From 7a411df76ea2c74b3f5e3d8eea257777ae7edb5d Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Tue, 15 Jul 2014 00:12:05 +0200 Subject: [PATCH] Rename 1st param of register func for consistency --- README.md | 4 ++-- init.lua | 6 +++--- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/README.md b/README.md index b993176..087f9ba 100644 --- a/README.md +++ b/README.md @@ -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. diff --git a/init.lua b/init.lua index 97bf532..fe7eb32 100644 --- a/init.lua +++ b/init.lua @@ -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)