Lua API: update
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lua_api.html
@ -826,7 +826,7 @@ changed in the future.</p>
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set to level from <code>param2</code>.</p>
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<h2 id="meshes">Meshes</h2>
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<p>If drawtype <code>mesh</code> is used, tiles should hold model materials textures.
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Only static meshes are implemented.<br />
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Only static meshes are implemented.
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For supported model formats see Irrlicht engine documentation.</p>
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<h2 id="noise-parameters">Noise Parameters</h2>
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<p>Noise Parameters, or commonly called "<code>NoiseParams</code>", define the properties of perlin noise.</p>
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@ -891,7 +891,7 @@ distribution of ore.</p>
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The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
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a non-zero <code>scale</code> parameter in <code>noise_params</code>.</p>
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<p><strong>IMPORTANT</strong>: The noise is not transformed by <code>offset</code> or <code>scale</code> when comparing against the noise
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threshold, but scale is used to determine relative height.<br />
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threshold, but scale is used to determine relative height.
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The height of the blob is randomly scattered, with a maximum height of <code>clust_size</code>.</p>
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<p><code>clust_scarcity</code> and <code>clust_num_ores</code> are ignored.</p>
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<p>This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.</p>
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@ -1314,7 +1314,7 @@ return damage
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<p>Client predicts damage based on damage groups. Because of this, it is able to
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give an immediate response when an entity is damaged or dies; the response is
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pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
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TODO).<br />
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TODO).
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Currently a smoke puff will appear when an entity dies.</p>
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<p>The group <code>immortal</code> completely disables normal damage.</p>
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<p>Entities can define a special armor group, which is <code>punch_operable</code>. This
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@ -2281,6 +2281,10 @@ and <code>minetest.auth_reload</code> call the authetification handler.</p>
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<li>Creates a detached inventory. If it already exists, it is cleared.</li>
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</ul>
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</li>
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<li><code>minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)</code>: returns left over ItemStack<ul>
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<li>See <code>minetest.item_eat</code> and <code>minetest.register_on_item_eat</code></li>
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</ul>
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</li>
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</ul>
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<h3 id="formspec_1">Formspec</h3>
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<ul>
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@ -2443,7 +2447,11 @@ and <code>minetest.auth_reload</code> call the authetification handler.</p>
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</ul>
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</li>
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<li><code>minetest.item_eat(hp_change, replace_with_item)</code><ul>
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<li>Eat the item. <code>replace_with_item</code> can be <code>nil</code>.</li>
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<li>Eat the item.</li>
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<li><code>replace_with_item</code> is the itemstring which is added to the inventory.
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If the player is eating a stack, then replace_with_item goes to a
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different spot. Can be <code>nil</code></li>
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<li>See <code>minetest.do_item_eat</code></li>
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</ul>
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</li>
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</ul>
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@ -2753,7 +2761,7 @@ end
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</ul>
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<h2 id="class-reference">Class reference</h2>
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<h3 id="nodemetaref"><code>NodeMetaRef</code></h3>
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<p>Node metadata: reference extra data and functionality stored in a node.<br />
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<p>Node metadata: reference extra data and functionality stored in a node.
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Can be gotten via <code>minetest.get_meta(pos)</code>.</p>
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<h4 id="methods">Methods</h4>
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<ul>
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@ -2771,7 +2779,7 @@ Can be gotten via <code>minetest.get_meta(pos)</code>.</p>
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</li>
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</ul>
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<h3 id="notetimerref"><code>NoteTimerRef</code></h3>
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<p>Node Timers: a high resolution persistent per-node timer.<br />
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<p>Node Timers: a high resolution persistent per-node timer.
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Can be gotten via <code>minetest.get_node_timer(pos)</code>.</p>
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<h4 id="methods_1">Methods</h4>
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<ul>
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@ -3061,7 +3069,7 @@ an itemstring, a table or <code>nil</code>.</p>
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<h3 id="perlinnoise"><code>PerlinNoise</code></h3>
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<p>A perlin noise generator.
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It can be created via <code>PerlinNoise(seed, octaves, persistence, scale)</code>
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or <code>PerlinNoise(noiseparams)</code>.<br />
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or <code>PerlinNoise(noiseparams)</code>.
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Alternatively with <code>minetest.get_perlin(seeddiff, octaves, persistence, scale)</code>
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or <code>minetest.get_perlin(noiseparams)</code>.</p>
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<h4 id="methods_6">Methods</h4>
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