From c7297e552be9c265eba77e58dbd8f69be23b4131 Mon Sep 17 00:00:00 2001 From: paramat Date: Tue, 7 Jun 2016 03:23:23 +0100 Subject: [PATCH] Lua_api.txt: Split long lines. Capitalise 'Biome API'. Minor edits --- doc/lua_api.txt | 129 ++++++++++++++++++++++++++++-------------------- 1 file changed, 76 insertions(+), 53 deletions(-) diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 30f4d87df..ea47d0044 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -65,15 +65,19 @@ e.g. The game directory can contain the file minetest.conf, which will be used to set default settings when running the particular game. It can also contain a settingtypes.txt in the same format as the one in builtin. -This settingtypes.txt will be parsed by the menu and the settings will be displayed in the "Games" category in the settings tab. +This settingtypes.txt will be parsed by the menu and the settings will be displayed +in the "Games" category in the settings tab. ### Menu images -Games can provide custom main menu images. They are put inside a `menu` directory inside the game directory. +Games can provide custom main menu images. They are put inside a `menu` directory +inside the game directory. -The images are named `$identifier.png`, where `$identifier` is one of `overlay,background,footer,header`. -If you want to specify multiple images for one identifier, add additional images named like `$identifier.$n.png`, with an ascending number $n starting with 1, -and a random image will be chosen from the provided ones. +The images are named `$identifier.png`, where `$identifier` is +one of `overlay,background,footer,header`. +If you want to specify multiple images for one identifier, add additional images named +like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random +image will be chosen from the provided ones. Mod load path @@ -243,7 +247,8 @@ Example: default_dirt.png^default_grass_side.png `default_grass_side.png` is overlayed over `default_dirt.png`. -The texture with the lower resolution will be automatically upscaled to the higher resolution texture. +The texture with the lower resolution will be automatically upscaled to +the higher resolution texture. ### Texture grouping Textures can be grouped together by enclosing them in `(` and `)`. @@ -468,8 +473,8 @@ the global `minetest.registered_*` tables. * added to `minetest.registered_schematic` with the key of `schematic.name` * if `schematic.name` is nil, the key is the returned ID * if the schematic is loaded from a file, schematic.name is set to the filename - * if the function is called when loading the mod, and schematic.name is a relative path, - * then the current mod path will be prepended to the schematic filename + * if the function is called when loading the mod, and schematic.name is a relative + path, then the current mod path will be prepended to the schematic filename * `minetest.clear_registered_biomes()` * clears all biomes currently registered @@ -1416,13 +1421,13 @@ examples. #### `listring[;]` * Allows to create a ring of inventory lists * Shift-clicking on items in one element of the ring -* will send them to the next inventory list inside the ring + will send them to the next inventory list inside the ring * The first occurrence of an element inside the ring will -* determine the inventory where items will be sent to + determine the inventory where items will be sent to #### `listring[]` * Shorthand for doing `listring[;]` -* for the last two inventory lists added by list[...] + for the last two inventory lists added by list[...] #### `listcolors[;]` * Sets background color of slots as `ColorString` @@ -1475,7 +1480,7 @@ examples. * Textual password style field; will be sent to server when a button is clicked * `x` and `y` position the field relative to the top left of the menu * `w` and `h` are the size of the field -* fields are a set height, but will be vertically centred on `h` +* Fields are a set height, but will be vertically centred on `h` * Position and size units are inventory slots * `name` is the name of the field as returned in fields to `on_receive_fields` * `label`, if not blank, will be text printed on the top left above the field @@ -1484,7 +1489,7 @@ examples. * Textual field; will be sent to server when a button is clicked * `x` and `y` position the field relative to the top left of the menu * `w` and `h` are the size of the field -* fields are a set height, but will be vertically centred on `h` +* Fields are a set height, but will be vertically centred on `h` * Position and size units are inventory slots * `name` is the name of the field as returned in fields to `on_receive_fields` * `label`, if not blank, will be text printed on the top left above the field @@ -1494,13 +1499,13 @@ examples. * **Note**: no extra text or more than a single variable is supported ATM. #### `field[;