minetest.register_entity("pclasses:item", { initial_properties = { hp_max = 1, physical = false, collisionbox = {-0.17,-0.17,-0.17, 0.17,0.17,0.17}, visual = "sprite", visual_size = {x=0.5, y=0.5}, textures = {""}, spritediv = {x=1, y=1}, initial_sprite_basepos = {x=0, y=0}, is_visible = false, }, itemname = '', class = '', set_class = function(self, class) self.class = class end, set_item = function(self, itemstring) self.itemname = itemstring local itemname = itemstring local item_texture = nil local item_type = "" if minetest.registered_items[itemname] then item_texture = minetest.registered_items[itemname].inventory_image item_type = minetest.registered_items[itemname].type end local prop = { is_visible = true, visual = "sprite", textures = {"unknown_item.png"} } if item_texture and item_texture ~= "" then prop.visual = "sprite" prop.textures = {item_texture} prop.visual_size = {x=0.50, y=0.50} else prop.visual = "wielditem" prop.textures = {itemname} prop.visual_size = {x=0.25, y=0.25} prop.automatic_rotate = math.pi * 0.10 end self.object:set_properties(prop) end, on_rightclick = function(self, clicker) print(clicker:get_player_name()) print(self.class) pclasses.api.set_player_class(clicker:get_player_name(), self.class) end, on_activate = function(self, staticdata) self.itemname = staticdata:split("|")[1] self.class = staticdata:split("|")[2] self.object:set_armor_groups({immortal=1}) self:set_item(self.itemname) end, get_staticdata = function(self) return self.itemname .. "|" .. self.class end, }) local classes_items = { ["hunter"] = "throwing:bow_minotaur_horn_improved", ["warrior"] = "default:dungeon_master_s_blood_sword", ["admin"] = "maptools:pick_admin", ["adventurer"] = "unified_inventory:bag_large" } function pclasses.register_class_switch(cname, color) color = color or { r = 255, g = 255, b = 255 } local txtcolor = string.format("#%02x%02x%02x", color.r, color.g, color.b) local overlay = "pclasses_class_switch_orb_overlay.png" minetest.register_node(":pclasses:class_switch_" .. cname, { description = "Class switch orb (" .. cname .. ")", tiles = {overlay .. "^[colorize:" .. txtcolor .. "^" .. overlay}, drawtype = "nodebox", node_box = { type = "fixed", fixed = { {-7/16, -8/16, -7/16, 7/16, -7/16, 7/16}, -- bottom plate {-6/16, -7/16, -6/16, 6/16, -6/16, 6/16}, -- bottom plate (upper) {-0.25, -6/16, -0.25, 0.25, 11/16, 0.25}, -- pillar {-7/16, 11/16, -7/16, 7/16, 12/16, 7/16}, -- top plate }}, drop = "", can_dig = function() return false end, diggable = false, sunlight_propagates = true, light_source = 10, sounds = default.node_sound_glass_defaults(), groups = {not_in_creative_inventory=1, cracky = 1}, after_place_node = function(pos) pos.y = pos.y + 1 local obj = minetest.add_entity(pos, "pclasses:item") if obj then obj:get_luaentity():set_item(classes_items[cname]) obj:get_luaentity():set_class(cname) end end, }) end