end
-- Higher number = stronger enchant.
-local use_factor = 1.2
-local times_subtractor = 0.1
-local damage_adder = 1
-local strength_factor = 1.2
-local speed_factor = 0.2
-local jump_factor = 0.2
+enchanting.uses = 1.2
+enchanting.times = 0.1
+enchanting.damages = 1
+enchanting.strength = 1.2
+enchanting.speed = 0.2
+enchanting.jump = 0.2
local tools = {
--[[ Registration format :
local max_drop_level = original_tool.tool_capabilities.max_drop_level
if enchant == "durable" then
- groupcaps[group].uses = math.ceil(original_groupcaps[group].uses * use_factor)
+ groupcaps[group].uses = math.ceil(original_groupcaps[group].uses * enchanting.uses)
elseif enchant == "fast" then
for i = 1, 3 do
- groupcaps[group].times[i] = original_groupcaps[group].times[i] - times_subtractor
+ groupcaps[group].times[i] = original_groupcaps[group].times[i] - enchanting.times
end
elseif enchant == "sharp" then
- fleshy = fleshy + damage_adder
+ fleshy = fleshy + enchanting.damages
end
minetest.register_tool(":"..mod..":enchanted_"..tool.."_"..material.."_"..enchant, {
local original_armor_groups = original_tool.groups
local armorcaps = table.copy(original_armor_groups)
local armorcaps = {}
- armorcaps.not_in_creative_inventory=1
+ armorcaps.not_in_creative_inventory = 1
for armor_group, value in pairs(original_armor_groups) do
if enchant == "strong" then
- armorcaps[armor_group] = math.ceil(value * strength_factor)
+ armorcaps[armor_group] = math.ceil(value * enchanting.strength)
elseif enchant == "speed" then
armorcaps[armor_group] = value
- armorcaps.physics_speed = speed_factor
- armorcaps.physics_jump = jump_factor
+ armorcaps.physics_speed = enchanting.speed
+ armorcaps.physics_jump = enchanting.jump
end
end