diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/lua_api.txt | 264 |
1 files changed, 133 insertions, 131 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt index f4178401a..df72c6aa2 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -595,10 +595,10 @@ appropriate `drawtype`: palette). These nodes can have 32 different colors, and the palette should contain 32 pixels. Examples: - * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1) - pixel will be picked from the palette. - * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1) - pixel will be picked from the palette. + * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1) + pixel will be picked from the palette. + * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1) + pixel will be picked from the palette. * `drawtype = "colorfacedir"` for nodes which use the first three bits of `param2` for palette indexing. The remaining five bits are describing rotation, as in `facedir` draw type. @@ -606,10 +606,10 @@ appropriate `drawtype`: palette). These nodes can have 8 different colors, and the palette should contain 8 pixels. Examples: - * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the - first (= 0 + 1) pixel will be picked from the palette. - * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the - second (= 1 + 1) pixel will be picked from the palette. + * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the + first (= 0 + 1) pixel will be picked from the palette. + * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the + second (= 1 + 1) pixel will be picked from the palette. To colorize a node on the map, set its `param2` value (according to the node's draw type). @@ -1300,11 +1300,11 @@ in the form of a table. This table specifies the following fields: * The `data` field is a flat table of MapNode tables making up the schematic, in the order of `[z [y [x]]]`. (required) Each MapNode table contains: - * `name`: the name of the map node to place (required) - * `prob` (alias `param1`): the probability of this node being placed (default: 255) - * `param2`: the raw param2 value of the node being placed onto the map (default: 0) - * `force_place`: boolean representing if the node should forcibly overwrite any - previous contents (default: false) + * `name`: the name of the map node to place (required) + * `prob` (alias `param1`): the probability of this node being placed (default: 255) + * `param2`: the raw param2 value of the node being placed onto the map (default: 0) + * `force_place`: boolean representing if the node should forcibly overwrite any + previous contents (default: false) About probability values: @@ -1849,7 +1849,7 @@ Some of the values in the key-value store are handled specially: * `description`: Set the item stack's description. Defaults to `idef.description` * `color`: A `ColorString`, which sets the stack's color. * `palette_index`: If the item has a palette, this is used to get the - current color from the palette. + current color from the palette. Example stuff: @@ -2061,8 +2061,8 @@ examples. #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]` * `x`, `y`, `w`, `h`, `name` and `label` work as per button * `item name` is the registered name of an item/node, - tooltip will be made out of its description - to override it use tooltip element + tooltip will be made out of its description + to override it use tooltip element * Position and size units are inventory slots #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]` @@ -2077,7 +2077,7 @@ examples. * `w` and `h` are the size of the itemlist * `name` fieldname sent to server on doubleclick value is current selected element * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only), - * if you want a listelement to start with "#" write "##". + * if you want a listelement to start with "#" write "##". #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]` * Scrollable itemlist showing arbitrary text elements @@ -2085,7 +2085,7 @@ examples. * `w` and `h` are the size of the item list * `name` fieldname sent to server on doubleclick value is current selected element * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format - * if you want a listelement to start with "#" write "##" + * if you want a listelement to start with "#" write "##" * Index to be selected within textlist * `true`/`false`: draw transparent background * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`) @@ -2108,8 +2108,8 @@ examples. #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]` * Show a dropdown field * **Important note**: There are two different operation modes: - 1. handle directly on change (only changed dropdown is submitted) - 2. read the value on pressing a button (all dropdown values are available) + 1. handle directly on change (only changed dropdown is submitted) + 2. read the value on pressing a button (all dropdown values are available) * `x` and `y` position of dropdown * Width of dropdown * Fieldname data is transferred to Lua @@ -2126,8 +2126,8 @@ examples. #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]` * Show a scrollbar * There are two ways to use it: - 1. handle the changed event (only changed scrollbar is available) - 2. read the value on pressing a button (all scrollbars are available) + 1. handle the changed event (only changed scrollbar is available) + 2. read the value on pressing a button (all scrollbars are available) * `x` and `y`: position of trackbar * `w` and `h`: width and height * `orientation`: `vertical`/`horizontal` @@ -2148,25 +2148,25 @@ examples. #### `tableoptions[<opt 1>;<opt 2>;...]` * Sets options for `table[]` * `color=#RRGGBB` - * default text color (`ColorString`), defaults to `#FFFFFF` + * default text color (`ColorString`), defaults to `#FFFFFF` * `background=#RRGGBB` - * table background color (`ColorString`), defaults to `#000000` + * table background color (`ColorString`), defaults to `#000000` * `border=<true/false>` - * should the table be drawn with a border? (default: `true`) + * should the table be drawn with a border? (default: `true`) * `highlight=#RRGGBB` - * highlight background color (`ColorString`), defaults to `#466432` + * highlight background color (`ColorString`), defaults to `#466432` * `highlight_text=#RRGGBB` - * highlight text color (`ColorString`), defaults to `#FFFFFF` + * highlight text color (`ColorString`), defaults to `#FFFFFF` * `opendepth=<value>` - * all subtrees up to `depth < value` are open (default value = `0`) - * only useful when there is a column of type "tree" + * all subtrees up to `depth < value` are open (default value = `0`) + * only useful when there is a column of type "tree" #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]` * Sets columns for `table[]` * Types: `text`, `image`, `color`, `indent`, `tree` * `text`: show cell contents as text * `image`: cell contents are an image index, use column options to define images - * `color`: cell contents are a ColorString and define color of following cell + * `color`: cell contents are a ColorString and define color of following cell * `indent`: cell contents are a number and define indentation of following cell * `tree`: same as indent, but user can open and close subtrees (treeview-like) * Column options: @@ -2244,8 +2244,8 @@ The following functions provide escape sequences: * `minetest.colorize(color, message)`: * Equivalent to: `minetest.get_color_escape_sequence(color) .. - message .. - minetest.get_color_escape_sequence("#ffffff")` + message .. + minetest.get_color_escape_sequence("#ffffff")` * `minetest.get_background_escape_sequence(color)` * `color` is a ColorString * The escape sequence sets the background of the whole text element to @@ -2300,7 +2300,7 @@ For the following functions `x` can be either a vector or a number: Helper functions ---------------- * `dump2(obj, name, dumped)`: returns a string which makes `obj` human readable, - handles reference loops + handles reference loops * `obj`: arbitrary variable * `name`: string, default: `"_"` * `dumped`: table, default: `{}` @@ -2490,9 +2490,9 @@ Strings that need to be translated can contain several escapes, preceded by `@`. if they don't exist. * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names * is_dir is one of: - * nil: return all entries, - * true: return only subdirectory names, or - * false: return only file names. + * nil: return all entries, + * true: return only subdirectory names, or + * false: return only file names. * `minetest.safe_file_write(path, content)`: returns boolean indicating success * Replaces contents of file at path with new contents in a safe (atomic) way. Use this instead of below code when writing e.g. database files: @@ -2574,24 +2574,24 @@ Call these functions only at load time! * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition whenever possible * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))` - * Called when a node is punched + * 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. + * 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 + * Called after a new player has been created * `minetest.register_on_dieplayer(func(ObjectRef))` - * Called when a player dies + * Called when a player dies * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))` - * Called when a player is punched - * `player` - ObjectRef - Player that was punched - * `hitter` - ObjectRef - Player that hit - * `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. - * `damage` - number that represents the damage calculated by the engine - * should return `true` to prevent the default damage mechanism + * Called when a player is punched + * `player` - ObjectRef - Player that was punched + * `hitter` - ObjectRef - Player that hit + * `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. + * `damage` - number that represents the damage calculated by the engine + * should return `true` to prevent the default damage mechanism * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)` * Called when the player gets damaged or healed * `player`: ObjectRef of the player @@ -2601,12 +2601,12 @@ Call these functions only at load time! 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_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 + * 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_prejoinplayer(func(name, ip))` - * Called before a player joins the game - * If it returns a string, the player is disconnected with that string as reason + * Called before a player joins the game + * If it returns a string, the player is disconnected with that string as reason * `minetest.register_on_joinplayer(func(ObjectRef))` * Called when a player joins the game * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))` @@ -2640,10 +2640,10 @@ Call these functions only at load time! * `minetest.register_on_protection_violation(func(pos, name))` * Called by `builtin` and mods when a player violates protection at a position (eg, digs a node or punches a protected entity). - * The registered functions can be called using `minetest.record_protection_violation` - * The provided function should check that the position is protected by the mod - calling this function before it prints a message, if it does, to allow for - multiple protection mods. + * The registered functions can be called using `minetest.record_protection_violation` + * The provided function should check that the position is protected by the mod + calling this function before it prints a message, if it does, to allow for + multiple protection mods. * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))` * Called when an item is eaten, by `minetest.item_eat` * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase) @@ -2676,9 +2676,9 @@ Call these functions only at load time! the default of `give_to_singleplayer` is true * To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting. * `on_grant(name, granter_name)`: Called when given to player `name` by `granter_name`. - `granter_name` will be nil if the priv was granted by a mod. + `granter_name` will be nil if the priv was granted by a mod. * `on_revoke(name, revoker_name)`: Called when taken from player `name` by `revoker_name`. - `revoker_name` will be nil if the priv was revoked by a mod + `revoker_name` will be nil if the priv was revoked by a mod * Note that the above two callbacks will be called twice if a player is responsible - once with the player name, and then with a nil player name. * Return true in the above callbacks to stop register_on_priv_grant or revoke being called. @@ -2815,8 +2815,8 @@ and `minetest.auth_reload` call the authentication handler. * `minetest.set_gen_notify(flags, {deco_ids})` * Set the types of on-generate notifications that should be collected * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`, - `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration` - * The second parameter is a list of IDS of decorations which notification is requested for + `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration` + * The second parameter is a list of IDS of decorations which notification is requested for * `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s * `minetest.get_mapgen_object(objectname)` * Return requested mapgen object if available (see "Mapgen objects") @@ -2825,7 +2825,7 @@ and `minetest.auth_reload` call the authentication handler. given biome_name string. * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing `mgname`, `seed`, `chunksize`, `water_level`, and `flags`. - * Deprecated: use `minetest.get_mapgen_setting(name)` instead + * Deprecated: use `minetest.get_mapgen_setting(name)` instead * `minetest.set_mapgen_params(MapgenParams)` * Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead * Set map generation parameters @@ -2848,11 +2848,11 @@ and `minetest.auth_reload` call the authentication handler. * Same as above, but returns the value as a NoiseParams table if the setting `name` exists and is a valid NoiseParams * `minetest.set_mapgen_setting(name, value, [override_meta])` - * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting - is not already present in map_meta.txt. - * `override_meta` is an optional boolean (default: `false`). If this is set to true, - the setting will become the active setting regardless of the map metafile contents. - * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"` + * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting + is not already present in map_meta.txt. + * `override_meta` is an optional boolean (default: `false`). If this is set to true, + the setting will become the active setting regardless of the map metafile contents. + * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"` * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])` * Same as above, except value is a NoiseParams table. * `minetest.set_noiseparams(name, noiseparams, set_default)` @@ -2874,17 +2874,20 @@ and `minetest.auth_reload` call the authentication handler. clear objects in unloaded mapblocks only when the mapblocks are next activated. * `minetest.emerge_area(pos1, pos2, [callback], [param])` * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously - * fetched from memory, loaded from disk, or if inexistent, generates them. + fetched from memory, loaded from disk, or if inexistent, generates them. * If `callback` is a valid Lua function, this will be called for each block emerged. * The function signature of callback is: - * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)` - * - `blockpos` is the *block* coordinates of the block that had been emerged - * - `action` could be one of the following constant values: - * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`, - * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED` - * - `calls_remaining` is the number of callbacks to be expected after this one - * - `param` is the user-defined parameter passed to emerge_area (or nil if the - * parameter was absent) + * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)` + * `blockpos` is the *block* coordinates of the block that had been emerged + * `action` could be one of the following constant values: + * `minetest.EMERGE_CANCELLED` + * `minetest.EMERGE_ERRORED` + * `minetest.EMERGE_FROM_MEMORY` + * `minetest.EMERGE_FROM_DISK` + * `minetest.EMERGE_GENERATED` + * `calls_remaining` is the number of callbacks to be expected after this one + * `param` is the user-defined parameter passed to emerge_area (or nil if the + parameter was absent) * `minetest.delete_area(pos1, pos2)` * delete all mapblocks in the area from pos1 to pos2, inclusive * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos` @@ -2971,7 +2974,7 @@ You can find mod channels communication scheme in `docs/mod_channels.png`. Note that this parameter is mostly just a workaround and will be removed in future releases. * Creates a detached inventory. If it already exists, it is cleared. * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`: - returns left over ItemStack + returns left over ItemStack * See `minetest.item_eat` and `minetest.register_on_item_eat` ### Formspec @@ -2983,7 +2986,7 @@ You can find mod channels communication scheme in `docs/mod_channels.png`. * `minetest.close_formspec(playername, formname)` * `playername`: name of player to close formspec * `formname`: has to exactly match the one given in `show_formspec`, or the formspec will - not close. + not close. * calling `show_formspec(playername, formname, "")` is equal to this expression * to close a formspec regardless of the formname, call `minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!** @@ -3054,7 +3057,7 @@ You can find mod channels communication scheme in `docs/mod_channels.png`. * `input.width` = for example `3` * `input.items` = for example `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }` - * `input.items` = `nil` if no recipe found + * `input.items` = `nil` if no recipe found * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil` * returns indexed table with all registered recipes for query item (node) or `nil` if no recipe was found @@ -3153,11 +3156,11 @@ These functions return the leftover itemstack. * Optional: Variable number of arguments that are passed to `func` ### Server -* `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients, - `reconnect` == true displays a reconnect button, - `delay` adds an optional delay (in seconds) before shutdown - negative delay cancels the current active shutdown - zero delay triggers an immediate shutdown. +* `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients. + * `reconnect` == true displays a reconnect button + * `delay` adds an optional delay (in seconds) before shutdown. + Negative delay cancels the current active shutdown. + Zero delay triggers an immediate shutdown. * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown * `minetest.get_server_status()`: returns server status string * `minetest.get_server_uptime()`: returns the server uptime in seconds @@ -3193,8 +3196,7 @@ These functions return the leftover itemstack. * `minetest.delete_particlespawner(id, player)` * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`) - * If playername is specified, only deletes on the player's client, - * otherwise on all clients + * If playername is specified, only deletes on the player's client, otherwise on all clients ### Schematics * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)` @@ -3336,9 +3338,9 @@ These functions return the leftover itemstack. * Compress a string of data. * `method` is a string identifying the compression method to be used. * Supported compression methods: - * Deflate (zlib): `"deflate"` + * Deflate (zlib): `"deflate"` * `...` indicates method-specific arguments. Currently defined arguments are: - * Deflate: `level` - Compression level, `0`-`9` or `nil`. + * Deflate: `level` - Compression level, `0`-`9` or `nil`. * `minetest.decompress(compressed_data, method, ...)`: returns data * Decompress a string of data (using ZLib). * See documentation on `minetest.compress()` for supported compression methods. @@ -3371,8 +3373,8 @@ These functions return the leftover itemstack. return old_is_protected(pos, name) end * `minetest.record_protection_violation(pos, name)` - * This function calls functions registered with - `minetest.register_on_protection_violation`. + * This function calls functions registered with + `minetest.register_on_protection_violation`. * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)` * Attempt to predict the desired orientation of the facedir-capable node defined by `itemstack`, and place it accordingly (on-wall, on the floor, or @@ -3380,7 +3382,7 @@ These functions return the leftover itemstack. field is false or omitted (else, the itemstack is not changed). `orient_flags` is an optional table containing extra tweaks to the placement code: * `invert_wall`: if `true`, place wall-orientation on the ground and ground- - orientation on the wall. + orientation on the wall. * `force_wall` : if `true`, always place the node in wall orientation. * `force_ceiling`: if `true`, always place on the ceiling. * `force_floor`: if `true`, always place the node on the floor. @@ -3390,8 +3392,8 @@ These functions return the leftover itemstack. precedence over the first. * `minetest.rotate_node(itemstack, placer, pointed_thing)` * calls `rotate_and_place()` with infinitestacks set according to the state of - the creative mode setting, and checks for "sneak" to set the `invert_wall` - parameter. + the creative mode setting, and checks for "sneak" to set the `invert_wall` + parameter. * `minetest.forceload_block(pos[, transient])` * forceloads the position `pos`. @@ -3418,8 +3420,8 @@ These functions return the leftover itemstack. ### Global objects * `minetest.env`: `EnvRef` of the server environment and world. * Any function in the minetest namespace can be called using the syntax - `minetest.env:somefunction(somearguments)` - instead of `minetest.somefunction(somearguments)` + `minetest.env:somefunction(somearguments)` + instead of `minetest.somefunction(somearguments)` * Deprecated, but support is not to be dropped soon ### Global tables @@ -3561,13 +3563,13 @@ This is basically a reference to a C++ `ServerActiveObject` * `set_armor_groups({group1=rating, group2=rating, ...})` * `get_armor_groups()`: returns a table with the armor group ratings * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)` - * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}` - * `frame_speed`: number, default: `15.0` - * `frame_blend`: number, default: `0.0` - * `frame_loop`: boolean, default: `true` + * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}` + * `frame_speed`: number, default: `15.0` + * `frame_blend`: number, default: `0.0` + * `frame_loop`: boolean, default: `true` * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop` * `set_animation_frame_speed(frame_speed)` - * `frame_speed`: number, default: `15.0` + * `frame_speed`: number, default: `15.0` * `set_attach(parent, bone, position, rotation)` * `bone`: string * `position`: `{x=num, y=num, z=num}` (relative) @@ -3625,22 +3627,22 @@ This is basically a reference to a C++ `ServerActiveObject` table {x, y, z} representing the player's instantaneous velocity in nodes/s * `get_look_dir()`: get camera direction as a unit vector * `get_look_vertical()`: pitch in radians - * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively. + * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively. * `get_look_horizontal()`: yaw in radians - * Angle is counter-clockwise from the +z direction. + * Angle is counter-clockwise from the +z direction. * `set_look_vertical(radians)`: sets look pitch - * radians - Angle from looking forward, where positive is downwards. + * radians - Angle from looking forward, where positive is downwards. * `set_look_horizontal(radians)`: sets look yaw - * radians - Angle from the +z direction, where positive is counter-clockwise. + * radians - Angle from the +z direction, where positive is counter-clockwise. * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`. - * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively. + * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively. * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`. - * Angle is counter-clockwise from the +x direction. + * Angle is counter-clockwise from the +x direction. * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`. * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`. * `get_breath()`: returns players breath * `set_breath(value)`: sets players breath - * values: + * values: * `0`: player is drowning * max: bubbles bar is not shown * See Object Properties for more information @@ -3838,14 +3840,14 @@ an itemstring, a table or `nil`. * `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 + 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 * `amount`: number, integer * `add_item(item)`: returns leftover `ItemStack` * Put some item or stack onto this stack * `item_fits(item)`: returns `true` if item or stack can be fully added to - this one. + this one. * `take_item(n)`: returns taken `ItemStack` * Take (and remove) up to `n` items from this stack * `n`: number, default: `1` @@ -3876,8 +3878,8 @@ It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`. * `next(min, max)`: return next integer random number [`min`...`max`] * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`] * This is only a rough approximation of a normal distribution with: - * `mean = (max - min) / 2`, and - * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)` + * `mean = (max - min) / 2`, and + * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)` * Increasing `num_trials` improves accuracy of the approximation ### `SecureRandom` @@ -4193,10 +4195,10 @@ the object. It can be created via `Raycast(pos1, pos2, objects, liquids)` or `minetest.raycast(pos1, pos2, objects, liquids)` where: - * `pos1`: start of the ray - * `pos2`: end of the ray - * `objects` : if false, only nodes will be returned. Default is true. - * `liquids' : if false, liquid nodes won't be returned. Default is false. +* `pos1`: start of the ray +* `pos2`: end of the ray +* `objects` : if false, only nodes will be returned. Default is true. +* `liquids' : if false, liquid nodes won't be returned. Default is false. #### Methods * `next()`: returns a `pointed_thing` @@ -4270,14 +4272,14 @@ Registered entities * Called when somebody punches the object. * Note that you probably want to handle most punches using the automatic armor group system. - * `puncher`: an `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. + * `puncher`: an `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_death(self, killer)` * Called when the object dies. - * `killer`: an `ObjectRef` (can be `nil`) + * `killer`: an `ObjectRef` (can be `nil`) * `on_rightclick(self, clicker)` * `get_staticdata(self)` * Should return a string that will be passed to `on_activate` when @@ -4583,7 +4585,7 @@ Definition tables ^ default: nil ^ Function must return either nil if no item shall be removed from inventory, or an itemstack to replace the original itemstack. - e.g. itemstack:take_item(); return itemstack + e.g. itemstack:take_item(); return itemstack ^ Otherwise, the function is free to do what it wants. ^ The user may be any ObjectRef or nil. ^ The default functions handle regular use cases. @@ -4619,14 +4621,14 @@ Definition tables Directions are from the point of view of the tile texture, not the node it's on * align style determines whether the texture will be rotated with the node - or kept aligned with its surroundings. "user" means that client - setting will be used, similar to `glasslike_framed_optional`. - Note: supported by solid nodes and nodeboxes only. + or kept aligned with its surroundings. "user" means that client + setting will be used, similar to `glasslike_framed_optional`. + Note: supported by solid nodes and nodeboxes only. * scale is used to make texture span several (exactly `scale`) nodes, - instead of just one, in each direction. Works for world-aligned - textures only. - Note that as the effect is applied on per-mapblock basis, `16` should - be equally divisible by `scale` or you may get wrong results. + instead of just one, in each direction. Works for world-aligned + textures only. + Note that as the effect is applied on per-mapblock basis, `16` should + be equally divisible by `scale` or you may get wrong results. * `{name="image.png", color=ColorSpec}` * the texture's color will be multiplied with this color. * the tile's color overrides the owning node's color in all cases. |