Module:InventorySlot/Aliases: Difference between revisions

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Added armour tooltip stuff, removed groups from tools and armour because we don't have 'Any' .., yet
m (This will make it a little easier for recipes. Really should use the "Block of " though.)
(Added armour tooltip stuff, removed groups from tools and armour because we don't have 'Any' .., yet)
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aliases[name] = { title = '&bMusic Disc', name = name, text = '&7' .. artist .. ' - ' .. trackname }
aliases[name] = { title = '&bMusic Disc', name = name, text = '&7' .. artist .. ' - ' .. trackname }
end
end
-- Armour
local armour = {
{'Turtle', 'Shell', 2, 0 },
{'Leather', 'Cap', 1, 0 },
{'Golden', 'Helmet', 2, 0 },
{'Chainmail', 'Helmet', 2, 0 },
{'Iron', 'Helmet', 2, 0 },
{'Diamond', 'Helmet', 3, 2 },
{'Netherite', 'Helmet', 3, 3 },
{'Leather', 'Tunic', 3, 0 },
{'Golden', 'Chestplate', 5, 0 },
{'Chainmail', 'Chestplate', 5, 0 },
{'Iron', 'Chestplate', 6, 0 },
{'Diamond', 'Chestplate', 8, 2 },
{'Netherite', 'Chestplate', 8, 3 },
{'Leather', 'Pants', 2, 0 },
{'Golden', 'Leggings', 3, 0 },
{'Chainmail', 'Leggings', 4, 0 },
{'Iron', 'Leggings', 5, 0 },
{'Diamond', 'Leggings', 6, 2 },
{'Netherite', 'Leggings', 6, 3 },
{'Leather', 'Boots', 1, 0 },
{'Golden', 'Boots', 1, 0 },
{'Chainmail', 'Boots', 1, 0 },
{'Iron', 'Boots', 2, 0 },
{'Diamond', 'Boots', 3, 2 },
{'Netherite', 'Boots', 3, 3 }
}
for _, armourProps in ipairs( armour ) do
local aliasName = armourProps[1] .. ' ' .. armourProps[2]
local armourSlotText = '/&7When on '
if armourProps[2] == 'Shell' or armourProps[2] == 'Cap' or armourProps[2] == 'Helmet' then
armourSlotText = armourSlotText .. 'head'
elseif armourProps[2] == 'Tunic' or armourProps[2] == 'Chestplate' then
armourSlotText = armourSlotText .. 'body'
elseif armourProps[2] == 'Pants' or armourProps[2] == 'Leggings' then
armourSlotText = armourSlotText .. 'legs'
else
armourSlotText = armourSlotText .. 'feet'
end
armourSlotText = armourSlotText .. ':/&9+'
-- If Armour Toughness (diamond or netherite armour)
if armourProps[4] ~= 0 then
aliases[aliasName] = { title = aliasName, name = aliasName, text = armourSlotText .. armourProps[4] .. ' Armour Toughness/+' .. armourProps[3] .. ' Armour' }
-- No Armour Toughness (all other armour)
else
aliases[aliasName] = { title = aliasName, name = aliasName, text = armourSlotText .. armourProps[3] .. ' Armour' }
end
end




Line 111: Line 173:
}
}


local materialGroups = {}
local toolGroups = {}


for _, toolProps in ipairs( tools ) do
for _, toolProps in ipairs( tools ) do
local aliasName = toolProps[1] .. ' ' .. toolProps[2]
local aliasName = toolProps[1] .. ' ' .. toolProps[2]
aliases[aliasName] = { title = aliasName, name = aliasName, text = '/&7When in main hand:/&2 ' .. toolProps[3] .. ' Attack Speed/&2 ' .. toolProps[4] .. ' Attack Damage' }
aliases[aliasName] = { title = aliasName, name = aliasName, text = '/&7When in main hand:/&2 ' .. toolProps[3] .. ' Attack Speed/&2 ' .. toolProps[4] .. ' Attack Damage' }
local materialGroup = toolProps[1]:lower();
local toolGroup = toolProps[2]:lower();
if toolProps[2] ~= 'Sword' then
if materialGroups[materialGroup] == nil then materialGroups[materialGroup] = {} end
table.insert( materialGroups[materialGroup], aliases[aliasName] )
end
if toolGroups[toolGroup] == nil then toolGroups[toolGroup] = {} end
table.insert( toolGroups[toolGroup], aliases[aliasName] )
end
end


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