forked from minetest/minetest_game
0ff09e018d
Also sets creative:all as default inventory page Fixes #1423
837 lines
27 KiB
Plaintext
837 lines
27 KiB
Plaintext
Minetest Game API
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=================
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GitHub Repo: https://github.com/minetest/minetest_game
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Introduction
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------------
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The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
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allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
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For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
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Please note:
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* [XYZ] refers to a section the Minetest API
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* [#ABC] refers to a section in this document
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* [pos] refers to a position table `{x = -5, y = 0, z = 200}`
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Bucket API
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----------
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The bucket API allows registering new types of buckets for non-default liquids.
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bucket.register_liquid(
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"default:lava_source", -- name of the source node
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"default:lava_flowing", -- name of the flowing node
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"bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
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"bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
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"Lava Bucket", -- text description of the bucket item
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{lava_bucket = 1}, -- groups of the bucket item, OPTIONAL
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false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
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-- a source neighbour, even if defined as 'liquid_renewable = false'.
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-- Needed to avoid creating holes in sloping rivers.
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)
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The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
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When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
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Beds API
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--------
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beds.register_bed(
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"beds:bed", -- Bed name
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def -- See [#Bed definition]
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)
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* `beds.read_spawns() ` Returns a table containing players respawn positions
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* `beds.kick_players()` Forces all players to leave bed
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* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
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### Bed definition
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{
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description = "Simple Bed",
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inventory_image = "beds_bed.png",
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wield_image = "beds_bed.png",
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tiles = {
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bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
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top = {Tile definition} -- the tiles of the bottom part of the bed.
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},
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nodebox = {
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bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
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top = 'regular nodebox', -- top part of bed (see [Node boxes])
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},
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selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
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recipe = { -- Craft recipe
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{"group:wool", "group:wool", "group:wool"},
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{"group:wood", "group:wood", "group:wood"}
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}
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}
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Creative API
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------------
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Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
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For example,
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creative.register_tab("tools", "Tools", minetest.registered_tools)
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is used to show all tools. Name is used in the sfinv page name, title is the
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human readable title.
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The contents of `creative.formspec_add` is appended to every creative inventory
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page. Mods can use it to add additional formspec elements onto the default
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creative inventory formspec to be drawn after each update.
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Doors API
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---------
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The doors mod allows modders to register custom doors and trapdoors.
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`doors.register_door(name, def)`
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* Registers new door
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* `name` Name for door
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* `def` See [#Door definition]
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`doors.register_trapdoor(name, def)`
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* Registers new trapdoor
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* `name` Name for trapdoor
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* `def` See [#Trapdoor definition]
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`doors.register_fencegate(name, def)`
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* Registers new fence gate
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* `name` Name for fence gate
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* `def` See [#Fence gate definition]
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`doors.get(pos)`
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* `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
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* Returns an ObjectRef to a door, or nil if the position does not contain a door
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### Methods
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:open(player) -- Open the door object, returns if door was opened
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:close(player) -- Close the door object, returns if door was closed
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:toggle(player) -- Toggle the door state, returns if state was toggled
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:state() -- returns the door state, true = open, false = closed
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the "player" parameter can be omitted in all methods. If passed then
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the usual permission checks will be performed to make sure the player
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has the permissions needed to open this door. If omitted then no
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permission checks are performed.
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### Door definition
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description = "Door description",
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inventory_image = "mod_door_inv.png",
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groups = {choppy = 2},
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tiles = {"mod_door.png"}, -- UV map.
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recipe = craftrecipe,
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sounds = default.node_sound_wood_defaults(), -- optional
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sound_open = sound play for open door, -- optional
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sound_close = sound play for close door, -- optional
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protected = false, -- If true, only placer can open the door (locked for others)
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### Trapdoor definition
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description = "Trapdoor description",
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inventory_image = "mod_trapdoor_inv.png",
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groups = {choppy = 2},
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tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
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tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
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sounds = default.node_sound_wood_defaults(), -- optional
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sound_open = sound play for open door, -- optional
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sound_close = sound play for close door, -- optional
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protected = false, -- If true, only placer can open the door (locked for others)
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### Fence gate definition
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description = "Wooden Fence Gate",
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texture = "default_wood.png",
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material = "default:wood",
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groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
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sounds = default.node_sound_wood_defaults(), -- optional
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Fence API
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---------
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Allows creation of new fences with "fencelike" drawtype.
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`default.register_fence(name, item definition)`
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Registers a new fence. Custom fields texture and material are required, as
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are name and description. The rest is optional. You can pass most normal
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nodedef fields here except drawtype. The fence group will always be added
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for this node.
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### fence definition
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name = "default:fence_wood",
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description = "Wooden Fence",
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texture = "default_wood.png",
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material = "default:wood",
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groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
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sounds = default.node_sound_wood_defaults(),
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Walls API
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---------
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The walls API allows easy addition of stone auto-connecting wall nodes.
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walls.register(name, desc, texture, mat, sounds)
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^ name = "walls:stone_wall". Node name.
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^ desc = "A Stone wall"
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^ texture = "default_stone.png"
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^ mat = "default:stone". Used to auto-generate crafting recipe.
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^ sounds = sounds: see [#Default sounds]
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Farming API
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-----------
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The farming API allows you to easily register plants and hoes.
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`farming.register_hoe(name, hoe definition)`
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* Register a new hoe, see [#hoe definition]
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`farming.register_plant(name, Plant definition)`
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* Register a new growing plant, see [#Plant definition]
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`farming.registered_plants[name] = definition`
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* Table of registered plants, indexed by plant name
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### Hoe Definition
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{
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description = "", -- Description for tooltip
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inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
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max_uses = 30, -- Uses until destroyed
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material = "", -- Material for recipes
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recipe = { -- Craft recipe, if material isn't used
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{"air", "air", "air"},
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{"", "group:stick"},
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{"", "group:stick"},
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}
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}
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### Plant definition
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{
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description = "", -- Description of seed item
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inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
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steps = 8, -- How many steps the plant has to grow, until it can be harvested
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-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
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minlight = 13, -- Minimum light to grow
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maxlight = default.LIGHT_MAX -- Maximum light to grow
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}
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Fire API
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--------
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New node def property:
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`on_burn(pos)`
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* Called when fire attempts to remove a burning node.
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* `pos` Position of the burning node.
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`on_ignite(pos, igniter)`
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* Called when Flint and steel (or a mod defined ignitor) is used on a node.
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Defining it may prevent the default action (spawning flames) from triggering.
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* `pos` Position of the ignited node.
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* `igniter` Player that used the tool, when available.
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Give Initial Stuff API
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----------------------
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`give_initial_stuff.give(player)`
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^ Give initial stuff to "player"
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`give_initial_stuff.add(stack)`
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^ Add item to the initial stuff
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^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
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^ Can be called after the game has loaded
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`give_initial_stuff.clear()`
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^ Removes all items from the initial stuff
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^ Can be called after the game has loaded
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`give_initial_stuff.get_list()`
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^ returns list of item stacks
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`give_initial_stuff.set_list(list)`
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^ List of initial items with numeric indices.
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`give_initial_stuff.add_from_csv(str)`
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^ str is a comma separated list of initial stuff
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^ Adds items to the list of items to be given
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Nyancat API
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-----------
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`nyancat.place(pos, facedir, length)`
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^ Place a cat at `pos` facing `facedir` with tail length `length`
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Only accepts facedir 0-3, if facedir > 3 then it will be interpreted as facedir = 0
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`nyancat.generate(minp, maxp, seed)`
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^ Called by `minetest.register_on_generated`. To disable nyancat generation,
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you can redefine nyancat.generate() to be an empty function
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TNT API
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----------
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`tnt.register_tnt(definition)`
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^ Register a new type of tnt.
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* `name` The name of the node. If no prefix is given `tnt` is used.
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* `description` A description for your TNT.
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* `radius` The radius within which the TNT can destroy nodes. The default is 3.
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* `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
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* `disable_drops` Disable drops. By default it is set to false.
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* `ignore_protection` Don't check `minetest.is_protected` before removing a node.
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* `ignore_on_blast` Don't call `on_blast` even if a node has one.
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* `tiles` Textures for node
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* `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
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* `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
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* `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
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* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
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`tnt.boom(position, definition)`
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^ Create an explosion.
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* `position` The center of explosion.
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* `definition` The TNT definion as passed to `tnt.register`
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`tnt.burn(position, [nodename])`
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^ Ignite TNT at position, nodename isn't required unless already known.
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To make dropping items from node inventories easier, you can use the
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following helper function from 'default':
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default.get_inventory_drops(pos, inventory, drops)
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^ Return drops from node inventory "inventory" in drops.
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* `pos` - the node position
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* `inventory` - the name of the inventory (string)
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* `drops` - an initialized list
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The function returns no values. The drops are returned in the `drops`
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parameter, and drops is not reinitialized so you can call it several
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times in a row to add more inventory items to it.
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`on_blast` callbacks:
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Both nodedefs and entitydefs can provide an `on_blast()` callback
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`nodedef.on_blast(pos, intensity)`
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^ Allow drop and node removal overriding
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* `pos` - node position
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* `intensity` - TNT explosion measure. larger or equal to 1.0
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^ Should return a list of drops (e.g. {"default:stone"})
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^ Should perform node removal itself. If callback exists in the nodedef
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^ then the TNT code will not destroy this node.
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`entitydef.on_blast(luaobj, damage)`
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^ Allow TNT effects on entities to be overridden
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* `luaobj` - LuaEntityRef of the entity
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* `damage` - suggested HP damage value
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^ Should return a list of (bool do_damage, bool do_knockback, table drops)
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* `do_damage` - if true then TNT mod wil damage the entity
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* `do_knockback` - if true then TNT mod will knock the entity away
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* `drops` - a list of drops, e.g. {"wool:red"}
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Screwdriver API
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---------------
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The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
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To use it, add the `on_screwdriver` function to the node definition.
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`on_rotate(pos, node, user, mode, new_param2)`
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* `pos` Position of the node that the screwdriver is being used on
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* `node` that node
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* `user` The player who used the screwdriver
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* `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
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* `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
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* return value: false to disallow rotation, nil to keep default behaviour, true to allow
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it but to indicate that changed have already been made (so the screwdriver will wear out)
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* use `on_rotate = false` to always disallow rotation
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* use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
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Sethome API
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-----------
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The sethome API adds three global functions to allow mods to read a players home position,
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set a players home position and teleport a player to home position.
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`sethome.get(name)`
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* `name` Player who's home position you wish to get
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* return value: false if no player home coords exist, position table if true
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`sethome.set(name, pos)`
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* `name` Player who's home position you wish to set
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* `pos` Position table containing coords of home position
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* return value: false if unable to set and save new home position, otherwise true
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`sethome.go(name)`
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* `name` Player you wish to teleport to their home position
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* return value: false if player cannot be sent home, otherwise true
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Sfinv API
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---------
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### sfinv Methods
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* sfinv.set_player_inventory_formspec(player, context) - builds page formspec
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and calls set_inventory_formspec().
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If context is nil, it is either found or created.
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* sfinv.get_formspec(player, context) - builds current page's formspec
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* sfinv.get_nav_fs(player, context, nav, current_idx) - see above
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* sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
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* sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
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* show_inv, defaults to false. Whether to show the player's main inventory
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* size, defaults to `size[8,8.6]` if not specified
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* sfinv.register_page(name, def) - register a page, see section below
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* sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
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* Note: Page must already be defined, (opt)depend on the mod defining it.
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### sfinv Members
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* pages - table of pages[pagename] = def
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* pages_unordered - array table of pages in order of addition (used to build navigation tabs).
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* contexts - contexts[playername] = player_context
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* enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
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### Context
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A table with these keys:
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* page - current page name
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* nav - a list of page names
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* nav_titles - a list of page titles
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* nav_idx - current nav index (in nav and nav_titles)
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* any thing you want to store
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* sfinv will clear the stored data on log out / log in
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### sfinv.register_page
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sfinv.register_page(name, def)
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def is a table containing:
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* `title` - human readable page name (required)
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* `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
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* `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
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* `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
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* `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
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* `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
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### get formspec
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Use sfinv.make_formspec to apply a layout:
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return sfinv.make_formspec(player, context, [[
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list[current_player;craft;1.75,0.5;3,3;]
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list[current_player;craftpreview;5.75,1.5;1,1;]
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image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
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listring[current_player;main]
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listring[current_player;craft]
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image[0,4.25;1,1;gui_hb_bg.png]
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image[1,4.25;1,1;gui_hb_bg.png]
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image[2,4.25;1,1;gui_hb_bg.png]
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image[3,4.25;1,1;gui_hb_bg.png]
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image[4,4.25;1,1;gui_hb_bg.png]
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image[5,4.25;1,1;gui_hb_bg.png]
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image[6,4.25;1,1;gui_hb_bg.png]
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image[7,4.25;1,1;gui_hb_bg.png]
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]], true)
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See above (methods section) for more options.
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### Customising themes
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Simply override this function to change the navigation:
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function sfinv.get_nav_fs(player, context, nav, current_idx)
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return "navformspec"
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end
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And override this function to change the layout:
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function sfinv.make_formspec(player, context, content, show_inv, size)
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local tmp = {
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size or "size[8,8.6]",
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theme_main,
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sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
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content
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}
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if show_inv then
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|
tmp[4] = theme_inv
|
|
end
|
|
return table.concat(tmp, "")
|
|
end
|
|
|
|
Stairs API
|
|
----------
|
|
|
|
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
|
|
delivered with Minetest Game, to keep them compatible with other mods.
|
|
|
|
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
|
|
|
|
* Registers a stair.
|
|
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
|
|
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
|
|
* `groups`: see [Known damage and digging time defining groups]
|
|
* `images`: see [Tile definition]
|
|
* `description`: used for the description field in the stair's definition
|
|
* `sounds`: see [#Default sounds]
|
|
|
|
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
|
|
|
|
* Registers a slabs
|
|
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
|
|
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
|
|
* `groups`: see [Known damage and digging time defining groups]
|
|
* `images`: see [Tile definition]
|
|
* `description`: used for the description field in the stair's definition
|
|
* `sounds`: see [#Default sounds]
|
|
|
|
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
|
|
|
|
* A wrapper for stairs.register_stair and stairs.register_slab
|
|
* Uses almost the same arguments as stairs.register_stair
|
|
* `desc_stair`: Description for stair node
|
|
* `desc_slab`: Description for slab node
|
|
|
|
Xpanes API
|
|
----------
|
|
|
|
Creates panes that automatically connect to each other
|
|
|
|
`xpanes.register_pane(subname, def)`
|
|
|
|
* `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
|
|
* `def`: See [#Pane definition]
|
|
|
|
### Pane definition
|
|
|
|
{
|
|
textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
|
|
groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
|
|
sounds = SoundSpec, -- See [#Default sounds]
|
|
recipe = {{"","","","","","","","",""}}, -- Recipe field only
|
|
}
|
|
|
|
Raillike definitions
|
|
--------------------
|
|
|
|
The following nodes use the group `connect_to_raillike` and will only connect to
|
|
raillike nodes within this group and the same group value.
|
|
Use `minetest.raillike_group(<Name>)` to get the group value.
|
|
|
|
| Node type | Raillike group name
|
|
|-----------------------|---------------------
|
|
| default:rail | "rail"
|
|
| tnt:gunpowder | "gunpowder"
|
|
| tnt:gunpowder_burning | "gunpowder"
|
|
|
|
Example:
|
|
If you want to add a new rail type and want it to connect with default:rail,
|
|
add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
|
|
of your node.
|
|
|
|
|
|
Default sounds
|
|
--------------
|
|
|
|
Sounds inside the default table can be used within the sounds field of node definitions.
|
|
|
|
* `default.node_sound_defaults()`
|
|
* `default.node_sound_stone_defaults()`
|
|
* `default.node_sound_dirt_defaults()`
|
|
* `default.node_sound_sand_defaults()`
|
|
* `default.node_sound_wood_defaults()`
|
|
* `default.node_sound_leaves_defaults()`
|
|
* `default.node_sound_glass_defaults()`
|
|
* `default.node_sound_metal_defaults()`
|
|
|
|
Default constants
|
|
-----------------
|
|
|
|
`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
|
|
|
|
Player API
|
|
----------
|
|
|
|
The player API can register player models and update the player's appearence
|
|
|
|
`default.player_register_model(name, def)`
|
|
|
|
* Register a new model to be used by players.
|
|
* name: model filename such as "character.x", "foo.b3d", etc.
|
|
* def: See [#Model definition]
|
|
|
|
`default.registered_player_models[name]`
|
|
|
|
* Get a model's definition
|
|
* see [#Model definition]
|
|
|
|
`default.player_set_model(player, model_name)`
|
|
|
|
* Change a player's model
|
|
* `player`: PlayerRef
|
|
* `model_name`: model registered with player_register_model()
|
|
|
|
`default.player_set_animation(player, anim_name [, speed])`
|
|
|
|
* Applies an animation to a player
|
|
* anim_name: name of the animation.
|
|
* speed: frames per second. If nil, default from the model is used
|
|
|
|
`default.player_set_textures(player, textures)`
|
|
|
|
* Sets player textures
|
|
* `player`: PlayerRef
|
|
* `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
|
|
|
|
default.player_get_animation(player)
|
|
|
|
* Returns a table containing fields `model`, `textures` and `animation`.
|
|
* Any of the fields of the returned table may be nil.
|
|
* player: PlayerRef
|
|
|
|
### Model Definition
|
|
|
|
{
|
|
animation_speed = 30, -- Default animation speed, in FPS.
|
|
textures = {"character.png", }, -- Default array of textures.
|
|
visual_size = {x = 1, y = 1}, -- Used to scale the model.
|
|
animations = {
|
|
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
|
|
foo = {x = 0, y = 19},
|
|
bar = {x = 20, y = 39},
|
|
-- ...
|
|
},
|
|
}
|
|
|
|
Leafdecay
|
|
---------
|
|
|
|
To enable leaf decay for a node, add it to the `leafdecay` group.
|
|
|
|
The rating of the group determines how far from a node in the group `tree`
|
|
the node can be without decaying.
|
|
|
|
If `param2` of the node is ~= 0, the node will always be preserved. Thus, if
|
|
the player places a node of that kind, you will want to set `param2 = 1` or so.
|
|
|
|
The function `default.after_place_leaves` can be set as `after_place_node of a node`
|
|
to set param2 to 1 if the player places the node (should not be used for nodes
|
|
that use param2 otherwise (e.g. facedir)).
|
|
|
|
If the node is in the `leafdecay_drop` group then it will always be dropped as an
|
|
item.
|
|
|
|
Dyes
|
|
----
|
|
|
|
To make recipes that will work with any dye ever made by anybody, define
|
|
them based on groups. You can select any group of groups, based on your need for
|
|
amount of colors.
|
|
|
|
### Color groups
|
|
|
|
Base color groups:
|
|
|
|
* `basecolor_white`
|
|
* `basecolor_grey`
|
|
* `basecolor_black`
|
|
* `basecolor_red`
|
|
* `basecolor_yellow`
|
|
* `basecolor_green`
|
|
* `basecolor_cyan`
|
|
* `basecolor_blue`
|
|
* `basecolor_magenta`
|
|
|
|
Extended color groups ( * means also base color )
|
|
|
|
* `excolor_white` *
|
|
* `excolor_lightgrey`
|
|
* `excolor_grey` *
|
|
* `excolor_darkgrey`
|
|
* `excolor_black` *
|
|
* `excolor_red` *
|
|
* `excolor_orange`
|
|
* `excolor_yellow` *
|
|
* `excolor_lime`
|
|
* `excolor_green` *
|
|
* `excolor_aqua`
|
|
* `excolor_cyan` *
|
|
* `excolor_sky_blue`
|
|
* `excolor_blue` *
|
|
* `excolor_violet`
|
|
* `excolor_magenta` *
|
|
* `excolor_red_violet`
|
|
|
|
The whole unifieddyes palette as groups:
|
|
|
|
* `unicolor_<excolor>`
|
|
|
|
For the following, no white/grey/black is allowed:
|
|
|
|
* `unicolor_medium_<excolor>`
|
|
* `unicolor_dark_<excolor>`
|
|
* `unicolor_light_<excolor>`
|
|
* `unicolor_<excolor>_s50`
|
|
* `unicolor_medium_<excolor>_s50`
|
|
* `unicolor_dark_<excolor>_s50`
|
|
|
|
Example of one shapeless recipe using a color group:
|
|
|
|
minetest.register_craft({
|
|
type = "shapeless",
|
|
output = '<mod>:item_yellow',
|
|
recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
|
|
})
|
|
|
|
### Color lists
|
|
|
|
* `dye.basecolors` are an array containing the names of available base colors
|
|
|
|
* `dye.excolors` are an array containing the names of the available extended colors
|
|
|
|
Trees
|
|
-----
|
|
|
|
* `default.grow_tree(pos, is_apple_tree)`
|
|
* Grows a mgv6 tree or apple tree at pos
|
|
|
|
* `default.grow_jungle_tree(pos)`
|
|
* Grows a mgv6 jungletree at pos
|
|
|
|
* `default.grow_pine_tree(pos)`
|
|
* Grows a mgv6 pinetree at pos
|
|
|
|
* `default.grow_new_apple_tree(pos)`
|
|
* Grows a new design apple tree at pos
|
|
|
|
* `default.grow_new_jungle_tree(pos)`
|
|
* Grows a new design jungle tree at pos
|
|
|
|
* `default.grow_new_pine_tree(pos)`
|
|
* Grows a new design pine tree at pos
|
|
|
|
* `default.grow_new_acacia_tree(pos)`
|
|
* Grows a new design acacia tree at pos
|
|
|
|
* `default.grow_new_aspen_tree(pos)`
|
|
* Grows a new design aspen tree at pos
|
|
|
|
* `default.grow_new_snowy_pine_tree(pos)`
|
|
* Grows a new design snowy pine tree at pos
|
|
|
|
Carts
|
|
-----
|
|
|
|
carts.register_rail(
|
|
"mycarts:myrail", -- Rail name
|
|
nodedef, -- standard nodedef
|
|
railparams -- rail parameter struct (optional)
|
|
)
|
|
|
|
railparams = {
|
|
on_step(obj, dtime), -- Event handler called when
|
|
-- cart is on rail
|
|
acceleration, -- integer acceleration factor (negative
|
|
-- values to brake)
|
|
}
|
|
|
|
The event handler is called after all default calculations
|
|
are made, so the custom on_step handler can override things
|
|
like speed, acceleration, player attachment. The handler will
|
|
likely be called many times per second, so the function needs
|
|
to make sure that the event is handled properly.
|
|
|
|
Key API
|
|
-------
|
|
|
|
The key API allows mods to add key functionality to nodes that have
|
|
ownership or specific permissions. Using the API will make it so
|
|
that a node owner can use skeleton keys on their nodes to create keys
|
|
for that node in that location, and give that key to other players,
|
|
allowing them some sort of access that they otherwise would not have
|
|
due to node protection.
|
|
|
|
To make your new nodes work with the key API, you need to register
|
|
two callback functions in each nodedef:
|
|
|
|
|
|
`on_key_use(pos, player)`
|
|
* Is called when a player right-clicks (uses) a normal key on your
|
|
* node.
|
|
* `pos` - position of the node
|
|
* `player` - PlayerRef
|
|
* return value: none, ignored
|
|
|
|
The `on_key_use` callback should validate that the player is wielding
|
|
a key item with the right key meta secret. If needed the code should
|
|
deny access to the node functionality.
|
|
|
|
If formspecs are used, the formspec callbacks should duplicate these
|
|
checks in the metadata callback functions.
|
|
|
|
|
|
`on_skeleton_key_use(pos, player, newsecret)`
|
|
|
|
* Is called when a player right-clicks (uses) a skeleton key on your
|
|
* node.
|
|
* `pos` - position of the node
|
|
* `player` - PlayerRef
|
|
* `newsecret` - a secret value(string)
|
|
* return values:
|
|
* `secret` - `nil` or the secret value that unlocks the door
|
|
* `name` - a string description of the node ("a locked chest")
|
|
* `owner` - name of the node owner
|
|
|
|
The `on_skeleton_key_use` function should validate that the player has
|
|
the right permissions to make a new key for the item. The newsecret
|
|
value is useful if the node has no secret value. The function should
|
|
store this secret value somewhere so that in the future it may compare
|
|
key secrets and match them to allow access. If a node already has a
|
|
secret value, the function should return that secret value instead
|
|
of the newsecret value. The secret value stored for the node should
|
|
not be overwritten, as this would invalidate existing keys.
|
|
|
|
Aside from the secret value, the function should retun a descriptive
|
|
name for the node and the owner name. The return values are all
|
|
encoded in the key that will be given to the player in replacement
|
|
for the wielded skeleton key.
|
|
|
|
if `nil` is returned, it is assumed that the wielder did not have
|
|
permissions to create a key for this node, and no key is created.
|