Lua_api.txt: Split long lines part 1
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doc/lua_api.txt
163
doc/lua_api.txt
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@ -368,7 +368,8 @@ Parameters:
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* `<p>` = current animation frame
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Draw a step of the crack animation on the texture.
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`crack` draws it normally, while `cracko` lays it over, keeping transparent pixels intact.
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`crack` draws it normally, while `cracko` lays it over, keeping transparent
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pixels intact.
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Example:
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@ -457,7 +458,8 @@ Example:
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default_stone.png^[transformFXR90
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#### `[inventorycube{<top>{<left>{<right>`
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Escaping does not apply here and `^` is replaced by `&` in texture names instead.
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Escaping does not apply here and `^` is replaced by `&` in texture names
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instead.
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Create an inventory cube texture using the side textures.
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@ -510,8 +512,8 @@ texture pixel.
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Multiplies texture colors with the given color.
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`<color>` is specified as a `ColorString`.
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Result is more like what you'd expect if you put a color on top of another
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color. Meaning white surfaces get a lot of your new color while black parts don't
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change very much.
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color. Meaning white surfaces get a lot of your new color while black parts
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don't change very much.
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Hardware coloring
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-----------------
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@ -808,16 +810,19 @@ the global `minetest.registered_*` tables.
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* `minetest.register_decoration(decoration definition)`
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* returns an integer uniquely identifying the registered decoration
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* added to `minetest.registered_decorations` with the key of `decoration.name`
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* added to `minetest.registered_decorations` with the key of
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`decoration.name`.
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* if `decoration.name` is nil, the key is the returned ID
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* `minetest.register_schematic(schematic definition)`
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* returns an integer uniquely identifying the registered schematic
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* added to `minetest.registered_schematic` with the key of `schematic.name`
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* if `schematic.name` is nil, the key is the returned ID
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* if the schematic is loaded from a file, schematic.name is set to the filename
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* if the function is called when loading the mod, and schematic.name is a relative
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path, then the current mod path will be prepended to the schematic filename
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* if the schematic is loaded from a file, schematic.name is set to the
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filename.
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* if the function is called when loading the mod, and schematic.name is a
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relative path, then the current mod path will be prepended to the
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schematic filename.
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* `minetest.clear_registered_biomes()`
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* clears all biomes currently registered
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@ -909,20 +914,22 @@ node definition:
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^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
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Leveled nodebox:
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The level of the top face of the nodebox is stored in param2.
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The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes.
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The other faces are defined by 'fixed = {}' like 'type = "fixed"'
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nodeboxes.
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The nodebox height is (param2 / 64) nodes.
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The maximum accepted value of param2 is 127.
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Rooted plantlike:
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The height of the 'plantlike' section is stored in param2.
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The height is (param2 / 16) nodes.
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paramtype2 == "degrotate"
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^ The rotation of this node is stored in param2. Plants are rotated this way.
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^ Only valid for "plantlike". The rotation of the node is stored in param2.
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Values range 0 - 179. The value stored in param2 is multiplied by two to
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get the actual rotation of the node.
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get the actual rotation in degrees of the node.
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paramtype2 == "meshoptions"
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^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
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be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
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a mesh selector. Currently the following meshes are choosable:
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^ Only valid for "plantlike". The value of param2 becomes a bitfield which
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can be used to change how the client draws plantlike nodes.
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Bits 0, 1 and 2 form a mesh selector.
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Currently the following meshes are choosable:
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0 = a "x" shaped plant (ordinary plant)
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1 = a "+" shaped plant (just rotated 45 degrees)
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2 = a "*" shaped plant with 3 faces instead of 2
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@ -949,7 +956,8 @@ node definition:
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is picked from the palette.
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The palette should have 32 pixels.
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paramtype2 == "glasslikeliquidlevel"
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^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
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^ Only valid for "glasslike_framed" or "glasslike_framed_optional"
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drawtypes.
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param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
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63 being full.
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Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
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@ -981,7 +989,8 @@ Look for examples in `games/minimal` or `games/minetest_game`.
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* `mesh` -- Use models for nodes, see below
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* `plantlike_rooted` -- See below
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`*_optional` drawtypes need less rendering time if deactivated (always client side).
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`*_optional` drawtypes need less rendering time if deactivated
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(always client side).
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Node boxes
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----------
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@ -1002,9 +1011,9 @@ A nodebox is defined as any of:
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fixed = box OR {box1, box2, ...}
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}
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{
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-- A variable height box (or boxes) with the top face position defined by
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-- the node parameter 'leveled = ', or if 'paramtype2 == "leveled"' by
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-- param2.
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-- A variable height box (or boxes) with the top face position defined
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-- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
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-- by param2.
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-- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
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type = "leveled",
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fixed = box OR {box1, box2, ...}
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@ -1038,7 +1047,8 @@ A nodebox is defined as any of:
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disconnected_back = box OR {box1, box2, ...}
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disconnected_right = box OR {box1, box2, ...}
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disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
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disconnected_sides = box OR {box1, box2, ...} -- when there are *no* neighbours to the sides
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disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
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neighbours to the sides
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}
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A `box` is defined as:
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@ -1080,14 +1090,16 @@ Offset that the noise is translated by (i.e. added) after calculation.
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Factor that the noise is scaled by (i.e. multiplied) after calculation.
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### `spread`
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Vector containing values by which each coordinate is divided by before calculation.
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Vector containing values by which each coordinate is divided by before
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calculation.
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Higher spread values result in larger noise features.
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A value of `{x=250, y=250, z=250}` is common.
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### `seed`
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Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
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In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
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Random seed for the noise. Add the world seed to a seed offset for world-unique
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noise. In the case of `minetest.get_perlin()`, this value has the world seed
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automatically added.
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### `octaves`
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Number of times the noise gradient is accumulated into the noise.
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@ -1097,10 +1109,11 @@ Increase this number to increase the amount of detail in the resulting noise.
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A value of `6` is common.
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### `persistence`
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Factor by which the effect of the noise gradient function changes with each successive octave.
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Factor by which the effect of the noise gradient function changes with each
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successive octave.
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Values less than `1` make the details of successive octaves' noise diminish, while values
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greater than `1` make successive octaves stronger.
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Values less than `1` make the details of successive octaves' noise diminish,
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while values greater than `1` make successive octaves stronger.
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A value of `0.6` is common.
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@ -1115,13 +1128,15 @@ Leave this field unset for no special handling.
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Currently supported are `defaults`, `eased` and `absvalue`.
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#### `defaults`
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Specify this if you would like to keep auto-selection of eased/not-eased while specifying
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some other flags.
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Specify this if you would like to keep auto-selection of eased/not-eased while
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specifying some other flags.
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#### `eased`
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Maps noise gradient values onto a quintic S-curve before performing interpolation.
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This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
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If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
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Maps noise gradient values onto a quintic S-curve before performing
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interpolation. This results in smooth, rolling noise.
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Disable this (`noeased`) for sharp-looking noise.
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If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
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not eased.
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#### `absvalue`
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Accumulates the absolute value of each noise gradient result.
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@ -1151,9 +1166,9 @@ All default ores are of the uniformly-distributed scatter type.
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### `scatter`
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Randomly chooses a location and generates a cluster of ore.
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If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
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that point is greater than the `noise_threshold`, giving the ability to create
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a non-equal distribution of ore.
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If `noise_params` is specified, the ore will be placed if the 3D perlin noise
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at that point is greater than the `noise_threshold`, giving the ability to
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create a non-equal distribution of ore.
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### `sheet`
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Creates a sheet of ore in a blob shape according to the 2D perlin noise
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@ -1164,29 +1179,31 @@ This sheet consists of vertical columns of uniform randomly distributed height,
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varying between the inclusive range `column_height_min` and `column_height_max`.
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If `column_height_min` is not specified, this parameter defaults to 1.
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If `column_height_max` is not specified, this parameter defaults to `clust_size`
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for reverse compatibility. New code should prefer `column_height_max`.
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for reverse compatibility. New code should prefer `column_height_max`.
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The `column_midpoint_factor` parameter controls the position of the column at which
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ore emanates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
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columns grow equally starting from each direction. `column_midpoint_factor` is a
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decimal number ranging in value from 0 to 1. If this parameter is not specified,
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the default is 0.5.
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The `column_midpoint_factor` parameter controls the position of the column at
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which ore emanates from.
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If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
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equally starting from each direction.
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`column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
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this parameter is not specified, the default is 0.5.
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The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
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The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
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ore type.
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### `puff`
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Creates a sheet of ore in a cloud-like puff shape.
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As with the `sheet` ore type, the size and shape of puffs are described by
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`noise_params` and `noise_threshold` and are placed at random vertical positions
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within the currently generated chunk.
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`noise_params` and `noise_threshold` and are placed at random vertical
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positions within the currently generated chunk.
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The vertical top and bottom displacement of each puff are determined by the noise
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parameters `np_puff_top` and `np_puff_bottom`, respectively.
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The vertical top and bottom displacement of each puff are determined by the
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noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
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### `blob`
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Creates a deformed sphere of ore according to 3d perlin noise described by
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`noise_params`. The maximum size of the blob is `clust_size`, and
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`noise_params`. The maximum size of the blob is `clust_size`, and
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`clust_scarcity` has the same meaning as with the `scatter` type.
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### `vein`
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@ -1195,8 +1212,8 @@ instances of 3d perlin noise with different seeds, both described by
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`noise_params`.
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`random_factor` varies the influence random chance has on placement of an ore
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inside the vein, which is `1` by default. Note that modifying this parameter may
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require adjusting `noise_threshold`.
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inside the vein, which is `1` by default. Note that modifying this parameter
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may require adjusting `noise_threshold`.
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The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
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by this ore type.
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@ -1222,8 +1239,8 @@ computationally expensive than any other ore.
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Creates a single undulating ore stratum that is continuous across mapchunk
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borders and horizontally spans the world.
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The 2D perlin noise described by `noise_params` defines the Y co-ordinate of the
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stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
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The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
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the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
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defines the stratum's vertical thickness (in units of nodes). Due to being
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continuous across mapchunk borders the stratum's vertical thickness is
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unlimited.
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@ -1234,8 +1251,8 @@ to y_max in a simple horizontal stratum.
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A parameter `stratum_thickness` can be provided instead of the noise parameter
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`np_stratum_thickness`, to create a constant thickness.
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Leaving out one or both noise parameters makes the ore generation less intensive,
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useful when adding multiple strata.
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Leaving out one or both noise parameters makes the ore generation less
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intensive, useful when adding multiple strata.
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`y_min` and `y_max` define the limits of the ore generation and for performance
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reasons should be set as close together as possible but without clipping the
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@ -1255,15 +1272,16 @@ Currently supported flags:
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`puff_cliffs`, `puff_additive_composition`.
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### `puff_cliffs`
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If set, puff ore generation will not taper down large differences in displacement
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when approaching the edge of a puff. This flag has no effect for ore types other
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than `puff`.
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If set, puff ore generation will not taper down large differences in
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displacement when approaching the edge of a puff. This flag has no effect for
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ore types other than `puff`.
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### `puff_additive_composition`
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By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
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negative displacement, the sub-column at that point is not generated. With this
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attribute set, puff ore generation will instead generate the absolute difference in
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noise displacement values. This flag has no effect for ore types other than `puff`.
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By default, when noise described by `np_puff_top` or `np_puff_bottom` results
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in a negative displacement, the sub-column at that point is not generated. With
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this attribute set, puff ore generation will instead generate the absolute
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difference in noise displacement values. This flag has no effect for ore types
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other than `puff`.
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Decoration types
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----------------
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@ -1290,22 +1308,28 @@ A schematic specifier identifies a schematic by either a filename to a
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Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
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in the form of a table. This table specifies the following fields:
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* The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
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* The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
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of the schematic to have a `prob / 256 * 100` chance of occurring. (default: 255)
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* The `size` field is a 3D vector containing the dimensions of the provided
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schematic. (required)
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* The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th
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vertical slice of the schematic to have a `prob / 256 * 100` chance of
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occurring. (default: 255)
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* The `data` field is a flat table of MapNode tables making up the schematic,
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in the order of `[z [y [x]]]`. (required)
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Each MapNode table contains:
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* `name`: the name of the map node to place (required)
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* `prob` (alias `param1`): the probability of this node being placed (default: 255)
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* `param2`: the raw param2 value of the node being placed onto the map (default: 0)
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* `force_place`: boolean representing if the node should forcibly overwrite any
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previous contents (default: false)
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* `prob` (alias `param1`): the probability of this node being placed
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(default: 255)
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* `param2`: the raw param2 value of the node being placed onto the map
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(default: 0)
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* `force_place`: boolean representing if the node should forcibly overwrite
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any previous contents (default: false)
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About probability values:
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* A probability value of `0` or `1` means that node will never appear (0% chance).
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* A probability value of `254` or `255` means the node will always appear (100% chance).
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* A probability value of `0` or `1` means that node will never appear
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(0% chance).
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* A probability value of `254` or `255` means the node will always appear
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(100% chance).
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* If the probability value `p` is greater than `1`, then there is a
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`(p / 256 * 100)` percent chance that node will appear when the schematic is
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placed on the map.
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@ -1321,7 +1345,8 @@ Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
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* `place_center_x`: Placement of this decoration is centered along the X axis.
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* `place_center_y`: Placement of this decoration is centered along the Y axis.
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* `place_center_z`: Placement of this decoration is centered along the Z axis.
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* `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
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* `force_placement`: Schematic nodes other than "ignore" will replace existing
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nodes.
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HUD element types
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