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Lua API documentation: Various fixes (#8914)

Remove unusable 'minetest.setting_*' from client_lua_api.txt
lua_api.txt:
- Define the 'mod.conf' format
- More precise 'settingtypes.txt' format reference
- Document special sound files 'player_*damage'
- Group, sort and add 'not_in_creative_inventory' special group
- Define the 'Settings' format
- Warning about incorrect byte saving in 'StorageRef'
- Note about non-persistent player definitions fields
- Better 'leveldiff' and 'level' group description
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SmallJoker committed Sep 8, 2019
1 parent 52e3b4b commit e97cbcf34d6f50483a1097ad74d8a661d9433afb
Showing with 75 additions and 25 deletions.
  1. +0 −3 doc/client_lua_api.txt
  2. +75 −22 doc/lua_api.txt
@@ -111,9 +111,6 @@ The main Lua script. Running this script should register everything it
wants to register. Subsequent execution depends on minetest calling the
registered callbacks.

`minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
to read custom or existing settings at load time, if necessary.

### `sounds`
Media files (sounds) that will be transferred to the
client and will be available for use by the mod.
@@ -154,7 +154,7 @@ The location of this directory can be fetched by using

### mod.conf

A key-value store of mod details.
A `Settings` file that provides meta information about the mod.

* `name`: The mod name. Allows Minetest to determine the mod name even if the
folder is wrongly named.
@@ -196,8 +196,9 @@ A file containing a description to be shown in the Mods tab of the main menu.

### `settingtypes.txt`

A file in the same format as the one in builtin. It will be parsed by the
settings menu and the settings will be displayed in the "Mods" category.
The format is documented in `builtin/settingtypes.txt`.
It is parsed by the main menu settings dialogue to list mod-specific
settings in the "Mods" category.

### `init.lua`

@@ -856,6 +857,15 @@ A positional sound will only be heard by players that are within
* e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`


Special sound files
-------------------

These sound files are played back by the engine if provided.

* `main_menu`: Looped sound in the main menu (gain = 1.0)
* `player_damage`: Played when the local player takes damage (gain = 0.5)
* `player_falling_damage`: Played when the local player takes
damage by falling (gain = 0.5)


Registered definitions
@@ -1537,36 +1547,59 @@ Another example: Make red wool from white wool and red dye:
Special groups
--------------

* `immortal`: Skips all damage and breath handling for an object. This group
will also hide the integrated HUD status bars for players, and is
automatically set to all players when damage is disabled on the server.
* `punch_operable`: For entities; disables the regular damage mechanism for
players punching it by hand or a non-tool item, so that it can do something
else than take damage.
* `level`: Can be used to give an additional sense of progression in the game.
* A larger level will cause e.g. a weapon of a lower level make much less
damage, and get worn out much faster, or not be able to get drops
from destroyed nodes.
* `0` is something that is directly accessible at the start of gameplay
* There is no upper limit
The asterisk `(*)` after a group name describes that there is no engine
functionality bound to it, and implementation is left up as a suggestion
to games.

### Node, item and tool groups

* `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
that the item should be hidden in item lists.


### Node-only groups

* `attached_node`: if the node under it is not a walkable block the node will be
dropped as an item. If the node is wallmounted the wallmounted direction is
checked.
* `bouncy`: value is bounce speed in percent
* `connect_to_raillike`: makes nodes of raillike drawtype with same group value
connect to each other
* `dig_immediate`: Player can always pick up node without reducing tool wear
* `2`: the node always gets the digging time 0.5 seconds (rail, sign)
* `3`: the node always gets the digging time 0 seconds (torch)
* `disable_jump`: Player (and possibly other things) cannot jump from node
* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
* `bouncy`: value is bounce speed in percent
* `falling_node`: if there is no walkable block under the node it will fall
* `float`: the node will not fall through liquids
* `attached_node`: if the node under it is not a walkable block the node will be
dropped as an item. If the node is wallmounted the wallmounted direction is
checked.
* `connect_to_raillike`: makes nodes of raillike drawtype with same group value
connect to each other
* `level`: Can be used to give an additional sense of progression in the game.
* A larger level will cause e.g. a weapon of a lower level make much less
damage, and get worn out much faster, or not be able to get drops
from destroyed nodes.
* `0` is something that is directly accessible at the start of gameplay
* There is no upper limit
* See also: `leveldiff` in [Tools]
* `slippery`: Players and items will slide on the node.
Slipperiness rises steadily with `slippery` value, starting at 1.


### Tool-only groups

* `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
`"toolrepair"` crafting recipe


### `ObjectRef` groups

* `immortal`: Skips all damage and breath handling for an object. This group
will also hide the integrated HUD status bars for players, and is
automatically set to all players when damage is disabled on the server.
* `punch_operable`: For entities; disables the regular damage mechanism for
players punching it by hand or a non-tool item, so that it can do something
else than take damage.



Known damage and digging time defining groups
---------------------------------------------

@@ -1656,6 +1689,8 @@ to implement this.
Determines how many uses the tool has when it is used for digging a node,
of this group, of the maximum level. For lower leveled nodes, the use count
is multiplied by `3^leveldiff`.
`leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
node's `level` group. The node cannot be dug if `leveldiff` is less than zero.

* `uses=10, leveldiff=0`: actual uses: 10
* `uses=10, leveldiff=1`: actual uses: 30
@@ -5303,7 +5338,8 @@ Can be obtained via `item:get_meta()`.
`MetaDataRef`
-------------

See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
and [`PlayerMetaRef`].

### Methods

@@ -5828,12 +5864,26 @@ It can be created via `Settings(filename)`.
* Writes changes to file.
* `to_table()`: returns `{[key1]=value1,...}`

### Format

The settings have the format `key = value`. Example:

foo = example text
bar = """
Multiline
value
"""


`StorageRef`
------------

Mod metadata: per mod metadata, saved automatically.
Can be obtained via `minetest.get_mod_storage()` during load time.

WARNING: This storage backend is incaptable to save raw binary data due
to restrictions of JSON.

### Methods

* All methods in MetaDataRef
@@ -5848,6 +5898,9 @@ Object properties
-----------------

Used by `ObjectRef` methods. Part of an Entity definition.
These properties are not persistent, but are applied automatically to the
corresponding Lua entity using the given registration fields.
Player properties need to be saved manually.

{
hp_max = 1,

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