More corrections to lua_api.txt (#12505)

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@ -1388,11 +1388,10 @@ HUD element types
-----------------
The position field is used for all element types.
To account for differing resolutions, the position coordinates are the
percentage of the screen, ranging in value from `0` to `1`.
The name field is not yet used, but should contain a description of what the
The `name` field is not yet used, but should contain a description of what the
HUD element represents.
The `direction` field is the direction in which something is drawn.
@ -1425,10 +1424,9 @@ Supports negative values. By convention, the following values are recommended:
* 100: Temporary text messages or notification icons
* 1000: Full-screen effects such as full-black screen or credits.
This includes effects that cover the entire screen
* Other: If your HUD element doesn't fit into any category, pick a number
between the suggested values
If your HUD element doesn't fit into any category, pick a number
between the suggested values
Below are the specific uses for fields in each type; fields not listed for that
type are ignored.
@ -1458,6 +1456,8 @@ Displays text on the HUD.
* `offset`: offset in pixels from position.
* `size`: size of the text.
The player-set font size is multiplied by size.x (y value isn't used).
* `style`: determines font style
Bitfield with 1 = bold, 2 = italic, 4 = monospace
### `statbar`
@ -1480,7 +1480,7 @@ Displays a horizontal bar made up of half-images with an optional background.
* `text`: The name of the inventory list to be displayed.
* `number`: Number of items in the inventory to be displayed.
* `item`: Position of item that is selected.
* `direction`
* `direction`: Direction the list will be displayed in
* `offset`: offset in pixels from position.
### `waypoint`
@ -1524,7 +1524,7 @@ Displays an image oriented or translated according to current heading direction.
* `text`: The name of the texture to use.
* `alignment`: The alignment of the image.
* `offset`: Offset in pixels from position.
* `dir`: How the image is rotated/translated:
* `direction`: How the image is rotated/translated:
* 0 - Rotate as heading direction
* 1 - Rotate in reverse direction
* 2 - Translate as landscape direction
@ -2434,7 +2434,7 @@ Elements
### `listring[<inventory location>;<list name>]`
* Allows to create a ring of inventory lists
* Appends to an internal ring of inventory lists.
* Shift-clicking on items in one element of the ring
will send them to the next inventory list inside the ring
* The first occurrence of an element inside the ring will
@ -4520,26 +4520,26 @@ generated chunk by the current mapgen.
Returns a table mapping requested generation notification types to arrays of
positions at which the corresponding generated structures are located within
the current chunk. To set the capture of positions of interest to be recorded
on generate, use `minetest.set_gen_notify()`.
For decorations, the returned positions are the ground surface 'place_on'
nodes, not the decorations themselves. A 'simple' type decoration is often 1
node above the returned position and possibly displaced by 'place_offset_y'.
the current chunk. To enable the capture of positions of interest to be recorded
call `minetest.set_gen_notify()` first.
Possible fields of the table returned are:
Possible fields of the returned table are:
* `dungeon`
* `temple`
* `dungeon`: bottom center position of dungeon rooms
* `temple`: as above but for desert temples (mgv6 only)
* `cave_begin`
* `cave_end`
* `large_cave_begin`
* `large_cave_end`
* `decoration`
* `decoration#id` (see below)
Decorations have a key in the format of `"decoration#id"`, where `id` is the
numeric unique decoration ID as returned by `minetest.get_decoration_id`.
numeric unique decoration ID as returned by `minetest.get_decoration_id()`.
For example, `decoration#123`.
The returned positions are the ground surface 'place_on' nodes,
not the decorations themselves. A 'simple' type decoration is often 1
node above the returned position and possibly displaced by 'place_offset_y'.
Registered entities
@ -5089,7 +5089,7 @@ Call these functions only at load time!
* Called when a node is punched
* `minetest.register_on_generated(function(minp, maxp, blockseed))`
* Called after generating a piece of world. Modifying nodes inside the area
is a bit faster than usually.
is a bit faster than usual.
* `minetest.register_on_newplayer(function(ObjectRef))`
* Called when a new player enters the world for the first time
* `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
@ -6827,6 +6827,21 @@ Lua back to the engine.
Doing so is much less error-prone and you will never need to wonder if the
object you are working with still exists.
### Attachments
It is possible to attach objects to other objects (`set_attach` method).
When an object is attached, it is positioned relative to the parent's position
and rotation. `get_pos` and `get_rotation` will always return the parent's
values and changes via their setter counterparts are ignored.
To change position or rotation call `set_attach` again with the new values.
**Note**: Just like model dimensions, the relative position in `set_attach`
must be multiplied by 10 compared to world positions.
It is also possible to attach to a bone of the parent object. In that case the
child will follow movement and rotation of that bone.
### Methods
@ -6879,12 +6894,13 @@ object you are working with still exists.
* `set_animation_frame_speed(frame_speed)`
* `frame_speed`: number, default: `15.0`
* `set_attach(parent[, bone, position, rotation, forced_visible])`
* `bone`: string. Default is `""`, the root bone
* `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
* `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
Default `{x=0, y=0, z=0}`
* `parent`: `ObjectRef` to attach to
* `bone`: default `""` (the root bone)
* `position`: relative position, default `{x=0, y=0, z=0}`
* `rotation`: relative rotation in degrees, default `{x=0, y=0, z=0}`
* `forced_visible`: Boolean to control whether the attached entity
should appear in first person. Default `false`.
should appear in first person, default `false`.
* Please also read the [Attachments] section above.
* This command may fail silently (do nothing) when it would result
in circular attachments.
* `get_attach()`: returns parent, bone, position, rotation, forced_visible,
@ -7065,8 +7081,8 @@ object you are working with still exists.
* `hud_remove(id)`: remove the HUD element of the specified id
* `hud_change(id, stat, value)`: change a value of a previously added HUD
element.
* element `stat` values:
`position`, `name`, `scale`, `text`, `number`, `item`, `dir`
* `stat` supports the same keys as in the hud definition table except for
`"hud_elem_type"`.
* `hud_get(id)`: gets the HUD element definition structure of the specified ID
* `hud_set_flags(flags)`: sets specified HUD flags of player.
* `flags`: A table with the following fields set to boolean values
@ -7749,12 +7765,12 @@ gets activated (not loaded!)
-- Definitions with identical labels will be listed as one.
name = "modname:replace_legacy_door",
-- String or table with node names to trigger on
-- Identifier of the LBM, should follow the modname:<whatever> convention
nodenames = {"default:lava_source"},
-- List of node names to trigger the LBM on.
-- Also non-registered nodes will work.
-- Groups (as of group:groupname) will work as well.
-- Names of non-registered nodes and groups (as group:groupname)
-- will work as well.
run_at_every_load = false,
-- Whether to run the LBM's action every time a block gets activated,
@ -8296,7 +8312,7 @@ Used by `minetest.register_node`.
-- node is deleted from the world or the drops are added. This is
-- generally the result of either the node being dug or an attached node
-- becoming detached.
-- oldmeta is the NodeMetaRef of the oldnode before deletion.
-- oldmeta are the metadata fields (table) of the node before deletion.
-- drops is a table of ItemStacks, so any metadata to be preserved can
-- be added directly to one or more of the dropped items. See
-- "ItemStackMetaRef".
@ -8627,8 +8643,7 @@ performance and computing power the practical limit is much lower.
node_dungeon_alt = "default:mossycobble",
-- Node used for randomly-distributed alternative structure nodes.
-- If alternative structure nodes are not wanted leave this absent for
-- performance reasons.
-- If alternative structure nodes are not wanted leave this absent.
node_dungeon_stair = "stairs:stair_cobble",
-- Node used for dungeon stairs.
@ -8910,30 +8925,30 @@ Used by `minetest.create_detached_inventory`.
HUD Definition
--------------
See [HUD] section.
Since most values have multiple different functions, please see the
documentation in [HUD] section.
Used by `Player:hud_add`. Returned by `Player:hud_get`.
Used by `ObjectRef:hud_add`. Returned by `ObjectRef:hud_get`.
{
hud_elem_type = "image", -- See HUD element types
hud_elem_type = "image",
-- Type of element, can be "image", "text", "statbar", "inventory",
-- "compass" or "minimap"
-- "waypoint", "image_waypoint", "compass" or "minimap"
position = {x=0.5, y=0.5},
-- Left corner position of element
-- Top left corner position of element
name = "<name>",
scale = {x = 2, y = 2},
scale = {x = 1, y = 1},
text = "<text>",
text2 = "<text>",
number = 2,
number = 0,
item = 3,
-- Selected item in inventory. 0 for no item selected.
item = 0,
direction = 0,
-- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
@ -8942,14 +8957,14 @@ Used by `Player:hud_add`. Returned by `Player:hud_get`.
offset = {x=0, y=0},
size = { x=100, y=100 },
-- Size of element in pixels
world_pos = {x=0, y=0, z=0},
size = {x=0, y=0},
z_index = 0,
-- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
-- Z index: lower z-index HUDs are displayed behind higher z-index HUDs
style = 0,
-- For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
}
Particle definition