palette). These nodes can have 32 different colors, and the palette
should contain 32 pixels.
Examples:
- * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
- pixel will be picked from the palette.
- * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
- pixel will be picked from the palette.
+ * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
+ pixel will be picked from the palette.
+ * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
+ pixel will be picked from the palette.
* `drawtype = "colorfacedir"` for nodes which use the first
three bits of `param2` for palette indexing. The remaining
five bits are describing rotation, as in `facedir` draw type.
palette). These nodes can have 8 different colors, and the
palette should contain 8 pixels.
Examples:
- * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
- first (= 0 + 1) pixel will be picked from the palette.
- * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
- second (= 1 + 1) pixel will be picked from the palette.
+ * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
+ first (= 0 + 1) pixel will be picked from the palette.
+ * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
+ second (= 1 + 1) pixel will be picked from the palette.
To colorize a node on the map, set its `param2` value (according
to the node's draw type).
* The `data` field is a flat table of MapNode tables making up the schematic,
in the order of `[z [y [x]]]`. (required)
Each MapNode table contains:
- * `name`: the name of the map node to place (required)
- * `prob` (alias `param1`): the probability of this node being placed (default: 255)
- * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
- * `force_place`: boolean representing if the node should forcibly overwrite any
- previous contents (default: false)
+ * `name`: the name of the map node to place (required)
+ * `prob` (alias `param1`): the probability of this node being placed (default: 255)
+ * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
+ * `force_place`: boolean representing if the node should forcibly overwrite any
+ previous contents (default: false)
About probability values:
* `description`: Set the item stack's description. Defaults to `idef.description`
* `color`: A `ColorString`, which sets the stack's color.
* `palette_index`: If the item has a palette, this is used to get the
- current color from the palette.
+ current color from the palette.
Example stuff:
#### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
* `x`, `y`, `w`, `h`, `name` and `label` work as per button
* `item name` is the registered name of an item/node,
- tooltip will be made out of its description
- to override it use tooltip element
+ tooltip will be made out of its description
+ to override it use tooltip element
* Position and size units are inventory slots
#### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
* `w` and `h` are the size of the itemlist
* `name` fieldname sent to server on doubleclick value is current selected element
* `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
- * if you want a listelement to start with "#" write "##".
+ * if you want a listelement to start with "#" write "##".
#### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
* Scrollable itemlist showing arbitrary text elements
* `w` and `h` are the size of the item list
* `name` fieldname sent to server on doubleclick value is current selected element
* `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
- * if you want a listelement to start with "#" write "##"
+ * if you want a listelement to start with "#" write "##"
* Index to be selected within textlist
* `true`/`false`: draw transparent background
* See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
#### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
* Show a dropdown field
* **Important note**: There are two different operation modes:
- 1. handle directly on change (only changed dropdown is submitted)
- 2. read the value on pressing a button (all dropdown values are available)
+ 1. handle directly on change (only changed dropdown is submitted)
+ 2. read the value on pressing a button (all dropdown values are available)
* `x` and `y` position of dropdown
* Width of dropdown
* Fieldname data is transferred to Lua
#### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
* Show a scrollbar
* There are two ways to use it:
- 1. handle the changed event (only changed scrollbar is available)
- 2. read the value on pressing a button (all scrollbars are available)
+ 1. handle the changed event (only changed scrollbar is available)
+ 2. read the value on pressing a button (all scrollbars are available)
* `x` and `y`: position of trackbar
* `w` and `h`: width and height
* `orientation`: `vertical`/`horizontal`
#### `tableoptions[<opt 1>;<opt 2>;...]`
* Sets options for `table[]`
* `color=#RRGGBB`
- * default text color (`ColorString`), defaults to `#FFFFFF`
+ * default text color (`ColorString`), defaults to `#FFFFFF`
* `background=#RRGGBB`
- * table background color (`ColorString`), defaults to `#000000`
+ * table background color (`ColorString`), defaults to `#000000`
* `border=<true/false>`
- * should the table be drawn with a border? (default: `true`)
+ * should the table be drawn with a border? (default: `true`)
* `highlight=#RRGGBB`
- * highlight background color (`ColorString`), defaults to `#466432`
+ * highlight background color (`ColorString`), defaults to `#466432`
* `highlight_text=#RRGGBB`
- * highlight text color (`ColorString`), defaults to `#FFFFFF`
+ * highlight text color (`ColorString`), defaults to `#FFFFFF`
* `opendepth=<value>`
- * all subtrees up to `depth < value` are open (default value = `0`)
- * only useful when there is a column of type "tree"
+ * all subtrees up to `depth < value` are open (default value = `0`)
+ * only useful when there is a column of type "tree"
#### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
* Sets columns for `table[]`
* Types: `text`, `image`, `color`, `indent`, `tree`
* `text`: show cell contents as text
* `image`: cell contents are an image index, use column options to define images
- * `color`: cell contents are a ColorString and define color of following cell
+ * `color`: cell contents are a ColorString and define color of following cell
* `indent`: cell contents are a number and define indentation of following cell
* `tree`: same as indent, but user can open and close subtrees (treeview-like)
* Column options:
* `minetest.colorize(color, message)`:
* Equivalent to:
`minetest.get_color_escape_sequence(color) ..
- message ..
- minetest.get_color_escape_sequence("#ffffff")`
+ message ..
+ minetest.get_color_escape_sequence("#ffffff")`
* `minetest.get_background_escape_sequence(color)`
* `color` is a ColorString
* The escape sequence sets the background of the whole text element to
Helper functions
----------------
* `dump2(obj, name, dumped)`: returns a string which makes `obj` human readable,
- handles reference loops
+ handles reference loops
* `obj`: arbitrary variable
* `name`: string, default: `"_"`
* `dumped`: table, default: `{}`
if they don't exist.
* `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
* is_dir is one of:
- * nil: return all entries,
- * true: return only subdirectory names, or
- * false: return only file names.
+ * nil: return all entries,
+ * true: return only subdirectory names, or
+ * false: return only file names.
* `minetest.safe_file_write(path, content)`: returns boolean indicating success
* Replaces contents of file at path with new contents in a safe (atomic) way.
Use this instead of below code when writing e.g. database files:
* **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
whenever possible
* `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
- * Called when a node is punched
+ * Called when a node is punched
* `minetest.register_on_generated(func(minp, maxp, blockseed))`
- * Called after generating a piece of world. Modifying nodes inside the area
- is a bit faster than usually.
+ * Called after generating a piece of world. Modifying nodes inside the area
+ is a bit faster than usually.
* `minetest.register_on_newplayer(func(ObjectRef))`
- * Called after a new player has been created
+ * Called after a new player has been created
* `minetest.register_on_dieplayer(func(ObjectRef))`
- * Called when a player dies
+ * Called when a player dies
* `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
- * Called when a player is punched
- * `player` - ObjectRef - Player that was punched
- * `hitter` - ObjectRef - Player that hit
- * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
- * `tool_capabilities`: capability table of used tool (can be nil)
- * `dir`: unit vector of direction of punch. Always defined. Points from
- the puncher to the punched.
- * `damage` - number that represents the damage calculated by the engine
- * should return `true` to prevent the default damage mechanism
+ * Called when a player is punched
+ * `player` - ObjectRef - Player that was punched
+ * `hitter` - ObjectRef - Player that hit
+ * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
+ * `tool_capabilities`: capability table of used tool (can be nil)
+ * `dir`: unit vector of direction of punch. Always defined. Points from
+ the puncher to the punched.
+ * `damage` - number that represents the damage calculated by the engine
+ * should return `true` to prevent the default damage mechanism
* `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
* Called when the player gets damaged or healed
* `player`: ObjectRef of the player
modifiers can return true as a second argument to stop the execution of further functions.
Non-modifiers receive the final hp change calculated by the modifiers.
* `minetest.register_on_respawnplayer(func(ObjectRef))`
- * Called when player is to be respawned
- * Called _before_ repositioning of player occurs
- * return true in func to disable regular player placement
+ * Called when player is to be respawned
+ * Called _before_ repositioning of player occurs
+ * return true in func to disable regular player placement
* `minetest.register_on_prejoinplayer(func(name, ip))`
- * Called before a player joins the game
- * If it returns a string, the player is disconnected with that string as reason
+ * Called before a player joins the game
+ * If it returns a string, the player is disconnected with that string as reason
* `minetest.register_on_joinplayer(func(ObjectRef))`
* Called when a player joins the game
* `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
* `minetest.register_on_protection_violation(func(pos, name))`
* Called by `builtin` and mods when a player violates protection at a position
(eg, digs a node or punches a protected entity).
- * The registered functions can be called using `minetest.record_protection_violation`
- * The provided function should check that the position is protected by the mod
- calling this function before it prints a message, if it does, to allow for
- multiple protection mods.
+ * The registered functions can be called using `minetest.record_protection_violation`
+ * The provided function should check that the position is protected by the mod
+ calling this function before it prints a message, if it does, to allow for
+ multiple protection mods.
* `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
* Called when an item is eaten, by `minetest.item_eat`
* Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
the default of `give_to_singleplayer` is true
* To allow players with `basic_privs` to grant, see `basic_privs` minetest.conf setting.
* `on_grant(name, granter_name)`: Called when given to player `name` by `granter_name`.
- `granter_name` will be nil if the priv was granted by a mod.
+ `granter_name` will be nil if the priv was granted by a mod.
* `on_revoke(name, revoker_name)`: Called when taken from player `name` by `revoker_name`.
- `revoker_name` will be nil if the priv was revoked by a mod
+ `revoker_name` will be nil if the priv was revoked by a mod
* Note that the above two callbacks will be called twice if a player is responsible -
once with the player name, and then with a nil player name.
* Return true in the above callbacks to stop register_on_priv_grant or revoke being called.
* `minetest.set_gen_notify(flags, {deco_ids})`
* Set the types of on-generate notifications that should be collected
* `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
- `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
- * The second parameter is a list of IDS of decorations which notification is requested for
+ `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
+ * The second parameter is a list of IDS of decorations which notification is requested for
* `get_gen_notify()`: returns a flagstring and a table with the `deco_id`s
* `minetest.get_mapgen_object(objectname)`
* Return requested mapgen object if available (see "Mapgen objects")
given biome_name string.
* `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
`mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
- * Deprecated: use `minetest.get_mapgen_setting(name)` instead
+ * Deprecated: use `minetest.get_mapgen_setting(name)` instead
* `minetest.set_mapgen_params(MapgenParams)`
* Deprecated: use `minetest.set_mapgen_setting(name, value, override)` instead
* Set map generation parameters
* Same as above, but returns the value as a NoiseParams table if the setting `name` exists
and is a valid NoiseParams
* `minetest.set_mapgen_setting(name, value, [override_meta])`
- * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
- is not already present in map_meta.txt.
- * `override_meta` is an optional boolean (default: `false`). If this is set to true,
- the setting will become the active setting regardless of the map metafile contents.
- * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
+ * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
+ is not already present in map_meta.txt.
+ * `override_meta` is an optional boolean (default: `false`). If this is set to true,
+ the setting will become the active setting regardless of the map metafile contents.
+ * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`
* `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
* Same as above, except value is a NoiseParams table.
* `minetest.set_noiseparams(name, noiseparams, set_default)`
clear objects in unloaded mapblocks only when the mapblocks are next activated.
* `minetest.emerge_area(pos1, pos2, [callback], [param])`
* Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
- * fetched from memory, loaded from disk, or if inexistent, generates them.
+ fetched from memory, loaded from disk, or if inexistent, generates them.
* If `callback` is a valid Lua function, this will be called for each block emerged.
* The function signature of callback is:
- * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
- * - `blockpos` is the *block* coordinates of the block that had been emerged
- * - `action` could be one of the following constant values:
- * `minetest.EMERGE_CANCELLED`, `minetest.EMERGE_ERRORED`, `minetest.EMERGE_FROM_MEMORY`,
- * `minetest.EMERGE_FROM_DISK`, `minetest.EMERGE_GENERATED`
- * - `calls_remaining` is the number of callbacks to be expected after this one
- * - `param` is the user-defined parameter passed to emerge_area (or nil if the
- * parameter was absent)
+ * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
+ * `blockpos` is the *block* coordinates of the block that had been emerged
+ * `action` could be one of the following constant values:
+ * `minetest.EMERGE_CANCELLED`
+ * `minetest.EMERGE_ERRORED`
+ * `minetest.EMERGE_FROM_MEMORY`
+ * `minetest.EMERGE_FROM_DISK`
+ * `minetest.EMERGE_GENERATED`
+ * `calls_remaining` is the number of callbacks to be expected after this one
+ * `param` is the user-defined parameter passed to emerge_area (or nil if the
+ parameter was absent)
* `minetest.delete_area(pos1, pos2)`
* delete all mapblocks in the area from pos1 to pos2, inclusive
* `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
Note that this parameter is mostly just a workaround and will be removed in future releases.
* Creates a detached inventory. If it already exists, it is cleared.
* `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
- returns left over ItemStack
+ returns left over ItemStack
* See `minetest.item_eat` and `minetest.register_on_item_eat`
### Formspec
* `minetest.close_formspec(playername, formname)`
* `playername`: name of player to close formspec
* `formname`: has to exactly match the one given in `show_formspec`, or the formspec will
- not close.
+ not close.
* calling `show_formspec(playername, formname, "")` is equal to this expression
* to close a formspec regardless of the formname, call
`minetest.close_formspec(playername, "")`. **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
* `input.width` = for example `3`
* `input.items` = for example
`{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
- * `input.items` = `nil` if no recipe found
+ * `input.items` = `nil` if no recipe found
* `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
* returns indexed table with all registered recipes for query item (node)
or `nil` if no recipe was found
* Optional: Variable number of arguments that are passed to `func`
### Server
-* `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
- `reconnect` == true displays a reconnect button,
- `delay` adds an optional delay (in seconds) before shutdown
- negative delay cancels the current active shutdown
- zero delay triggers an immediate shutdown.
+* `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients.
+ * `reconnect` == true displays a reconnect button
+ * `delay` adds an optional delay (in seconds) before shutdown.
+ Negative delay cancels the current active shutdown.
+ Zero delay triggers an immediate shutdown.
* `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
* `minetest.get_server_status()`: returns server status string
* `minetest.get_server_uptime()`: returns the server uptime in seconds
* `minetest.delete_particlespawner(id, player)`
* Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
- * If playername is specified, only deletes on the player's client,
- * otherwise on all clients
+ * If playername is specified, only deletes on the player's client, otherwise on all clients
### Schematics
* `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
* Compress a string of data.
* `method` is a string identifying the compression method to be used.
* Supported compression methods:
- * Deflate (zlib): `"deflate"`
+ * Deflate (zlib): `"deflate"`
* `...` indicates method-specific arguments. Currently defined arguments are:
- * Deflate: `level` - Compression level, `0`-`9` or `nil`.
+ * Deflate: `level` - Compression level, `0`-`9` or `nil`.
* `minetest.decompress(compressed_data, method, ...)`: returns data
* Decompress a string of data (using ZLib).
* See documentation on `minetest.compress()` for supported compression methods.
return old_is_protected(pos, name)
end
* `minetest.record_protection_violation(pos, name)`
- * This function calls functions registered with
- `minetest.register_on_protection_violation`.
+ * This function calls functions registered with
+ `minetest.register_on_protection_violation`.
* `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
* Attempt to predict the desired orientation of the facedir-capable node
defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
field is false or omitted (else, the itemstack is not changed). `orient_flags`
is an optional table containing extra tweaks to the placement code:
* `invert_wall`: if `true`, place wall-orientation on the ground and ground-
- orientation on the wall.
+ orientation on the wall.
* `force_wall` : if `true`, always place the node in wall orientation.
* `force_ceiling`: if `true`, always place on the ceiling.
* `force_floor`: if `true`, always place the node on the floor.
precedence over the first.
* `minetest.rotate_node(itemstack, placer, pointed_thing)`
* calls `rotate_and_place()` with infinitestacks set according to the state of
- the creative mode setting, and checks for "sneak" to set the `invert_wall`
- parameter.
+ the creative mode setting, and checks for "sneak" to set the `invert_wall`
+ parameter.
* `minetest.forceload_block(pos[, transient])`
* forceloads the position `pos`.
### Global objects
* `minetest.env`: `EnvRef` of the server environment and world.
* Any function in the minetest namespace can be called using the syntax
- `minetest.env:somefunction(somearguments)`
- instead of `minetest.somefunction(somearguments)`
+ `minetest.env:somefunction(somearguments)`
+ instead of `minetest.somefunction(somearguments)`
* Deprecated, but support is not to be dropped soon
### Global tables
* `set_armor_groups({group1=rating, group2=rating, ...})`
* `get_armor_groups()`: returns a table with the armor group ratings
* `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
- * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
- * `frame_speed`: number, default: `15.0`
- * `frame_blend`: number, default: `0.0`
- * `frame_loop`: boolean, default: `true`
+ * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
+ * `frame_speed`: number, default: `15.0`
+ * `frame_blend`: number, default: `0.0`
+ * `frame_loop`: boolean, default: `true`
* `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
* `set_animation_frame_speed(frame_speed)`
- * `frame_speed`: number, default: `15.0`
+ * `frame_speed`: number, default: `15.0`
* `set_attach(parent, bone, position, rotation)`
* `bone`: string
* `position`: `{x=num, y=num, z=num}` (relative)
table {x, y, z} representing the player's instantaneous velocity in nodes/s
* `get_look_dir()`: get camera direction as a unit vector
* `get_look_vertical()`: pitch in radians
- * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
+ * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
* `get_look_horizontal()`: yaw in radians
- * Angle is counter-clockwise from the +z direction.
+ * Angle is counter-clockwise from the +z direction.
* `set_look_vertical(radians)`: sets look pitch
- * radians - Angle from looking forward, where positive is downwards.
+ * radians - Angle from looking forward, where positive is downwards.
* `set_look_horizontal(radians)`: sets look yaw
- * radians - Angle from the +z direction, where positive is counter-clockwise.
+ * radians - Angle from the +z direction, where positive is counter-clockwise.
* `get_look_pitch()`: pitch in radians - Deprecated as broken. Use `get_look_vertical`.
- * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
+ * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
* `get_look_yaw()`: yaw in radians - Deprecated as broken. Use `get_look_horizontal`.
- * Angle is counter-clockwise from the +x direction.
+ * Angle is counter-clockwise from the +x direction.
* `set_look_pitch(radians)`: sets look pitch - Deprecated. Use `set_look_vertical`.
* `set_look_yaw(radians)`: sets look yaw - Deprecated. Use `set_look_horizontal`.
* `get_breath()`: returns players breath
* `set_breath(value)`: sets players breath
- * values:
+ * values:
* `0`: player is drowning
* max: bubbles bar is not shown
* See Object Properties for more information
* `is_known()`: returns `true` if the item name refers to a defined item type.
* `get_definition()`: returns the item definition table.
* `get_tool_capabilities()`: returns the digging properties of the item,
- or those of the hand if none are defined for this item type
+ or those of the hand if none are defined for this item type
* `add_wear(amount)`
* Increases wear by `amount` if the item is a tool
* `amount`: number, integer
* `add_item(item)`: returns leftover `ItemStack`
* Put some item or stack onto this stack
* `item_fits(item)`: returns `true` if item or stack can be fully added to
- this one.
+ this one.
* `take_item(n)`: returns taken `ItemStack`
* Take (and remove) up to `n` items from this stack
* `n`: number, default: `1`
* `next(min, max)`: return next integer random number [`min`...`max`]
* `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
* This is only a rough approximation of a normal distribution with:
- * `mean = (max - min) / 2`, and
- * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
+ * `mean = (max - min) / 2`, and
+ * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
* Increasing `num_trials` improves accuracy of the approximation
### `SecureRandom`
It can be created via `Raycast(pos1, pos2, objects, liquids)` or
`minetest.raycast(pos1, pos2, objects, liquids)` where:
- * `pos1`: start of the ray
- * `pos2`: end of the ray
- * `objects` : if false, only nodes will be returned. Default is true.
- * `liquids' : if false, liquid nodes won't be returned. Default is false.
+* `pos1`: start of the ray
+* `pos2`: end of the ray
+* `objects` : if false, only nodes will be returned. Default is true.
+* `liquids' : if false, liquid nodes won't be returned. Default is false.
#### Methods
* `next()`: returns a `pointed_thing`
* Called when somebody punches the object.
* Note that you probably want to handle most punches using the
automatic armor group system.
- * `puncher`: an `ObjectRef` (can be `nil`)
- * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
- * `tool_capabilities`: capability table of used tool (can be `nil`)
- * `dir`: unit vector of direction of punch. Always defined. Points from
- the puncher to the punched.
+ * `puncher`: an `ObjectRef` (can be `nil`)
+ * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
+ * `tool_capabilities`: capability table of used tool (can be `nil`)
+ * `dir`: unit vector of direction of punch. Always defined. Points from
+ the puncher to the punched.
* `on_death(self, killer)`
* Called when the object dies.
- * `killer`: an `ObjectRef` (can be `nil`)
+ * `killer`: an `ObjectRef` (can be `nil`)
* `on_rightclick(self, clicker)`
* `get_staticdata(self)`
* Should return a string that will be passed to `on_activate` when
^ default: nil
^ Function must return either nil if no item shall be removed from
inventory, or an itemstack to replace the original itemstack.
- e.g. itemstack:take_item(); return itemstack
+ e.g. itemstack:take_item(); return itemstack
^ Otherwise, the function is free to do what it wants.
^ The user may be any ObjectRef or nil.
^ The default functions handle regular use cases.
Directions are from the point of view of the tile texture,
not the node it's on
* align style determines whether the texture will be rotated with the node
- or kept aligned with its surroundings. "user" means that client
- setting will be used, similar to `glasslike_framed_optional`.
- Note: supported by solid nodes and nodeboxes only.
+ or kept aligned with its surroundings. "user" means that client
+ setting will be used, similar to `glasslike_framed_optional`.
+ Note: supported by solid nodes and nodeboxes only.
* scale is used to make texture span several (exactly `scale`) nodes,
- instead of just one, in each direction. Works for world-aligned
- textures only.
- Note that as the effect is applied on per-mapblock basis, `16` should
- be equally divisible by `scale` or you may get wrong results.
+ instead of just one, in each direction. Works for world-aligned
+ textures only.
+ Note that as the effect is applied on per-mapblock basis, `16` should
+ be equally divisible by `scale` or you may get wrong results.
* `{name="image.png", color=ColorSpec}`
* the texture's color will be multiplied with this color.
* the tile's color overrides the owning node's color in all cases.