Fix indentation of lua_api.txt
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6767ed74f8
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423d69bd40
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doc/lua_api.txt
150
doc/lua_api.txt
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@ -203,18 +203,18 @@ from the available ones of the following files:
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Examples of sound parameter tables:
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-- Play locationless on all clients
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{
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gain = 1.0, -- default
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gain = 1.0, -- default
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}
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-- Play locationless to a player
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{
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to_player = name,
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gain = 1.0, -- default
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to_player = name,
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gain = 1.0, -- default
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}
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-- Play in a location
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{
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pos = {x=1,y=2,z=3},
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gain = 1.0, -- default
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max_hear_distance = 32, -- default
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pos = {x=1,y=2,z=3},
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gain = 1.0, -- default
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max_hear_distance = 32, -- default
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}
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-- Play connected to an object, looped
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{
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@ -266,11 +266,11 @@ local drawtype = get_nodedef_field(nodename, "drawtype")
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Example: minetest.get_item_group(name, group) has been implemented as:
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function minetest.get_item_group(name, group)
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if not minetest.registered_items[name] or not
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minetest.registered_items[name].groups[group] then
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return 0
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end
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return minetest.registered_items[name].groups[group]
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if not minetest.registered_items[name] or not
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minetest.registered_items[name].groups[group] then
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return 0
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end
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return minetest.registered_items[name].groups[group]
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end
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Nodes
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@ -491,7 +491,7 @@ An example: Make meat soup from any meat, any water and any bowl
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}
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An another example: Make red wool from white wool and red dye
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{
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type = 'shapeless',
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type = 'shapeless',
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output = 'wool:red',
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recipe = {'wool:white', 'group:dye,basecolor_red'},
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}
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@ -502,7 +502,7 @@ Special groups
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- level: Can be used to give an additional sense of progression in the game.
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- A larger level will cause eg. a weapon of a lower level make much less
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damage, and get weared out much faster, or not be able to get drops
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from destroyed nodes.
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from destroyed nodes.
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- 0 is something that is directly accessible at the start of gameplay
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- There is no upper limit
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- dig_immediate: (player can always pick up node without tool wear)
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@ -609,11 +609,11 @@ maximum level.
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Example definition of the capabilities of a tool
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-------------------------------------------------
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tool_capabilities = {
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full_punch_interval=1.5,
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max_drop_level=1,
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groupcaps={
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crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
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}
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full_punch_interval=1.5,
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max_drop_level=1,
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groupcaps={
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crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
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}
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}
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This makes the tool be able to dig nodes that fullfill both of these:
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@ -773,7 +773,7 @@ field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
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^ default is the default value of the field
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^ default may contain variable references such as '${text}' which
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will fill the value from the metadata value 'text'
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^ Note: no extra text or more than a single variable is supported ATM.
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^ Note: no extra text or more than a single variable is supported ATM.
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field[<name>;<label>;<default>]
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^ as above but without position/size units
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@ -1050,7 +1050,7 @@ minetest.unban_player_or_ip(name) -> unban player or IP address
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Particles:
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minetest.add_particle(pos, velocity, acceleration, expirationtime,
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size, collisiondetection, texture, playername)
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size, collisiondetection, texture, playername)
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^ Spawn particle at pos with velocity and acceleration
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^ Disappears after expirationtime seconds
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^ collisiondetection: if true collides with physical objects
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@ -1058,12 +1058,12 @@ minetest.add_particle(pos, velocity, acceleration, expirationtime,
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^ Playername is optional, if specified spawns particle only on the player's client
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minetest.add_particlespawner(amount, time,
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minpos, maxpos,
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minvel, maxvel,
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minacc, maxacc,
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minexptime, maxexptime,
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minsize, maxsize,
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collisiondetection, texture, playername)
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minpos, maxpos,
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minvel, maxvel,
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minacc, maxacc,
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minexptime, maxexptime,
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minsize, maxsize,
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collisiondetection, texture, playername)
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^ Add a particlespawner, an object that spawns an amount of particles over time seconds
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^ The particle's properties are random values in between the boundings:
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^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
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@ -1323,10 +1323,10 @@ Player-only: (no-op for other objects)
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^ Should usually be called in on_joinplayer
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- get_inventory_formspec() -> formspec string
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- get_player_control(): returns table with player pressed keys
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{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
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{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
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- get_player_control_bits(): returns integer with bit packed player pressed keys
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bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
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bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
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InvRef: Reference to an inventory
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methods:
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- is_empty(listname): return true if list is empty
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@ -1411,8 +1411,8 @@ Registered entities
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^ puncher: ObjectRef (can be nil)
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^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
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^ tool_capabilities: capability table of used tool (can be nil)
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^ dir: unit vector of direction of punch. Always defined. Points from
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the puncher to the punched.
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^ dir: unit vector of direction of punch. Always defined. Points from
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the puncher to the punched.
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- on_rightclick(self, clicker)
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- get_staticdata(self)
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^ Should return a string that will be passed to on_activate when
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@ -1533,10 +1533,10 @@ Node definition (register_node)
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drawtype = "normal", -- See "Node drawtypes"
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visual_scale = 1.0,
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tiles = {tile definition 1, def2, def3, def4, def5, def6},
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^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
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^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
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^ List can be shortened to needed length
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special_tiles = {tile definition 1, Tile definition 2},
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^ Special textures of node; used rarely (old field name: special_materials)
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^ Special textures of node; used rarely (old field name: special_materials)
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^ List can be shortened to needed length
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alpha = 255,
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post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
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@ -1592,7 +1592,7 @@ Node definition (register_node)
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can_dig = function(pos,player)
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^ returns true if node can be dug, or false if not
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^ default: nil
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on_punch = func(pos, node, puncher),
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^ default: minetest.node_punch
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^ By default: does nothing
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@ -1615,32 +1615,32 @@ Node definition (register_node)
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^ Called when an UI form (eg. sign text input) returns data
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^ default: nil
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allow_metadata_inventory_move = func(pos, from_list, from_index,
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to_list, to_index, count, player),
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^ Called when a player wants to move items inside the inventory
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^ Return value: number of items allowed to move
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allow_metadata_inventory_put = func(pos, listname, index, stack, player),
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^ Called when a player wants to put something into the inventory
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^ Return value: number of items allowed to put
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^ Return value: -1: Allow and don't modify item count in inventory
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allow_metadata_inventory_take = func(pos, listname, index, stack, player),
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^ Called when a player wants to take something out of the inventory
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^ Return value: number of items allowed to take
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^ Return value: -1: Allow and don't modify item count in inventory
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on_metadata_inventory_move = func(pos, from_list, from_index,
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to_list, to_index, count, player),
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on_metadata_inventory_put = func(pos, listname, index, stack, player),
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on_metadata_inventory_take = func(pos, listname, index, stack, player),
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^ Called after the actual action has happened, according to what was allowed.
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^ No return value
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allow_metadata_inventory_move = func(pos, from_list, from_index,
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to_list, to_index, count, player),
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^ Called when a player wants to move items inside the inventory
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^ Return value: number of items allowed to move
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on_blast = func(pos, intensity),
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^ intensity: 1.0 = mid range of regular TNT
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^ If defined, called when an explosion touches the node, instead of
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removing the node
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allow_metadata_inventory_put = func(pos, listname, index, stack, player),
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^ Called when a player wants to put something into the inventory
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^ Return value: number of items allowed to put
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^ Return value: -1: Allow and don't modify item count in inventory
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allow_metadata_inventory_take = func(pos, listname, index, stack, player),
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^ Called when a player wants to take something out of the inventory
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^ Return value: number of items allowed to take
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^ Return value: -1: Allow and don't modify item count in inventory
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on_metadata_inventory_move = func(pos, from_list, from_index,
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to_list, to_index, count, player),
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on_metadata_inventory_put = func(pos, listname, index, stack, player),
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on_metadata_inventory_take = func(pos, listname, index, stack, player),
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^ Called after the actual action has happened, according to what was allowed.
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^ No return value
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on_blast = func(pos, intensity),
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^ intensity: 1.0 = mid range of regular TNT
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^ If defined, called when an explosion touches the node, instead of
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removing the node
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}
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Recipe for register_craft: (shaped)
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@ -1695,19 +1695,19 @@ Ore definition (register_ore)
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ore = "default:stone_with_coal",
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wherein = "default:stone",
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clust_scarcity = 8*8*8,
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^ Ore has a 1 out of clust_scarcity chance of spawning in a node
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^ Ore has a 1 out of clust_scarcity chance of spawning in a node
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^ This value should be *MUCH* higher than your intuition might tell you!
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clust_num_ores = 8,
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^ Number of ores in a cluster
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^ Number of ores in a cluster
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clust_size = 3,
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^ Size of the bounding box of the cluster
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^ Size of the bounding box of the cluster
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^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
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height_min = -31000,
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height_max = 64,
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noise_threshhold = 0.5,
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^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
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^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
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noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
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^ NoiseParams structure describing the perlin noise used for ore distribution.
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^ NoiseParams structure describing the perlin noise used for ore distribution.
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^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
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}
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@ -1721,24 +1721,24 @@ Chatcommand definition (register_chatcommand)
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Detached inventory callbacks
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{
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allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
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allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
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^ Called when a player wants to move items inside the inventory
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^ Return value: number of items allowed to move
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^ Return value: number of items allowed to move
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allow_put = func(inv, listname, index, stack, player),
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^ Called when a player wants to put something into the inventory
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^ Return value: number of items allowed to put
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^ Return value: -1: Allow and don't modify item count in inventory
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^ Return value: number of items allowed to put
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^ Return value: -1: Allow and don't modify item count in inventory
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allow_take = func(inv, listname, index, stack, player),
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^ Called when a player wants to take something out of the inventory
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^ Return value: number of items allowed to take
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^ Return value: -1: Allow and don't modify item count in inventory
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on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
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^ Return value: number of items allowed to take
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^ Return value: -1: Allow and don't modify item count in inventory
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on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
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on_put = func(inv, listname, index, stack, player),
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on_take = func(inv, listname, index, stack, player),
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^ Called after the actual action has happened, according to what was allowed.
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^ No return value
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^ Called after the actual action has happened, according to what was allowed.
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^ No return value
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}
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