nether/portal_api.txt

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Portal API Reference
====================
The portal system used to get to the Nether can be used to create portals
to other realms.
Helper functions
----------------
* `nether.volume_is_natural(minp, maxp)`
* 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)`
* Can be used to implement custom find_surface_anchorPos() functions
* Providing the portal_name allows existing portals on the surface to be reused.
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.
* `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)
Portal definition
-----------------
Used by `nether.register_portal`.
{
shape = PortalShape_Traditional,
-- optional.
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,
particle_color = "#808",
-- Optional. Will default to the same colour as wormhole_node_color if
-- not specified.
frame_node_name = "default:obsidian",
-- required
sound_ambient = "portal_hum",
sound_ignite = "",
sound_extinguish = "",
sound_teleport = "",
within_realm = function(pos)
end,
find_realm_anchorPos = function(pos)
end,
find_surface_anchorPos = function(pos)
end,
on_run_wormhole,
on_ignite,
on_extinguish,
on_player_teleported,
on_created
}