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  • * API
    302 bytes (31 words) - 16:52, 21 August 2022
  • ...ith '''UNOFFICIAL''' documentation of the methods and functions in the Lua API. [[Category:Modding API‏‎]]
    10 members (0 subcategories, 0 files) - 14:45, 13 May 2019
  • .... See the [https://minetest.gitlab.io/minetest/class-reference/#invref Lua API documentation] for more info.
    496 bytes (68 words) - 08:41, 25 October 2022
  • ...ncludes pages with '''UNOFFICIAL''' documentation of data types in the Lua API. [[Category:Modding API‏‎]]
    1 member (0 subcategories, 0 files) - 14:46, 13 May 2019
  • * Get [[Intro|introduced to the mod API]]
    399 bytes (54 words) - 12:09, 23 November 2015
  • ...ages that include '''UNOFFICIAL''' documentation of the objects in the Lua API, like player or inventory. You should usually access their methods using <c [[Category:Modding API‏‎]]
    5 members (0 subcategories, 0 files) - 12:44, 18 November 2023
  • ...nly'' if other mods ought to access resources inside that mod (e.g. for an API) * Document your own API and code
    1 KB (243 words) - 22:31, 6 May 2018
  • ...namespace-reference/ minetest.register_on_protection_violation] in the Lua API documentation.
    857 bytes (119 words) - 13:51, 25 October 2022
  • ...te ist eine in C++ geschriebene Engine, der zweite ist eine modifizierende API, die nützliche Funktionen einer [[Lua]]-Umgebung zugänglich macht.
    525 bytes (73 words) - 21:17, 21 February 2019
  • ...in question. On-disk formats are extremely important to get right. Modding API concerns are split between this and req2. This is about knowing the engine' # Those who have studied the file formats, the protocol and the Lua API, and know how version compatibility can be reliably done.
    2 KB (357 words) - 16:08, 24 September 2022
  • ...netest/minetest-namespace-reference/ minetest.get_craft_result] in the Lua API documentation.
    913 bytes (111 words) - 14:03, 25 October 2022
  • ...[Engine structure|core engine]] written in C++, the second being a modding API that exposes useful functions to a Lua environment.
    713 bytes (108 words) - 16:32, 21 August 2022
  • = Using Script API = === Avoid having to re-enter the C++ side by calling API when not needed ===
    4 KB (683 words) - 19:11, 25 January 2023
  • Within common subfolder parts of script api are implemented that need to be available for cpp as well as lua implementa ...features from all submodules within cpp. ScriptApi is responsible for mod api management too. Any function required by all modules are implemented in Scr
    2 KB (327 words) - 21:15, 15 August 2022
  • ...ility''' - Improve/add API to allow mods to extend the base features (e.g. API for new crops for <i>farming</i>)
    2 KB (280 words) - 11:53, 24 May 2022
  • '''Modding API'''
    2 KB (161 words) - 19:03, 11 March 2019
  • ...hen dispatches them via Lua (that is, the client-side equivalent to Script API): Functions available to client side mods (aka the Lua API):
    6 KB (887 words) - 21:16, 15 August 2022
  • ...ages/Wuzzy/playerphysics/ Player Physics API] [playerphysics]: Lightweight API to modify player physics without interference. Setting the attributes direc ...preferred way to make mods and games translatable is with help of the Lua API with <code>minetest.get_translator</code>. No additional mod is required. R
    16 KB (2,578 words) - 11:19, 1 May 2023
  • == Lua API == Q. I've created a new class for the Lua API, but whenever I try to call a method from it, I get a Lua error that says s
    7 KB (1,178 words) - 09:08, 8 April 2024
  • ...ua_api - (i) wrappers for C++ code to use in Lua scripts and via the Lua-C api (e.g., lua_api/l_server.cpp), and (ii) making simple game abstractions (e.g
    2 KB (275 words) - 09:43, 28 August 2014

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