local elapsed_time = 0 local tick_time = 0.05 local drop_action = InventoryAction("drop") core.register_globalstep(function(dtime) -- AutoEject if core.settings:get_bool("autoeject") then local player = core.localplayer local list = (core.settings:get("eject_items") or ""):split(",") local inventory = core.get_inventory("current_player") for index, stack in pairs(inventory.main) do if table.indexof(list, stack:get_name()) ~= -1 then drop_action:from("current_player", "main", index - 1) drop_action:apply() end end end -- NextItem if core.settings:get_bool("next_item") then elapsed_time = elapsed_time + dtime if elapsed_time < tick_time then return end local player = minetest.localplayer if not player then return end local item = player:get_wielded_item() if item:get_count() == 0 then local index = player:get_wield_index() player:set_wield_index(index + 1) end elapsed_time = 0 end end) core.register_list_command("eject", "Configure AutoEject", "eject_items") -- AutoTool local function check_tool(stack, node_groups, old_best_time) local toolcaps = stack:get_tool_capabilities() if not toolcaps then return end local best_time = old_best_time for group, groupdef in pairs(toolcaps.groupcaps) do local level = node_groups[group] if level then local this_time = groupdef.times[level] if this_time < best_time then best_time = this_time end end end return best_time < old_best_time, best_time end core.register_on_punchnode(function(pos, node) if not minetest.settings:get_bool("autotool") then return end local player = minetest.localplayer local inventory = minetest.get_inventory("current_player") local node_groups = minetest.get_node_def(node.name).groups local new_index = player:get_wield_index() local is_better, best_time = false, math.huge is_better, best_time = check_tool(player:get_wielded_item(), node_groups, best_time) is_better, best_time = check_tool(inventory.hand[1], node_groups, best_time) for index, stack in pairs(inventory.main) do is_better, best_time = check_tool(stack, node_groups, best_time) if is_better then new_index = index - 1 end end player:set_wield_index(new_index) end) -- Enderchest function get_itemslot_bg(x, y, w, h) local out = "" for i = 0, w - 1, 1 do for j = 0, h - 1, 1 do out = out .."image["..x+i..","..y+j..";1,1;mcl_formspec_itemslot.png]" end end return out end local enderchest_formspec = "size[9,8.75]".. "label[0,0;"..minetest.formspec_escape(minetest.colorize("#313131", "Ender Chest")).."]".. "list[current_player;enderchest;0,0.5;9,3;]".. get_itemslot_bg(0,0.5,9,3).. "label[0,4.0;"..minetest.formspec_escape(minetest.colorize("#313131", "Inventory")).."]".. "list[current_player;main;0,4.5;9,3;9]".. get_itemslot_bg(0,4.5,9,3).. "list[current_player;main;0,7.74;9,1;]".. get_itemslot_bg(0,7.74,9,1).. "listring[current_player;enderchest]".. "listring[current_player;main]" function core.open_enderchest() core.show_formspec("__builtin__:enderchest", enderchest_formspec) end -- HandSlot local hand_formspec = "size[9,8.75]".. "label[0,0;"..minetest.formspec_escape(minetest.colorize("#313131", "Hand")).."]".. "list[current_player;hand;0,0.5;1,1;]".. get_itemslot_bg(0,0.5,1,1).. "label[0,4.0;"..minetest.formspec_escape(minetest.colorize("#313131", "Inventory")).."]".. "list[current_player;main;0,4.5;9,3;9]".. get_itemslot_bg(0,4.5,9,3).. "list[current_player;main;0,7.74;9,1;]".. get_itemslot_bg(0,7.74,9,1).. "listring[current_player;hand]".. "listring[current_player;main]" function core.open_handslot() minetest.show_formspec("__builtin__:hand", hand_formspec) end