forked from VoxeLibre/VoxeLibre
Documented a returned table (effect data) (#4330)
Updated documentation, follow-up to #4130 Reviewed-on: VoxeLibre/VoxeLibre#4330 Co-authored-by: the-real-herowl <wiktor_t-i@proton.me> Co-committed-by: the-real-herowl <wiktor_t-i@proton.me>
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@ -66,6 +66,33 @@ This section describes parts of the API related to defining and managing effects
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`mcl_potions.get_effect(object, effect_name)` - returns a table containing values of the effect of the ID `effect_name` on the `object` if the object has the named effect, `false` otherwise.
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* table returned by the above function is like this:
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```lua
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effect = {
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dur = float -- duration of the effect in seconds, may be infinite
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timer = float -- how much of the duration (in seconds) has already elapsed
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no_particles = bool -- if this is true, no particles signifying this effect will appear
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-- player-only fields
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hud_index = int -- position in the HUD used by this effect (icon, level, timer) - probably meaningless outside mcl_potions
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-- optional fields
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factor = float -- power of the effect if the effect uses factor; this may mean different things depending on the effect
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step = float -- how often (in seconds) the on_step() function of the effect is executed, if it exists
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hit_timer = float -- how much of the step (in seconds) has already elapsed
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-- effect-specific fields
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-- effects in mcl_potions have their own fields here, for now external effects can't add any here
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blocked = bool -- used by conduit power
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high = bool -- used by nausea
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vignette = int -- handle to the HUD vignette of the effect, used by effects that use one
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absorb = float -- "HP" of the absorption effect
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waypoints = table -- used by glowing, indexed by player ObjectRef, contains HUD handles for the glowing waypoints
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flash = float -- used by darkness, denotes vision range modifier
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flashdir = bool -- used by darkness, denotes whether vision range is increasing (or decreasing)
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}
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```
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`mcl_potions.get_effect_level(object, effect_name)` – returns the level of the effect of the ID `effect_name` on the `object`. If the effect has no levels, returns `1`. If the object doesn't have the effect, returns `0`. If the effect is not registered, returns `nil`.
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@ -120,6 +147,7 @@ This section describes parts of the API related to defining and managing effects
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#### Internally registered effects
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You can't register effects going by these names, because they are already used:
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* `invisibility`
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* `poison`
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* `regeneration`
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