Add trim snippet
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@ -96,14 +96,14 @@ local function get_armor_texture(textures, name, modname, itemname, itemstring)
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local core_armor_texture = mcl_armor.trims.core_textures[stack_name]
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if mcl_enchanting.is_enchanted(itemstack:get_name()) then -- working with the original stack to know wether to apply enchanting overlay or not
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--[[Far, Far in the future we may no longer _enchanted itemstrings...
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To fix this code, simply put the unmodified itemstring in stack_name's place
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DO NOT REMOVE THIS if UNLESS YOU KNOW WHAT YOU'RE TRYING TO ACHIEVE!--]]
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-- Far, Far in the future we may no longer _enchanted itemstrings...
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-- To fix this code, simply put the unmodified itemstring in stack_name's place
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-- DO NOT REMOVE THIS if UNLESS YOU KNOW WHAT YOU'RE TRYING TO ACHIEVE!
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core_armor_texture = core_armor_texture .. mcl_enchanting.overlay
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end
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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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@ -321,4 +321,16 @@ function mcl_armor.reload_trim_inv_image(itemstack)
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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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end
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tt.register_snippet(function(itemstring, toolcaps, stack)
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if not stack then return nil end
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local meta = stack:get_meta()
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if meta:get_string("mcl_armor:trim_overlay") == "" then return nil end -- remember, get_string returns "" if the key doesn't exist
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-- we need to get the part of the overlay image between the overlay begin ( and the trim name end _
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-- we COULD easily store this info in meta, but that would bloat the meta storage, as the same few values would be stored over and over again on every trimmed item
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-- this is fine here as this code gets only executed when you put armor and a trim in a smithing table
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local full_overlay = meta:get_string("mcl_armor:trim_overlay")
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local trim_name = full_overlay:match("%((.-)%_")
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return "Upgrade:\n " .. trim_name:gsub("^%l", string.upper) .. " Armor Trim"
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end)
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