-Minetest Lua Client Modding API Reference 5.2.0
+Minetest Lua Client Modding API Reference 5.5.0
================================================
* More information at <http://www.minetest.net/>
* Developer Wiki: <http://dev.minetest.net/>
wants to register. Subsequent execution depends on minetest calling the
registered callbacks.
-**NOTE**: Client mods currently can't provide and textures, sounds or models by
+**NOTE**: Client mods currently can't provide textures, sounds, or models by
themselves. Any media referenced in function calls must already be loaded
(provided by mods that exist on the server).
* `minetest.is_yes(arg)`
* returns whether `arg` can be interpreted as yes
* `minetest.is_nan(arg)`
- * returns true true when the passed number represents NaN.
+ * returns true when the passed number represents NaN.
* `table.copy(table)`: returns a table
* returns a deep copy of `table`
* Adds definition to minetest.registered_chatcommands
* `minetest.unregister_chatcommand(name)`
* Unregisters a chatcommands registered with register_chatcommand.
+* `minetest.register_on_chatcommand(function(command, params))`
+ * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
+ is checked to see if that the command exists, but after the input is parsed.
+ * Return `true` to mark the command as handled, which means that the default
+ handlers will be prevented.
* `minetest.register_on_death(function())`
* Called when the local player dies
* `minetest.register_on_hp_modification(function(hp))`
* `spec` is a `SimpleSoundSpec`
* `parameters` is a sound parameter table
* `minetest.sound_stop(handle)`
+ * `handle` is a handle returned by `minetest.sound_play`
+* `minetest.sound_fade(handle, step, gain)`
+ * `handle` is a handle returned by `minetest.sound_play`
+ * `step` determines how fast a sound will fade.
+ Negative step will lower the sound volume, positive step will increase
+ the sound volume.
+ * `gain` the target gain for the fade.
### Timing
* `minetest.after(time, func, ...)`
* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
* `search_center` is an optional boolean (default: `false`)
If true `pos` is also checked for the nodes
-* `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
- positions.
+* `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
+ * `pos1` and `pos2` are the min and max positions of the area to search.
* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
- * First return value: Table with all node positions
- * Second return value: Table with the count of each node with the node name
- as index.
+ * If `grouped` is true the return value is a table indexed by node name
+ which contains lists of positions.
+ * If `grouped` is false or absent the return values are as follows:
+ first value: Table with all node positions
+ second value: Table with the count of each node with the node name
+ as index
* Area volume is limited to 4,096,000 nodes
* `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
list of positions.
* get max available level for leveled node
### Player
-* `minetest.get_wielded_item()`
- * Returns the itemstack the local player is holding
* `minetest.send_chat_message(message)`
* Act as if `message` was typed by the player into the terminal.
* `minetest.run_server_chatcommand(cmd, param)`
* `get_camera_mode()`
* Returns 0, 1, or 2 as described above
* `get_fov()`
- * Returns:
+ * Returns a table with X, Y, maximum and actual FOV in degrees:
```lua
{
### LocalPlayer
An interface to retrieve information about the player.
+This object will only be available after the client is initialized. Earlier accesses will yield a `nil` value.
Methods:
* returns player HP
* `get_name()`
* returns player name
+* `get_wield_index()`
+ * returns the index of the wielded item
+* `get_wielded_item()`
+ * returns the itemstack the player is holding
* `is_attached()`
* returns true if player is attached
* `is_touching_ground()`
jump = float,
gravity = float,
sneak = boolean,
- sneak_glitch = boolean
+ sneak_glitch = boolean,
+ new_move = boolean,
}
```
* returns last look horizontal angle
* `get_last_look_vertical()`:
* returns last look vertical angle
-* `get_key_pressed()`:
- * returns last key typed by the player
+* `get_control()`:
+ * returns pressed player controls
+
+```lua
+ {
+ up = boolean,
+ down = boolean,
+ left = boolean,
+ right = boolean,
+ jump = boolean,
+ aux1 = boolean,
+ sneak = boolean,
+ zoom = boolean,
+ dig = boolean,
+ place = boolean,
+ }
+```
+
+* `get_armor_groups()`
+ * returns a table with the armor group ratings
* `hud_add(definition)`
* add a HUD element described by HUD def, returns ID number on success and `nil` on failure.
* See [`HUD definition`](#hud-definition-hud_add-hud_get)
* `offset`: offset in pixels from position.
### `waypoint`
+
Displays distance to selected world position.
* `name`: The name of the waypoint.
* `text`: Distance suffix. Can be blank.
-* `number:` An integer containing the RGB value of the color used to draw the text.
+* `precision`: Waypoint precision, integer >= 0. Defaults to 10.
+ If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
+ When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
+ `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
+ `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
+ `precision = n` will show multiples of `1/n`
+* `number:` An integer containing the RGB value of the color used to draw the
+ text.
* `world_pos`: World position of the waypoint.
+* `offset`: offset in pixels from position.
+* `alignment`: The alignment of the waypoint.
+
+### `image_waypoint`
+
+Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
+
+* `scale`: The scale of the image, with 1 being the original texture size.
+ Only the X coordinate scale is used (positive values).
+ Negative values represent that percentage of the screen it
+ should take; e.g. `x=-100` means 100% (width).
+* `text`: The name of the texture that is displayed.
+* `alignment`: The alignment of the image.
+* `world_pos`: World position of the waypoint.
+* `offset`: offset in pixels from position.
### Particle definition (`add_particle`)