diff options
-rw-r--r-- | doc/lua_api.txt | 40 |
1 files changed, 26 insertions, 14 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt index eab0cad93..e2d93a059 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -473,8 +473,10 @@ node definition: `param1` is reserved for the engine when `paramtype != "none"`: paramtype = "light" - ^ The value stores light with and without sun in it's - upper and lower 4 bits. + ^ The value stores light with and without sun in its upper and lower 4 bits + respectively. Allows light to propagate from or through the node with + light value falling by 1 per node. This is essential for a light source + node to spread its light. `param2` is reserved for the engine when any of these are used: @@ -1332,7 +1334,8 @@ examples. * Position and size units are inventory slots * Example for formspec 8x4 in 16x resolution: image shall be sized 8 times 16px times 4 times 16px -* If `true` the background is clipped to formspec size (`x` and `y` are used as offset values, `w` and `h` are ignored) +* If `true` the background is clipped to formspec size + (`x` and `y` are used as offset values, `w` and `h` are ignored) #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]` * Textual password style field; will be sent to server when a button is clicked @@ -1851,7 +1854,8 @@ and `minetest.auth_reload` call the authetification handler. * Function cannot be called after the registration period; only initialization and `on_mapgen_init` * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`, and `flags`. * Leave field unset to leave that parameter unchanged - * `flags` contains a comma-delimited string of flags to set, or if the prefix `"no"` is attached, clears instead. + * `flags` contains a comma-delimited string of flags to set, + or if the prefix `"no"` is attached, clears instead. * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf` * `minetest.set_noiseparams(name, noiseparams, set_default)` * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`. @@ -1940,7 +1944,8 @@ and `minetest.auth_reload` call the authetification handler. * Get position of a `pointed_thing` (that you can get from somewhere) * `minetest.dir_to_facedir(dir, is6d)` * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`; - * passing something non-`nil`/`false` for the optional second parameter causes it to take the y component into account + * passing something non-`nil`/`false` for the optional second parameter causes it to + take the y component into account * `minetest.facedir_to_dir(facedir)` * Convert a facedir back into a vector aimed directly out the "back" of a node * `minetest.dir_to_wallmounted(dir)` @@ -1989,7 +1994,8 @@ and `minetest.auth_reload` call the authetification handler. ground) ### Rollback -* `minetest.rollback_get_node_actions(pos, range, seconds, limit)`: returns `{{actor, pos, time, oldnode, newnode}, ...}` +* `minetest.rollback_get_node_actions(pos, range, seconds, limit)`: + returns `{{actor, pos, time, oldnode, newnode}, ...}` * Find who has done something to a node, or near a node * `actor`: `"player:<name>"`, also `"liquid"`. * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages` @@ -2076,8 +2082,8 @@ These functions return the leftover itemstack. * If there are two or more entries with the same pos value, the last entry is used. * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored. * If `probability_list` equals `nil`, no probabilities are applied. - * Slice probability works in the same manner, except takes a field called `ypos` instead which indicates - the y position of the slice with a probability applied. + * Slice probability works in the same manner, except takes a field called `ypos` instead which + indicates the y position of the slice with a probability applied. * If slice probability list equals `nil`, no slice probabilities are applied. * Saves schematic in the Minetest Schematic format to filename. @@ -2369,7 +2375,8 @@ This is basically a reference to a C++ `ServerActiveObject` * `override_day_night_ratio(ratio or nil)` * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount * `nil`: Disables override, defaulting to sunlight based on day-night cycle -* `set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30)`: set animation for player model in third person view +* `set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30)`: + set animation for player model in third person view * stand/idle animation key frames * walk animation key frames * dig animation key frames @@ -2484,7 +2491,8 @@ for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise with values starting at `pos={x=,y=}` * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array of 3D noise with values starting at `pos={x=,y=,z=}` -* `get2dMap_flat(pos)`: returns a flat `<size.x * size.y>` element array of 2D noise with values starting at `pos={x=,y=}` +* `get2dMap_flat(pos)`: returns a flat `<size.x * size.y>` element array of 2D noise + with values starting at `pos={x=,y=}` * `get3dMap_flat(pos)`: Same as `get2dMap_flat`, but 3D noise ### `VoxelManip` @@ -2859,7 +2867,9 @@ Definition tables alpha = 255, use_texture_alpha = false, -- Use texture's alpha channel post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node - paramtype = "none", -- See "Nodes" + paramtype = "none", -- See "Nodes" --[[ + ^ paramtype = "light" allows light to propagate from or through the node with light value + ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]] paramtype2 = "none", -- See "Nodes" is_ground_content = true, -- If false, the cave generator will not carve through this sunlight_propagates = false, -- If true, sunlight will go infinitely through this @@ -2873,15 +2883,17 @@ Definition tables liquid_alternative_source = "", -- Source version of flowing liquid liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7) liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby? - leveled = 0, -- Block contain level in param2. value - default level, used for snow. Don't forget use "leveled" type nodebox + leveled = 0, --[[ + ^ Block contains level in param2. Value is default level, used for snow. + ^ Don't forget to use "leveled" type nodebox. ]] liquid_range = 8, -- number of flowing nodes around source (max. 8) drowning = 0, -- Player will take this amount of damage if no bubbles are left light_source = 0, -- Amount of light emitted by node damage_per_second = 0, -- If player is inside node, this damage is caused node_box = {type="regular"}, -- See "Node boxes" mesh = "model", - selection_box = {type="regular"}, -- See "Node boxes" - ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used + selection_box = {type="regular"}, -- See "Node boxes" --[[ + ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]] legacy_facedir_simple = false, -- Support maps made in and before January 2012 legacy_wallmounted = false, -- Support maps made in and before January 2012 sounds = { |