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mirror of https://repo.or.cz/minetest_playereffects.git synced 2024-11-16 05:10:17 +01:00

Rename 1st param of register func for consistency

This commit is contained in:
Wuzzy 2014-07-15 00:12:05 +02:00
parent 39c11c143c
commit 7a411df76e
2 changed files with 5 additions and 5 deletions

View File

@ -85,11 +85,11 @@ You should normally not need to care about these internally used fields.
### Functions
#### `playereffects.register_effect_type(name, description, icon, groups, apply, cancel, hidden)`
#### `playereffects.register_effect_type(effect_type_id, description, icon, groups, apply, cancel, hidden)`
Adds a new effect type for the Player Effects mods, so it can be later be applied to players.
##### Parameters
* `name` is the name (a string) which is internally used by the mod. Later known as `effect_type_id`. Please use only alphanumeric ASCII characters.
* `effect_type_id` is the identifier (a string) which is internally used by the mod. Later known as `effect_type_id`. You may choose the identifier at will, but please use only alphanumeric ASCII characters. The identifier must be unique along all mods.
* `description` is the text which is exposed to the HUD and visible to the player.
* `icon`: This is optional an can be `nil`. It can be the file name of a texture. Should have a size of 16px×16px. In this case, this is the icon for the HUD. Basically this is just eye-candy. If this is `nil`, no icon is shown. The icon will be exposed to the HUD, iff `hidden` is `false`.
* `groups` is a table of strings to which the effect type is assigned to.

View File

@ -47,7 +47,7 @@ function playereffects.next_effect_id()
end
--[=[ API functions ]=]
function playereffects.register_effect_type(name, description, icon, groups, apply, cancel, hidden)
function playereffects.register_effect_type(effect_type_id, description, icon, groups, apply, cancel, hidden)
effect_type = {}
effect_type.description = description
effect_type.apply = apply
@ -63,8 +63,8 @@ function playereffects.register_effect_type(name, description, icon, groups, app
else
effect_type.hidden = false
end
playereffects.effect_types[name] = effect_type
minetest.log("action", "[playereffects] Effect type "..name.." registered!")
playereffects.effect_types[effect_type_id] = effect_type
minetest.log("action", "[playereffects] Effect type "..effect_type_id.." registered!")
end
function playereffects.apply_effect_type(effect_type_id, duration, player)