Fix typos in doc/lua-api.txt
parent
2fee2baf98
commit
5f9962e1cc
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doc/lua_api.txt
165
doc/lua_api.txt
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@ -51,7 +51,7 @@ where gameid is unique to each game.
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The game directory contains the file game.conf, which contains these fields:
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name = <Human-readable full name of the game>
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eg.
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e.g.
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name = Minetest
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The game directory can contain the file minetest.conf, which will be used
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@ -66,14 +66,14 @@ Generic:
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$path_user/mods/ <-- User-installed mods
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$worldpath/worldmods/
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In a run-in-place version (eg. the distributed windows version):
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In a run-in-place version (e.g. the distributed windows version):
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minetest-0.4.x/games/gameid/mods/
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minetest-0.4.x/mods/gameid/ <-- User-installed mods
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minetest-0.4.x/mods/ <-- User-installed mods
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minetest-0.4.x/worlds/worldname/worldmods/
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On an installed version on linux:
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On an installed version on Linux:
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/usr/share/minetest/games/gameid/mods/
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~/.minetest/mods/gameid/ <-- User-installed mods
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~/.minetest/mods/ <-- User-installed mods
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~/.minetest/worlds/worldname/worldmods
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Mod load path for world-specific games
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@ -81,7 +81,7 @@ Mod load path for world-specific games
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It is possible to include a game in a world; in this case, no mods or
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games are loaded or checked from anywhere else.
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This is useful for eg. adventure worlds.
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This is useful for e.g. adventure worlds.
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This happens if the following directory exists:
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$world/game/
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@ -127,7 +127,7 @@ screenshot.png:
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A screenshot shown in modmanager within mainmenu.
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description.txt:
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File containing desctiption to be shown within mainmenu.
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File containing description to be shown within mainmenu.
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init.lua:
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The main Lua script. Running this script should register everything it
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@ -170,30 +170,30 @@ convert_to.
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This can be used for maintaining backwards compatibility.
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This can be also used for setting quick access names for things, eg. if
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This can be also used for setting quick access names for things, e.g. if
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you have an item called epiclylongmodname:stuff, you could do
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minetest.register_alias("stuff", "epiclylongmodname:stuff")
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and be able to use "/giveme stuff".
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Textures
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--------
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Mods should generally prefix their textures with modname_, eg. given
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Mods should generally prefix their textures with modname_, e.g. given
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the mod name "foomod", a texture could be called
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"foomod_foothing.png"
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Textures are referred to by their complete name, or alternatively by
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stripping out the file extension:
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eg. foomod_foothing.png
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eg. foomod_foothing
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e.g. foomod_foothing.png
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e.g. foomod_foothing
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Sounds
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-------
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Only OGG files are supported.
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Only OGG Vorbis files are supported.
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For positional playing of sounds, only single-channel (mono) files are
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supported. Otherwise OpenAL will play them non-positionally.
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Mods should generally prefix their sounds with modname_, eg. given
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Mods should generally prefix their sounds with modname_, e.g. given
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the mod name "foomod", a sound could be called
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"foomod_foosound.ogg"
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@ -210,11 +210,11 @@ from the available ones of the following files:
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foomod_foosound.9.ogg
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Examples of sound parameter tables:
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-- Play locationless on all clients
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-- Play location-less on all clients
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{
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gain = 1.0, -- default
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}
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-- Play locationless to a player
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-- Play location-less to a player
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{
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to_player = name,
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gain = 1.0, -- default
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@ -234,11 +234,11 @@ Examples of sound parameter tables:
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}
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SimpleSoundSpec:
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eg. ""
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eg. "default_place_node"
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eg. {}
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eg. {name="default_place_node"}
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eg. {name="default_place_node", gain=1.0}
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e.g. ""
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e.g. "default_place_node"
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e.g. {}
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e.g. {name="default_place_node"}
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e.g. {name="default_place_node", gain=1.0}
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Registered definitions of stuff
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--------------------------------
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@ -259,7 +259,7 @@ minetest.register_craftitem(name, item definition)
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-> minetest.registered_items[name]
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Note that in some cases you will stumble upon things that are not contained
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in these tables (eg. when a mod has been removed). Always check for
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in these tables (e.g. when a mod has been removed). Always check for
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existence before trying to access the fields.
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Example: If you want to check the drawtype of a node, you could do:
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@ -384,7 +384,7 @@ A box is defined as:
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A box of a regular node would look like:
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{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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type = "leveled" is same as "fixed", but y2 will be automaticaly setted to level from param2
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type = "leveled" is same as "fixed", but y2 will be automatically set to level from param2
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Ore types
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---------------
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@ -561,16 +561,16 @@ Craftitem (register_craftitem):
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Items and item stacks can exist in three formats:
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Serialized; This is called stackstring or itemstring:
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eg. 'default:dirt 5'
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eg. 'default:pick_wood 21323'
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eg. 'default:apple'
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e.g. 'default:dirt 5'
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e.g. 'default:pick_wood 21323'
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e.g. 'default:apple'
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Table format:
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eg. {name="default:dirt", count=5, wear=0, metadata=""}
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e.g. {name="default:dirt", count=5, wear=0, metadata=""}
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^ 5 dirt nodes
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eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
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^ a wooden pick about 1/3 weared out
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eg. {name="default:apple", count=1, wear=0, metadata=""}
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e.g. {name="default:pick_wood", count=1, wear=21323, metadata=""}
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^ a wooden pick about 1/3 worn out
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e.g. {name="default:apple", count=1, wear=0, metadata=""}
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^ an apple.
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ItemStack:
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@ -604,7 +604,7 @@ You can read the rating of a group for an item or a node by using
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Groups of items
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----------------
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Groups of items can define what kind of an item it is (eg. wool).
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Groups of items can define what kind of an item it is (e.g. wool).
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Groups of nodes
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----------------
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@ -617,7 +617,7 @@ For entities, groups are, as of now, used only for calculating damage.
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The rating is the percentage of damage caused by tools with this damage group.
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See "Entity damage mechanism".
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object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
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object.get_armor_groups() -> a group-rating table (e.g. {fleshy=100})
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object.set_armor_groups({fleshy=30, cracky=80})
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Groups of tools
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@ -648,8 +648,8 @@ Special groups
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---------------
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- immortal: Disables the group damage system for an entity
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- level: Can be used to give an additional sense of progression in the game.
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- A larger level will cause eg. a weapon of a lower level make much less
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damage, and get weared out much faster, or not be able to get drops
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- A larger level will cause e.g. a weapon of a lower level make much less
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damage, and get worn out much faster, or not be able to get drops
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from destroyed nodes.
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- 0 is something that is directly accessible at the start of gameplay
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- There is no upper limit
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@ -672,9 +672,9 @@ Known damage and digging time defining groups
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----------------------------------------------
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- crumbly: dirt, sand
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- cracky: tough but crackable stuff like stone.
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- snappy: something that can be cut using fine tools; eg. leaves, small
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- snappy: something that can be cut using fine tools; e.g. leaves, small
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plants, wire, sheets of metal
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- choppy: something that can be cut using force; eg. trees, wooden planks
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- choppy: something that can be cut using force; e.g. trees, wooden planks
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- fleshy: Living things like animals and the player. This could imply
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some blood effects when hitting.
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- explody: Especially prone to explosions
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@ -693,7 +693,7 @@ Item groups are often used for defining, well, //groups of items//.
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- eatable: anything that can be eaten. Rating might define HP gain in half
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hearts.
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- flammable: can be set on fire. Rating might define the intensity of the
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fire, affecting eg. the speed of the spreading of an open fire.
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fire, affecting e.g. the speed of the spreading of an open fire.
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- wool: any wool (any origin, any color)
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- metal: any metal
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- weapon: any weapon
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@ -726,12 +726,12 @@ groups to enable interaction with tools.
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**Full punch interval**:
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When used as a weapon, the tool will do full damage if this time is spent
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between punches. If eg. half the time is spent, the tool will do half
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between punches. If e.g. half the time is spent, the tool will do half
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damage.
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**Maximum drop level**
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Suggests the maximum level of node, when dug with the tool, that will drop
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it's useful item. (eg. iron ore to drop a lump of iron).
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it's useful item. (e.g. iron ore to drop a lump of iron).
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- This is not automated; it is the responsibility of the node definition
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to implement this
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@ -750,7 +750,7 @@ be able to dig.
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**Digging times**
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List of digging times for different ratings of the group, for nodes of the
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maximum level.
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* For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
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* For example, as a Lua table, ''times={2=2.00, 3=0.70}''. This would
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result in the tool to be able to dig nodes that have a rating of 2 or 3
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for this group, and unable to dig the rating 1, which is the toughest.
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Unless there is a matching group that enables digging otherwise.
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@ -769,7 +769,7 @@ tool_capabilities = {
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damage_groups = {fleshy=2},
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}
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This makes the tool be able to dig nodes that fullfill both of these:
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This makes the tool be able to dig nodes that fulfill both of these:
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- Have the **crumbly** group
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- Have a **level** group less or equal to 2
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@ -801,12 +801,12 @@ damage = 0
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foreach group in cap.damage_groups:
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damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
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* (object.armor_groups[group] / 100.0)
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-- Where object.armor_groups[group] is 0 for inexisting values
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-- Where object.armor_groups[group] is 0 for inexistent values
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return damage
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Client predicts damage based on damage groups. Because of this, it is able to
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give an immediate response when an entity is damaged or dies; the response is
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pre-defined somehow (eg. by defining a sprite animation) (not implemented;
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pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
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TODO).
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- Currently a smoke puff will appear when an entity dies.
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@ -987,7 +987,7 @@ label[<X>,<Y>;<label>]
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^ Position and size units are inventory slots
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vertlabel[<X>,<Y>;<label>]
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^ Textual label drawn verticaly
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^ Textual label drawn vertically
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^ x and y work as per field
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^ label is the text on the label
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^ Position and size units are inventory slots
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@ -1008,8 +1008,8 @@ image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>
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^ x, y, w, h, and name work as per button
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^ texture name is the filename of an image
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^ Position and size units are inventory slots
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^ noclip true meand imagebutton doesn't need to be within specified formsize
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^ drawborder draw button bodrer or not
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^ noclip=true means imagebutton doesn't need to be within specified formsize
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^ drawborder draw button border or not
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^ pressed texture name is the filename of an image on pressed state
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item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
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@ -1026,7 +1026,7 @@ image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
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^ When clicked, fields will be sent and the form will quit.
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textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
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^Scrollabel itemlist showing arbitrary text elements
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^ Scrollable item list showing arbitrary text elements
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^ x and y position the itemlist relative to the top left of the menu
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^ w and h are the size of the itemlist
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^ name fieldname sent to server on doubleclick value is current selected element
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@ -1034,7 +1034,7 @@ textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
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^ if you want a listelement to start with # write ##
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textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
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^Scrollabel itemlist showing arbitrary text elements
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^ Scrollable itemlist showing arbitrary text elements
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^ x and y position the itemlist relative to the top left of the menu
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^ w and h are the size of the itemlist
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^ name fieldname sent to server on doubleclick value is current selected element
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@ -1047,7 +1047,7 @@ textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<sele
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tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
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^ show a tabHEADER at specific position (ignores formsize)
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^ x and y position the itemlist relative to the top left of the menu
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^ name fieldname data is transfered to lua
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^ name fieldname data is transfered to Lua
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^ caption 1... name shown on top of tab
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^ current_tab index of selected tab 1...
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^ transparent (optional) show transparent
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@ -1063,15 +1063,14 @@ dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
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^ show a dropdown field
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^ x and y position of dropdown
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^ width of dropdown
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^ fieldname data is transfered to lua
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^ fieldname data is transfered to Lua
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^ items to be shown in dropdown
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^ index of currently selected dropdown item
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^ color in hexadecimal format RRGGBB (only)
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checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]
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^ show a checkbox
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^ x and y position of checkbox
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^ name fieldname data is transfered to lua
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^ name fieldname data is transfered to Lua
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^ label to be shown left of checkbox
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^ selected (optional) true/false
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^ tooltip (optional)
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@ -1159,7 +1158,7 @@ vector.length(v) -> number
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vector.normalize(v) -> vector
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vector.round(v) -> vector
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vector.equals(v1, v2) -> bool
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For the folowing x can be either a vector or a number.
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For the following functions x can be either a vector or a number.
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vector.add(v, x) -> vector
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vector.subtract(v, x) -> vector
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vector.multiply(v, x) -> vector
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@ -1173,11 +1172,11 @@ dump(obj, dumped={})
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^ Return object serialized as a string
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math.hypot(x, y)
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^ Get the hypotenuse of a triangle with legs x and y.
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Usefull for distance calculation.
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Useful for distance calculation.
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string:split(separator)
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^ eg. string:split("a,b", ",") == {"a","b"}
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^ e.g. string:split("a,b", ",") == {"a","b"}
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string:trim()
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^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
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^ e.g. string.trim("\n \t\tfoo bar\t ") == "foo bar"
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minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
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^ Convert position to a printable string
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minetest.string_to_pos(string) -> position
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@ -1191,11 +1190,11 @@ minetest namespace reference
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-----------------------------
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Utilities:
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minetest.get_current_modname() -> string
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minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
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minetest.get_modpath(modname) -> e.g. "/home/user/.minetest/usermods/modname"
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^ Useful for loading additional .lua modules or static data from mod
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minetest.get_modnames() -> list of installed mods
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^ Return a list of installed mods, sorted alphabetically
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minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
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minetest.get_worldpath() -> e.g. "/home/user/.minetest/world"
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^ Useful for storing custom data
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minetest.is_singleplayer()
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minetest.features
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@ -1206,7 +1205,7 @@ minetest.has_feature(arg) -> bool, missing_features
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minetest.get_player_information(playername)
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^ table containing information about player peer:
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{
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address = "127.0.0.1", -- ip address of client
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address = "127.0.0.1", -- IP address of client
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ip_version = 4, -- IPv4 / IPv6
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min_rtt = 0.01, -- minimum round trip time
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max_rtt = 0.2, -- maximum round trip time
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@ -1395,9 +1394,9 @@ minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
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minetest.get_timeofday()
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minetest.get_gametime(): returns the time, in seconds, since the world was created
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minetest.find_node_near(pos, radius, nodenames) -> pos or nil
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^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
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^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
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minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
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^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
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^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
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minetest.get_perlin(seeddiff, octaves, persistence, scale)
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^ Return world-specific perlin noise (int(worldseed)+seeddiff)
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minetest.get_voxel_manip()
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@ -1452,7 +1451,7 @@ minetest.add_node_level(pos, level)
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Inventory:
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minetest.get_inventory(location) -> InvRef
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^ location = eg. {type="player", name="celeron55"}
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^ location = e.g. {type="player", name="celeron55"}
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{type="node", pos={x=, y=, z=}}
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{type="detached", name="creative"}
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minetest.create_detached_inventory(name, callbacks) -> InvRef
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@ -1525,7 +1524,7 @@ minetest.handle_node_drops(pos, drops, digger)
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^ drops: list of itemstrings
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||||
^ Handles drops from nodes after digging: Default action is to put them into
|
||||
digger's inventory
|
||||
^ Can be overridden to get different functionality (eg. dropping items on
|
||||
^ Can be overridden to get different functionality (e.g. dropping items on
|
||||
ground)
|
||||
|
||||
Rollback:
|
||||
|
@ -1612,7 +1611,7 @@ minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
|
|||
^ probability_list is an array of tables containing two fields, pos and prob.
|
||||
^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
|
||||
^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
|
||||
^ If there are two or more entries with the same pos value, the last occuring in the array is used.
|
||||
^ If there are two or more entries with the same pos value, the last entry is used.
|
||||
^ If pos is not inside the box formed by p1 and p2, it is ignored.
|
||||
^ If probability_list is nil, no probabilities are applied.
|
||||
^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
|
||||
|
@ -1628,12 +1627,12 @@ minetest.place_schematic(pos, schematic, rotation, replacements, force_placement
|
|||
^ force_placement is a boolean indicating whether nodes other than air and
|
||||
^ ignore are replaced by the schematic
|
||||
|
||||
Random:
|
||||
Misc.:
|
||||
minetest.get_connected_players() -> list of ObjectRefs
|
||||
minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
|
||||
^ Gives a unique hash number for a node position (16+16+16=48bit)
|
||||
minetest.get_position_from_hash(hash) -> postion
|
||||
^ Inverse transform of minetest.hash_node_postion
|
||||
minetest.get_position_from_hash(hash) -> position
|
||||
^ Inverse transform of minetest.hash_node_position
|
||||
minetest.get_item_group(name, group) -> rating
|
||||
^ Get rating of a group of an item. (0 = not in group)
|
||||
minetest.get_node_group(name, group) -> rating
|
||||
|
@ -1655,7 +1654,7 @@ minetest.write_json(data[, styled]) -> string or nil and error message
|
|||
^ Warning: JSON is more strict than the Lua table format.
|
||||
1. You can only use strings and positive integers of at least one as keys.
|
||||
2. You can not mix string and integer keys.
|
||||
This is due to the fact that Javascript has two distinct array and object values.
|
||||
This is due to the fact that JSON has two distinct array and object values.
|
||||
^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
|
||||
minetest.serialize(table) -> string
|
||||
^ Convert a table containing tables, strings, numbers, booleans and nils
|
||||
|
@ -1669,7 +1668,7 @@ minetest.deserialize(string) -> table
|
|||
^ Example: deserialize('print("foo")') -> nil (function call fails)
|
||||
^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
|
||||
minetest.is_protected(pos, name) -> bool
|
||||
^ This function should be overriden by protection mods and should be used to
|
||||
^ This function should be overridden by protection mods and should be used to
|
||||
check if a player can interact at a position.
|
||||
^ This function should call the old version of itself if the position is not
|
||||
protected by the mod.
|
||||
|
@ -1699,7 +1698,7 @@ minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orie
|
|||
The above four options are mutually-exclusive; the last in the list takes
|
||||
precedence over the first.
|
||||
|
||||
force_facedir: if true, forcably reset the facedir to north when placing on
|
||||
force_facedir: if true, forcefully reset the facedir to north when placing on
|
||||
the floor or ceiling
|
||||
|
||||
minetest.rotate_node(itemstack, placer, pointed_thing)
|
||||
|
@ -1738,7 +1737,7 @@ minetest.registered_entities
|
|||
minetest.object_refs
|
||||
^ List of object references, indexed by active object id
|
||||
minetest.luaentities
|
||||
^ List of lua entities, indexed by active object id
|
||||
^ List of Lua entities, indexed by active object id
|
||||
|
||||
Class reference
|
||||
----------------
|
||||
|
@ -1767,7 +1766,7 @@ methods:
|
|||
^ will trigger the node's on_timer function after timeout-elapsed seconds
|
||||
- start(timeout)
|
||||
^ start a timer
|
||||
^ equivelent to set(timeout,0)
|
||||
^ equivalent to set(timeout,0)
|
||||
- stop()
|
||||
^ stops the timer
|
||||
- get_timeout() -> current timeout in seconds
|
||||
|
@ -2215,7 +2214,7 @@ Item definition (register_node, register_craftitem, register_tool)
|
|||
description = "Steel Axe",
|
||||
groups = {}, -- key=name, value=rating; rating=1..3.
|
||||
if rating not applicable, use 1.
|
||||
eg. {wool=1, fluffy=3}
|
||||
e.g. {wool=1, fluffy=3}
|
||||
{soil=2, outerspace=1, crumbly=1}
|
||||
{bendy=2, snappy=1},
|
||||
{hard=1, metal=1, spikes=1}
|
||||
|
@ -2256,7 +2255,7 @@ Item definition (register_node, register_craftitem, register_tool)
|
|||
^ default: nil
|
||||
^ Function must return either nil if no item shall be removed from
|
||||
inventory, or an itemstack to replace the original itemstack.
|
||||
eg. itemstack:take_item(); return itemstack
|
||||
e.g. itemstack:take_item(); return itemstack
|
||||
^ Otherwise, the function is free to do what it wants.
|
||||
^ The default functions handle regular use cases.
|
||||
after_use = func(itemstack, user, node, digparams),
|
||||
|
@ -2302,7 +2301,7 @@ Node definition (register_node)
|
|||
post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
|
||||
paramtype = "none", -- See "Nodes"
|
||||
paramtype2 = "none", -- See "Nodes"
|
||||
is_ground_content = true, -- If false, cavegen will not carve through this
|
||||
is_ground_content = true, -- If false, the cave generator will not carve through this
|
||||
sunlight_propagates = false, -- If true, sunlight will go infinitely through this
|
||||
walkable = true, -- If true, objects collide with node
|
||||
pointable = true, -- If true, can be pointed at
|
||||
|
@ -2316,8 +2315,8 @@ Node definition (register_node)
|
|||
liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
|
||||
liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
|
||||
freezemelt = "", -- water for snow/ice, ice/snow for water
|
||||
leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget use "leveled" type nodebox
|
||||
liquid_range = 8, -- number of flowing nodes arround source (max. 8)
|
||||
leveled = 0, -- Block contain level in param2. value - default level, used for snow. Don't forget use "leveled" type nodebox
|
||||
liquid_range = 8, -- number of flowing nodes around source (max. 8)
|
||||
drowning = 0, -- Player will take this amount of damage if no bubbles are left
|
||||
light_source = 0, -- Amount of light emitted by node
|
||||
damage_per_second = 0, -- If player is inside node, this damage is caused
|
||||
|
@ -2379,7 +2378,7 @@ Node definition (register_node)
|
|||
|
||||
on_receive_fields = func(pos, formname, fields, sender),
|
||||
^ fields = {name1 = value1, name2 = value2, ...}
|
||||
^ Called when an UI form (eg. sign text input) returns data
|
||||
^ Called when an UI form (e.g. sign text input) returns data
|
||||
^ default: nil
|
||||
|
||||
allow_metadata_inventory_move = func(pos, from_list, from_index,
|
||||
|
@ -2416,7 +2415,7 @@ Recipe for register_craft: (shaped)
|
|||
recipe = {
|
||||
{'default:cobble', 'default:cobble', 'default:cobble'},
|
||||
{'', 'default:stick', ''},
|
||||
{'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
|
||||
{'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
|
||||
},
|
||||
replacements = <optional list of item pairs,
|
||||
replace one input item with another item on crafting>
|
||||
|
@ -2538,7 +2537,7 @@ Decoration definition (register_decoration)
|
|||
replacements = {{"oldname", "convert_to"}, ...},
|
||||
flags = "place_center_x, place_center_z",
|
||||
^ Flags for schematic decorations. See 'Schematic attributes'.
|
||||
rotation = "90" --rotate schematic 90 degrees on placement
|
||||
rotation = "90" -- rotate schematic 90 degrees on placement
|
||||
^ Rotation can be "0", "90", "180", "270", or "random".
|
||||
}
|
||||
|
||||
|
@ -2612,10 +2611,10 @@ Particle definition (add_particle)
|
|||
texture = "image.png",
|
||||
^ Uses texture (string)
|
||||
playername = "singleplayer"
|
||||
^ Playername is optional, if specified spawns particle only on the player's client
|
||||
^ optional, if specified spawns particle only on the player's client
|
||||
}
|
||||
|
||||
Particlespawner definition (add_particlespawner)
|
||||
ParticleSpawner definition (add_particlespawner)
|
||||
{
|
||||
amount = 1,
|
||||
time = 1,
|
||||
|
@ -2630,11 +2629,11 @@ Particlespawner definition (add_particlespawner)
|
|||
maxexptime = 1,
|
||||
minsize = 1,
|
||||
maxsize = 1,
|
||||
^ The particle's properties are random values in between the boundings:
|
||||
^ The particle's properties are random values in between the bounds:
|
||||
^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
|
||||
^ minsize/maxsize, minexptime/maxexptime (expirationtime)
|
||||
collisiondetection = false,
|
||||
^ collisiondetection: if true uses collisiondetection
|
||||
^ collisiondetection: if true uses collision detection
|
||||
vertical = false,
|
||||
^ vertical: if true faces player using y axis only
|
||||
texture = "image.png",
|
||||
|
|
Loading…
Reference in New Issue