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			1512 lines
		
	
	
		
			61 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| Minetest Lua Client Modding API Reference 5.5.0
 | |
| ================================================
 | |
| * More information at <http://www.minetest.net/>
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| * Developer Wiki: <http://dev.minetest.net/>
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| 
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| Introduction
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| ------------
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| 
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| ** WARNING: The client API is currently unstable, and may break/change without warning. **
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| 
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| Content and functionality can be added to Minetest 0.4.15-dev+ by using Lua
 | |
| scripting in run-time loaded mods.
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| 
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| A mod is a self-contained bunch of scripts, textures and other related
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| things that is loaded by and interfaces with Minetest.
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| 
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| Transferring client-sided mods from the server to the client is planned, but not implemented yet.
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| 
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| If you see a deficiency in the API, feel free to attempt to add the
 | |
| functionality in the engine and API. You can send such improvements as
 | |
| source code patches on GitHub (https://github.com/minetest/minetest).
 | |
| 
 | |
| Programming in Lua
 | |
| ------------------
 | |
| If you have any difficulty in understanding this, please read
 | |
| [Programming in Lua](http://www.lua.org/pil/).
 | |
| 
 | |
| Startup
 | |
| -------
 | |
| Mods are loaded during client startup from the mod load paths by running
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| the `init.lua` scripts in a shared environment.
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| 
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| In order to load client-side mods, the following conditions need to be satisfied:
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| 
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| 1) `$path_user/minetest.conf` contains the setting `enable_client_modding = true`
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| 
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| 2) The client-side mod located in `$path_user/clientmods/<modname>` is added to
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|     `$path_user/clientmods/mods.conf` as `load_mod_<modname> = true`.
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| 
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| Note: Depending on the remote server's settings, client-side mods might not
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| be loaded or have limited functionality. See setting `csm_restriction_flags` for reference.
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| 
 | |
| Paths
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| -----
 | |
| * `RUN_IN_PLACE=1` (Windows release, local build)
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|     * `$path_user`: `<build directory>`
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|     * `$path_share`: `<build directory>`
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| * `RUN_IN_PLACE=0`: (Linux release)
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|     * `$path_share`:
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|         * Linux: `/usr/share/minetest`
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|         * Windows: `<install directory>/minetest-0.4.x`
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|     * `$path_user`:
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|         * Linux: `$HOME/.minetest`
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|         * Windows: `C:/users/<user>/AppData/minetest` (maybe)
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| 
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| Mod load path
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| -------------
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| Generic:
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| 
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| * `$path_share/clientmods/`
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| * `$path_user/clientmods/` (User-installed mods)
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| 
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| In a run-in-place version (e.g. the distributed windows version):
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| 
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| * `minetest-0.4.x/clientmods/` (User-installed mods)
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| 
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| On an installed version on Linux:
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| 
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| * `/usr/share/minetest/clientmods/`
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| * `$HOME/.minetest/clientmods/` (User-installed mods)
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| 
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| Modpack support
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| ----------------
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| 
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| Mods can be put in a subdirectory, if the parent directory, which otherwise
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| should be a mod, contains a file named `modpack.conf`.
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| The file is a key-value store of modpack details.
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| 
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| * `name`: The modpack name.
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| * `description`: Description of mod to be shown in the Mods tab of the main
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|                  menu.
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| 
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| Mod directory structure
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| ------------------------
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| 
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|     clientmods
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|     ├── modname
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|     │   ├── mod.conf
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|     │   ├── init.lua
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|     └── another
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| 
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| ### modname
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| 
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| The location of this directory.
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| 
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| ### mod.conf
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| 
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| An (optional) settings file that provides meta information about the mod.
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| 
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| * `name`: The mod name. Allows Minetest to determine the mod name even if the
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|           folder is wrongly named.
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| * `description`: Description of mod to be shown in the Mods tab of the main
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|                  menu.
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| * `depends`: A comma separated list of dependencies. These are mods that must be
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|              loaded before this mod.
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| * `optional_depends`: A comma separated list of optional dependencies.
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|                       Like a dependency, but no error if the mod doesn't exist.
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| 
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| ### `init.lua`
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| 
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| The main Lua script. Running this script should register everything it
 | |
| wants to register. Subsequent execution depends on minetest calling the
 | |
| registered callbacks.
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| 
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| **NOTE**: Client mods currently can't provide textures, sounds, or models by
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| themselves. Any media referenced in function calls must already be loaded
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| (provided by mods that exist on the server).
 | |
| 
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| Naming convention for registered textual names
 | |
| ----------------------------------------------
 | |
| Registered names should generally be in this format:
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| 
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|     "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
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| 
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| This is to prevent conflicting names from corrupting maps and is
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| enforced by the mod loader.
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| 
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| ### Example
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| In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
 | |
| So the name should be `experimental:tnt`.
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| 
 | |
| Enforcement can be overridden by prefixing the name with `:`. This can
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| be used for overriding the registrations of some other mod.
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| 
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| Example: Any mod can redefine `experimental:tnt` by using the name
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| 
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|     :experimental:tnt
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| 
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| when registering it.
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| (also that mod is required to have `experimental` as a dependency)
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| 
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| The `:` prefix can also be used for maintaining backwards compatibility.
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| 
 | |
| Sounds
 | |
| ------
 | |
| **NOTE: Connecting sounds to objects is not implemented.**
 | |
| 
 | |
| Only Ogg Vorbis files are supported.
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| 
 | |
| For positional playing of sounds, only single-channel (mono) files are
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| supported. Otherwise OpenAL will play them non-positionally.
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| 
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| Mods should generally prefix their sounds with `modname_`, e.g. given
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| the mod name "`foomod`", a sound could be called:
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| 
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|     foomod_foosound.ogg
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| 
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| Sounds are referred to by their name with a dot, a single digit and the
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| file extension stripped out. When a sound is played, the actual sound file
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| is chosen randomly from the matching sounds.
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| 
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| When playing the sound `foomod_foosound`, the sound is chosen randomly
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| from the available ones of the following files:
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| 
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| * `foomod_foosound.ogg`
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| * `foomod_foosound.0.ogg`
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| * `foomod_foosound.1.ogg`
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| * (...)
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| * `foomod_foosound.9.ogg`
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| 
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| Examples of sound parameter tables:
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| 
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|     -- Play locationless
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|     {
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|         gain = 1.0, -- default
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|     }
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|     -- Play locationless, looped
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|     {
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|         gain = 1.0, -- default
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|         loop = true,
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|     }
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|     -- Play in a location
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|     {
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|         pos = {x = 1, y = 2, z = 3},
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|         gain = 1.0, -- default
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|     }
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|     -- Play connected to an object, looped
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|     {
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|         object = <an ObjectRef>,
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|         gain = 1.0, -- default
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|         loop = true,
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|     }
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| 
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| Looped sounds must either be connected to an object or played locationless.
 | |
| 
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| ### SimpleSoundSpec
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| * e.g. `""`
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| * e.g. `"default_place_node"`
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| * e.g. `{}`
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| * e.g. `{name = "default_place_node"}`
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| * e.g. `{name = "default_place_node", gain = 1.0}`
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| 
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| Representations of simple things
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| --------------------------------
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| 
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| ### Position/vector
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| 
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|     {x=num, y=num, z=num}
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| 
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| For helper functions see "Vector helpers".
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| 
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| ### pointed_thing
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| * `{type="nothing"}`
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| * `{type="node", under=pos, above=pos}`
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| * `{type="object", id=ObjectID}`
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| 
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| Flag Specifier Format
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| ---------------------
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| Flags using the standardized flag specifier format can be specified in either of
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| two ways, by string or table.
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| 
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| The string format is a comma-delimited set of flag names; whitespace and
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| unrecognized flag fields are ignored. Specifying a flag in the string sets the
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| flag, and specifying a flag prefixed by the string `"no"` explicitly
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| clears the flag from whatever the default may be.
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| 
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| In addition to the standard string flag format, the schematic flags field can
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| also be a table of flag names to boolean values representing whether or not the
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| flag is set. Additionally, if a field with the flag name prefixed with `"no"`
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| is present, mapped to a boolean of any value, the specified flag is unset.
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| 
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| E.g. A flag field of value
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| 
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|     {place_center_x = true, place_center_y=false, place_center_z=true}
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| 
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| is equivalent to
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| 
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|     {place_center_x = true, noplace_center_y=true, place_center_z=true}
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| 
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| which is equivalent to
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| 
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|     "place_center_x, noplace_center_y, place_center_z"
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| 
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| or even
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| 
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|     "place_center_x, place_center_z"
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| 
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| since, by default, no schematic attributes are set.
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| 
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| Formspec
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| --------
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| Formspec defines a menu. It is a string, with a somewhat strange format.
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| 
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| Spaces and newlines can be inserted between the blocks, as is used in the
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| examples.
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| 
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| ### Examples
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| 
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| #### Chest
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| 
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|     size[8,9]
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|     list[context;main;0,0;8,4;]
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|     list[current_player;main;0,5;8,4;]
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| 
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| #### Furnace
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| 
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|     size[8,9]
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|     list[context;fuel;2,3;1,1;]
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|     list[context;src;2,1;1,1;]
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|     list[context;dst;5,1;2,2;]
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|     list[current_player;main;0,5;8,4;]
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| 
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| #### Minecraft-like player inventory
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| 
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|     size[8,7.5]
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|     image[1,0.6;1,2;player.png]
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|     list[current_player;main;0,3.5;8,4;]
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|     list[current_player;craft;3,0;3,3;]
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|     list[current_player;craftpreview;7,1;1,1;]
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| 
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| ### Elements
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| 
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| #### `size[<W>,<H>,<fixed_size>]`
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| * Define the size of the menu in inventory slots
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| * `fixed_size`: `true`/`false` (optional)
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| * deprecated: `invsize[<W>,<H>;]`
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| 
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| #### `container[<X>,<Y>]`
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| * Start of a container block, moves all physical elements in the container by (X, Y)
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| * Must have matching container_end
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| * Containers can be nested, in which case the offsets are added
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|   (child containers are relative to parent containers)
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| 
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| #### `container_end[]`
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| * End of a container, following elements are no longer relative to this container
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| 
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| #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
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| * Show an inventory list
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| 
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| #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
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| * Show an inventory list
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| 
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| #### `listring[<inventory location>;<list name>]`
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| * Allows to create a ring of inventory lists
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| * Shift-clicking on items in one element of the ring
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|   will send them to the next inventory list inside the ring
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| * The first occurrence of an element inside the ring will
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|   determine the inventory where items will be sent to
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| 
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| #### `listring[]`
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| * Shorthand for doing `listring[<inventory location>;<list name>]`
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|   for the last two inventory lists added by list[...]
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| 
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| #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
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| * Sets background color of slots as `ColorString`
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| * Sets background color of slots on mouse hovering
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| 
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| #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
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| * Sets background color of slots as `ColorString`
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| * Sets background color of slots on mouse hovering
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| * Sets color of slots border
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| 
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| #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
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| * Sets background color of slots as `ColorString`
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| * Sets background color of slots on mouse hovering
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| * Sets color of slots border
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| * Sets default background color of tooltips
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| * Sets default font color of tooltips
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| 
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| #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
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| * Adds tooltip for an element
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| * `<bgcolor>` tooltip background color as `ColorString` (optional)
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| * `<fontcolor>` tooltip font color as `ColorString` (optional)
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| 
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| #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
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| * Show an image
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| * Position and size units are inventory slots
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| 
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| #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
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| * Show an inventory image of registered item/node
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| * Position and size units are inventory slots
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| 
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| #### `bgcolor[<color>;<fullscreen>]`
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| * Sets background color of formspec as `ColorString`
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| * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
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| 
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| #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
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| * Use a background. Inventory rectangles are not drawn then.
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| * Position and size units are inventory slots
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| * Example for formspec 8x4 in 16x resolution: image shall be sized
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|   8 times 16px  times  4 times 16px.
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| 
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| #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
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| * Use a background. Inventory rectangles are not drawn then.
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| * Position and size units are inventory slots
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| * Example for formspec 8x4 in 16x resolution:
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|   image shall be sized 8 times 16px  times  4 times 16px
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| * If `true` the background is clipped to formspec size
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|   (`x` and `y` are used as offset values, `w` and `h` are ignored)
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| 
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| #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
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| * Textual password style field; will be sent to server when a button is clicked
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| * When enter is pressed in field, fields.key_enter_field will be sent with the name
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|   of this field.
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| * `x` and `y` position the field relative to the top left of the menu
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| * `w` and `h` are the size of the field
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| * Fields are a set height, but will be vertically centred on `h`
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| * Position and size units are inventory slots
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| * `name` is the name of the field as returned in fields to `on_receive_fields`
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| * `label`, if not blank, will be text printed on the top left above the field
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| * See field_close_on_enter to stop enter closing the formspec
 | |
| 
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| #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
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| * Textual field; will be sent to server when a button is clicked
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| * When enter is pressed in field, fields.key_enter_field will be sent with the name
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|   of this field.
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| * `x` and `y` position the field relative to the top left of the menu
 | |
| * `w` and `h` are the size of the field
 | |
| * Fields are a set height, but will be vertically centred on `h`
 | |
| * Position and size units are inventory slots
 | |
| * `name` is the name of the field as returned in fields to `on_receive_fields`
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| * `label`, if not blank, will be text printed on the top left above the field
 | |
| * `default` is the default value of the field
 | |
|     * `default` may contain variable references such as `${text}'` which
 | |
|       will fill the value from the metadata value `text`
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|     * **Note**: no extra text or more than a single variable is supported ATM.
 | |
| * See field_close_on_enter to stop enter closing the formspec
 | |
| 
 | |
| #### `field[<name>;<label>;<default>]`
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| * As above, but without position/size units
 | |
| * When enter is pressed in field, fields.key_enter_field will be sent with the name
 | |
|   of this field.
 | |
| * Special field for creating simple forms, such as sign text input
 | |
| * Must be used without a `size[]` element
 | |
| * A "Proceed" button will be added automatically
 | |
| * See field_close_on_enter to stop enter closing the formspec
 | |
| 
 | |
| #### `field_close_on_enter[<name>;<close_on_enter>]`
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| * <name> is the name of the field
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| * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
 | |
| * defaults to true when not specified (ie: no tag for a field)
 | |
| 
 | |
| #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
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| * Same as fields above, but with multi-line input
 | |
| 
 | |
| #### `label[<X>,<Y>;<label>]`
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| * `x` and `y` work as per field
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| * `label` is the text on the label
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| * Position and size units are inventory slots
 | |
| 
 | |
| #### `vertlabel[<X>,<Y>;<label>]`
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| * Textual label drawn vertically
 | |
| * `x` and `y` work as per field
 | |
| * `label` is the text on the label
 | |
| * Position and size units are inventory slots
 | |
| 
 | |
| #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
 | |
| * Clickable button. When clicked, fields will be sent.
 | |
| * `x`, `y` and `name` work as per field
 | |
| * `w` and `h` are the size of the button
 | |
| * Fixed button height. It will be vertically centred on `h`
 | |
| * `label` is the text on the button
 | |
| * Position and size units are inventory slots
 | |
| 
 | |
| #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
 | |
| * `x`, `y`, `w`, `h`, and `name` work as per button
 | |
| * `texture name` is the filename of an image
 | |
| * Position and size units are inventory slots
 | |
| 
 | |
| #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
 | |
| * `x`, `y`, `w`, `h`, and `name` work as per button
 | |
| * `texture name` is the filename of an image
 | |
| * Position and size units are inventory slots
 | |
| * `noclip=true` means the image button doesn't need to be within specified formsize
 | |
| * `drawborder`: draw button border or not
 | |
| * `pressed texture name` is the filename of an image on pressed state
 | |
| 
 | |
| #### `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
 | |
| * Position and size units are inventory slots
 | |
| 
 | |
| #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
 | |
| * When clicked, fields will be sent and the form will quit.
 | |
| 
 | |
| #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
 | |
| * When clicked, fields will be sent and the form will quit.
 | |
| 
 | |
| #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
 | |
| * Scrollable item list showing arbitrary text elements
 | |
| * `x` and `y` position the itemlist relative to the top left of the menu
 | |
| * `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 "##".
 | |
| 
 | |
| #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
 | |
| * Scrollable itemlist showing arbitrary text elements
 | |
| * `x` and `y` position the item list relative to the top left of the menu
 | |
| * `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 "##"
 | |
| * Index to be selected within textlist
 | |
| * `true`/`false`: draw transparent background
 | |
| * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
 | |
| 
 | |
| #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
 | |
| * Show a tab**header** at specific position (ignores formsize)
 | |
| * `x` and `y` position the itemlist relative to the top left of the menu
 | |
| * `name` fieldname data is transferred to Lua
 | |
| * `caption 1`...: name shown on top of tab
 | |
| * `current_tab`: index of selected tab 1...
 | |
| * `transparent` (optional): show transparent
 | |
| * `draw_border` (optional): draw border
 | |
| 
 | |
| #### `box[<X>,<Y>;<W>,<H>;<color>]`
 | |
| * Simple colored semitransparent box
 | |
| * `x` and `y` position the box relative to the top left of the menu
 | |
| * `w` and `h` are the size of box
 | |
| * `color` is color specified as a `ColorString`
 | |
| 
 | |
| #### `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)
 | |
| * `x` and `y` position of dropdown
 | |
| * Width of dropdown
 | |
| * Fieldname data is transferred to Lua
 | |
| * Items to be shown in dropdown
 | |
| * Index of currently selected dropdown item
 | |
| 
 | |
| #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
 | |
| * Show a checkbox
 | |
| * `x` and `y`: position of checkbox
 | |
| * `name` fieldname data is transferred to Lua
 | |
| * `label` to be shown left of checkbox
 | |
| * `selected` (optional): `true`/`false`
 | |
| 
 | |
| #### `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)
 | |
| * `x` and `y`: position of trackbar
 | |
| * `w` and `h`: width and height
 | |
| * `orientation`:  `vertical`/`horizontal`
 | |
| * Fieldname data is transferred to Lua
 | |
| * Value this trackbar is set to (`0`-`1000`)
 | |
| * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
 | |
| 
 | |
| #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
 | |
| * Show scrollable table using options defined by the previous `tableoptions[]`
 | |
| * Displays cells as defined by the previous `tablecolumns[]`
 | |
| * `x` and `y`: position the itemlist relative to the top left of the menu
 | |
| * `w` and `h` are the size of the itemlist
 | |
| * `name`: fieldname sent to server on row select or doubleclick
 | |
| * `cell 1`...`cell n`: cell contents given in row-major order
 | |
| * `selected idx`: index of row to be selected within table (first row = `1`)
 | |
| * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
 | |
| 
 | |
| #### `tableoptions[<opt 1>;<opt 2>;...]`
 | |
| * Sets options for `table[]`
 | |
| * `color=#RRGGBB`
 | |
|      * default text color (`ColorString`), defaults to `#FFFFFF`
 | |
| * `background=#RRGGBB`
 | |
|      * table background color (`ColorString`), defaults to `#000000`
 | |
| * `border=<true/false>`
 | |
|      * should the table be drawn with a border? (default: `true`)
 | |
| * `highlight=#RRGGBB`
 | |
|      * highlight background color (`ColorString`), defaults to `#466432`
 | |
| * `highlight_text=#RRGGBB`
 | |
|      * 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"
 | |
| 
 | |
| #### `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
 | |
|     * `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:
 | |
|     * `align=<value>`
 | |
|         * for `text` and `image`: content alignment within cells.
 | |
|           Available values: `left` (default), `center`, `right`, `inline`
 | |
|     * `width=<value>`
 | |
|         * for `text` and `image`: minimum width in em (default: `0`)
 | |
|         * for `indent` and `tree`: indent width in em (default: `1.5`)
 | |
|     * `padding=<value>`: padding left of the column, in em (default `0.5`).
 | |
|       Exception: defaults to 0 for indent columns
 | |
|     * `tooltip=<value>`: tooltip text (default: empty)
 | |
|     * `image` column options:
 | |
|         * `0=<value>` sets image for image index 0
 | |
|         * `1=<value>` sets image for image index 1
 | |
|         * `2=<value>` sets image for image index 2
 | |
|         * and so on; defined indices need not be contiguous empty or
 | |
|           non-numeric cells are treated as `0`.
 | |
|     * `color` column options:
 | |
|         * `span=<value>`: number of following columns to affect (default: infinite)
 | |
| 
 | |
| **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
 | |
| pass key press events to formspec!
 | |
| 
 | |
| Spatial Vectors
 | |
| ---------------
 | |
| * `vector.new(a[, b, c])`: returns a vector:
 | |
|     * A copy of `a` if `a` is a vector.
 | |
|     * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
 | |
| * `vector.direction(p1, p2)`: returns a vector
 | |
| * `vector.distance(p1, p2)`: returns a number
 | |
| * `vector.length(v)`: returns a number
 | |
| * `vector.normalize(v)`: returns a vector
 | |
| * `vector.floor(v)`: returns a vector, each dimension rounded down
 | |
| * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
 | |
| * `vector.apply(v, func)`: returns a vector
 | |
| * `vector.equals(v1, v2)`: returns a boolean
 | |
| 
 | |
| For the following functions `x` can be either a vector or a number:
 | |
| 
 | |
| * `vector.add(v, x)`: returns a vector
 | |
| * `vector.subtract(v, x)`: returns a vector
 | |
| * `vector.multiply(v, x)`: returns a scaled vector or Schur product
 | |
| * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
 | |
| 
 | |
| Helper functions
 | |
| ----------------
 | |
| * `dump2(obj, name="_", dumped={})`
 | |
|      * Return object serialized as a string, handles reference loops
 | |
| * `dump(obj, dumped={})`
 | |
|     * Return object serialized as a string
 | |
| * `math.hypot(x, y)`
 | |
|     * Get the hypotenuse of a triangle with legs x and y.
 | |
|       Useful for distance calculation.
 | |
| * `math.sign(x, tolerance)`
 | |
|     * Get the sign of a number.
 | |
|       Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
 | |
| * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
 | |
|     * If `max_splits` is negative, do not limit splits.
 | |
|     * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
 | |
|     * e.g. `string:split("a,b", ",") == {"a","b"}`
 | |
| * `string:trim()`
 | |
|     * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
 | |
| * `minetest.wrap_text(str, limit)`: returns a string
 | |
|     * Adds new lines to the string to keep it within the specified character limit
 | |
|     * limit: Maximal amount of characters in one line
 | |
| * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
 | |
|     * Convert position to a printable string
 | |
|       Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
 | |
| * `minetest.string_to_pos(string)`: returns a position
 | |
|     * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
 | |
| * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
 | |
|     * Converts a string representing an area box into two positions
 | |
| * `minetest.is_yes(arg)`
 | |
|     * returns whether `arg` can be interpreted as yes
 | |
| * `minetest.is_nan(arg)`
 | |
|     * returns true when the passed number represents NaN.
 | |
| * `table.copy(table)`: returns a table
 | |
|     * returns a deep copy of `table`
 | |
| 
 | |
| Minetest namespace reference
 | |
| ------------------------------
 | |
| 
 | |
| ### Utilities
 | |
| 
 | |
| * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
 | |
| * `minetest.get_modpath(modname)`: returns virtual path of given mod including
 | |
|    the trailing separator. This is useful to load additional Lua files
 | |
|    contained in your mod:
 | |
|    e.g. `dofile(minetest.get_modpath(minetest.get_current_modname()) .. "stuff.lua")`
 | |
| * `minetest.get_language()`: returns two strings
 | |
|    * the current gettext locale
 | |
|    * the current language code (the same as used for client-side translations)
 | |
| * `minetest.get_version()`: returns a table containing components of the
 | |
|    engine version.  Components:
 | |
|     * `project`: Name of the project, eg, "Minetest"
 | |
|     * `string`: Simple version, eg, "1.2.3-dev"
 | |
|     * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
 | |
|   Use this for informational purposes only. The information in the returned
 | |
|   table does not represent the capabilities of the engine, nor is it
 | |
|   reliable or verifiable. Compatible forks will have a different name and
 | |
|   version entirely. To check for the presence of engine features, test
 | |
|   whether the functions exported by the wanted features exist. For example:
 | |
|   `if minetest.check_for_falling then ... end`.
 | |
| * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
 | |
|     * `data`: string of data to hash
 | |
|     * `raw`: return raw bytes instead of hex digits, default: false
 | |
| * `minetest.get_csm_restrictions()`: returns a table of `Flags` indicating the
 | |
|    restrictions applied to the current mod.
 | |
|    * If a flag in this table is set to true, the feature is RESTRICTED.
 | |
|    * Possible flags: `load_client_mods`, `chat_messages`, `read_itemdefs`,
 | |
|                    `read_nodedefs`, `lookup_nodes`, `read_playerinfo`
 | |
| 
 | |
| ### Logging
 | |
| * `minetest.debug(...)`
 | |
|     * Equivalent to `minetest.log(table.concat({...}, "\t"))`
 | |
| * `minetest.log([level,] text)`
 | |
|     * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
 | |
|       `"info"`, or `"verbose"`.  Default is `"none"`.
 | |
| 
 | |
| ### Global callback registration functions
 | |
| Call these functions only at load time!
 | |
| 
 | |
| * `minetest.register_globalstep(function(dtime))`
 | |
|     * Called every client environment step, usually interval of 0.1s
 | |
| * `minetest.register_on_mods_loaded(function())`
 | |
|     * Called just after mods have finished loading.
 | |
| * `minetest.register_on_shutdown(function())`
 | |
|     * Called before client shutdown
 | |
|     * **Warning**: If the client terminates abnormally (i.e. crashes), the registered
 | |
|       callbacks **will likely not be run**. Data should be saved at
 | |
|       semi-frequent intervals as well as on server shutdown.
 | |
| * `minetest.register_on_receiving_chat_message(function(message))`
 | |
|     * Called always when a client receive a message
 | |
|     * Return `true` to mark the message as handled, which means that it will not be shown to chat
 | |
| * `minetest.register_on_sending_chat_message(function(message))`
 | |
|     * Called always when a client send a message from chat
 | |
|     * Return `true` to mark the message as handled, which means that it will not be sent to server
 | |
| * `minetest.register_chatcommand(cmd, chatcommand definition)`
 | |
|     * Adds definition to minetest.registered_chatcommands
 | |
| * `minetest.unregister_chatcommand(name)`
 | |
|     * Unregisters a chatcommands registered with register_chatcommand.
 | |
| * `minetest.register_on_chatcommand(function(command, params))`
 | |
|     * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
 | |
|       is checked to see if that the command exists, but after the input is parsed.
 | |
|     * Return `true` to mark the command as handled, which means that the default
 | |
|       handlers will be prevented.
 | |
| * `minetest.register_on_death(function())`
 | |
|     * Called when the local player dies
 | |
| * `minetest.register_on_hp_modification(function(hp))`
 | |
|     * Called when server modified player's HP
 | |
| * `minetest.register_on_damage_taken(function(hp))`
 | |
|     * Called when the local player take damages
 | |
| * `minetest.register_on_formspec_input(function(formname, fields))`
 | |
|     * Called when a button is pressed in the local player's inventory form
 | |
|     * Newest functions are called first
 | |
|     * If function returns `true`, remaining functions are not called
 | |
| * `minetest.register_on_dignode(function(pos, node))`
 | |
|     * Called when the local player digs a node
 | |
|     * Newest functions are called first
 | |
|     * If any function returns true, the node isn't dug
 | |
| * `minetest.register_on_punchnode(function(pos, node))`
 | |
|     * Called when the local player punches a node
 | |
|     * Newest functions are called first
 | |
|     * If any function returns true, the punch is ignored
 | |
| * `minetest.register_on_placenode(function(pointed_thing, node))`
 | |
|     * Called when a node has been placed
 | |
| * `minetest.register_on_item_use(function(item, pointed_thing))`
 | |
|     * Called when the local player uses an item.
 | |
|     * Newest functions are called first.
 | |
|     * If any function returns true, the item use is not sent to server.
 | |
| * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
 | |
|     * Called when an incoming mod channel message is received
 | |
|     * You must have joined some channels before, and server must acknowledge the
 | |
|       join request.
 | |
|     * If message comes from a server mod, `sender` field is an empty string.
 | |
| * `minetest.register_on_modchannel_signal(function(channel_name, signal))`
 | |
|     * Called when a valid incoming mod channel signal is received
 | |
|     * Signal id permit to react to server mod channel events
 | |
|     * Possible values are:
 | |
|       0: join_ok
 | |
|       1: join_failed
 | |
|       2: leave_ok
 | |
|       3: leave_failed
 | |
|       4: event_on_not_joined_channel
 | |
|       5: state_changed
 | |
| * `minetest.register_on_inventory_open(function(inventory))`
 | |
|     * Called when the local player open inventory
 | |
|     * Newest functions are called first
 | |
|     * If any function returns true, inventory doesn't open
 | |
| ### Sounds
 | |
| * `minetest.sound_play(spec, parameters)`: returns a handle
 | |
|     * `spec` is a `SimpleSoundSpec`
 | |
|     * `parameters` is a sound parameter table
 | |
| * `minetest.sound_stop(handle)`
 | |
|     * `handle` is a handle returned by `minetest.sound_play`
 | |
| * `minetest.sound_fade(handle, step, gain)`
 | |
|     * `handle` is a handle returned by `minetest.sound_play`
 | |
|     * `step` determines how fast a sound will fade.
 | |
|       Negative step will lower the sound volume, positive step will increase
 | |
|       the sound volume.
 | |
|     * `gain` the target gain for the fade.
 | |
| 
 | |
| ### Timing
 | |
| * `minetest.after(time, func, ...)`
 | |
|     * Call the function `func` after `time` seconds, may be fractional
 | |
|     * Optional: Variable number of arguments that are passed to `func`
 | |
| * `minetest.get_us_time()`
 | |
|     * Returns time with microsecond precision. May not return wall time.
 | |
| * `minetest.get_timeofday()`
 | |
|     * Returns the time of day: `0` for midnight, `0.5` for midday
 | |
| 
 | |
| ### Map
 | |
| * `minetest.get_node_or_nil(pos)`
 | |
|     * Returns the node at the given position as table in the format
 | |
|       `{name="node_name", param1=0, param2=0}`, returns `nil`
 | |
|       for unloaded areas or flavor limited areas.
 | |
| * `minetest.get_node_light(pos, timeofday)`
 | |
|     * Gets the light value at the given position. Note that the light value
 | |
|       "inside" the node at the given position is returned, so you usually want
 | |
|       to get the light value of a neighbor.
 | |
|     * `pos`: The position where to measure the light.
 | |
|     * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
 | |
|     * Returns a number between `0` and `15` or `nil`
 | |
| * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
 | |
|     * `radius`: using a maximum metric
 | |
|     * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
 | |
|     * `search_center` is an optional boolean (default: `false`)
 | |
|       If true `pos` is also checked for the nodes
 | |
| * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
 | |
|     * `pos1` and `pos2` are the min and max positions of the area to search.
 | |
|     * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
 | |
|     * If `grouped` is true the return value is a table indexed by node name
 | |
|       which contains lists of positions.
 | |
|     * If `grouped` is false or absent the return values are as follows:
 | |
|       first value: Table with all node positions
 | |
|       second value: Table with the count of each node with the node name
 | |
|       as index
 | |
|     * Area volume is limited to 4,096,000 nodes
 | |
| * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
 | |
|   list of positions.
 | |
|     * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
 | |
|     * Return value: Table with all node positions with a node air above
 | |
|     * Area volume is limited to 4,096,000 nodes
 | |
| * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
 | |
|     * Checks if there is anything other than air between pos1 and pos2.
 | |
|     * Returns false if something is blocking the sight.
 | |
|     * Returns the position of the blocking node when `false`
 | |
|     * `pos1`: First position
 | |
|     * `pos2`: Second position
 | |
| * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
 | |
|     * Creates a `Raycast` object.
 | |
|     * `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`.
 | |
| 
 | |
| * `minetest.find_nodes_with_meta(pos1, pos2)`
 | |
|     * Get a table of positions of nodes that have metadata within a region
 | |
|       {pos1, pos2}.
 | |
| * `minetest.get_meta(pos)`
 | |
|     * Get a `NodeMetaRef` at that position
 | |
| * `minetest.get_node_level(pos)`
 | |
|     * get level of leveled node (water, snow)
 | |
| * `minetest.get_node_max_level(pos)`
 | |
|     * get max available level for leveled node
 | |
| 
 | |
| ### Player
 | |
| * `minetest.send_chat_message(message)`
 | |
|     * Act as if `message` was typed by the player into the terminal.
 | |
| * `minetest.run_server_chatcommand(cmd, param)`
 | |
|     * Alias for `minetest.send_chat_message("/" .. cmd .. " " .. param)`
 | |
| * `minetest.clear_out_chat_queue()`
 | |
|     * Clears the out chat queue
 | |
| * `minetest.localplayer`
 | |
|     * Reference to the LocalPlayer object. See [`LocalPlayer`](#localplayer) class reference for methods.
 | |
| 
 | |
| ### Privileges
 | |
| * `minetest.get_privilege_list()`
 | |
|     * Returns a list of privileges the current player has in the format `{priv1=true,...}`
 | |
| * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
 | |
| * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
 | |
|     * Convert between two privilege representations
 | |
| 
 | |
| ### Client Environment
 | |
| * `minetest.get_player_names()`
 | |
|     * Returns list of player names on server (nil if CSM_RF_READ_PLAYERINFO is enabled by server)
 | |
| * `minetest.disconnect()`
 | |
|     * Disconnect from the server and exit to main menu.
 | |
|     * Returns `false` if the client is already disconnecting otherwise returns `true`.
 | |
| * `minetest.get_server_info()`
 | |
|     * Returns [server info](#server-info).
 | |
| * `minetest.send_respawn()`
 | |
|     * Sends a respawn request to the server.
 | |
| 
 | |
| ### Storage API
 | |
| * `minetest.get_mod_storage()`:
 | |
|     * returns reference to mod private `StorageRef`
 | |
|     * must be called during mod load time
 | |
| 
 | |
| ### Mod channels
 | |
| 
 | |
| 
 | |
| * `minetest.mod_channel_join(channel_name)`
 | |
|     * Client joins channel `channel_name`, and creates it, if necessary. You
 | |
|       should listen from incoming messages with `minetest.register_on_modchannel_message`
 | |
|       call to receive incoming messages. Warning, this function is asynchronous.
 | |
| 
 | |
| ### Particles
 | |
| * `minetest.add_particle(particle definition)`
 | |
| 
 | |
| * `minetest.add_particlespawner(particlespawner definition)`
 | |
|     * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
 | |
|     * Returns an `id`, and -1 if adding didn't succeed
 | |
| 
 | |
| * `minetest.delete_particlespawner(id)`
 | |
|     * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
 | |
| 
 | |
| ### Misc.
 | |
| * `minetest.parse_json(string[, nullvalue])`: returns something
 | |
|     * Convert a string containing JSON data into the Lua equivalent
 | |
|     * `nullvalue`: returned in place of the JSON null; defaults to `nil`
 | |
|     * On success returns a table, a string, a number, a boolean or `nullvalue`
 | |
|     * On failure outputs an error message and returns `nil`
 | |
|     * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
 | |
| * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
 | |
|     * Convert a Lua table into a JSON string
 | |
|     * styled: Outputs in a human-readable format if this is set, defaults to false
 | |
|     * Unserializable things like functions and userdata are saved as null.
 | |
|     * **Warning**: JSON is more strict than the Lua table format.
 | |
|         1. You can only use strings and positive integers of at least one as keys.
 | |
|         2. You can not mix string and integer keys.
 | |
|            This is due to the fact that JSON has two distinct array and object values.
 | |
|     * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
 | |
| * `minetest.serialize(table)`: returns a string
 | |
|     * Convert a table containing tables, strings, numbers, booleans and `nil`s
 | |
|       into string form readable by `minetest.deserialize`
 | |
|     * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
 | |
| * `minetest.deserialize(string)`: returns a table
 | |
|     * Convert a string returned by `minetest.deserialize` into a table
 | |
|     * `string` is loaded in an empty sandbox environment.
 | |
|     * Will load functions, but they cannot access the global environment.
 | |
|     * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
 | |
|     * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
 | |
|         * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
 | |
| * `minetest.compress(data, method, ...)`: returns `compressed_data`
 | |
|     * Compress a string of data.
 | |
|     * `method` is a string identifying the compression method to be used.
 | |
|     * Supported compression methods:
 | |
|     *     Deflate (zlib): `"deflate"`
 | |
|     * `...` indicates method-specific arguments.  Currently defined arguments are:
 | |
|     *     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.
 | |
|     * currently supported.
 | |
|     * `...` indicates method-specific arguments. Currently, no methods use this.
 | |
| * `minetest.rgba(red, green, blue[, alpha])`: returns a string
 | |
|     * Each argument is a 8 Bit unsigned integer
 | |
|     * Returns the ColorString from rgb or rgba values
 | |
|     * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
 | |
| * `minetest.encode_base64(string)`: returns string encoded in base64
 | |
|     * Encodes a string in base64.
 | |
| * `minetest.decode_base64(string)`: returns string
 | |
|     * Decodes a string encoded in base64.
 | |
| * `minetest.gettext(string)` : returns string
 | |
|     * look up the translation of a string in the gettext message catalog
 | |
| * `fgettext_ne(string, ...)`
 | |
|     * call minetest.gettext(string), replace "$1"..."$9" with the given
 | |
|       extra arguments and return the result
 | |
| * `fgettext(string, ...)` : returns string
 | |
|     * same as fgettext_ne(), but calls minetest.formspec_escape before returning result
 | |
| * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
 | |
|     * returns the exact position on the surface of a pointed node
 | |
| * `minetest.global_exists(name)`
 | |
|     * Checks if a global variable has been set, without triggering a warning.
 | |
| 
 | |
| ### UI
 | |
| * `minetest.ui.minimap`
 | |
|     * Reference to the minimap object. See [`Minimap`](#minimap) class reference for methods.
 | |
|     * If client disabled minimap (using enable_minimap setting) this reference will be nil.
 | |
| * `minetest.camera`
 | |
|     * Reference to the camera object. See [`Camera`](#camera) class reference for methods.
 | |
| * `minetest.show_formspec(formname, formspec)` : returns true on success
 | |
| 	* Shows a formspec to the player
 | |
| * `minetest.display_chat_message(message)` returns true on success
 | |
| 	* Shows a chat message to the current player.
 | |
| 
 | |
| Class reference
 | |
| ---------------
 | |
| 
 | |
| ### ModChannel
 | |
| 
 | |
| An interface to use mod channels on client and server
 | |
| 
 | |
| #### Methods
 | |
| * `leave()`: leave the mod channel.
 | |
|     * Client leaves channel `channel_name`.
 | |
|     * No more incoming or outgoing messages can be sent to this channel from client mods.
 | |
|     * This invalidate all future object usage
 | |
|     * Ensure your set mod_channel to nil after that to free Lua resources
 | |
| * `is_writeable()`: returns true if channel is writable and mod can send over it.
 | |
| * `send_all(message)`: Send `message` though the mod channel.
 | |
|     * If mod channel is not writable or invalid, message will be dropped.
 | |
|     * Message size is limited to 65535 characters by protocol.
 | |
| 
 | |
| ### Minimap
 | |
| An interface to manipulate minimap on client UI
 | |
| 
 | |
| #### Methods
 | |
| * `show()`: shows the minimap (if not disabled by server)
 | |
| * `hide()`: hides the minimap
 | |
| * `set_pos(pos)`: sets the minimap position on screen
 | |
| * `get_pos()`: returns the minimap current position
 | |
| * `set_angle(deg)`: sets the minimap angle in degrees
 | |
| * `get_angle()`: returns the current minimap angle in degrees
 | |
| * `set_mode(mode)`: sets the minimap mode (0 to 6)
 | |
| * `get_mode()`: returns the current minimap mode
 | |
| * `set_shape(shape)`: Sets the minimap shape. (0 = square, 1 = round)
 | |
| * `get_shape()`: Gets the minimap shape. (0 = square, 1 = round)
 | |
| 
 | |
| ### Camera
 | |
| An interface to get or set information about the camera and camera-node.
 | |
| Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil.
 | |
| 
 | |
| #### Methods
 | |
| * `set_camera_mode(mode)`
 | |
|     * Pass `0` for first-person, `1` for third person, and `2` for third person front
 | |
| * `get_camera_mode()`
 | |
|     * Returns 0, 1, or 2 as described above
 | |
| * `get_fov()`
 | |
|     * Returns a table with X, Y, maximum and actual FOV in degrees:
 | |
| 
 | |
| ```lua
 | |
|      {
 | |
|          x = number,
 | |
|          y = number,
 | |
|          max = number,
 | |
|          actual = number
 | |
|      }
 | |
| ```
 | |
| 
 | |
| * `get_pos()`
 | |
|     * Returns position of camera with view bobbing
 | |
| * `get_offset()`
 | |
|     * Returns eye offset vector
 | |
| * `get_look_dir()`
 | |
|     * Returns eye direction unit vector
 | |
| * `get_look_vertical()`
 | |
|     * Returns pitch in radians
 | |
| * `get_look_horizontal()`
 | |
|     * Returns yaw in radians
 | |
| * `get_aspect_ratio()`
 | |
|     * Returns aspect ratio of screen
 | |
| 
 | |
| ### LocalPlayer
 | |
| An interface to retrieve information about the player.
 | |
| This object will only be available after the client is initialized. Earlier accesses will yield a `nil` value.
 | |
| 
 | |
| Methods:
 | |
| 
 | |
| * `get_pos()`
 | |
|     * returns current player current position
 | |
| * `get_velocity()`
 | |
|     * returns player speed vector
 | |
| * `get_hp()`
 | |
|     * returns player HP
 | |
| * `get_name()`
 | |
|     * returns player name
 | |
| * `get_wield_index()`
 | |
|     * returns the index of the wielded item
 | |
| * `get_wielded_item()`
 | |
|     * returns the itemstack the player is holding
 | |
| * `is_attached()`
 | |
|     * returns true if player is attached
 | |
| * `is_touching_ground()`
 | |
|     * returns true if player touching ground
 | |
| * `is_in_liquid()`
 | |
|     * returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
 | |
| * `is_in_liquid_stable()`
 | |
|     * returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
 | |
| * `get_liquid_viscosity()`
 | |
|     * returns liquid viscosity (Gets the viscosity of liquid to calculate friction)
 | |
| * `is_climbing()`
 | |
|     * returns true if player is climbing
 | |
| * `swimming_vertical()`
 | |
|     * returns true if player is swimming in vertical
 | |
| * `get_physics_override()`
 | |
|     * returns:
 | |
| 
 | |
| ```lua
 | |
|     {
 | |
|         speed = float,
 | |
|         jump = float,
 | |
|         gravity = float,
 | |
|         sneak = boolean,
 | |
|         sneak_glitch = boolean,
 | |
|         new_move = boolean,
 | |
|     }
 | |
| ```
 | |
| 
 | |
| * `get_override_pos()`
 | |
|     * returns override position
 | |
| * `get_last_pos()`
 | |
|     * returns last player position before the current client step
 | |
| * `get_last_velocity()`
 | |
|     * returns last player speed
 | |
| * `get_breath()`
 | |
|     * returns the player's breath
 | |
| * `get_movement_acceleration()`
 | |
|     * returns acceleration of the player in different environments:
 | |
| 
 | |
| ```lua
 | |
|     {
 | |
|        fast = float,
 | |
|        air = float,
 | |
|        default = float,
 | |
|     }
 | |
| ```
 | |
| 
 | |
| * `get_movement_speed()`
 | |
|     * returns player's speed in different environments:
 | |
| 
 | |
| ```lua
 | |
|     {
 | |
|        walk = float,
 | |
|        jump = float,
 | |
|        crouch = float,
 | |
|        fast = float,
 | |
|        climb = float,
 | |
|     }
 | |
| ```
 | |
| 
 | |
| * `get_movement()`
 | |
|     * returns player's movement in different environments:
 | |
| 
 | |
| ```lua
 | |
|     {
 | |
|        liquid_fluidity = float,
 | |
|        liquid_sink = float,
 | |
|        liquid_fluidity_smooth = float,
 | |
|        gravity = float,
 | |
|     }
 | |
| ```
 | |
| 
 | |
| * `get_last_look_horizontal()`:
 | |
|     * returns last look horizontal angle
 | |
| * `get_last_look_vertical()`:
 | |
|     * returns last look vertical angle
 | |
| * `get_control()`:
 | |
|     * returns pressed player controls
 | |
| 
 | |
| ```lua
 | |
|     {
 | |
|        up = boolean,
 | |
|        down = boolean,
 | |
|        left = boolean,
 | |
|        right = boolean,
 | |
|        jump = boolean,
 | |
|        aux1 = boolean,
 | |
|        sneak = boolean,
 | |
|        zoom = boolean,
 | |
|        dig = boolean,
 | |
|        place = boolean,
 | |
|     }
 | |
| ```
 | |
| 
 | |
| * `get_armor_groups()`
 | |
|     * returns a table with the armor group ratings
 | |
| * `hud_add(definition)`
 | |
|     * add a HUD element described by HUD def, returns ID number on success and `nil` on failure.
 | |
|     * See [`HUD definition`](#hud-definition-hud_add-hud_get)
 | |
| * `hud_get(id)`
 | |
|     * returns the [`definition`](#hud-definition-hud_add-hud_get) of the HUD with that ID number or `nil`, if non-existent.
 | |
| * `hud_remove(id)`
 | |
|     * remove the HUD element of the specified id, returns `true` on success
 | |
| * `hud_change(id, stat, value)`
 | |
|     * change a value of a previously added HUD element
 | |
|     * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
 | |
|     * Returns `true` on success, otherwise returns `nil`
 | |
| 
 | |
| ### Settings
 | |
| An interface to read config files in the format of `minetest.conf`.
 | |
| 
 | |
| It can be created via `Settings(filename)`.
 | |
| 
 | |
| #### Methods
 | |
| * `get(key)`: returns a value
 | |
| * `get_bool(key)`: returns a boolean
 | |
| * `set(key, value)`
 | |
| * `remove(key)`: returns a boolean (`true` for success)
 | |
| * `get_names()`: returns `{key1,...}`
 | |
| * `write()`: returns a boolean (`true` for success)
 | |
|     * write changes to file
 | |
| * `to_table()`: returns `{[key1]=value1,...}`
 | |
| 
 | |
| ### NodeMetaRef
 | |
| Node metadata: reference extra data and functionality stored in a node.
 | |
| Can be obtained via `minetest.get_meta(pos)`.
 | |
| 
 | |
| #### Methods
 | |
| * `get_string(name)`
 | |
| * `get_int(name)`
 | |
| * `get_float(name)`
 | |
| * `to_table()`: returns `nil` or a table with keys:
 | |
|     * `fields`: key-value storage
 | |
|     * `inventory`: `{list1 = {}, ...}}`
 | |
| 
 | |
| ### `Raycast`
 | |
| 
 | |
| A raycast on the map. It works with selection boxes.
 | |
| Can be used as an iterator in a for loop as:
 | |
| 
 | |
|     local ray = Raycast(...)
 | |
|     for pointed_thing in ray do
 | |
|         ...
 | |
|     end
 | |
| 
 | |
| The map is loaded as the ray advances. If the map is modified after the
 | |
| `Raycast` is created, the changes may or may not have an effect on 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.
 | |
| 
 | |
| #### Methods
 | |
| 
 | |
| * `next()`: returns a `pointed_thing` with exact pointing location
 | |
|     * Returns the next thing pointed by the ray or nil.
 | |
| 
 | |
| -----------------
 | |
| ### Definitions
 | |
| * `minetest.get_node_def(nodename)`
 | |
| 	* Returns [node definition](#node-definition) table of `nodename`
 | |
| * `minetest.get_item_def(itemstring)`
 | |
| 	* Returns item definition table of `itemstring`
 | |
| 
 | |
| #### Node Definition
 | |
| 
 | |
| ```lua
 | |
| 	{
 | |
| 		has_on_construct = bool,        -- Whether the node has the on_construct callback defined
 | |
| 		has_on_destruct = bool,         -- Whether the node has the on_destruct callback defined
 | |
| 		has_after_destruct = bool,      -- Whether the node has the after_destruct callback defined
 | |
| 		name = string,                  -- The name of the node e.g. "air", "default:dirt"
 | |
| 		groups = table,                 -- The groups of the node
 | |
| 		paramtype = string,             -- Paramtype of the node
 | |
| 		paramtype2 = string,            -- ParamType2 of the node
 | |
| 		drawtype = string,              -- Drawtype of the node
 | |
| 		mesh = <string>,                -- Mesh name if existant
 | |
| 		minimap_color = <Color>,        -- Color of node on minimap *May not exist*
 | |
| 		visual_scale = number,          -- Visual scale of node
 | |
| 		alpha = number,                 -- Alpha of the node. Only used for liquids
 | |
| 		color = <Color>,                -- Color of node *May not exist*
 | |
| 		palette_name = <string>,        -- Filename of palette *May not exist*
 | |
| 		palette = <{                    -- List of colors
 | |
| 			Color,
 | |
| 			Color
 | |
| 		}>,
 | |
| 		waving = number,                -- 0 of not waving, 1 if waving
 | |
| 		connect_sides = number,         -- Used for connected nodes
 | |
| 		connects_to = {                 -- List of nodes to connect to
 | |
| 			"node1",
 | |
| 			"node2"
 | |
| 		},
 | |
| 		post_effect_color = Color,      -- Color overlayed on the screen when the player is in the node
 | |
| 		leveled = number,               -- Max level for node
 | |
| 		sunlight_propogates = bool,     -- Whether light passes through the block
 | |
| 		light_source = number,          -- Light emitted by the block
 | |
| 		is_ground_content = bool,       -- Whether caves should cut through the node
 | |
| 		walkable = bool,                -- Whether the player collides with the node
 | |
| 		pointable = bool,               -- Whether the player can select the node
 | |
| 		diggable = bool,                -- Whether the player can dig the node
 | |
| 		climbable = bool,               -- Whether the player can climb up the node
 | |
| 		buildable_to = bool,            -- Whether the player can replace the node by placing a node on it
 | |
| 		rightclickable = bool,          -- Whether the player can place nodes pointing at this node
 | |
| 		damage_per_second = number,     -- HP of damage per second when the player is in the node
 | |
| 		liquid_type = <string>,         -- A string containing "none", "flowing", or "source" *May not exist*
 | |
| 		liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
 | |
| 		liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
 | |
| 		liquid_viscosity = <number>,    -- How fast the liquid flows *May not exist*
 | |
| 		liquid_renewable = <boolean>,   -- Whether the liquid makes an infinite source *May not exist*
 | |
| 		liquid_range = <number>,        -- How far the liquid flows *May not exist*
 | |
| 		drowning = bool,                -- Whether the player will drown in the node
 | |
| 		floodable = bool,               -- Whether nodes will be replaced by liquids (flooded)
 | |
| 		node_box = table,               -- Nodebox to draw the node with
 | |
| 		collision_box = table,          -- Nodebox to set the collision area
 | |
| 		selection_box = table,          -- Nodebox to set the area selected by the player
 | |
| 		sounds = {                      -- Table of sounds that the block makes
 | |
| 			sound_footstep = SimpleSoundSpec,
 | |
| 			sound_dig = SimpleSoundSpec,
 | |
| 			sound_dug = SimpleSoundSpec
 | |
| 		},
 | |
| 		legacy_facedir_simple = bool,   -- Whether to use old facedir
 | |
| 		legacy_wallmounted = bool       -- Whether to use old wallmounted
 | |
| 	}
 | |
| ```
 | |
| 
 | |
| #### Item Definition
 | |
| 
 | |
| ```lua
 | |
| 	{
 | |
| 		name = string,                  -- Name of the item e.g. "default:stone"
 | |
| 		description = string,           -- Description of the item e.g. "Stone"
 | |
| 		type = string,                  -- Item type: "none", "node", "craftitem", "tool"
 | |
| 		inventory_image = string,       -- Image in the inventory
 | |
| 		wield_image = string,           -- Image in wieldmesh
 | |
| 		palette_image = string,         -- Image for palette
 | |
| 		color = Color,                  -- Color for item
 | |
| 		wield_scale = Vector,           -- Wieldmesh scale
 | |
| 		stack_max = number,             -- Number of items stackable together
 | |
| 		usable = bool,                  -- Has on_use callback defined
 | |
| 		liquids_pointable = bool,       -- Whether you can point at liquids with the item
 | |
| 		tool_capabilities = <table>,    -- If the item is a tool, tool capabilities of the item
 | |
| 		groups = table,                 -- Groups of the item
 | |
| 		sound_place = SimpleSoundSpec,  -- Sound played when placed
 | |
| 		sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
 | |
| 		node_placement_prediction = string -- Node placed in client until server catches up
 | |
| 	}
 | |
| ```
 | |
| -----------------
 | |
| 
 | |
| ### Chat command definition (`register_chatcommand`)
 | |
| 
 | |
|     {
 | |
|         params = "<name> <privilege>", -- Short parameter description
 | |
|         description = "Remove privilege from player", -- Full description
 | |
|         func = function(param),        -- Called when command is run.
 | |
|                                        -- Returns boolean success and text output.
 | |
|     }
 | |
| ### Server info
 | |
| ```lua
 | |
| {
 | |
| 	address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
 | |
| 	ip = "203.0.113.156",             -- The IP address of the server.
 | |
| 	port = 30000,                     -- The port the client is connected to.
 | |
| 	protocol_version = 30             -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0.
 | |
| }
 | |
| ```
 | |
| 
 | |
| ### HUD Definition (`hud_add`, `hud_get`)
 | |
| ```lua
 | |
|     {
 | |
|         hud_elem_type = "image", -- see HUD element types, default "text"
 | |
|     --  ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
 | |
|         position = {x=0.5, y=0.5},
 | |
|     --  ^ Left corner position of element, default `{x=0,y=0}`.
 | |
|         name = "<name>",    -- default ""
 | |
|         scale = {x=2, y=2}, -- default {x=0,y=0}
 | |
|         text = "<text>",    -- default ""
 | |
|         number = 2,         -- default 0
 | |
|         item = 3,           -- default 0
 | |
|     --  ^ Selected item in inventory.  0 for no item selected.
 | |
|         direction = 0,      -- default 0
 | |
|     --  ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
 | |
|         alignment = {x=0, y=0},   -- default {x=0, y=0}
 | |
|     --  ^ See "HUD Element Types"
 | |
|         offset = {x=0, y=0},      -- default {x=0, y=0}
 | |
|     --  ^ See "HUD Element Types"
 | |
|         size = { x=100, y=100 },  -- default {x=0, y=0}
 | |
|     --  ^ Size of element in pixels
 | |
|     }
 | |
| ```
 | |
| 
 | |
| Escape sequences
 | |
| ----------------
 | |
| Most text can contain escape sequences, that can for example color the text.
 | |
| There are a few exceptions: tab headers, dropdowns and vertical labels can't.
 | |
| The following functions provide escape sequences:
 | |
| * `minetest.get_color_escape_sequence(color)`:
 | |
|     * `color` is a [ColorString](#colorstring)
 | |
|     * The escape sequence sets the text color to `color`
 | |
| * `minetest.colorize(color, message)`:
 | |
|     * Equivalent to:
 | |
|       `minetest.get_color_escape_sequence(color) ..
 | |
|        message ..
 | |
|        minetest.get_color_escape_sequence("#ffffff")`
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| * `minetest.get_background_escape_sequence(color)`
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|     * `color` is a [ColorString](#colorstring)
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|     * The escape sequence sets the background of the whole text element to
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|       `color`. Only defined for item descriptions and tooltips.
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| * `minetest.strip_foreground_colors(str)`
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|     * Removes foreground colors added by `get_color_escape_sequence`.
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| * `minetest.strip_background_colors(str)`
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|     * Removes background colors added by `get_background_escape_sequence`.
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| * `minetest.strip_colors(str)`
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|     * Removes all color escape sequences.
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| 
 | |
| `ColorString`
 | |
| -------------
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| `#RGB` defines a color in hexadecimal format.
 | |
| 
 | |
| `#RGBA` defines a color in hexadecimal format and alpha channel.
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| 
 | |
| `#RRGGBB` defines a color in hexadecimal format.
 | |
| 
 | |
| `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
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| 
 | |
| Named colors are also supported and are equivalent to
 | |
| [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
 | |
| To specify the value of the alpha channel, append `#AA` to the end of the color name
 | |
| (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
 | |
| value must (always) be two hexadecimal digits.
 | |
| 
 | |
| `Color`
 | |
| -------------
 | |
| `{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.
 | |
| 
 | |
| HUD element types
 | |
| -----------------
 | |
| The position field is used for all element types.
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| 
 | |
| To account for differing resolutions, the position coordinates are the percentage
 | |
| of the screen, ranging in value from `0` to `1`.
 | |
| 
 | |
| The name field is not yet used, but should contain a description of what the
 | |
| HUD element represents. The direction field is the direction in which something
 | |
| is drawn.
 | |
| 
 | |
| `0` draws from left to right, `1` draws from right to left, `2` draws from
 | |
| top to bottom, and `3` draws from bottom to top.
 | |
| 
 | |
| The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
 | |
| with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
 | |
| Fractional values can be used.
 | |
| 
 | |
| The `offset` field specifies a pixel offset from the position. Contrary to position,
 | |
| the offset is not scaled to screen size. This allows for some precisely-positioned
 | |
| items in the HUD.
 | |
| 
 | |
| **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
 | |
| 
 | |
| Below are the specific uses for fields in each type; fields not listed for that type are ignored.
 | |
| 
 | |
| **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
 | |
| in the experimental stages.
 | |
| 
 | |
| ### `image`
 | |
| Displays an image on the HUD.
 | |
| 
 | |
| * `scale`: The scale of the image, with 1 being the original texture size.
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|   Only the X coordinate scale is used (positive values).
 | |
|   Negative values represent that percentage of the screen it
 | |
|   should take; e.g. `x=-100` means 100% (width).
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| * `text`: The name of the texture that is displayed.
 | |
| * `alignment`: The alignment of the image.
 | |
| * `offset`: offset in pixels from position.
 | |
| 
 | |
| ### `text`
 | |
| Displays text on the HUD.
 | |
| 
 | |
| * `scale`: Defines the bounding rectangle of the text.
 | |
|   A value such as `{x=100, y=100}` should work.
 | |
| * `text`: The text to be displayed in the HUD element.
 | |
| * `number`: An integer containing the RGB value of the color used to draw the text.
 | |
|   Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
 | |
| * `alignment`: The alignment of the text.
 | |
| * `offset`: offset in pixels from position.
 | |
| 
 | |
| ### `statbar`
 | |
| Displays a horizontal bar made up of half-images.
 | |
| 
 | |
| * `text`: The name of the texture that is used.
 | |
| * `number`: The number of half-textures that are displayed.
 | |
|   If odd, will end with a vertically center-split texture.
 | |
| * `direction`
 | |
| * `offset`: offset in pixels from position.
 | |
| * `size`: If used, will force full-image size to this value (override texture pack image size)
 | |
| 
 | |
| ### `inventory`
 | |
| * `text`: The name of the inventory list to be displayed.
 | |
| * `number`: Number of items in the inventory to be displayed.
 | |
| * `item`: Position of item that is selected.
 | |
| * `direction`
 | |
| * `offset`: offset in pixels from position.
 | |
| 
 | |
| ### `waypoint`
 | |
| 
 | |
| Displays distance to selected world position.
 | |
| 
 | |
| * `name`: The name of the waypoint.
 | |
| * `text`: Distance suffix. Can be blank.
 | |
| * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
 | |
|   If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
 | |
|   When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
 | |
|   `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
 | |
|   `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
 | |
|   `precision = n` will show multiples of `1/n`
 | |
| * `number:` An integer containing the RGB value of the color used to draw the
 | |
|   text.
 | |
| * `world_pos`: World position of the waypoint.
 | |
| * `offset`: offset in pixels from position.
 | |
| * `alignment`: The alignment of the waypoint.
 | |
| 
 | |
| ### `image_waypoint`
 | |
| 
 | |
| Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
 | |
| 
 | |
| * `scale`: The scale of the image, with 1 being the original texture size.
 | |
|   Only the X coordinate scale is used (positive values).
 | |
|   Negative values represent that percentage of the screen it
 | |
|   should take; e.g. `x=-100` means 100% (width).
 | |
| * `text`: The name of the texture that is displayed.
 | |
| * `alignment`: The alignment of the image.
 | |
| * `world_pos`: World position of the waypoint.
 | |
| * `offset`: offset in pixels from position.
 | |
| 
 | |
| ### Particle definition (`add_particle`)
 | |
| 
 | |
|     {
 | |
|         pos = {x=0, y=0, z=0},
 | |
|         velocity = {x=0, y=0, z=0},
 | |
|         acceleration = {x=0, y=0, z=0},
 | |
|     --  ^ Spawn particle at pos with velocity and acceleration
 | |
|         expirationtime = 1,
 | |
|     --  ^ Disappears after expirationtime seconds
 | |
|         size = 1,
 | |
|         collisiondetection = false,
 | |
|     --  ^ collisiondetection: if true collides with physical objects
 | |
|         collision_removal = false,
 | |
|     --  ^ collision_removal: if true then particle is removed when it collides,
 | |
|     --  ^ requires collisiondetection = true to have any effect
 | |
|         vertical = false,
 | |
|     --  ^ vertical: if true faces player using y axis only
 | |
|         texture = "image.png",
 | |
|     --  ^ Uses texture (string)
 | |
|         animation = {Tile Animation definition},
 | |
|     --  ^ optional, specifies how to animate the particle texture
 | |
|         glow = 0
 | |
|     --  ^ optional, specify particle self-luminescence in darkness
 | |
|     }
 | |
| 
 | |
| ### `ParticleSpawner` definition (`add_particlespawner`)
 | |
| 
 | |
|     {
 | |
|         amount = 1,
 | |
|         time = 1,
 | |
|     --  ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
 | |
|         minpos = {x=0, y=0, z=0},
 | |
|         maxpos = {x=0, y=0, z=0},
 | |
|         minvel = {x=0, y=0, z=0},
 | |
|         maxvel = {x=0, y=0, z=0},
 | |
|         minacc = {x=0, y=0, z=0},
 | |
|         maxacc = {x=0, y=0, z=0},
 | |
|         minexptime = 1,
 | |
|         maxexptime = 1,
 | |
|         minsize = 1,
 | |
|         maxsize = 1,
 | |
|     --  ^ The particle's properties are random values in between the bounds:
 | |
|     --  ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
 | |
|     --  ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
 | |
|         collisiondetection = false,
 | |
|     --  ^ collisiondetection: if true uses collision detection
 | |
|         collision_removal = false,
 | |
|     --  ^ collision_removal: if true then particle is removed when it collides,
 | |
|     --  ^ requires collisiondetection = true to have any effect
 | |
|         vertical = false,
 | |
|     --  ^ vertical: if true faces player using y axis only
 | |
|         texture = "image.png",
 | |
|     --  ^ Uses texture (string)
 | |
|     }
 |