forked from Mirrorlandia_minetest/minetest
Lua API documentation: Various fixes (#8914)
Remove unusable 'minetest.setting_*' from client_lua_api.txt lua_api.txt: - Define the 'mod.conf' format - More precise 'settingtypes.txt' format reference - Document special sound files 'player_*damage' - Group, sort and add 'not_in_creative_inventory' special group - Define the 'Settings' format - Warning about incorrect byte saving in 'StorageRef' - Note about non-persistent player definitions fields - Better 'leveldiff' and 'level' group description
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@ -111,9 +111,6 @@ The main Lua script. Running this script should register everything it
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wants to register. Subsequent execution depends on minetest calling the
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registered callbacks.
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`minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
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to read custom or existing settings at load time, if necessary.
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### `sounds`
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Media files (sounds) that will be transferred to the
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client and will be available for use by the mod.
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@ -154,7 +154,7 @@ The location of this directory can be fetched by using
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### mod.conf
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A key-value store of mod details.
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A `Settings` file that provides meta information about the mod.
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* `name`: The mod name. Allows Minetest to determine the mod name even if the
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folder is wrongly named.
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@ -196,8 +196,9 @@ A file containing a description to be shown in the Mods tab of the main menu.
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### `settingtypes.txt`
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A file in the same format as the one in builtin. It will be parsed by the
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settings menu and the settings will be displayed in the "Mods" category.
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The format is documented in `builtin/settingtypes.txt`.
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It is parsed by the main menu settings dialogue to list mod-specific
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settings in the "Mods" category.
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### `init.lua`
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@ -856,6 +857,15 @@ A positional sound will only be heard by players that are within
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* e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
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Special sound files
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-------------------
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These sound files are played back by the engine if provided.
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* `main_menu`: Looped sound in the main menu (gain = 1.0)
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* `player_damage`: Played when the local player takes damage (gain = 0.5)
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* `player_falling_damage`: Played when the local player takes
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damage by falling (gain = 0.5)
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Registered definitions
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@ -1537,36 +1547,59 @@ Another example: Make red wool from white wool and red dye:
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Special groups
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--------------
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* `immortal`: Skips all damage and breath handling for an object. This group
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will also hide the integrated HUD status bars for players, and is
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automatically set to all players when damage is disabled on the server.
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* `punch_operable`: For entities; disables the regular damage mechanism for
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players punching it by hand or a non-tool item, so that it can do something
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else than take damage.
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The asterisk `(*)` after a group name describes that there is no engine
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functionality bound to it, and implementation is left up as a suggestion
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to games.
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### Node, item and tool groups
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* `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
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that the item should be hidden in item lists.
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### Node-only groups
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* `attached_node`: if the node under it is not a walkable block the node will be
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dropped as an item. If the node is wallmounted the wallmounted direction is
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checked.
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* `bouncy`: value is bounce speed in percent
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* `connect_to_raillike`: makes nodes of raillike drawtype with same group value
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connect to each other
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* `dig_immediate`: Player can always pick up node without reducing tool wear
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* `2`: the node always gets the digging time 0.5 seconds (rail, sign)
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* `3`: the node always gets the digging time 0 seconds (torch)
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* `disable_jump`: Player (and possibly other things) cannot jump from node
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* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
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* `falling_node`: if there is no walkable block under the node it will fall
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* `float`: the node will not fall through liquids
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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 e.g. a weapon of a lower level make much less
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damage, and get worn out much faster, or not be able to get drops
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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 reducing tool wear
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* `2`: the node always gets the digging time 0.5 seconds (rail, sign)
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* `3`: the node always gets the digging time 0 seconds (torch)
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* `disable_jump`: Player (and possibly other things) cannot jump from node
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* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
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* `bouncy`: value is bounce speed in percent
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* `falling_node`: if there is no walkable block under the node it will fall
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* `float`: the node will not fall through liquids
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* `attached_node`: if the node under it is not a walkable block the node will be
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dropped as an item. If the node is wallmounted the wallmounted direction is
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checked.
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* `connect_to_raillike`: makes nodes of raillike drawtype with same group value
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connect to each other
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* See also: `leveldiff` in [Tools]
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* `slippery`: Players and items will slide on the node.
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Slipperiness rises steadily with `slippery` value, starting at 1.
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### Tool-only groups
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* `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
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`"toolrepair"` crafting recipe
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### `ObjectRef` groups
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* `immortal`: Skips all damage and breath handling for an object. This group
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will also hide the integrated HUD status bars for players, and is
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automatically set to all players when damage is disabled on the server.
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* `punch_operable`: For entities; disables the regular damage mechanism for
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players punching it by hand or a non-tool item, so that it can do something
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else than take damage.
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Known damage and digging time defining groups
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---------------------------------------------
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@ -1656,6 +1689,8 @@ to implement this.
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Determines how many uses the tool has when it is used for digging a node,
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of this group, of the maximum level. For lower leveled nodes, the use count
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is multiplied by `3^leveldiff`.
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`leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
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node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
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* `uses=10, leveldiff=0`: actual uses: 10
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* `uses=10, leveldiff=1`: actual uses: 30
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@ -5303,7 +5338,8 @@ Can be obtained via `item:get_meta()`.
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`MetaDataRef`
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-------------
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See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
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Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
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and [`PlayerMetaRef`].
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### Methods
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@ -5828,12 +5864,26 @@ It can be created via `Settings(filename)`.
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* Writes changes to file.
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* `to_table()`: returns `{[key1]=value1,...}`
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### Format
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The settings have the format `key = value`. Example:
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foo = example text
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bar = """
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Multiline
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value
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"""
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`StorageRef`
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------------
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Mod metadata: per mod metadata, saved automatically.
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Can be obtained via `minetest.get_mod_storage()` during load time.
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WARNING: This storage backend is incaptable to save raw binary data due
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to restrictions of JSON.
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### Methods
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* All methods in MetaDataRef
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@ -5848,6 +5898,9 @@ Object properties
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-----------------
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Used by `ObjectRef` methods. Part of an Entity definition.
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These properties are not persistent, but are applied automatically to the
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corresponding Lua entity using the given registration fields.
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Player properties need to be saved manually.
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{
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hp_max = 1,
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