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Fix bad markdown in lua_api.txt
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@ -47,30 +47,29 @@ Paths
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Games
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Games
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-----
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-----
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Games are looked up from:
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Games are looked up from:
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* `$path_share/games/gameid/`
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* `$path_user/games/gameid/`
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* `$path_share/games/gameid/`
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* `$path_user/games/gameid/`
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Where `gameid` is unique to each game.
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Where `gameid` is unique to each game.
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The game directory can contain the following files:
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The game directory can contain the following files:
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* `game.conf`
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Which contains:
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* `game.conf`, which contains:
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* name = <Human-readable full name of the game>
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* `name = <Human-readable full name of the game>` e.g. `name = Minetest`
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e.g.
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* Optionally, game.conf can also contain
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name = Minetest
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`disallowed_mapgens = <comma-separated mapgens>`
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* Optionally, game.conf can also contain:
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e.g. `disallowed_mapgens = v5,v6,flat`
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disallowed_mapgens = <comma-separated mapgens>
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These mapgens are removed from the list of mapgens for the game.
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e.g.
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* `minetest.conf`:
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disallowed_mapgens = v5,v6,flat
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Used to set default settings when running this game.
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These mapgens are removed from the list of mapgens for the game.
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* `settingtypes.txt`:
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* minetest.conf
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In the same format as the one in builtin.
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Used to set default settings when running this game.
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This settingtypes.txt will be parsed by the menu and the settings will be
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* settingtypes.txt
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displayed in the "Games" category in the advanced settings tab.
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In the same format as the one in builtin.
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* If the subgame contains a folder called `textures` the server will load it
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This settingtypes.txt will be parsed by the menu and the settings will be
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as a texturepack, overriding mod textures.
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displayed in the "Games" category in the advanced settings tab.
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Any server texturepack will override mod textures and the game texturepack.
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* If the subgame contains a folder called `textures` the server will load it
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as a texturepack, overriding mod textures.
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Any server texturepack will override mod textures and the game texturepack.
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### Menu images
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### Menu images
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@ -555,6 +554,7 @@ stretched to contain exactly 256 pixels (after arranging the pixels
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to one line). The indexing starts from 0.
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to one line). The indexing starts from 0.
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Examples:
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Examples:
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* 16x16 palette, index = 0: the top left corner
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* 16x16 palette, index = 0: the top left corner
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* 16x16 palette, index = 4: the fifth pixel in the first row
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* 16x16 palette, index = 4: the fifth pixel in the first row
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* 16x16 palette, index = 16: the pixel below the top left corner
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* 16x16 palette, index = 16: the pixel below the top left corner
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@ -579,6 +579,7 @@ When registering a node, set the item definition's `palette` field to
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a texture. You can also use texture modifiers.
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a texture. You can also use texture modifiers.
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The node's color depends on its `param2`, so you also must set an
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The node's color depends on its `param2`, so you also must set an
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appropriate `drawtype`:
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appropriate `drawtype`:
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* `drawtype = "color"` for nodes which use their full `param2` for
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* `drawtype = "color"` for nodes which use their full `param2` for
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palette indexing. These nodes can have 256 different colors.
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palette indexing. These nodes can have 256 different colors.
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The palette should contain 256 pixels.
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The palette should contain 256 pixels.
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@ -621,6 +622,7 @@ when a player digs or places a colored node.
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You can disable this feature by setting the `drop` field of the node
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You can disable this feature by setting the `drop` field of the node
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to itself (without metadata).
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to itself (without metadata).
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To transfer the color to a special drop, you need a drop table.
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To transfer the color to a special drop, you need a drop table.
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Example:
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Example:
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minetest.register_node("mod:stone", {
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minetest.register_node("mod:stone", {
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@ -2419,6 +2421,7 @@ The file should be a text file, with the following format:
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### Escapes
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### Escapes
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Strings that need to be translated can contain several escapes, preceded by `@`.
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Strings that need to be translated can contain several escapes, preceded by `@`.
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* `@@` acts as a literal `@`.
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* `@@` acts as a literal `@`.
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* `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined
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* `@n`, where `n` is a digit between 1 and 9, is an argument for the translated string that will be inlined
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when translation. Due to how translations are implemented, the original translation string **must** have
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when translation. Due to how translations are implemented, the original translation string **must** have
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