mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-30 06:21:05 +01:00
122 lines
6 KiB
Text
122 lines
6 KiB
Text
|
---
|
||
|
--- Generated by EmmyLua.
|
||
|
--- Created by Michieal (FaerRaven).
|
||
|
--- DateTime: 10/22/22 3:44 PM
|
||
|
---
|
||
|
|
||
|
SIGNS API
|
||
|
|
||
|
--- How to Use:
|
||
|
|
||
|
The simplest way to create a new sign is to use mcl_signs.register_sign [mcl_signs.register_sign (modname, color, _name,
|
||
|
ttsign)]. It's an all-in-one sign creator. It makes use of the standard textures for the signs, and colors them based on
|
||
|
the color code that you give it, and names it "mcl_signs:wall_sign" + _name. So, using the spruce sign to illustrate, it
|
||
|
would be named "mcl_signs:wall_sign_sprucewood", as we made _name equal to "_sprucewood" after the name of the
|
||
|
registered wood.
|
||
|
|
||
|
To create a sign with specific textures: use the mcl_signs.register_sign_custom [mcl_signs.register_sign_custom
|
||
|
(modname, _name, tiles, color, inventory_image, wield_image, ttsign)]. Like the register_sign() function, this is also an
|
||
|
all-in-one sign creation function. With this function you can designate what textures to use, and give them a specified
|
||
|
color. This function follows the same naming conventions.
|
||
|
|
||
|
If you wish to override / recreate one of the predefined signs, you may also do that. The reregister_sign() and
|
||
|
reregister_sign_custom() functions will replace an existing sign's definition with a new one. Caution, ONLY use this on
|
||
|
existing signs. If the sign doesn't exist, use the regular register_sign* functions.
|
||
|
|
||
|
--- What the parameters mean, and what they do:
|
||
|
|
||
|
* modname: optional (pass "" or "false" to ignore), for using mcl_signs with other mods to allow the creation of a sign
|
||
|
from the mod's wood (if installed). Use this to prevent failures of the specific mod is not installed that has the needed
|
||
|
information (textures, wood, etc.) Setting this is important, because it prevents items from being registered if the
|
||
|
mod in not installed.
|
||
|
|
||
|
* tiles: the texture file to use for the sign's node.
|
||
|
|
||
|
* color: color the texture file to use with this color. Use white (#FFFFFF) to negate the color, and just use the
|
||
|
texture as is.
|
||
|
|
||
|
* inventory_image: the texture file to use for the sign's display in inventory.
|
||
|
|
||
|
* wield_image: the texture file to use for the sign's weilded (in hand) object.
|
||
|
|
||
|
* _name: the sign's name suffix, such as "_dark" or "_sprucewood", etc., appended to "wall_sign" or "standing_sign"
|
||
|
|
||
|
* ttsign: the tool tip of the sign that gets translated. Shown when the mouse hovers the inventory sign. ttsign stands
|
||
|
for translated tooltip sign.
|
||
|
|
||
|
* wood_item_string: example: "mcl_core:wood", "mcl_core:sprucewood" or "mymod:mywood". This is used when defining the
|
||
|
recipe for the sign.
|
||
|
|
||
|
--- Other Functions of Importance:
|
||
|
|
||
|
* register_dye [mcl_signs.register_dye (modname, item_name, color_code)] -- this registers a new dye that the sign knows
|
||
|
about so that the player can color their signs with the dye.
|
||
|
Parameters:
|
||
|
modname: your mod / module's name. make sure to use this for compatibility.
|
||
|
item_name: the item_string of the dye to register.
|
||
|
color_code: the hex code for the color to make the lettering. Also called HTML color code. Ex. "#FFFFFF" is white.
|
||
|
|
||
|
* register_sign_craft [mcl_signs.register_sign_craft(modname, wood_item_string, _name)] -- this is what creates the
|
||
|
recipes for the sign, and makes the sign "burnable". Typically called right after the register_sign* functions.
|
||
|
Parameters:
|
||
|
_name: MUST be the same name as used for the sign. So, if your sign _name is "_sprucewood" then this should be too.
|
||
|
wood_item_string: the item_string of the wood to use for the sign's recipe. Example: "mcl_core:wood" (default oak).
|
||
|
modname: like with the other functions that has this parameter, used to make sure that nothing breaks.
|
||
|
|
||
|
* make_lbm() [mcl_signs.make_lbm()] -- This innocuous function is very important. This is the function that makes the
|
||
|
signs work after reloading the game. This function is the last to be called in your sign creation work flow. Note, you
|
||
|
do not need to call this function after every definition, just at the end of the last definition.
|
||
|
(See Example WorkFlow below.)
|
||
|
|
||
|
--- Example Workflow for sign creation.
|
||
|
|
||
|
* these are, at the time of writing, a selection of the actual signs' definitions. Note the functions called, and when.
|
||
|
|
||
|
-- ---------------------------- --
|
||
|
-- Register Signs for use. --
|
||
|
-- ---------------------------- --
|
||
|
|
||
|
-- sprucewood Sign
|
||
|
mcl_signs.register_sign_custom("mcl_core", "_sprucewood",
|
||
|
"mcl_signs_sign_dark.png","#ffffff", "default_sign_dark.png",
|
||
|
"default_sign_dark.png", "Spruce Sign"
|
||
|
)
|
||
|
mcl_signs.register_sign_craft("mcl_core", "mcl_core:sprucewood", "_sprucewood")
|
||
|
|
||
|
-- darkwood Sign
|
||
|
mcl_signs.register_sign_custom("mcl_core", "_darkwood",
|
||
|
"mcl_signs_sign_greyscale.png","#856443", "default_sign_greyscale.png",
|
||
|
"default_sign_greyscale.png", "Dark Oak Sign"
|
||
|
)
|
||
|
mcl_signs.register_sign_craft("mcl_core", "mcl_core:darkwood", "_darkwood")
|
||
|
|
||
|
-- acaciawood Sign
|
||
|
mcl_signs.register_sign("mcl_core", "#ea7479", "_acaciawood", "Acacia Sign")
|
||
|
mcl_signs.register_sign_craft("mcl_core", "mcl_core:acaciawood", "_acaciawood")
|
||
|
|
||
|
-- junglewood Sign
|
||
|
mcl_signs.register_sign("mcl_core", "#866249", "_junglewood", "Jungle Sign")
|
||
|
mcl_signs.register_sign_craft("mcl_core", "mcl_core:junglewood", "_junglewood")
|
||
|
|
||
|
-- Register the LBMs for the created signs.
|
||
|
mcl_signs.make_lbm()
|
||
|
|
||
|
--- -----------------------------------------------------------------------------
|
||
|
|
||
|
* If you wish to use a recipe other than the standard sign recipe, you will need to define your own recipe. In doing so,
|
||
|
use this output line:
|
||
|
output = "mcl_signs:wall_sign" .. _name .. " 3",
|
||
|
where _name is the same string that you have used throughout your sign's workflow. That way, when players make the recipe,
|
||
|
they get your sign (x3).
|
||
|
|
||
|
--- Future landmarks on the horizon for the Signs API:
|
||
|
|
||
|
* Once the forthcoming Hanging Signs are in Minecraft, and we implement the code for them in here, hanging signs will
|
||
|
automatically exist as part of the signs' package. You won't have to change any of your code, it'll just be more
|
||
|
functional. :)
|
||
|
|
||
|
* if you have suggestions, comments, etc., please contact me on MineClone 2's Discord server.
|
||
|
|
||
|
And that... is all there is to it!
|
||
|
|
||
|
-- written by Michieal.
|