1 Minetest Lua Client Modding API Reference 5.0.0
2 ================================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
9 ** WARNING: The client API is currently unstable, and may break/change without warning. **
11 Content and functionality can be added to Minetest 0.4.15-dev+ by using Lua
12 scripting in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things that is loaded by and interfaces with Minetest.
17 Transferring client-sided mods from the server to the client is planned, but not implemented yet.
19 If you see a deficiency in the API, feel free to attempt to add the
20 functionality in the engine and API. You can send such improvements as
21 source code patches on GitHub (https://github.com/minetest/minetest).
25 If you have any difficulty in understanding this, please read
26 [Programming in Lua](http://www.lua.org/pil/).
30 Mods are loaded during client startup from the mod load paths by running
31 the `init.lua` scripts in a shared environment.
35 * `RUN_IN_PLACE=1` (Windows release, local build)
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
40 * Linux: `<build directory>`
41 * Windows: `<build directory>`
42 * `RUN_IN_PLACE=0`: (Linux release)
44 * Linux: `/usr/share/minetest`
45 * Windows: `<install directory>/minetest-0.4.x`
47 * Linux: `$HOME/.minetest`
48 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
54 * `$path_share/clientmods/`
55 * `$path_user/clientmods/` (User-installed mods)
57 In a run-in-place version (e.g. the distributed windows version):
59 * `minetest-0.4.x/clientmods/` (User-installed mods)
61 On an installed version on Linux:
63 * `/usr/share/minetest/clientmods/`
64 * `$HOME/.minetest/clientmods/` (User-installed mods)
68 **NOTE: Not implemented yet.**
70 Mods can be put in a subdirectory, if the parent directory, which otherwise
71 should be a mod, contains a file named `modpack.conf`.
72 The file is a key-value store of modpack details.
74 * `name`: The modpack name.
75 * `description`: Description of mod to be shown in the Mods tab of the main
78 Mod directory structure
79 ------------------------
88 The location of this directory.
91 List of mods that have to be loaded before loading this mod.
93 A single line contains a single modname.
95 Optional dependencies can be defined by appending a question mark
96 to a single modname. Their meaning is that if the specified mod
97 is missing, that does not prevent this mod from being loaded.
100 The main Lua script. Running this script should register everything it
101 wants to register. Subsequent execution depends on minetest calling the
102 registered callbacks.
104 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
105 to read custom or existing settings at load time, if necessary.
108 Media files (sounds) that will be transferred to the
109 client and will be available for use by the mod.
111 Naming convention for registered textual names
112 ----------------------------------------------
113 Registered names should generally be in this format:
115 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
117 This is to prevent conflicting names from corrupting maps and is
118 enforced by the mod loader.
121 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
122 So the name should be `experimental:tnt`.
124 Enforcement can be overridden by prefixing the name with `:`. This can
125 be used for overriding the registrations of some other mod.
127 Example: Any mod can redefine `experimental:tnt` by using the name
132 (also that mod is required to have `experimental` as a dependency)
134 The `:` prefix can also be used for maintaining backwards compatibility.
138 **NOTE: max_hear_distance and connecting to objects is not implemented.**
140 Only Ogg Vorbis files are supported.
142 For positional playing of sounds, only single-channel (mono) files are
143 supported. Otherwise OpenAL will play them non-positionally.
145 Mods should generally prefix their sounds with `modname_`, e.g. given
146 the mod name "`foomod`", a sound could be called:
150 Sounds are referred to by their name with a dot, a single digit and the
151 file extension stripped out. When a sound is played, the actual sound file
152 is chosen randomly from the matching sounds.
154 When playing the sound `foomod_foosound`, the sound is chosen randomly
155 from the available ones of the following files:
157 * `foomod_foosound.ogg`
158 * `foomod_foosound.0.ogg`
159 * `foomod_foosound.1.ogg`
161 * `foomod_foosound.9.ogg`
163 Examples of sound parameter tables:
167 gain = 1.0, -- default
169 -- Play locationless, looped
171 gain = 1.0, -- default
174 -- Play in a location
176 pos = {x = 1, y = 2, z = 3},
177 gain = 1.0, -- default
178 max_hear_distance = 32, -- default, uses an euclidean metric
180 -- Play connected to an object, looped
182 object = <an ObjectRef>,
183 gain = 1.0, -- default
184 max_hear_distance = 32, -- default, uses an euclidean metric
188 Looped sounds must either be connected to an object or played locationless.
192 * e.g. `"default_place_node"`
194 * e.g. `{name = "default_place_node"}`
195 * e.g. `{name = "default_place_node", gain = 1.0}`
197 Representations of simple things
198 --------------------------------
202 {x=num, y=num, z=num}
204 For helper functions see "Vector helpers".
208 * `{type="node", under=pos, above=pos}`
209 * `{type="object", id=ObjectID}`
211 Flag Specifier Format
212 ---------------------
213 Flags using the standardized flag specifier format can be specified in either of
214 two ways, by string or table.
216 The string format is a comma-delimited set of flag names; whitespace and
217 unrecognized flag fields are ignored. Specifying a flag in the string sets the
218 flag, and specifying a flag prefixed by the string `"no"` explicitly
219 clears the flag from whatever the default may be.
221 In addition to the standard string flag format, the schematic flags field can
222 also be a table of flag names to boolean values representing whether or not the
223 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
224 is present, mapped to a boolean of any value, the specified flag is unset.
226 E.g. A flag field of value
228 {place_center_x = true, place_center_y=false, place_center_z=true}
232 {place_center_x = true, noplace_center_y=true, place_center_z=true}
234 which is equivalent to
236 "place_center_x, noplace_center_y, place_center_z"
240 "place_center_x, place_center_z"
242 since, by default, no schematic attributes are set.
246 Formspec defines a menu. It is a string, with a somewhat strange format.
248 Spaces and newlines can be inserted between the blocks, as is used in the
256 list[context;main;0,0;8,4;]
257 list[current_player;main;0,5;8,4;]
262 list[context;fuel;2,3;1,1;]
263 list[context;src;2,1;1,1;]
264 list[context;dst;5,1;2,2;]
265 list[current_player;main;0,5;8,4;]
267 #### Minecraft-like player inventory
270 image[1,0.6;1,2;player.png]
271 list[current_player;main;0,3.5;8,4;]
272 list[current_player;craft;3,0;3,3;]
273 list[current_player;craftpreview;7,1;1,1;]
277 #### `size[<W>,<H>,<fixed_size>]`
278 * Define the size of the menu in inventory slots
279 * `fixed_size`: `true`/`false` (optional)
280 * deprecated: `invsize[<W>,<H>;]`
282 #### `container[<X>,<Y>]`
283 * Start of a container block, moves all physical elements in the container by (X, Y)
284 * Must have matching container_end
285 * Containers can be nested, in which case the offsets are added
286 (child containers are relative to parent containers)
288 #### `container_end[]`
289 * End of a container, following elements are no longer relative to this container
291 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
292 * Show an inventory list
294 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
295 * Show an inventory list
297 #### `listring[<inventory location>;<list name>]`
298 * Allows to create a ring of inventory lists
299 * Shift-clicking on items in one element of the ring
300 will send them to the next inventory list inside the ring
301 * The first occurrence of an element inside the ring will
302 determine the inventory where items will be sent to
305 * Shorthand for doing `listring[<inventory location>;<list name>]`
306 for the last two inventory lists added by list[...]
308 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
309 * Sets background color of slots as `ColorString`
310 * Sets background color of slots on mouse hovering
312 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
313 * Sets background color of slots as `ColorString`
314 * Sets background color of slots on mouse hovering
315 * Sets color of slots border
317 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
318 * Sets background color of slots as `ColorString`
319 * Sets background color of slots on mouse hovering
320 * Sets color of slots border
321 * Sets default background color of tooltips
322 * Sets default font color of tooltips
324 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
325 * Adds tooltip for an element
326 * `<bgcolor>` tooltip background color as `ColorString` (optional)
327 * `<fontcolor>` tooltip font color as `ColorString` (optional)
329 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
331 * Position and size units are inventory slots
333 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
334 * Show an inventory image of registered item/node
335 * Position and size units are inventory slots
337 #### `bgcolor[<color>;<fullscreen>]`
338 * Sets background color of formspec as `ColorString`
339 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
341 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
342 * Use a background. Inventory rectangles are not drawn then.
343 * Position and size units are inventory slots
344 * Example for formspec 8x4 in 16x resolution: image shall be sized
345 8 times 16px times 4 times 16px.
347 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
348 * Use a background. Inventory rectangles are not drawn then.
349 * Position and size units are inventory slots
350 * Example for formspec 8x4 in 16x resolution:
351 image shall be sized 8 times 16px times 4 times 16px
352 * If `true` the background is clipped to formspec size
353 (`x` and `y` are used as offset values, `w` and `h` are ignored)
355 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
356 * Textual password style field; will be sent to server when a button is clicked
357 * When enter is pressed in field, fields.key_enter_field will be sent with the name
359 * `x` and `y` position the field relative to the top left of the menu
360 * `w` and `h` are the size of the field
361 * Fields are a set height, but will be vertically centred on `h`
362 * Position and size units are inventory slots
363 * `name` is the name of the field as returned in fields to `on_receive_fields`
364 * `label`, if not blank, will be text printed on the top left above the field
365 * See field_close_on_enter to stop enter closing the formspec
367 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
368 * Textual field; will be sent to server when a button is clicked
369 * When enter is pressed in field, fields.key_enter_field will be sent with the name
371 * `x` and `y` position the field relative to the top left of the menu
372 * `w` and `h` are the size of the field
373 * Fields are a set height, but will be vertically centred on `h`
374 * Position and size units are inventory slots
375 * `name` is the name of the field as returned in fields to `on_receive_fields`
376 * `label`, if not blank, will be text printed on the top left above the field
377 * `default` is the default value of the field
378 * `default` may contain variable references such as `${text}'` which
379 will fill the value from the metadata value `text`
380 * **Note**: no extra text or more than a single variable is supported ATM.
381 * See field_close_on_enter to stop enter closing the formspec
383 #### `field[<name>;<label>;<default>]`
384 * As above, but without position/size units
385 * When enter is pressed in field, fields.key_enter_field will be sent with the name
387 * Special field for creating simple forms, such as sign text input
388 * Must be used without a `size[]` element
389 * A "Proceed" button will be added automatically
390 * See field_close_on_enter to stop enter closing the formspec
392 #### `field_close_on_enter[<name>;<close_on_enter>]`
393 * <name> is the name of the field
394 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
395 * defaults to true when not specified (ie: no tag for a field)
397 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
398 * Same as fields above, but with multi-line input
400 #### `label[<X>,<Y>;<label>]`
401 * `x` and `y` work as per field
402 * `label` is the text on the label
403 * Position and size units are inventory slots
405 #### `vertlabel[<X>,<Y>;<label>]`
406 * Textual label drawn vertically
407 * `x` and `y` work as per field
408 * `label` is the text on the label
409 * Position and size units are inventory slots
411 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
412 * Clickable button. When clicked, fields will be sent.
413 * `x`, `y` and `name` work as per field
414 * `w` and `h` are the size of the button
415 * Fixed button height. It will be vertically centred on `h`
416 * `label` is the text on the button
417 * Position and size units are inventory slots
419 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
420 * `x`, `y`, `w`, `h`, and `name` work as per button
421 * `texture name` is the filename of an image
422 * Position and size units are inventory slots
424 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
425 * `x`, `y`, `w`, `h`, and `name` work as per button
426 * `texture name` is the filename of an image
427 * Position and size units are inventory slots
428 * `noclip=true` means the image button doesn't need to be within specified formsize
429 * `drawborder`: draw button border or not
430 * `pressed texture name` is the filename of an image on pressed state
432 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
433 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
434 * `item name` is the registered name of an item/node,
435 tooltip will be made out of its description
436 to override it use tooltip element
437 * Position and size units are inventory slots
439 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
440 * When clicked, fields will be sent and the form will quit.
442 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
443 * When clicked, fields will be sent and the form will quit.
445 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
446 * Scrollable item list showing arbitrary text elements
447 * `x` and `y` position the itemlist relative to the top left of the menu
448 * `w` and `h` are the size of the itemlist
449 * `name` fieldname sent to server on doubleclick value is current selected element
450 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
451 * if you want a listelement to start with "#" write "##".
453 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
454 * Scrollable itemlist showing arbitrary text elements
455 * `x` and `y` position the item list relative to the top left of the menu
456 * `w` and `h` are the size of the item list
457 * `name` fieldname sent to server on doubleclick value is current selected element
458 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
459 * if you want a listelement to start with "#" write "##"
460 * Index to be selected within textlist
461 * `true`/`false`: draw transparent background
462 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
464 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
465 * Show a tab**header** at specific position (ignores formsize)
466 * `x` and `y` position the itemlist relative to the top left of the menu
467 * `name` fieldname data is transferred to Lua
468 * `caption 1`...: name shown on top of tab
469 * `current_tab`: index of selected tab 1...
470 * `transparent` (optional): show transparent
471 * `draw_border` (optional): draw border
473 #### `box[<X>,<Y>;<W>,<H>;<color>]`
474 * Simple colored semitransparent box
475 * `x` and `y` position the box relative to the top left of the menu
476 * `w` and `h` are the size of box
477 * `color` is color specified as a `ColorString`
479 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
480 * Show a dropdown field
481 * **Important note**: There are two different operation modes:
482 1. handle directly on change (only changed dropdown is submitted)
483 2. read the value on pressing a button (all dropdown values are available)
484 * `x` and `y` position of dropdown
486 * Fieldname data is transferred to Lua
487 * Items to be shown in dropdown
488 * Index of currently selected dropdown item
490 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
492 * `x` and `y`: position of checkbox
493 * `name` fieldname data is transferred to Lua
494 * `label` to be shown left of checkbox
495 * `selected` (optional): `true`/`false`
497 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
499 * There are two ways to use it:
500 1. handle the changed event (only changed scrollbar is available)
501 2. read the value on pressing a button (all scrollbars are available)
502 * `x` and `y`: position of trackbar
503 * `w` and `h`: width and height
504 * `orientation`: `vertical`/`horizontal`
505 * Fieldname data is transferred to Lua
506 * Value this trackbar is set to (`0`-`1000`)
507 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
509 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
510 * Show scrollable table using options defined by the previous `tableoptions[]`
511 * Displays cells as defined by the previous `tablecolumns[]`
512 * `x` and `y`: position the itemlist relative to the top left of the menu
513 * `w` and `h` are the size of the itemlist
514 * `name`: fieldname sent to server on row select or doubleclick
515 * `cell 1`...`cell n`: cell contents given in row-major order
516 * `selected idx`: index of row to be selected within table (first row = `1`)
517 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
519 #### `tableoptions[<opt 1>;<opt 2>;...]`
520 * Sets options for `table[]`
522 * default text color (`ColorString`), defaults to `#FFFFFF`
523 * `background=#RRGGBB`
524 * table background color (`ColorString`), defaults to `#000000`
525 * `border=<true/false>`
526 * should the table be drawn with a border? (default: `true`)
527 * `highlight=#RRGGBB`
528 * highlight background color (`ColorString`), defaults to `#466432`
529 * `highlight_text=#RRGGBB`
530 * highlight text color (`ColorString`), defaults to `#FFFFFF`
531 * `opendepth=<value>`
532 * all subtrees up to `depth < value` are open (default value = `0`)
533 * only useful when there is a column of type "tree"
535 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
536 * Sets columns for `table[]`
537 * Types: `text`, `image`, `color`, `indent`, `tree`
538 * `text`: show cell contents as text
539 * `image`: cell contents are an image index, use column options to define images
540 * `color`: cell contents are a ColorString and define color of following cell
541 * `indent`: cell contents are a number and define indentation of following cell
542 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
545 * for `text` and `image`: content alignment within cells.
546 Available values: `left` (default), `center`, `right`, `inline`
548 * for `text` and `image`: minimum width in em (default: `0`)
549 * for `indent` and `tree`: indent width in em (default: `1.5`)
550 * `padding=<value>`: padding left of the column, in em (default `0.5`).
551 Exception: defaults to 0 for indent columns
552 * `tooltip=<value>`: tooltip text (default: empty)
553 * `image` column options:
554 * `0=<value>` sets image for image index 0
555 * `1=<value>` sets image for image index 1
556 * `2=<value>` sets image for image index 2
557 * and so on; defined indices need not be contiguous empty or
558 non-numeric cells are treated as `0`.
559 * `color` column options:
560 * `span=<value>`: number of following columns to affect (default: infinite)
562 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
563 pass key press events to formspec!
567 * `vector.new(a[, b, c])`: returns a vector:
568 * A copy of `a` if `a` is a vector.
569 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
570 * `vector.direction(p1, p2)`: returns a vector
571 * `vector.distance(p1, p2)`: returns a number
572 * `vector.length(v)`: returns a number
573 * `vector.normalize(v)`: returns a vector
574 * `vector.floor(v)`: returns a vector, each dimension rounded down
575 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
576 * `vector.apply(v, func)`: returns a vector
577 * `vector.equals(v1, v2)`: returns a boolean
579 For the following functions `x` can be either a vector or a number:
581 * `vector.add(v, x)`: returns a vector
582 * `vector.subtract(v, x)`: returns a vector
583 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
584 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
588 * `dump2(obj, name="_", dumped={})`
589 * Return object serialized as a string, handles reference loops
590 * `dump(obj, dumped={})`
591 * Return object serialized as a string
593 * Get the hypotenuse of a triangle with legs x and y.
594 Useful for distance calculation.
595 * `math.sign(x, tolerance)`
596 * Get the sign of a number.
597 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
598 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
599 * If `max_splits` is negative, do not limit splits.
600 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
601 * e.g. `string:split("a,b", ",") == {"a","b"}`
603 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
604 * `minetest.wrap_text(str, limit)`: returns a string
605 * Adds new lines to the string to keep it within the specified character limit
606 * limit: Maximal amount of characters in one line
607 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
608 * Convert position to a printable string
609 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
610 * `minetest.string_to_pos(string)`: returns a position
611 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
612 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
613 * Converts a string representing an area box into two positions
614 * `minetest.is_yes(arg)`
615 * returns whether `arg` can be interpreted as yes
616 * `minetest.is_nan(arg)`
617 * returns true true when the passed number represents NaN.
618 * `table.copy(table)`: returns a table
619 * returns a deep copy of `table`
621 Minetest namespace reference
622 ------------------------------
626 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
627 * `minetest.get_language()`: returns the currently set gettext language.
628 * `minetest.get_version()`: returns a table containing components of the
629 engine version. Components:
630 * `project`: Name of the project, eg, "Minetest"
631 * `string`: Simple version, eg, "1.2.3-dev"
632 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
633 Use this for informational purposes only. The information in the returned
634 table does not represent the capabilities of the engine, nor is it
635 reliable or verifiable. Compatible forks will have a different name and
636 version entirely. To check for the presence of engine features, test
637 whether the functions exported by the wanted features exist. For example:
638 `if minetest.check_for_falling then ... end`.
639 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
640 * `data`: string of data to hash
641 * `raw`: return raw bytes instead of hex digits, default: false
644 * `minetest.debug(...)`
645 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
646 * `minetest.log([level,] text)`
647 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
648 `"info"`, or `"verbose"`. Default is `"none"`.
650 ### Global callback registration functions
651 Call these functions only at load time!
653 * `minetest.register_globalstep(function(dtime))`
654 * Called every client environment step, usually interval of 0.1s
655 * `minetest.register_on_mods_loaded(function())`
656 * Called just after mods have finished loading.
657 * `minetest.register_on_shutdown(function())`
658 * Called before client shutdown
659 * **Warning**: If the client terminates abnormally (i.e. crashes), the registered
660 callbacks **will likely not be run**. Data should be saved at
661 semi-frequent intervals as well as on server shutdown.
662 * `minetest.register_on_receiving_chat_message(function(message))`
663 * Called always when a client receive a message
664 * Return `true` to mark the message as handled, which means that it will not be shown to chat
665 * `minetest.register_on_sending_chat_message(function(message))`
666 * Called always when a client send a message from chat
667 * Return `true` to mark the message as handled, which means that it will not be sent to server
668 * `minetest.register_chatcommand(cmd, chatcommand definition)`
669 * Adds definition to minetest.registered_chatcommands
670 * `minetest.unregister_chatcommand(name)`
671 * Unregisters a chatcommands registered with register_chatcommand.
672 * `minetest.register_on_death(function())`
673 * Called when the local player dies
674 * `minetest.register_on_hp_modification(function(hp))`
675 * Called when server modified player's HP
676 * `minetest.register_on_damage_taken(function(hp))`
677 * Called when the local player take damages
678 * `minetest.register_on_formspec_input(function(formname, fields))`
679 * Called when a button is pressed in the local player's inventory form
680 * Newest functions are called first
681 * If function returns `true`, remaining functions are not called
682 * `minetest.register_on_dignode(function(pos, node))`
683 * Called when the local player digs a node
684 * Newest functions are called first
685 * If any function returns true, the node isn't dug
686 * `minetest.register_on_punchnode(function(pos, node))`
687 * Called when the local player punches a node
688 * Newest functions are called first
689 * If any function returns true, the punch is ignored
690 * `minetest.register_on_placenode(function(pointed_thing, node))`
691 * Called when a node has been placed
692 * `minetest.register_on_item_use(function(item, pointed_thing))`
693 * Called when the local player uses an item.
694 * Newest functions are called first.
695 * If any function returns true, the item use is not sent to server.
696 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
697 * Called when an incoming mod channel message is received
698 * You must have joined some channels before, and server must acknowledge the
700 * If message comes from a server mod, `sender` field is an empty string.
701 * `minetest.register_on_modchannel_signal(function(channel_name, signal))`
702 * Called when a valid incoming mod channel signal is received
703 * Signal id permit to react to server mod channel events
704 * Possible values are:
709 4: event_on_not_joined_channel
711 * `minetest.register_on_inventory_open(function(inventory))`
712 * Called when the local player open inventory
713 * Newest functions are called first
714 * If any function returns true, inventory doesn't open
716 * `minetest.sound_play(spec, parameters)`: returns a handle
717 * `spec` is a `SimpleSoundSpec`
718 * `parameters` is a sound parameter table
719 * `minetest.sound_stop(handle)`
722 * `minetest.after(time, func, ...)`
723 * Call the function `func` after `time` seconds, may be fractional
724 * Optional: Variable number of arguments that are passed to `func`
725 * `minetest.get_us_time()`
726 * Returns time with microsecond precision. May not return wall time.
727 * `minetest.get_day_count()`
728 * Returns number days elapsed since world was created, accounting for time changes.
729 * `minetest.get_timeofday()`
730 * Returns the time of day: `0` for midnight, `0.5` for midday
733 * `minetest.get_node_or_nil(pos)`
734 * Returns the node at the given position as table in the format
735 `{name="node_name", param1=0, param2=0}`, returns `nil`
736 for unloaded areas or flavor limited areas.
737 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
738 * `radius`: using a maximum metric
739 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
740 * `search_center` is an optional boolean (default: `false`)
741 If true `pos` is also checked for the nodes
742 * `minetest.get_meta(pos)`
743 * Get a `NodeMetaRef` at that position
744 * `minetest.get_node_level(pos)`
745 * get level of leveled node (water, snow)
746 * `minetest.get_node_max_level(pos)`
747 * get max available level for leveled node
750 * `minetest.get_wielded_item()`
751 * Returns the itemstack the local player is holding
752 * `minetest.send_chat_message(message)`
753 * Act as if `message` was typed by the player into the terminal.
754 * `minetest.run_server_chatcommand(cmd, param)`
755 * Alias for `minetest.send_chat_message("/" .. cmd .. " " .. param)`
756 * `minetest.clear_out_chat_queue()`
757 * Clears the out chat queue
758 * `minetest.localplayer`
759 * Reference to the LocalPlayer object. See [`LocalPlayer`](#localplayer) class reference for methods.
762 * `minetest.get_privilege_list()`
763 * Returns a list of privileges the current player has in the format `{priv1=true,...}`
764 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
765 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
766 * Convert between two privilege representations
768 ### Client Environment
769 * `minetest.get_player_names()`
770 * Returns list of player names on server (nil if CSM_RF_READ_PLAYERINFO is enabled by server)
771 * `minetest.disconnect()`
772 * Disconnect from the server and exit to main menu.
773 * Returns `false` if the client is already disconnecting otherwise returns `true`.
774 * `minetest.get_server_info()`
775 * Returns [server info](#server-info).
776 * `minetest.send_respawn()`
777 * Sends a respawn request to the server.
780 * `minetest.get_mod_storage()`:
781 * returns reference to mod private `StorageRef`
782 * must be called during mod load time
785 ![Mod channels communication scheme](docs/mod channels.png)
787 * `minetest.mod_channel_join(channel_name)`
788 * Client joins channel `channel_name`, and creates it, if necessary. You
789 should listen from incoming messages with `minetest.register_on_modchannel_message`
790 call to receive incoming messages. Warning, this function is asynchronous.
793 * `minetest.add_particle(particle definition)`
795 * `minetest.add_particlespawner(particlespawner definition)`
796 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
797 * Returns an `id`, and -1 if adding didn't succeed
799 * `minetest.delete_particlespawner(id)`
800 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
803 * `minetest.parse_json(string[, nullvalue])`: returns something
804 * Convert a string containing JSON data into the Lua equivalent
805 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
806 * On success returns a table, a string, a number, a boolean or `nullvalue`
807 * On failure outputs an error message and returns `nil`
808 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
809 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
810 * Convert a Lua table into a JSON string
811 * styled: Outputs in a human-readable format if this is set, defaults to false
812 * Unserializable things like functions and userdata are saved as null.
813 * **Warning**: JSON is more strict than the Lua table format.
814 1. You can only use strings and positive integers of at least one as keys.
815 2. You can not mix string and integer keys.
816 This is due to the fact that JSON has two distinct array and object values.
817 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
818 * `minetest.serialize(table)`: returns a string
819 * Convert a table containing tables, strings, numbers, booleans and `nil`s
820 into string form readable by `minetest.deserialize`
821 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
822 * `minetest.deserialize(string)`: returns a table
823 * Convert a string returned by `minetest.deserialize` into a table
824 * `string` is loaded in an empty sandbox environment.
825 * Will load functions, but they cannot access the global environment.
826 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
827 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
828 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
829 * `minetest.compress(data, method, ...)`: returns `compressed_data`
830 * Compress a string of data.
831 * `method` is a string identifying the compression method to be used.
832 * Supported compression methods:
833 * Deflate (zlib): `"deflate"`
834 * `...` indicates method-specific arguments. Currently defined arguments are:
835 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
836 * `minetest.decompress(compressed_data, method, ...)`: returns data
837 * Decompress a string of data (using ZLib).
838 * See documentation on `minetest.compress()` for supported compression methods.
839 * currently supported.
840 * `...` indicates method-specific arguments. Currently, no methods use this.
841 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
842 * Each argument is a 8 Bit unsigned integer
843 * Returns the ColorString from rgb or rgba values
844 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
845 * `minetest.encode_base64(string)`: returns string encoded in base64
846 * Encodes a string in base64.
847 * `minetest.decode_base64(string)`: returns string
848 * Decodes a string encoded in base64.
849 * `minetest.gettext(string)` : returns string
850 * look up the translation of a string in the gettext message catalog
851 * `fgettext_ne(string, ...)`
852 * call minetest.gettext(string), replace "$1"..."$9" with the given
853 extra arguments and return the result
854 * `fgettext(string, ...)` : returns string
855 * same as fgettext_ne(), but calls minetest.formspec_escape before returning result
856 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
857 * returns the exact position on the surface of a pointed node
858 * `minetest.global_exists(name)`
859 * Checks if a global variable has been set, without triggering a warning.
862 * `minetest.ui.minimap`
863 * Reference to the minimap object. See [`Minimap`](#minimap) class reference for methods.
864 * If client disabled minimap (using enable_minimap setting) this reference will be nil.
866 * Reference to the camera object. See [`Camera`](#camera) class reference for methods.
867 * `minetest.show_formspec(formname, formspec)` : returns true on success
868 * Shows a formspec to the player
869 * `minetest.display_chat_message(message)` returns true on success
870 * Shows a chat message to the current player.
877 An interface to use mod channels on client and server
880 * `leave()`: leave the mod channel.
881 * Client leaves channel `channel_name`.
882 * No more incoming or outgoing messages can be sent to this channel from client mods.
883 * This invalidate all future object usage
884 * Ensure your set mod_channel to nil after that to free Lua resources
885 * `is_writeable()`: returns true if channel is writable and mod can send over it.
886 * `send_all(message)`: Send `message` though the mod channel.
887 * If mod channel is not writable or invalid, message will be dropped.
888 * Message size is limited to 65535 characters by protocol.
891 An interface to manipulate minimap on client UI
894 * `show()`: shows the minimap (if not disabled by server)
895 * `hide()`: hides the minimap
896 * `set_pos(pos)`: sets the minimap position on screen
897 * `get_pos()`: returns the minimap current position
898 * `set_angle(deg)`: sets the minimap angle in degrees
899 * `get_angle()`: returns the current minimap angle in degrees
900 * `set_mode(mode)`: sets the minimap mode (0 to 6)
901 * `get_mode()`: returns the current minimap mode
902 * `set_shape(shape)`: Sets the minimap shape. (0 = square, 1 = round)
903 * `get_shape()`: Gets the minimap shape. (0 = square, 1 = round)
906 An interface to get or set information about the camera and camera-node.
907 Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil.
910 * `set_camera_mode(mode)`
911 * Pass `0` for first-person, `1` for third person, and `2` for third person front
912 * `get_camera_mode()`
913 * Returns 0, 1, or 2 as described above
927 * Returns position of camera with view bobbing
929 * Returns eye offset vector
931 * Returns eye direction unit vector
932 * `get_look_vertical()`
933 * Returns pitch in radians
934 * `get_look_horizontal()`
935 * Returns yaw in radians
936 * `get_aspect_ratio()`
937 * Returns aspect ratio of screen
940 An interface to retrieve information about the player.
945 * returns current player current position
947 * returns player speed vector
951 * returns player name
953 * returns true if player is attached
954 * `is_touching_ground()`
955 * returns true if player touching ground
957 * returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
958 * `is_in_liquid_stable()`
959 * returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
960 * `get_liquid_viscosity()`
961 * returns liquid viscosity (Gets the viscosity of liquid to calculate friction)
963 * returns true if player is climbing
964 * `swimming_vertical()`
965 * returns true if player is swimming in vertical
966 * `get_physics_override()`
975 sneak_glitch = boolean
979 * `get_override_pos()`
980 * returns override position
982 * returns last player position before the current client step
983 * `get_last_velocity()`
984 * returns last player speed
986 * returns the player's breath
987 * `get_movement_acceleration()`
988 * returns acceleration of the player in different environments:
998 * `get_movement_speed()`
999 * returns player's speed in different environments:
1012 * returns player's movement in different environments:
1016 liquid_fluidity = float,
1017 liquid_sink = float,
1018 liquid_fluidity_smooth = float,
1023 * `get_last_look_horizontal()`:
1024 * returns last look horizontal angle
1025 * `get_last_look_vertical()`:
1026 * returns last look vertical angle
1027 * `get_key_pressed()`:
1028 * returns last key typed by the player
1029 * `hud_add(definition)`
1030 * add a HUD element described by HUD def, returns ID number on success and `nil` on failure.
1031 * See [`HUD definition`](#hud-definition-hud_add-hud_get)
1033 * returns the [`definition`](#hud-definition-hud_add-hud_get) of the HUD with that ID number or `nil`, if non-existent.
1035 * remove the HUD element of the specified id, returns `true` on success
1036 * `hud_change(id, stat, value)`
1037 * change a value of a previously added HUD element
1038 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
1039 * Returns `true` on success, otherwise returns `nil`
1042 An interface to read config files in the format of `minetest.conf`.
1044 It can be created via `Settings(filename)`.
1047 * `get(key)`: returns a value
1048 * `get_bool(key)`: returns a boolean
1050 * `remove(key)`: returns a boolean (`true` for success)
1051 * `get_names()`: returns `{key1,...}`
1052 * `write()`: returns a boolean (`true` for success)
1053 * write changes to file
1054 * `to_table()`: returns `{[key1]=value1,...}`
1057 Node metadata: reference extra data and functionality stored in a node.
1058 Can be obtained via `minetest.get_meta(pos)`.
1061 * `get_string(name)`
1064 * `to_table()`: returns `nil` or a table with keys:
1065 * `fields`: key-value storage
1066 * `inventory`: `{list1 = {}, ...}}`
1070 * `minetest.get_node_def(nodename)`
1071 * Returns [node definition](#node-definition) table of `nodename`
1072 * `minetest.get_item_def(itemstring)`
1073 * Returns item definition table of `itemstring`
1075 #### Node Definition
1079 has_on_construct = bool, -- Whether the node has the on_construct callback defined
1080 has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
1081 has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
1082 name = string, -- The name of the node e.g. "air", "default:dirt"
1083 groups = table, -- The groups of the node
1084 paramtype = string, -- Paramtype of the node
1085 paramtype2 = string, -- ParamType2 of the node
1086 drawtype = string, -- Drawtype of the node
1087 mesh = <string>, -- Mesh name if existant
1088 minimap_color = <Color>, -- Color of node on minimap *May not exist*
1089 visual_scale = number, -- Visual scale of node
1090 alpha = number, -- Alpha of the node. Only used for liquids
1091 color = <Color>, -- Color of node *May not exist*
1092 palette_name = <string>, -- Filename of palette *May not exist*
1093 palette = <{ -- List of colors
1097 waving = number, -- 0 of not waving, 1 if waving
1098 connect_sides = number, -- Used for connected nodes
1099 connects_to = { -- List of nodes to connect to
1103 post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
1104 leveled = number, -- Max level for node
1105 sunlight_propogates = bool, -- Whether light passes through the block
1106 light_source = number, -- Light emitted by the block
1107 is_ground_content = bool, -- Whether caves should cut through the node
1108 walkable = bool, -- Whether the player collides with the node
1109 pointable = bool, -- Whether the player can select the node
1110 diggable = bool, -- Whether the player can dig the node
1111 climbable = bool, -- Whether the player can climb up the node
1112 buildable_to = bool, -- Whether the player can replace the node by placing a node on it
1113 rightclickable = bool, -- Whether the player can place nodes pointing at this node
1114 damage_per_second = number, -- HP of damage per second when the player is in the node
1115 liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
1116 liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
1117 liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
1118 liquid_viscosity = <number>, -- How fast the liquid flows *May not exist*
1119 liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
1120 liquid_range = <number>, -- How far the liquid flows *May not exist*
1121 drowning = bool, -- Whether the player will drown in the node
1122 floodable = bool, -- Whether nodes will be replaced by liquids (flooded)
1123 node_box = table, -- Nodebox to draw the node with
1124 collision_box = table, -- Nodebox to set the collision area
1125 selection_box = table, -- Nodebox to set the area selected by the player
1126 sounds = { -- Table of sounds that the block makes
1127 sound_footstep = SimpleSoundSpec,
1128 sound_dig = SimpleSoundSpec,
1129 sound_dug = SimpleSoundSpec
1131 legacy_facedir_simple = bool, -- Whether to use old facedir
1132 legacy_wallmounted = bool -- Whether to use old wallmounted
1136 #### Item Definition
1140 name = string, -- Name of the item e.g. "default:stone"
1141 description = string, -- Description of the item e.g. "Stone"
1142 type = string, -- Item type: "none", "node", "craftitem", "tool"
1143 inventory_image = string, -- Image in the inventory
1144 wield_image = string, -- Image in wieldmesh
1145 palette_image = string, -- Image for palette
1146 color = Color, -- Color for item
1147 wield_scale = Vector, -- Wieldmesh scale
1148 stack_max = number, -- Number of items stackable together
1149 usable = bool, -- Has on_use callback defined
1150 liquids_pointable = bool, -- Whether you can point at liquids with the item
1151 tool_capabilities = <table>, -- If the item is a tool, tool capabilities of the item
1152 groups = table, -- Groups of the item
1153 sound_place = SimpleSoundSpec, -- Sound played when placed
1154 sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
1155 node_placement_prediction = string -- Node placed in client until server catches up
1160 ### Chat command definition (`register_chatcommand`)
1163 params = "<name> <privilege>", -- Short parameter description
1164 description = "Remove privilege from player", -- Full description
1165 func = function(param), -- Called when command is run.
1166 -- Returns boolean success and text output.
1171 address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
1172 ip = "203.0.113.156", -- The IP address of the server.
1173 port = 30000, -- The port the client is connected to.
1174 protocol_version = 30 -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0.
1178 ### HUD Definition (`hud_add`, `hud_get`)
1181 hud_elem_type = "image", -- see HUD element types, default "text"
1182 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1183 position = {x=0.5, y=0.5},
1184 -- ^ Left corner position of element, default `{x=0,y=0}`.
1185 name = "<name>", -- default ""
1186 scale = {x=2, y=2}, -- default {x=0,y=0}
1187 text = "<text>", -- default ""
1188 number = 2, -- default 0
1189 item = 3, -- default 0
1190 -- ^ Selected item in inventory. 0 for no item selected.
1191 direction = 0, -- default 0
1192 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
1193 alignment = {x=0, y=0}, -- default {x=0, y=0}
1194 -- ^ See "HUD Element Types"
1195 offset = {x=0, y=0}, -- default {x=0, y=0}
1196 -- ^ See "HUD Element Types"
1197 size = { x=100, y=100 }, -- default {x=0, y=0}
1198 -- ^ Size of element in pixels
1204 Most text can contain escape sequences, that can for example color the text.
1205 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1206 The following functions provide escape sequences:
1207 * `minetest.get_color_escape_sequence(color)`:
1208 * `color` is a [ColorString](#colorstring)
1209 * The escape sequence sets the text color to `color`
1210 * `minetest.colorize(color, message)`:
1212 `minetest.get_color_escape_sequence(color) ..
1214 minetest.get_color_escape_sequence("#ffffff")`
1215 * `minetest.get_background_escape_sequence(color)`
1216 * `color` is a [ColorString](#colorstring)
1217 * The escape sequence sets the background of the whole text element to
1218 `color`. Only defined for item descriptions and tooltips.
1219 * `minetest.strip_foreground_colors(str)`
1220 * Removes foreground colors added by `get_color_escape_sequence`.
1221 * `minetest.strip_background_colors(str)`
1222 * Removes background colors added by `get_background_escape_sequence`.
1223 * `minetest.strip_colors(str)`
1224 * Removes all color escape sequences.
1228 `#RGB` defines a color in hexadecimal format.
1230 `#RGBA` defines a color in hexadecimal format and alpha channel.
1232 `#RRGGBB` defines a color in hexadecimal format.
1234 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1236 Named colors are also supported and are equivalent to
1237 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1238 To specify the value of the alpha channel, append `#AA` to the end of the color name
1239 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1240 value must (always) be two hexadecimal digits.
1244 `{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.
1248 The position field is used for all element types.
1250 To account for differing resolutions, the position coordinates are the percentage
1251 of the screen, ranging in value from `0` to `1`.
1253 The name field is not yet used, but should contain a description of what the
1254 HUD element represents. The direction field is the direction in which something
1257 `0` draws from left to right, `1` draws from right to left, `2` draws from
1258 top to bottom, and `3` draws from bottom to top.
1260 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1261 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1262 Fractional values can be used.
1264 The `offset` field specifies a pixel offset from the position. Contrary to position,
1265 the offset is not scaled to screen size. This allows for some precisely-positioned
1268 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1270 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1272 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1273 in the experimental stages.
1276 Displays an image on the HUD.
1278 * `scale`: The scale of the image, with 1 being the original texture size.
1279 Only the X coordinate scale is used (positive values).
1280 Negative values represent that percentage of the screen it
1281 should take; e.g. `x=-100` means 100% (width).
1282 * `text`: The name of the texture that is displayed.
1283 * `alignment`: The alignment of the image.
1284 * `offset`: offset in pixels from position.
1287 Displays text on the HUD.
1289 * `scale`: Defines the bounding rectangle of the text.
1290 A value such as `{x=100, y=100}` should work.
1291 * `text`: The text to be displayed in the HUD element.
1292 * `number`: An integer containing the RGB value of the color used to draw the text.
1293 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1294 * `alignment`: The alignment of the text.
1295 * `offset`: offset in pixels from position.
1298 Displays a horizontal bar made up of half-images.
1300 * `text`: The name of the texture that is used.
1301 * `number`: The number of half-textures that are displayed.
1302 If odd, will end with a vertically center-split texture.
1304 * `offset`: offset in pixels from position.
1305 * `size`: If used, will force full-image size to this value (override texture pack image size)
1308 * `text`: The name of the inventory list to be displayed.
1309 * `number`: Number of items in the inventory to be displayed.
1310 * `item`: Position of item that is selected.
1312 * `offset`: offset in pixels from position.
1315 Displays distance to selected world position.
1317 * `name`: The name of the waypoint.
1318 * `text`: Distance suffix. Can be blank.
1319 * `number:` An integer containing the RGB value of the color used to draw the text.
1320 * `world_pos`: World position of the waypoint.
1322 ### Particle definition (`add_particle`)
1325 pos = {x=0, y=0, z=0},
1326 velocity = {x=0, y=0, z=0},
1327 acceleration = {x=0, y=0, z=0},
1328 -- ^ Spawn particle at pos with velocity and acceleration
1330 -- ^ Disappears after expirationtime seconds
1332 collisiondetection = false,
1333 -- ^ collisiondetection: if true collides with physical objects
1334 collision_removal = false,
1335 -- ^ collision_removal: if true then particle is removed when it collides,
1336 -- ^ requires collisiondetection = true to have any effect
1338 -- ^ vertical: if true faces player using y axis only
1339 texture = "image.png",
1340 -- ^ Uses texture (string)
1341 animation = {Tile Animation definition},
1342 -- ^ optional, specifies how to animate the particle texture
1344 -- ^ optional, specify particle self-luminescence in darkness
1347 ### `ParticleSpawner` definition (`add_particlespawner`)
1352 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1353 minpos = {x=0, y=0, z=0},
1354 maxpos = {x=0, y=0, z=0},
1355 minvel = {x=0, y=0, z=0},
1356 maxvel = {x=0, y=0, z=0},
1357 minacc = {x=0, y=0, z=0},
1358 maxacc = {x=0, y=0, z=0},
1363 -- ^ The particle's properties are random values in between the bounds:
1364 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1365 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1366 collisiondetection = false,
1367 -- ^ collisiondetection: if true uses collision detection
1368 collision_removal = false,
1369 -- ^ collision_removal: if true then particle is removed when it collides,
1370 -- ^ requires collisiondetection = true to have any effect
1372 -- ^ vertical: if true faces player using y axis only
1373 texture = "image.png",
1374 -- ^ Uses texture (string)