2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
...
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
...
175
176
177
178
179
180
181
182
183
184
185
186
187
188
...
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
...
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
...
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
|
type = 'fixed';
fixed = {
-0.5, -0.5, -0.5;
0.5, 0.1, 0.5;
};
}
local enchantable_tools = {
pickaxe = {}, pick = {};
axe = {};
sword = {};
sickle = {};
shovel = {};
hoe = {};
};
sorcery.enchant = {} do
local m = sorcery.lib.marshal
local ench_t = m.g.struct {
id = m.t.str;
slot = m.t.u8;
boost = m.t.u8; -- every enchantment has an intrinsic force
-- separate from the confluence of the slot, which is
-- determined by the composition of the wand used to generate
-- it (for instance, a gold-wired wand at low wear, or a wand
-- with specific gemstones, may have a boost level above 0)
}
local pack, unpack = m.transcoder {
spells = m.g.array(8, ench_t);
energy = m.t.u16;
}
local key = 'sorcery_enchantment_recs'
sorcery.enchant.set = function(stack, data)
local meta = stack:get_meta()
meta:set_string(key, pack(data))
end
sorcery.enchant.get = function(stack)
local meta = stack:get_meta()
if meta:contains(key) then
local data = meta:get_string(key)
return unpack(data)
else
return {
spells = {};
energy = 0;
}
end
end
sorcery.enchant.strength = function(stack,id)
-- this functions should be used whenever you need to
-- determine the power of a particular enchantment on
-- an enchanted item.
local e = sorcery.enchant.get(stack)
local p = 0.0
local slots = sorcery.matreg.lookup[stack:get_name()].data.slots
-- TODO handle strength-boosting spells!
for _,s in pairs(e.spells) do
if s.id == id then p = p + slots[s.slot] end
end
return p
end
sorcery.enchant.stackup = function(stack)
-- stack update function. this should be called whenever
-- the enchantment status of a stack changes; it will
-- alter/reset tool capabilities and tooltip as necessary
local e = sorcery.enchant.get(stack)
local meta = stack:get_meta()
local def = stack:get_definition()
meta:set_string('tool_capabilities','')
local done = {}
local props = {}
for _,s in pairs(e.spells) do
if done[s.id] then goto skip end
done[s.id] = true
local pwr = sorcery.enchant.strength(stack,s.id)
-- somewhat wasteful…
local name, color, desc = sorcery.data.enchants[s.id].apply(stack,pwr)
props[#props+1] = {
title = name;
desc = desc;
color = sorcery.lib.color(desc);
}
::skip::end
if #e.spells > 0 then
meta:set_string('description', sorcery.lib.ui.tooltip {
title = 'Enchanted ' .. def.description;
props = props;
})
else
meta:set_string('description','')
end
end
end
local enchanter_getsubj = function(item)
if not item:is_empty() then
for group, spells in pairs(enchantable_tools) do
if minetest.get_item_group(item:get_name(), group) ~= 0 then
return group, sorcery.matreg.lookup[item:get_name()]
end
end
end
return false
end
local enchanter_update = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local item = inv:get_stack('item',1)
local slots = ''
local itype, imat = enchanter_getsubj(item)
if itype and imat and imat.data.slots then
local n = #imat.data.slots
local sw, sh = 2.1, 2.1;
local w = sw * n;
local spells = sorcery.enchant.get(item).spells
for i=1,n do
local slot=imat.data.slots[i]
local x = (4 - (w/2) + (sw * (i-1))) + 0.2
local offtbl = {
[1] = {0};
[2] = {0.3, 0.3};
[3] = {0.3, 0, 0.3};
................................................................................
color = sorcery.lib.color(sorcery.data.affinities[aff].color);
desc = sorcery.data.affinities[aff].desc;
}
end
local hovertitle = 'Empty spell slot';
local conf = tostring(math.floor(slot.confluence*100)) .. '%'
local hoverdesc = 'An enchantment of one the following affinities can be anchored into this slot at ' .. conf .. ' confluence';
for _,sp in pairs(spells) do
if sp.slot == i then
hovertitle = sorcery.lib.str.capitalize(sp.id)
hoverdesc = 'An enchantment is anchored in this slot at ' .. conf .. ' confluence'
break
end
end
slots = slots .. string.format([[
image[%f,%f;%f,%f;sorcery_pentacle.png]
tooltip[%f,%f;%f,%f;%s;%s;%s]
]],
x,y, sw,sh,
x+0.20,y+0.16, sw-0.84,sh-0.76,
minetest.formspec_escape(sorcery.lib.ui.tooltip {
title = hovertitle;
desc = hoverdesc;
props = ap;
}),
'#37002C','#FFC8F5'
) .. pwr
end
end
................................................................................
list[context;foci;2.5,2;1,1;1]
list[context;foci;4.5,2;1,1;2]
list[current_player;main;0,4.7;8,4;]
listring[current_player;main]
listring[context;item]
]] .. slots)
end
minetest.register_node('sorcery:enchanter', {
description = 'Enchanter';
drawtype = 'mesh';
mesh = 'sorcery-enchanter.obj';
paramtype = 'light';
paramtype2 = 'facedir';
................................................................................
"default_bronze_block.png";
"default_junglewood.png";
"default_gold_block.png";
};
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size('item', 1)
inv:set_size('foci', 3)
enchanter_update(pos)
end;
on_metadata_inventory_put = enchanter_update;
on_metadata_inventory_move = enchanter_update;
on_metadata_inventory_take = enchanter_update;
})
for i=1,10 do
minetest.register_node('sorcery:air_flash_' .. i, {
drawtype = 'airlike';
pointable = false; walkable = false;
buildable_to = true;
sunlight_propagates = true;
light_source = i + 4;
................................................................................
end
end
});
end
minetest.register_on_dignode(function(pos, node, puncher)
if puncher == nil then return end -- i don't know why
-- this is necessary but you get rare crashed without it
-- we're goint to do something VERY evil here and
-- replace the air with a "glow-air" that removes
-- itself after a short period of time, to create
-- a flash of light when an enchanted tool's used
-- to dig out a node
local tool = puncher:get_wielded_item()
local meta = tool:get_meta()
local sparks = {}
local spark = function(name,color)
if meta:contains('enchant_' .. name) then
sparks[#sparks + 1] = {
color = color;
count = meta:get_int('enchant_' .. name);
}
end
end
spark('durable',sorcery.lib.color(0,89,245))
spark('fast',sorcery.lib.color(245,147,89))
if #sparks == 0 then return end
if math.random(5) == 1 then
minetest.set_node(pos, {name='sorcery:air_flash_' .. tostring(math.random(10))})
end
local range = function(min, max)
local span = max - min
local val = math.random() * span
return val + min
end
for _,s in pairs(sparks) do
for i=0,math.floor(s.count * range(1,3)) do
local life = range(0.3,1);
minetest.add_particle {
pos = {
x = pos.x + range(-0.5,0.5);
z = pos.z + range(-0.5,0.5);
y = pos.y + range(-0.5,0.5);
};
................................................................................
velocity = {
x = range(-1.3,1.3);
z = range(-1.3,1.3);
y = range( 0.3,0.9);
};
expirationtime = life;
size = range(0.5,1.5);
vertical = true;
texture = sorcery.lib.image('sorcery_spark.png'):multiply(s.color:brighten(1.2)):render();
glow = 14;
animation = {
type = "vertical_frames";
aspect_w = 16;
aspect_h = 16;
length = life * 1.1;
};
}
end
end
end)
|
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
<
>
|
|
>
>
>
>
|
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
|
|
>
>
|
<
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
|
<
<
>
>
|
>
>
>
>
>
|
<
<
<
|
<
|
|
>
>
>
>
>
>
>
|
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
|
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
..
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
...
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
...
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
...
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
...
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
|
type = 'fixed';
fixed = {
-0.5, -0.5, -0.5;
0.5, 0.1, 0.5;
};
}
local enchanter_update = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local item = inv:get_stack('item',1)
local slots = ''
local imat = sorcery.enchant.getsubj(item)
if imat and imat.data.slots then
local n = #imat.data.slots
local sw, sh = 2.1, 2.1;
local w = sw * n;
local item_enchantment = sorcery.enchant.get(item)
local spells = item_enchantment.spells
for i=1,n do
local slot=imat.data.slots[i]
local x = (4 - (w/2) + (sw * (i-1))) + 0.2
local offtbl = {
[1] = {0};
[2] = {0.3, 0.3};
[3] = {0.3, 0, 0.3};
................................................................................
color = sorcery.lib.color(sorcery.data.affinities[aff].color);
desc = sorcery.data.affinities[aff].desc;
}
end
local hovertitle = 'Empty spell slot';
local conf = tostring(math.floor(slot.confluence*100)) .. '%'
local hoverdesc = 'An enchantment of one the following affinities can be anchored into this slot at ' .. conf .. ' confluence';
local hovercolor = nil
for _,sp in pairs(spells) do
local spdata = sorcery.data.enchants[sp.id]
if sp.slot == i then
hovercolor = sorcery.lib.color(spdata.tone):readable()
hovertitle = sorcery.lib.str.capitalize(sp.id)
hoverdesc = sorcery.lib.str.capitalize(spdata.desc) .. '. Anchored in this slot at ' .. conf .. ' confluence'
if sp.boost > 10 then
hoverdesc = hoverdesc .. ' and boosted by ' .. tostring((sp.boost - 10) * 10) .. '%'
elseif sp.boost < 10 then
hoverdesc = hoverdesc .. ' but weakened by ' .. tostring((10 - sp.boost) * 10) .. '%'
end
hoverdesc = hoverdesc .. '.'
local addrune = function(tex)
pwr = pwr .. string.format([[
image[%f,%f;%f,%f;%s]
]], x+0.43,y+0.6,sw/2.7,sh/2.7, tex)
end
local rune = 'sorcery_enchant_' .. sp.id .. '.png'
local energy = item_enchantment.energy
local fullenergy = imat.data.maxenergy
if energy <= fullenergy then
addrune(rune .. '^[opacity:110^[lowpart:' .. tostring(math.floor((energy/fullenergy) * 100)) .. '%:' .. rune)
elseif energy == fullenergy then addrune(rune)
elseif energy >= fullenergy then
addrune(rune .. '^[colorize:#ffffff:' ..
tostring(255 * math.min(1,(energy / fullenergy * 2))))
end
break
end
end
slots = slots .. string.format([[
image[%f,%f;%f,%f;sorcery_pentacle.png]
tooltip[%f,%f;%f,%f;%s;%s;%s]
]],
x,y, sw,sh,
x+0.20,y+0.16, sw-0.84,sh-0.76,
minetest.formspec_escape(sorcery.lib.ui.tooltip {
title = hovertitle;
desc = hoverdesc;
color = hovercolor;
props = ap;
}),
'#37002C','#FFC8F5'
) .. pwr
end
end
................................................................................
list[context;foci;2.5,2;1,1;1]
list[context;foci;4.5,2;1,1;2]
list[current_player;main;0,4.7;8,4;]
listring[current_player;main]
listring[context;item]
]] .. slots)
end
sorcery.enchant = {} do
sorcery.enchant.update_enchanter = enchanter_update
local m = sorcery.lib.marshal
local ench_t = m.g.struct {
id = m.t.str;
slot = m.t.u8;
boost = m.t.u8; -- every enchantment has an intrinsic force
-- separate from the confluence of the slot, which is
-- determined by the composition of the wand used to generate
-- it (for instance, a gold-wired wand at low wear, or a wand
-- with specific gemstones, may have a boost level above 10)
-- boost is divided by 10 to yield a float
reliability = m.t.u8;
-- reliability is a value between 0 and 100, where 0 means the
-- spell fails every time and 100 means it never fails. not
-- relevant for every spell
}
local pack, unpack = m.transcoder {
spells = m.g.array(8, ench_t);
energy = m.t.u16;
}
sorcery.enchant.getsubj = function(item)
if not item:is_empty() then
local eligible = {}
for name, spell in pairs(sorcery.data.enchants) do
for g,v in pairs(item:get_definition().groups) do
if v~= 0 and sorcery.lib.tbl.has(spell.groups,g) then
eligible[#eligible+1] = name
goto skip
end
end
::skip::end
return sorcery.matreg.lookup[item:get_name()], eligible
else return nil end
end
local key = 'sorcery_enchantment_recs'
sorcery.enchant.set = function(stack, data, noup)
local meta = stack:get_meta()
meta:set_string(key, sorcery.lib.str.meta_armor(pack(data),true))
if not noup then stack=sorcery.enchant.stackup(stack) end
end
sorcery.enchant.get = function(stack)
local meta = stack:get_meta()
if meta:contains(key) then
local data = sorcery.lib.str.meta_dearmor(meta:get_string(key),true)
return unpack(data)
else
return {
spells = {};
energy = 0;
}
end
end
sorcery.enchant.strength = function(stack,id)
-- this functions should be used whenever you need to
-- determine the power of a particular enchantment on
-- an enchanted item.
local e = sorcery.enchant.get(stack)
local p = 0.0
local slots = sorcery.matreg.lookup[stack:get_name()].data.slots
-- TODO handle strength-boosting spells!
for _,s in pairs(e.spells) do
print(dump(s))
if s.id == id then p = p + ((s.boost * slots[s.slot].confluence)/10) end
end
return p
end
sorcery.enchant.stackup = function(stack)
-- stack update function. this should be called whenever
-- the enchantment status of a stack changes; it will
-- alter/reset tool capabilities and tooltip as necessary
local e = sorcery.enchant.get(stack)
local meta = stack:get_meta()
local def = stack:get_definition()
local mat = sorcery.enchant.getsubj(stack)
local done = {}
local props = {}
local interference = {}
-- meta:set_string('tool_capabilities','')
meta:set_tool_capabilities(nil); -- TODO this probably only works
-- in >5.3; maybe bring in the old JSON mechanism so it works in
-- older versions as well?
local basecaps = def.tool_capabilities
for _,s in pairs(e.spells) do
if done[s.id] then goto skip end
done[s.id] = true
local pwr = sorcery.enchant.strength(stack,s.id)
-- somewhat wasteful…
local e = sorcery.data.enchants[s.id]
if e.apply then stack = e.apply(stack,pwr,basecaps) end
props[#props+1] = {
title = e.name;
desc = e.desc;
color = sorcery.lib.color(e.tone);
}
local inf = mat.data.slots[s.slot].interference
if inf then for k,v in pairs(inf) do
interference[k] = interference[k] + v
end end
::skip::end
if #interference > 0 then
if interference.speed then stack = sorcery.data.enchants.pierce.apply(stack,-interference.speed,basecaps) end
if interference.durability then stack = sorcery.data.enchants.endure.apply(stack,-interference.durability,basecaps) end
end
meta = stack:get_meta() -- necessary? unclear
if #e.spells > 0 then
meta:set_string('description', sorcery.lib.ui.tooltip {
title = 'Enchanted ' .. def.description;
props = props;
})
else
meta:set_string('description',def.description)
end
return stack
end
end
minetest.register_node('sorcery:enchanter', {
description = 'Enchanter';
drawtype = 'mesh';
mesh = 'sorcery-enchanter.obj';
paramtype = 'light';
paramtype2 = 'facedir';
................................................................................
"default_bronze_block.png";
"default_junglewood.png";
"default_gold_block.png";
};
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
meta:set_string('infotext','Enchanter')
inv:set_size('item', 1)
inv:set_size('foci', 3)
enchanter_update(pos)
end;
on_metadata_inventory_put = enchanter_update;
on_metadata_inventory_move = enchanter_update;
on_metadata_inventory_take = enchanter_update;
})
minetest.register_craftitem('sorcery:enchanter_channeler',{
inventory_image = 'sorcery_enchanter_channeler.png';
description = 'Channeler';
})
minetest.register_craftitem('sorcery:enchanter_pedestal',{
inventory_image = 'sorcery_enchanter_pedestal.png';
description = 'Pedestal';
})
minetest.register_craft {
output = 'sorcery:enchanter_channeler';
recipe = {
{'','default:bronze_ingot',''};
{'basic_materials:gold_wire','basic_materials:steel_strip','basic_materials:gold_wire'};
{'','sorcery:electrum_ingot',''};
};
replacements = {
{'basic_materials:gold_wire','basic_materials:empty_spool'};
{'basic_materials:gold_wire','basic_materials:empty_spool'};
};
}
minetest.register_craft {
output = 'sorcery:enchanter_pedestal';
recipe = {
{'basic_materials:copper_strip','group:wood','basic_materials:copper_strip'};
{'','default:bronze_ingot',''};
{'','group:wood',''};
};
}
minetest.register_craft {
output = 'sorcery:enchanter';
recipe = {
{'','sorcery:enchanter_channeler',''};
{'sorcery:enchanter_channeler','sorcery:enchanter_pedestal','sorcery:enchanter_channeler'};
{'group:wood','group:wood','group:wood'};
};
}
for i=1,10 do
minetest.register_node('sorcery:air_flash_' .. i, {
drawtype = 'airlike';
pointable = false; walkable = false;
buildable_to = true;
sunlight_propagates = true;
light_source = i + 4;
................................................................................
end
end
});
end
minetest.register_on_dignode(function(pos, node, puncher)
if puncher == nil then return end -- i don't know why
-- this is necessary but you get rare crashes without it
-- we're goint to do something VERY evil here and
-- replace the air with a "glow-air" that removes
-- itself after a short period of time, to create
-- a flash of light when an enchanted tool's used
-- to dig out a node
local tool = puncher:get_wielded_item()
local ench = sorcery.enchant.get(tool)
if #ench.spells == 0 then return end
print('enchanted!')
local sparks = {}
-- local spark = function(name,color)
local material = sorcery.enchant.getsubj(tool)
local totalcost = 0
do local done = {} for _,sp in pairs(ench.spells) do
if done[sp.id] then goto skip end
done[sp.id] = true
local data = sorcery.data.enchants[sp.id]
local strength = sorcery.enchant.strength(tool,sp.id)
local ch = math.random(1,100)
local props = {
fail = ch > sp.reliability;
user = puncher;
pos = pos;
node = node;
tool = tool;
material = material.data;
enchantment = ench;
power = strength;
spell = sp;
sparks = sparks;
cost = data.cost;
}
if data.on_dig then data.on_dig(props) end
if props.cost ~= 0 then totalcost = totalcost + math.max(1,math.floor(props.cost * strength)) end
if ch > sp.reliability then goto skip end
sparks[#sparks + 1] = {
color = sorcery.lib.color(data.tone):brighten(1.1);
count = strength * 7;
}
::skip::end end
if totalcost > 0 then
local conservation = sorcery.enchant.strength(tool,'conserve') * 0.5
totalcost = totalcost - (totalcost * conservation)
ench.energy = math.max(0,ench.energy - (totalcost - (material.data.energysource or 0)))
end
if #sparks == 0 then return end
if math.random(5) == 1 then
minetest.set_node(pos, {name='sorcery:air_flash_' .. tostring(math.random(10))})
end
local range = function(min, max)
local span = max - min
local val = math.random() * span
return val + min
end
for _,s in pairs(sparks) do
for i=1,math.floor(s.count * range(1,3)) do
local life = range(0.3,1);
minetest.add_particle {
pos = {
x = pos.x + range(-0.5,0.5);
z = pos.z + range(-0.5,0.5);
y = pos.y + range(-0.5,0.5);
};
................................................................................
velocity = {
x = range(-1.3,1.3);
z = range(-1.3,1.3);
y = range( 0.3,0.9);
};
expirationtime = life;
size = range(0.5,1.5);
texture = sorcery.lib.image('sorcery_spark.png'):multiply(s.color):render();
glow = 14;
animation = {
type = "vertical_frames";
aspect_w = 16;
aspect_h = 16;
length = life + 0.1;
};
}
end
end
-- destroy spells that can no longer be sustained
if ench.energy == 0 then
ench.spells = {}
sorcery.enchant.set(tool,ench)
else
sorcery.enchant.set(tool,ench,true)
end
puncher:set_wielded_item(tool)
end)
minetest.register_chatcommand('enchants', {
description = 'Log information about the currently held object\'s enchantment';
privs = { server = true };
func = function(caller,params)
local tool = minetest.get_player_by_name(caller):get_wielded_item()
minetest.chat_send_player(caller, dump(sorcery.enchant.get(tool)))
local binary = tool:get_meta():get_string('sorcery_enchantment_recs')
local dumpout = ''
for i=1,string.len(binary) do
dumpout = dumpout .. string.format('%x%s',string.byte(binary,i),(i%16==0 and '\n') or ' ')
end
print(dumpout)
end;
})
|