stained_glass/high_glow.lua

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Lua
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for i in ipairs(stained_glass_hues) do
local huename = stained_glass_hues[i][1]
local huenumber = i
for j in ipairs(stained_glass_shades) do
local shadename = stained_glass_shades[j][1]
local shadenumber = stained_glass_shades[j][2]
local recipevalue = nil
if stained_glass_hues[i][2] then
recipevalue = "dye:"..shadename..huename
else
recipevalue = "group:dye,unicolor_"..shadename..huename
end
if shadename == "dark_" or shadename == "medium_" or shadename == "" then
stained_glass_define_regular({
colorcode = huenumber.."_"..shadenumber.."_7",
colorname = shadename..huename,
recipe = recipevalue,
light = LIGHT_MAX,
prefix = "",
glasstype = "moreblocks:super_glow_glass"
})
stained_glass_define_regular({
colorcode = huenumber.."_"..shadenumber.."_6",
colorname = shadename..huename.."_s50",
recipe = recipevalue.."_s50",
light = LIGHT_MAX,
prefix = "",
glasstype = "moreblocks:super_glow_glass"
})
elseif shadename == "light_" then
stained_glass_define_regular({
colorcode = huenumber.."_"..shadenumber.."_",
colorname = shadename..huename,
recipe = recipevalue,
light = LIGHT_MAX,
prefix = "",
glasstype = "moreblocks:super_glow_glass"
})
elseif shadename == "pastel_" then
stained_glass_define_pastel({
colorcode = huenumber.."_"..shadenumber.."_",
colorname = shadename..huename,
recipe = recipevalue,
light = LIGHT_MAX,
prefix = "",
glasstype = "moreblocks:super_glow_glass"
})
elseif shadename == "faint_" then
stained_glass_define_faint({
colorcode = huenumber.."_"..shadenumber.."_",
colorname = shadename..huename,
recipe = recipevalue,
light = LIGHT_MAX,
prefix = "",
glasstype = "moreblocks:super_glow_glass"
})
end
end
end