Update Hello-World.md
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@ -31,16 +31,18 @@ Open up `init.lua` in your editor.
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```Lua
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minetest.register_tool("helloworld:pick_hello", {
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inventory_image = "helloworld_hellopick.png",
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inventory_image = "helloworld_hellopick.png"
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})
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```
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Notice that there are parenthesis (`( )`) and braces (`{ }`). It might help to see it this way instead.
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```Lua
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minetest.register_tool("helloworld:pick_hello",
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minetest.register_tool
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(
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"helloworld:pick_hello",
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{
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inventory_image = "helloworld_hellopick.png",
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inventory_image = "helloworld_hellopick.png"
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}
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)
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```
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@ -51,7 +53,95 @@ When you've copied it down just like that, save the file.
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Let's check out our Hello Pickaxe now! Start up Minetest.
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Made like Stone Pickaxe, plus Hello World output.
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1. Hit *New* to make a new world to play in. Call it `Tutorial`.
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2. Use the arrow keys (not the mouse) to select new world you made. Then hit *Configure*.
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3. On the right-hand side, find our `helloworld` mod. Click on it.
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4. Check the *enabled* box at the top.
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5. Hit *Save*.
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Now, start up the Tutorial world we just made!
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We don't have a way to make our pickaxe, so we're going to tell the game to just give it to us.
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1. Hit the */* or *T* key.
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2. Type in `/giveme helloworld:pick_hello`.
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3. Hit *Enter* or press *Proceed*.
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Now you have the Hello World Pickaxe!
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If you notice, the `/giveme helloworld:pick_hello` matches some of the code we wrote earlier. That piece is basically the name the game calls our pickaxe.
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If you wanted a Stone Pickaxe, you would instead do `/giveme default:pick_stone`. Just as we called ours with the name of our mod (`helloworld`), the regular tools have a name in front of them too (`default`).
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## Item Description
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Run around in the game and some other items. They can be other tools or just some blocks.
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If you hit the *I* key and look at your items, you'll see that the other things all tell you what they are when the mouse arrow is over them. Our pickaxe doesn't do that. Let's fix that!
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First, hit the *Esc* key and the *Exit to Menu* button. We'll play again soon, don't worry! We just can't change the code while the game is actually playing. It's okay while the start screen is up though.
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So we need to add a line to our `init.lua`.
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```Lua
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minetest.register_tool("helloworld:pick_hello", {
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description = "Hello World Pickaxe",
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inventory_image = "helloworld_hellopick.png"
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})
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```
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Again, if it's clearer, look at it this way.
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```Lua
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minetest.register_tool
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(
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"helloworld:pick_hello",
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{
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description = "Hello World Pickaxe",
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inventory_image = "helloworld_hellopick.png"
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}
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)
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```
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Make sure you don't forget that comma!
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Once you get all that and save, start up the Tutorial world again. Check out your pickaxe in your item screen now. You did that!
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## Adding More Properties
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We need to give our pickaxe some more things. To help, let's look at the code for the Stone Pickaxe.
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```Lua
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minetest.register_tool("default:pick_stone", {
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description = "Stone Pickaxe",
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inventory_image = "default_tool_stonepick.png",
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tool_capabilities = {
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full_punch_interval = 1.3,
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max_drop_level=0,
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groupcaps={
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cracky = {times={[2]=2.0, [3]=1.20}, uses=20, maxlevel=1},
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},
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damage_groups = {fleshy=3},
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},
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})
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```
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That's a lot of extra stuff! Let's copy the new things over into our Hello World Pickaxe code.
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```Lua
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minetest.register_tool("helloworld:pick_hello", {
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description = "Hello World Pickaxe",
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inventory_image = "helloworld_hellopick.png",
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tool_capabilities = {
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full_punch_interval = 1.3,
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max_drop_level=0,
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groupcaps={
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cracky = {times={[2]=2.0, [3]=1.20}, uses=20, maxlevel=1},
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},
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damage_groups = {fleshy=3},
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},
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})
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```
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```Lua
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minetest.register_tool("tutorial:hellopick", {
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inventory_image = "tutorial_tool_hellopick.png",
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