Update level packs documentation
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@ -7,7 +7,7 @@ Lua programming skills to add a new level pack.
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To add a new level pack, a new Luanti mod must be created containing these things:
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1) Level schematic (`*.mts`) files. These are for the blocks
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1) Level schematic (`*.mts`) files. These are for the blocks of the level
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2) Level metadata in a level data CSV file. This contains all information that
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the schematic file cannot hold, e.g. title, boundary blocks, weather, sky, etc.
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The level data CSV specifies the metadata for ALL levels at once.
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@ -33,11 +33,31 @@ function `lzr_levels.register_level_pack`.
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## Register the level pack
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To register a level pack, you must call `lzr_levels.register_level_pack`.
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The full definition of this function can be found in the code comment above that
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function in the `lzr_levels` mod.
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The definition of this function is as follows:
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### `lzr_levels.register_level_pack`
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Register a level pack. A level pack is a collection of levels that belong together.
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For this to work, the level-related data must be present in the locations defined at
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`level_data_file`, `schematic_path` and (optionally) `solutions_path` described below.
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If successful, the level pack will appear in the game under the custom levels menu.
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Parameters:
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* `name`: level pack ID (string, allowed characters are `a-z`, `A-Z`, `0-9` and `_` (underscore))
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* `info`: Table of optional additional information, with these fields:
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* `title`: human-readable level pack title
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* `description`: short description/explanation about this level pack. 1-3 sentences.
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* `textdomain_level_names`: textdomain of the translation file containing the translated level names (default: no translation)
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* `textdomain_npc_texts`: textdomain of the translation file containing the translated texts for NPCs like Goldie the Parrot (default: no translation)
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* `level_data_file`: Path to CSV file containing metadata of all levels (default: `<modpath>/data/level_data.csv`)
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* `schematic_path`: Path to directory containing the level '.mts' schematic files (default: `<modpath>/schematics`)
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* `solutions_path`: Path to directory containing the OPTIONAL level '.sol.csv' solution files (default: `<modpath>/solutions`)
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If successful, the level pack will appear in the game under the custom levels menu.
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### Example
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A simple example with one level, translated into German.
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@ -57,8 +77,10 @@ First, the file structure:
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* `example_levels_level_names.de.po`
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* `example_levels_npc_texts.pot`
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* `example_levels_npc_texts.de.po`
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```
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The code of `init.lua`:
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```
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local S = minetest.get_translator("example_levels")
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lzr_levels.register_level_pack("example",
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@ -1379,24 +1379,7 @@ function lzr_levels.get_current_level_data()
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return current_level_data
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end
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--[[
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Register a level pack. A level pack is a collection of levels that belong together.
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For this to work, the level-related data must be present in the locations defined at
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level_data_file, schematic_path and (optionally) solutions_path described below.
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If successful, the level pack will appear in the game under the custom levels menu.
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Parameters:
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* name: level pack ID (string, allowed characters are a-z, A-Z, 0-9 and _ (underscore))
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* info: Table of optional additional information, with these fields:
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* title: human-readable level pack title
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* description: short description/explanation about this level pack. 1-3 sentences.
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* textdomain_level_names: textdomain of the translation file containing the translated level names (default: no translation)
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* textdomain_npc_texts: textdomain of the translation file containing the translated texts for NPCs like Goldie the Parrot (default: no translation)
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* level_data_file: Path to CSV file containing metadata of all levels (default: <modpath>/data/level_data.csv)
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* schematic_path: Path to directory containing the level '.mts' schematic files (default: <modpath>/schematics)
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* solutions_path: Path to directory containing the OPTIONAL level '.sol.csv' solution files (default: <modpath>/solutions)
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]]
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-- Register a level pack. See `LEVEL_PACKS.md` for documentation
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function lzr_levels.register_level_pack(name, info)
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local mod = minetest.get_current_modname()
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