--TODO: put this mod entirely into mcl_armor mcl_armor_trims = { blacklisted = {["mcl_farming:pumpkin_face"]=true, ["mcl_armor:elytra"]=true, ["mcl_armor:elytra_enchanted"]=true}, overlays = {"sentry","dune","coast","wild","tide","ward","vex","rib","snout","eye","spire"}, colors = {["amethyst"]="#8246a5",["gold"]="#ce9627",["emerald"]="#1b9958",["copper"]="#c36447",["diamond"]="#5faed8",["iron"]="#938e88",["lapis"]="#1c306b",["netherite"]="#302a26",["quartz"]="#c9bcb9",["redstone"]="#af2c23"}, old_textures = {} } local function override_items() for itemname, itemdef in pairs(minetest.registered_tools) do if itemdef._mcl_armor_texture and type(itemdef._mcl_armor_texture) == "string" and not mcl_armor_trims.blacklisted[itemname] then mcl_armor_trims.old_textures[itemname] = itemdef._mcl_armor_texture minetest.override_item(itemname, { _mcl_armor_texture = function(obj, itemstack) local overlay = itemstack:get_meta():get_string("mcl_armor_trims:trim_overlay") local old_armor_texture = mcl_armor_trims.old_textures[itemstack:get_name()] if type(old_armor_texture) == "function" then old_armor_texture = old_armor_texture(obj, itemstack) end if overlay == "" then -- key not present; armor not trimmed return old_armor_texture end return old_armor_texture .. overlay end }) end end end function mcl_armor_trims.trim(itemstack, overlay, color_string) local def = itemstack:get_definition() if not def._mcl_armor_texture and not mcl_armor_trims.blacklisted[itemstack:get_name()] then return end local meta = itemstack:get_meta() local piece_overlay = overlay local inv_overlay = "" local piece_type = def._mcl_armor_element if piece_type == "head" then --helmet inv_overlay = "^(helmet_trim.png" piece_overlay = piece_overlay .. "_helmet" elseif piece_type == "torso" then --chestplate inv_overlay = "^(chestplate_trim.png" piece_overlay = piece_overlay .. "_chestplate" elseif piece_type == "legs" then --leggings inv_overlay = "^(leggings_trim.png" piece_overlay = piece_overlay .. "_leggings" elseif piece_type == "feet" then --boots inv_overlay = "^(boots_trim.png" piece_overlay = piece_overlay .. "_boots" end local color = mcl_armor_trims.colors[color_string] inv_overlay = inv_overlay .. "^[colorize:" .. color .. ":150)" piece_overlay = piece_overlay .. ".png" piece_overlay = "^(" .. piece_overlay .. "^[colorize:" .. color .. ":150)" meta:set_string("mcl_armor_trims:trim_overlay" , piece_overlay) -- set textures to render on the player, will work for clients below 5.8 as well meta:set_string("mcl_armor_trims:inv", inv_overlay) -- make 5.8+ clients display the fancy inv image, older ones will see no change in the *inventory* image meta:set_string("inventory_image", def.inventory_image .. inv_overlay) -- dont use reload_inv_image as it's a one liner in this enviorment end function mcl_armor_trims.reload_inv_image(itemstack) local meta = itemstack:get_meta() local inv_overlay = meta:get_string("mcl_armor_trims:inv") local def = itemstack:get_definition() if inv_overlay == "" then return end meta:set_string("inventory_image", def.inventory_image .. inv_overlay) end minetest.register_on_mods_loaded(override_items) dofile(minetest.get_modpath(minetest.get_current_modname()).."/templates.lua")