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-rw-r--r--doc/lua_api.txt9
1 files changed, 5 insertions, 4 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 538e2dee7..41e8e0c96 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -3738,15 +3738,16 @@ Call these functions only at load time!
giving a type - use this for custom damage types.
* `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
* `fall`
- * `node_damage`: damage_per_second from a neighbouring node.
+ * `node_damage`: `damage_per_second` from a neighbouring node.
+ `reason.node` will hold the node name or nil.
* `drown`
* `respawn`
* Any of the above types may have additional fields from mods.
* `reason.from` will be `mod` or `engine`.
* `modifier`: when true, the function should return the actual `hp_change`.
- Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
- modifiers can return true as a second argument to stop the execution of further functions.
- Non-modifiers receive the final hp change calculated by the modifiers.
+ Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
+ Modifiers can return true as a second argument to stop the execution of further functions.
+ Non-modifiers receive the final HP change calculated by the modifiers.
* `minetest.register_on_dieplayer(function(ObjectRef, reason))`
* Called when a player dies
* `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange