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Keys: Allow skeleton keys to be stacked

Allow skeleton keys to be stacked by converting them to craftitems and
adding a few lines of code to add a new itemstack to the inventory with
the new key or drop it at the player position if the inventory is full.
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octacian authored and paramat committed Mar 16, 2017
1 parent 9821681 commit 701abc2d2f8a45b850adc25e748dac0adec0b1dc
Showing with 16 additions and 4 deletions.
  1. +16 −4 mods/default/tools.lua
@@ -379,7 +379,7 @@ minetest.register_tool("default:sword_diamond", {
sound = {breaks = "default_tool_breaks"},
})

minetest.register_tool("default:skeleton_key", {
minetest.register_craftitem("default:skeleton_key", {
description = "Skeleton Key",
inventory_image = "default_key_skeleton.png",
groups = {key = 1},
@@ -407,13 +407,25 @@ minetest.register_tool("default:skeleton_key", {
local secret, _, _ = on_skeleton_key_use(pos, user, newsecret)

if secret then
-- finish and return the new key
-- update original itemstack
itemstack:take_item()
itemstack:add_item("default:key")
local meta = itemstack:get_meta()

-- finish and return the new key
local new_stack = ItemStack("default:key")
local meta = new_stack:get_meta()
local inv = minetest.get_inventory({type="player", name=user:get_player_name()})
meta:set_string("secret", secret)
meta:set_string("description", "Key to "..user:get_player_name().."'s "
..minetest.registered_nodes[node.name].description)

if itemstack:get_count() == 0 then
itemstack = new_stack
else
if inv:add_item("main", new_stack):get_count() > 0 then
minetest.add_item(user:getpos(), new_stack)
end
end

return itemstack
end
end

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