forked from VoxeLibre/VoxeLibre
Fix some typos in the API documentation (#4630)
Reviewed-on: VoxeLibre/VoxeLibre#4630 Reviewed-by: teknomunk <teknomunk@protonmail.com> Co-authored-by: Mikita Wiśniewski <rudzik8@protonmail.com> Co-committed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
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@ -2,33 +2,33 @@
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Simple flow functions.
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## flowlib.is_touching(realpos, nodepos, radius)
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Return true if a sphere of <radius> at <realpos> collide with node at <nodepos>.
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Return true if a sphere of `radius` at `realpos` collide with node at `nodepos`.
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* realpos: position
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* nodepos: position
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* radius: number
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## flowlib.is_water(pos)
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Return true if node at <pos> is water, false overwise.
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Return true if node at `pos` is water, false otherwise.
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* pos: position
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## flowlib.node_is_water(node)
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Return true if <node> is water, false overwise.
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Return true if `node` is water, false otherwise.
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* node: node
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## flowlib.is_lava(pos)
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Return true if node at <pos> is lava, false overwise.
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Return true if node at `pos` is lava, false otherwise.
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* pos: position
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## flowlib.node_is_lava(node)
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Return true if <node> is lava, false overwise.
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Return true if `node` is lava, false otherwise.
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* node: node
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## flowlib.is_liquid(pos)
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Return true if node at <pos> is liquid, false overwise.
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Return true if node at `pos` is liquid, false otherwise.
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* pos: position
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## flowlib.node_is_liquid(node)
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Return true if <node> is liquid, false overwise.
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Return true if `node` is liquid, false otherwise.
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* node: node
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## flowlib.quick_flow(pos, node)
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@ -37,9 +37,9 @@ Return direction where the water is flowing (to be use to push mobs, items...).
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* node: node
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## flowlib.move_centre(pos, realpos, node, radius)
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Return the pos of the nearest not water block near from <pos> in a sphere of <radius> at <realpos>.
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WARNING: This function is never used in mcl2, use at your own risk. The informations described here may be wrong.
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Return the pos of the nearest not water block near from `pos` in a sphere of `radius` at `realpos`.
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WARNING: This function is never used in VL, use at your own risk. The informations described here may be wrong.
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* pos: position
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* realpos: position, position of the entity
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* node: node
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* radius: number
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* radius: number
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@ -1,8 +1,8 @@
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# mcl_autogroup
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This mod emulate digging times from mc.
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This mod emulates digging times from MC.
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## mcl_autogroup.can_harvest(nodename, toolname, player)
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Return true if <nodename> can be dig with <toolname> by <player>.
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Return true if `nodename` can be dig with `toolname` by <player>.
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* nodename: string, valid nodename
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* toolname: (optional) string, valid toolname
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* player: (optinal) ObjectRef, valid player
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@ -14,7 +14,7 @@ WARNING: This function can only be called after mod initialization.
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* efficiency: (optional) integer, the efficiency level the tool is enchanted with (default 0)
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## mcl_autogroup.get_wear(toolname, diggroup)
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Return the max wear of <toolname> with <diggroup>
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Return the max wear of `toolname` with `diggroup`
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WARNING: This function can only be called after mod initialization.
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* toolname: string, name of the tool used
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* diggroup: string, the name of the diggroup the tool is used on
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@ -25,4 +25,4 @@ WARNING: This function can only be called after mod initialization.
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* level: (optional) string, if specified it is an array containing the names of the different digging levels the digging group supports
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## mcl_autogroup.registered_diggroups
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List of registered diggroups, indexed by name.
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List of registered diggroups, indexed by name.
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@ -1,5 +1,5 @@
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# mcl_colors
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Mod providing global table containing legacity minecraft colors to be used in mods.
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Mod providing global table containing legacy Minecraft colors to be used in mods.
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## mcl_colors.*
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Colors by upper name, in hex value.
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@ -6,10 +6,10 @@ WARNING: Not using it inside your mods may cause strange bugs (using the native
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## Callbacks
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To modify the amount of damage made by something:
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To modify the amount of damage dealt by something:
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```lua
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--obj: an ObjectRef
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mcl_damage.register_modifier(function(obj, damage, reason)
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end, 0)
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```
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```
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@ -1,9 +1,13 @@
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## mcl_events
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### Registering Events
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`mlc_events.register_event("name",def)`
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# mcl_events
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#### Event Definition
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{
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## Registering Events
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`mcl_events.register_event("name", def)`
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### Event Definition
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```
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{
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stage = 0,
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max_stage = 1,
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percent = 100,
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@ -22,6 +26,8 @@
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cond_complete = function(event) end,
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--return true if event finished successfully
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}
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```
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### Debugging
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* /event_start <event> -- starts the given event at the current player coordinates
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## Debugging
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* /event_start `event` -- starts the given event at the current player coordinates
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@ -3,13 +3,13 @@ This mod provide helper functions to create explosions.
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## mcl_explosions.explode(pos, strength, info, puncher)
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* pos: position, initial position of the explosion
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* strenght: number, radius of the explosion
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* strength: number, radius of the explosion
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* info: table, explosion informations:
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* drop_chance: number, if specified becomes the drop chance of all nodes in the explosion (default: 1.0 / strength)
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* max_blast_resistance: int, if specified the explosion will treat all non-indestructible nodes as having a blast resistance of no more than this value
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* sound: bool, if true, the explosion will play a sound (default: true)
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* particles: bool, if true, the explosion will create particles (default: true)
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* fire: bool, if true, 1/3 nodes become fire (default: false)
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* fire: bool, if true, 1/3 of nodes become fire (default: false)
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* griefing: bool, if true, the explosion will destroy nodes (default: true)
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* grief_protected: bool, if true, the explosion will also destroy nodes which have been protected (default: false)
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* puncher: (optional) entity, will be used as source for damage done by the explosion
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* puncher: (optional) entity, will be used as source for damage done by the explosion
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@ -5,20 +5,21 @@ This mod provides utility functions about positions and dimensions.
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This function returns:
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* true, true: if pos is in deep void (deadly)
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* true, false: if the pos is in void (non deadly)
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* false, false: owerwise
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* true, false: if the pos is in void (non-deadly)
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* false, false: otherwise
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Params:
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* pos: position
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## mcl_worlds.y_to_layer(y)
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This function is used to calculate the minetest y layer and dimension of the given <y> minecraft layer.
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This function is used to calculate the Minetest y layer and dimension of the given y Minecraft layer.
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Mainly used for ore generation.
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Takes an Y coordinate as input and returns:
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Takes a Y coordinate as input and returns:
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* The corresponding Minecraft layer (can be `nil` if void)
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* The corresponding Minecraft dimension ("overworld", "nether" or "end") or "void" if y is in the void
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* The corresponding Minecraft layer (can be nil if void)
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* The corresponding Minecraft dimension ("overworld", "nether" or "end") or "void" if <y> is in the void
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If the Y coordinate is not located in any dimension, it will return: nil, "void"
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Params:
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* y: int
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## mcl_worlds.pos_to_dimension(pos)
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This function return the Minecraft dimension of <pos> ("overworld", "nether" or "end") or "void" if <y> is in the void.
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This function return the Minecraft dimension of pos ("overworld", "nether" or "end") or "void" if y is in the void.
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* pos: position
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@ -38,31 +39,32 @@ mc_dimension can be "overworld", "nether", "end" (default: "overworld").
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* mc_dimension: string
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## mcl_worlds.has_weather(pos)
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Returns true if <pos> can have weather, false owerwise.
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Returns true if pos can have weather, false otherwise.
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Weather can be only in the overworld.
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* pos: position
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## mcl_worlds.has_dust(pos)
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Returns true if <pos> can have nether dust, false owerwise.
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Returns true if pos can have nether dust, false otherwise.
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Nether dust can be only in the nether.
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* pos: position
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## mcl_worlds.compass_works(pos)
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Returns true if compasses are working at <pos>, false owerwise.
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In mc, you cant use compass in the nether and the end.
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Returns true if compasses are working at pos, false otherwise.
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In MC, you cant use compass in the nether and the end.
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* pos: position
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## mcl_worlds.compass_works(pos)
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Returns true if clock are working at <pos>, false owerwise.
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In mc, you cant use clock in the nether and the end.
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Returns true if clock are working at pos, false otherwise.
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In MC, you cant use clock in the nether and the end.
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* pos: position
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## mcl_worlds.register_on_dimension_change(function(player, dimension, last_dimension))
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Register a callback function func(player, dimension).
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It will be called whenever a player changes between dimensions.
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The void counts as dimension.
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@ -75,7 +77,7 @@ The void counts as dimension.
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Table containing all function registered with mcl_worlds.register_on_dimension_change()
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## mcl_worlds.dimension_change(player, dimension)
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Notify this mod of a dimension change of <player> to <dimension>
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Notify this mod of a dimension change of player to dimension
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* player: player, player who changed the dimension
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* dimension: string, new dimension ("overworld", "nether", "end", "void")
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@ -1,8 +1,10 @@
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## mcl_info
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An api to make custom entries in the mcl2 debug hud.
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An API to make custom entries in the VL debug hud.
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### mcl_info.register_debug_field(name,defintion)
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Debug field defintion example:
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```
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{
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level = 3,
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--show with debug level 3 and upwards
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-- It should output a string and determines
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-- the content of the debug field.
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}
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```
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### mcl_info.registered_debug_fields
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Table the debug definitions are stored in. Do not modify this directly. If you need to overwrite a field just set it again with mcl_info.register_debug_field().
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@ -32,4 +32,5 @@ mcl_inventory.register_survival_inventory_tab({
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-- Returns true by default
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access = function(player)
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end,
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})
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```
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@ -8,7 +8,7 @@ Show a hud message of `type` to player `player` with `data` as params.
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The element will stay for the per-player param `stay` or `data.stay` (in gametick which is 1/20 second).
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Here is a usage exemple:
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Here is a usage example:
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```lua
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--show a title in the HUD with minecraft color "gold"
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@ -35,7 +35,7 @@ Basicaly run `mcl_title.remove(player, type)` for every type.
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## mcl_title.params_set(player, params)
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Allow mods to set `stay` and upcomming `fadeIn`/`fadeOut` params.
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Allow mods to set `stay` and upcoming `fadeIn`/`fadeOut` params.
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```lua
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mcl_title.params_set(player, {stay = 600}) --elements with no 'data.stay' field will stay during 30s (600/20)
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@ -43,8 +43,8 @@ mcl_title.params_set(player, {stay = 600}) --elements with no 'data.stay' field
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## mcl_title.params_get(player)
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Get `stay` and upcomming `fadeIn` and `fadeOut` params of a player as a table.
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Get `stay` and upcoming `fadeIn` and `fadeOut` params of a player as a table.
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```lua
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mcl_title.params_get(player)
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```
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```
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@ -119,7 +119,7 @@ mcl_armor.register_set({
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end,
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},
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--this is used to generate automaticaly armor crafts based on each element type folowing the regular minecraft pattern
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--this is used to generate automaticaly armor crafts based on each element type following the regular minecraft pattern
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--if set to nil no craft will be added
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craft_material = "mcl_mobitems:leather",
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@ -1,25 +1,28 @@
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# mcl_buckets
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Add an API to register buckets to mcl
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Adds an API to register buckets to VL
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## mcl_buckets.register_liquid(def)
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Register a new liquid
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Accept folowing params:
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* source_place: a string or function.
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* string: name of the node to place
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* function(pos): will returns name of the node to place with pos being the placement position
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* source_take: table of liquid source node names to take
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* bucketname: itemstring of the new bucket item
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* inventory_image: texture of the new bucket item (ignored if itemname == nil)
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* name: user-visible bucket description
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* longdesc: long explanatory description (for help)
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* usagehelp: short usage explanation (for help)
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* tt_help: very short tooltip help
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* extra_check(pos, placer): (optional) function(pos)
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* groups: optional list of item groups
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Register a new liquid.
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Accepts the following parameters:
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* `source_place`: a string or a function
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* `string`: name of the node to place
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* `function(pos)`: will return name of the node to place with pos being the placement position
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* `source_take`: table of liquid source node names to take
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* `bucketname`: itemstring of the new bucket item
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* `inventory_image`: texture of the new bucket item (ignored if itemname == nil)
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* `name`: user-visible bucket description
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* `longdesc`: long explanatory description (for help)
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* `usagehelp`: short usage explanation (for help)
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* `tt_help`: very short tooltip help
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* `extra_check(pos, placer)`: (optional) additional check before liquid placement (return 2 booleans: (1) whether to place the liquid source and (2) whether to empty the bucket)
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* `groups`: optional list of item groups
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**Usage exemple:**
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**Usage example:**
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```lua
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mcl_buckets.register_liquid({
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bucketname = "dummy:bucket_dummy",
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tt_help = S("Places a dummy liquid source"),
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extra_check = function(pos, placer)
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--pos = pos where the liquid should be placed
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--placer people who tried to place the bucket (can be nil)
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--placer who tried to place the bucket (can be nil)
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--no liquid node will be placed
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--the bucket will not be emptied
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end,
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groups = { dummy_group = 123 },
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})
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```
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```
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@ -5,9 +5,9 @@ animations are achieved by giving each chest node an entity, as Minetest (as of
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5.8.1) doesn't support giving nodes animated meshes, only static ones.
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Because of that, a lot of parameters passed through the exposed functions are
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be related to nodes and entities.
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related to nodes and entities.
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Please refer to [Minetest documentation](http://api.minetest.net/) and the code
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Please refer to the [Minetest documentation](http://api.minetest.net/) and code
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comments in `api.lua`.
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@ -25,7 +25,7 @@ end
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-- Registers a door
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-- name: The name of the door
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-- def: a table with the folowing fields:
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-- def: a table with the following fields:
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-- description
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-- inventory_image
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-- groups
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@ -1,16 +1,16 @@
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# mcl_wip
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Used to mark items or nodes as WIP.
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## mcl_wip.register_wip_item(itemname)
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Register <itemname> as a WIP item.
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If <itemname> isn't a valid itemname, an error will be shown after mods loaded.
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## `mcl_wip.register_wip_item(itemname)`
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Register `itemname` as a WIP item.
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If `itemname` isn't a valid itemname, an error will be shown after mods loaded.
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## mcl_wip.register_experimental_item(itemname)
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Register <itemname> as a experimental item.
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If <itemname> isn't a valid itemname, an error will be shown after mods loaded.
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## `mcl_wip.register_experimental_item(itemname)`
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Register `itemname` as a experimental item.
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If `itemname` isn't a valid itemname, an error will be shown after mods loaded.
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## mcl_wip.registered_wip_items
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## `mcl_wip.registered_wip_items`
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Table containing WIP items names.
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## mcl_wip.registered_experimental_items
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Table containing experimental items names.
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## `mcl_wip.registered_experimental_items`
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Table containing experimental items names.
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