write something there
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58
mods/3d_armor/3d_armor_ui/init.lua
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58
mods/3d_armor/3d_armor_ui/init.lua
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-- support for i18n
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local S = minetest.get_translator(minetest.get_current_modname())
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local F = minetest.formspec_escape
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local has_technic = minetest.get_modpath("technic") ~= nil
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if not minetest.global_exists("unified_inventory") then
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minetest.log("warning", "3d_armor_ui: Mod loaded but unused.")
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return
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end
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local ui = unified_inventory
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if ui.sfinv_compat_layer then
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return
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end
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armor:register_on_update(function(player)
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local name = player:get_player_name()
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if unified_inventory.current_page[name] == "armor" then
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unified_inventory.set_inventory_formspec(player, "armor")
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end
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end)
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unified_inventory.register_button("armor", {
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type = "image",
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image = "inventory_plus_armor.png",
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tooltip = S("3D Armor")
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})
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unified_inventory.register_page("armor", {
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get_formspec = function(player, perplayer_formspec)
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local fy = perplayer_formspec.form_header_y + 0.5
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local gridx = perplayer_formspec.std_inv_x
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local gridy = 0.6
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local name = player:get_player_name()
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local formspec = perplayer_formspec.standard_inv_bg..
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perplayer_formspec.standard_inv..
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ui.make_inv_img_grid(gridx, gridy, 2, 3)..
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string.format("label[%f,%f;%s]",
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perplayer_formspec.form_header_x, perplayer_formspec.form_header_y, F(S("Armor")))..
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string.format("list[detached:%s_armor;armor;%f,%f;2,3;]",
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name, gridx + ui.list_img_offset, gridy + ui.list_img_offset) ..
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"image[3.5,"..(fy - 0.25)..";2,4;"..armor.textures[name].preview.."]"..
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"label[6.0,"..(fy + 0.0)..";"..F(S("Level"))..": "..armor.def[name].level.."]"..
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"label[6.0,"..(fy + 0.5)..";"..F(S("Heal"))..": "..armor.def[name].heal.."]"..
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"listring[current_player;main]"..
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"listring[detached:"..name.."_armor;armor]"
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if armor.config.fire_protect then
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formspec = formspec.."label[6.0,"..(fy + 1.0)..";"..
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F(S("Fire"))..": "..armor.def[name].fire.."]"
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end
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if has_technic then
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formspec = formspec.."label[6.0,"..(fy + 1.5)..";"..
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F(S("Radiation"))..": "..armor.def[name].groups["radiation"].."]"
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end
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return {formspec=formspec}
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end,
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})
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