function factions.get_chest_formspec(pos) local spos = pos.x..","..pos.y..","..pos.z return "size[8,9]" .. default.gui_bg .. default.gui_bg_img .. default.gui_slots .. "list[nodemeta:"..spos..";main;0,0.3;8,4;]" .. "list[current_player;main;0,4.85;8,1;]".. "list[current_player;main;0,6.08;8,3;8]".. "listring[nodemeta:"..spos..";main]".. "listring[current_player;main]".. default.get_hotbar_bg(0, 4.85) end function factions.can_use_chest(pos, player) if not player then return false end local parcel_faction = factions.get_faction_at(pos) local player_faction = factions.get_player_faction(player) if not parcel_faction then return true end return player_faction and (parcel_faction.name == player_faction.name or parcel_faction.allies[player_faction.name]) end minetest.register_node("factions:chest", { tiles = {"factions_chest_top.png", "factions_chest_top.png", "factions_chest_side.png", "factions_chest_side.png", "factions_chest_side.png", "factions_chest_front.png"}, groups = {choppy = 2}, description = "Faction chest", paramtype2 = "facedir", on_construct = function(pos) minetest.get_meta(pos):get_inventory():set_size("main", 8*4) end, allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) if factions.can_use_chest(pos, player:get_player_name()) then return count else return 0 end end, allow_metadata_inventory_put = function(pos, listname, index, stack, player) if factions.can_use_chest(pos, player:get_player_name()) then return stack:get_count() else return 0 end end, allow_metadata_inventory_take = function(pos, listname, index, stack, player) if factions.can_use_chest(pos, player:get_player_name()) then return stack:get_count() else return 0 end end, on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) if factions.can_use_chest(pos, clicker:get_player_name()) then minetest.show_formspec(clicker:get_player_name(), "factions:chest", factions.get_chest_formspec(pos)) end return itemstack end }) minetest.register_craft({ output = "factions:chest", type = "shapeless", recipe = {"default:chest_locked", "default:steel_ingot"} }) -- Code below was copied from TenPlus1's protector mod(MIT) and changed up a bit. local x = math.floor(factions.parcel_size / 2.1) minetest.register_node("factions:display_node", { tiles = {"factions_display.png"}, use_texture_alpha = true, walkable = false, drawtype = "nodebox", node_box = { type = "fixed", fixed = { -- sides {-(x+.55), -(x+.55), -(x+.55), -(x+.45), (x+.55), (x+.55)}, {-(x+.55), -(x+.55), (x+.45), (x+.55), (x+.55), (x+.55)}, {(x+.45), -(x+.55), -(x+.55), (x+.55), (x+.55), (x+.55)}, {-(x+.55), -(x+.55), -(x+.55), (x+.55), (x+.55), -(x+.45)}, -- top {-(x+.55), (x+.45), -(x+.55), (x+.55), (x+.55), (x+.55)}, -- bottom {-(x+.55), -(x+.55), -(x+.55), (x+.55), -(x+.45), (x+.55)}, -- middle (surround parcel) {-.55,-.55,-.55, .55,.55,.55}, }, }, selection_box = { type = "regular", }, paramtype = "light", groups = {dig_immediate = 3, not_in_creative_inventory = 1}, drop = "", }) minetest.register_entity("factions:display", { physical = false, collisionbox = {0, 0, 0, 0, 0, 0}, visual = "wielditem", visual_size = {x = 1.0 / 1.5, y = 1.0 / 1.5}, textures = {"factions:display_node"}, timer = 0, on_step = function(self, dtime) self.timer = self.timer + dtime if self.timer > 6 then self.object:remove() end end, }) -- End