Fix typos in several API documents
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@ -116,7 +116,7 @@ the achievement.
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#### Subcondition achievements
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For subconditoin achievements, use this additional field for `def`:
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For subcondition achievements, use this additional field for `def`:
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* `subconditions`: List of subcondition identifiers (as strings). Put all
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the required subconditions here. NOT translatable!
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@ -150,7 +150,7 @@ Possible return values:
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* `achievements.ACHIEVEMENT_GOTTEN`: Achievement gotten
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* `achievements.ACHIEVEMENT_IN_PROGRESS`: Not gotten, but at least one subcondition was met
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* `achievements.ACHIEVEMENT_NOT_GOTTEN`: Not gotten, and no subconditions completedkb
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* `achievements.ACHIEVEMENT_NOT_GOTTEN`: Not gotten, and no subconditions completed
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Parameters:
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@ -123,7 +123,7 @@ Hint: Look in `register.lua` to see how this function works in practice.
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### `armor.slots`
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A list which contains the available armor slot identifiers, starting with the first one.
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The first identifier correspons to the first inventory list slot, the second name to the
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The first identifier corresponds to the first inventory list slot, the second name to the
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second slot, etc.
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### `armor.slot_names`
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@ -25,7 +25,7 @@ These are the arguments (note that most arguments are required):
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* `name`. Plant ID. Must be for the form `<mod_name>:<plant_name>`
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* `def`: A definition table with these fields:
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* `texture_prefix`: Prefix for all texures used by this plant. Recommended style: `"<mod_name>_<plant_name>"`
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* `texture_prefix`: Prefix for all textures used by this plant. Recommended style: `"<mod_name>_<plant_name>"`
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* `description_stage_1`: Translatable description for the stage 1 node (this is the seed)
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* `tooltip_stage_1`: Translatable tooltip for the stage 1 node (describe here how the seed grows)
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* `description_general`: Description for other stage nodes (2-4). This string must have "@1" in it which will be replaced with the stage number.
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@ -39,7 +39,7 @@ These are the arguments (note that most arguments are required):
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* `stage_extra_groups`: Optional. Table indexed by stage numbers. Each of these keys has a table as a value. This table is a
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groups table for nodes. These groups will be added to the corresponding nodes.
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If the default node definition already defines this group, it will be overwritten.
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* `sounds_plant`: Optional. Node sound definition for the plant (same as `sounds` of node defintion).
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* `sounds_plant`: Optional. Node sound definition for the plant (same as `sounds` of node definition).
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* `sound_seed_place`: Optional. Seed placement sound. A SimpleSoundSpec.
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The nodes will be added to the following groups by default:
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@ -56,7 +56,7 @@ The nodes will be added to the following groups by default:
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Registers a plant. Before you can call this function, you need to have registered the plant nodes (one for each stage). It is recommended to call `farming.register_plant_nodes` to do this.
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But it's also possible to register the 4 plant nodes manually. If you want to do this, register them with a name of the form `<name>_<stage>"`; `stage` must be between 1 to 4. Stage 1 is also the placable seed. This function then will automatically add placement handlers and node timers to your nodes. You **must not** set `on_timer`, `on_construct` or `on_place` in these nodes.
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But it's also possible to register the 4 plant nodes manually. If you want to do this, register them with a name of the form `<name>_<stage>"`; `stage` must be between 1 to 4. Stage 1 is also the placeable seed. This function then will automatically add placement handlers and node timers to your nodes. You **must not** set `on_timer`, `on_construct` or `on_place` in these nodes.
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Arguments:
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@ -6,7 +6,7 @@ and you can also register new pages/tabs.
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There are also some functions for adding special
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formspec elements, some of them are required.
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## Compability note
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## Compatibility note
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This mod provides a reasonable formspec prepend so that formspecs
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from mods that do not know about `rp_formspec` should still
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@ -137,7 +137,7 @@ Call this whenever you need to report to `rp_formspec`
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the formspec of an invpage had some changes (i.e. new
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elements).
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For example, on an achievements page, when the list
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of achievments has changed.
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of achievements has changed.
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Note: The invpage is automatically rebuilt when the current
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invpage is selected manually.
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@ -17,7 +17,7 @@ the goodies are more valuable.
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Parameters:
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* `pos`: Position of the node
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* `ctype`: A identifier for the type of treasuer to use.
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* `ctype`: A identifier for the type of treasure to use.
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See “Available treasure types” below.
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* `pr`: A PseudoRandom object used for pseudo-randomness
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* `listname`: Name of the inventory list to put items into
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@ -11,7 +11,7 @@ This mod uses binary semaphores.
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Multiple mods can specify whether they want to allow or forbid a certain
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HUD flag. Semaphores can be in two states: true (allow) or false (forbid).
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If *any* semaphoer assigned to a HUD flag forbids it, the HUD flag will
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If *any* semaphore assigned to a HUD flag forbids it, the HUD flag will
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not be shown. If all semaphores allow the HUD flag, or no semaphores exist
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for that HUD flag, the HUD flag will be shown.
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@ -28,7 +28,7 @@ to do the following:
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* `_rp_hunger_sat`: How many saturation points this item restores
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* When calling `minetest.item_eat` or `minetest.do_item_eat`,
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always set `hp_change` to `0`. This is required for
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compability reasons.
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compatibility reasons.
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## Functions
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@ -49,7 +49,7 @@ Arguments:
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You should always set a custom `description` for the jeweled tool.
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For the `description`, most jeweled tools in this mod use a description
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of the form “[adjective] Jewel [orignal tool name]”, with the adjective
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of the form “[adjective] Jewel [original tool name]”, with the adjective
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describing what is special about this tool.
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Example: “Swift Jewel Bronze Pickaxe” is a jeweled bronze pickaxe
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@ -80,7 +80,7 @@ Registered jeweled tools are stored in read-only lookup tables, indexed by items
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* `jewels.registered_jewel_defs`: Indexed by original tool itemstrings. The
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value is a list of jeweled tool definitions for tools that you could get
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when jeweling this tool
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* `jewels.registered_jewel_parents`: Indxed by jeweled tool itemstrings, the value
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* `jewels.registered_jewel_parents`: Indexed by jeweled tool itemstrings, the value
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for each key is a table containing info about the “parent” (i.e. original)
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tool that the jeweled tool is based on. Each value is a table with the
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fields `name` (=itemstring) and `stats` (same as in `jewels.register_jewel`)
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@ -4,7 +4,7 @@ Use this mod if you want to print a number respecting the current locale.
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## `loc.num(numbr)`
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Takes a number `numbr` and return a formatted string representing the number appropirately for the current locale.
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Takes a number `numbr` and return a formatted string representing the number appropriately for the current locale.
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For positive integers, the output is the same as for `tostring`.
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For convenience, if `numbr` is a string, it will first be attempted to internally convert it to a number.
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@ -986,7 +986,7 @@ Parameters:
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### `rp_mobs.microtasks.drag = function(drag, drag_axes, time)`
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Continously reduces the mob velocity using the specified drag vector at the specified
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Continuously reduces the mob velocity using the specified drag vector at the specified
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drag axes for a specified time. The drag vector specifies on each axis how much the mob slows down.
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This microtask finishes after the `time` runs out.
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@ -997,7 +997,7 @@ Parameters:
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* `drag`: Drag vector. Higher number = faster slowdown.
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* `drag_axes`: List of axes to which apply drag for (`"x"`, `"y"`, `"z"`).
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Other axes will be ignored.
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* `time`: Time after which microtaks finishes (seconds)
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* `time`: Time after which microtasks finishes (seconds)
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## Appendix
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@ -176,7 +176,7 @@ Parameters:
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Returns `<stop>, <success>`. If `stop` is `true`, microtask will finish.
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with the given success (`success` = `true`/`false`; `true` is default).
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* `valid_node_func`: Optional function that checks if the next node is still “valid” (i.e. can
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be safely moved towadrds). It's called right before the mob is starting to go towards
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be safely moved towards). It's called right before the mob is starting to go towards
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a new position of the path with arguments `pos, node`.
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Returns `true` or `false`. If it returns `true`, the microtask will finish and fail.
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@ -2,7 +2,7 @@
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## How moon phases work
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Internally, the moon phase is directly derivied from
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Internally, the moon phase is directly derived from
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the current game day (`minetest.get_day_count()`) plus
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a random offset that is specific to the world seed.
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@ -27,4 +27,4 @@ Updates the moon for all players.
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You should call this function after the the time of day
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has been changed in order for the moon phase to be updated
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instantly.
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It is not neccessary to call this function for any other reason.
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It is not necessary to call this function for any other reason.
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@ -62,7 +62,7 @@ but then you must also do this:
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2. Add the field `_rp_painted_node_name` to the unpainted node. The value is the name of the painted node
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3. Add the field `_rp_unpainted_node_name` to the painted node. The value is the name of the unpainted node
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It is recommended to stick with the default naming convention unless a custom name is neccessary
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It is recommended to stick with the default naming convention unless a custom name is necessary
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for technical reasons (e.g. if you must obey the naming convention of a different mod).
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### Palettes
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@ -42,7 +42,7 @@ restrictions and does not cut corners.
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true if the node shall block the path
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(default: same as `handler_walkable`)
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* `handler_climbable`: A function that takes a node table and returns
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true if the node is considered climable
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true if the node is considered climbable
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(default: if `climbing` field of node is true)
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* `get_floor_cost`: Function that takes a node table and returns
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the cost (a number) of walking _on_ the given node. The villager searches
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@ -54,7 +54,7 @@ restrictions and does not cut corners.
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* `use_vmanip`: If true, nodes will be queried using a LuaVoxelManip;
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otherwise, `minetest.get_node` will be used. Required for async
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usage.
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* `vmanip`: Only neccessary for asyn usage. Optionally pass a
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* `vmanip`: Only necessary for async usage. Optionally pass a
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pre-generated LuaVoxelManip object for the corresponding `pos1`,
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`pos2` and `searchdistance` arguments. Use the return value of
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`rp_pathfinder.get_voxelmanip_for_path` here.
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@ -54,7 +54,7 @@ These are the available functions:
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* `rp_sounds.node_sound_straw_defaults(table)`: Straw
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* `rp_sounds.node_sound_glass_defaults(table)`: Glass
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* `rp_sounds.node_sound_crystal_defaults(table)`: Crystal
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* `rp_sounds.node_sound_fuzzy_defaults(table)`: Fuzzy, soft surface (like wool, cotton, bedsheet)
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* `rp_sounds.node_sound_fuzzy_defaults(table)`: Fuzzy, soft surface (like wool, cotton, bed sheet)
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* `rp_sounds.node_sound_water_defaults(table)`: Water
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* `rp_sounds.node_sound_snow_defaults(table)`: Snow (incomplete, not recommended)
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@ -24,7 +24,7 @@ Parameters:
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* `pos1`: First corner of area
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* `pos2`: Second corner of area
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* `nodes`: List of node names (supports `group:<groupname>` syntax)
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* `func` Function to be called. Will be called for every positon
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* `func` Function to be called. Will be called for every position
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between `pos1` and `pos2` with the argument `pos`
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* `nomanip`: If true, will not use VoxelManip (default: false)
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@ -51,7 +51,7 @@ Parameters:
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* `pos1`: First corner of area
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* `pos2`: Second corner of area
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* `func` Function to be called. Will be called for every positon
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* `func` Function to be called. Will be called for every position
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between `pos1` and `pos2` with the argument `pos`
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* `nomanip`: If true, will not use VoxelManip (default: false)
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