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2155ecc638
- All the modifications done before7845fd5f1f
are reverted - Merged commits from http://github.com/minetest/minetest_game from 10 days ago to today. (concerning default mod) TODO: Merge the other mods which have been reverted. Add all the commits of Ombridride after the7845fd5f1f
one. Signed-off-by: LeMagnesium <mg.minetest@gmail.com>
291 lines
9.1 KiB
Plaintext
Executable File
291 lines
9.1 KiB
Plaintext
Executable File
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 gamemode offers multiple new possibilities in addition to Minetest's built-in API, allowing you to
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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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^ Explanation for line above
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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", -- Source node name
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"default:lava_flowing", -- Flowing node name
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"bucket:bucket_lava", -- Name to be used for bucket
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"bucket_lava.png", -- Bucket texture (for wielditem and inventory_image)
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"Lava Bucket" -- Bucket description
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)
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Doors API
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---------
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The doors mod allows modders to register custom doors.
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doors.register_door(name, def)
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^ name: "Door name"
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^ def: See [#Door definition]
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#Door definition
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----------------
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{
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description = "Door description",
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inventory_image = "mod_door_inv.png",
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groups = {group = 1},
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tiles_bottom: [Tile definition],
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^ the tiles of the bottom part of the door {front, side}
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tiles_top: [Tile definition],
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^ the tiles of the bottom part of the door {front, side}
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node_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
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node_box_top = regular nodebox, see [Node boxes], OPTIONAL,
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selection_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
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selection_box_top = regular nodebox, see [Node boxes], OPTIONAL,
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sound_open_door = sound play for open door, OPTIONAL,
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sound_close_door = sound play for close door, OPTIONAL,
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only_placer_can_open = true/false,
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^ If true, only placer can open the door (locked for others)
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}
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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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#Hoe Definition
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---------------
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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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recipe = { -- Craft recipe
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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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{
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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 ech step, format: modname_plantname_i.png (i = stepnumber)
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minlight = 13, -- Minimum light to grow
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maxlight = LIGHT_MAX -- Maximum light to grow
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}
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Stairs API
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----------
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The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
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delivered with minetest_game, to keep them compatible with other mods.
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stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
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-> Registers a stair.
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-> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
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-> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
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-> groups: see [Known damage and digging time defining groups]
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-> images: see [Tile definition]
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-> description: used for the description field in the stair's definition
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-> sounds: see [#Default sounds]
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stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
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-> Registers a slabs
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-> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
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-> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
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-> groups: see [Known damage and digging time defining groups]
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-> images: see [Tile definition]
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-> description: used for the description field in the stair's definition
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-> sounds: see [#Default sounds]
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stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)
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-> A wrapper for stairs.register_stair and stairs.register_slab
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-> Uses almost the same arguments as stairs.register_stair
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-> desc_stair: Description for stair node
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-> desc_slab: Description for slab node
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Xpanes API
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----------
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Creates panes that automatically connect to each other
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xpanes.register_pane(subname, def)
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-> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
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-> def: See [#Pane definition]
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#Pane definition
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----------------
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{
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textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"},
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^ More tiles aren't supported
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groups = {group = rating},
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^ Uses the known node groups, see [Known damage and digging time defining groups]
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sounds = SoundSpec,
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^ See [#Default sounds]
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recipe = {{"","","","","","","","",""}},
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^ Recipe field only
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}
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Default sounds
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--------------
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Sounds inside the default table can be used within the sounds field of node definitions.
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default.node_sound_defaults()
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default.node_sound_stone_defaults()
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default.node_sound_dirt_defaults()
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default.node_sound_sand_defaults()
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default.node_sound_wood_defaults()
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default.node_sound_leaves_defaults()
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default.node_sound_glass_defaults()
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Player API
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----------
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The player API can register player models and update the player's appearence
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default.player_register_model(name, def)
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^ Register a new model to be used by players.
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-> name: model filename such as "character.x", "foo.b3d", etc.
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-> def: See [#Model definition]
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default.registered_player_models[name]
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^ Get a model's definition
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-> see [#Model definition]
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default.player_set_model(player, model_name)
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^ Change a player's model
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-> player: PlayerRef
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-> model_name: model registered with player_register_model()
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default.player_set_animation(player, anim_name [, speed])
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^ Applies an animation to a player
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-> anim_name: name of the animation.
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-> speed: frames per second. If nil, default from the model is used
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default.player_set_textures(player, textures)
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^ Sets player textures
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-> player: PlayerRef
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-> textures: array of textures
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^ If <textures> is nil, the default textures from the model def are used
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default.player_get_animation(player)
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^ Returns a table containing fields "model", "textures" and "animation".
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^ Any of the fields of the returned table may be nil.
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-> player: PlayerRef
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Model Definition
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----------------
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{
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animation_speed = 30, -- Default animation speed, in FPS.
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textures = {"character.png", }, -- Default array of textures.
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visual_size = {x=1, y=1,}, -- Used to scale the model.
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animations = {
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-- <anim_name> = { x=<start_frame>, y=<end_frame>, },
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foo = { x= 0, y=19, },
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bar = { x=20, y=39, },
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-- ...
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},
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}
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Leafdecay
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---------
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To enable leaf decay for a node, add it to the "leafdecay" group.
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The rating of the group determines how far from a node in the group "tree"
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the node can be without decaying.
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If param2 of the node is ~= 0, the node will always be preserved. Thus, if
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the player places a node of that kind, you will want to set param2=1 or so.
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The function default.after_place_leaves can be set as after_place_node of a node
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to set param2 to 1 if the player places the node (should not be used for nodes
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that use param2 otherwise (e.g. facedir)).
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If the node is in the leafdecay_drop group then it will always be dropped as an
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item.
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Dyes
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----
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To make recipes that will work with any dye ever made by anybody, define
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them based on groups. You can select any group of groups, based on your need for
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amount of colors.
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#Color groups
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-------------
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Base color groups:
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- basecolor_white
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- basecolor_grey
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- basecolor_black
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- basecolor_red
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- basecolor_yellow
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- basecolor_green
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- basecolor_cyan
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- basecolor_blue
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- basecolor_magenta
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Extended color groups (* = equal to a base color):
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* excolor_white
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- excolor_lightgrey
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* excolor_grey
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- excolor_darkgrey
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* excolor_black
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* excolor_red
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- excolor_orange
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* excolor_yellow
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- excolor_lime
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* excolor_green
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- excolor_aqua
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* excolor_cyan
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- excolor_sky_blue
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* excolor_blue
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- excolor_violet
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* excolor_magenta
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- excolor_red_violet
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The whole unifieddyes palette as groups:
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- unicolor_<excolor>
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For the following, no white/grey/black is allowed:
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- unicolor_medium_<excolor>
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- unicolor_dark_<excolor>
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- unicolor_light_<excolor>
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- unicolor_<excolor>_s50
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- unicolor_medium_<excolor>_s50
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- unicolor_dark_<excolor>_s50
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Example of one shapeless recipe using a color group:
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minetest.register_craft({
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type = "shapeless",
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output = '<mod>:item_yellow',
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recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
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})
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#Color lists
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------------
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dye.basecolors
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^ Array containing the names of available base colors
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dye.excolors
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^ Array containing the names of the available extended colors
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Leafdecay
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---------
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To enable leaf decay for a node, add it to the "leafdecay" group.
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The rating of the group determines how far from a node in the group "tree"
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the node can be without decaying.
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If param2 of the node is ~= 0, the node will always be preserved. Thus, if
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the player places a node of that kind, you will want to set param2=1 or so.
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If the node is in the leafdecay_drop group then it will always be dropped as an
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item.
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