forked from mtcontrib/x_enchanting
Add group based enchantments and bow enchantments
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README.md
84
README.md
@ -8,6 +8,7 @@ Adds Enchanting Mechanics and API.
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* adds enchanting table
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* adds enchanting table
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* supports all registered tools with known tool groups: pickaxe, shovel, axe, sword, e.g. `groups = {pickaxe = 1}`
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* supports all registered tools with known tool groups: pickaxe, shovel, axe, sword, e.g. `groups = {pickaxe = 1}`
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* support all bows with group `{bow = 1}`
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* supports `default:bookshelf` or anything with `group:bookshelf`
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* supports `default:bookshelf` or anything with `group:bookshelf`
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* enchanting trade is for `default:mese_crystal` or anything with `groups = {enchanting_trade = 1}`
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* enchanting trade is for `default:mese_crystal` or anything with `groups = {enchanting_trade = 1}`
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* adds enchantability for all MT default tools, for custom tools the enchantability can be set in the item group, e.g. `groups = {enchantability = 15}`
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* adds enchantability for all MT default tools, for custom tools the enchantability can be set in the item group, e.g. `groups = {enchantability = 15}`
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@ -50,30 +51,113 @@ Items enchantibility from worst to best:
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Increases melee damage.
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Increases melee damage.
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groups: sword
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#### Fortune
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#### Fortune
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Increases the number and/or chances of specific item drops. This value is not used in the engine; it is the responsibility of the game/mod code to implement this.
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Increases the number and/or chances of specific item drops. This value is not used in the engine; it is the responsibility of the game/mod code to implement this.
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groups: pickaxe, shovel, axe
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#### Unbreaking
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#### Unbreaking
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Increases the item's durability.
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Increases the item's durability.
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groups: any
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#### Efficiency
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#### Efficiency
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Increases the player's mining speed. Also adds mining groupcaps to item, e.g. enchanted wood pickaxe can mine level 1 nodes (e.g. obsidian) after enchantment.
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Increases the player's mining speed. Also adds mining groupcaps to item, e.g. enchanted wood pickaxe can mine level 1 nodes (e.g. obsidian) after enchantment.
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groups: pickaxe, shovel, axe
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#### Silk Touch
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#### Silk Touch
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Causes certain blocks to drop themselves as items instead of their usual drops when mined. Mods can prevent this behaviour with adding group `{ no_silktouch = 1 }` to the nodes.
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Causes certain blocks to drop themselves as items instead of their usual drops when mined. Mods can prevent this behaviour with adding group `{ no_silktouch = 1 }` to the nodes.
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groups: pickaxe, shovel, axe
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#### Curse of Vanishing
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#### Curse of Vanishing
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Causes the item to disappear on death.
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Causes the item to disappear on death.
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groups: any
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#### Knockback
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#### Knockback
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Increases knockback (players only).
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Increases knockback (players only).
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groups: sword
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#### Power
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Increases arrow damage.
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Damage has to be calculated in the MOD where the bow comes from!
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groups: bow
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#### Punch
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Increases arrow knockback.
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Knockback has to be calculated in the MOD where the bow comes from!
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This can be obtained from tool meta:
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groups: bow
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#### Infinity
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Prevents regular arrows from being consumed when shot.
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One arrow is needed INSIDE QUIVER to use a bow enchanted with Infinity.
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Fired arrows cannot be retrieved even if they are not fired from Quiver.
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Only set in item meta, logic for this has to be in the MOD where the bow comes from!
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groups: bow
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### API
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`ItemStackMetaRef`
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* `get_float(key)`: Returns `0` if key not present. `key` can be enchantment id prefixed with `is_`,
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e.g. enchantment `punch` would have stored meta as `is_punch`. If returned value is bigger than zero
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then the value represents enchantment level bonus. See below fields for bow:
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* `power` Increase percentage
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* `punch` Multiplier
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* `infinity` If `1` then it is infinity enchanted
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* `get_string(key)`: Returns `""` if key not present. See below fields for all enchantments:
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* `x_enchanting` Serialized table with key/value pairs where: `key` is enchantment `id` and `value` is `Enchantment` definition
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`Enchantment` definition
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* `value` number, Value of the enchantment based on level, e.g. multiplier, percentage/number increase...
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example:
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```lua
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-- For simplicity assuming that all meta are present (biggger than zero or not "")
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-- MODs have to add those checks individually
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local itemstack_meta = itemstack:get_meta()
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local power_value = itemstack_meta:get_float('is_power')
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local punch_value = itemstack_meta:get_float('is_punch')
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local infinity_value = itemstack_meta:get_float('is_infinity')
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-- Or for list of all enchantments
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local x_enchanting = minetest.deserialize(itemstack_meta:get_string('x_enchanting')) or {}
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local power_enchantment = enchantments.power
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local punch_enchantment = enchantments.punch
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local infinity_enchantment = enchantments.infinity
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-- Custom logic
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local new_damage = damage + damage * (punch_enchantment.value / 100)
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local new_knockback = knockback * punch_enchantment.value
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if enchantments.infinity.value > 0 then
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-- Some logic for infinity
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end
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```
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## Dependencies
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## Dependencies
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- none
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- none
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139
api.lua
139
api.lua
@ -62,7 +62,10 @@ XEnchanting = {
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[4] = 5,
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[4] = 5,
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[5] = 6.25,
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[5] = 6.25,
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},
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},
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weight = 10
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weight = 10,
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groups = {
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'sword'
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}
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},
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},
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fortune = {
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fortune = {
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name = S('Fortune'),
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name = S('Fortune'),
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@ -78,7 +81,12 @@ XEnchanting = {
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[2] = 2,
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[2] = 2,
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[3] = 3
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[3] = 3
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},
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},
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weight = 2
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weight = 2,
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groups = {
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'pickaxe',
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'shovel',
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'axe'
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}
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},
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},
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unbreaking = {
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unbreaking = {
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name = S('Unbreaking'),
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name = S('Unbreaking'),
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@ -94,7 +102,9 @@ XEnchanting = {
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[2] = 200,
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[2] = 200,
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[3] = 300
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[3] = 300
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},
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},
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weight = 5
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weight = 5,
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-- all applicable
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groups = nil
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},
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},
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efficiency = {
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efficiency = {
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name = S('Efficiency'),
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name = S('Efficiency'),
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@ -114,7 +124,12 @@ XEnchanting = {
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[4] = 40,
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[4] = 40,
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[5] = 45,
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[5] = 45,
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},
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},
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weight = 10
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weight = 10,
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groups = {
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'pickaxe',
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'shovel',
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'axe'
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}
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},
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},
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silk_touch = {
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silk_touch = {
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name = S('Silk Touch'),
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name = S('Silk Touch'),
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@ -125,7 +140,12 @@ XEnchanting = {
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[1] = 1
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[1] = 1
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},
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},
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weight = 1,
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weight = 1,
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secondary = true
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secondary = true,
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groups = {
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'pickaxe',
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'shovel',
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'axe'
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}
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},
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},
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curse_of_vanishing = {
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curse_of_vanishing = {
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name = S('Curse of Vanishing'),
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name = S('Curse of Vanishing'),
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@ -136,7 +156,9 @@ XEnchanting = {
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[1] = 1
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[1] = 1
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},
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},
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weight = 1,
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weight = 1,
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secondary = true
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secondary = true,
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-- all applicable
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groups = nil
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},
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},
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knockback = {
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knockback = {
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name = S('Knockback'),
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name = S('Knockback'),
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@ -149,7 +171,70 @@ XEnchanting = {
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[1] = 105,
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[1] = 105,
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[2] = 190
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[2] = 190
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},
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},
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weight = 5
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weight = 5,
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groups = {
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'sword'
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}
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},
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power = {
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-- Increases arrow damage.
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-- Damage has to be calculated in the MOD where the bow comes from!
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name = S('Power'),
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final_level_range = {
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[1] = { 1, 16 },
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[2] = { 11, 26 },
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[3] = { 21, 36 },
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[4] = { 31, 46 },
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[5] = { 41, 56 }
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},
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-- increase %
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level_def = {
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[1] = 50,
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[2] = 75,
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[3] = 100,
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[4] = 125,
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[5] = 150
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},
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weight = 10,
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groups = {
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'bow'
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}
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},
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punch = {
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-- Increases arrow knockback.
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-- Knockback has to be calculated in the MOD where the bow comes from!
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name = S('Punch'),
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final_level_range = {
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[1] = { 12, 37 },
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[2] = { 32, 57 }
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},
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-- multiplier
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level_def = {
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[1] = 3,
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[2] = 6
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},
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weight = 2,
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groups = {
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'bow'
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}
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},
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infinity = {
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-- Prevents regular arrows from being consumed when shot.
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-- One arrow is needed to use a bow enchanted with Infinity.
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-- Only set in item meta, logic for this has to be in the MOD where the bow comes from!
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name = S('Infinity'),
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final_level_range = {
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[1] = { 20, 50 }
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},
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-- will be set in meta as float
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level_def = {
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[1] = 1
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},
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weight = 1,
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secondary = true,
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groups = {
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'bow'
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}
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},
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},
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},
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},
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form_context = {},
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form_context = {},
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@ -192,17 +277,22 @@ function XEnchanting.has_tool_group(self, name)
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return 'axe'
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return 'axe'
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elseif minetest.get_item_group(name, 'sword') > 0 then
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elseif minetest.get_item_group(name, 'sword') > 0 then
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return 'sword'
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return 'sword'
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elseif minetest.get_item_group(name, 'bow') > 0 then
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return 'bow'
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end
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end
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return false
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return false
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end
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end
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function XEnchanting.set_tool_enchantability(self, tool_def)
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function XEnchanting.set_tool_enchantability(self, tool_def)
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if minetest.get_item_group(tool_def.name, 'enchantability') > 0 then
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-- enchantability is already set, we dont need to override the item
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return
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end
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local _enchantability = 1
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local _enchantability = 1
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if minetest.get_item_group(tool_def.name, 'enchantability') > 0 then
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if self.tools_enchantability[tool_def.name] then
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_enchantability = minetest.get_item_group(tool_def.name, 'enchantability')
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elseif self.tools_enchantability[tool_def.name] then
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_enchantability = self.tools_enchantability[tool_def.name]
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_enchantability = self.tools_enchantability[tool_def.name]
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end
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end
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@ -390,16 +480,22 @@ function XEnchanting.set_enchanted_tool(self, pos, itemstack, level, player_name
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end
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end
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local stack_meta = itemstack:get_meta()
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local stack_meta = itemstack:get_meta()
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---@type table<string, {["value"]: number}>
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local final_enchantments_meta = {}
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for i, enchantment in ipairs(final_enchantments) do
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for i, enchantment in ipairs(final_enchantments) do
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stack_meta:set_float('is_' .. enchantment.id, enchantment.value)
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stack_meta:set_float('is_' .. enchantment.id, enchantment.value)
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-- store only necessary data, keeping the meta optimized
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final_enchantments_meta[enchantment.id] = {
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value = enchantment.value
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}
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end
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end
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stack_meta:set_tool_capabilities(capabilities)
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stack_meta:set_tool_capabilities(capabilities)
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stack_meta:set_string('description', itemstack:get_description() .. '\n' .. description)
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stack_meta:set_string('description', itemstack:get_description() .. '\n' .. description)
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stack_meta:set_string('short_description', S('Enchanted') .. ' ' .. itemstack:get_short_description())
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stack_meta:set_string('short_description', S('Enchanted') .. ' ' .. itemstack:get_short_description())
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stack_meta:set_int('is_enchanted', 1)
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stack_meta:set_int('is_enchanted', 1)
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stack_meta:set_string('x_enchanting', minetest.serialize({ enchantments = final_enchantments }))
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stack_meta:set_string('x_enchanting', minetest.serialize(final_enchantments_meta))
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inv:set_stack('item', 1, itemstack)
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inv:set_stack('item', 1, itemstack)
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@ -433,6 +529,25 @@ function XEnchanting.get_enchantment_data(self, player, nr_of_bookshelfs, tool_d
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_nr_of_bookshelfs = 15
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_nr_of_bookshelfs = 15
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end
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end
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----
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-- Filter out enchantments compatible for this item group
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----
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local group_enchantments = {}
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for enchantment_name, enchantment_def in pairs(self.enchantment_defs) do
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if not enchantment_def.groups then
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group_enchantments[enchantment_name] = enchantment_def
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else
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for i, group in ipairs(enchantment_def.groups) do
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if minetest.get_item_group(tool_def.name, group) > 0 then
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group_enchantments[enchantment_name] = enchantment_def
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break
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end
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end
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end
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end
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----
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----
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-- 0 Show slots in formspec
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-- 0 Show slots in formspec
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----
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----
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@ -474,7 +589,7 @@ function XEnchanting.get_enchantment_data(self, player, nr_of_bookshelfs, tool_d
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-- Get level
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-- Get level
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-- If the modified level is within two overlapping ranges for the same
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-- If the modified level is within two overlapping ranges for the same
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-- enchantment type, the higher power value is used.
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-- enchantment type, the higher power value is used.
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for enchantment_name, enchantment_def in pairs(self.enchantment_defs) do
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for enchantment_name, enchantment_def in pairs(group_enchantments) do
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local levels = {}
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local levels = {}
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-- find matching levels
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-- find matching levels
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@ -23,6 +23,7 @@
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---@field level_def table<number, number> Level bonus. Value will be set in item meta as float.
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---@field level_def table<number, number> Level bonus. Value will be set in item meta as float.
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---@field weight number Enchantment weight
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---@field weight number Enchantment weight
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---@field secondary boolean Will not appear in masked description and can be applied only as additional enchantment by probability chance.
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---@field secondary boolean Will not appear in masked description and can be applied only as additional enchantment by probability chance.
|
||||||
|
---@field groups string[] | nil List of groups for items what are compatible with this enchantment. If `nil` then all groups are compatible.
|
||||||
|
|
||||||
|
|
||||||
---Form context
|
---Form context
|
||||||
@ -36,10 +37,10 @@
|
|||||||
|
|
||||||
|
|
||||||
---@class Enchantment
|
---@class Enchantment
|
||||||
---@field id string
|
---@field id string Unique ID of the enchantment
|
||||||
---@field value number
|
---@field value number Value of the enchantment based on level
|
||||||
---@field level number
|
---@field level number Level of the enchantment
|
||||||
---@field secondary boolean Will not appear in masked description and can be applied only as additional enchantment by probability chance.
|
---@field secondary boolean | nil Will not appear in masked description and can be applied only as additional enchantment by probability chance.
|
||||||
|
|
||||||
|
|
||||||
---@class EnchantmentDataSlot
|
---@class EnchantmentDataSlot
|
||||||
|
Loading…
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Reference in New Issue
Block a user