local S = minetest.get_translator(minetest.get_current_modname()) local function physics_recalculation(value) local new_value = math.floor(value * 100) if new_value > 0 then new_value = "+" .. new_value end return new_value end tt.register_snippet(function(itemstring) local def = minetest.registered_items[itemstring] local desc local armor_heal = def.groups.armor_heal local armor_use = def.groups.armor_use local armor_fire = def.groups.armor_fire local armor_water = def.groups.armor_water local armor_feather = def.groups.armor_feather local physics_speed = def.groups.physics_speed local physics_gravity = def.groups.physics_gravity local physics_jump = def.groups.physics_jump if def.armor_groups then desc = S("Armor") if armor_heal then desc = desc .. "\n" .. S("Protection: @1%", math.floor(armor_heal)) end if armor_use then desc = desc .. "\n" .. S("Strength: @1", math.floor(65535 / armor_use)) end if armor_fire then desc = desc .. "\n" .. S("Fire: @1", armor_fire) end if armor_water then desc = desc .. "\n" .. S("Water protection") end if armor_feather then desc = desc .. "\n" .. S("Fall protection") end if physics_speed then desc = desc .. "\n" .. S("Speed: @1%", physics_recalculation(physics_speed)) end if physics_gravity then desc = desc .. "\n" .. S("Gravity: @1%", physics_recalculation(physics_gravity)) end if physics_jump then desc = desc .. "\n" .. S("Jump: @1%", physics_recalculation(physics_jump)) end if def.damage_groups then desc = desc .. "\n" .. S("Protected groups:") for key, value in pairs(def.damage_groups) do desc = desc .. "\n- " .. key ..": " .. value end end end return desc end)