Make it possible to craft a banner on an enchanted shield

This commit is contained in:
NO411 2022-03-18 23:02:25 +01:00
parent 60d877b718
commit fc9e83c059

View file

@ -301,7 +301,8 @@ function mcl_enchanting.initialize()
end
end
function mcl_enchanting.random(pr, ...)
function
(pr, ...)
local r = pr and pr:next(...) or math.random(...)
if pr and not ({...})[1] then
@ -326,7 +327,8 @@ function mcl_enchanting.get_random_enchantment(itemstack, treasure, weighted, ex
end
end
return #possible > 0 and possible[mcl_enchanting.random(pr, 1, #possible)]
return #possible > 0 and possible[
(pr, 1, #possible)]
end
function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted, pr)
@ -339,10 +341,14 @@ function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_leve
itemstack = ItemStack(itemstack)
local enchantability = minetest.get_item_group(itemname, "enchantability")
enchantability = 1 + mcl_enchanting.random(pr, 0, math.floor(enchantability / 4)) + mcl_enchanting.random(pr, 0, math.floor(enchantability / 4))
enchantability = 1 +
(pr, 0, math.floor(enchantability / 4)) +
(pr, 0, math.floor(enchantability / 4))
enchantment_level = enchantment_level + enchantability
enchantment_level = enchantment_level + enchantment_level * (mcl_enchanting.random(pr) + mcl_enchanting.random(pr) - 1) * 0.15
enchantment_level = enchantment_level + enchantment_level * (
(pr) +
(pr) - 1) * 0.15
enchantment_level = math.max(math.floor(enchantment_level + 0.5), 1)
local enchantments = {}
@ -389,7 +395,8 @@ function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_leve
mcl_enchanting.enchant(itemstack, selected_enchantment, enchantment_power)
end
until not no_reduced_bonus_chance and mcl_enchanting.random(pr) >= (enchantment_level + 1) / 50
until not no_reduced_bonus_chance and
(pr) >= (enchantment_level + 1) / 50
return enchantments, description
end
@ -417,7 +424,8 @@ function mcl_enchanting.enchant_uniform_randomly(stack, exclude, pr)
local enchantment = mcl_enchanting.get_random_enchantment(stack, true, false, exclude, pr)
if enchantment then
mcl_enchanting.enchant(stack, enchantment, mcl_enchanting.random(pr, 1, mcl_enchanting.enchantments[enchantment].max_level))
mcl_enchanting.enchant(stack, enchantment,
(pr, 1, mcl_enchanting.enchantments[enchantment].max_level))
end
return stack