[docs] Sorted attribute lists.
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@ -4,8 +4,8 @@
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```lua
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mod:biome {
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id = "desert",
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name = "Desert",
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id = "desert", -- mandatory
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name = "Desert", -- mandatory
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params = {
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temperature = -0.3,
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@ -39,134 +39,6 @@ mod:biome {
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## Attributes
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### `id`
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ID of the biome. **Mandatory field.**
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Example:
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```lua
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id = "biome_desert"
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```
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IDs are usually of the form `mod:biome` but the `mod:` prefix is prepended automatically so it's not needed.
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### `name`
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Label of the biome. **Mandatory field.**
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Example:
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```lua
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name = "Desert"
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```
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This label is the name that will appear everywhere in the game.
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### `params`
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Parameters used to generate the biome.
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Example:
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```lua
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params = {
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temperature = -0.3,
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precipitation = -0.7
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}
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```
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Current valid parameters are:
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- `temperature`
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- `precipitation`
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### `top_block`
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String ID of the block used on the top of the terrain.
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Example:
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```lua
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top_block = "default:grass"
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```
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### `ground_block`
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String ID of the block used for the upper part of the terrain, under `top_block`.
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Example:
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```lua
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ground_block = "default:dirt"
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```
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### `deep_block`
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String ID of the block used for the lower part of the terrain, below `ground_block`.
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Example:
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```lua
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deep_block = "default:stone"
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```
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### `beach_block`
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String ID of the block used around and under `liquid_block`.
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Example:
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```lua
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beach_block = "default:sand"
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```
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### `liquid_block`
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String ID of the block used to make lakes under `SEALEVEL` (see EngineConfig.hpp).
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Example:
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```lua
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liquid_block = "default:water"
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```
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### `portal_block`
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String ID of the block used to generate portal center.
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Example:
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```lua
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portal_block = "default:portal"
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```
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**Note:** This attribute is temporary and will get removed soon.
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### `portal_frame_block`
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String ID of the block used to generate portal frame.
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Example:
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```lua
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portal_frame_block = "default:obsidian"
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```
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**Note:** This attribute is temporary and will get removed soon.
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### `trees`
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Table that defines tree placement.
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Example:
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```lua
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trees = {
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{
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type = "default:oak",
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probability = 0.01
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},
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{
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type = "default:cactus",
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probability = 0.001
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}
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}
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```
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Possible attributes:
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- `type`: String ID of the tree definition
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- `probability`: Probability to spawn this tree
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### `flora`
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Table that defines flora placement.
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@ -192,6 +64,28 @@ Possible attributes:
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- `spawn_on`: What the block below must be
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- `probability`: Probability to spawn `block`
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### `id`
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ID of the biome. **Mandatory field.**
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Example:
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```lua
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id = "biome_desert"
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```
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IDs are usually of the form `mod:biome` but the `mod:` prefix is prepended automatically so it's not needed.
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### `name`
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Label of the biome. **Mandatory field.**
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Example:
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```lua
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name = "Desert"
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```
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This label is the name that will appear everywhere in the game.
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### `ores`
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Table that defines ore placement.
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@ -212,3 +106,111 @@ Possible attributes:
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- `probability`: Probability to spawn an ore vein with that block
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- `size`: Ore vein size
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### `params`
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Parameters used to generate the biome.
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Example:
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```lua
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params = {
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temperature = -0.3,
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precipitation = -0.7
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}
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```
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Current valid parameters are:
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- `temperature`
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- `precipitation`
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### `trees`
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Table that defines tree placement.
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Example:
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```lua
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trees = {
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{
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type = "default:oak",
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probability = 0.01
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},
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{
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type = "default:cactus",
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probability = 0.001
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}
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}
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```
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Possible attributes:
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- `type`: String ID of the tree definition
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- `probability`: Probability to spawn this tree
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### Blocks
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#### `top_block`
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String ID of the block used on the top of the terrain.
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Example:
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```lua
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top_block = "default:grass"
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```
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#### `ground_block`
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String ID of the block used for the upper part of the terrain, under `top_block`.
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Example:
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```lua
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ground_block = "default:dirt"
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```
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#### `deep_block`
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String ID of the block used for the lower part of the terrain, below `ground_block`.
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Example:
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```lua
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deep_block = "default:stone"
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```
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#### `beach_block`
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String ID of the block used around and under `liquid_block`.
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Example:
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```lua
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beach_block = "default:sand"
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```
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#### `liquid_block`
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String ID of the block used to make lakes under `SEALEVEL` (see EngineConfig.hpp).
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Example:
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```lua
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liquid_block = "default:water"
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```
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#### `portal_block`
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String ID of the block used to generate portal center.
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Example:
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```lua
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portal_block = "default:portal"
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```
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**Note:** This attribute is temporary and will get removed soon.
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#### `portal_frame_block`
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String ID of the block used to generate portal frame.
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Example:
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```lua
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portal_frame_block = "default:obsidian"
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```
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**Note:** This attribute is temporary and will get removed soon.
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@ -12,6 +12,58 @@ mod:block {
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## Attributes
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### `bounding_box`
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Bounding box of the box.
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Example:
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```lua
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bounding_box = {0, 0, 0, 1, 1, 1} -- this is default value
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```
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Format is `{x, y, z, width, depth, height}`. Note that OpenMiner uses Z axis as up.
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The bounding box determines collisions with the block, as well as the selection box that will be displayed when looking at the block.
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Note: This is what affects the temporary `boundingbox` draw type.
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### `color_multiplier`
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Color multiplier of the grayscale parts of the block texture.
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Example:
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```lua
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color_multiplier = {1, 1, 1, 1} -- full white, this is the default value
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```
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Only the pure gray parts (red == green == blue) will be affected by this multiplier.
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### `draw_type`
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Draw type of the block, see [Draw types](#draw-types) for more details.
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Example:
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```lua
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draw_type = "solid" -- this is the default value
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```
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### `hardness`
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Hardness of the block, affects mining speed.
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Example:
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```lua
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hardness = 0.5
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```
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Default value is `1.0`, any value under this will increase mining speed, and any value above will decrease mining speed.
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### `harvest_requirements`
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Set which tools are more effective.
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**Note:** This attribute would need more doc but it'll probably get removed soon.
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### `id`
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ID of the block. **Mandatory field.**
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@ -23,6 +75,45 @@ id = "cobblestone"
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IDs are usually of the form `mod:block` but the `mod:` prefix is prepended automatically so it's not needed.
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### `is_light_source`
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Defines if the block is the light source or not.
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Example:
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```lua
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is_light_source = false -- this is the default value
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```
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### `is_opaque`
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Defines if the block let the light pass or not.
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Example:
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```lua
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is_opaque = true -- this is the default value
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```
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### `is_rotatable`
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Defines if the block should face the player when placed, like the furnace for example
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Example:
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```lua
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is_rotatable = false -- this is the default value
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```
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### `item_drop`
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Item stack that is given to the player when breaking the block.
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Example:
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```lua
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item_drop = {
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id = "default:cobblestone",
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amount = 1
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} -- this is the default drop of a 'default:cobblestone' block
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```
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### `name`
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Label of the block. **Mandatory field.**
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@ -60,112 +151,27 @@ The textures will be loaded from `mods/<your-mod>/textures/blocks`
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**Note:** Currently, you can only use textures of the exact same size (16x16, 32x32) than the other block/item textures in the game.
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### `harvest_requirements`
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Set which tools are more effective.
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**Note:** This attribute would need more doc but it'll probably get removed soon.
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### `hardness`
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Hardness of the block, affects mining speed.
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Example:
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```lua
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hardness = 0.5
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```
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Default value is `1.0`, any value under this will increase mining speed, and any value above will decrease mining speed.
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### `is_opaque`
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Defines if the block let the light pass or not.
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Example:
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```lua
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is_opaque = true -- this is the default value
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```
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### `is_light_source`
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Defines if the block is the light source or not.
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Example:
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```lua
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is_light_source = false -- this is the default value
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```
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### `is_rotatable`
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Defines if the block should face the player when placed, like the furnace for example
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Example:
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```lua
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is_rotatable = false -- this is the default value
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```
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### `bounding_box`
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Bounding box of the box.
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Example:
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```lua
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bounding_box = {0, 0, 0, 1, 1, 1} -- this is default value
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```
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Format is `{x, y, z, width, depth, height}`. Note that OpenMiner uses Z axis as up.
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The bounding box determines collisions with the block, as well as the selection box that will be displayed when looking at the block.
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Note: This is what affects the temporary `boundingbox` draw type.
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### `draw_type`
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Draw type of the block, see [Draw types](#draw-types) for more details.
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Example:
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```lua
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draw_type = "solid" -- this is the default value
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```
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### `item_drop`
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Item stack that is given to the player when breaking the block.
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Example:
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```lua
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item_drop = {
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id = "default:cobblestone",
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amount = 1
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} -- this is the default drop of a 'default:cobblestone' block
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```
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### `color_multiplier`
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Color multiplier of the grayscale parts of the block texture.
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Example:
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```lua
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color_multiplier = {1, 1, 1, 1} -- full white, this is the default value
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```
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Only the pure gray parts (red == green == blue) will be affected by this multiplier.
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## Draw types
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The draw type changes how the block is rendered.
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### `solid`
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### `boundingbox`
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This draw type is the default draw type of the blocks.
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NB: Temporary draw type.
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It renders a basic textured cube of size 1x1x1.
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Allow drawing a block of the size of the `bounding_box`.
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### `xshape`
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### `cactus`
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Draws two textured quads that form an X shape.
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Using the `bounding_box` attribute, will draw a # shape instead of a cube.
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Useful for flora, tallgrass, mushrooms, etc...
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Useful for `cactus` block.
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### `glass`
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Draw type used for glass-type blocks. Also works for portals.
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Almost the same as the `liquid` draw type, except that back-face culling is enabled.
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### `leaves`
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@ -181,33 +187,20 @@ Makes a single mesh with all the connected blocks of the same type in a chunk.
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It will be rendered without back-face culling (this is why you can see water surface while being inside).
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### `glass`
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### `solid`
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Draw type used for glass-type blocks. Also works for portals.
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This draw type is the default draw type of the blocks.
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Almost the same as the `liquid` draw type, except that back-face culling is enabled.
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It renders a basic textured cube of size 1x1x1.
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### `cactus`
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### `xshape`
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Using the `bounding_box` attribute, will draw a # shape instead of a cube.
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Draws two textured quads that form an X shape.
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Useful for `cactus` block.
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### `boundingbox`
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NB: Temporary draw type.
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Allow drawing a block of the size of the `bounding_box`.
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Useful for flora, tallgrass, mushrooms, etc...
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## Functions
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### `on_block_placed`
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Parameters:
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- `pos` (`ivec3`): position of the block
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- `world` (`World`): instance of `ServerWorld`
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### `on_block_activated`
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Parameters:
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@ -221,6 +214,13 @@ Parameters:
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- `screen_height` (`u16`): height of the screen
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- `gui_scale` (`u8`): current scaling setting
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### `on_block_placed`
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Parameters:
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- `pos` (`ivec3`): position of the block
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- `world` (`World`): instance of `ServerWorld`
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### `on_tick`
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Parameters:
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|
@ -4,8 +4,8 @@
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```lua
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mod:dimension {
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id = "overworld",
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name = "Overworld",
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id = "overworld", -- mandatory
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name = "Overworld", -- mandatory
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biomes = {"default:grassland", "default:desert"},
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@ -15,6 +15,15 @@ mod:dimension {
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## Attributes
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### `biomes`
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Table containing all the string IDs of the possible biomes for this dimension.
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Example:
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```lua
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biomes = {"default:grassland", "default:desert"}
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```
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### `id`
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ID of the dimension. **Mandatory field.**
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@ -37,15 +46,6 @@ name = "Nether"
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This label is the name that will appear everywhere in the game.
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### `biomes`
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Table containing all the string IDs of the possible biomes for this dimension.
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Example:
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```lua
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biomes = {"default:grassland", "default:desert"}
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```
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||||
|
||||
### `sky`
|
||||
|
||||
String ID of the sky definition used for this dimension.
|
||||
|
@ -4,14 +4,38 @@
|
||||
|
||||
```lua
|
||||
mod:item {
|
||||
id = "myitem",
|
||||
name = "My Item",
|
||||
id = "myitem", -- mandatory
|
||||
name = "My Item", -- mandatory
|
||||
tiles = "myitem.png",
|
||||
}
|
||||
```
|
||||
|
||||
## Attributes
|
||||
|
||||
### `burn_time`
|
||||
|
||||
Burn time of a fuel item.
|
||||
|
||||
Example:
|
||||
```lua
|
||||
burn_time = 200 -- example value for a coal item, default is 0
|
||||
```
|
||||
|
||||
### `harvest_capability`
|
||||
|
||||
For a tool, set which blocks are easier to mine.
|
||||
|
||||
**Note:** This attribute would need more doc but it'll probably get removed soon.
|
||||
|
||||
### `is_fuel`
|
||||
|
||||
Defines if the item is valid furnace fuel or not.
|
||||
|
||||
Example:
|
||||
```lua
|
||||
is_fuel = false -- this is the default value
|
||||
```
|
||||
|
||||
### `id`
|
||||
|
||||
ID of the item. **Mandatory field.**
|
||||
@ -23,6 +47,15 @@ id = "stick"
|
||||
|
||||
IDs are usually of the form `mod:item` but the `mod:` prefix is prepended automatically so it's not needed.
|
||||
|
||||
### `mining_speed`
|
||||
|
||||
For a tool, speed at which it mines the block.
|
||||
|
||||
Example:
|
||||
```lua
|
||||
mining_speed = 1 -- this is the default value
|
||||
```
|
||||
|
||||
### `name`
|
||||
|
||||
Label of the item. **Mandatory field.**
|
||||
@ -47,36 +80,3 @@ The textures will be loaded from `mods/<your-mod>/textures/items`
|
||||
|
||||
**Note:** Currently, you can only use textures of the exact same size (16x16, 32x32) than the other block/item textures in the game.
|
||||
|
||||
### `harvest_capability`
|
||||
|
||||
For a tool, set which blocks are easier to mine.
|
||||
|
||||
**Note:** This attribute would need more doc but it'll probably get removed soon.
|
||||
|
||||
### `mining_speed`
|
||||
|
||||
For a tool, speed at which it mines the block.
|
||||
|
||||
Example:
|
||||
```lua
|
||||
mining_speed = 1 -- this is the default value
|
||||
```
|
||||
|
||||
### `is_fuel`
|
||||
|
||||
Defines if the item is valid furnace fuel or not.
|
||||
|
||||
Example:
|
||||
```lua
|
||||
is_fuel = false -- this is the default value
|
||||
```
|
||||
|
||||
### `burn_time`
|
||||
|
||||
Burn time of a fuel item.
|
||||
|
||||
Example:
|
||||
```lua
|
||||
burn_time = 200 -- example value for a coal item, default is 0
|
||||
```
|
||||
|
||||
|
@ -140,6 +140,81 @@ gui:image {
|
||||
|
||||
## C++ classes in Lua
|
||||
|
||||
### Block
|
||||
|
||||
- `u16 id()`
|
||||
- `u16 data()`
|
||||
- `string string_id()`
|
||||
- `string label()`
|
||||
- `stirng mod_name()`
|
||||
- `bool is_opaque()`
|
||||
|
||||
### BlockData
|
||||
|
||||
- `Inventory *inventory`
|
||||
- `BlockMetadata *meta`
|
||||
- `bool use_alt_tiles`
|
||||
|
||||
### BlockMetadata
|
||||
|
||||
- `string get_string(string attribute)`
|
||||
- `void set_string(string attribute, string value)`
|
||||
- `int get_int(string attribute)`
|
||||
- `void set_int(string attribute, int value)`
|
||||
|
||||
### Chunk
|
||||
|
||||
- `u16 get_block(int x, int y, int z)`
|
||||
- `void set_block(int x, int y, int z, u16 block)`
|
||||
- `u16 get_data(int x, int y, int z)`
|
||||
- `void set_data(int x, int y, int z, u16 data)`
|
||||
- `BlockData *add_block_data(int x, int y, int z, int inventoryWidth, int inventoryHeight)`
|
||||
- `BlockData *get_block_data(int x, int y, int z)`
|
||||
|
||||
### ClientInfo
|
||||
|
||||
- `u16 id()`
|
||||
|
||||
### Inventory
|
||||
|
||||
- `void add_stack(string name, u16 amount)`
|
||||
- `ItemStack get_stack(u16 x, u16 y)`
|
||||
- `void set_stack(u16 x, u16 y, string name, u16 amount)`
|
||||
|
||||
### Item
|
||||
|
||||
- `u16 id()`
|
||||
- `string name()`
|
||||
- `u16 burn_time()`
|
||||
- `bool is_fuel()`
|
||||
|
||||
### ItemStack
|
||||
|
||||
- `u16 amount()`
|
||||
- `Item item()`
|
||||
|
||||
### ivec3
|
||||
|
||||
- `int x`
|
||||
- `int y`
|
||||
- `int z`
|
||||
|
||||
### Player
|
||||
|
||||
- `Inventory *inventory()`
|
||||
- `double x()`
|
||||
- `double y()`
|
||||
- `double z()`
|
||||
- `void set_position(double x, double y, double z)`
|
||||
- `u16 dimension()`
|
||||
- `void set_dimension(u16 dimension)`
|
||||
- `u16 client_id()`
|
||||
|
||||
### Recipe
|
||||
|
||||
- `string type()`
|
||||
- `ItemStack result()`
|
||||
|
||||
### Registry
|
||||
|
||||
- `Block get_block(u16 id)`
|
||||
@ -159,6 +234,11 @@ gui:image {
|
||||
- `Biome[] biomes()`
|
||||
- `Dimension[] dimensions()`
|
||||
|
||||
### ServerCommandHandler
|
||||
|
||||
- `void send_player_change_dimension(u16 clientID, int x, int y, int z, u16 dimension, ClientInfo client)`
|
||||
- `void send_chat_message(u16 senderID, string message, ClientInfo client)`
|
||||
|
||||
### World
|
||||
|
||||
- `u16 get_block(int x, int y, int z)`
|
||||
@ -168,83 +248,3 @@ gui:image {
|
||||
- `BlockData *add_block_data(int x, int y, int z, int inventoryWidth, int inventoryHeight)`
|
||||
- `BlockData *get_block_data(int x, int y, int z)`
|
||||
|
||||
### Chunk
|
||||
|
||||
- `u16 get_block(int x, int y, int z)`
|
||||
- `void set_block(int x, int y, int z, u16 block)`
|
||||
- `u16 get_data(int x, int y, int z)`
|
||||
- `void set_data(int x, int y, int z, u16 data)`
|
||||
- `BlockData *add_block_data(int x, int y, int z, int inventoryWidth, int inventoryHeight)`
|
||||
- `BlockData *get_block_data(int x, int y, int z)`
|
||||
|
||||
### BlockData
|
||||
|
||||
- `Inventory *inventory`
|
||||
- `BlockMetadata *meta`
|
||||
- `bool use_alt_tiles`
|
||||
|
||||
### Block
|
||||
|
||||
- `u16 id()`
|
||||
- `u16 data()`
|
||||
- `string string_id()`
|
||||
- `string label()`
|
||||
- `stirng mod_name()`
|
||||
- `bool is_opaque()`
|
||||
|
||||
### Player
|
||||
|
||||
- `Inventory *inventory()`
|
||||
- `double x()`
|
||||
- `double y()`
|
||||
- `double z()`
|
||||
- `void set_position(double x, double y, double z)`
|
||||
- `u16 dimension()`
|
||||
- `void set_dimension(u16 dimension)`
|
||||
- `u16 client_id()`
|
||||
|
||||
### Inventory
|
||||
|
||||
- `void add_stack(string name, u16 amount)`
|
||||
- `ItemStack get_stack(u16 x, u16 y)`
|
||||
- `void set_stack(u16 x, u16 y, string name, u16 amount)`
|
||||
|
||||
### Recipe
|
||||
|
||||
- `string type()`
|
||||
- `ItemStack result()`
|
||||
|
||||
### ItemStack
|
||||
|
||||
- `u16 amount()`
|
||||
- `Item item()`
|
||||
|
||||
### Item
|
||||
|
||||
- `u16 id()`
|
||||
- `string name()`
|
||||
- `u16 burn_time()`
|
||||
- `bool is_fuel()`
|
||||
|
||||
### ivec3
|
||||
|
||||
- `int x`
|
||||
- `int y`
|
||||
- `int z`
|
||||
|
||||
### BlockMetadata
|
||||
|
||||
- `string get_string(string attribute)`
|
||||
- `void set_string(string attribute, string value)`
|
||||
- `int get_int(string attribute)`
|
||||
- `void set_int(string attribute, int value)`
|
||||
|
||||
### ClientInfo
|
||||
|
||||
- `u16 id()`
|
||||
|
||||
### ServerCommandHandler
|
||||
|
||||
- `void send_player_change_dimension(u16 clientID, int x, int y, int z, u16 dimension, ClientInfo client)`
|
||||
- `void send_chat_message(u16 senderID, string message, ClientInfo client)`
|
||||
|
||||
|
@ -4,7 +4,7 @@
|
||||
|
||||
```lua
|
||||
mod:sky {
|
||||
id = "sky_overworld",
|
||||
id = "sky_overworld", -- mandatory
|
||||
|
||||
color = {
|
||||
day = {50, 153, 204},
|
||||
@ -18,17 +18,6 @@ mod:sky {
|
||||
|
||||
## Attributes
|
||||
|
||||
### `id`
|
||||
|
||||
ID of the sky. **Mandatory field.**
|
||||
|
||||
Example:
|
||||
```lua
|
||||
id = "sky_nether"
|
||||
```
|
||||
|
||||
IDs are usually of the form `mod:sky` but the `mod:` prefix is prepended automatically so it's not needed.
|
||||
|
||||
### `color`
|
||||
|
||||
Sky color.
|
||||
@ -57,3 +46,14 @@ fog_color = {
|
||||
Possible values:
|
||||
- `day`: Fog color at midday
|
||||
|
||||
### `id`
|
||||
|
||||
ID of the sky. **Mandatory field.**
|
||||
|
||||
Example:
|
||||
```lua
|
||||
id = "sky_nether"
|
||||
```
|
||||
|
||||
IDs are usually of the form `mod:sky` but the `mod:` prefix is prepended automatically so it's not needed.
|
||||
|
||||
|
@ -4,7 +4,7 @@
|
||||
|
||||
```lua
|
||||
mod:tree {
|
||||
id = "oak",
|
||||
id = "tree_oak", -- mandatory
|
||||
|
||||
log_block = "default:oak_wood",
|
||||
leaves_block = "default:oak_leaves",
|
||||
@ -18,6 +18,15 @@ mod:tree {
|
||||
|
||||
## Attributes
|
||||
|
||||
### `has_leaves`
|
||||
|
||||
Defines if the tree has leaves or not.
|
||||
|
||||
Example:
|
||||
```lua
|
||||
has_leaves = true -- this is the default value
|
||||
```
|
||||
|
||||
### `id`
|
||||
|
||||
ID of the tree. **Mandatory field.**
|
||||
@ -29,15 +38,6 @@ id = "tree_oak"
|
||||
|
||||
IDs are usually of the form `mod:tree` but the `mod:` prefix is prepended automatically so it's not needed.
|
||||
|
||||
### `log_block`
|
||||
|
||||
String ID of the block used as a log.
|
||||
|
||||
Example:
|
||||
```lua
|
||||
log_block = "default:oak_wood"
|
||||
```
|
||||
|
||||
### `leaves_block`
|
||||
|
||||
String ID of the block used as leaves if `has_leaves` is set to `true`.
|
||||
@ -47,13 +47,13 @@ Example:
|
||||
leaves_block = "default:oak_leaves"
|
||||
```
|
||||
|
||||
### `has_leaves`
|
||||
### `log_block`
|
||||
|
||||
Defines if the tree has leaves or not.
|
||||
String ID of the block used as a log.
|
||||
|
||||
Example:
|
||||
```lua
|
||||
has_leaves = true -- this is the default value
|
||||
log_block = "default:oak_wood"
|
||||
```
|
||||
|
||||
### `trunk_height`
|
||||
|
Loading…
x
Reference in New Issue
Block a user