Several small changes
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@ -28,7 +28,7 @@ you can also [download it in HTML form](https://gitlab.com/rubenwardy/minetest_m
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Noticed a mistake, or want to give feedback? Make sure to tell me about it.
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* Create a [GitHub Issue](https://gitlab.com/rubenwardy/minetest_modding_book/-/issues).
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* Create a [GitLab Issue](https://gitlab.com/rubenwardy/minetest_modding_book/-/issues).
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* Post in the [Forum Topic](https://forum.minetest.net/viewtopic.php?f=14&t=10729).
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* [Contact me](https://rubenwardy.com/contact/).
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* Fancy contributing?
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@ -3,7 +3,7 @@ title: Creating Textures
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layout: default
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root: ../..
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idx: 2.2
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description: An introduction to making textures in your editor of choice, an a guide on GIMP.
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description: An introduction to making textures in your editor of choice, and a guide on GIMP.
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redirect_from: /en/chapters/creating_textures.html
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---
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@ -42,7 +42,7 @@ and Nodes only have at most one inventory in them.
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## ItemStacks
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ItemStacks have three components to them.
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ItemStacks have four components to them: name, count, wear and metadata.
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The item name may be the item name of a registered item, an alias, or an unknown
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item name.
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@ -129,21 +129,21 @@ local inv = player:get_inventory()
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A detached inventory is one which is independent of players or nodes.
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Detached inventories also don't save over a restart.
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Detached inventories need to be created before they can be used -
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this will be covered later.
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```lua
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local inv = minetest.get_inventory({
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type="detached", name="inventory_name" })
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```
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Unlike the other types of inventory, you must first create a detached inventory:
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Unlike the other types of inventory, you must first create a detached inventory
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before accessing it:
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```lua
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minetest.create_detached_inventory("inventory_name")
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```
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The create_detached_inventory function accepts 3 arguments, only first is required.
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The create_detached_inventory function accepts 3 arguments, where only the first - the inventory name -
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is required.
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The second argument takes a table of callbacks, which can be used to control how
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players interact with the inventory:
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@ -165,16 +165,15 @@ minetest.create_detached_inventory("inventory_name", {
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on_put = function(inv, listname, index, stack, player)
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minetest.chat_send_all(player:get_player_name() ..
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" gave " .. stack:to_string() ..
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" to the donation chest at " .. minetest.pos_to_str(pos))
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" to the donation chest from " .. minetest.pos_to_string(player:get_pos()))
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end,
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})
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```
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Permission callbacks - ie: those starting with `allow_`- return the number
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Permission callbacks - ie: those starting with `allow_` - return the number
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of items to transfer, with -1 being used to prevent transfer completely.
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Action callbacks - starting with `on_` - don't have a return value and
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can't prevent transfers.
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On the contrary, action callbacks - starting with `on_` - don't have a return value.
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## Lists
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@ -213,13 +212,20 @@ if inv:is_empty("main") then
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end
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```
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`contains_item` can be used to see if a list contains a specific item.
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`contains_item` can be used to see if a list contains a specific item:
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```lua
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if inv:contains_item("main", "default:stone") then
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print("I've found some stone!")
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end
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```
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## Modifying Inventories and ItemStacks
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### Adding to a List
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To add items to a list named `"main"` while respecting maximum stack sizes:
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`add_item` adds items to a list (in this case `"main"`). In the example below,
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the maximum stack size is also respected:
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```lua
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local stack = ItemStack("default:stone 99")
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