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8099a4bd17
If no `source` given, fallbacks are 2 and 6 respectively
40 lines
1.8 KiB
Markdown
40 lines
1.8 KiB
Markdown
# API for MineClone 2 walls
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This API allows you to add more walls (like the cobblestone wall) to MineClone 2.
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## `mcl_walls.register_wall(nodename, description, craft_material, tiles, invtex, groups, sounds, hardness, blast_resistance)`
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Adds a new wall type. This is optimized for stone-based walls, but other materials are theoretically possible, too.
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The current implementation registers a couple of nodes for the different nodeboxes.
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All walls connect to solid nodes and all other wall nodes.
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If `craft_material` is not `nil` it also adds a crafting recipe of the following form:
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CCC
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CCC
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Yields 6 walls
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C = craft_material (can be group)
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### Parameters
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* `nodename`: Full itemstring of the new wall node (base node only). ***Must not have an underscore!***
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* `description`: Item description of item (tooltip), visible to user
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* `source`: Node on which the wall is based off, use for texture and crafting recipe (optional)
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* `tiles`: Wall textures table, same syntax as for `minetest.register_node` (optional if `source` is set)
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* `inventory_image`: Inventory image (optional if `source` is set)
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* `groups`: Base group memberships (optional, default is `{pickaxey=1}`)
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* `sounds`: Sound table (optional, by default default uses stone sounds)
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* `hardness`: Hardness of node (optional, default matches `source` node or fallback value 2)
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* `blast_resistance`: Blast resistance of node (optional, default matches `source` node or fallback value 6)
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The following groups will automatically be added to the nodes (where applicable), you do not need to add them
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to the `groups` table:
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* `deco_block=1`
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* `not_in_creative_inventory=1` (except for the base node which the player can take)
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* `wall=1`
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### Example
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mcl_walls.register_wall("mymod:granitewall", "Granite Wall", {"mymod_granite.png"}, "mymod_granite_wall_inv.png")
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