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Make it possible to craft a banner on an enchanted shield
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60d877b718
commit
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@ -301,7 +301,8 @@ function mcl_enchanting.initialize()
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end
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end
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function mcl_enchanting.random(pr, ...)
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function
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(pr, ...)
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local r = pr and pr:next(...) or math.random(...)
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if pr and not ({...})[1] then
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@ -326,7 +327,8 @@ function mcl_enchanting.get_random_enchantment(itemstack, treasure, weighted, ex
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end
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end
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return #possible > 0 and possible[mcl_enchanting.random(pr, 1, #possible)]
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return #possible > 0 and possible[
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(pr, 1, #possible)]
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end
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function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted, pr)
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@ -339,10 +341,14 @@ function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_leve
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itemstack = ItemStack(itemstack)
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local enchantability = minetest.get_item_group(itemname, "enchantability")
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enchantability = 1 + mcl_enchanting.random(pr, 0, math.floor(enchantability / 4)) + mcl_enchanting.random(pr, 0, math.floor(enchantability / 4))
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enchantability = 1 +
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(pr, 0, math.floor(enchantability / 4)) +
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(pr, 0, math.floor(enchantability / 4))
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enchantment_level = enchantment_level + enchantability
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enchantment_level = enchantment_level + enchantment_level * (mcl_enchanting.random(pr) + mcl_enchanting.random(pr) - 1) * 0.15
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enchantment_level = enchantment_level + enchantment_level * (
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(pr) +
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(pr) - 1) * 0.15
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enchantment_level = math.max(math.floor(enchantment_level + 0.5), 1)
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local enchantments = {}
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@ -389,7 +395,8 @@ function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_leve
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mcl_enchanting.enchant(itemstack, selected_enchantment, enchantment_power)
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end
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until not no_reduced_bonus_chance and mcl_enchanting.random(pr) >= (enchantment_level + 1) / 50
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until not no_reduced_bonus_chance and
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(pr) >= (enchantment_level + 1) / 50
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return enchantments, description
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end
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@ -417,7 +424,8 @@ function mcl_enchanting.enchant_uniform_randomly(stack, exclude, pr)
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local enchantment = mcl_enchanting.get_random_enchantment(stack, true, false, exclude, pr)
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if enchantment then
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mcl_enchanting.enchant(stack, enchantment, mcl_enchanting.random(pr, 1, mcl_enchanting.enchantments[enchantment].max_level))
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mcl_enchanting.enchant(stack, enchantment,
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(pr, 1, mcl_enchanting.enchantments[enchantment].max_level))
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end
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return stack
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