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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@ -379,7 +379,7 @@ minetest.register_tool("default:sword_diamond", {
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sound = {breaks = "default_tool_breaks"},
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sound = {breaks = "default_tool_breaks"},
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})
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})
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minetest.register_tool("default:skeleton_key", {
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minetest.register_craftitem("default:skeleton_key", {
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description = "Skeleton Key",
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description = "Skeleton Key",
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inventory_image = "default_key_skeleton.png",
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inventory_image = "default_key_skeleton.png",
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groups = {key = 1},
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groups = {key = 1},
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@ -407,13 +407,25 @@ minetest.register_tool("default:skeleton_key", {
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local secret, _, _ = on_skeleton_key_use(pos, user, newsecret)
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local secret, _, _ = on_skeleton_key_use(pos, user, newsecret)
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if secret then
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if secret then
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-- finish and return the new key
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-- update original itemstack
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itemstack:take_item()
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itemstack:take_item()
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itemstack:add_item("default:key")
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local meta = itemstack:get_meta()
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-- finish and return the new key
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local new_stack = ItemStack("default:key")
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local meta = new_stack:get_meta()
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local inv = minetest.get_inventory({type="player", name=user:get_player_name()})
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meta:set_string("secret", secret)
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meta:set_string("secret", secret)
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meta:set_string("description", "Key to "..user:get_player_name().."'s "
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meta:set_string("description", "Key to "..user:get_player_name().."'s "
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..minetest.registered_nodes[node.name].description)
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..minetest.registered_nodes[node.name].description)
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if itemstack:get_count() == 0 then
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itemstack = new_stack
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else
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if inv:add_item("main", new_stack):get_count() > 0 then
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minetest.add_item(user:getpos(), new_stack)
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end
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end
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return itemstack
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return itemstack
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end
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end
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end
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end
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