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1370 lines
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1370 lines
49 KiB
Plaintext
Minetest Lua Modding API Reference 0.4.dev
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==========================================
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More information at http://c55.me/minetest/
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Introduction
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-------------
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Content and functionality can be added to Minetest 0.4 by using Lua
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scripting in run-time loaded mods.
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A mod is a self-contained bunch of scripts, textures and other related
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things that is loaded by and interfaces with Minetest.
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Mods are contained and ran solely on the server side. Definitions and media
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files are automatically transferred to the client.
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If you see a deficiency in the API, feel free to attempt to add the
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functionality in the engine and API. You can send such improvements as
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source code patches to <celeron55@gmail.com>.
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Programming in Lua
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-------------------
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If you have any difficulty in understanding this, please read:
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http://www.lua.org/pil/
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Startup
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--------
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Mods are loaded during server startup from the mod load paths by running
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the init.lua scripts in a shared environment.
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Mod load path
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-------------
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Generic:
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$path_share/games/gameid/mods/
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$path_share/mods/gameid/
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$path_user/games/gameid/mods/
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$path_user/mods/gameid/ <-- User-installed mods
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$worldpath/worldmods/
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In a run-in-place version (eg. the distributed windows version):
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minetest-0.4.x/games/gameid/mods/
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minetest-0.4.x/mods/gameid/ <-- User-installed mods
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minetest-0.4.x/worlds/worldname/worldmods/
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On an installed version on linux:
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/usr/share/minetest/games/gameid/mods/
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~/.minetest/mods/gameid/ <-- User-installed mods
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~/.minetest/worlds/worldname/worldmods
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Mod load path for world-specific games
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--------------------------------------
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It is possible to include a game in a world; in this case, no mods or
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games are loaded or checked from anywhere else.
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This is useful for eg. adventure worlds.
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This happens if the following directory exists:
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$world/game/
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Mods should be then be placed in:
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$world/game/mods/
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Modpack support
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----------------
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Mods can be put in a subdirectory, if the parent directory, which otherwise
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should be a mod, contains a file named modpack.txt. This file shall be
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empty, except for lines starting with #, which are comments.
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Mod directory structure
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------------------------
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mods
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|-- modname
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| |-- depends.txt
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| |-- init.lua
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| |-- textures
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| | |-- modname_stuff.png
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| | `-- modname_something_else.png
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| |-- sounds
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| |-- media
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| `-- <custom data>
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`-- another
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modname:
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The location of this directory can be fetched by using
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minetest.get_modpath(modname)
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depends.txt:
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List of mods that have to be loaded before loading this mod.
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A single line contains a single modname.
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init.lua:
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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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textures, sounds, media:
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Media files (textures, sounds, whatever) that will be transferred to the
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client and will be available for use by the mod.
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Naming convention for registered textual names
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----------------------------------------------
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Registered names should generally be in this format:
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"modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
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This is to prevent conflicting names from corrupting maps and is
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enforced by the mod loader.
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Example: mod "experimental", ideal item/node/entity name "tnt":
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-> the name should be "experimental:tnt".
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Enforcement can be overridden by prefixing the name with ":". This can
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be used for overriding the registrations of some other mod.
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Example: Any mod can redefine experimental:tnt by using the name
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":experimental:tnt" when registering it.
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(also that mod is required to have "experimental" as a dependency)
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The ":" prefix can also be used for maintaining backwards compatibility.
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Aliases
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-------
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Aliases can be added by using minetest.register_alias(name, convert_to)
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This will make Minetest to convert things called name to things called
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convert_to.
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This can be used for maintaining backwards compatibility.
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This can be also used for setting quick access names for things, eg. if
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you have an item called epiclylongmodname:stuff, you could do
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minetest.register_alias("stuff", "epiclylongmodname:stuff")
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and be able to use "/giveme stuff".
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Textures
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--------
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Mods should generally prefix their textures with modname_, eg. given
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the mod name "foomod", a texture could be called
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"foomod_foothing.png"
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Textures are referred to by their complete name, or alternatively by
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stripping out the file extension:
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eg. foomod_foothing.png
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eg. foomod_foothing
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Sounds
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-------
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Only OGG files are supported.
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For positional playing of sounds, only single-channel (mono) files are
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supported. Otherwise OpenAL will play them non-positionally.
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Mods should generally prefix their sounds with modname_, eg. given
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the mod name "foomod", a sound could be called
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"foomod_foosound.ogg"
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Sounds are referred to by their name with a dot, a single digit and the
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file extension stripped out. When a sound is played, the actual sound file
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is chosen randomly from the matching sounds.
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When playing the sound "foomod_foosound", the sound is chosen randomly
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from the available ones of the following files:
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foomod_foosound.ogg
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foomod_foosound.0.ogg
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foomod_foosound.1.ogg
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...
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foomod_foosound.9.ogg
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Examples of sound parameter tables:
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-- Play locationless on all clients
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{
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gain = 1.0, -- default
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}
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-- Play locationless to a player
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{
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to_player = name,
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gain = 1.0, -- default
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}
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-- Play in a location
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{
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pos = {x=1,y=2,z=3},
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gain = 1.0, -- default
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max_hear_distance = 32, -- default
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}
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-- Play connected to an object, looped
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{
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object = <an ObjectRef>,
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gain = 1.0, -- default
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max_hear_distance = 32, -- default
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loop = true, -- only sounds connected to objects can be looped
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}
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SimpleSoundSpec:
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eg. ""
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eg. "default_place_node"
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eg. {}
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eg. {name="default_place_node"}
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eg. {name="default_place_node", gain=1.0}
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Registered definitions of stuff
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--------------------------------
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Anything added using certain minetest.register_* functions get added to
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the global minetest.registered_* tables.
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minetest.register_entity(name, prototype table)
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-> minetest.registered_entities[name]
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minetest.register_node(name, node definition)
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-> minetest.registered_items[name]
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-> minetest.registered_nodes[name]
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minetest.register_tool(name, item definition)
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-> minetest.registered_items[name]
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minetest.register_craftitem(name, item definition)
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-> minetest.registered_items[name]
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Note that in some cases you will stumble upon things that are not contained
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in these tables (eg. when a mod has been removed). Always check for
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existence before trying to access the fields.
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Example: If you want to check the drawtype of a node, you could do:
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local function get_nodedef_field(nodename, fieldname)
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if not minetest.registered_nodes[nodename] then
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return nil
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end
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return minetest.registered_nodes[nodename][fieldname]
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end
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local drawtype = get_nodedef_field(nodename, "drawtype")
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Example: minetest.get_item_group(name, group) has been implemented as:
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function minetest.get_item_group(name, group)
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if not minetest.registered_items[name] or not
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minetest.registered_items[name].groups[group] then
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return 0
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end
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return minetest.registered_items[name].groups[group]
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end
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Nodes
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------
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Nodes are the bulk data of the world: cubes and other things that take the
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space of a cube. Huge amounts of them are handled efficiently, but they
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are quite static.
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The definition of a node is stored and can be accessed by name in
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minetest.registered_nodes[node.name]
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See "Registered definitions of stuff".
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Nodes are passed by value between Lua and the engine.
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They are represented by a table:
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{name="name", param1=num, param2=num}
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param1 and param2 are 8 bit and 4 bit integers, respectively. The engine
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uses them for certain automated functions. If you don't use these
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functions, you can use them to store arbitrary values.
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The functions of param1 and param2 are determined by certain fields in the
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node definition:
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param1 is reserved for the engine when paramtype != "none":
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paramtype = "light"
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^ The value stores light with and without sun in it's
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upper and lower 4 bits.
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param2 is reserved for the engine when any of these are used:
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liquidtype == "flowing"
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^ The level and some flags of the liquid is stored in param2
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drawtype == "flowingliquid"
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^ The drawn liquid level is read from param2
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drawtype == "torchlike"
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drawtype == "signlike"
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paramtype2 == "wallmounted"
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^ The rotation of the node is stored in param2. You can make this value
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by using minetest.dir_to_wallmounted().
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paramtype2 == "facedir"
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^ The rotation of the node is stored in param2. Furnaces and chests are
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rotated this way. Can be made by using minetest.dir_to_facedir().
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Nodes can also contain extra data. See "Node Metadata".
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Node drawtypes
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---------------
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There are a bunch of different looking node types. These are mostly just
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copied from Minetest 0.3; more may be made in the future.
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Look for examples in games/minimal or games/minetest_game.
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- normal
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- airlike
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- liquid
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- flowingliquid
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- glasslike
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- allfaces
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- allfaces_optional
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- torchlike
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- signlike
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- plantlike
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- fencelike
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- raillike
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- nodebox -- See below. EXPERIMENTAL
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Node boxes
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-----------
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Node selection boxes are defined using "node boxes"
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The "nodebox" node drawtype allows defining visual of nodes consisting of
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arbitrary number of boxes. It allows defining stuff like stairs. Only the
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"fixed" box type is supported for these.
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^ Please note that this is still experimental, and may be incompatibly
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changed in the future.
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A nodebox is defined as any of:
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{
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-- A normal cube; the default in most things
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type = "regular"
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}
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{
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-- A fixed box (facedir param2 is used, if applicable)
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type = "fixed",
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fixed = box OR {box1, box2, ...}
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}
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{
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-- A box like the selection box for torches
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-- (wallmounted param2 is used, if applicable)
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type = "wallmounted",
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wall_top = box,
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wall_bottom = box,
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wall_side = box
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}
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A box is defined as:
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{x1, y1, z1, x2, y2, z2}
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A box of a regular node would look like:
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{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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Representations of simple things
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--------------------------------
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Position/vector:
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{x=num, y=num, z=num}
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Currently the API does not provide any helper functions for addition,
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subtraction and whatever; you can define those that you need yourself.
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pointed_thing:
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{type="nothing"}
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{type="node", under=pos, above=pos}
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{type="object", ref=ObjectRef}
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Items
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------
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Node (register_node):
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A node from the world
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Tool (register_tool):
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A tool/weapon that can dig and damage things according to tool_capabilities
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Craftitem (register_craftitem):
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A miscellaneous item
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Items and item stacks can exist in three formats:
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Serialized; This is called stackstring or itemstring:
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eg. 'default:dirt 5'
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eg. 'default:pick_wood 21323'
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eg. 'default:apple'
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Table format:
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eg. {name="default:dirt", count=5, wear=0, metadata=""}
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^ 5 dirt nodes
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eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
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^ a wooden pick about 1/3 weared out
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eg. {name="default:apple", count=1, wear=0, metadata=""}
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^ an apple.
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ItemStack:
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C++ native format with many helper methods. Useful for converting between
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formats. See the Class reference section for details.
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When an item must be passed to a function, it can usually be in any of
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these formats.
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Groups
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-------
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In a number of places, there is a group table. Groups define the
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properties of a thing (item, node, armor of entity, capabilities of
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tool) in such a way that the engine and other mods can can interact with
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the thing without actually knowing what the thing is.
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Usage:
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- Groups are stored in a table, having the group names with keys and the
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group ratings as values. For example:
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groups = {crumbly=3, soil=1}
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^ Default dirt (soil group actually currently not defined; TODO)
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groups = {crumbly=2, soil=1, level=2, outerspace=1}
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^ A more special dirt-kind of thing
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- Groups always have a rating associated with them. If there is no
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useful meaning for a rating for an enabled group, it shall be 1.
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- When not defined, the rating of a group defaults to 0. Thus when you
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read groups, you must interpret nil and 0 as the same value, 0.
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You can read the rating of a group for an item or a node by using
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minetest.get_item_group(itemname, groupname)
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Groups of items
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----------------
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Groups of items can define what kind of an item it is (eg. wool).
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Groups of nodes
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----------------
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In addition to the general item things, groups are used to define whether
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a node is destroyable and how long it takes to destroy by a tool.
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Groups of entities
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-------------------
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For entities, groups are, as of now, used only for calculating damage.
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object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
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object.set_armor_groups({level=2, fleshy=2, cracky=2})
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Groups of tools
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----------------
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Groups in tools define which groups of nodes and entities they are
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effective towards.
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Groups in crafting recipes
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---------------------------
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An example:
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{
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output = 'food:meat_soup_raw',
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recipe = {
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{'group:meat'},
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{'group:water'},
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{'group:bowl'},
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},
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preserve = {'group:bowl'}, -- Not implemented yet (TODO)
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}
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Special groups
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---------------
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- immortal: Disables the group damage system for an entity
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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 eg. a weapon of a lower level make much less
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damage, and get weared 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 tool wear)
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- 2: node is removed without tool wear after 0.5 seconds or so
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(rail, sign)
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- 3: node is removed without tool wear immediately (torch)
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Known damage and digging time defining groups
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----------------------------------------------
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Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
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- crumbly: dirt, sand
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- cracky: tough but crackable stuff like stone.
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- snappy: something that can be cut using fine tools; eg. leaves, small
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plants, wire, sheets of metal
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- choppy: something that can be cut using force; eg. trees, wooden planks
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- fleshy: Living things like animals and the player. This could imply
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some blood effects when hitting.
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- explody: Especially prone to explosions
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- oddly_breakable_by_hand:
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Can be added to nodes that shouldn't logically be breakable by the
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hand but are. Somewhat similar to dig_immediate, but times are more
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like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
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speed of a tool if the tool can dig at a faster speed than this
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suggests for the hand.
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Examples of custom groups
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--------------------------
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Item groups are often used for defining, well, //groups of items//.
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- meat: any meat-kind of a thing (rating might define the size or healing
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ability or be irrelevant - it is not defined as of yet)
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- eatable: anything that can be eaten. Rating might define HP gain in half
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hearts.
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- flammable: can be set on fire. Rating might define the intensity of the
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fire, affecting eg. the speed of the spreading of an open fire.
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- wool: any wool (any origin, any color)
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- metal: any metal
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- weapon: any weapon
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- heavy: anything considerably heavy
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Digging time calculation specifics
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-----------------------------------
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Groups such as **crumbly**, **cracky** and **snappy** are used for this
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purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
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faster digging time.
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The **level** group is used to limit the toughness of nodes a tool can dig
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and to scale the digging times / damage to a greater extent.
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^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
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full potential.
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Tools define their properties by a list of parameters for groups. They
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cannot dig other groups; thus it is important to use a standard bunch of
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groups to enable interaction with tools.
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**Tools define:**
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* Full punch interval
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* Maximum drop level
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* For an arbitrary list of groups:
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* Uses (until the tool breaks)
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* Maximum level (usually 0, 1, 2 or 3)
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* Digging times
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**Full punch interval**:
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When used as a weapon, the tool will do full damage if this time is spent
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between punches. If eg. half the time is spent, the tool will do half
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damage.
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**Maximum drop level**
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Suggests the maximum level of node, when dug with the tool, that will drop
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it's useful item. (eg. iron ore to drop a lump of iron).
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- This is not automated; it is the responsibility of the node definition
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to implement this
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**Uses**
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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.
|
|
- uses=10, leveldiff=0 -> actual uses: 10
|
|
- uses=10, leveldiff=1 -> actual uses: 30
|
|
- uses=10, leveldiff=2 -> actual uses: 90
|
|
|
|
**Maximum level**
|
|
Tells what is the maximum level of a node of this group that the tool will
|
|
be able to dig.
|
|
|
|
**Digging times**
|
|
List of digging times for different ratings of the group, for nodes of the
|
|
maximum level.
|
|
* For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
|
|
result in the tool to be able to dig nodes that have a rating of 2 or 3
|
|
for this group, and unable to dig the rating 1, which is the toughest.
|
|
Unless there is a matching group that enables digging otherwise.
|
|
* For entities, damage equals the amount of nodes dug in the time spent
|
|
between hits, with a maximum time of ''full_punch_interval''.
|
|
|
|
Example definition of the capabilities of a tool
|
|
-------------------------------------------------
|
|
tool_capabilities = {
|
|
full_punch_interval=1.5,
|
|
max_drop_level=1,
|
|
groupcaps={
|
|
crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
|
|
}
|
|
}
|
|
|
|
This makes the tool be able to dig nodes that fullfill both of these:
|
|
- Have the **crumbly** group
|
|
- Have a **level** group less or equal to 2
|
|
|
|
Table of resulting digging times:
|
|
crumbly 0 1 2 3 4 <- level
|
|
-> 0 - - - - -
|
|
1 0.80 1.60 1.60 - -
|
|
2 0.60 1.20 1.20 - -
|
|
3 0.40 0.80 0.80 - -
|
|
|
|
level diff: 2 1 0 -1 -2
|
|
|
|
Table of resulting tool uses:
|
|
-> 0 - - - - -
|
|
1 180 60 20 - -
|
|
2 180 60 20 - -
|
|
3 180 60 20 - -
|
|
|
|
Notes:
|
|
- At crumbly=0, the node is not diggable.
|
|
- At crumbly=3, the level difference digging time divider kicks in and makes
|
|
easy nodes to be quickly breakable.
|
|
- At level > 2, the node is not diggable, because it's level > maxlevel
|
|
|
|
Entity damage mechanism
|
|
------------------------
|
|
Damage calculation:
|
|
- Take the time spent after the last hit
|
|
- Limit time to full_punch_interval
|
|
- Take the damage groups and imagine a bunch of nodes that have them
|
|
- Damage in HP is the amount of nodes destroyed in this time.
|
|
|
|
Client predicts damage based on damage groups. Because of this, it is able to
|
|
give an immediate response when an entity is damaged or dies; the response is
|
|
pre-defined somehow (eg. by defining a sprite animation) (not implemented;
|
|
TODO).
|
|
- Currently a smoke puff will appear when an entity dies.
|
|
|
|
The group **immortal** completely disables normal damage.
|
|
|
|
Entities can define a special armor group, which is **punch_operable**. This
|
|
group disables the regular damage mechanism for players punching it by hand or
|
|
a non-tool item, so that it can do something else than take damage.
|
|
|
|
On the Lua side, every punch calls ''entity:on_punch(puncher,
|
|
time_from_last_punch, tool_capabilities, direction)''. This should never be
|
|
called directly, because damage is usually not handled by the entity itself.
|
|
* ''puncher'' is the object performing the punch. Can be nil. Should never be
|
|
accessed unless absolutely required, to encourage interoperability.
|
|
* ''time_from_last_punch'' is time from last punch (by puncher) or nil.
|
|
* ''tool_capabilities'' can be nil.
|
|
* ''direction'' is a unit vector, pointing from the source of the punch to
|
|
the punched object.
|
|
|
|
To punch an entity/object in Lua, call ''object:punch(puncher,
|
|
time_from_last_punch, tool_capabilities, direction)''.
|
|
* Return value is tool wear.
|
|
* Parameters are equal to the above callback.
|
|
* If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
|
|
automatically filled in based on the location of ''puncher''.
|
|
|
|
Node Metadata
|
|
-------------
|
|
The instance of a node in the world normally only contains the three values
|
|
mentioned in "Nodes". However, it is possible to insert extra data into a
|
|
node. It is called "node metadata"; See "NodeMetaRef".
|
|
|
|
Metadata contains two things:
|
|
- A key-value store
|
|
- An inventory
|
|
|
|
Some of the values in the key-value store are handled specially:
|
|
- formspec: Defines a right-click inventory menu. See "Formspec".
|
|
- infotext: Text shown on the screen when the node is pointed at
|
|
|
|
Example stuff:
|
|
|
|
local meta = minetest.env:get_meta(pos)
|
|
meta:set_string("formspec",
|
|
"invsize[8,9;]"..
|
|
"list[context;main;0,0;8,4;]"..
|
|
"list[current_player;main;0,5;8,4;]")
|
|
meta:set_string("infotext", "Chest");
|
|
local inv = meta:get_inventory()
|
|
inv:set_size("main", 8*4)
|
|
print(dump(meta:to_table()))
|
|
meta:from_table({
|
|
inventory = {
|
|
main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "", [14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "", [19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "", [24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "", [31] = "", [32] = ""}
|
|
},
|
|
fields = {
|
|
formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
|
|
infotext = "Chest"
|
|
}
|
|
})
|
|
|
|
Formspec
|
|
--------
|
|
Formspec defines a menu. Currently not much else than inventories are
|
|
supported. It is a string, with a somewhat strange format.
|
|
|
|
Spaces and newlines can be inserted between the blocks, as is used in the
|
|
examples.
|
|
|
|
Examples:
|
|
- Chest:
|
|
invsize[8,9;]
|
|
list[context;main;0,0;8,4;]
|
|
list[current_player;main;0,5;8,4;]
|
|
- Furnace:
|
|
invsize[8,9;]
|
|
list[context;fuel;2,3;1,1;]
|
|
list[context;src;2,1;1,1;]
|
|
list[context;dst;5,1;2,2;]
|
|
list[current_player;main;0,5;8,4;]
|
|
- Minecraft-like player inventory
|
|
invsize[8,7.5;]
|
|
image[1,0.6;1,2;player.png]
|
|
list[current_player;main;0,3.5;8,4;]
|
|
list[current_player;craft;3,0;3,3;]
|
|
list[current_player;craftpreview;7,1;1,1;]
|
|
|
|
Elements:
|
|
|
|
invsize[<W>,<H>;]
|
|
^ Define the size of the menu in inventory slots
|
|
|
|
list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
|
|
^ Show an inventory list
|
|
|
|
image[<X>,<Y>;<W>,<H>;<texture name>]
|
|
^ Show an image
|
|
^ Position and size units are inventory slots
|
|
|
|
field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
|
|
^ Textual field; will be sent to server when a button is clicked
|
|
^ Position and size units are inventory slots
|
|
^ Not implemented
|
|
|
|
button[<X>,<Y>;<W>,<H>;<name>;<label>]
|
|
^ Clickable button. When clicked, fields will be sent.
|
|
^ Button will be visible as a field, with the value "active".
|
|
^ Position and size units are inventory slots
|
|
^ Not implemented
|
|
|
|
Inventory location:
|
|
- "context": Selected node metadata (deprecated: "current_name")
|
|
- "current_player": Player to whom the menu is shown
|
|
- "player:<name>": Any player
|
|
- "nodemeta:<X>,<Y>,<Z>": Any node metadata
|
|
|
|
Helper functions
|
|
-----------------
|
|
dump2(obj, name="_", dumped={})
|
|
^ Return object serialized as a string, handles reference loops
|
|
dump(obj, dumped={})
|
|
^ Return object serialized as a string
|
|
string:split(separator)
|
|
^ eg. string:split("a,b", ",") == {"a","b"}
|
|
string:trim()
|
|
^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
|
|
minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
|
|
^ Convert position to a printable string
|
|
minetest.string_to_pos(string) -> position
|
|
|
|
minetest namespace reference
|
|
-----------------------------
|
|
minetest.get_current_modname() -> string
|
|
minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
|
|
^ Useful for loading additional .lua modules or static data from mod
|
|
minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
|
|
^ Useful for storing custom data
|
|
minetest.is_singleplayer()
|
|
|
|
minetest.debug(line)
|
|
^ Always printed to stderr and logfile (print() is redirected here)
|
|
minetest.log(line)
|
|
minetest.log(loglevel, line)
|
|
^ loglevel one of "error", "action", "info", "verbose"
|
|
|
|
Registration functions: (Call these only at load time)
|
|
minetest.register_entity(name, prototype table)
|
|
minetest.register_abm(abm definition)
|
|
minetest.register_node(name, node definition)
|
|
minetest.register_tool(name, item definition)
|
|
minetest.register_craftitem(name, item definition)
|
|
minetest.register_alias(name, convert_to)
|
|
minetest.register_craft(recipe)
|
|
|
|
Global callback registration functions: (Call these only at load time)
|
|
minetest.register_globalstep(func(dtime))
|
|
^ Called every server step, usually interval of 0.05s
|
|
minetest.register_on_placenode(func(pos, newnode, placer))
|
|
^ Called when a node has been placed
|
|
^ Deprecated: Use on_construct or after_place_node in node definition instead
|
|
minetest.register_on_dignode(func(pos, oldnode, digger))
|
|
^ Called when a node has been dug. digger can be nil.
|
|
^ Deprecated: Use on_destruct or after_dig_node in node definition instead
|
|
minetest.register_on_punchnode(func(pos, node, puncher))
|
|
^ Called when a node is punched
|
|
minetest.register_on_generated(func(minp, maxp, blockseed))
|
|
^ Called after generating a piece of world. Modifying nodes inside the area
|
|
is a bit faster than usually.
|
|
minetest.register_on_newplayer(func(ObjectRef))
|
|
^ Called after a new player has been created
|
|
minetest.register_on_dieplayer(func(ObjectRef))
|
|
^ Called when a player dies
|
|
minetest.register_on_respawnplayer(func(ObjectRef))
|
|
^ Called when player is to be respawned
|
|
^ Called _before_ repositioning of player occurs
|
|
^ return true in func to disable regular player placement
|
|
minetest.register_on_joinplayer(func(ObjectRef))
|
|
^ Called when a player joins the game
|
|
minetest.register_on_leaveplayer(func(ObjectRef))
|
|
^ Called when a player leaves the game
|
|
minetest.register_on_chat_message(func(name, message))
|
|
|
|
Other registration functions:
|
|
minetest.register_chatcommand(cmd, chatcommand definition)
|
|
minetest.register_privilege(name, definition)
|
|
^ definition: "description text"
|
|
^ definition: {
|
|
description = "description text",
|
|
give_to_singleplayer = boolean, -- default: true
|
|
}
|
|
minetest.register_authentication_handler(handler)
|
|
^ See minetest.builtin_auth_handler in builtin.lua for reference
|
|
|
|
Setting-related:
|
|
minetest.setting_set(name, value)
|
|
minetest.setting_get(name) -> string or nil
|
|
minetest.setting_getbool(name) -> boolean value or nil
|
|
minetest.setting_get_pos(name) -> position or nil
|
|
minetest.add_to_creative_inventory(itemstring)
|
|
|
|
Authentication:
|
|
minetest.notify_authentication_modified(name)
|
|
^ Should be called by the authentication handler if privileges change.
|
|
^ To report everybody, set name=nil.
|
|
minetest.get_password_hash(name, raw_password)
|
|
^ Convert a name-password pair to a password hash that minetest can use
|
|
minetest.string_to_privs(str) -> {priv1=true,...}
|
|
minetest.privs_to_string(privs) -> "priv1,priv2,..."
|
|
^ Convert between two privilege representations
|
|
minetest.set_player_password(name, password_hash)
|
|
minetest.set_player_privs(name, {priv1=true,...})
|
|
minetest.get_player_privs(name) -> {priv1=true,...}
|
|
minetest.auth_reload()
|
|
^ These call the authentication handler
|
|
minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
|
|
^ A quickhand for checking privileges
|
|
|
|
Chat:
|
|
minetest.chat_send_all(text)
|
|
minetest.chat_send_player(name, text)
|
|
|
|
Inventory:
|
|
minetest.get_inventory(location) -> InvRef
|
|
^ location = eg. {type="player", name="celeron55"}
|
|
{type="node", pos={x=, y=, z=}}
|
|
|
|
Item handling:
|
|
minetest.inventorycube(img1, img2, img3)
|
|
^ Returns a string for making an image of a cube (useful as an item image)
|
|
minetest.get_pointed_thing_position(pointed_thing, above)
|
|
^ Get position of a pointed_thing (that you can get from somewhere)
|
|
minetest.dir_to_facedir(dir)
|
|
^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
|
|
minetest.dir_to_wallmounted(dir)
|
|
^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
|
|
minetest.get_node_drops(nodename, toolname)
|
|
^ Returns list of item names.
|
|
^ Note: This will be removed or modified in a future version.
|
|
minetest.get_craft_result(input) -> output, decremented_input
|
|
^ input.method = 'normal' or 'cooking' or 'fuel'
|
|
^ input.width = for example 3
|
|
^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
|
|
stack 5, stack 6, stack 7, stack 8, stack 9 }
|
|
^ output.item = ItemStack, if unsuccessful: empty ItemStack
|
|
^ output.time = number, if unsuccessful: 0
|
|
^ decremented_input = like input
|
|
|
|
Defaults for the on_* item definition functions:
|
|
(These return the leftover itemstack)
|
|
minetest.item_place_node(itemstack, placer, pointed_thing)
|
|
^ Place item as a node
|
|
minetest.item_place_object(itemstack, placer, pointed_thing)
|
|
^ Place item as-is
|
|
minetest.item_place(itemstack, placer, pointed_thing)
|
|
^ Use one of the above based on what the item is.
|
|
minetest.item_drop(itemstack, dropper, pos)
|
|
^ Drop the item
|
|
minetest.item_eat(hp_change, replace_with_item)
|
|
^ Eat the item. replace_with_item can be nil.
|
|
|
|
Defaults for the on_punch and on_dig node definition callbacks:
|
|
minetest.node_punch(pos, node, puncher)
|
|
^ Calls functions registered by minetest.register_on_punchnode()
|
|
minetest.node_dig(pos, node, digger)
|
|
^ Checks if node can be dug, puts item into inventory, removes node
|
|
^ Calls functions registered by minetest.registered_on_dignodes()
|
|
|
|
Sounds:
|
|
minetest.sound_play(spec, parameters) -> handle
|
|
^ spec = SimpleSoundSpec
|
|
^ parameters = sound parameter table
|
|
minetest.sound_stop(handle)
|
|
|
|
Timing:
|
|
minetest.after(time, func, param)
|
|
^ Call function after time seconds
|
|
^ param is optional; to pass multiple parameters, pass a table.
|
|
|
|
Random:
|
|
minetest.get_connected_players() -> list of ObjectRefs
|
|
minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
|
|
^ Gives a unique hash number for a node position (16+16+16=48bit)
|
|
minetest.get_item_group(name, group) -> rating
|
|
^ Get rating of a group of an item. (0 = not in group)
|
|
minetest.get_node_group(name, group) -> rating
|
|
^ Deprecated: An alias for the former.
|
|
minetest.serialize(table) -> string
|
|
^ Convert a table containing tables, strings, numbers, booleans and nils
|
|
into string form readable by minetest.deserialize
|
|
^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
|
|
minetest.deserialize(string) -> table
|
|
^ Convert a string returned by minetest.deserialize into a table
|
|
^ String is loaded in an empty sandbox environment.
|
|
^ Will load functions, but they cannot access the global environment.
|
|
^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
|
|
^ Example: deserialize('print("foo")') -> nil (function call fails)
|
|
^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
|
|
|
|
Global objects:
|
|
minetest.env - EnvRef of the server environment and world.
|
|
^ Using this you can access nodes and entities
|
|
|
|
Global tables:
|
|
minetest.registered_items
|
|
^ List of registered items, indexed by name
|
|
minetest.registered_nodes
|
|
^ List of registered node definitions, indexed by name
|
|
minetest.registered_craftitems
|
|
^ List of registered craft item definitions, indexed by name
|
|
minetest.registered_tools
|
|
^ List of registered tool definitions, indexed by name
|
|
minetest.registered_entities
|
|
^ List of registered entity prototypes, indexed by name
|
|
minetest.object_refs
|
|
^ List of object references, indexed by active object id
|
|
minetest.luaentities
|
|
^ List of lua entities, indexed by active object id
|
|
|
|
Deprecated but defined for backwards compatibility:
|
|
minetest.digprop_constanttime(time)
|
|
minetest.digprop_stonelike(toughness)
|
|
minetest.digprop_dirtlike(toughness)
|
|
minetest.digprop_gravellike(toughness)
|
|
minetest.digprop_woodlike(toughness)
|
|
minetest.digprop_leaveslike(toughness)
|
|
minetest.digprop_glasslike(toughness)
|
|
|
|
Class reference
|
|
----------------
|
|
EnvRef: basically ServerEnvironment and ServerMap combined.
|
|
methods:
|
|
- set_node(pos, node)
|
|
- add_node(pos, node): alias set_node(pos, node)
|
|
^ Set node at position (node = {name="foo", param1=0, param2=0})
|
|
- remove_node(pos)
|
|
^ Equivalent to set_node(pos, "air")
|
|
- get_node(pos)
|
|
^ Returns {name="ignore", ...} for unloaded area
|
|
- get_node_or_nil(pos)
|
|
^ Returns nil for unloaded area
|
|
- get_node_light(pos, timeofday) -> 0...15 or nil
|
|
^ timeofday: nil = current time, 0 = night, 0.5 = day
|
|
|
|
- place_node(pos, node)
|
|
^ Place node with the same effects that a player would cause
|
|
- dig_node(pos)
|
|
^ Dig node with the same effects that a player would cause
|
|
- punch_node(pos)
|
|
^ Punch node with the same effects that a player would cause
|
|
|
|
- add_entity(pos, name): Spawn Lua-defined entity at position
|
|
^ Returns ObjectRef, or nil if failed
|
|
- add_item(pos, item): Spawn item
|
|
^ Returns ObjectRef, or nil if failed
|
|
- get_meta(pos) -- Get a NodeMetaRef at that position
|
|
- get_player_by_name(name) -- Get an ObjectRef to a player
|
|
- get_objects_inside_radius(pos, radius)
|
|
- set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
|
|
- get_timeofday()
|
|
- find_node_near(pos, radius, nodenames) -> pos or nil
|
|
^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
|
|
- find_nodes_in_area(minp, maxp, nodenames) -> list of positions
|
|
^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
|
|
- get_perlin(seeddiff, octaves, persistence, scale)
|
|
^ Return world-specific perlin noise (int(worldseed)+seeddiff)
|
|
Deprecated:
|
|
- add_rat(pos): Add C++ rat object (no-op)
|
|
- add_firefly(pos): Add C++ firefly object (no-op)
|
|
|
|
NodeMetaRef: Node metadata - reference extra data and functionality stored
|
|
in a node
|
|
- Can be gotten via minetest.env:get_nodemeta(pos)
|
|
methods:
|
|
- set_string(name, value)
|
|
- get_string(name)
|
|
- set_int(name, value)
|
|
- get_int(name)
|
|
- set_float(name, value)
|
|
- get_float(name)
|
|
- get_inventory() -> InvRef
|
|
- to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
|
|
- from_table(nil or {})
|
|
^ See "Node Metadata"
|
|
|
|
ObjectRef: Moving things in the game are generally these
|
|
(basically reference to a C++ ServerActiveObject)
|
|
methods:
|
|
- remove(): remove object (after returning from Lua)
|
|
- getpos() -> {x=num, y=num, z=num}
|
|
- setpos(pos); pos={x=num, y=num, z=num}
|
|
- moveto(pos, continuous=false): interpolated move
|
|
- punch(puncher, time_from_last_punch, tool_capabilities, direction)
|
|
^ puncher = an another ObjectRef,
|
|
^ time_from_last_punch = time since last punch action of the puncher
|
|
- right_click(clicker); clicker = an another ObjectRef
|
|
- get_hp(): returns number of hitpoints (2 * number of hearts)
|
|
- set_hp(hp): set number of hitpoints (2 * number of hearts)
|
|
- get_inventory() -> InvRef
|
|
- get_wield_list(): returns the name of the inventory list the wielded item is in
|
|
- get_wield_index(): returns the index of the wielded item
|
|
- get_wielded_item() -> ItemStack
|
|
- set_wielded_item(item): replaces the wielded item, returns true if successful
|
|
- set_armor_groups({group1=rating, group2=rating, ...})
|
|
- set_properties(object property table)
|
|
LuaEntitySAO-only: (no-op for other objects)
|
|
- setvelocity({x=num, y=num, z=num})
|
|
- getvelocity() -> {x=num, y=num, z=num}
|
|
- setacceleration({x=num, y=num, z=num})
|
|
- getacceleration() -> {x=num, y=num, z=num}
|
|
- setyaw(radians)
|
|
- getyaw() -> radians
|
|
- settexturemod(mod)
|
|
- setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
|
|
- select_horiz_by_yawpitch=false)
|
|
^ Select sprite from spritesheet with optional animation and DM-style
|
|
texture selection based on yaw relative to camera
|
|
- get_entity_name() (DEPRECATED: Will be removed in a future version)
|
|
- get_luaentity()
|
|
Player-only: (no-op for other objects)
|
|
- is_player(): true for players, false for others
|
|
- get_player_name(): returns "" if is not a player
|
|
- get_look_dir(): get camera direction as a unit vector
|
|
- get_look_pitch(): pitch in radians
|
|
- get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
|
|
- set_inventory_formspec(formspec)
|
|
^ Redefine player's inventory form
|
|
^ Should usually be called in on_joinplayer
|
|
- get_inventory_formspec() -> formspec string
|
|
|
|
InvRef: Reference to an inventory
|
|
methods:
|
|
- is_empty(listname): return true if list is empty
|
|
- get_size(listname): get size of a list
|
|
- set_size(listname, size): set size of a list
|
|
- get_stack(listname, i): get a copy of stack index i in list
|
|
- set_stack(listname, i, stack): copy stack to index i in list
|
|
- get_list(listname): return full list
|
|
- set_list(listname, list): set full list (size will not change)
|
|
- add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
|
|
- room_for_item(listname, stack): returns true if the stack of items
|
|
can be fully added to the list
|
|
- contains_item(listname, stack): returns true if the stack of items
|
|
can be fully taken from the list
|
|
remove_item(listname, stack): take as many items as specified from the list,
|
|
returns the items that were actually removed (as an ItemStack)
|
|
|
|
ItemStack: A stack of items.
|
|
- Can be created via ItemStack(itemstack or itemstring or table or nil)
|
|
methods:
|
|
- is_empty(): return true if stack is empty
|
|
- get_name(): returns item name (e.g. "default:stone")
|
|
- get_count(): returns number of items on the stack
|
|
- get_wear(): returns tool wear (0-65535), 0 for non-tools
|
|
- get_metadata(): returns metadata (a string attached to an item stack)
|
|
- clear(): removes all items from the stack, making it empty
|
|
- replace(item): replace the contents of this stack (item can also
|
|
be an itemstring or table)
|
|
- to_string(): returns the stack in itemstring form
|
|
- to_table(): returns the stack in Lua table form
|
|
- get_stack_max(): returns the maximum size of the stack (depends on the item)
|
|
- get_free_space(): returns get_stack_max() - get_count()
|
|
- is_known(): returns true if the item name refers to a defined item type
|
|
- get_definition(): returns the item definition table
|
|
- get_tool_capabilities(): returns the digging properties of the item,
|
|
^ or those of the hand if none are defined for this item type
|
|
- add_wear(amount): increases wear by amount if the item is a tool
|
|
- add_item(item): put some item or stack onto this stack,
|
|
^ returns leftover ItemStack
|
|
- item_fits(item): returns true if item or stack can be fully added to this one
|
|
- take_item(n): take (and remove) up to n items from this stack
|
|
^ returns taken ItemStack
|
|
^ if n is omitted, n=1 is used
|
|
- peek_item(n): copy (don't remove) up to n items from this stack
|
|
^ returns copied ItemStack
|
|
^ if n is omitted, n=1 is used
|
|
|
|
PseudoRandom: A pseudorandom number generator
|
|
- Can be created via PseudoRandom(seed)
|
|
methods:
|
|
- next(): return next integer random number [0...32767]
|
|
- next(min, max): return next integer random number [min...max]
|
|
(max - min) must be 32767 or <= 6553 due to the simple
|
|
implementation making bad distribution otherwise.
|
|
|
|
PerlinNoise: A perlin noise generator
|
|
- Can be created via PerlinNoise(seed, octaves, persistence, scale)
|
|
- Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
|
|
methods:
|
|
- get2d(pos) -> 2d noise value at pos={x=,y=}
|
|
- get3d(pos) -> 3d noise value at pos={x=,y=,z=}
|
|
|
|
Registered entities
|
|
--------------------
|
|
- Functions receive a "luaentity" as self:
|
|
- It has the member .name, which is the registered name ("mod:thing")
|
|
- It has the member .object, which is an ObjectRef pointing to the object
|
|
- The original prototype stuff is visible directly via a metatable
|
|
- Callbacks:
|
|
- on_activate(self, staticdata)
|
|
^ Called when the object is instantiated.
|
|
- on_step(self, dtime)
|
|
^ Called on every server tick (dtime is usually 0.05 seconds)
|
|
- on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
|
|
^ Called when somebody punches the object.
|
|
^ Note that you probably want to handle most punches using the
|
|
automatic armor group system.
|
|
^ puncher: ObjectRef (can be nil)
|
|
^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
|
|
^ tool_capabilities: capability table of used tool (can be nil)
|
|
^ dir: unit vector of direction of punch. Always defined. Points from
|
|
the puncher to the punched.
|
|
- on_rightclick(self, clicker)
|
|
- get_staticdata(self)
|
|
^ Should return a string that will be passed to on_activate when
|
|
the object is instantiated the next time.
|
|
|
|
Definition tables
|
|
------------------
|
|
|
|
Object Properties
|
|
{
|
|
hp_max = 1,
|
|
physical = true,
|
|
weight = 5,
|
|
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
|
|
visual = "cube"/"sprite"/"upright_sprite",
|
|
visual_size = {x=1, y=1},
|
|
textures = {}, -- number of required textures depends on visual
|
|
spritediv = {x=1, y=1},
|
|
initial_sprite_basepos = {x=0, y=0},
|
|
is_visible = true,
|
|
makes_footstep_sound = false,
|
|
automatic_rotate = false,
|
|
}
|
|
|
|
Entity definition (register_entity)
|
|
{
|
|
(Deprecated: Everything in object properties is read directly from here)
|
|
|
|
initial_properties = <initial object properties>,
|
|
|
|
on_activate = function(self, staticdata),
|
|
on_step = function(self, dtime),
|
|
on_punch = function(self, hitter),
|
|
on_rightclick = function(self, clicker),
|
|
get_staticdata = function(self),
|
|
^ Called sometimes; the string returned is passed to on_activate when
|
|
the entity is re-activated from static state
|
|
|
|
# Also you can define arbitrary member variables here
|
|
myvariable = whatever,
|
|
}
|
|
|
|
ABM (ActiveBlockModifier) definition (register_abm)
|
|
{
|
|
-- In the following two fields, also group:groupname will work.
|
|
nodenames = {"default:lava_source"},
|
|
neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
|
|
^ If left out or empty, any neighbor will do
|
|
interval = 1.0, -- (operation interval)
|
|
chance = 1, -- (chance of trigger is 1.0/this)
|
|
action = func(pos, node, active_object_count, active_object_count_wider),
|
|
}
|
|
|
|
Item definition (register_node, register_craftitem, register_tool)
|
|
{
|
|
description = "Steel Axe",
|
|
groups = {}, -- key=name, value=rating; rating=1..3.
|
|
if rating not applicable, use 1.
|
|
eg. {wool=1, fluffy=3}
|
|
{soil=2, outerspace=1, crumbly=1}
|
|
{bendy=2, snappy=1},
|
|
{hard=1, metal=1, spikes=1}
|
|
inventory_image = "default_tool_steelaxe.png",
|
|
wield_image = "",
|
|
wield_scale = {x=1,y=1,z=1},
|
|
stack_max = 99,
|
|
liquids_pointable = false,
|
|
tool_capabilities = {
|
|
full_punch_interval = 1.0,
|
|
max_drop_level=0,
|
|
groupcaps={
|
|
-- For example:
|
|
fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
|
|
snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
|
|
choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
|
|
}
|
|
}
|
|
node_placement_prediction = nil,
|
|
^ If nil and item is node, prediction is made automatically
|
|
^ If nil and item is not a node, no prediction is made
|
|
^ If "" and item is anything, no prediction is made
|
|
^ Otherwise should be name of node which the client immediately places
|
|
on ground when the player places the item. Server will always update
|
|
actual result to client in a short moment.
|
|
|
|
on_place = func(itemstack, placer, pointed_thing),
|
|
^ Shall place item and return the leftover itemstack
|
|
^ default: minetest.item_place
|
|
on_drop = func(itemstack, dropper, pos),
|
|
^ Shall drop item and return the leftover itemstack
|
|
^ default: minetest.item_drop
|
|
on_use = func(itemstack, user, pointed_thing),
|
|
^ default: nil
|
|
^ Function must return either nil if no item shall be removed from
|
|
inventory, or an itemstack to replace the original itemstack.
|
|
eg. itemstack:take_item(); return itemstack
|
|
^ Otherwise, the function is free to do what it wants.
|
|
^ The default functions handle regular use cases.
|
|
}
|
|
|
|
Tile definition:
|
|
- "image.png"
|
|
- {name="image.png", animation={Tile Animation definition}}
|
|
- {name="image.png", backface_culling=bool}
|
|
^ backface culling only supported in special tiles
|
|
- deprecated still supported field names:
|
|
- image -> name
|
|
|
|
Tile animation definition:
|
|
- {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
|
|
|
|
Node definition (register_node)
|
|
{
|
|
<all fields allowed in item definitions>,
|
|
|
|
drawtype = "normal", -- See "Node drawtypes"
|
|
visual_scale = 1.0,
|
|
tiles = {tile definition 1, def2, def3, def4, def5, def6},
|
|
^ List can be shortened to needed length
|
|
^ Old field name: tile_images
|
|
special_tiles = {tile definition 1, Tile definition 2},
|
|
^ List can be shortened to needed length
|
|
^ Old field name: special_materials
|
|
alpha = 255,
|
|
post_effect_color = {a=0, r=0, g=0, b=0},
|
|
paramtype = "none",
|
|
paramtype2 = "none",
|
|
is_ground_content = false,
|
|
sunlight_propagates = false,
|
|
walkable = true,
|
|
pointable = true,
|
|
diggable = true,
|
|
climbable = false,
|
|
buildable_to = false,
|
|
drop = "",
|
|
-- alternatively drop = { max_items = ..., items = { ... } }
|
|
liquidtype = "none",
|
|
liquid_alternative_flowing = "",
|
|
liquid_alternative_source = "",
|
|
liquid_viscosity = 0,
|
|
light_source = 0,
|
|
damage_per_second = 0,
|
|
node_box = {type="regular"}, -- See "Node boxes"
|
|
selection_box = {type="regular"}, -- See "Node boxes"
|
|
legacy_facedir_simple = false, -- Support maps made in and before January 2012
|
|
legacy_wallmounted = false, -- Support maps made in and before January 2012
|
|
sounds = {
|
|
footstep = <SimpleSoundSpec>,
|
|
dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
|
|
dug = <SimpleSoundSpec>,
|
|
},
|
|
|
|
on_construct = func(pos),
|
|
^ Node constructor; always called after adding node
|
|
^ Can set up metadata and stuff like that
|
|
^ default: nil
|
|
on_destruct = func(pos),
|
|
^ Node destructor; always called before removing node
|
|
^ default: nil
|
|
after_destruct = func(pos, oldnode),
|
|
^ Node destructor; always called after removing node
|
|
^ default: nil
|
|
|
|
after_place_node = func(pos, placer),
|
|
^ Called after constructing node when node was placed using
|
|
minetest.item_place_node / minetest.env:place_node
|
|
^ default: nil
|
|
after_dig_node = func(pos, oldnode, oldmetadata, digger),
|
|
^ oldmetadata is in table format
|
|
^ Called after destructing node when node was dug using
|
|
minetest.node_dig / minetest.env:dig_node
|
|
^ default: nil
|
|
can_dig = function(pos,player)
|
|
^ returns true if node can be dug, or false if not
|
|
^ default: nil
|
|
|
|
on_punch = func(pos, node, puncher),
|
|
^ default: minetest.node_punch
|
|
^ By default: does nothing
|
|
on_dig = func(pos, node, digger),
|
|
^ default: minetest.node_dig
|
|
^ By default: checks privileges, wears out tool and removes node
|
|
|
|
on_receive_fields = func(pos, formname, fields, sender),
|
|
^ fields = {name1 = value1, name2 = value2, ...}
|
|
^ Called when an UI form (eg. sign text input) returns data
|
|
^ default: nil
|
|
|
|
on_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 metadata
|
|
^ Should move items, or some items, if permitted. If not, should do
|
|
nothing.
|
|
^ The engine ensures the action is valid, i.e. the stack fits at the
|
|
given position
|
|
^ default: minetest.node_metadata_inventory_move_allow_all
|
|
|
|
on_metadata_inventory_offer = func(pos, listname, index, stack, player),
|
|
^ Called when a player wants to put something into the metadata
|
|
inventory
|
|
^ Should check if the action is permitted (the engine ensures the
|
|
action is valid, i.e. the stack fits at the given position)
|
|
^ If permitted, modify the metadata inventory and return the
|
|
"leftover" stack (normally nil).
|
|
^ If not permitted, return itemstack.
|
|
^ default: minetest.node_metadata_inventory_offer_allow_all
|
|
|
|
on_metadata_inventory_take = func(pos, listname, index, count, player),
|
|
^ Called when a player wants to take something out of the metadata
|
|
inventory
|
|
^ Should check if the action is permitted (the engine ensures the
|
|
action is valid, i.e. there's a stack of at least “count” items at
|
|
that position)
|
|
^ If permitted, modify the metadata inventory and return the
|
|
stack of items
|
|
^ If not permitted, return nil.
|
|
^ default: minetest.node_metadata_inventory_take_allow_all
|
|
}
|
|
|
|
Recipe for register_craft: (shaped)
|
|
{
|
|
output = 'default:pick_stone',
|
|
recipe = {
|
|
{'default:cobble', 'default:cobble', 'default:cobble'},
|
|
{'', 'default:stick', ''},
|
|
{'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
|
|
},
|
|
replacements = <optional list of item pairs,
|
|
replace one input item with another item on crafting>
|
|
}
|
|
|
|
Recipe for register_craft (shapeless)
|
|
{
|
|
type = "shapeless",
|
|
output = 'mushrooms:mushroom_stew',
|
|
recipe = {
|
|
"mushrooms:bowl",
|
|
"mushrooms:mushroom_brown",
|
|
"mushrooms:mushroom_red",
|
|
},
|
|
replacements = <optional list of item pairs,
|
|
replace one input item with another item on crafting>
|
|
}
|
|
|
|
Recipe for register_craft (tool repair)
|
|
{
|
|
type = "toolrepair",
|
|
additional_wear = -0.02,
|
|
}
|
|
|
|
Recipe for register_craft (cooking)
|
|
{
|
|
type = "cooking",
|
|
output = "default:glass",
|
|
recipe = "default:sand",
|
|
cooktime = 3,
|
|
}
|
|
|
|
Recipe for register_craft (furnace fuel)
|
|
{
|
|
type = "fuel",
|
|
recipe = "default:leaves",
|
|
burntime = 1,
|
|
}
|
|
|
|
Chatcommand definition (register_chatcommand)
|
|
{
|
|
params = "<name> <privilege>", -- short parameter description
|
|
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
|
|
}
|
|
|