}
}
+Bones API
+---------
+
+An ordered list of listnames (default: "main", "craft") of the player inventory,
+that will be placed into bones or dropped on player death can be looked up or changed
+in `bones.player_inventory_lists`.
+
+e.g. `table.insert(bones.player_inventory_lists, "backpack")`
+
Creative API
------------
page. Mods can use it to add additional formspec elements onto the default
creative inventory formspec to be drawn after each update.
+Chests API
+----------
+
+The chests API allows the creation of chests, which have their own inventories for holding items.
+
+`default.chest.get_chest_formspec(pos)`
+
+ * Returns a formspec for a specific chest.
+ * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
+
+`default.chest.chest_lid_obstructed(pos)`
+
+ * Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
+ * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
+
+`default.chest.chest_lid_close(pn)`
+
+ * Closes the chest that a player is currently looking in.
+ * `pn` The name of the player whose chest is going to be closed
+
+`default.chest.open_chests`
+
+ * A table indexed by player name to keep track of who opened what chest.
+ * Key: The name of the player.
+ * Value: A table containing information about the chest the player is looking at.
+ e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
+
+`default.chest.register_chest(name, def)`
+
+ * Registers new chest
+ * `name` Name for chest
+ * `def` See [#Chest Definition]
+
+### Chest Definition
+
+ description = "Chest",
+ tiles = {
+ "default_chest_top.png",
+ "default_chest_top.png",
+ "default_chest_side.png",
+ "default_chest_side.png",
+ "default_chest_front.png",
+ "default_chest_inside.png"
+ }, -- Textures which are applied to the chest model.
+ sounds = default.node_sound_wood_defaults(),
+ sound_open = "default_chest_open",
+ sound_close = "default_chest_close",
+ groups = {choppy = 2, oddly_breakable_by_hand = 2},
+ protected = false, -- If true, only placer can modify chest.
+
Doors API
---------
### Fence gate definition
description = "Wooden Fence Gate",
- texture = "default_wood.png",
+ texture = "default_wood.png", -- `backface_culling` will automatically be
+ -- set to `true` if not specified.
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), -- optional
+Dungeon Loot API
+----------------
+
+The mod that places chests with loot in dungeons provides an API to register additional loot.
+
+`dungeon_loot.register(def)`
+
+ * Registers one or more loot items
+ * `def` Can be a single [#Loot definition] or a list of them
+
+`dungeon_loot.registered_loot`
+
+ * Table of all registered loot, not to be modified manually
+
+### Loot definition
+
+ name = "item:name",
+ chance = 0.5,
+ -- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
+ -- due to an extra step in the selection process, 0.5 does not(!) mean that
+ -- on average every second chest will have this item
+ count = {1, 4},
+ -- ^ table with minimum and maximum amounts of this item
+ -- optional, defaults to always single item
+ y = {-32768, -512},
+ -- ^ table with minimum and maximum heights this item can be found at
+ -- optional, defaults to no height restrictions
+ types = {"desert"},
+ -- ^ table with types of dungeons this item can be found in
+ -- supported types: "normal" (the cobble/mossycobble one), "sandstone", "desert"
+ -- optional, defaults to no type restrictions
+
Fence API
---------
^ Adds items to the list of items to be given
+Players API
+-----------
+
+The player API can register player models and update the player's appearence
+
+* `player_api.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]
+ * saved to player_api.registered_models
+
+* `player_api.registered_player_models[name]`
+ * Get a model's definition
+ * see [#Model definition]
+
+* `player_api.set_model(player, model_name)`
+ * Change a player's model
+ * `player`: PlayerRef
+ * `model_name`: model registered with player_api.register_model()
+
+* `player_api.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
+
+* `player_api.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
+
+* `player_api.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},
+ -- ...
+ },
+ collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
+ stepheight = 0.6, -- In nodes
+ eye_height = 1.47, -- In nodes above feet position
+ }
+
+
TNT API
-----------
+-------
`tnt.register_tnt(definition)`
* `description` A description for your TNT.
* `radius` The radius within which the TNT can destroy nodes. The default is 3.
* `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
+ * `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
* `disable_drops` Disable drops. By default it is set to false.
* `ignore_protection` Don't check `minetest.is_protected` before removing a node.
* `ignore_on_blast` Don't call `on_blast` even if a node has one.
* `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
-`tnt.boom(position, definition)`
+`tnt.boom(position[, definition])`
^ Create an explosion.
* `position` The center of explosion.
-* `definition` The TNT definion as passed to `tnt.register`
+* `definition` The TNT definion as passed to `tnt.register` with the following addition:
+ * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
`tnt.burn(position, [nodename])`
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
+ use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
}
Raillike definitions
`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
+GUI and formspecs
+-----------------
-`default.player_register_model(name, def)`
+`default.get_hotbar_bg(x, y)`
- * Register a new model to be used by players.
- * name: model filename such as "character.x", "foo.b3d", etc.
- * def: See [#Model definition]
+ * Get the hotbar background as string, containing the formspec elements
+ * x: Horizontal position in the formspec
+ * y: Vertical position in the formspec
-`default.registered_player_models[name]`
+`default.gui_bg`
- * Get a model's definition
- * see [#Model definition]
+ * Background color formspec element
-`default.player_set_model(player, model_name)`
+`default.gui_bg_img`
- * Change a player's model
- * `player`: PlayerRef
- * `model_name`: model registered with player_register_model()
+ * Image overlay formspec element for the background to use in formspecs
-`default.player_set_animation(player, anim_name [, speed])`
+`default.gui_slots`
- * Applies an animation to a player
- * anim_name: name of the animation.
- * speed: frames per second. If nil, default from the model is used
+ * `listcolors` formspec element that is used to format the slots in formspecs
-`default.player_set_textures(player, textures)`
+`default.gui_survival_form`
- * Sets player textures
- * `player`: PlayerRef
- * `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
+ * Entire formspec for the survival inventory
-default.player_get_animation(player)
+`default.get_furnace_active_formspec(fuel_percent, item_percent)`
- * Returns a table containing fields `model`, `textures` and `animation`.
- * Any of the fields of the returned table may be nil.
- * player: PlayerRef
+ * Get the active furnace formspec using the defined GUI elements
+ * fuel_percent: Percent of how much the fuel is used
+ * item_percent: Percent of how much the item is cooked
-### Model Definition
+`default.get_furnace_inactive_formspec()`
+
+ * Get the inactive furnace formspec using the defined GUI elements
- {
- 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
---------