forked from Mirrorlandia_minetest/minetest
Lua_api.txt: Split long lines part 6
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doc/lua_api.txt
387
doc/lua_api.txt
@ -4794,51 +4794,58 @@ Definition tables
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-- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
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zoom_fov = 0.0,
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-- ^ For players only. Zoom FOV in degrees.
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-- Note that zoom loads and/or generates world beyond the server's maximum
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-- send and generate distances, so acts like a telescope.
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-- Note that zoom loads and/or generates world beyond the server's
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-- maximum send and generate distances, so acts like a telescope.
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-- Smaller zoomFOV values increase the distance loaded and/or generated.
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-- Defaults to 15 in creative mode, 0 in survival mode.
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-- zoom_fov = 0 disables zooming for the player.
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eye_height = 1.625,
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-- ^ For players only. Camera height above feet position in nodes. Defaults to 1.625
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-- ^ For players only. Camera height above feet position in nodes.
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-- Defaults to 1.625.
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physical = true,
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collide_with_objects = true, -- collide with other objects if physical = true
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collide_with_objects = true,
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-- ^ Collide with other objects if physical = true.
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weight = 5,
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collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
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selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
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-- ^ Default, uses collision box dimensions when not set.
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-- ^ For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
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-- object position.
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pointable = true, -- overrides selection box when false
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pointable = true,
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-- ^ Overrides selection box when false.
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visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
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-- ^ "cube" is a node-sized cube.
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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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-- ^ "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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-- ^ "wielditem" is used for dropped items
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-- (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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-- If the item has a 'wield_image' the object will be an extrusion of
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-- that, otherwise:
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-- If 'itemname' is a cubic node or nodebox the object will appear
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-- identical to 'itemname'.
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-- If 'itemname' is a plantlike node the object will be an extrusion of
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-- its 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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-- ^ `x` multiplies horizontal (X and Z) visual size.
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-- ^ `y` multiplies vertical (Y) visual size.
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mesh = "model",
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textures = {}, -- number of required textures depends on visual
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textures = {},
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-- ^ Number of required textures depends on visual.
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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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-- ^ "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 = {},
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-- ^ Number of required colors depends on visual.
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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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-- to position relative to player.
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-- ^ Defines the number of columns and rows in the spritesheet: {columns, rows}.
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-- ^ Used with spritesheet textures for animation and/or frame selection
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-- according to position relative to player.
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-- ^ Defines the number of columns and rows in the spritesheet:
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-- {columns, rows}.
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initial_sprite_basepos = {x = 0, y = 0},
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-- ^ Used with spritesheet textures.
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-- ^ Defines the {column, row} position of the initially used frame in the
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@ -4855,17 +4862,22 @@ Definition tables
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automatic_face_movement_max_rotation_per_sec = -1,
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-- ^ Limit automatic rotation to this value in degrees per second,
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-- value < 0 no limit.
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backface_culling = true, -- false to disable backface_culling for model
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backface_culling = true,
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-- ^ Set to false to disable backface_culling for model.
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glow = 0,
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-- ^ Add this much extra lighting when calculating texture color.
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-- Value < 0 disables light's effect on texture color.
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-- For faking self-lighting, UI style entities, or programmatic coloring in mods.
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nametag = "", -- by default empty, for players their name is shown if empty
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nametag_color = <color>, -- sets color of nametag as ColorSpec
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infotext = "", -- by default empty, text to be shown when pointed at object
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-- For faking self-lighting, UI style entities, or programmatic coloring
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-- in mods.
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nametag = "",
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-- ^ By default empty, for players their name is shown if empty.
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nametag_color = <color>,
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-- ^ Sets color of nametag as ColorSpec.
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infotext = "",
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-- ^ By default empty, text to be shown when pointed at object.
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static_save = true,
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-- ^ If false, never save this object statically. It will simply be deleted when the
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-- block gets unloaded.
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-- ^ If false, never save this object statically. It will simply be
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-- deleted when the block gets unloaded.
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-- The get_staticdata() callback is never called then.
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-- Defaults to 'true'
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}
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@ -4885,9 +4897,9 @@ Definition tables
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-- ^ Called sometimes; the string returned is passed to on_activate when
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-- the entity is re-activated from static state
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-- Also you can define arbitrary member variables here (see item definition for
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-- more info)
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_custom_field = whatever,
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-- ^ You can define arbitrary member variables here (see item definition
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-- for more info) by using a '_' prefix.
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}
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### ABM (ActiveBlockModifier) definition (`register_abm`)
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@ -4907,17 +4919,21 @@ Definition tables
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interval = 1.0,
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^ Operation interval in seconds.
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chance = 1,
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^ Chance of triggering `action` per-node per-interval is 1.0 / this value.
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^ Chance of triggering `action` per-node per-interval is 1.0 / this
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value.
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catch_up = true,
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^ If true, catch-up behaviour is enabled: The `chance` value is temporarily
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reduced when returning to an area to simulate time lost by the area being
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unattended. Note that the `chance` value can often be reduced to 1.
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^ If true, catch-up behaviour 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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action = function(pos, node, active_object_count, active_object_count_wider),
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^ Function triggered for each qualifying node.
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^ `active_object_count` is number of active objects in the node's mapblock.
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^ `active_object_count` is number of active objects in the node's
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mapblock.
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^ `active_object_count_wider` is number of active objects in the node's
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mapblock plus all 26 neighboring mapblocks. If any neighboring mapblocks
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are unloaded an estmate is calculated for them based on loaded mapblocks.
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mapblock plus all 26 neighboring mapblocks. If any neighboring
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mapblocks are unloaded an estmate is calculated for them based on
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loaded mapblocks.
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}
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### LBM (LoadingBlockModifier) definition (`register_lbm`)
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@ -4949,7 +4965,8 @@ Definition tables
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{bendy = 2, snappy = 1},
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{hard = 1, metal = 1, spikes = 1}
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inventory_image = "default_tool_steelaxe.png",
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inventory_overlay = "overlay.png", -- an overlay which does not get colorized
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inventory_overlay = "overlay.png",
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^ An overlay which does not get colorized.
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wield_image = "",
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wield_overlay = "",
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palette = "",
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@ -4962,9 +4979,7 @@ Definition tables
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^ "colorfacedir" and "colorwallmounted" nodes.
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]]
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color = "0xFFFFFFFF",
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--[[
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^ The color of the item. The palette overrides this.
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]]
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wield_scale = {x = 1, y = 1, z = 1},
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stack_max = 99,
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range = 4.0,
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@ -4974,7 +4989,8 @@ Definition tables
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max_drop_level = 0,
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groupcaps = {
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-- For example:
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choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
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choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
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uses = 20, maxlevel = 2},
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},
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damage_groups = {groupname = damage},
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},
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@ -5105,7 +5121,8 @@ Definition tables
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^ node, for the other drawtypes the image will be centered on the node.
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^ Note that positioning for "torchlike" may still change. ]]
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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
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^ Old field name was 'tile_images'.
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^ List can be shortened to needed length ]]
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overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
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^ Same as `tiles`, but these textures are drawn on top of the
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@ -5114,27 +5131,34 @@ Definition tables
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^ overlay is not drawn. Since such tiles are drawn twice, it
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^ is not recommended to use overlays on very common nodes. ]]
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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
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^ Old field name was 'special_materials'.
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^ List can be shortened to needed length ]]
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color = ColorSpec, --[[
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^ The node's original color will be multiplied with this color.
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^ If the node has a palette, then this setting only has an effect
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^ in the inventory and on the wield item. ]]
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use_texture_alpha = false, -- Use texture's alpha channel
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use_texture_alpha = false,
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^ Use texture's alpha channel.
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palette = "palette.png", --[[
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^ The node's `param2` is used to select a pixel from the image
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^ (pixels are arranged from left to right and from top to bottom).
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^ The node's color will be multiplied with the selected pixel's
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^ color. Tiles can override this behavior.
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^ Only when `paramtype2` supports palettes. ]]
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post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
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paramtype = "none", -- See "Nodes" --[[
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^ paramtype = "light" allows light to propagate from or through the node with light value
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^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
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post_effect_color = "green#0F",
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^ Screen tint if player is inside node, see "ColorSpec".
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paramtype = "none", --[[
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^ See "Nodes".
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^ paramtype = "light" allows light to propagate from or through the
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^ node with light value falling by 1 per node. This line is essential
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^ for a light source node to spread its light. ]]
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paramtype2 = "none", -- See "Nodes"
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place_param2 = nil, -- Force value for param2 when player places node
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is_ground_content = true, -- If false, the cave generator will not carve through this
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sunlight_propagates = false, -- If true, sunlight will go infinitely through this
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is_ground_content = true,
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^ If false, the cave generator will not carve through this node.
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sunlight_propagates = false,
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^ If true, sunlight will go infinitely through this.
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walkable = true, -- If true, objects collide with node
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pointable = true, -- If true, can be pointed at
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diggable = true, -- If false, can never be dug
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@ -5142,43 +5166,55 @@ Definition tables
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buildable_to = false, -- If true, placed nodes can replace this node
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floodable = false, --[[
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^ If true, liquids flow into and replace this node.
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^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
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^ Warning: making a liquid node 'floodable' will cause problems. ]]
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liquidtype = "none", -- "none"/"source"/"flowing"
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liquid_alternative_flowing = "", -- Flowing version of source liquid
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liquid_alternative_source = "", -- Source version of flowing liquid
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liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
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liquid_renewable = true, --[[
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^ If true, a new liquid source can be created by placing two or more sources nearby ]]
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^ If true, a new liquid source can be created by placing two or more
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sources nearby. ]]
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leveled = 16, --[[
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^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
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^ Allows defining the nodebox height without using param2.
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^ The nodebox height is 'leveled' / 64 nodes.
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^ The maximum value of 'leveled' is 127. ]]
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liquid_range = 8, -- number of flowing nodes around source (max. 8)
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drowning = 0, -- Player will take this amount of damage if no bubbles are left
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drowning = 0,
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^ Player will take this amount of damage if no bubbles are left.
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light_source = 0, --[[
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^ Amount of light emitted by node.
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^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
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^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
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damage_per_second = 0, -- If player is inside node, this damage is caused
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^ To set the maximum (currently 14), use the value
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^ 'minetest.LIGHT_MAX'.
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^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined
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^ behavior.]]
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damage_per_second = 0,
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^ If player is inside node, this damage is caused.
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node_box = {type="regular"}, -- See "Node boxes"
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connects_to = nodenames, --[[
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* Used for nodebox nodes with the type == "connected"
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* Specifies to what neighboring nodes connections will be drawn
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* e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
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connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
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^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
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^ Used for nodebox nodes with the type == "connected"
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^ Specifies to what neighboring nodes connections will be drawn
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^ e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
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connect_sides = { "top", "bottom", "front", "left", "back", "right" },
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-- [[
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^ Tells connected nodebox nodes to connect only to these sides of this
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^ node. ]]
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mesh = "model",
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selection_box = {type="regular"}, -- See "Node boxes" --[[
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^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
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legacy_facedir_simple = false, -- Support maps made in and before January 2012
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legacy_wallmounted = false, -- Support maps made in and before January 2012
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waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
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selection_box = {type="regular"}, --[[
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^ See "Node boxes".
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^ If drawtype "nodebox" is used and selection_box is nil, then node_box
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^ is used. ]]
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legacy_facedir_simple = false,
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^ Support maps made in and before January 2012.
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legacy_wallmounted = false,
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^ Support maps made in and before January 2012.
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waving = 0, --[[
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^ Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
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^ 1 - wave node like plants (top of node moves, bottom is fixed)
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^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
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^ caveats: not all models will properly wave
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^ plantlike drawtype nodes can only wave like plants
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^ allfaces_optional drawtype nodes can only wave like leaves --]]
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^ 2 - wave node like leaves (whole node moves side-to-side)
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^ caveats: not all models will properly wave.
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^ plantlike drawtype nodes can only wave like plants.
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^ allfaces_optional drawtype nodes can only wave like leaves. --]]
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sounds = {
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footstep = <SimpleSoundSpec>,
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dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
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@ -5186,15 +5222,17 @@ Definition tables
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place = <SimpleSoundSpec>,
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place_failed = <SimpleSoundSpec>,
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},
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drop = "", -- Name of dropped node when dug. Default is the node itself.
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-- Alternatively:
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drop = "",
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^ Name of dropped node when dug. Default is the node itself.
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^ Alternatively:
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drop = {
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max_items = 1, -- Maximum number of items to drop.
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items = { -- Choose max_items randomly from this list.
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{
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items = {"foo:bar", "baz:frob"}, -- Items to drop.
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rarity = 1, -- Probability of dropping is 1 / rarity.
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inherit_color = true, -- To inherit palette color from the node
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inherit_color = true, -- To inherit palette color from the
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node.
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},
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},
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},
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@ -5204,14 +5242,17 @@ Definition tables
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^ Can set up metadata and stuff like that
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^ Not called for bulk node placement (i.e. schematics and VoxelManip)
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^ default: nil ]]
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on_destruct = func(pos), --[[
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^ Node destructor; called before removing node
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^ Not called for bulk node placement (i.e. schematics and VoxelManip)
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^ default: nil ]]
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after_destruct = func(pos, oldnode), --[[
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^ Node destructor; called after removing node
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^ Not called for bulk node placement (i.e. schematics and VoxelManip)
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^ default: nil ]]
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on_flood = func(pos, oldnode, newnode), --[[
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^ Called when a liquid (newnode) is about to flood oldnode, if
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^ it has `floodable = true` in the nodedef. Not called for bulk
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@ -5219,26 +5260,31 @@ Definition tables
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^ return true the node is not flooded, but on_flood callback will
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^ most likely be called over and over again every liquid update
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^ interval. Default: nil.
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^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
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^ Warning: making a liquid node 'floodable' will cause problems. ]]
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preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
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^ Called when oldnode is about be converted to an item, but before the
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node is deleted from the world or the drops are added. This is generally
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the result of either the node being dug or an attached node becoming detached.
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^ drops is a table of ItemStacks, so any metadata to be preserved can be
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added directly to one or more of the dropped items. See "ItemStackMetaRef".
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^ node is deleted from the world or the drops are added. This is
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^ generally the result of either the node being dug or an attached node
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^ becoming detached.
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^ drops is a table of ItemStacks, so any metadata to be preserved can
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^ be added directly to one or more of the dropped items. See
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^ "ItemStackMetaRef".
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^ default: nil ]]
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after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
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^ Called after constructing node when node was placed using
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minetest.item_place_node / minetest.place_node
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^ minetest.item_place_node / minetest.place_node
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^ If return true no item is taken from itemstack
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^ `placer` may be any valid ObjectRef or nil
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^ default: nil ]]
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after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
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^ oldmetadata is in table format
|
||||
^ Called after destructing node when node was dug using
|
||||
minetest.node_dig / minetest.dig_node
|
||||
^ minetest.node_dig / minetest.dig_node
|
||||
^ default: nil ]]
|
||||
|
||||
can_dig = function(pos, [player]) --[[
|
||||
^ returns true if node can be dug, or false if not
|
||||
^ default: nil ]]
|
||||
@ -5246,13 +5292,15 @@ Definition tables
|
||||
on_punch = func(pos, node, puncher, pointed_thing), --[[
|
||||
^ default: minetest.node_punch
|
||||
^ By default: Calls minetest.register_on_punchnode callbacks ]]
|
||||
on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
|
||||
|
||||
on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
|
||||
--[[
|
||||
^ default: nil
|
||||
^ itemstack will hold clicker's wielded item
|
||||
^ Shall return the leftover itemstack
|
||||
^ Note: pointed_thing can be nil, if a mod calls this function
|
||||
This function does not get triggered by clients <=0.4.16 if the
|
||||
"formspec" node metadata field is set ]]
|
||||
^ This function does not get triggered by clients <=0.4.16 if the
|
||||
^ "formspec" node metadata field is set ]]
|
||||
|
||||
on_dig = func(pos, node, digger), --[[
|
||||
^ default: minetest.node_dig
|
||||
@ -5262,33 +5310,37 @@ Definition tables
|
||||
^ default: nil
|
||||
^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
|
||||
^ elapsed is the total time passed since the timer was started
|
||||
^ return true to run the timer for another cycle with the same timeout value ]]
|
||||
^ return true to run the timer for another cycle with the same timeout
|
||||
^ value. ]]
|
||||
|
||||
on_receive_fields = func(pos, formname, fields, sender), --[[
|
||||
^ fields = {name1 = value1, name2 = value2, ...}
|
||||
^ Called when an UI form (e.g. sign text input) returns data
|
||||
^ default: nil ]]
|
||||
|
||||
allow_metadata_inventory_move = func(pos, from_list, from_index,
|
||||
to_list, to_index, count, player), --[[
|
||||
allow_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
|
||||
--[[
|
||||
^ Called when a player wants to move items inside the inventory
|
||||
^ Return value: number of items allowed to move ]]
|
||||
|
||||
allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
|
||||
allow_metadata_inventory_put = func(pos, listname, index, stack, player),
|
||||
--[[
|
||||
^ Called when a player wants to put something into the inventory
|
||||
^ Return value: number of items allowed to put
|
||||
^ Return value: -1: Allow and don't modify item count in inventory ]]
|
||||
|
||||
allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
|
||||
allow_metadata_inventory_take = func(pos, listname, index, stack, player),
|
||||
--[[
|
||||
^ Called when a player wants to take something out of the inventory
|
||||
^ Return value: number of items allowed to take
|
||||
^ Return value: -1: Allow and don't modify item count in inventory ]]
|
||||
|
||||
on_metadata_inventory_move = func(pos, from_list, from_index,
|
||||
to_list, to_index, count, player),
|
||||
on_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
|
||||
on_metadata_inventory_put = func(pos, listname, index, stack, player),
|
||||
on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
|
||||
^ Called after the actual action has happened, according to what was allowed.
|
||||
on_metadata_inventory_take = func(pos, listname, index, stack, player),
|
||||
--[[
|
||||
^ Called after the actual action has happened, according to what was
|
||||
^ allowed.
|
||||
^ No return value ]]
|
||||
|
||||
on_blast = func(pos, intensity), --[[
|
||||
@ -5361,18 +5413,20 @@ Definition tables
|
||||
-- ^ a list of nodenames is supported too
|
||||
clust_scarcity = 8 * 8 * 8,
|
||||
-- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
|
||||
-- ^ If the desired average distance between ores is 'd', set this to d * d * d.
|
||||
-- ^ If the desired average distance between ores is 'd', set this to
|
||||
-- ^ d * d * d.
|
||||
clust_num_ores = 8,
|
||||
-- ^ Number of ores in a cluster
|
||||
clust_size = 3,
|
||||
-- ^ Size of the bounding box of the cluster
|
||||
-- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27 nodes
|
||||
-- ^ are coal ore.
|
||||
-- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
|
||||
-- ^ nodes are coal ore.
|
||||
y_min = -31000,
|
||||
y_max = 64,
|
||||
-- ^ Lower and upper limits for ore.
|
||||
flags = "",
|
||||
-- ^ Attributes for this ore generation, see 'Ore attributes' section above.
|
||||
-- ^ Attributes for this ore generation, see 'Ore attributes' section
|
||||
-- ^ above.
|
||||
noise_threshold = 0.5,
|
||||
-- ^ If noise is above this threshold, ore is placed. Not needed for a
|
||||
-- ^ uniform distribution.
|
||||
@ -5384,15 +5438,16 @@ Definition tables
|
||||
octaves = 3,
|
||||
persist = 0.7
|
||||
},
|
||||
-- ^ NoiseParams structure describing one of the perlin noises used for ore
|
||||
-- ^ distribution.
|
||||
-- ^ NoiseParams structure describing one of the perlin noises used for
|
||||
-- ^ ore distribution.
|
||||
-- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
|
||||
-- ^ Omit from "scatter" ore for a uniform ore distribution.
|
||||
-- ^ Omit from "stratum ore for a simple horizontal strata from y_min to y_max.
|
||||
-- ^ Omit from "stratum ore for a simple horizontal strata from y_min to
|
||||
-- ^ y_max.
|
||||
biomes = {"desert", "rainforest"}
|
||||
-- ^ List of biomes in which this decoration occurs.
|
||||
-- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen being
|
||||
-- ^ used does not support biomes.
|
||||
-- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen
|
||||
-- ^ being used does not support biomes.
|
||||
-- ^ Can be a list of (or a single) biome names, IDs, or definitions.
|
||||
column_height_min = 1,
|
||||
column_height_max = 16,
|
||||
@ -5451,9 +5506,11 @@ Definition tables
|
||||
depth_water_top = 10,
|
||||
-- ^ Node forming a surface layer in seawater with the defined thickness.
|
||||
node_water = "",
|
||||
-- ^ Node that replaces all seawater nodes not in the defined surface layer.
|
||||
-- ^ Node that replaces all seawater nodes not in the defined surface
|
||||
-- ^ layer.
|
||||
node_river_water = "default:ice",
|
||||
-- ^ Node that replaces river water in mapgens that use default:river_water.
|
||||
-- ^ Node that replaces river water in mapgens that use
|
||||
-- ^ default:river_water.
|
||||
node_riverbed = "default:gravel",
|
||||
depth_riverbed = 2,
|
||||
-- ^ Node placed under river water and thickness of this layer.
|
||||
@ -5488,17 +5545,31 @@ Definition tables
|
||||
place_on = "default:dirt_with_grass",
|
||||
-- ^ Node (or list of nodes) that the decoration can be placed on
|
||||
sidelen = 8,
|
||||
-- ^ Size of divisions made in the chunk being generated.
|
||||
-- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
|
||||
-- ^ Size of the square divisions of the mapchunk being generated.
|
||||
-- ^ Determines the resolution of noise variation if used.
|
||||
-- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made
|
||||
-- ^ equal to the chunk size.
|
||||
fill_ratio = 0.02,
|
||||
-- ^ Ratio of the area to be uniformly filled by the decoration.
|
||||
-- ^ The value determines 'decorations per surface node'.
|
||||
-- ^ Used only if noise_params is not specified.
|
||||
noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
|
||||
-- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
|
||||
-- ^ The result of this is multiplied by the 2d area of the division being decorated.
|
||||
noise_params = {
|
||||
offset = 0,
|
||||
scale = 0.45,
|
||||
spread = {x = 100, y = 100, z = 100},
|
||||
seed = 354,
|
||||
octaves = 3,
|
||||
persist = 0.7,
|
||||
lacunarity = 2.0,
|
||||
flags = "absvalue"
|
||||
},
|
||||
-- ^ NoiseParams structure describing the perlin noise used for decoration
|
||||
-- ^ distribution.
|
||||
-- ^ A noise value is calculated for each square division and determines
|
||||
-- ^ 'decorations per surface node' within each division.
|
||||
biomes = {"Oceanside", "Hills", "Plains"},
|
||||
-- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
|
||||
-- ^ and ignored if the Mapgen being used does not support biomes.
|
||||
-- ^ List of biomes in which this decoration occurs. Occurs in all biomes
|
||||
-- ^ if this is omitted, and ignored if the Mapgen being used does not
|
||||
-- ^ support biomes.
|
||||
-- ^ Can be a list of (or a single) biome names, IDs, or definitions.
|
||||
y_min = -31000
|
||||
y_max = 31000
|
||||
@ -5506,10 +5577,12 @@ Definition tables
|
||||
-- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
|
||||
spawn_by = "default:water",
|
||||
-- ^ Node (or list of nodes) that the decoration only spawns next to.
|
||||
-- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
|
||||
-- ^ one plane level with the 'place_on' node and a plane one node above that.
|
||||
-- ^ Checks two horizontal planes of 8 neighbouring nodes (including
|
||||
-- ^ diagonal neighbours), one plane level with the 'place_on' node and a
|
||||
-- ^ plane one node above that.
|
||||
num_spawn_by = 1,
|
||||
-- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
|
||||
-- ^ Number of spawn_by nodes that must be surrounding the decoration
|
||||
-- ^ position to occur.
|
||||
-- ^ If absent or -1, decorations occur next to any nodes.
|
||||
flags = "liquid_surface, force_placement, all_floors, all_ceilings",
|
||||
-- ^ Flags for all decoration types.
|
||||
@ -5531,16 +5604,19 @@ Definition tables
|
||||
----- Simple-type parameters
|
||||
decoration = "default:grass",
|
||||
-- ^ The node name used as the decoration.
|
||||
-- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
|
||||
-- ^ If instead a list of strings, a randomly selected node from the list
|
||||
-- ^ is placed as the decoration.
|
||||
height = 1,
|
||||
-- ^ Decoration height in nodes.
|
||||
-- ^ If height_max is not 0, this is the lower limit of a randomly selected height.
|
||||
-- ^ If height_max is not 0, this is the lower limit of a randomly
|
||||
-- ^ selected height.
|
||||
height_max = 0,
|
||||
-- ^ Upper limit of the randomly selected height.
|
||||
-- ^ If absent, the parameter 'height' is used as a constant.
|
||||
param2 = 0,
|
||||
-- ^ Param2 value of decoration nodes.
|
||||
-- ^ If param2_max is not 0, this is the lower limit of a randomly selected param2.
|
||||
-- ^ If param2_max is not 0, this is the lower limit of a randomly
|
||||
-- ^ selected param2.
|
||||
param2_max = 0,
|
||||
-- ^ Upper limit of the randomly selected param2.
|
||||
-- ^ If absent, the parameter 'param2' is used as a constant.
|
||||
@ -5554,17 +5630,16 @@ Definition tables
|
||||
|
||||
----- Schematic-type parameters
|
||||
schematic = "foobar.mts",
|
||||
-- ^ If schematic is a string, it is the filepath relative to the current working directory of the
|
||||
-- ^ specified Minetest schematic file.
|
||||
-- ^ If schematic is a string, it is the filepath relative to the current
|
||||
-- ^ working directory of the specified Minetest schematic file.
|
||||
-- ^ - OR -, could be the ID of a previously registered schematic
|
||||
-- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
|
||||
-- ^ and an optional table yslice_prob:
|
||||
-- ^ - OR -, could instead be a table containing two mandatory fields,
|
||||
-- ^ size and data, and an optional table yslice_prob:
|
||||
schematic = {
|
||||
size = {x = 4, y = 6, z = 4},
|
||||
data = {
|
||||
{name = "default:cobble", param1 = 255, param2 = 0},
|
||||
{name = "default:dirt_with_grass", param1 = 255, param2 = 0},
|
||||
{name="ignore", param1=255, param2=0},
|
||||
{name = "air", param1 = 255, param2 = 0},
|
||||
...
|
||||
},
|
||||
@ -5578,7 +5653,7 @@ Definition tables
|
||||
replacements = {["oldname"] = "convert_to", ...},
|
||||
flags = "place_center_x, place_center_y, place_center_z",
|
||||
-- ^ Flags for schematic decorations. See 'Schematic attributes'.
|
||||
rotation = "90" -- rotate schematic 90 degrees on placement
|
||||
rotation = "90",
|
||||
-- ^ Rotation can be "0", "90", "180", "270", or "random".
|
||||
place_offset_y = 0,
|
||||
-- ^ If the flag 'place_center_y' is set this parameter is ignored.
|
||||
@ -5597,19 +5672,21 @@ Definition tables
|
||||
description = "Remove privilege from player", -- Full description
|
||||
privs = {privs=true}, -- Require the "privs" privilege to run
|
||||
func = function(name, param), -- Called when command is run.
|
||||
-- Returns boolean success and text output.
|
||||
-- Returns boolean success and text
|
||||
-- output.
|
||||
}
|
||||
|
||||
Note that in params, use of symbols is as follows:
|
||||
|
||||
* `<>` signifies a placeholder to be replaced when the command is used. For example,
|
||||
when a player name is needed: `<name>`
|
||||
* `[]` signifies param is optional and not required when the command is used. For
|
||||
example, if you require param1 but param2 is optional: `<param1> [<param2>]`
|
||||
* `<>` signifies a placeholder to be replaced when the command is used. For
|
||||
example, when a player name is needed: `<name>`
|
||||
* `[]` signifies param is optional and not required when the command is used.
|
||||
For example, if you require param1 but param2 is optional:
|
||||
`<param1> [<param2>]`
|
||||
* `|` signifies exclusive or. The command requires one param from the options
|
||||
provided. For example: `<param1> | <param2>`
|
||||
* `()` signifies grouping. For example, when param1 and param2 are both required,
|
||||
or only param3 is required: `(<param1> <param2>) | <param3>`
|
||||
* `()` signifies grouping. For example, when param1 and param2 are both
|
||||
required, or only param3 is required: `(<param1> <param2>) | <param3>`
|
||||
|
||||
### Detached inventory callbacks
|
||||
|
||||
@ -5631,7 +5708,8 @@ Note that in params, use of symbols is as follows:
|
||||
on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
|
||||
on_put = func(inv, listname, index, stack, player),
|
||||
on_take = func(inv, listname, index, stack, player),
|
||||
-- ^ Called after the actual action has happened, according to what was allowed.
|
||||
-- ^ Called after the actual action has happened, according to what was
|
||||
-- ^ allowed.
|
||||
-- ^ No return value
|
||||
}
|
||||
|
||||
@ -5639,7 +5717,8 @@ Note that in params, use of symbols is as follows:
|
||||
|
||||
{
|
||||
hud_elem_type = "image", -- see HUD element types
|
||||
-- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
|
||||
-- ^ type of HUD element, can be either of "image", "text", "statbar",
|
||||
"inventory".
|
||||
position = {x=0.5, y=0.5},
|
||||
-- ^ Left corner position of element
|
||||
name = "<name>",
|
||||
@ -5691,7 +5770,8 @@ Note that in params, use of symbols is as follows:
|
||||
{
|
||||
amount = 1,
|
||||
time = 1,
|
||||
-- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
|
||||
-- ^ If time is 0 has infinite lifespan and spawns the amount on a
|
||||
-- ^ per-second basis.
|
||||
minpos = {x=0, y=0, z=0},
|
||||
maxpos = {x=0, y=0, z=0},
|
||||
minvel = {x=0, y=0, z=0},
|
||||
@ -5703,22 +5783,24 @@ Note that in params, use of symbols is as follows:
|
||||
minsize = 1,
|
||||
maxsize = 1,
|
||||
-- ^ The particle's properties are random values in between the bounds:
|
||||
-- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
|
||||
-- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
|
||||
-- ^ minpos/maxpos, minvel/maxvel (velocity),
|
||||
-- ^ minacc/maxacc (acceleration), minsize/maxsize,
|
||||
-- ^ minexptime/maxexptime (expirationtime).
|
||||
collisiondetection = false,
|
||||
-- ^ collisiondetection: if true uses collision detection
|
||||
collision_removal = false,
|
||||
-- ^ collision_removal: if true then particle is removed when it collides,
|
||||
-- ^ requires collisiondetection = true to have any effect
|
||||
attached = ObjectRef,
|
||||
-- ^ attached: if defined, particle positions, velocities and accelerations
|
||||
-- ^ are relative to this object's position and yaw.
|
||||
-- ^ attached: if defined, particle positions, velocities and
|
||||
-- ^ accelerations are relative to this object's position and yaw.
|
||||
vertical = false,
|
||||
-- ^ vertical: if true faces player using y axis only
|
||||
texture = "image.png",
|
||||
-- ^ Uses texture (string)
|
||||
playername = "singleplayer"
|
||||
-- ^ Playername is optional, if specified spawns particle only on the player's client
|
||||
-- ^ Playername is optional, if specified spawns particle only on the
|
||||
-- ^ player's client.
|
||||
animation = {Tile Animation definition},
|
||||
-- ^ optional, specifies how to animate the particle texture
|
||||
glow = 0
|
||||
@ -5733,23 +5815,27 @@ Note that in params, use of symbols is as follows:
|
||||
-- ^ Timeout for connection in seconds. Default is 3 seconds.
|
||||
post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
|
||||
-- ^ Optional, if specified a POST request with post_data is performed.
|
||||
-- ^ Accepts both a string and a table. If a table is specified, encodes table
|
||||
-- ^ as x-www-form-urlencoded key-value pairs.
|
||||
-- ^ Accepts both a string and a table. If a table is specified, encodes
|
||||
-- ^ table as x-www-form-urlencoded key-value pairs.
|
||||
-- ^ If post_data ist not specified, a GET request is performed instead.
|
||||
user_agent = "ExampleUserAgent",
|
||||
-- ^ Optional, if specified replaces the default minetest user agent with given string
|
||||
-- ^ Optional, if specified replaces the default minetest user agent with
|
||||
-- ^ given string.
|
||||
extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
|
||||
-- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
|
||||
-- ^ that the header strings follow HTTP specification ("Key: Value").
|
||||
-- ^ Optional, if specified adds additional headers to the HTTP request.
|
||||
-- ^ You must make sure that the header strings follow HTTP specification
|
||||
-- ^ ("Key: Value").
|
||||
multipart = boolean
|
||||
-- ^ Optional, if true performs a multipart HTTP request. Default is false.
|
||||
-- ^ Optional, if true performs a multipart HTTP request.
|
||||
-- ^ Default is false.
|
||||
}
|
||||
|
||||
### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
|
||||
|
||||
{
|
||||
completed = true,
|
||||
-- ^ If true, the request has finished (either succeeded, failed or timed out)
|
||||
-- ^ If true, the request has finished (either succeeded, failed or timed
|
||||
out).
|
||||
succeeded = true,
|
||||
-- ^ If true, the request was successful
|
||||
timeout = false,
|
||||
@ -5763,25 +5849,30 @@ Note that in params, use of symbols is as follows:
|
||||
|
||||
{
|
||||
get_auth = func(name),
|
||||
-- ^ Get authentication data for existing player `name` (`nil` if player doesn't exist)
|
||||
-- ^ returns following structure `{password=<string>, privileges=<table>, last_login=<number or nil>}`
|
||||
-- ^ Get authentication data for existing player `name` (`nil` if player
|
||||
doesn't exist).
|
||||
-- ^ returns following structure:
|
||||
-- ^ `{password=<string>, privileges=<table>, last_login=<number or nil>}`
|
||||
create_auth = func(name, password),
|
||||
-- ^ Create new auth data for player `name`
|
||||
-- ^ Note that `password` is not plain-text but an arbitrary representation decided by the engine
|
||||
-- ^ Note that `password` is not plain-text but an arbitrary
|
||||
-- ^ representation decided by the engine
|
||||
delete_auth = func(name),
|
||||
-- ^ Delete auth data of player `name`, returns boolean indicating success (false if player nonexistant)
|
||||
-- ^ Delete auth data of player `name`, returns boolean indicating success
|
||||
-- ^ (false if player nonexistant).
|
||||
set_password = func(name, password),
|
||||
-- ^ Set password of player `name` to `password`
|
||||
Auth data should be created if not present
|
||||
set_privileges = func(name, privileges),
|
||||
-- ^ Set privileges of player `name`
|
||||
-- ^ `privileges` is in table form, auth data should be created if not present
|
||||
-- ^ `privileges` is in table form, auth data should be created if not
|
||||
-- ^ present.
|
||||
reload = func(),
|
||||
-- ^ Reload authentication data from the storage location
|
||||
-- ^ Returns boolean indicating success
|
||||
record_login = func(name),
|
||||
-- ^ Called when player joins, used for keeping track of last_login
|
||||
iterate = func(),
|
||||
-- ^ Returns an iterator (use with `for` loops) for all player names currently in the auth database
|
||||
-- ^ Returns an iterator (use with `for` loops) for all player names
|
||||
-- ^ currently in the auth database.
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user