Use classic Markdown code blocks

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Wuzzy 2024-12-14 18:24:56 +01:00
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commit 82b3e0eefc

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API.md
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@ -66,19 +66,16 @@ Potions, Exhaustion and Electrocution.
Here's what it could look like:
Potions mod:
```
playerphysics.add_physics_factor(player, "speed", "run_potion", 2)
```
playerphysics.add_physics_factor(player, "speed", "run_potion", 2)
Exhaustion mod:
```
playerphysics.add_physics_factor(player, "jump", "exhausted", 0.75)
```
playerphysics.add_physics_factor(player, "jump", "exhausted", 0.75)
Electrocution mod:
```
playerphysics.add_physics_factor(player, "jump", "shocked", 0.9)
```
playerphysics.add_physics_factor(player, "jump", "shocked", 0.9)
When the 3 mods have done their change, the real player speed is simply the product of all factors, that is:
@ -91,9 +88,7 @@ The final player speed is thus 135%.
Let's take the example above.
Now if the Electrocution mod is done with shocking the player, it just needs to call:
```
playerphysics.remove_physics_factor(player, "jump", "shocked")
```
playerphysics.remove_physics_factor(player, "jump", "shocked")
The effect is now gone, so the new player speed will be:
@ -102,9 +97,7 @@ The effect is now gone, so the new player speed will be:
### Sleeping
To simulate sleeping by preventing all player movement, this can be done with this easy trick:
```
playerphysics.add_physics_factor(player, "speed", "sleeping", 0)
playerphysics.add_physics_factor(player, "jump", "sleeping", 0)
```
playerphysics.add_physics_factor(player, "speed", "sleeping", 0)
playerphysics.add_physics_factor(player, "jump", "sleeping", 0)
This works regardless of the other factors because 0 times anything equals 0.