamond"]="#5faed8",["iron"]="#938e88",["lapis"]="#1c306b",["netherite"]="#302a26",["quartz"]="#c9bcb9",["redstone"]="#af2c23"},
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old_textures = {}
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}
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local function override_items()
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for itemname, itemdef in pairs(minetest.registered_tools) do
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if itemdef._mcl_armor_texture and type(itemdef._mcl_armor_texture) == "string" and not mcl_armor_trims.blacklisted[itemname] then
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mcl_armor_trims.old_textures[itemname] = itemdef._mcl_armor_texture
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minetest.override_item(itemname, {
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_mcl_armor_texture = function(obj, itemstack)
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local overlay = itemstack:get_meta():get_string("mcl_armor_trims:trim_overlay")
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local old_armor_texture = mcl_armor_trims.old_textures[itemstack:get_name()]
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if type(old_armor_texture) == "function" then
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old_armor_texture = old_armor_texture(obj, itemstack)
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end
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if overlay == "" then -- key not present; armor not trimmed
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return old_armor_texture
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end
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return old_armor_texture .. overlay
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end
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})
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end
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end
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end
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function mcl_armor_trims.trim(itemstack, overlay, color_string)
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local def = itemstack:get_definition()
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if not def._mcl_armor_texture and not mcl_armor_trims.blacklisted[itemstack:get_name()] then
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return
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end
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local meta = itemstack:get_meta()
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local piece_overlay = overlay
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local inv_overlay = ""
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local piece_type = def._mcl_armor_element
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if piece_type == "head" then --helmet
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inv_overlay = "^(helmet_trim.png"
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piece_overlay = piece_overlay .. "_helmet"
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elseif piece_type == "torso" then --chestplate
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inv_overlay = "^(chestplate_trim.png"
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piece_overlay = piece_overlay .. "_chestplate"
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elseif piece_type == "legs" then --leggings
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inv_overlay = "^(leggings_trim.png"
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piece_overlay = piece_overlay .. "_leggings"
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elseif piece_type == "feet" then --boots
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inv_overlay = "^(boots_trim.png"
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piece_overlay = piece_overlay .. "_boots"
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end
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local color = mcl_armor_trims.colors[color_string]
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inv_overlay = inv_overlay .. "^[colorize:" .. color .. ":150)"
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piece_overlay = piece_overlay .. ".png"
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piece_overlay = "^(" .. piece_overlay .. "^[colorize:" .. color .. ":150)"
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meta:set_string("mcl_armor_trims:trim_overlay" , piece_overlay) -- set textures to render on the player, will work for clients below 5.8 as well
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meta:set_string("mcl_armor_trims:inv", inv_overlay) -- make 5.8+ clients display the fancy inv image, older ones will see no change in the *inventory* image
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meta:set_string("inventory_image", def.inventory_image .. inv_overlay) -- dont use reload_inv_image as it's a one liner in this enviorment
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end
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function mcl_armor_trims.reload_inv_image(itemstack)
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local meta = itemstack:get_meta()
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local inv_overlay = meta:get_string("mcl_armor_trims:inv")
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local def = itemstack:get_definition()
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if inv_overlay == "" then return end
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meta:set_string("inventory_image", def.inventory_image .. inv_overlay)
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end
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minetest.register_on_mods_loaded(override_items)
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dofile(minetest.get_modpath(minetest.get_current_modname()).."/templates.lua")
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@ -1,2 +0,0 @@
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# textdomain: mcl_armor_trims
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Smithing Template '@1'=Schiedevorlage '@1'
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@ -1,2 +0,0 @@
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# textdomain: mcl_armor_trims
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Smithing Template '@1'
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@ -1,4 +0,0 @@
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name = mcl_armor_trims
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author = chmodsayshello
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optional_depends = mcl_armor
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depends = mcl_enchanting, mcl_core, mcl_end
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@ -20,7 +20,7 @@ function mcl_smithing_table.upgrade_item_netherite(itemstack)
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end
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itemstack:set_name(upgrade_item)
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mcl_armor_trims.reload_inv_image(itemstack)
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mcl_armor.reload_trim_inv_image(itemstack)
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-- Reload the ToolTips of the tool
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@ -72,10 +72,10 @@ function mcl_smithing_table.upgrade_trimmed(itemstack, color_mineral, template)
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local material_name = color_mineral:get_name()
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material_name = smithing_materials[material_name]
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local overlay = template:get_name():gsub("mcl_armor_trims:","")
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local overlay = template:get_name():gsub("mcl_armor:","")
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--trimming process
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mcl_armor_trims.trim(itemstack, overlay, material_name)
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mcl_armor.trim(itemstack, overlay, material_name)
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--itemstack:set_name(itemstack:get_name() .. "_trimmed_" .. overlay .. "_" .. material_name)
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tt.reload_itemstack_description(itemstack)
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@ -137,13 +137,13 @@ minetest.register_node("mcl_smithing_table:table", {
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if
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listname == "upgrade_item"
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and string.find(stack:get_name(),"mcl_armor:") -- allow any armor piece to go in (in case the player wants to trim them)
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and not mcl_armor_trims.blacklisted[stack:get_name()]
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and not mcl_armor.trims.blacklisted[stack:get_name()]
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or listname == "mineral"
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and mcl_smithing_table.is_smithing_mineral(stack:get_name())
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or listname == "template"
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and string.find(stack:get_name(),"mcl_armor_trims")
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and string.find(stack:get_name(),"mcl_armor")
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then
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return stack:get_count()
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end
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@ -1,2 +1,2 @@
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name = mcl_smithing_table
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depends = mcl_colors, mcl_formspec, mcl_armor_trims
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depends = mcl_colors, mcl_formspec, mcl_armor
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