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85 lines
2.2 KiB
Plaintext
85 lines
2.2 KiB
Plaintext
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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Helper functions
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----------------
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* `nether.volume_is_natural(minp, maxp)`
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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)`
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* Can be used to implement custom find_surface_anchorPos() functions
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* Providing the portal_name allows existing portals on the surface to be reused.
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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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* `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)
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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.
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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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particle_color = "#808",
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-- Optional. Will default to the same colour as wormhole_node_color if
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-- not specified.
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frame_node_name = "default:obsidian",
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-- required
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sound_ambient = "portal_hum",
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sound_ignite = "",
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sound_extinguish = "",
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sound_teleport = "",
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within_realm = function(pos)
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end,
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find_realm_anchorPos = function(pos)
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end,
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find_surface_anchorPos = function(pos)
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end,
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on_run_wormhole,
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on_ignite,
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on_extinguish,
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on_player_teleported,
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on_created
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}
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