3 GitHub Repo: https://github.com/minetest/minetest_game
8 The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
9 allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
10 For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
13 * [XYZ] refers to a section the Minetest API
14 * [#ABC] refers to a section in this document
15 * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
20 The bucket API allows registering new types of buckets for non-default liquids.
22 bucket.register_liquid(
23 "default:lava_source", -- name of the source node
24 "default:lava_flowing", -- name of the flowing node
25 "bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
26 "bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
27 "Lava Bucket", -- text description of the bucket item
28 {lava_bucket = 1}, -- groups of the bucket item, OPTIONAL
29 false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
30 -- a source neighbour, even if defined as 'liquid_renewable = false'.
31 -- Needed to avoid creating holes in sloping rivers.
34 The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
35 When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
41 "beds:bed", -- Bed name
42 def -- See [#Bed definition]
45 * `beds.read_spawns() ` Returns a table containing players respawn positions
46 * `beds.kick_players()` Forces all players to leave bed
47 * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
52 description = "Simple Bed",
53 inventory_image = "beds_bed.png",
54 wield_image = "beds_bed.png",
56 bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
57 top = {Tile definition} -- the tiles of the bottom part of the bed.
60 bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
61 top = 'regular nodebox', -- top part of bed (see [Node boxes])
63 selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
64 recipe = { -- Craft recipe
65 {"group:wool", "group:wool", "group:wool"},
66 {"group:wood", "group:wood", "group:wood"}
73 Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
76 creative.register_tab("tools", "Tools", minetest.registered_tools)
78 is used to show all tools. Name is used in the sfinv page name, title is the
81 `is_enabled_for` is used to check whether a player is in creative mode:
83 creative.is_enabled_for(name)
85 Override this to allow per-player game modes.
87 The contents of `creative.formspec_add` is appended to every creative inventory
88 page. Mods can use it to add additional formspec elements onto the default
89 creative inventory formspec to be drawn after each update.
94 The doors mod allows modders to register custom doors and trapdoors.
96 `doors.register_door(name, def)`
99 * `name` Name for door
100 * `def` See [#Door definition]
102 `doors.register_trapdoor(name, def)`
104 * Registers new trapdoor
105 * `name` Name for trapdoor
106 * `def` See [#Trapdoor definition]
108 `doors.register_fencegate(name, def)`
110 * Registers new fence gate
111 * `name` Name for fence gate
112 * `def` See [#Fence gate definition]
116 * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
117 * Returns an ObjectRef to a door, or nil if the position does not contain a door
121 :open(player) -- Open the door object, returns if door was opened
122 :close(player) -- Close the door object, returns if door was closed
123 :toggle(player) -- Toggle the door state, returns if state was toggled
124 :state() -- returns the door state, true = open, false = closed
126 the "player" parameter can be omitted in all methods. If passed then
127 the usual permission checks will be performed to make sure the player
128 has the permissions needed to open this door. If omitted then no
129 permission checks are performed.
133 description = "Door description",
134 inventory_image = "mod_door_inv.png",
135 groups = {choppy = 2},
136 tiles = {"mod_door.png"}, -- UV map.
137 recipe = craftrecipe,
138 sounds = default.node_sound_wood_defaults(), -- optional
139 sound_open = sound play for open door, -- optional
140 sound_close = sound play for close door, -- optional
141 protected = false, -- If true, only placer can open the door (locked for others)
143 ### Trapdoor definition
145 description = "Trapdoor description",
146 inventory_image = "mod_trapdoor_inv.png",
147 groups = {choppy = 2},
148 tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
149 tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
150 sounds = default.node_sound_wood_defaults(), -- optional
151 sound_open = sound play for open door, -- optional
152 sound_close = sound play for close door, -- optional
153 protected = false, -- If true, only placer can open the door (locked for others)
155 ### Fence gate definition
157 description = "Wooden Fence Gate",
158 texture = "default_wood.png", -- `backface_culling` will automatically be
159 -- set to `true` if not specified.
160 material = "default:wood",
161 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
162 sounds = default.node_sound_wood_defaults(), -- optional
167 Allows creation of new fences with "fencelike" drawtype.
169 `default.register_fence(name, item definition)`
171 Registers a new fence. Custom fields texture and material are required, as
172 are name and description. The rest is optional. You can pass most normal
173 nodedef fields here except drawtype. The fence group will always be added
178 name = "default:fence_wood",
179 description = "Wooden Fence",
180 texture = "default_wood.png",
181 material = "default:wood",
182 groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
183 sounds = default.node_sound_wood_defaults(),
188 The walls API allows easy addition of stone auto-connecting wall nodes.
190 walls.register(name, desc, texture, mat, sounds)
191 ^ name = "walls:stone_wall". Node name.
192 ^ desc = "A Stone wall"
193 ^ texture = "default_stone.png"
194 ^ mat = "default:stone". Used to auto-generate crafting recipe.
195 ^ sounds = sounds: see [#Default sounds]
200 The farming API allows you to easily register plants and hoes.
202 `farming.register_hoe(name, hoe definition)`
203 * Register a new hoe, see [#hoe definition]
205 `farming.register_plant(name, Plant definition)`
206 * Register a new growing plant, see [#Plant definition]
208 `farming.registered_plants[name] = definition`
209 * Table of registered plants, indexed by plant name
215 description = "", -- Description for tooltip
216 inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
217 max_uses = 30, -- Uses until destroyed
218 material = "", -- Material for recipes
219 recipe = { -- Craft recipe, if material isn't used
220 {"air", "air", "air"},
229 description = "", -- Description of seed item
230 inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
231 steps = 8, -- How many steps the plant has to grow, until it can be harvested
232 -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
233 minlight = 13, -- Minimum light to grow
234 maxlight = default.LIGHT_MAX -- Maximum light to grow
240 New node def property:
244 * Called when fire attempts to remove a burning node.
245 * `pos` Position of the burning node.
247 `on_ignite(pos, igniter)`
249 * Called when Flint and steel (or a mod defined ignitor) is used on a node.
250 Defining it may prevent the default action (spawning flames) from triggering.
251 * `pos` Position of the ignited node.
252 * `igniter` Player that used the tool, when available.
255 Give Initial Stuff API
256 ----------------------
258 `give_initial_stuff.give(player)`
260 ^ Give initial stuff to "player"
262 `give_initial_stuff.add(stack)`
264 ^ Add item to the initial stuff
265 ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
266 ^ Can be called after the game has loaded
268 `give_initial_stuff.clear()`
270 ^ Removes all items from the initial stuff
271 ^ Can be called after the game has loaded
273 `give_initial_stuff.get_list()`
275 ^ returns list of item stacks
277 `give_initial_stuff.set_list(list)`
279 ^ List of initial items with numeric indices.
281 `give_initial_stuff.add_from_csv(str)`
283 ^ str is a comma separated list of initial stuff
284 ^ Adds items to the list of items to be given
290 `tnt.register_tnt(definition)`
292 ^ Register a new type of tnt.
294 * `name` The name of the node. If no prefix is given `tnt` is used.
295 * `description` A description for your TNT.
296 * `radius` The radius within which the TNT can destroy nodes. The default is 3.
297 * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
298 * `disable_drops` Disable drops. By default it is set to false.
299 * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
300 * `ignore_on_blast` Don't call `on_blast` even if a node has one.
301 * `tiles` Textures for node
302 * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
303 * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
304 * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
305 * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
307 `tnt.boom(position[, definition])`
309 ^ Create an explosion.
311 * `position` The center of explosion.
312 * `definition` The TNT definion as passed to `tnt.register` with the following addition:
313 * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
315 `tnt.burn(position, [nodename])`
317 ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
318 If no such callback exists, fallback to turn tnt group nodes to their
320 nodename isn't required unless already known.
322 To make dropping items from node inventories easier, you can use the
323 following helper function from 'default':
325 default.get_inventory_drops(pos, inventory, drops)
327 ^ Return drops from node inventory "inventory" in drops.
329 * `pos` - the node position
330 * `inventory` - the name of the inventory (string)
331 * `drops` - an initialized list
333 The function returns no values. The drops are returned in the `drops`
334 parameter, and drops is not reinitialized so you can call it several
335 times in a row to add more inventory items to it.
338 `on_blast` callbacks:
340 Both nodedefs and entitydefs can provide an `on_blast()` callback
342 `nodedef.on_blast(pos, intensity)`
343 ^ Allow drop and node removal overriding
344 * `pos` - node position
345 * `intensity` - TNT explosion measure. larger or equal to 1.0
346 ^ Should return a list of drops (e.g. {"default:stone"})
347 ^ Should perform node removal itself. If callback exists in the nodedef
348 ^ then the TNT code will not destroy this node.
350 `entitydef.on_blast(luaobj, damage)`
351 ^ Allow TNT effects on entities to be overridden
352 * `luaobj` - LuaEntityRef of the entity
353 * `damage` - suggested HP damage value
354 ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
355 * `do_damage` - if true then TNT mod wil damage the entity
356 * `do_knockback` - if true then TNT mod will knock the entity away
357 * `drops` - a list of drops, e.g. {"wool:red"}
363 The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
364 To use it, add the `on_screwdriver` function to the node definition.
366 `on_rotate(pos, node, user, mode, new_param2)`
368 * `pos` Position of the node that the screwdriver is being used on
370 * `user` The player who used the screwdriver
371 * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
372 * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
373 * return value: false to disallow rotation, nil to keep default behaviour, true to allow
374 it but to indicate that changed have already been made (so the screwdriver will wear out)
375 * use `on_rotate = false` to always disallow rotation
376 * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
382 The sethome API adds three global functions to allow mods to read a players home position,
383 set a players home position and teleport a player to home position.
387 * `name` Player who's home position you wish to get
388 * return value: false if no player home coords exist, position table if true
390 `sethome.set(name, pos)`
392 * `name` Player who's home position you wish to set
393 * `pos` Position table containing coords of home position
394 * return value: false if unable to set and save new home position, otherwise true
398 * `name` Player you wish to teleport to their home position
399 * return value: false if player cannot be sent home, otherwise true
409 * sfinv.set_page(player, pagename) - changes the page
410 * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
411 * sfinv.register_page(name, def) - register a page, see section below
412 * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
413 * Note: Page must already be defined, (opt)depend on the mod defining it.
414 * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
415 and calls set_inventory_formspec().
416 * sfinv.get_formspec(player, context) - builds current page's formspec
420 * sfinv.get_or_create_context(player) - gets the player's context
421 * sfinv.set_context(player, context)
425 * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
426 * show_inv, defaults to false. Whether to show the player's main inventory
427 * size, defaults to `size[8,8.6]` if not specified
428 * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
432 * pages - table of pages[pagename] = def
433 * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
434 * contexts - contexts[playername] = player_context
435 * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
439 A table with these keys:
441 * page - current page name
442 * nav - a list of page names
443 * nav_titles - a list of page titles
444 * nav_idx - current nav index (in nav and nav_titles)
445 * any thing you want to store
446 * sfinv will clear the stored data on log out / log in
448 ### sfinv.register_page
450 sfinv.register_page(name, def)
452 def is a table containing:
454 * `title` - human readable page name (required)
455 * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
456 * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
457 * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
458 * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
459 * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
463 Use sfinv.make_formspec to apply a layout:
465 return sfinv.make_formspec(player, context, [[
466 list[current_player;craft;1.75,0.5;3,3;]
467 list[current_player;craftpreview;5.75,1.5;1,1;]
468 image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
469 listring[current_player;main]
470 listring[current_player;craft]
471 image[0,4.25;1,1;gui_hb_bg.png]
472 image[1,4.25;1,1;gui_hb_bg.png]
473 image[2,4.25;1,1;gui_hb_bg.png]
474 image[3,4.25;1,1;gui_hb_bg.png]
475 image[4,4.25;1,1;gui_hb_bg.png]
476 image[5,4.25;1,1;gui_hb_bg.png]
477 image[6,4.25;1,1;gui_hb_bg.png]
478 image[7,4.25;1,1;gui_hb_bg.png]
481 See above (methods section) for more options.
483 ### Customising themes
485 Simply override this function to change the navigation:
487 function sfinv.get_nav_fs(player, context, nav, current_idx)
491 And override this function to change the layout:
493 function sfinv.make_formspec(player, context, content, show_inv, size)
495 size or "size[8,8.6]",
497 sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
503 return table.concat(tmp, "")
509 The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
510 delivered with Minetest Game, to keep them compatible with other mods.
512 `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
515 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
516 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
517 * `groups`: see [Known damage and digging time defining groups]
518 * `images`: see [Tile definition]
519 * `description`: used for the description field in the stair's definition
520 * `sounds`: see [#Default sounds]
522 `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
525 * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
526 * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
527 * `groups`: see [Known damage and digging time defining groups]
528 * `images`: see [Tile definition]
529 * `description`: used for the description field in the stair's definition
530 * `sounds`: see [#Default sounds]
532 `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
534 * A wrapper for stairs.register_stair and stairs.register_slab
535 * Uses almost the same arguments as stairs.register_stair
536 * `desc_stair`: Description for stair node
537 * `desc_slab`: Description for slab node
542 Creates panes that automatically connect to each other
544 `xpanes.register_pane(subname, def)`
546 * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
547 * `def`: See [#Pane definition]
552 textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
553 groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
554 sounds = SoundSpec, -- See [#Default sounds]
555 recipe = {{"","","","","","","","",""}}, -- Recipe field only
561 The following nodes use the group `connect_to_raillike` and will only connect to
562 raillike nodes within this group and the same group value.
563 Use `minetest.raillike_group(<Name>)` to get the group value.
565 | Node type | Raillike group name
566 |-----------------------|---------------------
567 | default:rail | "rail"
568 | tnt:gunpowder | "gunpowder"
569 | tnt:gunpowder_burning | "gunpowder"
572 If you want to add a new rail type and want it to connect with default:rail,
573 add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
580 Sounds inside the default table can be used within the sounds field of node definitions.
582 * `default.node_sound_defaults()`
583 * `default.node_sound_stone_defaults()`
584 * `default.node_sound_dirt_defaults()`
585 * `default.node_sound_sand_defaults()`
586 * `default.node_sound_wood_defaults()`
587 * `default.node_sound_leaves_defaults()`
588 * `default.node_sound_glass_defaults()`
589 * `default.node_sound_metal_defaults()`
594 `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
599 The player API can register player models and update the player's appearence
601 `default.player_register_model(name, def)`
603 * Register a new model to be used by players.
604 * name: model filename such as "character.x", "foo.b3d", etc.
605 * def: See [#Model definition]
607 `default.registered_player_models[name]`
609 * Get a model's definition
610 * see [#Model definition]
612 `default.player_set_model(player, model_name)`
614 * Change a player's model
615 * `player`: PlayerRef
616 * `model_name`: model registered with player_register_model()
618 `default.player_set_animation(player, anim_name [, speed])`
620 * Applies an animation to a player
621 * anim_name: name of the animation.
622 * speed: frames per second. If nil, default from the model is used
624 `default.player_set_textures(player, textures)`
626 * Sets player textures
627 * `player`: PlayerRef
628 * `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
630 default.player_get_animation(player)
632 * Returns a table containing fields `model`, `textures` and `animation`.
633 * Any of the fields of the returned table may be nil.
639 animation_speed = 30, -- Default animation speed, in FPS.
640 textures = {"character.png", }, -- Default array of textures.
641 visual_size = {x = 1, y = 1}, -- Used to scale the model.
643 -- <anim_name> = {x = <start_frame>, y = <end_frame>},
644 foo = {x = 0, y = 19},
645 bar = {x = 20, y = 39},
653 To enable leaf decay for leaves when a tree is cut down by a player,
654 register the tree with the default.register_leafdecay(leafdecaydef)
657 If `param2` of any registered node is ~= 0, the node will always be
658 preserved. Thus, if the player places a node of that kind, you will
659 want to set `param2 = 1` or so.
661 The function `default.after_place_leaves` can be set as
662 `after_place_node of a node` to set param2 to 1 if the player places
663 the node (should not be used for nodes that use param2 otherwise
666 If the node is in the `leafdecay_drop` group then it will always be
669 `default.register_leafdecay(leafdecaydef)`
671 `leafdecaydef` is a table, with following members:
673 trunks = {"default:tree"}, -- nodes considered trunks
674 leaves = {"default:leaves", "default:apple"},
675 -- nodes considered for removal
676 radius = 3, -- radius to consider for searching
679 Note: all the listed nodes in `trunks` have their `on_after_destruct`
680 callback overridden. All the nodes listed in `leaves` have their
681 `on_timer` callback overridden.
687 To make recipes that will work with any dye ever made by anybody, define
688 them based on groups. You can select any group of groups, based on your need for
703 * `basecolor_magenta`
705 Extended color groups ( * means also base color )
708 * `excolor_lightgrey`
722 * `excolor_magenta` *
723 * `excolor_red_violet`
725 The whole unifieddyes palette as groups:
727 * `unicolor_<excolor>`
729 For the following, no white/grey/black is allowed:
731 * `unicolor_medium_<excolor>`
732 * `unicolor_dark_<excolor>`
733 * `unicolor_light_<excolor>`
734 * `unicolor_<excolor>_s50`
735 * `unicolor_medium_<excolor>_s50`
736 * `unicolor_dark_<excolor>_s50`
738 Example of one shapeless recipe using a color group:
740 minetest.register_craft({
742 output = '<mod>:item_yellow',
743 recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
748 * `dye.basecolors` are an array containing the names of available base colors
750 * `dye.excolors` are an array containing the names of the available extended colors
755 * `default.grow_tree(pos, is_apple_tree)`
756 * Grows a mgv6 tree or apple tree at pos
758 * `default.grow_jungle_tree(pos)`
759 * Grows a mgv6 jungletree at pos
761 * `default.grow_pine_tree(pos)`
762 * Grows a mgv6 pinetree at pos
764 * `default.grow_new_apple_tree(pos)`
765 * Grows a new design apple tree at pos
767 * `default.grow_new_jungle_tree(pos)`
768 * Grows a new design jungle tree at pos
770 * `default.grow_new_pine_tree(pos)`
771 * Grows a new design pine tree at pos
773 * `default.grow_new_snowy_pine_tree(pos)`
774 * Grows a new design snowy pine tree at pos
776 * `default.grow_new_acacia_tree(pos)`
777 * Grows a new design acacia tree at pos
779 * `default.grow_new_aspen_tree(pos)`
780 * Grows a new design aspen tree at pos
782 * `default.grow_bush(pos)`
783 * Grows a bush at pos
785 * `default.grow_acacia_bush(pos)`
786 * Grows an acaia bush at pos
792 "mycarts:myrail", -- Rail name
793 nodedef, -- standard nodedef
794 railparams -- rail parameter struct (optional)
798 on_step(obj, dtime), -- Event handler called when
800 acceleration, -- integer acceleration factor (negative
804 The event handler is called after all default calculations
805 are made, so the custom on_step handler can override things
806 like speed, acceleration, player attachment. The handler will
807 likely be called many times per second, so the function needs
808 to make sure that the event is handled properly.
813 The key API allows mods to add key functionality to nodes that have
814 ownership or specific permissions. Using the API will make it so
815 that a node owner can use skeleton keys on their nodes to create keys
816 for that node in that location, and give that key to other players,
817 allowing them some sort of access that they otherwise would not have
818 due to node protection.
820 To make your new nodes work with the key API, you need to register
821 two callback functions in each nodedef:
824 `on_key_use(pos, player)`
825 * Is called when a player right-clicks (uses) a normal key on your
827 * `pos` - position of the node
828 * `player` - PlayerRef
829 * return value: none, ignored
831 The `on_key_use` callback should validate that the player is wielding
832 a key item with the right key meta secret. If needed the code should
833 deny access to the node functionality.
835 If formspecs are used, the formspec callbacks should duplicate these
836 checks in the metadata callback functions.
839 `on_skeleton_key_use(pos, player, newsecret)`
841 * Is called when a player right-clicks (uses) a skeleton key on your
843 * `pos` - position of the node
844 * `player` - PlayerRef
845 * `newsecret` - a secret value(string)
847 * `secret` - `nil` or the secret value that unlocks the door
848 * `name` - a string description of the node ("a locked chest")
849 * `owner` - name of the node owner
851 The `on_skeleton_key_use` function should validate that the player has
852 the right permissions to make a new key for the item. The newsecret
853 value is useful if the node has no secret value. The function should
854 store this secret value somewhere so that in the future it may compare
855 key secrets and match them to allow access. If a node already has a
856 secret value, the function should return that secret value instead
857 of the newsecret value. The secret value stored for the node should
858 not be overwritten, as this would invalidate existing keys.
860 Aside from the secret value, the function should retun a descriptive
861 name for the node and the owner name. The return values are all
862 encoded in the key that will be given to the player in replacement
863 for the wielded skeleton key.
865 if `nil` is returned, it is assumed that the wielder did not have
866 permissions to create a key for this node, and no key is created.