forked from Mirrorlandia_minetest/minetest
Correct spelling mistakes in documentation
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@ -33,11 +33,11 @@ When a menu or inventory is displayed:
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Special settings
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Special settings
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----------------
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----------------
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There are some settings esspecially usefull for Android users. Minetest's config
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There are some settings especially useful for Android users. Minetest's config
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file can usually be found at /mnt/sdcard/Minetest.
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file can usually be found at /mnt/sdcard/Minetest.
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* gui_scaling: this is a user-specified scaling factor for the GUI- In case
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* gui_scaling: this is a user-specified scaling factor for the GUI- In case
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main menu is to big or small on your device, try changing this
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main menu is too big or small on your device, try changing this
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value.
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value.
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* inventory_image_hack: if your inventory items are messed up, try setting
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* inventory_image_hack: if your inventory items are messed up, try setting
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this to true
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this to true
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@ -58,7 +58,7 @@ number of Android's version represents the Android internal version code. This
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version code is strictly incremental. It's incremented for each official
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version code is strictly incremental. It's incremented for each official
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Minetest Android build.
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Minetest Android build.
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E.g. pre-release Minetest Android builds have been 0.4.9.3, while the first
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E.g. prerelease Minetest Android builds have been 0.4.9.3, while the first
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official version most likely will be 0.4.10.4
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official version most likely will be 0.4.10.4
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Requirements
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Requirements
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@ -105,7 +105,7 @@ Release build:
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* Execute "make release"
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* Execute "make release"
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* Enter your keystore as well as your Mintest key password once asked. Be
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* Enter your keystore as well as your Mintest key password once asked. Be
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carefull it's shown on console in clear text!
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careful it's shown on console in clear text!
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* The result can be found at "bin/Minetest-release.apk"
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* The result can be found at "bin/Minetest-release.apk"
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Other things that may be nice to know
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Other things that may be nice to know
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@ -62,7 +62,7 @@ methods:
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on_change = function(type,old_tab,new_tab) -- called on tab chang, type is "ENTER" or "LEAVE"
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on_change = function(type,old_tab,new_tab) -- called on tab chang, type is "ENTER" or "LEAVE"
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}
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}
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- set_autosave_tab(value)
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- set_autosave_tab(value)
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^ tell tabview to automaticaly save current tabname as "tabview_name"_LAST
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^ tell tabview to automatically save current tabname as "tabview_name"_LAST
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^ value: true/false
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^ value: true/false
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- set_tab(name)
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- set_tab(name)
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^ set's tab to tab named "name", returns true/false on success
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^ set's tab to tab named "name", returns true/false on success
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@ -160,7 +160,7 @@ Skeleton for any component:
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{
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{
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name = "some id", -- unique id
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name = "some id", -- unique id
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type = "toplevel", -- type of component
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type = "toplevel", -- type of component
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-- toplevel: componant can be show without additional components
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-- toplevel: component can be show without additional components
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-- addon: component is an addon to be shown along toplevel component
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-- addon: component is an addon to be shown along toplevel component
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hide = function(this) end, -- called to hide the component
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hide = function(this) end, -- called to hide the component
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show = function(this) end, -- called to show the component
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show = function(this) end, -- called to show the component
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@ -211,7 +211,7 @@ Advanced texture modifiers:
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[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>
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[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>
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w = width, h = height, x1/x2 = x position, y1/y1 = y position,
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w = width, h = height, x1/x2 = x position, y1/y1 = y position,
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file1/file2 = texture to combine
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file1/file2 = texture to combine
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Create a textue of size <w> x <h> and blit <file1> to (<x1>,<y1>)
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Create a texture of size <w> x <h> and blit <file1> to (<x1>,<y1>)
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and blit <file2> to (<x2>,<y2>).
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and blit <file2> to (<x2>,<y2>).
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Example: [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
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Example: [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
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@ -220,7 +220,7 @@ Advanced texture modifiers:
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Example: tnt_tnt_side.png^[brighten
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Example: tnt_tnt_side.png^[brighten
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[noalpha
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[noalpha
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Makes the texture completly opaque.
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Makes the texture completely opaque.
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Example: default_leaves.png^[noalpha
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Example: default_leaves.png^[noalpha
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[makealpha:<r>,<g>,<b>
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[makealpha:<r>,<g>,<b>
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@ -466,13 +466,13 @@ All default ores are of the uniformly-distributed scatter type.
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- scatter
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- scatter
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Randomly chooses a location and generates a cluster of ore.
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Randomly chooses a location and generates a cluster of ore.
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If noise_params is specified, the ore will be placed if the 3d perlin noise at
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If noise_params is specified, the ore will be placed if the 3d perlin noise at
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that point is greater than the noise_threshhold, giving the ability to create a non-equal
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that point is greater than the noise_threshold, giving the ability to create a non-equal
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distribution of ore.
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distribution of ore.
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- sheet
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- sheet
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Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
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Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
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The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
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The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
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a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
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a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
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scale when comparing against the noise threshhold, but scale is used to determine relative height.
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scale when comparing against the noise threshold, but scale is used to determine relative height.
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The height of the blob is randomly scattered, with a maximum height of clust_size.
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The height of the blob is randomly scattered, with a maximum height of clust_size.
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clust_scarcity and clust_num_ores are ignored.
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clust_scarcity and clust_num_ores are ignored.
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This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
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This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
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@ -841,7 +841,7 @@ tool_capabilities = {
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damage_groups = {fleshy=2},
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damage_groups = {fleshy=2},
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}
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}
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This makes the tool be able to dig nodes that fulfill both of these:
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This makes the tool be able to dig nodes that fulfil both of these:
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- Have the **crumbly** group
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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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- Have a **level** group less or equal to 2
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@ -1119,7 +1119,7 @@ textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<sele
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tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
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tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
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^ show a tabHEADER at specific position (ignores formsize)
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^ show a tabHEADER at specific position (ignores formsize)
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^ x and y position the itemlist relative to the top left of the menu
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^ x and y position the itemlist relative to the top left of the menu
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^ name fieldname data is transfered to Lua
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^ name fieldname data is transferred to Lua
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^ caption 1... name shown on top of tab
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^ caption 1... name shown on top of tab
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^ current_tab index of selected tab 1...
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^ current_tab index of selected tab 1...
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^ transparent (optional) show transparent
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^ transparent (optional) show transparent
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@ -1138,14 +1138,14 @@ dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
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^ 2) read the value on pressing a button (all dropdown values are available)
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^ 2) read the value on pressing a button (all dropdown values are available)
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^ x and y position of dropdown
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^ x and y position of dropdown
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^ width of dropdown
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^ width of dropdown
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^ fieldname data is transfered to Lua
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^ fieldname data is transferred to Lua
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^ items to be shown in dropdown
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^ items to be shown in dropdown
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^ index of currently selected dropdown item
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^ index of currently selected dropdown item
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checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]
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checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]
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^ show a checkbox
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^ show a checkbox
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^ x and y position of checkbox
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^ x and y position of checkbox
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^ name fieldname data is transfered to Lua
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^ name fieldname data is transferred to Lua
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^ label to be shown left of checkbox
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^ label to be shown left of checkbox
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^ selected (optional) true/false
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^ selected (optional) true/false
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^ tooltip (optional)
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^ tooltip (optional)
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@ -1158,7 +1158,7 @@ scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]
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^ x and y position of trackbar
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^ x and y position of trackbar
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^ width and height
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^ width and height
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^ orientation vertical/horizontal
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^ orientation vertical/horizontal
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^ fieldname data is transfered to lua
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^ fieldname data is transferred to lua
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^ value this trackbar is set to (0-1000)
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^ value this trackbar is set to (0-1000)
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^ see also minetest.explode_scrollbar_event (main menu: engine.explode_scrollbar_event)
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^ see also minetest.explode_scrollbar_event (main menu: engine.explode_scrollbar_event)
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@ -1742,7 +1742,7 @@ minetest.parse_json(string[, nullvalue]) -> something
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minetest.write_json(data[, styled]) -> string or nil and error message
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minetest.write_json(data[, styled]) -> string or nil and error message
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^ Convert a Lua table into a JSON string
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^ Convert a Lua table into a JSON string
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^ styled: Outputs in a human-readable format if this is set, defaults to false
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^ styled: Outputs in a human-readable format if this is set, defaults to false
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^ Un-serializable things like functions and userdata are saved as null.
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^ Unserializable things like functions and userdata are saved as null.
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^ Warning: JSON is more strict than the Lua table format.
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^ Warning: JSON is more strict than the Lua table format.
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1. You can only use strings and positive integers of at least one as keys.
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1. You can only use strings and positive integers of at least one as keys.
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2. You can not mix string and integer keys.
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2. You can not mix string and integer keys.
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@ -2084,7 +2084,7 @@ methods:
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^ To be used only by a VoxelManip object from minetest.get_mapgen_object
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^ To be used only by a VoxelManip object from minetest.get_mapgen_object
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^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
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^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
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- get_light_data(): Gets the light data read into the VoxelManip object
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- get_light_data(): Gets the light data read into the VoxelManip object
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^ Returns an array (indicies 1 to volume) of integers ranging from 0 to 255
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^ Returns an array (indices 1 to volume) of integers ranging from 0 to 255
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^ Each value is the bitwise combination of day and night light values (0..15 each)
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^ Each value is the bitwise combination of day and night light values (0..15 each)
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^ light = day + (night * 16)
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^ light = day + (night * 16)
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- set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
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- set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
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@ -2566,7 +2566,7 @@ Ore definition (register_ore)
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flags = "",
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flags = "",
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^ Attributes for this ore generation
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^ Attributes for this ore generation
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noise_threshhold = 0.5,
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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 threshold, 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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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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^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
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@ -192,7 +192,7 @@ that part. So, this is where it has come.
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So here goes
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So here goes
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-------------
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-------------
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map.sqlite is an sqlite3 database, containg a single table, called
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map.sqlite is an sqlite3 database, containing a single table, called
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"blocks". It looks like this:
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"blocks". It looks like this:
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CREATE TABLE `blocks` (`pos` INT NOT NULL PRIMARY KEY,`data` BLOB);
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CREATE TABLE `blocks` (`pos` INT NOT NULL PRIMARY KEY,`data` BLOB);
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