mirror of
https://github.com/minetest-mods/nether.git
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Standardize files as LF without CR, and UTF-8 without BOM
UTF-8 with BOM crashes some systems according to 6551f5c120
comment, and there are several cases where Minetest is buggy with files that use CRLF line endings (though none I'm aware that affect these files), so strip CRs and BOM
This commit is contained in:
parent
f11669f388
commit
f9692faaa7
330
nodes.lua
330
nodes.lua
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@ -1,165 +1,165 @@
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-- Portal node
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minetest.register_node("nether:portal", {
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description = "Nether Portal",
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tiles = {
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"nether_transparent.png",
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"nether_transparent.png",
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"nether_transparent.png",
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"nether_transparent.png",
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{
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name = "nether_portal.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 0.5,
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},
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},
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{
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name = "nether_portal.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 0.5,
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},
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},
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},
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drawtype = "nodebox",
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paramtype = "light",
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paramtype2 = "colorfacedir",
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palette = "nether_portals_palette.png",
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post_effect_color = {
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-- post_effect_color can't be changed dynamically in Minetest like the portal colour is.
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-- If you need a different post_effect_color then create a custom node and set it as the
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-- wormhole_node_name in your portaldef.
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-- Hopefully this colour is close enough to magenta to work with the traditional magenta
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-- portals, close enough to red to work for a red portal, and also close enough to red to
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-- work with blue & cyan portals - since blue portals are sometimes portrayed as being red
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-- from the opposite side / from the inside.
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a = 160, r = 128, g = 0, b = 80
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},
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sunlight_propagates = true,
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use_texture_alpha = true,
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walkable = false,
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diggable = false,
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pointable = false,
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buildable_to = false,
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is_ground_content = false,
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drop = "",
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light_source = 5,
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alpha = 192,
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node_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.1, 0.5, 0.5, 0.1},
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},
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},
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groups = {not_in_creative_inventory = 1}
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})
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-- Nether nodes
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minetest.register_node("nether:rack", {
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description = "Netherrack",
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tiles = {"nether_rack.png"},
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is_ground_content = true,
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groups = {cracky = 3, level = 2},
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sounds = default.node_sound_stone_defaults(),
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})
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minetest.register_node("nether:sand", {
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description = "Nethersand",
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tiles = {"nether_sand.png"},
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is_ground_content = true,
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groups = {crumbly = 3, level = 2, falling_node = 1},
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sounds = default.node_sound_gravel_defaults({
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footstep = {name = "default_gravel_footstep", gain = 0.45},
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}),
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})
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minetest.register_node("nether:glowstone", {
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description = "Glowstone",
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tiles = {"nether_glowstone.png"},
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is_ground_content = true,
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light_source = 14,
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paramtype = "light",
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groups = {cracky = 3, oddly_breakable_by_hand = 3},
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sounds = default.node_sound_glass_defaults(),
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})
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minetest.register_node("nether:brick", {
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description = "Nether Brick",
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tiles = {"nether_brick.png"},
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is_ground_content = false,
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groups = {cracky = 2, level = 2},
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sounds = default.node_sound_stone_defaults(),
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})
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local fence_texture =
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"default_fence_overlay.png^nether_brick.png^default_fence_overlay.png^[makealpha:255,126,126"
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minetest.register_node("nether:fence_nether_brick", {
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description = "Nether Brick Fence",
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drawtype = "fencelike",
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tiles = {"nether_brick.png"},
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inventory_image = fence_texture,
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wield_image = fence_texture,
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paramtype = "light",
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sunlight_propagates = true,
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is_ground_content = false,
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selection_box = {
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type = "fixed",
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fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7},
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},
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groups = {cracky = 2, level = 2},
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sounds = default.node_sound_stone_defaults(),
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})
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-- Register stair and slab
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stairs.register_stair_and_slab(
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"nether_brick",
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"nether:brick",
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{cracky = 2, level = 2},
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{"nether_brick.png"},
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"nether stair",
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"nether slab",
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default.node_sound_stone_defaults()
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)
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-- StairsPlus
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if minetest.get_modpath("moreblocks") then
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stairsplus:register_all(
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"nether", "brick", "nether:brick", {
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description = "Nether Brick",
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groups = {cracky = 2, level = 2},
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tiles = {"nether_brick.png"},
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sounds = default.node_sound_stone_defaults(),
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})
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end
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-- Crafting
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minetest.register_craft({
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output = "nether:brick 4",
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recipe = {
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{"nether:rack", "nether:rack"},
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{"nether:rack", "nether:rack"},
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}
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})
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minetest.register_craft({
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output = "nether:fence_nether_brick 6",
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recipe = {
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{"nether:brick", "nether:brick", "nether:brick"},
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{"nether:brick", "nether:brick", "nether:brick"},
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},
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})
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-- Portal node
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minetest.register_node("nether:portal", {
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description = "Nether Portal",
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tiles = {
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"nether_transparent.png",
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"nether_transparent.png",
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"nether_transparent.png",
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"nether_transparent.png",
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{
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name = "nether_portal.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 0.5,
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},
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},
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{
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name = "nether_portal.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 0.5,
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},
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},
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},
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drawtype = "nodebox",
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paramtype = "light",
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paramtype2 = "colorfacedir",
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palette = "nether_portals_palette.png",
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post_effect_color = {
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-- post_effect_color can't be changed dynamically in Minetest like the portal colour is.
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-- If you need a different post_effect_color then create a custom node and set it as the
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-- wormhole_node_name in your portaldef.
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-- Hopefully this colour is close enough to magenta to work with the traditional magenta
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-- portals, close enough to red to work for a red portal, and also close enough to red to
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-- work with blue & cyan portals - since blue portals are sometimes portrayed as being red
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-- from the opposite side / from the inside.
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a = 160, r = 128, g = 0, b = 80
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},
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sunlight_propagates = true,
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use_texture_alpha = true,
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walkable = false,
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diggable = false,
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pointable = false,
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buildable_to = false,
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is_ground_content = false,
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drop = "",
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light_source = 5,
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alpha = 192,
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node_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.1, 0.5, 0.5, 0.1},
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},
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},
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groups = {not_in_creative_inventory = 1}
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})
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-- Nether nodes
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minetest.register_node("nether:rack", {
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description = "Netherrack",
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tiles = {"nether_rack.png"},
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is_ground_content = true,
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groups = {cracky = 3, level = 2},
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sounds = default.node_sound_stone_defaults(),
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})
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minetest.register_node("nether:sand", {
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description = "Nethersand",
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tiles = {"nether_sand.png"},
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is_ground_content = true,
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groups = {crumbly = 3, level = 2, falling_node = 1},
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sounds = default.node_sound_gravel_defaults({
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footstep = {name = "default_gravel_footstep", gain = 0.45},
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}),
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})
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minetest.register_node("nether:glowstone", {
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description = "Glowstone",
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tiles = {"nether_glowstone.png"},
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is_ground_content = true,
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light_source = 14,
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paramtype = "light",
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groups = {cracky = 3, oddly_breakable_by_hand = 3},
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sounds = default.node_sound_glass_defaults(),
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})
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minetest.register_node("nether:brick", {
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description = "Nether Brick",
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tiles = {"nether_brick.png"},
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is_ground_content = false,
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groups = {cracky = 2, level = 2},
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sounds = default.node_sound_stone_defaults(),
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})
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local fence_texture =
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"default_fence_overlay.png^nether_brick.png^default_fence_overlay.png^[makealpha:255,126,126"
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minetest.register_node("nether:fence_nether_brick", {
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description = "Nether Brick Fence",
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drawtype = "fencelike",
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tiles = {"nether_brick.png"},
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inventory_image = fence_texture,
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wield_image = fence_texture,
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paramtype = "light",
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sunlight_propagates = true,
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is_ground_content = false,
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selection_box = {
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type = "fixed",
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fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7},
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},
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groups = {cracky = 2, level = 2},
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sounds = default.node_sound_stone_defaults(),
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})
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-- Register stair and slab
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stairs.register_stair_and_slab(
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"nether_brick",
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"nether:brick",
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{cracky = 2, level = 2},
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{"nether_brick.png"},
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"nether stair",
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"nether slab",
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default.node_sound_stone_defaults()
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)
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-- StairsPlus
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if minetest.get_modpath("moreblocks") then
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stairsplus:register_all(
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"nether", "brick", "nether:brick", {
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description = "Nether Brick",
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groups = {cracky = 2, level = 2},
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tiles = {"nether_brick.png"},
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sounds = default.node_sound_stone_defaults(),
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})
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end
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-- Crafting
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minetest.register_craft({
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output = "nether:brick 4",
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recipe = {
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{"nether:rack", "nether:rack"},
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{"nether:rack", "nether:rack"},
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}
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})
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minetest.register_craft({
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output = "nether:fence_nether_brick 6",
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recipe = {
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{"nether:brick", "nether:brick", "nether:brick"},
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{"nether:brick", "nether:brick", "nether:brick"},
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},
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})
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3342
portal_api.lua
3342
portal_api.lua
File diff suppressed because it is too large
Load Diff
368
portal_api.txt
368
portal_api.txt
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@ -1,184 +1,184 @@
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Portal API Reference
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====================
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The portal system used to get to the Nether can be used to create portals
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to other realms.
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Pick a node type to have your portals built from, a shape in which the
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portals must be built, and provide 3 functions for portals to find their
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destination with:
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* `find_realm_anchorPos(surface_anchorPos)`
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* `find_surface_anchorPos(realm_anchorPos)`
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* `is_within_realm(pos)`
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Optionally decorate by choosing portal colors, particles, media etc.
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See `init.lua` and `portal_examples.lua` for examples of 3 different portals.
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Portal code is more efficient when each type of portal uses a different type
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of node to build its frame out of, however it is possible to register more than
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one kind of portal with the same frame material — such as obsidian — provided
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the size of the PortalShape is distinct from any other type of portal that is
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using the same node as its frame, and portal sizes remain small.
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Realms
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------
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This API uses the concept of a "realm" for each type of portal. If a portal is
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outside its realm then it links to a portal inside the realm, if a portal is
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inside its realm then it links to the outside.
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You get to decide what consitutes your realm by implementing the function
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`is_within_realm(position)`.
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The Nether realm, for example, is defined as existing at a certain depth.
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Helper functions
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----------------
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* `nether.volume_is_natural(minp, maxp)`: returns a boolean
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* use this when determining where to spawn a portal, to avoid overwriting
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player builds. It checks the area for any nodes that aren't ground or
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trees.
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* `nether.find_surface_target_y(target_x, target_z, portal_name)`: returns a
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suitable anchorPos
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* Can be used when implementing custom find_surface_anchorPos() functions
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* portal_name is optional, providing it allows existing portals on the
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surface to be reused.
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* `nether.find_nearest_working_portal(portal_name, anchorPos, distance_limit, y_factor)`: returns
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an anchorPos, or nil if no portal was found within the the distance_limit.
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* A y_factor of 0 means y does not affect the distance_limit, a y_factor
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of 1 means y is included (the default if y_factor is nil), and a y_factor
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of 2 would squash the search-sphere by a factor of 2 on the y-axis, etc.
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* Only portals in the same realm as the anchorPos will be returned, even if
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y_factor is 0.
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* Pass a nil (or negative) distance_limit to indicate no distance limit
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API functions
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-------------
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Call these functions only at load time:
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* `nether.register_portal(name, portal_definition)`
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* Returns true on success. Can return false if the portal definition
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clashes with a portal already registered by another mod, e.g. if the size
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and frame node is not unique.
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A false return value should be handled, you could:
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* Fall back to using a secondary material for portals to be built with.
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* Use error() to exit lua with a message explaining how two mods are
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clashing and how it can be resolved.
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* Continue without a portal (the reason will be logged for the user).
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* `nether.unregister_portal(name)`
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* Unregisters the portal from the engine, and deletes the entry with key
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`name` from `nether.registered_portals` and associated internal tables.
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* Returns true on success
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* register_portal_ignition_item(name, ignition_failure_sound)
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* ignition_failure_sound is optional, it plays any time an attempt to use
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the item occurs if a portal is not ignited.
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Portal definition
|
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-----------------
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Used by `nether.register_portal`.
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{
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shape = PortalShape_Traditional,
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-- Optional. Defaults to PortalShape_Traditional
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wormhole_node_name = "nether:portal",
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-- Optional. Allows a custom wormhole node to be specified.
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-- Useful if you want the portals to have a different post_effect_color
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-- or texture.
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wormhole_node_color = 0,
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-- Optional. Defaults to 0/magenta.
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-- A value from 0 to 7 corresponding to the color of pixels in
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-- nether_portals_palette.png:
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-- 0 traditional/magenta
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-- 1 black
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-- 2 blue
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-- 3 green
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-- 4 cyan
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-- 5 red
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-- 6 yellow
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||||
-- 7 white
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|
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particle_color = "#808",
|
||||
-- Optional. Will default to a colour matching the wormhole_node_color
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-- if not specified.
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particle_texture = "image.png",
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-- Optional. Hardware colouring (i.e. particle_color) is applied to
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-- this texture, use particle_texture_colored instead if you want to
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-- use the colors of the image.
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-- Animation and particle scale may also be specified, e.g:
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-- particle_texture = {
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-- name = "nether_particle_anim1.png",
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-- animation = {
|
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-- type = "vertical_frames",
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-- aspect_w = 7,
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-- aspect_h = 7,
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||||
-- length = 1,
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||||
-- },
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||||
-- scale = 1.5
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-- },
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-- See lua_api.txt for Tile Animation definition
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frame_node_name = "default:obsidian",
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-- Required. For best results, have your portal constructed of a
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-- material nobody else is using.
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sounds = {
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ambient = <SimpleSoundSpec>,
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||||
-- if the ambient SimpleSoundSpec is a table it can also contain a
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||||
-- "length" int, which is the number of seconds to wait before
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-- repeating the ambient sound. Default is 3.
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ignite = <SimpleSoundSpec>,
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extinguish = <SimpleSoundSpec>,
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teleport = <SimpleSoundSpec>,
|
||||
}
|
||||
-- sounds is optional
|
||||
|
||||
within_realm = function(pos),
|
||||
-- Required. Return true if a portal at pos is in the realm, rather
|
||||
than the surface world.
|
||||
|
||||
find_realm_anchorPos = function(surface_anchorPos),
|
||||
-- Required. Return a position in the realm that a portal created at
|
||||
-- surface_anchorPos will link to.
|
||||
-- Return an anchorPos or anchorPos, orientation
|
||||
-- If orientation is not specified then the orientation of the surface
|
||||
-- portal will be used.
|
||||
-- If the location of an existing portal is returned then include the
|
||||
-- orientation, otherwise the existing portal could be overwritten by
|
||||
-- a new one with the orientation of the surface portal.
|
||||
|
||||
find_surface_anchorPos = function(realm_anchorPos),
|
||||
-- Optional. If you don't implement this then a position near the
|
||||
-- surface will be picked.
|
||||
-- Return an anchorPos or (anchorPos, orientation)
|
||||
-- If orientation is not specified then the orientation of the realm
|
||||
-- portal will be used.
|
||||
-- If the location of an existing portal is returned then include the
|
||||
-- orientation, otherwise the existing portal could be overwritten by
|
||||
-- a new one with the orientation of the realm portal.
|
||||
|
||||
on_run_wormhole = function(portalDef, anochorPos, orientation),
|
||||
-- invoked once per second per portal
|
||||
on_extinguish = function(portalDef, anochorPos, orientation),
|
||||
-- invoked when a portal is extinguished, including when the portal
|
||||
-- it connected to was extinguished.
|
||||
on_player_teleported = function(portalDef, player, oldPos, newPos),
|
||||
-- invoked immediately after a player is teleported
|
||||
on_ignite = function(portalDef, anochorPos, orientation)
|
||||
-- invoked when a player or mesecon ignites a portal
|
||||
on_created = function(portalDef, anochorPos, orientation)
|
||||
-- invoked when a portal creates a remote twin, usually when a
|
||||
-- player travels through a portal for the first time.
|
||||
}
|
||||
Portal API Reference
|
||||
====================
|
||||
|
||||
The portal system used to get to the Nether can be used to create portals
|
||||
to other realms.
|
||||
|
||||
Pick a node type to have your portals built from, a shape in which the
|
||||
portals must be built, and provide 3 functions for portals to find their
|
||||
destination with:
|
||||
* `find_realm_anchorPos(surface_anchorPos)`
|
||||
* `find_surface_anchorPos(realm_anchorPos)`
|
||||
* `is_within_realm(pos)`
|
||||
|
||||
Optionally decorate by choosing portal colors, particles, media etc.
|
||||
|
||||
See `init.lua` and `portal_examples.lua` for examples of 3 different portals.
|
||||
|
||||
Portal code is more efficient when each type of portal uses a different type
|
||||
of node to build its frame out of, however it is possible to register more than
|
||||
one kind of portal with the same frame material — such as obsidian — provided
|
||||
the size of the PortalShape is distinct from any other type of portal that is
|
||||
using the same node as its frame, and portal sizes remain small.
|
||||
|
||||
Realms
|
||||
------
|
||||
|
||||
This API uses the concept of a "realm" for each type of portal. If a portal is
|
||||
outside its realm then it links to a portal inside the realm, if a portal is
|
||||
inside its realm then it links to the outside.
|
||||
|
||||
You get to decide what consitutes your realm by implementing the function
|
||||
`is_within_realm(position)`.
|
||||
|
||||
The Nether realm, for example, is defined as existing at a certain depth.
|
||||
|
||||
|
||||
Helper functions
|
||||
----------------
|
||||
|
||||
* `nether.volume_is_natural(minp, maxp)`: returns a boolean
|
||||
* use this when determining where to spawn a portal, to avoid overwriting
|
||||
player builds. It checks the area for any nodes that aren't ground or
|
||||
trees.
|
||||
|
||||
* `nether.find_surface_target_y(target_x, target_z, portal_name)`: returns a
|
||||
suitable anchorPos
|
||||
* Can be used when implementing custom find_surface_anchorPos() functions
|
||||
* portal_name is optional, providing it allows existing portals on the
|
||||
surface to be reused.
|
||||
|
||||
* `nether.find_nearest_working_portal(portal_name, anchorPos, distance_limit, y_factor)`: returns
|
||||
an anchorPos, or nil if no portal was found within the the distance_limit.
|
||||
* A y_factor of 0 means y does not affect the distance_limit, a y_factor
|
||||
of 1 means y is included (the default if y_factor is nil), and a y_factor
|
||||
of 2 would squash the search-sphere by a factor of 2 on the y-axis, etc.
|
||||
* Only portals in the same realm as the anchorPos will be returned, even if
|
||||
y_factor is 0.
|
||||
* Pass a nil (or negative) distance_limit to indicate no distance limit
|
||||
|
||||
|
||||
API functions
|
||||
-------------
|
||||
|
||||
Call these functions only at load time:
|
||||
|
||||
* `nether.register_portal(name, portal_definition)`
|
||||
* Returns true on success. Can return false if the portal definition
|
||||
clashes with a portal already registered by another mod, e.g. if the size
|
||||
and frame node is not unique.
|
||||
A false return value should be handled, you could:
|
||||
* Fall back to using a secondary material for portals to be built with.
|
||||
* Use error() to exit lua with a message explaining how two mods are
|
||||
clashing and how it can be resolved.
|
||||
* Continue without a portal (the reason will be logged for the user).
|
||||
* `nether.unregister_portal(name)`
|
||||
* Unregisters the portal from the engine, and deletes the entry with key
|
||||
`name` from `nether.registered_portals` and associated internal tables.
|
||||
* Returns true on success
|
||||
* register_portal_ignition_item(name, ignition_failure_sound)
|
||||
* ignition_failure_sound is optional, it plays any time an attempt to use
|
||||
the item occurs if a portal is not ignited.
|
||||
|
||||
|
||||
|
||||
Portal definition
|
||||
-----------------
|
||||
|
||||
Used by `nether.register_portal`.
|
||||
|
||||
{
|
||||
shape = PortalShape_Traditional,
|
||||
-- Optional. Defaults to PortalShape_Traditional
|
||||
|
||||
wormhole_node_name = "nether:portal",
|
||||
-- Optional. Allows a custom wormhole node to be specified.
|
||||
-- Useful if you want the portals to have a different post_effect_color
|
||||
-- or texture.
|
||||
|
||||
wormhole_node_color = 0,
|
||||
-- Optional. Defaults to 0/magenta.
|
||||
-- A value from 0 to 7 corresponding to the color of pixels in
|
||||
-- nether_portals_palette.png:
|
||||
-- 0 traditional/magenta
|
||||
-- 1 black
|
||||
-- 2 blue
|
||||
-- 3 green
|
||||
-- 4 cyan
|
||||
-- 5 red
|
||||
-- 6 yellow
|
||||
-- 7 white
|
||||
|
||||
particle_color = "#808",
|
||||
-- Optional. Will default to a colour matching the wormhole_node_color
|
||||
-- if not specified.
|
||||
|
||||
particle_texture = "image.png",
|
||||
-- Optional. Hardware colouring (i.e. particle_color) is applied to
|
||||
-- this texture, use particle_texture_colored instead if you want to
|
||||
-- use the colors of the image.
|
||||
-- Animation and particle scale may also be specified, e.g:
|
||||
-- particle_texture = {
|
||||
-- name = "nether_particle_anim1.png",
|
||||
-- animation = {
|
||||
-- type = "vertical_frames",
|
||||
-- aspect_w = 7,
|
||||
-- aspect_h = 7,
|
||||
-- length = 1,
|
||||
-- },
|
||||
-- scale = 1.5
|
||||
-- },
|
||||
-- See lua_api.txt for Tile Animation definition
|
||||
|
||||
frame_node_name = "default:obsidian",
|
||||
-- Required. For best results, have your portal constructed of a
|
||||
-- material nobody else is using.
|
||||
|
||||
sounds = {
|
||||
ambient = <SimpleSoundSpec>,
|
||||
-- if the ambient SimpleSoundSpec is a table it can also contain a
|
||||
-- "length" int, which is the number of seconds to wait before
|
||||
-- repeating the ambient sound. Default is 3.
|
||||
ignite = <SimpleSoundSpec>,
|
||||
extinguish = <SimpleSoundSpec>,
|
||||
teleport = <SimpleSoundSpec>,
|
||||
}
|
||||
-- sounds is optional
|
||||
|
||||
within_realm = function(pos),
|
||||
-- Required. Return true if a portal at pos is in the realm, rather
|
||||
than the surface world.
|
||||
|
||||
find_realm_anchorPos = function(surface_anchorPos),
|
||||
-- Required. Return a position in the realm that a portal created at
|
||||
-- surface_anchorPos will link to.
|
||||
-- Return an anchorPos or anchorPos, orientation
|
||||
-- If orientation is not specified then the orientation of the surface
|
||||
-- portal will be used.
|
||||
-- If the location of an existing portal is returned then include the
|
||||
-- orientation, otherwise the existing portal could be overwritten by
|
||||
-- a new one with the orientation of the surface portal.
|
||||
|
||||
find_surface_anchorPos = function(realm_anchorPos),
|
||||
-- Optional. If you don't implement this then a position near the
|
||||
-- surface will be picked.
|
||||
-- Return an anchorPos or (anchorPos, orientation)
|
||||
-- If orientation is not specified then the orientation of the realm
|
||||
-- portal will be used.
|
||||
-- If the location of an existing portal is returned then include the
|
||||
-- orientation, otherwise the existing portal could be overwritten by
|
||||
-- a new one with the orientation of the realm portal.
|
||||
|
||||
on_run_wormhole = function(portalDef, anochorPos, orientation),
|
||||
-- invoked once per second per portal
|
||||
on_extinguish = function(portalDef, anochorPos, orientation),
|
||||
-- invoked when a portal is extinguished, including when the portal
|
||||
-- it connected to was extinguished.
|
||||
on_player_teleported = function(portalDef, player, oldPos, newPos),
|
||||
-- invoked immediately after a player is teleported
|
||||
on_ignite = function(portalDef, anochorPos, orientation)
|
||||
-- invoked when a player or mesecon ignites a portal
|
||||
on_created = function(portalDef, anochorPos, orientation)
|
||||
-- invoked when a portal creates a remote twin, usually when a
|
||||
-- player travels through a portal for the first time.
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
--[[
|
||||
--[[
|
||||
|
||||
Nether mod portal examples for Minetest
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user