forked from Mirrorlandia_minetest/minetest
Fix en_US/en_GB inconsistency in lua_api.txt
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@ -1323,7 +1323,7 @@ A nodebox is defined as any of:
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wall_side = box
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}
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{
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-- A node that has optional boxes depending on neighbouring nodes'
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-- A node that has optional boxes depending on neighboring nodes'
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-- presence and type. See also `connects_to`.
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type = "connected",
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fixed = box OR {box1, box2, ...}
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@ -1334,7 +1334,7 @@ A nodebox is defined as any of:
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connect_back = box OR {box1, box2, ...}
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connect_right = box OR {box1, box2, ...}
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-- The following `disconnected_*` boxes are the opposites of the
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-- `connect_*` ones above, i.e. when a node has no suitable neighbour
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-- `connect_*` ones above, i.e. when a node has no suitable neighbor
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-- on the respective side, the corresponding disconnected box is drawn.
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disconnected_top = box OR {box1, box2, ...}
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disconnected_bottom = box OR {box1, box2, ...}
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@ -1342,9 +1342,9 @@ A nodebox is defined as any of:
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disconnected_left = box OR {box1, box2, ...}
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disconnected_back = box OR {box1, box2, ...}
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disconnected_right = box OR {box1, box2, ...}
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disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
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disconnected = box OR {box1, box2, ...} -- when there is *no* neighbor
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disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
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-- neighbours to the sides
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-- neighbors to the sides
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}
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A `box` is defined as:
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@ -1379,7 +1379,7 @@ clients and handled by many parts of the engine.
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A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
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(80x80x80 nodes) and is the volume of world generated in one operation by
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the map generator.
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The size in mapblocks has been chosen to optimise map generation.
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The size in mapblocks has been chosen to optimize map generation.
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Coordinates
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-----------
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@ -2096,7 +2096,7 @@ Example definition of the capabilities of an item
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},
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}
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This makes the item capable of digging nodes that fulfil both of these:
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This makes the item capable of digging nodes that fulfill both of these:
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* Have the `crumbly` group
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* Have a `level` group less or equal to `2`
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@ -2621,7 +2621,7 @@ Elements
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* When enter is pressed in field, fields.key_enter_field will be sent with the
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name of this field.
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* With the old coordinate system, fields are a set height, but will be vertically
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centred on `H`. With the new coordinate system, `H` will modify the height.
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centered on `H`. With the new coordinate system, `H` will modify the height.
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* `name` is the name of the field as returned in fields to `on_receive_fields`
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* `label`, if not blank, will be text printed on the top left above the field
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* See `field_close_on_enter` to stop enter closing the formspec
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@ -2632,7 +2632,7 @@ Elements
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* When enter is pressed in field, `fields.key_enter_field` will be sent with
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the name of this field.
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* With the old coordinate system, fields are a set height, but will be vertically
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centred on `H`. With the new coordinate system, `H` will modify the height.
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centered on `H`. With the new coordinate system, `H` will modify the height.
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* `name` is the name of the field as returned in fields to `on_receive_fields`
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* `label`, if not blank, will be text printed on the top left above the field
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* `default` is the default value of the field
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@ -2695,7 +2695,7 @@ Elements
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* Clickable button. When clicked, fields will be sent.
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* With the old coordinate system, buttons are a set height, but will be vertically
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centred on `H`. With the new coordinate system, `H` will modify the height.
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centered on `H`. With the new coordinate system, `H` will modify the height.
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* `label` is the text on the button
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### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
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@ -5190,7 +5190,7 @@ Call these functions only at load time!
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giving a type - use this for custom damage types.
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* `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
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* `fall`
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* `node_damage`: `damage_per_second` from a neighbouring node.
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* `node_damage`: `damage_per_second` from a neighboring node.
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`reason.node` will hold the node name or nil.
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* `drown`
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* `respawn`
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@ -5741,11 +5741,11 @@ Environment access
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* `minetest.check_single_for_falling(pos)`
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* causes an unsupported `group:falling_node` node to fall and causes an
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unattached `group:attached_node` node to fall.
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* does not spread these updates to neighbours.
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* does not spread these updates to neighbors.
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* `minetest.check_for_falling(pos)`
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* causes an unsupported `group:falling_node` node to fall and causes an
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unattached `group:attached_node` node to fall.
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* spread these updates to neighbours and can cause a cascade
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* spread these updates to neighbors and can cause a cascade
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of nodes to fall.
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* `minetest.get_spawn_level(x, z)`
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* Returns a player spawn y co-ordinate for the provided (x, z)
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@ -6463,7 +6463,7 @@ Misc.
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similar to, but no larger than, `interval`.
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* All corners and edges of the defined volume are checked.
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* `interval` defaults to 4.
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* `interval` should be carefully chosen and maximised to avoid an excessive
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* `interval` should be carefully chosen and maximized to avoid an excessive
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number of points being checked.
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* Like `minetest.is_protected`, this function may be extended or
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overwritten by mods to provide a faster implementation to check the
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@ -6497,9 +6497,9 @@ Misc.
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* Returns the amount of knockback applied on the punched player.
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* Arguments are equivalent to `register_on_punchplayer`, except the following:
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* `distance`: distance between puncher and punched player
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* This function can be overridden by mods that wish to modify this behaviour.
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* This function can be overridden by mods that wish to modify this behavior.
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* You may want to cache and call the old function to allow multiple mods to
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change knockback behaviour.
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change knockback behavior.
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* `minetest.forceload_block(pos[, transient])`
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* forceloads the position `pos`.
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@ -6522,7 +6522,7 @@ Misc.
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* `"active"`: in memory and active
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* Other values are reserved for future functionality extensions
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* Return value, the comparison status:
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* `false`: Mapblock does not fulfil the wanted condition
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* `false`: Mapblock does not fulfill the wanted condition
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* `true`: Mapblock meets the requirement
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* `nil`: Unsupported `condition` value
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@ -7164,7 +7164,7 @@ child will follow movement and rotation of that bone.
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* the formspec string will be added to every formspec shown to the user,
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except for those with a no_prepend[] tag.
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* This should be used to set style elements such as background[] and
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bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
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bgcolor[], any non-style elements (eg: label) may result in weird behavior.
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* Only affects formspecs shown after this is called.
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* `get_formspec_prepend(formspec)`: returns a formspec string.
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* `get_player_control()`: returns table with player pressed keys
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@ -7198,7 +7198,7 @@ child will follow movement and rotation of that bone.
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of the old sneak side-effects: sneak ladders and 2 node sneak jump
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(default: `false`)
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* `new_move`: use new move/sneak code. When `false` the exact old code
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is used for the specific old sneak behaviour (default: `true`)
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is used for the specific old sneak behavior (default: `true`)
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* `get_physics_override()`: returns the table given to `set_physics_override`
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* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
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number on success
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@ -7867,7 +7867,7 @@ Used by `minetest.register_abm`.
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-- can be used to reduce CPU usage
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catch_up = true,
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-- If true, catch-up behaviour is enabled: The `chance` value is
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-- If true, catch-up behavior is enabled: The `chance` value is
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-- temporarily reduced when returning to an area to simulate time lost
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-- by the area being unattended. Note that the `chance` value can often
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-- be reduced to 1.
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@ -9001,7 +9001,7 @@ performance and computing power the practical limit is much lower.
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-- Multiple nodes can be specified, each cave will use a randomly
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-- chosen node from the list.
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-- If this field is left out or 'nil', cave liquids fall back to
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-- classic behaviour of lava and water distributed using 3D noise.
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-- classic behavior of lava and water distributed using 3D noise.
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-- For no cave liquid, specify "air".
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node_dungeon = "default:cobble",
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@ -9100,7 +9100,7 @@ See [Decoration types]. Used by `minetest.register_decoration`.
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spawn_by = "default:water",
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-- Node (or list of nodes) that the decoration only spawns next to.
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-- Checks the 8 neighbouring nodes on the same Y, and also the ones
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-- Checks the 8 neighboring nodes on the same Y, and also the ones
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-- at Y+1, excluding both center nodes.
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num_spawn_by = 1,
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@ -9122,7 +9122,7 @@ See [Decoration types]. Used by `minetest.register_decoration`.
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-- Ceiling decorations act as an inversion of floor decorations so the
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-- effect of 'place_offset_y' is inverted.
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-- Y-slice probabilities do not function correctly for ceiling
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-- schematic decorations as the behaviour is unchanged.
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-- schematic decorations as the behavior is unchanged.
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-- If a single decoration registration has both flags the floor and
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-- ceiling decorations will be aligned vertically.
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