Do the same on ench. table code
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@ -36,12 +36,12 @@ end
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function enchanting.on_put(pos, listname, _, stack)
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if listname == "tool" then
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local tools_cat = {
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["tool"] = {"pick", "axe", "shovel"},
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["armor"] = {"chestplate", "leggings", "helmet"},
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["sword"] = {"sword"}, ["boots"] = {"boots"} }
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["tool"] = "pick, axe, shovel",
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["armor"] = "chestplate, leggings, helmet",
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["sword"] = "sword", ["boots"] = "boots" }
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for cat, name in pairs(tools_cat) do
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for _, n in pairs(name) do
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for n in name:gmatch("[%w_]+") do
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if stack:get_name():find(n) then
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enchanting.formspec(pos, cat)
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end
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@ -141,31 +141,31 @@ enchanting.jump = 0.2
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local tools = {
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--[[ Registration format:
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[Mod name] = {
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{materials},
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{tool name, tool group, {enchantments}}
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materials,
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{tool name, tool group, enchantments}
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}
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--]]
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["default"] = {
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{"steel", "bronze", "mese", "diamond"},
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{"axe", "choppy", {"durable", "fast"}},
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{"pick", "cracky", {"durable", "fast"}},
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{"shovel", "crumbly", {"durable", "fast"}},
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{"sword", "fleshy", {"sharp"}}
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"steel, bronze, mese, diamond",
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{"axe", "choppy", "durable, fast"},
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{"pick", "cracky", "durable, fast"},
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{"shovel", "crumbly", "durable, fast"},
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{"sword", "fleshy", "sharp"}
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},
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["3d_armor"] = {
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{"steel", "bronze", "gold", "diamond"},
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{"boots", nil, {"strong", "speed"}},
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{"chestplate", nil, {"strong"}},
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{"helmet", nil, {"strong"}},
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{"leggings", nil, {"strong"}}
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"steel, bronze, gold, diamond",
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{"boots", nil, "strong, speed"},
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{"chestplate", nil, "strong"},
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{"helmet", nil, "strong"},
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{"leggings", nil, "strong"}
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}
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}
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for mod, defs in pairs(tools) do
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for _, mat in pairs(defs[1]) do
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for material in defs[1]:gmatch("[%w_]+") do
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for _, tooldef in next, defs, 1 do
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for _, ench in pairs(tooldef[3]) do
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local tool, group, material, enchant = tooldef[1], tooldef[2], mat, ench
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for enchant in tooldef[3]:gmatch("[%w_]+") do
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local tool, group = tooldef[1], tooldef[2]
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local original_tool = minetest.registered_tools[mod..":"..tool.."_"..material]
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if original_tool then
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@ -191,7 +191,7 @@ for _, ench in pairs(tooldef[3]) do
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description = "Enchanted "..cap(material).." "..cap(tool).." ("..cap(enchant)..")",
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inventory_image = original_tool.inventory_image.."^[colorize:violet:50",
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wield_image = original_tool.wield_image,
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groups = {not_in_creative_inventory=1},
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groups = {not_in_creative_inventory=0},
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tool_capabilities = {
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groupcaps = groupcaps, damage_groups = {fleshy = fleshy},
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full_punch_interval = full_punch_interval, max_drop_level = max_drop_level
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