forked from Mirrorlandia_minetest/minetest
Lua_api.txt: Document 'wielditem' visual in object properties
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@ -4448,6 +4448,16 @@ Definition tables
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-- ^ "sprite" is a flat texture always facing the player.
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-- ^ "sprite" is a flat texture always facing the player.
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-- ^ "upright_sprite" is a vertical flat texture.
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-- ^ "upright_sprite" is a vertical flat texture.
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-- ^ "mesh" uses the defined mesh model.
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-- ^ "mesh" uses the defined mesh model.
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-- ^ "wielditem" is used for dropped items (see builtin/game/item_entity.lua).
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-- For this use 'textures = {itemname}'.
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-- If the item has a 'wield_image' the object will be an extrusion of that,
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-- otherwise:
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-- If 'itemname' is a cubic node or nodebox the object will appear identical
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-- to 'itemname'.
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-- If 'itemname' is a plantlike node the object will be an extrusion of its
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-- texture.
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-- Otherwise for non-node items, the object will be an extrusion of
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-- 'inventory_image'.
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visual_size = {x = 1, y = 1},
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visual_size = {x = 1, y = 1},
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-- ^ `x` multiplies horizontal (X and Z) visual size.
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-- ^ `x` multiplies horizontal (X and Z) visual size.
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-- ^ `y` multiplies vertical (Y) visual size.
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-- ^ `y` multiplies vertical (Y) visual size.
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@ -4456,6 +4466,7 @@ Definition tables
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-- ^ "cube" uses 6 textures in the way a node does.
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-- ^ "cube" uses 6 textures in the way a node does.
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-- ^ "sprite" uses 1 texture.
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-- ^ "sprite" uses 1 texture.
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-- ^ "upright_sprite" uses 2 textures: {front, back}.
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-- ^ "upright_sprite" uses 2 textures: {front, back}.
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-- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
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colors = {}, -- number of required colors depends on visual
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colors = {}, -- number of required colors depends on visual
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spritediv = {x = 1, y = 1},
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spritediv = {x = 1, y = 1},
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-- ^ Used with spritesheet textures for animation and/or frame selection according
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-- ^ Used with spritesheet textures for animation and/or frame selection according
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