finish the 'base part'

this code is untested with any kind of node, and what not.
master
Jordan Snelling 2012-08-25 15:41:12 +01:00
parent b28489f2fa
commit 5f6addbf93
1 changed files with 13 additions and 4 deletions

View File

@ -3,9 +3,10 @@
-- This is a prototype; feel free to add things, or change things to fit.
-- Licence; LGPL
dofile(minetest.get_modpath("PATH_OF_MOD").."/nodes.lua") -- This file is where the 'blocks' of the game can be found.
dofile(minetest.get_modpath("PATH_OF_MOD").."/crafting.lua") -- This file contains all of the definitions of the crafting, like so many wood makes a tool, or stick.
dofile(minetest.get_modpath("PATH_OF_MOD").."/tools.lua") -- This is where your pickaxes. shovels, axes and swords can be found.
-- Removing these two lines and files is a BAD IDEA. The other parts to the thing won't work; e.g. crafting or your tools will not work.
PATH_OF_MOD =
@ -14,13 +15,21 @@ PATH_OF_MOD =
MASTER_MODNAME =
-- Place your mod name above this line, IT MUST BE THE SAME AS THE FOLDER.
function basic_node(groups, texture. description, nodename, sound)
minetest.register_node("modname" .. nodename, {
description = description,
tiles = texture,
is_ground_content = true,
groups = groups,
sounds = default.node_sound_ .. sound .. _defaults(),
})
function basic_node(groups, texture. description, nodename, drawtype)
function un_natural_node(groups, texture. description, nodename, drawtype, sound)
minetest.register_node("modname" .. nodename, {
description = description,
drawtype = drawtype,
tiles = texture,
is_ground_content = true,
groups = groups,
sounds = default.node_sound_ .. sound .. _defaults(),
})