From 5d34b235ddf975a3fbcf1123b176c94731126dea Mon Sep 17 00:00:00 2001 From: Zefram Date: Thu, 1 May 2014 14:22:25 +0100 Subject: Handle ingredient quantities in craft guide Alloy cooking recipes have quantities for the ingredients, which need to be shown. The buttons on which the ingredients are shown don't natively support showing an item count, so hack it up with the label facility. Also, the button names, supporting clicking to see recipes recursively, need to be based only on the item name part of the ingredient, dropping the quantity part. --- callbacks.lua | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'callbacks.lua') diff --git a/callbacks.lua b/callbacks.lua index a1e2396..f1646ed 100644 --- a/callbacks.lua +++ b/callbacks.lua @@ -123,12 +123,12 @@ minetest.register_on_player_receive_fields(function(player, formname, fields) for name, value in pairs(fields) do if string.sub(name, 1, 12) == "item_button_" then clicked_item = string.sub(name, 13) + if string.sub(clicked_item, 1, 6) == "group:" then + minetest.sound_play("click", {to_player=player_name, gain = 0.1}) + unified_inventory.apply_filter(player, clicked_item) + return + end break - elseif string.sub(name, 1, 11) == "item_group_" then - minetest.sound_play("click", - {to_player=player_name, gain = 0.1}) - unified_inventory.apply_filter(player, "group:"..string.sub(name, 12)) - return end end if clicked_item then -- cgit v1.2.3